Sonic Adventure 2 is a fascinating entry in
the franchise from a historical point of view. It marked the end of an era with the Dreamcast
being discontinued and Sega retiring from the console market, while simultaneously it
marked the beginning of a new era with the port to the Nintendo GameCube, Sonic Adventure
2 Battle – yeah, I have a Japanese copy, what about it – introducing the blue blur
to an entirely new audience. Coincidentally, it’s probably also the most
polarizing Sonic game to exist: you’ve got people who can’t comprehend what's so appealing
about it, finding it dated and frustrating, but on the flip side there are passionate
fans that love it to this very day. Certainly, I believe there’s at least a
partial correlation there, however, to boil the issue down to nostalgia, or the decade
one grew up in, is an oversimplification at best and disingenuous at worst. In reality it’s more complicated than that,
but when digging deeper into the game itself, you’ll find identifiable reasons how players’
experiences can be so different – and how these experiences are all equally valid and
understandable. Despite their similarities, SA2 is quite divisive
as a sequel to SA1 as well, so the game really is the perfect breeding ground for debates
and controversies. But to start simple, one of the major improvements
I think SA2 brings over its predecessor is its structuring. SA1 was largely made up of six different,
interlocking character campaigns, which was pretty cool and innovative conceptually, but
in practice it didn’t pan out well. It made the overarching narrative puzzled
together between the six campaigns feel disjointed, and a lot of content ended up getting blatantly
recycled, from story beats to bits of gameplay, resulting in a very bloated package. While SA2 also has six playable characters,
the number of campaigns has been scaled down to just two: the Hero side and the Dark side. Each side, then, alternates between three
characters, streamlining things substantially. Granted, this simpler structure has a clear
downside depending on how you look at it, which I’ll touch on much later, but the
advantages are undeniable. There are still a handful of cutscenes and
a few character battles that show up in both perspectives, but thankfully you can skip
cutscenes in any version this time around, and there is far less repetition than in SA1
to begin with. For the most part, the two teams are doing
different things at a given time despite being part of the same conflict, and both stories
stay focused on what’s currently relevant to the characters – no Tikal flashbacks
or any kind of side tangents like that. So, kickstarting the events of SA2, Eggman
learns that his grandfather, Gerald Robotnik, created a top secret weapon, which is now
being held onto at Prison Island by GUN, a private military organization. Eggman breaks into GUN's facilities to release
said weapon, which is none other than Shadow the Hedgehog, and together they seek to control
the planet by utilizing the Eclipse Cannon, a laser capable of mass destruction, fired
from aboard the Space Colony ARK. To unleash the cannon's full potential, however,
all seven of the Chaos Emeralds are needed, which is where Rouge the Bat, a treasure hunter
who specializes in all kinds of jewelry, comes in and joins the alliance. Now, I really enjoy that we get to tag along
with the villains here – it’s very unique for a game. Eggman’s always carried out sinful schemes,
but seeing one come to fruition from his perspective adds a whole new layer to this story. When he and Shadow team up with Rouge, for
instance, the first thing they do is return to Prison Island in search of more Chaos Emeralds. In an attempt to cover up this invasion, Eggman
devises a plan to blow up the entire island by letting Shadow place dynamite packs on
GUN's weaponry, so that nobody has a chance to know what hit them. It's a memorable and intense set piece, made
all the better by how you, as the player, get to act out this over-the-top, tactical
mission by distracting GUN's forces, breaking into their security hall to steal the Chaos
Emeralds, and narrowly escaping the island before it explodes. Then, with six Emeralds now in the team's
possession, they figure that's sufficient to demonstrate a glimpse of the power of the
Eclipse Cannon, and obliterate half the bloody moon to scare the world leaders into surrendering. Truly, Eggman is raising the stakes more than
ever before, and he further demonstrates in SA2 just how smart and unhinged he is. When Sonic, Tails and Amy later make it aboard
the ARK to save the planet, Eggman's systems pick up on energy readings from two separate
Emeralds, leading him to deduce the heroes are trying to trick him with a fake Emerald. With no other option, Eggman tracks down Amy
and holds her hostage, so that Sonic and Tails are forced to meet him before they can foil
his plans. During this confrontation, Eggman traps Sonic
inside a pod that will explode in space, but since he isn't 100% sure if Sonic is holding
the fake Emerald, he baits Tails into admitting to it – it’s some serious 4D chess. This cements that, while Eggman can be a bit
of a goofball, he is nonetheless a total savage that you don't mess around with; he kills
Sonic in cold blood in front of his best friends, causing Amy to break down in tears, and making
Tails feel personally guilty to boot. This might just be the peak of the character
in the franchise, and again, the fact you get to play as him seals the deal. All the same, what’s fascinating is that
Eggman is the only real sinister bastard of the group. You see, Shadow, despite sharing a very similar
goal with Eggman, actually does not have a lust for world domination; instead, we learn
from a flashback that a friend of his, Maria, was shot down by someone or something, and
he is determined to fulfill her dying wish. The specifics of this wish seem lost from
Shadow's memory, but he confidently interprets them as a request to seek revenge against
humanity. This makes him a compelling character, because
deep down he isn't as bad of a guy as you would expect. That nuance to him first comes through somewhat
when Rouge is trapped inside a vault in the middle of the Prison Island operation. With the bombs going off soon, Rouge being
on the brink of death draws parallels to Maria in Shadow's mind, and so he rushes over to
save Rouge using Chaos Control – a technique that allows him to teleport around with the
use of a Chaos Emerald. Shadow justifies this action to himself by
saying he did it for the Emeralds, but the real reason couldn't be more obvious: he cares
about Rouge. And that's my read on the character in general:
Shadow has a heart for the people he's closer to, but since he doesn't really know anybody
down on Earth, he believes, based on what he thinks Maria asked from him, that committing
mass genocide is the right thing to do. As such, to boil down Shadow to "dark edgelord''
would be a misunderstanding, which is plain to see when you compare him to Eggman. Call me crazy, but I think there's an argument
to be made that Rouge is actually more evil than Shadow; I mean, her main reason for cooperating
with Eggman and Shadow is so she can sweep the Chaos Emeralds from the Eclipse Cannon
before all seven are inserted. To her credit, she’s at least planning to
intervene before it gets that far, but she still lets every catastrophe before that happen,
all to satisfy her own greed. Unlike Shadow, she doesn’t have a good excuse,
really, and is motivated for selfish reasons. I guess the excuse is supposed to be that
Rouge is a government spy, working to gather information on Shadow for the President, but
this makes little sense no matter how I look at it. Somehow, I doubt the President gave her orders
to help Eggman; if he did, that opens a large can of worms, like the government being fine
with blowing up a ton of GUN’s people and property, and greenlighting the destruction
of half the moon. Perhaps, y'know, Rouge is just not reporting
truthfully to the President, but I cannot imagine a legit scenario where that works,
either. After all, Rouge informs on the phone early
on that she has made it to Eggman’s base; coincidentally, Eggman gets intel from someone
shortly after that there are a bunch of Chaos Emeralds on Prison Island; and the team’s
plan to go undetected there fails on top of that. If the President has half a brain, Rouge is
a suspect to investigate, but she is never questioned about anything. Honestly, this government spy aspect needlessly
muddies the story; it’s probably meant to give Rouge a sense of intrigue, but it ends
up being a confusing plot point that doesn’t seem thought through properly. If you ask me, a thief obsessed with gems
was all we needed. That’s the aspect of Rouge’s character
I always think of, anyway, creating all the friction with Knuckles over ownership of the
Master Emerald, and she would be a sassy bitch taking the piss out of Eggman’s tantrums
regardless. I suppose her duty to investigate Shadow does
make her feel more sympathetic toward him, but the dynamic between these two could have
worked perfectly fine without that. If anything, it might’ve worked better? Toward the end, Shadow walks in on Rouge trying
to steal all the Emeralds, and says she must be that government spy, Rouge the Bat… So, like, he knew there was a government spy
named Rouge the Bat, but wasn't able to connect the dots until she literally betrayed the
cause? That is so bizarre, and when you think about
it, makes Eggman and Shadow’s alliance with her more questionable than it already was. Like OK, initially, they were forced to take
Rouge aboard out of necessity, but once she’d informed them where the last Emerald was,
why didn’t they dispose of her? She clearly cannot be trusted, and there’s
bound to be a major conflict of interest regarding the Emeralds once all of them are acquired. Unfortunately, this conflict also gets ‘’resolved’’
in the worst way possible, because, when Shadow busts Rouge, Eggman calls him to stop Sonic
from reaching the place… and he just leaves Rouge alone, essentially handing over the
Emeralds to her… Except no, apparently she decides to leave
them be, wasting her efforts across the entire campaign, because a few scenes later all the
Emeralds are still in the console and Eggman inserts the last one… Uhm, excuse me? What? That’s such an arbitrary and lame victory
for Eggman – it’s as if the writers just gave up here. It’s best not to ponder the details too
much, really, because SA2 crumbles when you go down that road. On a fundamental level, there are some quirks
to this plot; I mean, why did Eggman even go to the trouble of building the Death Egg
before, when the ARK already exists? I guess he somehow never noticed this conspicuous
Space Colony floating around, but then how is the teleporter inside his base taking him
there? Additionally, now that a military unit like
GUN has been established in this universe, where were they to stop Eggman in all the
previous titles? You could rationalize it by saying Eggman
was always ten steps ahead of GUN, but this screws up a core plot point as we move over
to the Hero campaign. The Hero campaign famously starts with Sonic
breaking out of a military helicopter and descending onto the streets of San Francisco. This is a classic and energetic opening, but
at the same time it’s also bullshit. Basically, what’s happening is that the
military is put on high alert after Eggman releases Shadow, and mistakenly arrests Sonic. Now, the most plausible explanation for how
this could occur is that earlier concept designs for Shadow resemble Sonic far more closely
than he does with his final design. This aspect of the script was never re-written,
however, and so it makes the mistaken identity fiasco in the actual game rather awkward,
especially when the media has clear shots of Shadow with his upwards spines, chest hair
and different accessories, not to mention Shadow is black with red stripes instead of
blue with a tan colored stomach and arms. The two look distinctly different in various
aspects, and moreover, GUN is the organization that’s kept Shadow locked away – it's
baffling. This drama is what fuels Sonic and Shadow's
rivalry, as well, and for a while it just leads to them calling each other fake hedgehogs
– riveting stuff. I do like how they seem to have built mutual
respect for one another by the end of the campaigns, though, and have a proper duel
in a race to the Eclipse Cannon. With that pay off, I could honestly let the
setup of the military initially arresting Sonic slide, but then it gets stretched out
over the first half of the entire Hero story. You see, Tails and Amy, catching wind of Sonic's
predicament, break into his jail cell to free him, and this in turn causes all three of
them to be wanted and hunted down by GUN. In fact, GUN is so vehement to capture them
that they are pumping a massive amount of resources into weapons, are willing to obliterate
the entire Golden Gate bridge, and are unapologetically destroying tons of people’s properties. Sure, breaking into jail cells and damaging
military equipment is a criminal offense, but it’s GUN’s own conduct that got everybody
involved in this mess. They should’ve given it a rest already,
because they know Sonic and Tails are the ones who have been saving the world over and
over and over and over; GUN, meanwhile, has never achieved a damn thing in that regard. It doesn’t help at all that, in SA2 itself,
it once again comes down to Sonic and friends to stop Eggman, while GUN is sucking on their
thumbs in the background or something. The lack of self awareness is astounding. The good news is, the second half of the Hero
story is less dumb, with the boys and girl having finally outrun the military, and infiltrating
Eggman’s secret base in Egypt to make their way to the ARK. Once there, you get a nice example of the
two campaigns filling in each other’s blanks: Tails engineered a fake Chaos Emerald that,
when inserted into the Eclipse Cannon, will cause the device to blow up. This is context you’re missing if you’re
playing the Dark story first; you know there is a fake Emerald, but not exactly for what
purpose. Inversely, if you played the Hero story first,
you wouldn’t know how Eggman already knew about the fake Emerald. Neither of these details are needed to understand
the other side of the story, but together they create a holistic picture of the situation. Similarly, if you played the Dark story first
and find out Sonic is still alive at the end, the Hero story reveals how: when Sonic gets
ejected into space, he uses the fake Emerald to Chaos Control himself out of there. This is actually a cool moment, I think, because
it challenges Sonic in a new way; after all, he’s never used Chaos Control before, but
at the same time he is no stranger to the Emeralds. When he’s on the brink of death, then, he
puts all his focus and efforts into initiating the technique he witnessed from Shadow, and
manages to pull it off – and we see afterwards that it took a hell of a lot out of him. It’s a really suspenseful event with a genuinely
clever outcome, although I will say the implications of this for the series going forward kinda
bother me. Shadow being able to use Chaos Control is
one thing, but now Sonic has also learned how to perform it, and… Well, spoiler alert: future entries basically
ignore this, because it's really hard to tell a story involving the Chaos Emeralds otherwise. Anyway, that gripe of mine aside, what further
elevates this cutscene is how perfectly it encapsulates Sonic’s personality. He enters the room all lively with cocky banter
to tease Eggman, thinking he’s got the upper hand, but as soon as he gets locked up he
drops the attitude. Believing he has lost in that moment, Sonic
gives Tails his final words of faith and encouragement, tells Amy to take care of herself, and goes
out like a champ. It is this balance of generally being snarky
and free spirited, but also taking things seriously when appropriate, that makes Sonic
a great character. And bouncing off of the Tails bit, that is
the culmination of how far he has come as a character, too. In SA1, Tails was rather fearsome by himself
and slowly learned to believe more in himself, but in SA2 he full-on breaks into Prison Island
to save Sonic, and is the main brain behind the heroes’ operation of foiling Eggman's
plan. To see him stand tall against and take on
Eggman to avenge Sonic’s supposed death feels like the final step of the arc he’s
been undergoing for two games now. Really, I think it’s fair to say this is
the best scene in the game. The only thing that hurts it slightly is that
it’s built on how terribly Amy is handled in the story. From the beginning, her inclusion is incredibly
arbitrary – through inexplicable means she managed to reach Prison Island by herself
to rescue Sonic, when it’s located in the middle of the fucking ocean – and from there
she constantly gets ditched as some kind of recurring gag, I guess. She proves herself to be more of a liability
than anything, but then Sonic and Tails still decide it’s a smart idea to bring Amy with
them to the ARK… Where they leave her behind again… Which then results in her being caught by
Eggman. After her little adventure in SA1, this is
kind of insulting. To be fair, we shouldn’t pin all of the
blame on Sonic and Tails; it’s partially Knuckles’ fault too, because he’s probably
the one who took Amy with him to Eggman’s base in the first place. Insert joke here how I almost forgot Knuckles
is in this game, which I didn't really, but it does make for a great segue, because I've
got a bone to pick with his integration also. For most of the story he is off on his own,
hunting for the scattered pieces of the Master Emerald after he shattered the thing to prevent
it from being stolen by Rouge and Eggman – which Eggman seems to have completely forgotten
about for the remainder of the game, by the way. It kinda irks me that Knuckles is the guardian
of the Master Emerald when he’s so miserable at his job, because it means his purpose in
this story is a retread from the last game. He does have far fewer cutscenes as a result,
so there is that, but whenever you pivot away from Sonic and Tails to Knuckles, it’s like
everything's being put on pause and it can be disruptive to the flow and pacing. The best example of that is when Sonic receives
the call from Tails that Eggman is holding Amy at gunpoint, and then the game cuts to
a totally unrelated Knuckles stage that, according to the countdown timer, takes place well before
Tails’ call to Sonic. I’m aware, creating suspense with plot switcheroos
like this is nothing abnormal, and you could argue Knuckles' isolation from the rest reflects
his personality, but none of that negates how uneventful most of his business is, and
that it doesn’t tie into the game’s central conflict. The only exception, really, is when he finds
the keys to get the group into the center of Eggman’s base. I’m glad at least, though, that this does
allow for nuggets of interaction between Sonic and Knuckles, showing that Knuckles has become
a little more chill and level headed since SA1, and his dynamic with Sonic has developed
more toward proper buddies than… tolerating each other as they did in SA1. We’re seeing some growth for the man, and
after Rouge has been an endless pain in his neck, Knuckles is still courteous enough to
rescue her when she is ‘’falling to her death’’. It reinforces that he doesn’t really want
to harm anyone; he simply has tunnel vision when it comes to protecting the Master Emerald,
and can be painfully naive. Even still in SA2, he seems oblivious to the
fact Rouge is attracted to him – it’s almost adorable. The way Sonic, Tails and Knuckles are portrayed
is easily my favorite part about the Hero story, and their friendship and how they have
each other’s backs is an interesting juxtaposition with the Dark team. Shadow and Rouge do develop some kind of connection
over time, but it’s not on the same level, and I don’t think Eggman actually cares
about them whatsoever – he just views them as a means to an end. It’s another factor that sets the two campaigns
apart from each other, which I really appreciate. As you might expect, however, two campaigns
isn’t where this party stops: after finishing both, you unlock the Last, conclusive segment. Now, how this comes together canonically is
kind of up to interpretation, because Tails wins from Eggman on the Hero side and vice
versa, and the same applies between Sonic and Shadow. Either way, the plot thickens when Eggman
finally puts the legit, seventh Emerald into the Eclipse Cannon. In a twist, the cannon doesn't fire at all;
instead the entire ARK gets set on a collision course to Earth, and a video recording plays
where Gerald Robotnik is about to be executed. Why is that? Well, Gerald's diary reveals that, 50 years
ago, the military feared the development of Project Shadow and raided the ARK. During this invasion, Gerald was arrested
and imprisoned back down on Earth, and reports stated that many of his colleagues on the
Colony, and even his granddaughter Maria, were killed by GUN. Struck with grief and loss, Gerald desired
to avenge those close to him and wipe out all of humanity. This is the moment the plot got lost on me
– and who am I kidding: a ton of people. Seriously, the more you learn about GUN the
more you start to question them. First they fund Gerald's research, because
it was intended to benefit mankind; at some point they believe the experiments are becoming
dangerous, however, which… fine, but they then decide their best course
of action is to carry out the most extreme act imaginable? Like, Christ, was it necessary to shoot down
so many innocents to capture Shadow? The game gives no insight into whether GUN
negotiated with Gerald or issued a warning or anything either, so I’m missing rationale
and development here to justify such an insane order. Taking that for what it is, though, this opens
quite the rabbit hole. We’re going to assume that Gerald was able
to resume his research for at least some time after the ARK was invaded, because it would’ve
been physically impossible for him to alter Shadow’s mind to carry out revenge otherwise,
and all the scientific jargon on the walls in his prison cell lends further credence
to this idea. From there, it seems implied that Shadow programmed
the crash course function into the ARK or this entire setup would implode on itself,
but this begs the question: if GUN feared Shadow so much, why did they still let Gerald
work on him? Did they want Shadow for themselves and take
the credit or some shit? If so, such a motivation is never explored,
and GUN would be putting an awful lot of trust into someone they’ve caged in like an animal,
not to mention they killed his friends and a loved one. They also must’ve read Gerald’s diary
that details his revenge plan, and evidently not a soul within GUN seems to have the technical
know-how to reprogram Shadow, so what were they hoping to achieve by keeping him around? It seems like a needless security risk, especially
when Gerald’s grandson, Eggman, has always been ten steps ahead of GUN. Heck, how did Eggman even get a hold of this
diary full of dangerous, secret sauce, anyway? Yet another major GUN blunder we can add to
the list. Somehow the world’s leading safety and security
organization has made the worst decisions that run counterintuitive to their goal over
the duration of 50 years, and their idiocy continues into the present events of the game. Everybody makes mistakes, but GUN borders
on parody on how inept and irrational world leaders are – they are probably the worst
component of this story. Ah well, poorly written background aside,
the urgency of the ARK crashing down to Earth, and the Hero and Dark sides combining their
efforts to stop it, is undeniably a rush. Even Eggman, who greatly admires his grandfather's
scheme, is forced to cooperate with Sonic and co, because it's also his own life now
that's on the line. In that sense, the setup of this Last story
is a significant improvement over SA1's. The one in SA1 was disappointing, because
it only had a single boss to fight – no levels at all – and nobody besides Sonic
contributed anything, neither in story nor gameplay. In SA2, you get a multi-segmented stage where
you cycle between five of the characters to reach the core of the ARK, and after that
you face off against Shadow's prototype, the Biolizard, as Shadow himself; as a result,
the existence of this Last story segment feels earned. But, I can hear the uninformed thinking, what
could possibly make Shadow want to save the planet all of a sudden? That's a bit of doozy. So, as Amy is wandering around the ARK, she
runs into Shadow, who seems content now that he's about to fulfill his promise to Maria. Amy gives a sweet and kind hearted speech
that gets through to Shadow so much, however, that it restores his memory of Maria's true
wish: to serve and benefit mankind – the opposite of what he’s believed the entire
game. This feels like an anti-climax. Memory loss is a complex thing and we never
see Shadow wrestling with doubts that he might be misremembering Maria's last words. Rouge vaguely alludes to the possibility in
an earlier scene, and Shadow did rescue Rouge from Prison Island, but in spite of that he’s
always carried on business as normal without a hint of reflection or hesitation. It's quite a happy accident, then, that one
brief interaction with a stranger at the last second is what it took for a one-eighty. Don't get me wrong, it's natural that Shadow
could eventually come to this conclusion, but the road to that conclusion would have
benefited from more fleshing out. It's also completely transparent at this point
that Amy being brought along to the ARK is purely for plot conveniences and nothing more. Contrivances appear to come in spades in the
Last story, though. Fast forward to the ARK's core, and Sonic
and Knuckles make their way to the altar where they neutralize the power of the Chaos Emeralds. Knuckles uses the Master Emerald to do so
by reciting the quotes from Tikal in SA1 to seal Chaos – which is a pretty neat throwback
and detail – and by extension, Knuckles' antics in the Hero campaign finally have some
relevance to the main story. Now, with the Chaos Emeralds neutralized,
that should put a halt to the impending doom… Except, the Biolizard uses Chaos Control to
merge itself with the ARK and keep it on its collision course. This feels so cheap; you’ve just disabled
the power source that fueled the collision course, but then the game casually pulls out
of its ass that the Biolizard can Chaos Control without any Emeralds. Yeah yeah, the Biolizard has a special organ
that gives it the ability to do so, but this information is tucked away so obtusely that
99.9% of players would never find it. Why even bother conceiving an explanation
in that case? It’s a flimsy explanation, anyway, because
Shadow, a more advanced revision of the Ultimate Life Form, does need an Emerald to Chaos Control. Of course, that’s how it had to be, because
Sonic wouldn’t think to replicate the move to escape the pod if Shadow never demonstrated
it to him with an Emerald – you’re not pulling the wool over my eyes, fellas. I’m also puzzled how the Biolizard shows
up here to begin with. Did GUN just leave it to rot aboard the ARK
for 50 years? How is it even programmed to annihilate the
planet if Gerald was imprisoned? This wasn’t Shadow’s doing either, since
he is sincerely caught off guard when the Biolizard performs Chaos Control without an
Emerald. It’s a shame the execution of these beats
in the Last story is so sloppy, because Shadow joining the good fight after all, and confronting
an abandoned prototype of himself, are both exciting prospects. SA2 debatably has the most fondly remembered
finale of any Sonic game, as well, and for good reason. True to Sonic’s character, he shows his
willingness to forgive a former enemy again, partnering up with Shadow, and together they
transform into their Super forms to fight the Biolizard with the Space Colony jammed
far up its anus, in the middle of space. It’s an amazing set piece: the characters
that have been so at odds with each other are now cheering on Sonic and Shadow as everybody
is on the verge of total obliteration, Live & Learn is blasting into your eardrums all
the while, and it perfectly exemplifies the kind of energy and spectacle that fans adore
so much about this franchise. Equally remarkable is how, after such a hype
battle, the game transitions to an emotional aftermath. As Sonic and Shadow defeat the Biolizard,
Shadow regrettably doesn’t manage to stay in his Super form long enough to return himself
to safety, and presumably dies in a fall to Earth. He sacrificed himself with his promise to
Maria fulfilled – his story is complete – and when Sonic makes it back to the ARK,
he delivers the bad news to the rest of the crew. What follows is a credits scene where the
characters solemnly reflect on Shadow, as well as the journey they’ve all been through. For a moment they stand together in peace,
with Eggman’s dialog sticking out to me in particular, as he seems hurt that his own
grandfather, whom he looked up to as a child, was willing to kill him if it meant getting
his revenge. That’s a vulnerable side of Eggman we’ve
never seen before. And then, as the gang goes home, Sonic salutes
Shadow for his heroic deed in an ending shot that still gives me chills a bit to this day. Man, what a wild ride. If there’s one thing you cannot. take away from SA2, it’s that it really
tried to tell an in-depth story here. You'd be a fool to deny how passionate Sonic
Team was about it – even more so than with SA1. I think that’s a huge reason why a lot of
fans love the narrative in SA2, especially when you take into account how simplified
the series would become in this regard over the next two decades. Also, I can see how this game could captivate
the type of person who likes to craft and discuss theories, and read supplemental works
to gain a better understanding of the details and lore. From those perspectives, it’s easy to understand
why one would be more willing to let the flaws and shortcomings slide, and just admire such
a bold story for what it gets right. Nevertheless, with the amount of effort put
in and all the layers going on, I also think it deserves the scrutiny I’ve been applying. Most of my critiques I'm confident people
will have answers to – and if these answers enhance people’s enjoyment of the narrative,
more power to 'em – but I simply don't believe SA2 was meant to be this taxing work of fiction
where the audience has to piece together a bunch of ambiguous spaghetti, and think critically
with their own interpretations, in order to fill in the gaps and understand the writers’
intentions. Instead, the finesse simply isn't there, and
that's where the detractors and their grievances come from. Ultimately, I do find SA2's story to be more
entertaining than SA1's, given that it's more focused from moment to moment, but whenever
I try to appreciate the plot and writing on a deeper level it does my opinion of them
more harm than good. Admittedly, though, a contributing factor
toward my preference for SA2’s story is the presentation of the cutscenes. The animation is heaps and bounds better than
last time around with proper facial expressions, and specific acting choices in every cinematic. The range of animation is much greater, so
it actually feels, more or less, like you’re watching characters, rather than computer
models cycling through janky, one-size-fits-all presets. That said, to deal with this increased workload,
the developers relied on motion capture techniques for SA2, and it's obvious that the data wasn't
fine tuned by hand enough: body movements are reminiscent of humans in a costume more
so than anthropomorphic cartoon characters, and facial expressions still come across somewhat
uncanny and muppet-like. As such, the animation altogether hasn’t
necessarily aged well, but it's watchable and decent for the time. I’d say the voice acting is competently
done, too. You’ll certainly hear the odd line deliveries
that could’ve used another take, and I tend to get the impression that the actors don’t
fully know the context of the scenes they’re voicing and how their colleagues are gonna
sound. However, when you isolate the individual performances,
I think the actors do a fine job and suit their characters. The worst performance and voice is definitely
Tails again; the kid actor thing just isn’t working, and he can be painfully devoid of
emotion in critical moments… But since that’s only one character out
of six that I actively dislike, I’m not about to lose sleep over it. Still, the voice acting itself is only one
half of re-dubbing a medium; how well the dialog matches with the mouth flaps is the
other half, and SA2 drops the ball on this front. In the worst instances, the character’s
body language feels totally disconnected from their voice delivery… And the English dialog can be too long, leading
to characters interrupting each other, and awkward cuts. What exacerbates this issue is that the cutscene
editing and direction in general feels hasty. On one hand, I’ll take it over SA1’s plodding
tempo, but on the other it leaves little room for things to breathe and the player to absorb
what’s happening sometimes. The moment Amy convinces Shadow to help everyone
is the perfect example. You see what I mean? It’s like the game is turbo charged to go
through and jump between story beats as quickly as possible. Despite the improvements to SA2’s cutscenes,
then, it remains difficult for me to get immersed in them, and rather than address any of it,
the Battle port only breaks certain things further. Most infamously, while the audio mixing already
leaves something to be desired on Dreamcast, it’s pretty abysmal on GameCube. Dialog frequently gets drowned out by the
loudness of the music and sound effects, which is just inexcusable when Sonic Team has had
the opportunity to figure this shit out since SA1 – instead, it's only gotten worse. To add insult to injury, the cutscene music
itself consists of a lot of repeated material that often cuts off poorly yet again. It's not as offensive as in SA1, no, but it's
a disappointing compromise regardless when you factor in how well produced and meaty
the rest of the soundtrack is. Listen, all the split opinions on SA2 may
spiral us into World War III at some point, but I think most folks can agree that the
music is pretty tight. The game is just full of bangers and sports
some of the most beloved and iconic songs in all of Sonic, and the score as a whole
stands out for the theming it's got going on in relation to the characters. You see, all six of them are defined a bit
by their own sound or genre entirely: Sonic boasts high-energy and courageous rock… Knuckles’ stages feature hip-hop and rap… Rouge has smooth jazz pieces with female vocals… And Shadow is most associated with brooding techno. Oddly enough, though, some of Shadow’s music
is rock akin to Sonic’s, which leads me to my main complaint with SA2’s soundtrack:
the oversaturation of rock. Tails is set apart somewhat from Sonic with
synthesized leads… And Eggman’s tracks are more grungy with
thick percussion… But these differences are more subtle. In addition, most of the boss themes, all
of Cannon’s Core, and much of the menu music are rock oriented, as well, so you’ll be
hearing the electric guitar by the buttloads throughout this game. I like the character aspect of SA2 – I really
do – but if Tails and Eggman had more of a distinct style, it wouldn’t have come
at the detriment of variety in genres and instrumentation. With that in mind, I think I do prefer SA1's
soundtrack. By the same token, I also prefer the overall
aesthetic of SA1. The use of color in SA2 has always felt kind
of bland to me. There's lots of grey, shades of brown, and
many of the environments lack a sense of pop. Green Forest is a prime culprit for what I
mean; true to its name, everything is coated in green, from the tubes to the platforms
to the trees, and even the water has sort of a green tint – there’s barely any contrast
on the screen. That’s not to say every stage looks as dull
as Green Forest, but I don’t really find any of them in this game to be visually striking. I realize that's very subjective, but the
emphasis on more realistic cities, military infrastructures and buildings, a bunch of
space settings in and around the ARK – I suppose it all fits the tone and themes of
the story, but there’s just not that much variety, and I miss the art direction from
the previous games. The levels also feel pretty modular, if that
makes sense; like they’re made up of a bunch of reusable assets in a video game plane. SA1 has areas like this, as well – Windy
Valley being an obvious example – but in SA2 that’s almost every area. This difference is partially explained by
the increase from 11 stages in SA1 to 31 stages in SA2, but you can effectively cut the number
of actual Zones, as it were, in half, because most of them show up in both campaigns – think
of it like Act 1 and 2. I’m fine with that approach, frankly, but
stages can already look monotonous and funnel you through similar hallways, tubes, and what
have you, and at times chunks of geometry and layout are literally copy-pasted between
the two Acts. Since those 11 stages in SA1 are composed
of multiple Acts, as well, I’m just saying SA2 isn’t drastically larger in scale, if
at all. Despite that, the draw distance is a bit rough
with no rendering fog and constant, unmissable object pop-in, and considering how linear
the stages are that’s not very flattering by 2001 standards. It’s more understandable for the explorative
treasure hunting sandboxes, but a level-of-detail system could’ve gone a long way there, too. To be fair, it's more so the Battle port that
leaves much of the GameCube's additional horsepower untapped, only slightly extending the draw
distance, and upping the polygon count a bit for character models. For the Dreamcast, SA2 is actually a technically
accomplished release otherwise with gorgeous lighting and razor sharp textures. It also manages to run at a near flawless
60 frames per second, and after the performance issues of SA1 and even DX, smooth gameplay
is definitely an upgrade. Speaking of gameplay, it's high time we get
to that, isn't it? Keeping in line with the game's streamlined
structure, it's worth noting, for starters, that hub worlds have been axed in SA2. This may be a bummer to you if you enjoyed
the world building they provided in SA1, but functionally they didn't serve a whole lot
of purpose, and finding the way forward was sometimes a time consuming hassle. Going from stage to stage in SA2 keeps the
pace up and ensures nobody gets stumped on some arbitrary progression gate. Since both teams are made up of three characters,
the number of gameplay styles has also been trimmed down from six to three, giving the
developers more focus to refine and expand upon the ones that have made a comeback – doubly
so now that characters have received their own dedicated stages, as well. Unsurprisingly, the returning gameplay styles
happen to be the ones an intelligent design analyst like me would rank in the top 3 in
SA1, so things are looking promising for the sequel. Self explanatory, Sonic’s high-speed platforming
from SA1 had to make its return, and in many ways it’s what we’ve come to know and
love. The basic handling has been tweaked a bit
– notably, the Spin Dash is not as spammable anymore – but for all intents and purposes,
the controls are as terrific as they were before. A mechanical refinement has been made, however,
in that the Light Dash is now instantaneous – much needed after SA1 required you to
stand still and charge up – which is a refinement made in service of stages that, more than
ever, don’t waste any of the player’s time. You know what I’m talking about, right? As far back as the 16-bit Sonic titles, there
would be segments that forced you to slow down and play the waiting game, regardless
of your skill and knowledge, and even when you think back to SA1 you can identify a couple
of standout moments like this in Sonic’s campaign. In SA2, there is none of this ‘’come on,
get a move on’’ stuff; the absolute most you can point to is that perplexing diversion
in Pyramid Cave where you need to carry this key to a hole to open a door, but even still
you can stay on the move while holding it. Past this, every level for Sonic and Shadow,
from start to finish, cuts the nonsense and is laser focused; even the integration of
little mini games as seen in SA1, such as the slot machine in Casinopolis or the go
karting in Twinkle Park, was left behind. This results in a consistently solid set of
stages where I’m always down to play any of them, and truly can achieve a continuous,
unhindered flow of forward movement throughout. Naturally, speedrunning is a blast because
of it, and shortcuts in the stages are here and accounted for to further support that. I'd wager there's less of them than in SA1
– partially because of the less powerful Spin Dash – but you've still got opportunities
to Spin Dash jump over gaps, and skip chunks of stages with skillful and cheeky play. Final Rush and Sky Rail are the pinnacle in
this regard, with multiple instances where the momentum from grinding and jumping at
the right time can launch you high up or far away and toward later sections; but I'm also
thinking of segments like in Radical Highway, where you can propel yourself between these
loops, and reach a hidden spring that lets your grind across the central bridge in full. And yeah, even many of the scripted loops
can be cut short by jumping out of them correctly; I like that, since it allows you to maintain
more control and save time in doing so. On a first playthrough you won’t do that,
obviously, but I think the moments of automation shouldn’t be too bothersome then, anyway. The thrill of going fast is a major signature
of Sonic games, and in SA2 everybody gets to relish in that from time to time without
needing to be all that good. Many stages have their own form of spectacle,
as well, to prevent them from blending together: from the GUN truck chase in City Escape, to
the anti-gravity mechanic in Crazy Gadget that puts you on the ceiling and walls; and
from rushing to grab onto a space missile in Metal Harbor before it launches, to the
series staple grind rails, making their debut in SA2, found in a handful of levels. These add visual flare with a wicked sense
of speed against various backdrops, and whenever they’re used you’ll often find the most
diverging pathways and secret item boxes. Contrary to popular belief, the Speed stages
in SA2 actually do have a surprising amount of nooks and crannies and hidden goodies to
find, so keeping an eye out and experimenting with the terrain is definitely still rewarded. Again, maybe there isn’t quite as much of
it as in SA1, but if you ask me it’s splitting hairs; there is far more than I could show
off to you unless I padded out this part of the video with all the examples I have. Overall, I don’t even believe the level
design is decidedly more linear than it was in SA1; rather, it appears more narrow and
repetitive, which can be attributed to SA2’s visual compromises I was talking about a few
minutes ago. Many of the levels in SA1 really did have
a great sense of scale and progression, with unique and identifiable set pieces at almost
every corner, making them more impressive locals to explore and speed through. Some of the individual Acts within a stage
also were indeed more open ended in order to accommodate Knuckles’ treasure hunting
gameplay, which SA2 didn’t have to do. They were a nice change of pace, though, and
SA2 certainly pushes the player more so to go fast at all times; cemented by the increase
in boost pads and such. This isn’t inherently good or bad, but it
might partially explain, as well, how people perceive it to be more railroaded than SA1. For me, if I can put it succinctly, I think
Sonic’s campaign in SA1 had the higher highs, but also the lower lows. There’s nothing in SA2 that I love as much
as Speed Highway or Red Mountain, but there’s nothing as overambitious and botched as Sky
Deck, and as I said I appreciate how action packed and uninterrupted all the stages here
are. Ultimately, while there are differences and
everybody’s going to have their preferences, these stages are comparable enough that, if
you enjoyed them in SA1, you’ll probably enjoy them in SA2 – it’s the best gameplay
style in both titles. Which leads us to the alternate gameplay styles,
starting with mech shooting with Tails and Eggman, based on E-102 Gamma from SA1. At a glance, this one seems improved quite
a bit. One of the fundamental issues with Gamma’s
gameplay was that the functionality of the classic Ring system meant that, barring falling
into pits, it was virtually impossible to die, and the enemies were simplistic badniks
lifted straight from the platforming campaigns. SA2 addresses this by introducing a health
meter, which is slowly replenished by picking up Rings, plus enemies come in larger numbers
and are more aggressive, actively trying to shoot you down as you pass by. There is actually difficulty to speak of,
which I’d argue is pretty important. Mind you, not all of this difficulty is of
the fair type, as these stages suffer from some cheap enemy placement. I find Eggman’s levels to be less problematic
in this regard, but as Tails you should be prepared for bullshit, be it military missiles
striking you from the sky, or some cunt hitting you the split second a door opens. Fuck off. Developers who pull this kind of stunt often
give me the impression they aren’t super confident in what they’re designing, and
if that was the case here I can understand why, because these shooting stages are still
undercooked despite the aforementioned changes. Firstly, enemy variety is subpar, with the
same handful of GUN beetles and robots showing up throughout the game ad nauseam. There’s a brief respite with a monkey badnik
in the desert areas and Artificial Chaos monsters in Eternal Engine and Cosmic Wall, but that’s
about it, and I can’t help but notice that all these enemies are shared with the Speed
stages. The two gameplay styles are different, so
more specialized enemy design would be welcome. Similarly, your mechs themselves are limited
to a single cannon/laser hybrid thing, and you never obtain any new weapons to experiment
with. Combine these two factors and you have one
of the most mechanically barebones third person shooters I’ve played. They also ditched the race against the clock
mechanic from SA1, where you would rack up combos to prevent Gamma’s battery from running
out – it’s weird. This timer was way too lenient, so in practice
you could basically ignore it, but the concept was solid and I’m curious what SA2 could’ve
done with it. The omission of this mechanic makes the auto
scrolling segments, in particular, feel out of place. These are like shooting ranges with hordes
of enemies that cannot hit you so you’re free to score big combos; however, since combos
don’t keep you alive or power you up or something, you can safely drop the controller
and have to wait before the stage progresses. Restricting movement and pace like this is
not something I’m really a fan of as is, but if we need to have it at least give every
player a worthwhile reason to be invested. It feels like padding, which these stages
already have in spades. SA2's dejavú phenomenon I've talked about? It’s driven home with the mech gameplay:
stages are composed of a lot of hallways and corridors that highlight how basic the shooting
mechanics are, forcing you to perform the same actions that accomplish nothing more
than creating a stop-and-go flow, again and again and again. Take the security gates in Iron Gate: what
is so engaging about locking onto and releasing fire on the four corners of an inanimate object,
that it justifies being repeated over a dozen times? It’s filler nontent; as are all the obtrusive
stacks of boxes, the pillars that tip over when you destroy all the explosives attached
to it, the abundance of doors you have to shoot three times to clear the path in Hidden
Base, and so on and so forth. It’s only in Eternal Engine where all this
mindless destruction of the environment finally gets a punchline: you can open windows that
suck you into space and destroy platforms from underneath your feet. This is really cool, punishing inattentive
and triggerhappy players with death; I just wish we saw creativity like this more often. Same applies to the platforming. Platforming is a recurring element in these
levels, but really, Cannon’s Core is the only area that has an interesting gimmick:
freezing moving blocks in place by hitting switches that stop the flow of time. This asks the player to observe the patterns
of the blocks, and then time their hit on the switch in such a way that the blocks line
up correctly for progression. It requires thought and precision compared
to the rest of the mech platforming, which is very rudimentary. Cosmic Wall does have low gravity physics
that allow you to jump and hover higher and further than normal, which is novel and feels
neat, but I also would’ve liked to see the developers do a bit more with it than just
making gaps between platforms longer and taller. I hesitate to reduce any platforming to ‘’just
making jumps’’, but realistically that’s what much of it boils down to here. And where the Speed stages rightfully got
rid of the need to ride and wait for slow moving platforms, in a couple of the Mech
stages this type of shit does show up. I don’t think I need to explain why that
sucks bully balls. On top of that, the walkers themselves feel
heavy, and turning too sharply decreases your speed. Coming off of Gamma in SA1, who felt crisp
to play as, this makes the innate act of running and jumping around feel a tad clunky in SA2. Thankfully, the problem of heavy jumps is
alleviated once you gain the hover ability, and I'll say kudos to the hover ability in
general. With dexterity and out of the box thinking,
there are shortcuts you can take to hover past chunks of stages here and there, which
is one of the most satisfying actions to pull off with the mechs. These glimmers of ingenuity show the potential
of what could have been, but sadly they’re buried between a pile of mediocrity. Sure, there’s inherent fun to be had in
blowing shit up, and if you ask me, SA2’s take on Gamma’s shooting is a step up for
the increase in difficulty, but Gamma’s campaign was also much shorter. That’s the crux of the issue: we spend far
more time with this gameplay style than in SA1, yet it’s not improved and substantive
enough to really earn that. Alright, so what about the last gameplay style,
the treasure hunting with Knuckles and Rouge, based on Knuckles’ gameplay from SA1? Hands down, these gotta be the most contentious
segments in SA2, and I’m quite torn on them, myself. Let’s start with the positives, shall we? For SA1, I noted that the level design felt
samey, lacking interesting complexities to work out, and that there wasn’t as much
to the gameplay overall as I would’ve liked. Since SA2 has stages catered specifically
toward each character that is now a complaint of the past. Wild Canyon and Dry Lagoon are relatively
small with not a ton going on, but as the game progresses the areas get significantly
larger and often sport some kind of gimmick. This can be as simple as flipping hourglasses
to temporarily open doors in Death Chamber, or a security beetle surveilling you in Egg
Quarters, but it can also be more elaborate. Aquatic Mine is where this is most apparent,
taking inspiration from the Water Temple in Ocarina of Time with three tiers of water
levels, influencing which rooms and corridors you can enter, and the actions you can perform. Security Hall is alike, featuring a bunch
of color coded safes that are locked by default, which are opened by flicking the corresponding
switch. It requires players to be observant of their
surroundings and think critically, adding depth to the exploration. To coincide with this more intricate level
design, taking Tikal’s place from the last game are these monitors that offer hints on
where to find the next Emerald shard. Typically, a single clue will be too vague
and directionless, but if not a second, then a third can certainly be helpful in nailing
down a treasure location. In this example in Pumpkin Hill, the first
hint is ‘’When you do something bad, this might happen…’’ which is pretty much
useless, cryptically referring to ghosts popping out at tombstones, but the second hint is
‘’Church mountain’’, giving me a clearer idea of where to search. The third hint is ‘’A lonely tombstone
at the bottom of the mountain’’, so, I see a mountain with a church on it in the
distance, and get a blip on the radar when I fall down to the bottom. I circle around the mountain, find a lonely
tombstone, and dig up the piece in front of it. Consider the fact there are roughly 100 possible
spawns per stage, and it’s quite commendable how the developers designed the environments
with defined landmarks, as well as a plethora of smaller setpieces and carefully planned
out object arrangements, to then write so many hints around. It creates a lot of potential for replay value,
and the more familiar you become with the ins and outs of the level layouts, the faster
you’ll be able to plow through them and the less hints you’ll need. Getting around in stages is usually also efficient,
thanks to rockets which shoot you high up and things of that nature, and Knuckles’
and Rouge’s speedy nature helps a ton too, plus their ability to climb and glide – they
control excellently. It sounds like the treasure hunting in SA2
is a slam dunk, then, so what’s giving those darn noobs all this trouble? Well, it’s a multitude of factors that add
up. An important one that might not even cross
an experienced player’s mind is the inability to pan the camera up or down. SA1 found somewhat of a compromise for this
by letting you go into a first person view using the D-pad, but SA2 removed that option
for reasons I will never understand. Equally of note is that there was an opportunity
to implement a more flexible camera system on the C-stick for the Battle port, but alas
we didn’t get it. With how vertically tall and just plain big
some of these stages are, this makes it more difficult for newcomers to find their bearings
and identify points of interest effectively. The later stages in SA2 can also prove to
be a spike in difficulty… for the wrong reasons. Death Chamber is a large, claustrophobic maze
where much of it looks nearly identical. It’s split up by a bunch of hallways, upper
floors, and side rooms, and you often have to run back and forth to the central area
if you want to get from one end of the map to the other. Mad Space has a janky gravity gimmick that
makes it a pain to traverse planets, and the level is overly spacious, causing it to be
larger than necessary. You also have to locate specific switches
and rockets to travel from landmark to landmark, which is not conducive to intuitive exploration,
and as some sort of prank the hints here are reversed to misguide the player – a pointless
annoyance in an already annoying stage. Most infamously, however, Security Hall has
a five minute time limit, which feels rather harsh and artificial because it’s the only
Hunting stage with any time pressure. Now, this wouldn’t be so bad, except the
problem is compounded by the safe mechanic. As much as I enjoy this mechanic, it’s not
communicated to the player very well, and the switches for them are tucked away on the
topmost floor behind a single lever. Immediate clarity here was a must, and I don’t
think the designers managed to provide that. In fact, communicating crucial information
about the treasure hunting is something the game fumbles at, period. Primarily, it’s never explained that there
are three hints per shard, and that they become less ambiguous with each. This functionality should be unmistakable,
universal knowledge to anyone who plays, but it won’t be, and thus the narrative that
the hints are trash is born. And this is pretty damning, because the most
reliable and foolproof tool in your arsenal, the radar, has been nerfed to work in tandem
with the hint system. Unlike the previous title, the radar in SA2
can only detect Emerald pieces sequentially, meaning if you’re close to a shard the monitors
aren’t currently giving out clues for, you will not be alarmed. Genuinely, they should and could have found
a way to make the hint system compatible with the old radar – maybe mark the monitors
and user interface with numbers or something – because this newfound rigidity does not
suit a play style about finding collectibles in a sandbox. This isn’t too offensive in the more compact
levels, but you’re going to feel the impact in the bigger and tougher to navigate stages. That’s not desirable, and what also has
the potential to add minutes to the clock are some of the dreadful Emerald spawns you
can get if you’re unlucky. The footage on display speaks for itself how
asinine it is to grab this little devil, but it can be asinine in a different sense, too,
like how the side rooms you run past in Death Chamber don’t always register on the radar,
because you are warped to a cube that technically exists somewhere else in the game’s virtual
space – it’s brilliant. Of course, there’s always a possibility
everything will be smooth sailing for you, but due to the element of randomness, the
experience can vary wildly from person to person and playthrough to playthrough, in
a way it simply cannot for the Speed and Mech gameplay. And anecdotal evidence suggests that players
less familiar with the treasure hunting often aren’t riding so high on cloud nine, which
includes my six-year-old self spending upwards of twenty minutes in one of the later areas. Even if you’re convinced the design isn’t
at fault, however, and wanna chalk people's struggles up to "git gud", can you really
blame them for not being proficient at something they may not even be that interested in to
begin with, and for wanting to return to something they easily understood and enjoyed? This may be a tough pill to swallow for some,
but judging these gameplay styles solely on their own merits will never be the end of
the discussion. The treasure hunting has a fundamentally different
rhythm than the Speed and Mech stages; those two are about as straightforward and accessible
as they come, whereas in the former you take on the role of Sherlock Holmes, basically,
and scour open ended playgrounds. No matter how you slice it, there is a unique
learning curve there that one needs to get past, and the truth is it's a tall-ass order
to make the player enjoy three different gameplay styles as is. Now, SA1 also has its quirks with multiple
playstyles, but if you’ll recall I said near the beginning of the video that there
is a clear downside to SA2’s streamlined structure. This downside is that we’ve lost the ability
to pick and choose which characters we don’t want to touch – well, until everything is
unlocked for the stage select, that is. This is one of the core arguments people present
for SA1 over SA2, and honestly? It’s a pretty strong one. With the Dark story in particular, four of
the 14 levels feature Shadow, which is a low ratio for what most consider to be the best
and defining gameplay style. That's the thing: where in SA1 it’s clear
most of the development went into Sonic and every character after didn't get as much attention,
SA2 treats all three of its gameplay styles as equal. Whether that's for better or worse very much
depends on your interpretation. There's a valid case to be made that Sonic's
stages in SA1 were less compromised than SA2's Speed stages; Knuckles' hunting in SA1 had
more primitive level design, a superior radar, and Tikal's generous guidance, thus more players
could comfortably breeze through them; and if you don't really care about the shooting
concept, at least as Gamma it was over before the monotony of it all had a chance to settle
in. But of course, on the other side of the coin,
this lack of length and depth for the non-Sonic characters could leave different people longing
for more. This is a conflict rooted in many titles with
multiple gameplay styles, and it's one of the main reasons why the idea of having them
has largely fallen by the wayside after the late '90s and early 2000s. In that sense, SA1 and SA2 are products of
their time. So, where do I sit with this? Well, I prefer SA2 over SA1, simply because
I, personally, can pop in SA2, play through all of it, and generally have a fun time. By contrast, when I play through all of SA1,
I cannot help but get bored and distracted with a lot of the content. For SA2, it’s only really the Kart stages
where I can say that: the controls are surprisingly nice, but the track design is uninspired with
long straights, few technical corners and bends to challenge your drifting prowess,
and barely any obstacles to dodge. Still, with the karting only making up two
levels, it is a miniscule part of the overall experience, and if it were more complex and
challenging it could've ended up frustrating people – there's that dilemma again. Having said that, something might be on your
mind right now: didn't I lambast the Mech gameplay for being mediocre? Wouldn't that interfere with my enjoyment
of SA2 significantly? The answer: not quite, as I've intentionally
been neglecting one of the game's core design principles. Let's see how many people comment that I missed
it before finishing the video. OK, so where the series previously relied
a lot on intrinsic value for players to get better and better, from SA2 onward there would
also be an extrinsic motivator to do so with the ranking system: at the end of each stage,
you are graded based on your final score, which is a total of all the points you’ve
accumulated through the likes of collected extra lives and Rings, defeated enemies, and
a time bonus that rewards you more handsomely the faster you reach the goal. Without hyperbole, this is the single greatest
feature introduced in SA2, lending a sense of weight to all the exploration you do, and
your ability to speed through levels so magnificently, that was absent in SA1 and even the Classics
to some capacity. It’s huge for replayability, demanding players
to master stages, as well as engage with each gameplay style’s mechanics to their fullest
extent, in order to secure those coveted A ranks. In the Speed stages, you get extra points
by defeating as many enemies as you can in a row without touching the ground, and there
are also a bunch of stylish actions you can pull off, like chaining Light Dashes into
grind rails, and, most predominantly, performing tricks off of ramps. Parts of levels that may have felt like spectacle
over substance before now push you to be more active and reactionary; boarding down the
hills in City Escape doesn’t present much of any depth, until you need to time jumps
off of ramps at peak velocity to do the sickest tier of stunts and grab item boxes in the
air. Overall, to maximize your score, it’s a
balancing act between going fast, but not so fast that you neglect the other sources
of points. Moving over to the Mech stages, it’s all
about racking up big combos by locking onto and blowing up many targets simultaneously. Conceptually it’s still simple, but in execution
it’s more dicey, because you only get a five second window to unleash fire – so
there’s a risk-reward element there of squeezing in as much as possible before your laser fades
out and you lose everything – and should you get hit, the combo gets interrupted instantly. By extension, the consequence for taking damage
is larger than it’s ever been in a Sonic game; instead of spamming the fire button
without a thought, you have to consider how and what you’re shooting; and those auto
scrolling segments, while still stupid, at least give you something to focus on. Since there’s now a constant, real incentive
to interact with and optimize your use of the combo mechanic, too, all the destruction
you’re causing is also bound to trigger the pleasure centers of your brain more strongly
– shit might as well be the equivalent of crack. If you ask me, of the three gameplay styles,
the ranking system is easily the most transformative for this one. The least transformative, then, it is for
the Hunting stages. The conditions for getting A ranks in those
is to find each Emerald shard as quickly as possible, using as few hints as possible,
to obtain larger bonuses. These conditions make sense, don't get me
wrong, but overlap a lot with simply finishing as swiftly as you can, since the punishment
for using hints isn't that severe; I mean, I get A ranks left and right while using a
handful of hints across the three pieces. Who knows, perhaps I'm just extraordinarily
fast to compensate, and it is still nice that there is a tangible reward for becoming more
skilled and knowledgeable than the average player. The randomness of the spawns does potentially
make the process more luck based, true, but someone who's perfected the controls and levels
will be able to make do with any set. All told, it is remarkable how much mileage
SA2 gets out of the ranking system, and how much it informs my opinion on the game. While some of the later entries in the series
hand out the highest rank like candy, SA2 does the opposite. This taught me how to enjoy all three gameplay
styles on their own terms, and plays an integral role in making SA2 so addictive and gratifying
for many people. Nevertheless, it isn't some magic cure-all
that excuses the game's shortcomings and problems we've gone over, because the first playthrough
– or playthroughs – also matter. If someone finds the Mech stages painfully
average because they aren't going for A ranks, and gets cockblocked by Hunting stages that
drive them nuts, what exactly compels them to try again and dig deeper? Rather than zero in on offering everyone a
fun, accessible challenge, it's as if the developers prioritized repeat players by focusing
much of the design around the ranking system. I believe this to be the core of why SA2 is
so divisive, and it explains, beyond nostalgia, how those who grew up with the game tend to
speak more positively about it. This also manifests in a handle on the mechanics
that help them mitigate all the jank present in this game. Much like its predecessor, SA2 isn’t the
most polished, with shoddy collision detection that can have you clipping through the floor
on occasion, and just killed in various unfair ways that are not the player’s responsibility. Rail switching is broken and you’ll overshoot
unless some nebulous criteria decides you’re aligned well enough; many action commands
for the Speed characters are inexplicably mapped to the same buttons, which is mighty
finicky and can cause you to Bounce Bracelet into an abyss when you intend to Light Dash;
and the Homing Attack can be unreliable until you’ve intuited its exact range and limitations. Even the camera can still have moments of
malfunction, and while it generally does the job when staying on the forward path, it becomes
your enemy when attempting to backtrack even a few steps, because it always snaps back
to that forward path the split second you start moving. With the lack of vertical camera control,
certain secrets also essentially require blind jumps to access, because the camera refuses
to pan down as to not reveal them. Now, I’m not saying these shenanigans don’t
trip up people who’ve poured countless hours into the game, but they are definitely more
equipped to deal with it all than unsuspecting players. It’s an unfortunate barrier to the quest
of obtaining A ranks, because you cannot afford to die and need to restart the stage every
time you do. Assuming you can overcome that barrier, though,
SA2 is filled to the brim with stuff to sink your teeth into in the form of extra missions
to conquer on every stage, and these also rank you. The second missions, centered around Rings,
return from SA1, albeit they’ve been tweaked; they now end as soon as you’ve amassed 100,
which makes them shorter in a good way. I enjoy these for the Hunting gameplay; since
those stages are sandboxes, you really have to put in work to find 100 Rings, and then
on top of that plan a route that’s fast enough to net you the A rank. Due to the linearity of the Speed and Mech
gameplay, however, racking up 100 Rings there quickly is mostly a matter of learning enemy
placements and not taking damage – pretty underwhelming. The third missions are new to SA2: finding
a lost Chao in the level. This encourages players to explore the stages
with a fine-tooth comb, expanding their knowledge on the hidden areas in doing so, but what
I don’t like is that you need a particular item for every character found in one of their
stages, in order to be able to reach the Chao in the respective character’s stages. This isn’t hinted at by the game and feels
pointlessly obtuse, which is doubly frustrating because missions on a level unlock sequentially. The fourth missions are brought back from
SA1 again, where you have to beat a stage under a time limit, which is great across
the board now because the checkpoints are removed, so it’s impossible to cheese these
missions anymore. And finally, introduced in SA2, we have the
fifth missions, making the player go through a harder version of a level. It’s a cool idea, but the quality of these
remixes is a mixed bag: a stage like Crazy Gadget, for example, requires real finesse
with the jumping controls and has a pretty clever puzzle involving a switch to access
the Goal Ring, but some other levels have few meaningful changes, and feel more different
for the sake of being different; to throw off muscle memory. Enemy and hazard placement sometimes leads
to a fair but demanding test of reflexes, while other times it’s pure trial and error
before you stop crashing into garbage out of nowhere. The Mech gameplay gets the worst of this sort
of crap, with the already existing problem of cheap shots getting amplified. What an idiot I was for my inability to predict
that. Now, the Hunting stages are interesting in
that the Emerald pieces are placed in a fixed location. Some of these are legitimately tricky yet
satisfying to find, but more often than not treasure is in an awkward spot, and you need
to wear the Sunglasses to reveal a hidden spring or whatever to get to it. It’s a lame, obscure solution that the developers
rely on a ridiculous amount, and the Sunglasses are not the most intuitive thing to find to
begin with for both characters. Yeah, overall I’m not too ecstatic about
the execution of SA2’s missions. They are better than in SA1, no doubt about
it, and it’s rich to complain about such a breadth of optional content, but my main
criticism is that getting all the Emblems is more exhausting and repetitive than need
be. With the exception of Hard Mode, I’m convinced
these extra objectives could’ve been integrated somehow to be doable in a single run through
the stage. Like, why did Lost Chao need to be a standalone
objective, and one that ranks you at that? Unless you already know where the Chao is
your odds of getting an A rank are low, and many of these rascals are found late into
the levels, stretching out play time by an awful amount for what, exactly? For fuck’s sake, even those Kart stages
have extra missions. Admittedly, the third and fourth objectives
are decently tough and tense, requiring you to clear the course without touching any cars
or walls respectively, but collecting 100 Rings is a total joke since there are no enemies,
and Hard Mode just lowers the time limits, which is a worthless stipulation after missions
three and four. Again, what I’m getting at is that you have
to play through these two stages four and a half times to clear all the challenges,
when they ought to be doable simultaneously in a single run. For some reason, SA2 also felt it necessary
to add a boss rush mode, which can take upwards of an hour to complete. It’s a chore, because, after doing the Hero
and Dark sides, you need to do both of them combined, followed by the Last story bosses
to close it out. As stated way back, the two sides share fights
as well, so those ones you’ll have to put up with four times over, and if that’s not
tiresome enough any dialog preceding encounters cannot be skipped. What were they thinking? The bosses in SA2 aren’t anything to write
home about in the first place. The character battles are marginally less
terrible than in SA1, but the camera jerks around all over the goddamn place, and the
behavior of your opponents is still embarrassing. The only one that I ever die to, Tails vs.
Eggman 2, is more like a war of attrition to survive, and even Sonic vs. Shadow 2, while
it does involve running, is just a matter of baiting your counterpart into an attack
and then punishing them on loop until they’re done. These battles do a disservice to the rivalry
between these characters, for real. At least the remaining bosses are mostly functional,
and typically can be defeated swiftly if you’re skilled. Big Foot and Hot Shot are slogs normally,
but by jumping onto and off the crates quickly and landing hits you can be done in 30 seconds,
and it’s awesome that you can kill King Boom Boo in a single cycle if you run and
punch in just the right manner when the sunlight is revealed. This isn’t easy at all – I still regularly
fail it – but even getting in two hits per cycle is sweet, because four rounds of this
clown trying to scare and chase you feels like an eternity. I also gotta give credit to Egg Golem for
how it’s altered between Sonic and Eggman: as the former, you need to outrun the Egg
Golem’s arms and use the platforms on its back to get to its head, while the latter
shoots the torso from the front to expose three weak spots. If you make the player face a boss twice,
this is how you do it. Unfortunately, the Last story bosses can be
actively maddening. The Biolizard encounter has two death gaps
in the ground you can suddenly fall into as you’re running away from the behemoth due
to the awkward camera, and during the phase where all these bubbles come up as a means
to reach the life support system, said bubbles can snipe you out of the air while you are
at the mercy of the Homing Attack. I remember getting stuck on the Biolizard
for a while as a kid, which sucked because the fight is otherwise kinda dull with no
way to speed it up. As for the Finalhazard, it’s serviceable
enough, seeing you guide Super Sonic and Super Shadow through space while dodging lasers
and bubbles. The hitbox on the swelling area is bugged,
though, as sometimes you’ll ram into it and get denied for no discernable reason,
and the lasers can be rather sporadic in addition, catching you from out of a corner right as
you’re about to deal damage and sending you flying all the way back. Within the context of the story this may be
an epic showdown, but on a mechanical level not so much. Honestly, that’s why I don’t agree with
the inclusion of a boss rush mode, because played back to back in this fashion, it does
the perception of the game’s bosses no favors. Having said that, what absolutely takes the
cake for Emblem collecting tedium is the Chao Garden. Before y’all get out the pitchforks, let
me preface by saying the Chao Garden in SA2 is wonderful; it’s beloved for a reason,
and some people revisit the game purely for it. It can be very intricate and involved stuff
with tons of properties and evolutions; as a kid I spent more time than I dare to admit
raising Chao, to the point I had all three Gardens fully inhabited, and I was the proud
owner of a few absolute beasts that decimated the competition in Chao Races and Chao Karate. The thing is, as an adult, I simply do not
have the time or patience for this anymore, and if you’re like me that’s where your
journey to 100% completion may conclude prematurely. Raising Chao to compete in the top classes
is an enormous undertaking; over the course of obtaining all the main game Emblems, I
came back after every stage to level up my Chao, and by the end it wasn’t close to
sufficient. It’s frankly absurd, and I think it’s
misguided to even tie certain Emblems to this. Aren’t medals and the toys you can win for
your Chao ample rewards? Personally, I just downloaded fully maxed
out Chao to save myself the production time on this video – not sorry. Of course, what I wasn’t prepared for is
how many Chao Races there are. SA1 could have used more courses, I guess,
but SA2 went waaay overboard. There are a handful of different categories
now with multiple races therein, which seems harmless on the surface, but there is an agonizing
amount of recycling going on, and you have to painstakingly beat each class on every
course in the Beginner and Jewel categories. This is already annoying in the former with
three classes per course, but then you reach the latter and… Oh, dear God. Five classes? Are you outta your mind? Why can’t I just take on the highest class
right away and move on? I hate when games do shit like this, y’know
that? All told, it took me two and a half hours
to go through it all, and that with a fully maxed Chao. Let that sink in – it’s far too long for
what’s essentially a passive watch. Mercifully, Chao Karate is a lot more conservative
in scope with four Tournaments consisting of five matches each. It’s hardly interactive, either, so that’s
a let down, but it’s much easier to stomach, especially when you own the Chao equivalent
of Gene from God Hand. Not gonna lie, now I really wanna see Chao
spankin’ booty like that. But finally, once you’re done with all the
above, the grand total of 180 Emblems is all yours, and to acknowledge the accomplishment
of this gigantic task, the game unlocks a full 3D reimagination of Green Hill Zone - Act
1 from the original Sonic 1 on the Genesis. It comes complete with the level design that's
burnt into our brains, recreated badniks, and classic sound effects and everything. Unlike today where Green Hill cameos run rampant,
this was a delightful pay off and throwback considering how far the series had advanced
at that point, and it was a fitting way to celebrate the 10th Anniversary of Sonic the
Hedgehog. Yeah, Sonic Adventure 2 certainly had a lot
riding on it when it was being developed, didn’t it? That while Sega as a company was in dire straits,
and nobody knew for sure what the future had in store for their IPs, including Sonic. It must’ve been a stressful period; to create
a product that meets expectations amidst the turmoil, and as we know it didn’t hit the
mark for everybody. The game has demonstrable cut corners and
is flawed in many respects, so if you don’t jive with most of the individual parts, it’s
going to be an uphill battle to appreciate the experience as a whole for something that’s
greater than the sum of its parts. You’re not malicious or nitpicky if you
express a negative opinion on SA2, trust me on that. At the same time, the proof is in the pudding
that the game was also a success by many accounts, since plenty of people still hold it in high
regard. From the ambitious attempt at telling an intricate
story, to that defining, early 2000s music and energy; from the ranking system that keeps
pushing you to improve your performance, to the secondary forms of content like the Chao
Garden and a fairly robust multiplayer that I can’t be bothered to talk about – there
are well founded reasons to get a kick out of SA2, and if you’re part of that camp
you’ll naturally be more able to appreciate the experience as a whole for something that’s
greater than the sum of its parts. Couple that with the powerful nostalgic value
it holds for a generation and you have a one-of-a-kind concoction, cementing a legacy that is nearly
unparalleled within the franchise. Hey, thank you so much for watching and making
it through this video! My throat hurts. You seem to enjoy my content if you
made it this far, so consider dropping me a Super Thanks below or pledging on Patreon? I have one universal tier of $1 Per Video
– not Per Month, so no charge without content – and your contributions really help support
me and the channel. Of course, no one’s obliged, and I hope
to see you all next time either way. Take care.