Why I Love Sonic Adventure 2

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This video is brought to you by Raycon. Get  20% off your first order of Raycon’s Everyday   E25 Wireless Earbuds by using the link in the  description. Stay tuned for more details.   Sonic Adventure 2 is my favorite Sonic game,  and one of my favorite games of all time. Sonic   Adventure 2, in particular, was probably the first  game I ever fell in love with. I try my best to be   honest in these videos, to lay my heart out on the  table and let you look at it. Maybe even poke at   it, just don’t sever any of my arteries. I wanted  to assure you that, although this game holds a   special place in my heart, it has only remained  there so readily because of its inherent quality.   Not every game I’m nostalgic for maintains that  same stature. Wind Waker still has a really   special place in my heart, it was my first Zelda  game, I have so many memories with it, and I will   always love it, but I don't come back to it much  since I find it to be one of the weakest games in   the series, even if I do still enjoy it. In this  case, my feelings have only ever gotten stronger:   I've played Sonic Adventure 2 hundreds of times  throughout the years, and as of recently I've been   learning the speedrun for it. I've become  intimately familiar with its many flaws,   and still can't help but love it to death. Where  I only really love Sonic Adventure in part:   I love Sonic Adventure 2 full stop. It is one of  the best sequels I've ever seen. It doesn't really   harken back to the classics in any meaningful way;  instead, it carves its own path. In a lot of ways,   it’s a bold new step; a step that would  inevitably change the series forever.   I wanna talk about that: the ways in which  Sonic Adventure 2 improves upon the original,   the staggering ways in which it pushes the series  to new and interesting heights. You're listening   to a Sonic Adventure 2 Retrospective. --   Part 1 - Blue, Bold, and Brash --   My three favorite gameplay styles from the  original were as follows: Sonic, Knuckles, and   Gamma. Sonic was absolutely incredible, whereas  Knuckles and Gamma had a ton of room to grow.   Knuckles and Gamma's gameplay styles have  transitioned beautifully into the sequel,   with entirely new levels that take advantage of  their strengths. Sonic, on the other hand, didn't   have much room to grow, and in fact, I'd say his  and Shadow's levels took a step not necessarily   backward, but in a different direction. Most of  his SA1 levels were an exceptional transition from   the classic outings. There were speedy moments,  platforming bits, and slower explorative segments.   SA2 is built in a similar way, but ratchets  up the linearity a bit to offer a much more   speedy style of play. City Escape is fairly  straightforward, there's one path to the end,   with a few secrets off to the side. It's  a lot more confined than Emerald Coast,   there aren't nearly as many secrets, and  pathway options might as well be nonexistent.   Instead, the level focuses on maintaining  your momentum. Nailing tricks on the ramps,   swinging off the poles, jumping from rail  to rail, keeping your balance along the way,   and even outrunning a giant truck. I do still  appreciate that there are secrets to find here,   but whenever I replay the level,  I'm focused on the tighter path,   trying to improve the rhythmic flow of  speedy platforming the level encourages.   It isn't to say that pathway selection is  completely absent. Green Forest has a few short   split paths, as does Radical Highway and Final  Rush. Radical Highways bridge segment is the most   blatant, vertical pathway selection the series  has seen yet. Either you fall to the bottom and   slowly float your way through, maintain the middle  path with some pole jumps, enemies, and platforms,   or grind up the railing for a swift bypass  of the section entirely through the top.   If you're good enough, you can even jump in  between these loops to immediately reach the top.   Even here, though, platforming skill and reaction  timing are essential if you want to keep up your   combo streak of flashy maneuvers. SA1 certainly  had moments where you could fall from grace.   In Speed Highway, there were wallrunning  segments that saw failure barring the player   from accessing higher, faster pathways.  It wasn't necessarily a priority, though:   most shortcuts were achieved using spindash jumps.  SA2 has a lot more do-or-die moments: jumping from   these rails onto the pumpkins in Sky Rail; making  it to the top of the rocket in Metal Harbor;   making it to the highest bumper in Green Forest;  jumping with the right timing in Final Rush on   these railways; and nailing the many, many trick  jumps that exist in every speed stage. Chiefly,   these pathways aren't necessarily about extra  life boxes or interesting alternate pathways,   they're often about faster pathways that bypass  some of the slower, more mundane platforming.   Sonic Adventure 1 was more freeform, allowing  for a lot more creative player expression. It   was about where the player wanted to go, and at  what speed they wanted to do it. Sonic Adventure   2 is more about the execution of difficult tricks  to maintain your rhythmic pace throughout a set   of fairly linear courses. There's a significant  distinction between these two styles of speed;   I really can't say which one I prefer over  the other. One has more of a brisk pace to it,   a relaxing jog through levels begging to be  explored. Another is a demanding set of levels   which require precise timing with the reward  being that you'll feel like a speed demon when   you reach the end. At the very least, I consider  them both to be the peak of Sonic's gameplay,   since their control schemes and general  level design are similar enough that it's   hard to notice the more subtle tweaks  to the level design philosophy.   What I will say is that this is certainly  a consistent design philosophy. With the   exception of Final Chase, which is stricken by  a sickness similar to Sky Deck, every level is   built for speed. Sonic Adventure had levels  like Windy Valley, which were far too linear,   and didn't reflect that game's core design at all.  It was pretty boring. From City Escape to Final   Chase, every level is built to take advantage  of their speed, so on that front I'd call it   a success. To say they're flawless, though, would  be overstepping my bounds. Pyramid Cave is really   cool, built around timed hourglass switches, but  when you get around the midpoint of the level,   all of a sudden you have to retrieve an object  to open a door. It's a major pace breaker,   and doesn't mesh well with the winding downhill  turbines and slowly closing doors. Final Chase   would be a fun stage if the gravity tubes weren't  so awkward. Shadow trips every five seconds,   often halting his speed. I find it the most  cumbersome when traveling on the vertical tubes;   horizontally, I think it's a fun challenge,  avoiding enemies and obstacles while maintaining   your speed. Compared to Final Rush, though,  it's a lukewarm way to send out the Dark Story.   Generally, they’re fun to master. Where the speed gameplay is different,   the mech and treasure hunting gameplay have  made significant strides. Gamma was built around   beating the timer, racking up lock-on combos to  add time. SA2 has repurposed the lock-on combo for   something we'll talk about later. It is extremely  refreshing to have levels built from the ground   up for Tails and Eggman. Prison Lane is a good  showcase of what to expect from these levels.   Lots of enemies, some of them making a beeline  for you, and a ton of opportunities for   lock-on chains. These levels are about chaining  efficiency: the faster you clear out the enemies,   the quicker you'll be able to progress.  Usually I hate when Sonic games do this,   forcing you to defeat enemies to open up a door,  Heroes and Rush are particularly guilty of it, but   I think it's fine in SA2 since all the enemies die  in one hit. Plus, some enemies need to be juked   around, like the artificial chaos, meaning you  can't just hold the button down and expect a win.   In fact, Eternal Engine has an even better  remedy for spamming the shoot button.   Dynamite packs are placed on airlocks, so you  could get sucked out into space if you aren't   careful with your trigger finger. It does the same  thing with platforms later on. You really need to   pay attention to what you're locked onto when you  shoot, which is much more manageable in this game   due to the changes made to the mech controls. Gamma had to turn his entire body to target   enemies, which worked for his wider level design.  Tails and Eggman can't turn as sharply, or they'll   lose all their speed. To accommodate for that,  their top halves will swivel faster than their   lower halves, giving you the freedom to choose  your lock-ons without turning the whole mech. This   is particularly useful when trying to maintain  speed while quickly dealing with the obstacles   in your way. You can still charge forward without  completing pivoting the direction you're running.   Admittedly, I'm torn on this change. While it's  easy to maintain speed barreling down a hallway,   it's a lot harder when the camera pivots a  90 degree angle. You'll often find yourself   pushing the stick a little too far and losing all  momentum. Gamma's a lot more free in this sense.   The swivel does make locking onto enemies more  simple, and if I wanted to be pretentious about   it, I'd even say that the way Tails and Eggman  control their mech suits is probably how it would   feel to operate an actual mech suit. At this point, I'm just happy there are   actual fun levels to play around in that are  built around these more restrictive controls.   Weapons Bed is fast, requiring that the player  avoid colliding with enemies while hovering,   it's a straightforward stage, nonetheless  pretty fun. Sand Ocean is a platforming stage,   since you're there before you get the hover  ability. Platforming with the more limited   movement can be trickier than you'd think.  However, it's also a level that exposes a   bit of an annoying tendency in almost all of  the mech stages: forced wait time. Whether   you're waiting for a pillar to fall, platforms to  move, cylinders to raise, or these insufferable   elevators. Fun as these stages can be, there is  an alarming amount of waiting the player has to do   before they can return to high octane running and  gunning. I have fun in Cosmic Wall when I'm hover   flying and getting rid of the pesky artificial  chaos before they boot me into the space below;   I don't have fun in Cosmic Wall when I'm  placed onto a moving platform and forced to   waffle about for a solid minute. Thank god  the speedrun can skip these segments.   Hidden Base presents a really good compromise.  There are doors that can only be broken by a few   shots. Same with dynamite packs you can shoot to  lower platforms. You can usually snipe these from   far away if you're good enough, thus eliminating  the potential wait time. Even if you are waiting   behind a door or dynamite packs, you'll only be  waiting for a few seconds, and those few seconds   will be filled with the player rapidly removing  said obstacle. Hidden Base is one of my favorite   mech levels for that very reason. Almost  nothing in this level forces you to wait around,   it's all about how fast you can clear out your  surroundings, the core of the mech gameplay as far   as I'm concerned. It’s a shame that levels like  Iron Gate, Prison Lane, Lost Colony, Cosmic Wall,   and even Cannon’s Core have forced waiting, but  at least they don’t encompass the entire level.   Which brings us to treasure hunting,  which in my opinion, has had the most   substantial upgrade. In SA1, Knuckles had  a lot of potential, but most of his levels   sucked. Red Mountain was probably the best  fit for him because of its verticality,   and how easy it was to get Knuckles where he  needed to go. Even then, though, Tikal as a   "hint system" was just broken. She'd tell you  where to go, you didn't even have to think most   of the time. Casinopolis, Speed Highway, and Lost  World were just too small for their own good. You   can tell they were specifically built for Sonic  and Knuckles was simply inserted into them. His   campaign is a flash in the pan, and not a super  bright flash. There was a lot of room to grow.   I think it's important to acknowledge just how  influential space is for the treasure hunting   levels. Big levels almost always equates to a more  challenging, rewarding hunt. Wild Canyon and Dry   Lagoon are great showcases of that; they're the  least exciting by virtue of their smaller size.   You don't have to cover as much ground, so  finding the emeralds is a simple endeavor.   Compare that to Meteor Herd and Mad Space.  There is a lot to explore in these levels,   they're extremely vertical, but also fairly wide.  You'll have to be very thorough in your search to   find where the shards are hiding, so you spend a  lot more time building a familiarity with the map.   Pumpkin Hill is an even better realization  of what Red Mountain was. A wide open space,   very vertical, with a ton of stuff to look for  on the three towers and everywhere in between.   They don't always have to be open, though. I  actually really enjoy Death Chamber despite   how cramped it can feel. There are timing-based  doors to slide through, secret rooms to find,   and so many unique hiding spots for the keys  to ensure the player will never be able to   truly know where every single hiding spot is.  It's more labyrinthine, and that's alright.   Just another flavor of exploration I  can't personally get enough of.   It's not to say they perfected treasure hunting  or something, not even close. Occasionally, there   will be a really pace breaking gimmick that gets  in the way of your hunt. Changing water levels in   Aquatic Mine, while cool, has the same problem  Sky Deck does: the switches are all the way at   the top, and since you can never see what you've  affected in the level until you travel there,   you'll never know if you're on the right  water level for whichever emerald is beeping.   Oftentimes, you'll just have to swim back up and  change the water level. It's the same problem I   have with Security Hall. Chaos Emerald behind a  blue safe? Tough shit, go all the way to the top   and switch the blue safes on. I'm not saying  these levels can't have more complexity built   into their design, I just went over how Death  Chamber was more confined and restrictive.   The difference is that your gimmick isn't shoved  off in the attic somewhere forcing the player to   backtrack all the time. That stuff feels like  padding, especially because SA2 changed the   radar to only beep for one shard at a time. Now, I actually consider the change to the radar   to be a more complicated issue than people make  it out to be. Most people seem to believe this   was a change purely to pad out the game, to make  sure players would have to comb over parts of   the level multiple times to find all the shards.  I'm not quite convinced. See, one of my biggest   problems with Knuckles in SA1 was that finding  the emerald shards was too swift a process. In the   smaller stages, a lot of that had to do with the  radar. It would beep for all three shards at once,   and so in the smaller levels, you'd be done in  seconds. Therefore, it isn't too crazy to imagine   that the radar nerf was implemented to make the  smaller levels a little less straightforward.   I mean, imagine if Wild Canyon had SA1's radar,  it would be even more pathetic. I don't think it's   a perfect solution, obviously. In the much, much  larger levels that SA2 provides, the radar is more   blatantly annoying. You're already being asked to  navigate a large area, why do you have to search   the same map five times over? I feel like Mad  Space in particular would be a lot more digestible   if it had SA1's radar, since you wouldn't have to  climb up to the top every time. I actually don't   consider Mad Space to be one of the worst levels,  I have a lot of fun with it when the shard RNG is   nice to me. The gravity mechanics can be a real  hassle to get used to, but the only reason they   start to infuriate me is due to the radar system  being such a bad fit for that specific stage.   Basically: the radar is complicated, I don't  think it's good, but that also doesn’t make   SA1’s radar good. There’s more nuance here than  meets the eye. I can say that about a lot of the   problems the levels face. Some of them, the bigger  ones, are more fun and substantial than others;   but it doesn't mean that I can't possibly have  fun with Security Hall because of an obnoxious   gimmick, or Dry Lagoon just because  it's a small, straightforward level.   I can enjoy the smaller levels more than in SA1  in part due to the nerfed radar. Clearly, though,   they aren't the ideal realization of everything  the gameplay style can be. It's a pretty huge   step from the original, though. I can't see  this as a downgrade in any sense of the word,   even if parts of the levels are inferior. That's how I feel about all three styles in a   broad sense. Every style has its more blatant  weaknesses, some that are even a little worse   than the original, but none that come  close to making their styles as a whole   worse than their original incarnations. SA2 is  not the peak of what these styles can offer,   they're simply a step towards the ideal. Just as Sonic Adventure's soundtrack   infiltrated my Spotify, so too has Sonic  Adventure 2's soundtrack. There's something   in here for everyone, Sonic's no  nonsense, upbeat rock and roll;   Shadow's grungy, electronic rock;   and Rouge's jazz infusion.   Every character has their own genre of music,  it's incredible; one of most diverse and creative   soundtracks the series has ever seen, and I  love listening to these songs using my Raycon   Everyday E25 Wireless Earbuds. I listen  with them while I'm on runs, making dinner,   or laying on my couch with my cat wondering  when the world will no longer be on fire.   Fun activities this beautiful year. Raycon's  Everyday E25 Wireless earbuds are a perfect   fit for this very strange activity! They  have an incredibly impressive battery life,   noise cancellation, and they're half the price of  other premium wireless earbuds on the market. Take   it from me, I use these things all the time.  Wireless earbuds are just so good whether you   need to get chores done around the house, or you  want to keep fit when there’s nothing else to do.   I wholeheartedly recommend them. Here’s my seal of  approval, go buy them. Go to BuyRaycon.com/KingK   to get 20% off your first order. That's  BuyRaycon.com/KingK to get 20% off your   first purchase of Raycon's Everyday E25 Wireless  Earbuds. Break them out with Live and Learn.   You can never go wrong with Crush 40. --   Part 2 - Super Sonic Style and Grace --   I can see how this selection of levels doesn't  inspire a ton of confidence. It's a fun set,   but many of them have fairly annoying issues, and  it isn't exactly clear what the strengths of each   play style are on first blush. I mean sure,  why not just use all the hint monitors in the   emerald stages? Once you hit the third monitor,  you're basically flat out told where it is. Why   not just run around in mech stages and spam the  shoot button? Why not just avoid all the ramps   in City Escape? Just make it to the end of these  linear hallways, that's all the game requires of   you after all. This is often how I felt playing  Sonic Adventure. When playing Knuckles' stages,   I'd just look for Tikal so I could finish quickly.  With Tails, I'd fly to the end without a care in   the world, skipping most of the level. I only got  more out of Sonic's level design because it was   an intrinsically rewarding process to explore  his levels and find shortcuts. There were zero   extrinsic indicators that would tell me  how I was supposed to play the game.   Sonic Adventure 2 adds an extrinsic indicator,  one that seems inconsequential, but is likely   the sole reason it remains my favorite Sonic  game to this date: the ranking system. If this   game did not have a ranking system, I genuinely  don't know if I'd still love it as much as I do,   which sounds like hyperbole, but just stick with  me. This ranking system is what encouraged me to   learn the ins and outs of these levels; it  pushed me to figure out the most effective   and fun ways to play them. Much like Devil May  Cry will rank the player on their performance,   incentivizing players to switch up their weapons  and combos; Sonic Adventure 2's rating system   works differently for all three styles, tending  toward what's most fun or stylish for each.   Ranks are determined by your point tally, which  is itself determined by a myriad of different   factors: how many enemies you beat, rings  collected, tricks performed, basically everything   you do has a point total associated with it, and  if you reach the point threshold, you'll be given   a rank from E to A. Each gameplay style has a  set of unique bonuses that the player will need   to collect in order to reach their threshold.  For Sonic and Shadow's levels, it's all about   the time bonus. If you reach the level before a  certain time, you'll get more points, making it   more likely that you get the A rank. For Tails and  Eggman, it's about efficient chaining. You'll get   points for killing an enemy, sure, but you'll get  much more if you get a high chain going. Knuckles   and Rouge don't necessarily have a time bonus, but  there's a timer for each individual emerald found   that resets when you find one. The amount of time  it takes you to find each will determine how many   points you get at the end. You can quickly figure  out what each style requires of you from this.   Speed stages are not just about finishing fast,  they're also about performing tricks, rail   grinding, and defeating a few of the enemies along  the way. Mech stages are about chaining together   as many enemies as possible without getting hit or  losing your lock on, meaning you'll have to think   about what you're shooting. Finally, Treasure  Hunting is about how efficiently you can glide   through each level to find shards as fast as you  possibly can. You have to know how to get around   the level quickly, where the rockets are, which  walls you can climb up, where you can dig, etc.   Each style has a set of discouragements to keep  the player on track. You can't dilly-dally for too   long in the speed stages, or you won't get the  time bonus. You can't spam the shoot button   in mech stages and turn your brain off, or you  won't get the combo bonus. Finally, you'll lose   points for using too many hint monitors, so you'll  have to rely only on one or two hints for the A.   These rank requirements are pretty strict, too:  the game isn't afraid to hand out lower ranks   for subpar performance. It makes obtaining those A  ranks all the more delicious. I'm not exaggerating   when I say that this might not be my favorite  Sonic game if it didn't have this system, and if   the system wasn't as strict as it is. Later games,  I feel, miss the point of what a ranking system is   really meant to achieve. As much as I love Sonic  Generations, you get an S rank by sneezing. You   may as well not be ranked at the end, all it  incentivizes the player to do is not die.   In Sonic Adventure 2, getting a B rank is as  annoying as it is inspiring. It sucks to get   a low rank, hear the "barely made it" from Sonic;  but it is in equal parts motivating. You want to   prove to the game that you understand its levels,  that you can rip through them stylishly. It has a   command over mastery that the rest of the series  will never be able to match up to in quite the   same way. I'm not saying it magically eliminates  every problem I have with the level design.   I still get annoyed when I reach Aquatic  Mine or Cosmic Wall, or Final Chase. Hell,   an unfortunate side effect of making the emerald  stages time based is that emerald locations are   based on RNG, so you could just be saddled with  bad luck. However, what it does do is thread each   level together, and gives me something to focus  on besides the more underwhelming level gimmicks.   At least in Cosmic Wall I can focus on getting  big chains while on the moving platform;   at least in Final Chase I can focus on getting it  over with quickly. It's not some kind of cure-all,   but it allowed me to look at each of these levels  with a different set of priorities, and it's my   most played Sonic game to date as a result. It's  the only Sonic game I've been confident enough   to speedrun. I'm even on the board now! I will say, having practiced the speedrun,   the ranking system isn't exactly built for speed.  At first, it was incredibly jarring for me to beat   a speed stage in record time, only to be met with  a lower rank. It's a difficult tightrope to walk.   If you just focus on speed, it's easy to ignore  most of the level in favor of getting to the end   quickly. You won't interact with any of the  enemies, you won't find any of the secrets,   you won't pull off tricks or do anything fancy.  In the classics, in order to speedrun effectively,   you had to first learn the level inside and  out. You had to explore it first to figure out   the route, and then you could blitz through it.  I view the ranking system as part of that same   learning process. To get A ranks, you have to  involve yourself with most parts of the level,   leading to a deeper understanding of the design  as a result, priming you to beat each level   even faster. It sounds a bit silly, I know, but  getting these A ranks is extremely fulfilling,   and one of the reasons it's such  an intensely replayable game.   I don't think quite enough is said about how much  mileage SA2 gets out of its levels. There are four   additional missions in each level, along with  the initial story clear, that each have ranks to   achieve. In SA1, the extra missions were usually  pretty awful. Big's were an abhorrent nightmare.   Usually it involved beating the level within  a certain time, collecting rings, racing an…   even faster Sonic? I guess? I don't quite buy it.  Sonic Adventure 2 streamlines the mission process.   Mission 2 is about how fast you can collect  100 rings, mission 3 is finding the lost chao,   mission 4 is beating the level under the gun of  a timer, and the final mission is a redesigned   stage layout dubbed as "hard mode". The only  one here I don't like is the fourth mission.   It's virtually unchanged from the initial mission  and feels like padding. However, the other   missions are really fun, and the ranking system  allows the player to have an experience separate   from the core level. Finding the quickest path to  100 rings asks you to pay attention to where the   earliest ring placements are, encouraging the  player to find hidden ring boxes and the like.   A ranking is solely based on completion time, so  you can focus on collecting. It works the best in   treasure hunting stages, since those don't  have obvious rings to pick up on a linear path.   You just have to search for the  easiest places to access rings.   Lost Chao missions are all about finding secret  areas. Often you'll need the Mystic melody,   a power-up you can find hidden in the regular  stages. Power-ups in this game are handled so much   better than in the original. Instead of clumsily  funneling yourself into mandatory upgrades,   Adventure 2 will place mandatory upgrades inside  the levels, and leave truly optional upgrades as   hidden rewards for completionists. I'm still  not convinced Sonic games need upgrades,   but it's a better way to dole them out  than in the original, at least for me.   Finding the Mystic melody for each character was  really fun. Tails and Eggman have hidden lasers   that do more area of effect damage, or armor  for more health. Not all of them are winners,   the ancient light is about as useless as it's  always been, and the sunglasses are kinda lame.   However, they are much more fun to find, and  actually give the player more of a reason to   revisit earlier levels with newly acquired power  ups. As I was saying, the lost Chao makes use   of this explorative mindset. It's still a time  based challenge, but it's a challenge you have   to first approach with a more explorative mind.  Finally, hard mode is a complete stage revamp.   Harder jumps, more enemies, that sorta stuff.  The remixes are pretty fun, and you're ranked   the same as the main level categories. Plus, if  you're not a fan of Emerald RNG, hard mode has   the same Emerald places every time, at the cost  of them being pretty tricky to track down.   It might not sound like much, but it's remarkable  just how fun these simple little shake ups are,   and how efficient they are in terms  of reusing content. In the original,   reuse was fairly obvious. Giving characters  the same level with virtually no changes.   In SA2, each level is unique, though two  characters might share the same visual theme.   Radical Highway and Mission Street; Pumpkin Hill  and Sky Rail; Lost Colony and Eternal Engine.   Instead, the reuse comes from the additional  missions, prompting you to play the same level   multiple times, but for objectives that shift  how you have to play them. Besides mission 4,   which sucks, why did they add this? Giving a rank  to all of the missions adds even more of a reason   to check them out, to see how hard mode switches  things up, or to see where the hidden chao is, or   to recognize that there's a hidden ring in Metal  Harbor just for the second mission. Or at least,   I assume that's what this lone ring is for? I would imagine it hard to make levels for a   Sonic game. He moves so fast that the levels  need to be huge to accommodate that speed,   adding more to the necessary development  time. Even with mech and treasure hunting,   adding more levels probably would have been a  hefty process, so it's cool to see that they were   able to make the most of the content in the game,  without making it feel padded out or frustrating.   Going for all the emblems in SA1  was… not a comparably fun experience.   And I'll leave that there for you to ruminate. Another extra SA2 completely champions over   the original is the Chao garden. Chaos are not  really my favorite part of these games anymore,   and truthfully it's hard for me to find the words  for this side attraction as a result. Figured I'd   at least mention it anyway. I find SA2 chao a lot  more engaging to raise, since they have so many   different forms based on what you feed them,  and who's doing the feeding. Raising hero and   dark chao can even give you hidden bonus gardens.  There's just a lot more meat in SA2, and you can   select the gardens from the stage select, instead  of having to head there through a hub world. It's   nice to stop by after a mission to deposit your  animals and chaos drives. That said, this is still   nothing more than a novelty, and I don't have much  to say about it that hasn't already been said.   It provides ample reason to defeat enemies and  explore the levels, but I'd be lying if I said I   derived the same enjoyment from it as I did when I  was a kid. Both these games have the issue of chao   races and karate being complete snooze fests, as  you have zero control over whether your chao wins   or loses. It's simply down to whether or not you  have the better stats. They are damn cute little   tykes, though. I wish I could channel my inner  child again with this, when I really cared about   going through all the steps for a Chaos chao.  Nowadays it feels like a whole lot of work for   nothing all that satisfying in return. --   Part 3 - Trimming the Fat --   Sonic Adventure 2 changes a lot about what  the first game established, but the most   readily apparent difference is the lack of a hub  world. I'm of the belief that while novel, Sonic   Adventure's hub world was damaging to its pacing  and malleability. I go over this in more detail   during my SA1 video, but suffice to say, I think  it harmed the amount of stages there could be for   each character, and didn't contain much satisfying  content that would see you exploring the hub   world. It was a glorified level select. Pair the removal of the hub world with the   streamlined story select, and we've already  eliminated most of the first game's pacing   and story issues. If you'll recall, my biggest  problem with the first game's narrative was how   needlessly confusing it was to digest all of it.  Chaos' story was spread through all 6 campaigns at   completely random points, often taking away from  moments in the individual stories that should   have been more impactful. The way in which these  stories intersected was also pretty hit or miss,   leading to a slew of interesting stories  bogged down by an ambitious "choose your   own adventure" format. What I adore so much  about the switch to a Hero and Dark story   is that it retains the same strengths as the  6 character select. One of the only things I   liked about the original's nonlinear character  order was getting to see other characters show   up. Why are they there? What were they doing? In  SA2, you've pitted two groups against each other,   who fight on a regular basis, meaning no matter  which one you pick, there will be moments where   the other side makes an appearance and you'll  be left wondering what they've been up to all   this time. You learn from Shadow that Prison  Island will blow up in 15 minutes. Where did   the plan originate, how did they carry it out, it  gets me so intrigued to play the Dark story.   While on paper it's less exciting than 6  intersecting stories, it's much easier to manage   and leads to far greater internal consistency  within the individual stories. Every level plays   off the next since we're now working as a team.  Hero story starts with Sonic escaping captivity,   encountering Shadow, Knuckles and Rouge hunting  for pieces of the Master Emerald, Tails going   to break Sonic out of prison, with a fun-filled  escape sequence until our heroes all meet up in   the city, break into Eggman's desert base, and  travel to the Space Colony Ark for the climax.   Knuckles is kinda on his own mission, so I guess  you could say his involvement is tertiary at best,   but I'm personally okay with it because the  other characters often react to his absence.   Knuckles also doesn't really strike me as one to  screw around when the Master Emerald is in danger,   so going on a solo mission isn't that jarring. My  point is more that this is a much more fun story   than anything in the first Adventure. There's  enough time to build up the antagonistic force,   get our heroes pitted up against it,  and fight that evil. On the flipside,   getting to see the villains team up in the  Dark Story is extremely cathartic, and I think   people really take for granted how special  it is that we got to play as Shadow, Rouge,   and Doctor Eggman himself for an entire story. It's a story with a lot more frenetic energy.   Sonic and Shadow have an anime showdown, Eggman  blows up an entire island, and then half the moon,   Sonic and friends break into Eggman's pyramid  base to steal his rocket to the Space Colony Ark,   where the principle three characters duke it out  in a battle to either save or destroy the world.   Each character has enough time and stage space  to make their mark. Sonic's always on the move,   eager to escape captivity and face his problems  head on, but that usually leads him to trouble,   namely when he gets caught by the military and  then again when he goes to save Amy and Tails at   the Space Colony. Sonic never really has a plan,  he just charges in and does the best he can.   Tails operates as the brains, a little less timid  than in the first game, piloting a mech of his   own design. He takes matters into his own hands,  tracking Sonic down, breaking him out of prison,   and even creating a fake chaos emerald. He's  still a bit inexperienced, though, which lands   him into trouble when Eggman tricks him into  revealing that Sonic's emerald was fake.   An interesting part of the Hero vs Evil dynamic  is that each character gets their own thematically   fitting rival. You might think Sonic and  Eggman are the dynamic duo of hero and villain,   but in this case, pitting Tails and Eggman  together couldn't have made more sense.   Eggman is a mad scientist, a brilliant inventor,  and a force to be reckoned with. He is older than   Tails, more experienced, and more willing to  make the hard calls: at the cost of his not so   subtle desire to take over the world. Of course,  Eggman doesn't care about his companions as much,   they formed an alliance out of necessity,  he was more than willing to let Rouge   die when she was caught by the military.  This is wonderfully contrasted when Tails   seeks revenge for his fallen friend. Tails cares  a lot about Sonic, so his death gives him the   courage to come at Eggman with everything he's  got. He still has a lot to learn to compete with   Eggman's intellect, but his heart is undeniably  in the right place. Shadow, on the other hand,   is about as stubborn as Sonic. His single-minded  desire to wipe out humanity is what motivates his   character. He doesn't feel the need to put himself  in the line of fire very often, he mostly hangs   back and only steps in when absolutely necessary.  Saving Rouge from death was a particularly   poignant moment for his eventual development,  a time where he went against his own instincts   to help someone in need. Deep down, maybe this  cold hedgehog isn't so different from Sonic.   Knuckles and Rouge are a bit more comedic in their  parallels, but it fits their one-track minds.   Knuckles is out to restore the pieces of the  Master Emerald because it's the sacred gem   he's tasked with protecting. He needs to get  it back. Rouge is in it for the superficial,   she thinks the Emerald shards are pretty and wants  to claim them for herself. You can obviously see   who's in the right and who's in the wrong here;  nevertheless, it's really fun to watch these two   eclectic personalities bounce off of each other,  and even gain a bit of respect near the end. Two   very devoted treasure hunters. When all is said  and done, it's not a very long set of events.   It's a standard Sonic vs Eggman affair.  It's a brisk, yet entertaining bout between   good and evil, one that succeeds in creating  memorable moments far more than its predecessor,   while also nailing the Last Story concept  where its predecessor absolutely failed.   Sonic Adventure 2 has the same general Last  Story setup. All of the stories converge   to fight off the big bad. Except this time,  the seeds were planted much more naturally.   Where the original would shove Tikal flashbacks in  the character's faces, with little to no reaction   from said characters, Sonic Adventure 2 raises  natural questions like where did Shadow come from,   why did he want to wipe out humanity, why was  the Ark created, stuff like that. They're not   questions explicitly raised by the story, but  they're questions the player could realistically   be asking themselves. Either way, the reveal  of Gerald Robotnik's doomsday plan is pretty   chilling. It's a world-ending event set into  motion years prior, accidentally activated by   Eggman who had no idea about his grandfather's  plans. It provides context as to why Shadow   wants to destroy humanity so badly, he harbors  the same blinding hatred as Gerald did. Since   the Space Colony Ark is now on a crash course for  Earth, our heroes and villains have to team up to   stop it and save the world. Every single character  gets a shot in: Tails opens up the way for Eggman,   who opens up the way for Rouge, who opens up the  way for Knuckles, who opens up the way for Sonic.   It's a team effort, no one contribution  is more or less important than another's.   Everyone needs to head to the cannon's core. We even get an awesome turn-around for Shadow,   finally breaking free of the hatred Gerald imbued  into him, courtesy of Amy's encouraging pep talk.   Always found this moment a little too quick and  cheesy for my liking, but it's a good moment   for both him and Amy, which is good because Amy  ain't exactly winning any awards in this game.   He beats down the failed prototype ultimate  life form, an embodiment of what Shadow could   have been without his kindness. Now, all the  pieces are in play for a banger of a team-up:   Sonic and Shadow going super to stop the Space  Colony from crashing into earth. Functionally,   this finale is almost the same as the one against  Perfect Chaos. Super transformations, Crush 40,   heightened stakes. But Sonic Adventure 2 had a  much, much stronger buildup to these events. Every   single playable character had a role to play in  getting Sonic and Shadow where they needed to be,   everyone pitched in. This is a hail mary, one that  the both of them can't possibly walk away from.   Not only is the buildup stronger,  so is the bittersweet resolution.   Sonic and Shadow's combined chaos control took too  much power, and ultimately Shadow couldn't keep   up. And so, he died saving humanity, the ultimate  defiance of his master's wishes. In the end, he   was able to keep his promise to Maria. This ending  scene hurts to watch, every single time. Despite   everything they've all been through, despite what  they've all done to each other, everyone shares a   somber moment together in remembrance of Shadow.  Tails and Eggman ruminate on why Gerald would   do something so heinous. Knuckles and Rouge  talk about the future. Sonic and Amy express   interest in returning home, but not without my  favorite line from him in the entire series.   [Sayonara, Shadow the Hedgehog] For all their  bluster, Sonic and Shadow are kindred spirits.   Deep down, they both care about others, and they  both want to maintain peace. Their rivalry is one   of my favorites in all of fiction. It's incredibly  simple, I know that: but I love it all the same.   Sonic starts off agitated that he's  been mistaken for a criminal hedgehog,   but by the end of this story, they're  bantering back and forth like old buddies.   Sonic really did come to care about Shadow, and  won't let his sacrifice go to waste. In the face   of Sonic's portrayal as a dumb, joke-cracking  machine; and Shadow's portrayal as a cold,   unfeeling soldier... it's humbling to  remember a time where these characters   had a bit more… pathos. There's something…  touching about that. It's a powerful line,   one that's stuck with me all these years. Sonic Adventure 2 isn't a complicated story,   and it doesn't really try to do anything you  haven't seen before. At the same time, though, it   doesn't overstay its welcome, there are tons  of amazing character moments and rivalries,   and it's a blast from start to finish. --   Legacy --   I've tried to make it clear throughout this video  that, although this is one of my favorite video   games, it is nevertheless a step short  of its full potential. It is a massive   and exciting improvement on a flawed base,  one that I enjoy playing to this day,   but it's still a bittersweet feeling. I guess  you could call me one of those butthurt Sonic   fans that's always yearned for an Adventure 3.  I don't scream it from the rooftops at every   available moment, but it is something I would have  liked, once upon a time. The problems of Sonic   Adventure 2, more than anything, light the way to  a sequel which would better iron out those kinks.   Make levels that better fit the gameplay styles.  Less annoying gimmicks, more streamlined design,   that fits the core three styles. But… time has  soldiered on, and despite remarks to the contrary,   we never did get our third adventure. It's  such a weird base to make a Sonic game out of.   Mech shooting and treasure hunting spliced  in with high speed platforming? Yeah,   it is weird. It doesn't really make any sense.  And yet, it's something I, and many other people,   enjoy in spite of its out of left field nature.  Doubtless, many other people would have loved   to see it carried to even greater heights. Sonic Adventure 2 is a very flawed video game,   in ways that are perhaps more striking  to me than any of my other favorites.   There are levels that annoy the living shit out  of me: and yet I keep crawling back. That said,   the time for Adventure 3 is over. I hope they  never try it. Sonic Team has changed. They've   changed writers, they've changed the way  Sonic plays, they've changed the voice cast,   they've changed so much about him. It's a  completely different era, and a Sonic Adventure   3 in Sonic's current paradigm would no doubt be an  utter disaster. I have a lot of pessimism toward   revival projects. Despite my love for returns to  form like Crash 4, there's always something there   that feels a bit… displaced from time, pardon  the pun. You just can't capture that same spirit,   no matter how much you study the level design, the  writing, the overall design: I just don't think   this is something that can be recreated after  the passage of time and exchange of artists.   I hate to be gloomy at the end of a video about  one of my favorite games, but it truly does suck   that this has to be my favorite Sonic game. That  these ideas couldn't have been further improved,   that we couldn't get another banging set of  levels. For mech and treasure hunting especially,   this was the first game where they were  really allowed to break into their own,   to define themselves in unique levels.  Adventure 1, in many ways, felt like a   prototype for everyone besides Sonic, and it  saddens me that these characters only really got   one game to shine. I'm kind of frustrated with  where Sonic's been lately. I haven't connected   with him in a very long time. Playing Adventure  2 again has made that all the more clear.   There was a time where this blue hedgehog was the  center of my whole world. Now, he's a curiosity.   Wonder what he'll try next, I say in the back  of my head, remembering the glory days.   This isn't meant to be elitist. I don't want to  come off that way. I enjoy several of the modern   Sonic games a lot, just as I now enjoy a lot of  the classics. Mania, even, was fantastic. There's   just something about his current direction that  feels… aimless. Like no one really knows what to   do with him anymore. For all of their faults,  returning to the Adventure games have reminded   me of a time where there was a strange, yet  clear vision of what Sonic was. It was a time   where I understood him the best, and a time I  truly do wish I'll be able to return to soon.
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Channel: KingK
Views: 317,561
Rating: undefined out of 5
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Length: 47min 50sec (2870 seconds)
Published: Fri Nov 20 2020
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