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Sonic Adventure 2

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2001 video game

2001 video game
Sonic Adventure 2
Dreamcast cover art by Yuji Uekawa
DeveloperSonic Team USA
PublisherSega
DirectorTakashi Iizuka
ProducerYuji Naka
DesignerTakashi Iizuka
ArtistsKazuyuki Hoshino
Yuji Uekawa
WriterShiro Maekawa
Composers
SeriesSonic the Hedgehog
Platforms
Release
June 19, 2001
GenresPlatform,[1]action-adventure[2]
ModesSingle-player,multiplayer

Sonic Adventure 2[a] is a 2001platform game developed bySonic Team USA and published bySega for theDreamcast. It features twogood-vs-evil stories:Sonic the Hedgehog,Miles "Tails" Prower, andKnuckles the Echidna attempt to save the world, whileShadow the Hedgehog,Doctor Eggman, andRouge the Bat attempt to conquer it. The stories are divided into three gameplay styles: fast-paced platforming for Sonic and Shadow,third-person shooting for Tails and Eggman, and exploration-based treasure hunting for Knuckles and Rouge. Like previousSonic the Hedgehog games, the player completeslevels while collectingrings and defeating enemies. Outside the main gameplay, they can interact withChao, avirtual pet, and compete inmultiplayer battles.

After the release ofSonic Adventure (1998),Sonic Team was downsized and a portion of the staff moved to San Francisco to establish Sonic Team USA. They worked onAdventure 2 for a year and a half, withTakashi Iizuka directing andYuji Naka producing. Developed during a tumultuous period inSega's history,Adventure 2 had a significantly smaller development team than the first game. Sonic Team USA streamlined the design to emphasize faster, moreaction-oriented gameplay, giving each character roughly equal gameplay time. The levels were influenced by American locations such as San Francisco andYosemite National Park. The soundtrack—composed byJun Senoue, Fumie Kumatani,Tomoya Ohtani, and Kenichi Tokoi—spans genres includingpop-punk,glam metal,rap and orchestral arrangements, and features several metal singers.

Sonic Adventure 2 was released in June 2001, coinciding with the franchise's tenth anniversary. It was the finalSonic game for a Sega console, released in the months after Sega discontinued the Dreamcast and transitioned tothird-party development. Later in 2001, it wasported to theGameCube asSonic Adventure 2 Battle, the firstSonic game for aNintendo console.Adventure 2 received positive reviews, with praise for its gameplay variety, visuals, and music but criticism for itscamera, voice acting, and plot. Although reviews ofBattle were more mixed, it sold 1.7 million copies worldwide, becoming one of thebestselling GameCube games and the bestselling third-party GameCube game. FollowingAdventure 2,Sonic became amultiplatform franchise, beginning withSonic Heroes (2003).

Sonic Adventure 2 introducedSonic to a wider audience with its GameCube port. It originated characters and elements used in later games; Shadow became one of the most popularSonic characters and featured in the spin-offsShadow the Hedgehog (2005) andShadow Generations (2024).Adventure 2 remains popular amongSonic fans and was rereleased for thePlayStation 3,Xbox 360, andWindows in 2012. Its first level, City Escape, is considered one of the greatest opening stages in a video game.Adventure 2 has been ranked among the bestSonic games, although it has been characterized as divisive, particularly for its emphasis on multiple characters. Its story has been adapted in media including in theanime seriesSonic X (2003–2006) and the live-action filmSonic the Hedgehog 3 (2024).

Gameplay

[edit]
The three gameplay styles ofSonic Adventure 2 (from top to bottom, left to right): fast-pacedplatforming forSonic andShadow;multidirectional shooting forTails andDoctor Eggman; and open exploration forKnuckles andRouge

Sonic Adventure 2 is a 3Dplatform game divided into two campaigns: Hero and Dark. In the Hero campaign, players control Sonic, Tails, and Knuckles, who fight to save the world; in the Dark campaign, players control Shadow the Hedgehog, Doctor Eggman and Rouge the Bat, fighting to conquer it. Each campaign cycles throughlevels of its three characters, telling different sides of the story. Levels have a variety of themes (such as cities, jungles, desert pyramids and outer space),[3] with some followed byboss fights. The two campaigns' stories occur in parallel; completing both campaigns unlocks a final story with all six characters, culminating in a final boss fight.[4]

Sonic and Shadow play fast-paced levels, emphasizing platforming.[5] Their homing attack can lock on to robots created by Eggman and GUN, and they cangrind on rails. Tails's and Eggman's levels are slower and oriented towardsmultidirectional shooting; they are confined tomechs in which they can jump short heights, hover and shoot enemies. Knuckles's and Rouge's levels feature open exploration with treasure hunting; in each level, they must find three shards of theMaster Emerald. Their search is guided by radar andpuzzle-based clues from harmless robots.[4] Knuckles and Rouge can glide, defeat enemies with punches and kicks,[5] and scale walls, digging into them to findpower-ups.[6]

Adventure 2 has thehealth system found in many otherSonic games. The player collectsrings scattered throughout the levels; being hit by an enemy while holding rings causes the player to drop them all, while being hit without rings causes them to lose alife. Tails and Eggman have health bars, which are slowly refilled by collecting rings. Dying with no lives results in agame over screen.[7] The characters can obtain permanent upgrades that grant them new abilities; for example, one upgrade allows Sonic and Shadow to dash along a sequential trail of rings to reach distant platforms, one gives Tails and Eggman hover jets that slows their descent to cross large gaps, while another lets Knuckles and Rouge dig into the ground to uncover treasure and Master Emerald pieces.[8]

Separate from the main campaigns, the player can raise Chao asvirtual pets.[4] They have five attributes (Swim, Fly, Run, Power and Stamina) and a moral continuum from Hero to Dark. From the moment they hatch, their stats can be increased with Chaos Drives or small animals, found in the main stages, which empower them to compete in karate[9] and racingminigames.[5] Their alignment gradually changes based on their affection for the characters; for example, a Chao which likes Tails will gradually become more heroic. Playing with Chao increases affection, and when a Chao becomes fully Hero or Dark, it assumes that form permanently.[10] Although Chao eventually die, if they receive enough affection during their lives they reincarnate.[11]

Adventure 2 has 180 emblems, earned for a variety of tasks.[12] Each level has five missions; only the first is required to continue the campaign, and other missions include completing aharder version of a level and collecting 100 rings. The player earns emblems by completing missions and other tasks, many related to Chao raising. Collecting all the emblems unlocks a 3D version of theGreen Hill Zone stage from the originalSonic the Hedgehog.[13]

The game has several two-player modes. Players may race on foot through new (or altered) levels, have shoot-'em-up battles in mechs,[5] hunt for Master Emerald shards[14] or race ingo-karts.[5] A few characters are playable in these modes, but not in the main game;Tikal andChaos from the originalSonic Adventure are playable in the treasure-hunting game,[15] as areAmy Rose andMetal Sonic in the foot-racing levels[16] and mechs piloted by Chao andBig the Cat (replaced by a Dark Chao inBattle) in the shooting levels.[17]

Plot

[edit]
See also:List of Sonic the Hedgehog characters

Doctor Eggman learns of a secret weapon from the diary of his deceased grandfather,Professor Gerald Robotnik, and infiltrates a high-securityGuardian Units of Nations (GUN) facility to revive it with aChaos Emerald. The weapon—Shadow, a black hedgehog who proclaims himself the "Ultimate Lifeform"—offers to help Eggman conquer the world, telling him to rendezvous at an abandoned space colony, the ARK, with more Chaos Emeralds. Shadow has vowed to fulfill a promise he made to his friend, Eggman's cousinMaria, before she died; theamnesiac Shadow interprets the promise as one of revenge. Shadow steals a Chaos Emerald, and GUN arrests Sonic after mistaking him for Shadow.

Knuckles encounters Eggman and Rouge, a government spy, attempting to steal theMaster Emerald. He stops them by shattering it and searches for the scattered shards to repair it. Rouge follows Eggman to the ARK, where Shadow shows Eggman the Eclipse Cannon, another weapon created by Gerald. Shadow plans to charge the cannon with the seven Chaos Emeralds and use it to take over the world. Rouge offers her services and gives Shadow and Eggman another Chaos Emerald to gain their trust. Tails and Amy infiltrate GUN's base and rescue Sonic, while Rouge retrieves three emeralds from the base before Eggman destroys it. Eggman makes a global broadcast in which he threatens to destroy the planet if he is not accepted as Earth's ruler in a day. He demonstrates the cannon's power by destroying half of the Moon. Sonic, Tails, and Amy meet up with Knuckles and use a Chaos Emerald to track the others to the ARK.

Knuckles separates from the group and finishes repairing the Master Emerald. On the ARK, Tails gives Sonic a counterfeit Chaos Emerald to destroy the Eclipse Cannon. As Sonic is about to use it, Eggman captures Tails and Amy, forcing Sonic to return and rescue them. Sonic tries to trick Eggman with the fake emerald, but Eggman deduces the plan and jettisons him in an escape pod rigged with explosives. Sonic uses the power of the fake emerald to escape; Eggman sneaks away with the last emerald and arms the Eclipse Cannon. The ARK suddenly starts falling, and a prerecorded message from Gerald is broadcast globally: he programmed the ARK to collide with Earth if the emeralds were used, a retaliation against the government for condemning his research and killing his colleagues, including Maria. Everyone but Shadow works together to access the cannon's core and neutralize the ARK using the Master Emerald.

Amy pleads for Shadow's help, and he remembers that he promised Maria to help mankind, not destroy it. Shadow joins Sonic and Knuckles in the core as they encounter the Biolizard, a colossal lizard and prototype Ultimate Lifeform. Knuckles deactivates the Chaos Emeralds with the Master Emerald, but the Biolizard fuses with the cannon to continue the ARK's collision course. Sonic and Shadow use the emeralds to transform into theirsuper forms, destroy the Biolizard, and put the ARK back into a stable orbit. This depletes Shadow's energy and he plummets to Earth, content in fulfilling his promise to Maria. The people on Earth celebrate as the group returns, and Sonic bids Shadow farewell.

Development

[edit]

Conception

[edit]
A picture of Yuji Naka
A picture of Takashi Iizuka
Yuji Naka (left) andTakashi Iizuka (right) produced and directedSonic Adventure 2, respectively.

Sonic Adventure, the first3D platformer in Sega'sSonic the Hedgehog franchise, was developed bySonic Team and released for theDreamcast in Japan in 1998. Although the game was a critical and commercial success, Dreamcast sales struggled to meet Sega's expectations. TheAdventure team was downsized,[18] and Sega assignedAdventure's director,Takashi Iizuka, to relocate to San Francisco, California, to establishSonic Team USA.[19][20] Sega wanted to repeat the pattern of developing a game in Japan and its sequel in the US as it had done with the originalSonic andSonic the Hedgehog 2 (1992).[19] Only 11 staff members—significantly smaller thanAdventure's team of 120—joined Iizuka,[19] and they began working onSonic Adventure 2 after they spent six monthslocalizingAdventure for the West.[18][21]

Shiro Maekawa, who wrote portions of Sega'sPanzer Dragoon Saga (1998) and joined Sonic Team duringAdventure's production, conceived and wroteAdventure 2's story.[22] Maekawa accepted the role after he learned did not need to be an artist to create a story orstoryboards. BecauseAdventure 2 would be the firstSonic game released during the 21st century, Maekawa wanted a substantial portion of the story to take place in space. The rest of Sonic Team was apprehensive, but Maekawa convinced them.[22] Maekawa drew influence from the manga and anime he had enjoyed since childhood, includingPlease Save My Earth (1986–1994).[22] As Maekawa disliked Sonic as a character, he usedAdventure 2 as an opportunity to revise him to suit his tastes.[22]

Among Sonic Team's unimplementedAdventure concepts was a black hedgehog who rivaled Sonic'scoolness.[22][23] The idea was revived duringAdventure 2's brainstorming sessions.[23] The rival was initially villainous,[24] but Iizuka decided to appeal to American audiences with anantihero, a popular archetype in the US.[25] He cited theImage Comics characterSpawn as an influence.[26] Maekawa struggled to develop the concept until writing lines for a scene in which Sonic confronts the hedgehog for impersonating him. Maekawa settled on a delicate, pure character who would refer to himself using the more humbleJapanese pronounboku ().[22] He was originally named Terios the Prisoner,[24][27] but was renamed Shadow after another new character, a bat, who became Rouge.[28] Sonic Team saw Shadow as a one-off character who would not appear in subsequentSonic games.[27]

As with the firstAdventure, Iizuka directedAdventure 2 whileYuji Naka, theSonic franchise's co-creator, produced it.[21][29]Adventure 2's development lasted around a year and a half,[21] and a total of 15 or 16 people worked on it. Three or four staff were recruited from Sega'sarcade game division. Iizuka said that the team had to change their work ethic and prioritize efficiency to adapt to the reduced manpower. He recalled: "Each member of the staff had to be as efficient as possible, using the smallest amount of time and money they could!"[19]

Design

[edit]

Iizuka summarizedSonic Adventure 2's development as "trying to make the impossible possible", as Sonic Team USA had to overcome the challenge of creating a game comparable in scope to the firstAdventure with less than a tenth of the staff.[18] Despite this, he consideredAdventure 2 the most funSonic game to develop, as the small team meant "we were able to condense all the good elements from the previous game, and deliver a story and game that was satisfying to players everywhere".[30] Due to the smaller staff, Sonic Team USA splitAdventure 2 into two campaigns featuring character teams instead ofAdventure's format of six starring individual characters.[18]Adventure 2 uses the samegame engine, with improvedtexture quality andcollision detection.[31]

Aerial photo of hill in San Francisco, with many multistory buildings
Aerial photo of wooded valley between mountain ranges against a blue sky
Sonic Adventure 2's scenery was inspired by San Francisco (left) andYosemite National Park.

Sonic Team designedAdventure 2 as faster and moreaction-oriented compared to the slower, more story-focusedAdventure.[21] Whereas Sonic Team had tried to include as much content as possible inAdventure, forAdventure 2 they concentrated on the elements they deemed necessary.[32] Iizuka noted that players who prioritized action found much ofAdventure's content pointless, so Sonic Team USA sought to streamline the experience while retainingAdventure's "bulkiness".[33] They removed thehub worlds in favor of linear level progression more in line with the olderSonic games,[34] and divided action and exploration sequences among the characters rather than mixing them.[21] Each level was tailored for its character,[35] and unlikeAdventure, in which some playable characters had short campaigns, all sixAdventure 2 characters have roughly equal gameplay time.[21]

Iizuka saidAdventure 2 was designed to have "more of an American flavor" thanAdventure, since it was developed in the US.[21] The art director,Kazuyuki Hoshino, noted Sonic was a character designed to appeal to Western sensibilities, and working in the US allowed Sonic Team USA to capture an American atmosphere more successfully.[33] The levels, drawn from Maekawa's story and setting,[22] were inspired by American locations such asYosemite National Park (where the team vacationed) and theSan Francisco Bay Area. Iizuka said they did not intend to "create a simulation of San Francisco" but rather to reflect the influence of their surroundings.[21] The staff frequently receivedparking tickets from authorities; as a joke, they included the authorities' cars in a level where Sonic could destroy them.[33] The monthAdventure 2 was to bereleased to manufacturing, one artist suggested adding Green Hill Zone, the originalSonic the Hedgehog's first stage. Iizuka liked the idea but expected the rest of the team to object, so he, the artist, and a programmer spent a week working on it separately.[33]

Among Sonic Team USA's goals were aframe rate of 60 frames per second (FPS) to make the gameplay feel faster and a multiplayer mode.[21][36] Achieving 60 FPS required some design tweaks, but Naka said Sonic Team's experience with the Dreamcast hardware made it possible.[36] He felt that by then, Sonic Team had "gotten to the point where we can tap the full power of the console and deliver a much better experience to users".[37] Sonic Team USA gave Sonic more abilities, such as grinding on rails, to add rhythm to ensure the gameplay was not only about speed.[21] Sega collaborated withSoap, a company that produced shoes with plastic concavities in the sole for rail grinding, to have Sonic wear a pair of Soap shoes rather than his traditional boots.[38] Soapproduct placement appears throughout the game as well.[39] LikeAdventure, Sonic Team USA included Chao to addreplay value.[33] Iizuka described the Chao as a "relatively neutral entity" inAdventure, so inAdventure 2, Sonic Team USA added the ability to raise "Hero" and "Dark" Chao to reflect the conflict between good and evil. Sonic Team USA gave Chao the ability to socialize and interact,[21] which Naka felt "took [them] a step closer to a realartificial life form".[36]

Music

[edit]
See also:Music ofSonic the Hedgehog
AsCrush 40,Jun Senoue (left) andJohnny Gioeli (right) recorded theAdventure 2 theme, "Live & Learn".

Sonic Adventure 2's soundtrack was composed byJun Senoue,[40] Fumie Kumatani,[41]Tomoya Ohtani,[42] and Kenichi Tokoi,[43] with Senoue as the lead composer and sound director.[44] Senoue, Kumatani and Tokoi returned fromAdventure,[40][41][43] while Ohtani made his first contributions to aSonic game.[45] Senoue began writing in April 2000;[44] he worked closely with Sonic Team USA regardingAdventure 2's structure, design, and characters.[46] Half the music was produced in the US, while the other half was produced in Japan.[43] Like Iizuka, Senoue consideredAdventure 2 his favoriteSonic game to work on, as he found working with a small team in a new environment invigorating.[30]

Senoue wanted the soundtrack to stand out rather than merely serve as background music. He was not entirely satisfied with the firstAdventure soundtrack, feeling some tracks did not fit, and sought to compose music that suited the atmosphere of each area.[44] He said the music team made a pact "to write songs that promoted the game's speed and situations while keeping the best tempo of the stage".[44] They decided to compose each character's level themes in a different genre and divided the work by which genre each composer was most interested in.[41][43] For instance, Knuckles' stages featurerap music composed by Ohtani,[45] who wanted to focus on a new musical element.[42] Tokoi said the soundtrack explores more genres than the first game's,[43] and other genres includepop-punk,glam metal,[47] and orchestral arrangements.[48]

Singers featured in the soundtrack includeJohnny Gioeli ofHardline,Ted Poley ofDanger Danger,Tony Harnell ofTNT, andPaul Shortino ofRough Cutt.[44][47] The soundtrack is divided into level-specific tracks and character themes, withleitmotifs similar toprofessional wrestler entrance music.[47] Senoue reused most of the character theme lyrics from the firstAdventure, but wrote new music.[44] AsCrush 40, he and Gioeli produced the main theme, "Live & Learn". Senoue recorded the introduction for theAdventure 2 demo; he worked on the rest later and completed it within a day,[46] while Gioeli wrote the lyrics.[49] Senoue then sent ademo to Gioeli to record his vocals.[46] Gioeli, who was paidUS$3,000 for his work, said that he managed the recording and composition based on Senoue's demos.[50]Takeshi Taneda [ja] played bass and Katsuji Kirita ofGargoyle andthe Cro-Magnons played drums.[51][52] Poley wrote and performed "Escape from the City", the first level's theme. He found writingvideo game music different, as "you have to have a lot of action and alliteration. It creates a whole mood and there's no time for breath—the song is over in a minute and a half, and it's intense."[53] The rapper Hunnid-P performed Knuckles' level themes.[47]

Senoue made a demo for each track using anADAT system to track guitars or vocals and aYamaha digital console orMackie analog mixer formixing. He edited tracks with hisMacintosh before testing them in-game. Once Senoue was satisfied and received Sonic Team USA's approval, he finishedsequencing and sent demos to prepare for therecording sessions. The soundtrack was recorded across five sessions in Los Angeles, New York City and Tokyo. While he enjoyed studio work, Senoue described the last three months as chaotic, as he had to travel between Tokyo, San Francisco and Los Angeles within weeks to write and record music. Senoue finished the soundtrack in February 2001, after which he worked on the sound effects.[44]

Release

[edit]

Sega planned to releaseSonic Adventure 2 between the 2000Christmas shopping season and early 2001;[54]GameSpot reported a February 2001 release date.[34] In late 2000, Sega informed journalists thatAdventure 2 had been delayed to later in 2001.[54]Adventure 2 was released on June 19, 2001, in North America and June 23 in other countries.[55][56]

Marketing

[edit]

Sega announcedSonic Adventure 2 atE3 in May 2000 with a trailer premiere behind closed doors and a press release.Game Informer reported that it was 40% complete at that time.[31] Sega released the trailer online when it launched Sonic Team's website on June 30,[57] and allowed journalists to play ademo version in December.[34][58]Early copies of Sonic Team'sPhantasy Star Online, released in Japan in December and worldwide in January 2001,[59][60] were bundled with the demo.[61] It features the opening cutscene and level,[58] ending with a trailer showcasing later levels.[62] Sega showcasedAdventure 2 again at E3 2001.[63]

On June 13, 2001,Archie Comics published a brief adaptation in itsSonic the Hedgehog comic book, written by Karl Bollers and penciled byPatrick Spaziante. According toKen Penders, one of the series' writers, the creative team was unable to adapt the story in full due to Sonic Team's desire for secrecy; they were only able to work from the demo and a few screenshots.[64] Penders said they considered adapting the story in a separateSuper Special issue, but Archie had ceased publishingone-shots at the time.[65]

Adventure 2's worldwide release coincided withSonic's tenth anniversary,[56] and Sega marked the occasion in its marketing.[66] In Japan, Sega offered a limited edition "Birthday Pack" for two days that includedAdventure 2, a gold disc containingSonic music, a commemorative gold coin, and a 17-page booklet detailing the series' history.[55][56] On June 30, Sega held a celebration at aSoftware Etc. inSan Jose, California, where attendees could have birthday cake, partake in giveaways, and receive Naka's autograph.[36]

GameCube port

[edit]
See also:History of Sega
Sonic Adventure 2'sDreamcast (left) release wasSonic's final appearance on aSega console, while theGameCube (right) port marked its first appearance on aNintendo console.

Sonic Adventure 2 was released during a tumultuous period inSega's history. Amidst competition fromSony Computer Entertainment'sPlayStation 2, a lack of support from importantthird-party developers, and conflict within Sega, Dreamcast sales failed to meet Sega's expectations.[18]Peter Moore, the president and chief operating officer of Sega of America, said the Dreamcast would need to sell five million units in the US by the end of 2000 to remain a viable platform, but Sega fell short of this goal with three million units sold.[67][68] Moreover, Sega's attempts to spur sales through lower prices and cash rebates caused escalating financial losses.[69] On January 31, 2001, Sega announced it was discontinuing the Dreamcast to become a third-party developer, although it remained committed to releasingfirst-party Dreamcast software through 2001.[70] The third-party transition madeAdventure 2 one of the last major Dreamcastexclusives and the finalSonic game for a Sega console.[63][71] Much of Sonic Team's staff, including Naka, opposed the move as they had already entered pre-production onSonic Adventure 3, but were unable to fight it.[72]

In April 2001, Sega announced Sonic Team was working on a game forNintendo'sGameCube.[73] Sonic Team kept the project a secret until its reveal atNintendo Space World in August.[74] Naka liked the GameCube hardware,[75] and advised Sonic Team fans to purchase GameCubes.[76] Shortly before Space World, Sega confirmed rumors that the project was aport ofSonic Adventure 2,[77] subtitledBattle.[78] This markedSonic's first appearance on a Nintendo console, whichGameSpot called "an unbelievable milestone of epic proportions".[79] Sonic Team left the single-player gameplay mostly unchanged, but added multiplayer options such as new maps and characters.Battle replaces the VMU's implementation with connectivity with theGame Boy Advance (GBA) gameSonic Advance (2001), facilitated through theGameCube – GBA link cable. Visually,Battle featurestexture resolution increases, though some textures are blurrier, while colors are brighter.[80]Battle was released in Japan on December 20, 2001, in North America on February 11, 2002,[81] in Europe on May 3, 2002,[82] and in Australia on May 17, 2002.[83]

Sales

[edit]

The Dreamcast version ofSonic Adventure 2 sold more than 84,000 copies during its first week in Japan (a franchise record),[84] and a total of around 500,000 copies worldwide.The Escapist wrote that these numbers were impressive given that the Dreamcast had already been discontinued.[85] In Japan, the GameCube version sold almost 50,000 copies during its first month,[86] and had sold 192,186 by December 23, 2002.[87] In North America, it was the bestselling GameCube game between January and August 2002, selling 465,000 copies. By August 2002, it had sold more than a million copies worldwide.[88] Cumulative sales reached 1.7 million,[85] and by July 2006, it had earned $44 million in the US. According toNext Generation, it was the 42nd-bestselling game for the GameCube, PlayStation 2, orXbox between January 2000 and July 2006 in the US.[89] It is one of thebestselling GameCube games and the bestselling third-party GameCube game.[90][91]

Reception

[edit]
Reception
Aggregate score
AggregatorScore
Metacritic(DC) 89/100[92]
(GCN) 73/100[93]
Review scores
PublicationScore
Edge7/10[1]
Famitsu9/10, 8/10, 7/10, 9/10 (DC)[94]
9/10, 8/10, 8/10, 8/10 (GC)[95]
GamePro4.5/5[48]
GameRevolutionB[96]
GameSpot8.6/10[5]
IGN9.4/10[4]
Next Generation3/5[97]

Sonic Adventure 2 received "generally favorable" reviews.[92] Critics appreciated its multiple playing styles. According toEdge and Four-Eyed Dragon ofGamePro, the three styles and bonus features such as Chao gardens were engaging.[48][1] Johnny Liu ofGameRevolution praised itsreplay value of multiple playing styles and 180 different goals.[96] Anthony Chau ofIGN called it one of the bestSonic games: "If this is the lastSonic game in these declining Dreamcast years, it's satisfying to know that the DC didn't go out with a bang, but with a sonic boom."[4] In 2022,IGN named it one of the best Dreamcast games.[98]

The camera was panned. Shahed Ahmed ofGameSpot criticized the "cardinal sin" of 3D platform games: forcing players to jump to an out-of-frame platform. Although players can re-orient the camera with the trigger buttons, it reverts when the character moves.[5] According to Chau and Liu, this made searching cramped sections of Knuckles' and Rouge's levels frustrating.[4][96]Edge found camera problems permeating the game, with no significant improvement fromAdventure.[1]

The visuals received positive reviews. Liu called them "sweet, sweet eye-crack".[96] Four-Eyed Dragon wrote that the game "is simply jaw-dropping beautiful," citing its detailed backgrounds and scenery and the characters' extensive color palettes.[48] According to Chau, the game had "some of the best textures ever seen" and was one of the most beautiful Dreamcast games.[4]Edge was impressed by the texture detail anddraw distance,[1] and Chau, Liu and Ahmed praised its 60-frame-per-secondrendering speed.[4][5][96]

Senoue's soundtrack also received positive reviews. According to Ahmed, the music was an improvement overAdventure's "campyglam-rock andJ-pop soundtrack", with less emphasis on lyrics,[5] while Liu appreciated its more "understated" approach.[96] Four-Eyed Dragon called the music "an eclectic mix of orchestrated masterpieces, guitar tunes, and melodichip-hop voices" that "gracefully fill the game's ambiance to a perfect pitch."[48] Reactions to the voice acting were divided; according to Ahmed, "the voice acting, and the lip-synching in particular, is executed quite well,"[5] and Liu and Chau found the English voices inferior to the Japanese ones.[4][96]

The plot was derided, although its presentation was well received. Ahmed wrote, "Throughout the game the plot becomes more and more scattered and lackluster," not focusing long enough on one element to execute it meaningfully.[5] Although Liu agreed that despite the game's ambitious scope and themes it failed to advance the series' core plot beyond theSega GenesisSonic games,[96]Edge appreciated the story's presentation from both perspectives: hero and villain.[1]

Despite high review scores for the Dreamcast version, the GameCube version released six months later received mixed reviews: respective Metacritic andGameRankings scores of 73 percent and 72.33 percent.[93][99] Critics generally felt that it was not significantly improved from the Dreamcast original.[100][101] However, Shane Bettenhausen ofGameSpy sawAdventure 2 Battle as noticeably superior; in addition to its upgrades, its action was better suited to the GameCube's controller than the Dreamcast's.[102]

Accolades

[edit]

Sonic Adventure 2 received several accolades, including the 2001IGN's Editors' Choice Award.[103]ScrewAttack called it thefifth-best Dreamcast game,[104] andGamesRadar rated it the tenth-greatest Dreamcast game out of 25: "Despite trailing off significantly in recent years, the 3D side of theSonic the Hedgehog franchise had a surprisingly stellar start with theSonic Adventure entries, and the 2001 sequel really amped up the action."[105] In February 2014,IGN's Luke Karmali calledBattle his tenth-favorite game of all time.[106] In a video interview withSonic Team studio head Takashi Iizuka, he saysSonic Adventure 2 is his favourite game in the series.[107]

Post-release

[edit]

Development on the next game,Sonic Heroes (2003), began at Sonic Team USA shortly afterAdventure 2's completion. Iizuka chose to develop it as a standalone game rather than a sequel to appeal to a broader audience.[108]Heroes became the firstmultiplatformSonic game when it was released for the GameCube, PlayStation 2, and Xbox in late 2003.[109] Another 2003 Sonic Team game,Billy Hatcher and the Giant Egg, uses an updated version of theAdventure 2 engine,[110] and Ohtani, who first composedSonic music forAdventure 2, became the series' sound director withSonic the Hedgehog (2006).[45]

Sega's discontinuation of the Dreamcast madeSonic Adventure 2 the lastSonic game that Sonic Team—which had worked with Sega hardware teams to take advantage of their consoles—produced with the benefits of first-party development.[18] WhereasAdventure 2 had been made usingproprietary software,[111] Sonic Team USA partnered withCriterion Software to useRenderWare soHeroes could be programmed and ported across platforms.[112] Iizuka described the loss of first-party development benefits as the greatest challenge of the third-party transition, as his team "no longer [had] the ability to control what we need[ed] to make our games".[18] Naka said he had mixed feelings aboutSonic as a multiplatform franchise,[113] and departed to form his own studio,Prope, in 2006.[114]

Shadow quickly proved popular among fans, so Sonic Team USAretconned his apparent death inAdventure 2's finale to include him in subsequentSonic games, beginning withHeroes.[23][27] AfterHeroes, Sonic Team USA was renamed Sega Studios USA.[20] Their next project wasShadow the Hedgehog (2005),[115] a spin-off starring Shadow that continuesplot threads established inAdventure 2.[116] The division developedNights: Journey of Dreams (2007) before it was merged back into the Japanese Sonic Team in 2008.[117][118] Iizuka became the head of Sonic Team following the merger.[119]

Soundtracks

[edit]

Marvelous Entertainment released a collection ofSonic Adventure 2 songs,Cuts Unleashed Sonic Adventure 2 Vocal Collection, on August 18, 2001,[120] before releasing the full two-discsoundtrack album,Multi-dimensional Sonic Adventure 2 Original Sound Track, on September 5.[121]Tokyopop released a soundtrack in the US on February 5, 2002, ahead of the GameCube version's release, featuring 26 tracks selected by Senoue and US-exclusive remixes.[122] On November 30, 2011, Sega released the soundtrack oniTunes via itsWave Master label to coincide with the franchise's 20th anniversary.[123]Brave Wave Productions released avinyl version of the soundtrack including interviews with Senoue and Iizuka in 2018.[124]

Rerelease

[edit]

Sega released a port ofSonic Adventure 2 as a downloadable game for thePlayStation 3 (viaPlayStation Network) andXbox 360 (viaXbox Live Arcade) on October 2, 2012,[71] and forWindows (viaSteam) on November 20.[125] The port followed a similar reissue of the firstAdventure in 2010 and was branded as part of Sega Heritage, a 2012 initiative in which Sega rereleased popular games from its back catalog on modern consoles.[126][127] The rerelease featureshigh-definition graphics andwidescreen support, though some cutscenes are still presented in4:3.[128] Otherwise, it is mostly identical to the original versions; it lacks the Dreamcast version's online features and the GameCube additions are paywalled asdownloadable content (DLC).[3] In 2017, the PlayStation 3 version was made playable on thePlayStation 4 and Windows via thecloud gaming servicePlayStation Now,[129] and the Xbox 360 version was madebackward compatible with theXbox One.[130]

Legacy

[edit]

Retrospective assessments

[edit]

Sonic Adventure 2 is frequently ranked among the bestSonic games.[b]GameSpot andKotaku deemed it a satisfying conclusion toSonic's run on Sega hardware,[132][135] andGame Informer considered it a worthy sequel toAdventure.[131] However, journalists have characterizedAdventure 2 as divisive,[c] and the 2012 rerelease received "mixed or average reviews" according to Metacritic.[141][142] Some fans regardAdventure 2 as the franchise's pinnacle, but others find it unfocused—"a jack of all trades, master of none", asThe Escapist wrote.[85] According toThe Escapist, "depending on who you ask, [it] represent[s] the franchise at its best and at its worst."[85]

Common elements of retrospective praise include Sonic and Shadow's levels,[d] the Chao Garden,[e] and the soundtrack.[f]GamesRadar+ feltAdventure 2's increased speed and emphasis on spectacle positively influenced the series.[133] Conversely, its focus on multiple characters with different gameplay styles has been divisive.[139][140] WhileIGN praised the gameplay variety,[134]Kotaku noted that many only like the Sonic and Shadow levels;[135] retrospective reviewers have criticized the other characters as frustrating and cumbersome.[g]Game Informer found Tails and Eggman's levels fine, but Knuckles and Rouge's annoying.[131]Nintendo Life disagreed, writing Knuckles and Rouge were "entertaining enough" while Tails and Eggman were "rubbish".[144] ToTechRadar, the gameplay variety meant the quality of levels fluctuated more than it did inAdventure, though Sonic and Shadow's levels were a significant improvement.[137]Kotaku appreciated the other characters' levels for their immersion, despite their poor quality.[135]

Additional criticism has been directed at the camera for obscuring enemies and platforms,[71][128] poor voice acting andaudio mixing,[85][128][144] and the story.[h] The audio mixing, in which characters' dialogue in cutscenes frequently overlaps, has been described as infamous.[85][145]The Escapist andVentureBeat called the story nonsensical,[71][85]Destructoid said it "almost feels like work to get through",[128] andVice jokingly compared it to aBob Books take onArmageddon.[47]Nintendo Life felt the plot would have been interesting were it not for theplot holes caused by events playing out differently across campaigns.[144] However,VentureBeat praised the good-vs.-evil presentation as clever and adding unexpected nuance to the villains' motivations,[71] andRock Paper Shotgun said the story was one ofSonic's best despite some melodramatic moments. They highlighted the scene in which Eggman destroys the Moon as considerably more impactful than his schemes in later games.[66]

VentureBeat wrote thatAdventure 2 did not hold up to modern standards, finding its camera and reliance on trial-and-error design outdated,[71] andDestructoid said it was only redeemed by how engaging the Chao Garden was.[128] AVice writer, while playingAdventure 2 for the first time in a decade, said that "[I've] been forced to reconcile my nostalgia with the harsh reality that it is not a terrific game".[47]VentureBeat wrote that it was more worth remembering for its historical significance as the lastSonic game for a Sega console than it was worth replaying.[71] Others conceded thatAdventure 2 is flawed, but argued this was negated by its merits.[i]Nintendo Life saidAdventure 2's many "bizarre design choices" made it endearing,[143] andKotaku said it "felt equal parts triumphant and bittersweet...Adventure 2 has plenty of flaws, but you can tell Sonic Team was working hard to build off the best parts of its previousAdventure and play out Sega's home console era with style."[135]

FollowingAdventure 2,Sonic's critical standing began to decline,[146] whichVentureBeat attributed to Sega "depending on stupid gimmicks to sell their most iconic property" following the third-party transition.[71]The Escapist wrote that subsequentSonic games, such asSonic the Hedgehog,Sonic Unleashed (2008), andSonic Forces (2017), attempted to replicate theAdventure 2 format of varied gameplay styles, but failed because they did not develop each style fully.[85]VentureBeat saidAdventure 2's alternate gameplay styles were natural additions toSonic whereas those in subsequent games, such asUnleashed'sWerehog segments andSonic and the Black Knight's (2009) swordplay, were not.[71]

City Escape

[edit]
City streets with traffic, viewed from above
Journalists have described City Escape,Sonic Adventure 2's first level, as one of the best opening stages in a video game.

Sonic Adventure 2's first level, City Escape, has been described as one of the best opening stages in a video game.[147][148] The level, which serves as a tutorial,[147] depicts Sonic as he escapes GUN and features sequences in which he snowboards through streets and outruns a murderous truck.[58][148]Red Bull said it was "unquestionablySonic's finest hour since the [Genesis] days",[148] andDestructoid called it a perfect introduction to modernSonic gameplay that encapsulates the strengths of theAdventure games.[147]USgamer wrote thatAdventure 2 is remembered more for City Escape than anything else,[149] andPolygon said that it "represents the epitome ofSonic the Hedgehog. It's fast-paced, full of secret pathways, and more than a little absurd."[39]

Polygon considered "Escape from the City", the City Escape theme song, the peak of theSonic franchise, with an energetic composition and hopeful lyrics that encapsulate Sonic's character. The song was remixed inSonic Generations (2011) and featured in theMario & Sonic at the Olympic Games andSuper Smash Bros. series ofcrossover games.[39] Senoue and the band Hyper Potions produced anIrish-themed remix for a collaboration betweenJacksepticeye and theSonic social media team onSt. Patrick's Day 2020.[150] Sega produced two remixes in 2021: aSonic 30th Anniversary Symphony remix in June and afunk remix in December.[151] The original is a selectable song in Sega'sSamba de Amigo: Party Central (2023), arhythm game which includes a City Escape-based stage.[152] Poley described "Escape from the City" as his biggest hit, though he does not receive anyroyalties.[53]

Generations, which commemorates the franchise's 20th anniversary, features reimagined versions of levels from pastSonic games, including 2D and 3D reimaginings of City Escape. The 2D version features the "Classic" iteration of Sonic racing the truck as it moves between the background and foreground, while the 3D version features shortcuts that take advantage ofGenerations's mechanics.[153][154]Kotaku regardedGenerations's City Escape as one of the most impactful moments of 2011,[155] andPCMag considered it a highlight, a "prime example" of Sonic Team drawing inspiration from the franchise's history.[156]

Influence

[edit]

Sonic Adventure 2's GameCube port introducedSonic to a new audience ofMillennials and, alongside the compilationSonic Mega Collection (2002), built a new fanbase following Sega's third-party transition. For this reason,The Escapist regarded it as possibly the most importantSonic game and said that while some laterSonic games were better, "[they] didn’t do nearly as much to energize or even create a new fanbase".[85] Additionally, the GameCube port paved the way for a closer relationship between Sega and Nintendo after a decade ofconsole war hostility. Several subsequentSonic games were exclusive to Nintendo platforms and Sonic appeared alongside Nintendo's mascotMario in theMario & Sonic andSuper Smash Bros. games.[85]

Sonic Team continued the gameplay style established by theAdventure games inHeroes andSonic the Hedgehog before going in a new direction withUnleashed,[157] which was conceived as a sequel toAdventure 2 before becoming a standalone game.[158]Adventure 2's emphasis on spectacle influenced subsequentSonic games.[133][159] It was the firstSonic game to feature rail grinding,[160] a mechanic used in nearly every subsequentSonic game.[161]Sonic Frontiers (2022) features levels that recreate the layouts of theAdventure 2 stages Metal Harbor, Green Forest, and Sky Rail,[162] and Sonic's Soap shoes are available as DLC.[161]Sonic fans have requestedAdventure 3,[85][139] but Iizuka said this would not advance the series' design.[139]

According toPC Gamer, Shadow is the most famous modernSonic character.[163] He returned as a playable character inHeroes,[164]Sonic the Hedgehog,[165]Sonic and the Black Knight, andForces.[166] In 2005, Naka said Sonic Team had determined Shadow was the most popularSonic character excluding Sonic himself,[167] a finding reaffirmed in a 2009 Sega poll.[168]Sonic Generations includes Shadow as a boss,[169] and theNintendo 3DS version includes the Biolizard boss.[170] A 2024Generations rerelease was bundled withShadow Generations, a Shadow game that features recreations ofAdventure 2 levels and bosses.[171] Rouge also became a recurring character;[172] a 2006 Sega poll found her the tenth-most-popularSonic character.[173]

"Live & Learn" remains a popularSonic song.[174] It has appeared in at least 25 games sinceAdventure 2, including non-Sonic games such as theMaimai,Phantasy Star,Super Smash Bros., andYakuza series.[175] Crush 40 performed a remix featuring thePrague Philharmonic Orchestra as the finale of the Sonic 30th Anniversary Symphony.[176] In 2024, Gioeli filed a lawsuit against Sega forbreach of contract regarding the ownership of "Live & Learn"; he said that he was unaware that Sega kept reusing the song, to which he claimed the copyright. He soughtUS$500,000 in damages and anotherUS$500,000 in unpaid royalties for its use outside ofAdventure 2.[50] The lawsuit wasdismissed with prejudice in August 2025.[177]

Adaptations

[edit]
See also:List ofSonic the Hedgehog features andprinted media

Sonic Adventure 2 was adapted in the second season of theanime seriesSonic X (2003–2006). The Japanese voice cast reprised their roles for the adaptation, while the licensing corporation4Kids Entertainment, which handled theAmerican localization, hired a new voice cast for the English dub.[178] Although Archie Comics did not adaptAdventure 2 in full in itsSonic comic, it did so in the second issue of the spin-off publicationSonic Universe in March 2009; the adaptation was written byIan Flynn and penciled byTracy Yardley andSteven Butler.[179]

The live-action feature filmSonic the Hedgehog 3 (2024) is an adaptation ofAdventure 2.[180][181] It features several scenes that referenceAdventure 2, such as Shadow's captivity in a GUN facility, Sonic leaping out of a helicopter, and Sonic and Shadow collaborating to stop the Eclipse Cannon.[182] "Live & Learn" is featured throughout as aleitmotif and the song plays during the climax.[183] Although the film mostly follows theAdventure 2 story, it features some differences, such as the absence of City Escape and Gerald Robotnik appearing alive in the present rather than being limited toflashbacks.[182][184] The writers,Pat Casey andJosh Miller, did not have time to replayAdventure 2 and based the adaptation on what they remembered.[185]

Notes

[edit]
  1. ^Japanese:ソニックアドベンチャー2,Hepburn:Sonikku Adobenchā Tsū
  2. ^
  3. ^Attributed to multiple references:The Escapist,[85]Polygon,[139]GamesRadar+,[140] andUSgamer[138]
  4. ^Attributed to multiple references:The Escapist,[85]Game Informer,[131]IGN,[134]Kotaku[135] andTechRadar[137]
  5. ^Attributed to multiple references:Destructoid,[128]IGN,[134]Nintendo Life,[143]Polygon,[136]TechRadar,[137] andUSgamer[138]
  6. ^Attributed to multiple references:Destructoid,[128]The Escapist,[85]Kotaku,[135]USgamer,[138]Vice[47]
  7. ^Attributed to multiple references:The Escapist,[85]Game Informer,[131]Kotaku,[135]Nintendo Life[144] andVice[47]
  8. ^Attributed to multiple references:Destructoid,[128]The Escapist,[85]VentureBeat,[71] andVice[47]
  9. ^Attributed to multiple references:Kotaku,[135]TechRadar,[137] andUSgamer[138]

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Works cited

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