Sonic Adventure 2: Battle February 08, 2002 - Sega's top mascot has, through some odd twist of fate, arrived on Nintendo's next-generation console. The famous blue hedgehog is making his debut on GameCube even before Mario. The catch is, Sonic Adventure 2: Battle is only marginally different from the Dreamcast version it's ported from. So instead of a Sonic custom created for GameCube, we have the remnants of the Mid-2001 Dreamcast successor with some notable improvements. Certainly we're glad to see Sonic only a few short months after the release of GameCube, but it is admittedly not as glorious a debut as we had hoped. 10 years after the release of the one that started it all, Sonic Adventure 2 sets out to bring the trademark breakneck speed into the 3D realm better than ever before. Throw in big boss battles, frantic shooting, and the ability to freely explore large 3D environments and you've got a recipe for the best Sonic ever, right? Sadly, this isn't the case. Sonic Adventure 2: Battle improves on the two previous Dreamcast incarnations, but the franchise still has a long way to go to bring the glory of the 2D masterpieces into the next-generation 3D world. Features
Gameplay The two quests amount to more than 30 stages, though nearly half of those are simply duplicates seen from either the Hero or Dark perspective. The locations vary from dense metropolitan cities to lush jungles to miniature universes in outer space. Each of those 30 stages has several missions to explore. You're only required to complete the first mission to move forward, but you can go back and indulge in up to four more missions with different goals. The levels are broken up into four main types of gameplay: running, shooting, exploring, and boss fights. This is actually where the Sonic Adventure franchise takes a turn for the worse. Sonic is founded on its sense of speed and mostly linear experience. Stray from that and you have to implement a solid 3D camera. Unfortunately, Sonic Team has attempted this quite unsuccessfully to this point. The camera in the Sonic Adventure series is truly horrid, an insult to the advancements demonstrated by modern 3D camera control in titles such as Banjo-Tooie and Legend of Zelda: The Ocarina of Time. In the exploration levels, where you are sent bumbling through a large 3D environment as Knuckles or Rouge, it sets the stage for an incredibly frustrating experience. Coupled with the camera, they are in fact amateur attempts at designing a compelling 3D environment. Half of the time you simply cannot see where you want to go -- a major issue when you're scavenging the level for randomly hidden items. These randomly placed items are pieces of the Chaos emeralds, and you use a hot/cold type radar that beeps and blinks as you get closer to the treasure. One would have hoped that this variation on the trademark Sonic gameplay was only intermittent, but it constitutes roughly a third of Sonic Adventure 2: Battle gameplay.
Now, we're not so naïve to overlook the fact that Sonic isn't meant to be a complicated shooter or platformer. It's intended to be fast and furious, bringing the "blast processing" rush that the franchise is famous for into 3D. The problem is that the Knuckles/Rouge and Tails/Dr. Eggman levels constitute well over half of the main gameplay experience, painfully splintering it into something most would agree is very un-Sonic. There is a positive beat to this admittedly cynical rhyme, though. The Sonic/Shadow levels that exist are very cool. The sense of speed, control, and even camera (for the most part) fall into place, letting you blaze a trail at light-speed through some fantastic environments. In addition to running, you can grind rails, perform acrobatic flips over horizontal bars, and swing faster than Tarzan himself on ropes and vines. These levels are what you expect from Sonic, and while not totally polished are gratifying. We wish that Sonic Team had stuck to refining Sonic in this setting, as it would have improved the gameplay greatly. It can almost feel like a rollercoaster at times, offering up limited control, but its altogether satisfying thanks to clever level designs. As noted, however, there is simply not enough of this level type featured throughout the story quest. In fact, we'd guess as little as 30%. The sad truth is that Sonic Team lost its focus somewhere along the way while bringing Sonic into 3D. The choice to try to offer up so many different types of gameplay has left the idea of Sonic shattered. Sonic Team needn't bring frustrating scavenger hunts and sub-par shooters into this great blue hedgehog's world. Sonic is definitely perfectly suited for GameCube, so we're hoping for a much more ambitious attempt for the next addition of Sonic. Chao Raising and Multiplayer Then of course you have the battle modes. This is what makes the GameCube version different. You and a friend can race, hunt for treasure, or blast each other away in a number of levels not featured in the Dreamcast version. There is also the extra incentive in single-player mode thanks to the fact that you can unlock new stages and modes. Graphics
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created by da biszy |
I quite enjoy Sega products. I loved Super Monkey Ball (who doesn't?) and am extremely satisfied Sonic Team decided to bring Sonic Adventure 2: Battle to GameCube. It can be a fun game at times, but it can also be extremely frustrating. This is why I'm anticipating the next edition of Sonic. Hopefully an all-new, ambitious take on the franchise custom-tailored to GameCube hardware.
For Sonic Adventure 2: Battle, I recommend renting it. You should get your money's worth out of it in that time. For those of you that played the Dreamcast version, there's little to no reason to pick up the GCN incarnation. The differences in visuals and added multiplayer modes probably aren't worth it unless you're a hardcore fan.