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SONIC ADVENTURE 2 (DC)
Fast, fun and furious: it's a cool game
By WILL BARKER
It's so sad when we only ever
a Dreamcast game once every month. Sadder yet - the fact that by this
time next year, there'll be no Dreamcast games appearing on the shelves.
Woe - woe is me!
However, the worst thing to do is dwell upon these things, so without
further ado let's have a look at Sonic Adventure 2 (SA2).
The platform game hasn't been neglected to the extent seen in the adventure
genre, for example, but since the advent of more powerful bit-rate RISC
processors in consoles, the move to 3D has been swift. The result is that
most platform games that were sprite-based classics don't seem to work
as well in three dimensions. Most.
SA2 is far from two-dimensional - it's a dizzying, psychedelic ride unlike
anything else you've ever seen before. And a word of caution - don't let
a just-fed (supposedly) trained monkey watch the action - it will blow
chunks.
True to its heritage,
the latest Sonic game is fast. So fast, in fact, that I'd recommend anyone
with even a slight nervous twitch should avoid it. From the very first
level, to raising the virtual-pet Chao (pron: chow), to defeating the
evil, albeit rather likable, Dr. Eggman, SA2 is a blast. There's no better
way to describe it.
It's really quite stirring to see how good this game looks, seeing as
the Dreamcast is out of circulation (i.e. they don't sell them anymore).
In terms of visuals, there's nothing here the PS2 couldn't do, it just
seems that Sega is the only developer who seems to want to push the realms
of colour and motion.
At first glance, the game looks very comparable to the original Sonic
Adventure, which came out in, oooh, late 1998 in the Nihon. That makes
it about three year's old. It wouldn't be right for a Sonic Team title
to have similar graphics to games made last decade, would it? Bet your
ass it wouldn't!
As such, I scrutinised the visuals while James Anthony tried in vain to
beat my fastest stage times.
The small experiment
proved a couple of things. First impressions do give the sequel a familiar
feeling, but when you look closely, there's so much more going on, more
moving, dynamic objects - plus it's much smoother too. Who would have
thought? Sonic - going faster yet?
Secondly, James got nowhere near my times - it was folly for him to even
try. Thirdly, the end and mini-bosses are amazing to look at. This time
around they are much more creative. In fact, this sense of creativity
seems to pervade the entire game - it's very fresh.
The polygon count has been increased, as is evident in Sonic's much smoother
and rounded appearance, plus the fact that his facial expressions are
more pronounced indicates this. Other tell-tale signs abound - every single
new level contains at least one 'brown-undies' section - these are the
sections where trucks chase you down crowded streets and where you must
run down the side of building plus other retina-charring activities.
However, the game isn't all rolling hills and fluffy white clouds. In
fact, the problems that many gamers complained of three years ago still
plague the game. Granted, they're not hard to overlook, especially with
the brain-mushing speeds you'll be flying around at, but they are there
and, frankly, they shouldn't be.
The three major
gripes of the original game were the dodgy floating camera, crappy voice-acting
and to a lesser-extent, confusing gameplay processes. Personally, these
three things failed to irritate me in the original and the same goes for
SA2.
However, it's fair to say that the camera issues aren't as acute as they
once were. Sure, the floating camera can get stuck in certain places for
no apparent reason, but moving Sonic around usually remedies this.
The original game used a hub-based system for exploring the different
levels and this confusing system caused many head aches. You actually
had to constantly explore the hub sections, which, at times, became both
annoying and baffling. This time around the whole in-between-levels hub-system
has been scrapped in favour of a more user-friendly and traditional method
of progression.
The voice-acting, sadly, has gone downhill in the three years between
drinks. But you want to know something? I love crap voice acting. No,
really, I do! But that doesn't mean you will - so be warned.
The streamlined
level structure has been given a digital injection of variety, with two
team to choose from. Both teams have three players - the good guys have
Sonic, Tails and Knuckles. The bad guys have Dr. Eggman, Shadow and Rouge.
The Sonic/Shadow levels are the ultra-quick ones where you can take time
out to explore, but blasting through at highly illegal speeds is much
more fun. The Knuckles/Rouge levels involve finding things, aka scavenger
hunts and the Eggman/Tails levels involve lots of gadgets and robots and
shooting stuff.
Sonic Team went to great lengths to improve upon the original and it has
done so, in every conceivable way (barring the speech). Even the mini-games
and extra features are better. Many of the extras can only be unlocked
once you've finished the game, but it's well worth the time. There's kart
racing, boss mode, versus mode, chao gardens, downloadable events, extras
and more.
Sonic Adventure 2 eclipses the original easily, with better graphics,
more varied gameplay and is quite possibly the most tip-top game I've
played on the Dreamcast. For those who haven't thrown their DC at the
wall in disgust, flushed it down the toilet or perhaps replaced the innards
with custard, go get this game.
ORIGINALITY 90%
SOUND/GRAPHICS 90%
PLAYABILITY 90%
ADDICTION 95%
ENJOYMENT 95%
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