Sonic Adventure 2 – Insufferable – IMPLANTgames

Sonic Adventure 2 – Insufferable – IMPLANTgames


It has been a while since I have played Sonic
Adventure 2. As a big fan of Sonic Adventure, I looked
forward to the sequel and purchased it when it came out on the Dreamcast back in 2001. I hated it. Thanks to the power of the Way Back Machine,
I was able to find some of my original ramblings from June 28, 2001, just 5 days after release
and younger me sounds a lot like the fan base of today. For example, I stated, “The stages are also
more restricted… I miss those huge stages. The original was more “Sonic” so-to-speak. They are trying to evolve Sonic into something
he is not, and I found the result not a whole lot of fun. Sonic has always been on the cutting edge
of cool in both graphics and gameplay mechanics.” It is funny reading these comments, because
it sounds like the same complaints different generations of Sonic fans make about the Sonic
games they do not like. Moreover, of course, my old comments are not
subjective and lacking in any sort of substance. However, there were a few nuggets of analysis;
“It took me 47 friggen minutes to get through one of Knuckles’ stages. I had to do the Rouge’s 5 minutes-or-less
stage 20 times before I cleared it. Those two characters were ruined.” While some find the polarizing nature of the
Adventure titles to be a recent phenomenon, it is not historical revisionism. Arguments regarding the quality of the Adventure
titles began upon their release. Of course, this video is not about my trip
down memory lane. This video is about Sonic Adventure 2. Perhaps the most beloved, and loathed, Sonic
game… of all time. So, let us dive in. First, I think it is important to note Sonic
Adventure 2 makes some dramatic improvements over the first game in terms of structure. There are no longer six campaigns to play
through, instead, just two. The biggest benefit is the lack of repeated
cut-scenes, which would repeat up to 4 times in Sonic Adventure. Instead of offering fresh perspectives or
revealing new information, they often padded out the playtime. In Sonic Adventure 2, there are just two campaigns,
and the streamlined approach fits the story telling abilities of Sonic Team much better. Another improvement is the lack of hub worlds. Please note I find nothing inherently wrong
with hub worlds as a concept. However, in Sonic Adventure, they hid upgrades
with little in-game purpose, created a lot of needless backtracking thanks to strange
level placement, and they often made the player walk from cut-scene to cut-scene for no real
reason. It dragged the pace of the game down. Thankfully, Sonic Team seemed to agree and
eliminated them. Character upgrades are located in-stage and
one never has to walk to trigger a cut-scene. Anyway, to further this point about pacing,
players will be racing down City Escape within about 1 minute of selecting the Hero campaign. In Sonic Adventure, it takes nearly five minutes
from selecting Sonic’s campaign, to racing along the beaches of Emerald Coast. It is clear to me Sonic Team learned something
and worked to improve upon the things that worked in the first game, and ditch the mechanics
that didn’t work. This includes not only the structure of the
adventure, but the amount of play styles as well. I concluded in my previous video that Sonic,
Knuckles and Gamma had the best campaigns. The three gameplay styles were sufficiently
different, suited the level layouts, and offered the most compelling stories with the least
amount of fluff. It seemed Sonic Team reached the same conclusion,
as these are the play styles making it into Sonic Adventure 2. Of course, there are still six playable characters,
with Sonic’s speed stages, Tails’ shooting stages, and Knuckles’ hunting stages making
up the hero campaign. Then mirrored with Shadow, Eggman, and Rouge
in the dark campaign. Stages are not duplicated either, with different
set pieces utilized for two different play styles, or the stages being sufficiently different
when the same play style is used. Think of it like an Act 1 and Act 2. On the surface, these changes should make
Sonic Adventure 2 a slam-dunk. Streamlined progression, reduced repetition,
less duplicated story. Even with the improvements however, Sonic
Adventure 2 is far from perfect. Sticking with the theme of polarizing, the
best place to start with Sonic Adventure 2 is the story. The game opens with Sonic escaping a helicopter
manned by an organization called GUN. However, I cannot help but notice the dialog. People often proclaim modern Sonic games are
bad because Sonic is always cracking corny jokes that are out of character. However, here we are. Moving along, Sonic runs into Shadow, and
quickly surmises he has been mistaken for this mysterious new hedgehog. This is reasonable enough, despite being a
point of contention for others; I do not have a problem with cartoon style tropes of mistaken
identity. However, what I do find cringey is how these
two knuckleheads keep calling each other fake hedgehogs. Clearly, there is more than one hedgehog on
the planet… you know… like Amy. It seems the writers could been more clever
in developing the rivalry. However, more importantly, Shadow the Hedgehog
uses Chaos Control to warp out of Sonic’s path. This set-up offers payoff later on in the
adventure, something often lacking in Sonic Adventure 1. Moving along is Knuckles and Rouge. Somehow, the Master Emerald is not on Angel
Island but instead the desert and these two characters argue over ownership. Same as ever… Eggman appears and snatches it, leaving me
to wonder why Knuckles is the one guarding it when he is so bad at it. I don’t want to nit-pick here, but when
I’m told the characters, world-building, and story are the reasons the Adventure titles
are so good, and that modern Sonic games need to go back to the Adventure style story-telling,
then I feel diving into these idiosyncrasies is fair game. Anyway, before Eggman is able to fly away
with the Master Emerald, Knuckles’ smashes it, freeing Chaos. Wait… Chaos is no longer locked inside the Master
Emerald? Weird. The cut-scene sets-up Knuckles’ hunting
stages yet again, and offers a little tension between Knuckles and Rouge for later on. Therefore, despite the inconsistencies…
it works. What is consistent… is Tails’ introduction. After hearing about Sonic’s misdeeds on
satellite TV, he heads to Prison Island to break him free. Upon arrival, he notices Amy is in trouble
and transforms the tornado into mech form, thus giving explanation to his shooting gameplay
style. After freeing Sonic from his cell, Amy reveals
Shadow and Eggman are working together on something, setting up scenes later in the
dark campaign. Set-up, payoff. So, with the characters all revealed, it is
time for some stakes. It is not enough Shadow is wreaking havoc
and Sonic is getting the blame. No, Eggman is most definitely still the main
antagonist. Not only does he hijack every TV signal on
the planet, he uses an orbiting space station and blows up the freaking moon. He then gives the planet 24 hours to surrender
to the Eggman Empire. Total. Badass. It is now up to the heroes to find Eggman
and stop him. Tails determines the president is on a limo
and has had communications with the mad doctor and sets off to find him. After stealing a CD… Tails stairs at it and determines Eggman is
transmitting from the Space Colony Ark. I am going to be charitable here and pretend
that is how satellite communication works. Next, the heroes determine Eggman went up
to the space colony ark from a pyramid in the desert and break in. Thankfully, Eggman just happened to have a
Space Shuttle lying around for the heroes to use. With just 2 hours remaining before Eggman
destroys his next target, the heroes thankfully arrive on the Space Colony Ark. Their plan is to destroy the cannon so Eggman
cannot use it. Tails has created a fake chaos emerald that
will reverse the energy field of real chaos emeralds, which will blow up the chaos emeralds
powering the eclipse canon. Seems reasonable. Meanwhile, Knuckles and Rouge continue there,
um, tension. Rouge falls off a platform and Knuckles saves
her. This is charming enough; however, Rouge is
a bat. She has wings. She can fly. I bring this up because again, the game is
not clear on how serious I should be taking the story. Are the segments just there to get the player
from one exotic locale to another, or is it this deep experience with layers of depth. Because when I scratch below the surface,
I find myself wondering why Chaos is not in the Master Emerald, or how telecommunication
hacking works, or why a Bat… cannot fly. Moving on, the heroes arrive at the Space
Colony Ark, ready to foil Eggman’s plans. However, Eggman will not go down without a
fight. He is holding Amy hostage, and demands Sonic
give him the seventh chaos emerald. Unfortunately, Tails spills the beans about
it being a fake, and Eggman jettisons Sonic to the Earth. This is a dark scene, as Tails is responsible
for the death of Sonic the Hedgehog. Thankfully, Sonic uses Chaos Control to escape
the capsule and warps back to the ship, saving Tails a lifetime of therapy. Sonic then battles his new rival, inserts
the fake emerald into the eclipse cannon, which implodes as expected, thus ruining Eggman’s
plans for world domination. The Hero story is competent for sure, though
still a little fluffy. For example, Knuckles seems shoehorned in
with his Master Emerald quest rarely intersecting with Sonic in a meaningful way. The Master Emerald does not power the eclipse
cannon. Eggman steals the thing, and then sort of
forgets about it the rest of the way. Sonic and Tails’ side quest to find the
president is also a little silly. The space colony ark is not exactly hiding,
and it is in the shape of Eggman’s face… Award winning, the story is not. Still, as a lighthearted adventure about a
blue hedgehog racing around the world trying to stop a mad scientist, it works well enough. So now, it is time for the Dark Story. Where Sonic Adventure often failed to use
its intersecting stories in meaningful ways, rarely providing new information or offering
deeper meaning into the events, and instead just repeating the same cut scenes or giving
flimsy reasons why characters intersect, the Dark Story mostly succeeds. This begins right away, with Eggman searching
for a top-secret military weapon created by his grandfather. That top-secret weapon is… Shadow the Hedgehog. Shadow instructs Eggman to gather the Chaos
Emeralds and meet him on the Space Colony Ark. Players will learn Shadow stole a chaos emerald
from the Federal Reserve Bank, not Sonic. This explains why government agents at the
beginning of the game were holding Sonic. I like this. What I do not like… are the flashbacks. Much like Adventure 1, Adventure 2 features
flashbacks to help fill in the backstory. The first flashback shows Shadow and a girl
named Maria running from something, or someone, on the Space Colony Ark. Maria captures Shadow in the capsule, similar
to Sonic in the present time, asks Shadow to do something, and then jettisons him off
to the planet below. That something is… REVENGE! Next, players learn a little more about Rouge
the Bat. It seems she followed Eggman to the desert
base, and has located a space transporter she can use to follow Eggman up to the Ark. She mentions it is her “mission,” giving
a clue she might be working for someone, and is more than a jewel thief. Eggman catches up to Shadow on the Ark and
learns his grandfather created the Space Colony along with Eclipse Canon, capable of destroying
an entire planet. Rouge also makes her presence known, and the
three of them devise a plan to gather the seven chaos emeralds so Eggman can begin his
empire. This is all reasonable enough. Eggman frees Shadow, and the two have mutual
interests in world domination. Rouge offers her hunting assistance in exchange
for a gem radar, and the plot is progressing. During another flashback, we see Maria, Gerald’s
granddaughter, and Shadow having a conversation on the Ark. It seems Gerald wanted to benefit humankind
through the power of science. By creating things like Shadow and the Eclipse
Cannon, I guess. It is around this point where the story begins
to lose me. Up until now, the cut-scenes do their job
of getting the characters from point A to point B in a reasonable, though sometimes
silly, manner. However, as the dark side story wears on,
the tone of the story shifts. I am no longer watching a story about a hedgehog
racing around the world to defeat an evil doctor. There are more plot threads to ponder. So ponder, I shall. While hinted at earlier, it is now clear Rouge
is an agent of some sort, reporting to her superiors about project shadow. She even gloats about tricking Eggman. Next, is perhaps the best bit of storytelling
in Sonic Adventure 2. Earlier, it appeared Tails gave away the emerald
was fake, and thus caused the death of Sonic. However, here on the dark side, we can see
Eggman knew there was a fake emerald the entire time. Therefore, when Eggman blamed fox boy, he
was bluffing, letting Tails feel the guilt even though it was not Tails’ fault. It is a sinister moment, and perhaps the deepest
plot thread found in the game. After this fiasco, Shadow catches Rouge pondering
taking the 6 chaos emeralds Eggman has gathered up to this point. It dawns on him Rouge the Bat might be the
government spy “Rouge the Bat” and this begs all sorts of questions. How did Shadow learn about this government
spy when de-activated, or sleeping, for the past 50 years, only being awake for at best,
2 days. Additionally, why do Sonic and Shadow believe
there can only be one real Hedgehog… yet Shadow thinks there are multiple Rouge the
Bats? Perhaps Rouge is a common Bat name? I cannot be certain, but it makes cut scenes
like this extra cringey. I can accept the goofy cut-scenes when they
are getting the characters from one point to the other, but whenever the game tries
to offer a plot twist… I am often finding the scenarios quite implausible. Speaking of implausible, Rouge finds the files
on Project Shadow she is looking for… and project shadow looks nothing like the Shadow
we have come to know and love. Shadow is un-phased with this news however,
and warns Rouge to leave the emeralds alone, so Eggman can take over the world and Shadow
can fulfill his promise to Maria. Sadly, or fortunately depending on one’s
perspective, when Eggman puts the seventh chaos emerald into the eclipse canon, something
goes wrong. Presumably, Sonic has destroyed the weapon. In any case, while the Hero side story was
straightforward and reasonably logical, the dark side story is a bit more convoluted. It seems convenient the president has a government
spy investigating Project Shadow at the exact right moment. However, Rouge accomplishes virtually nothing,
with Shadow intercepting her before she can swipe the six chaos emeralds from the Eclipse
Cannon and succeed. In retrospect, Knuckles is similar. He just happens to run into Sonic and Tails
while recollecting the fragmented pieces of the Master emerald. Maybe his wisdom is necessary to find the
keys in the desert, and pilot a space shuttle. I do not know. This generation of Sonic games receives criticism
for having excessive character rosters. Sonic Team seemed to have a thing for expanding
the Sonic universe. However, I do not think the problem is the
amount of characters, rather, their poor integration. New characters are introduced… but they
often do not serve a purpose. With the hero and dark side stories finished,
the final story is unlocked. Surprisingly, the Space Colony Ark is now
heading towards Earth at terminal velocity. Also surprisingly, a video plays showing Eggman’s
grandfather Gerry delivering a message to Earth. The Space Colony Ark will collide with the
Earth in about 28 minutes, destroying everyone. How does someone who has been dead for 50
years hack into a television system that did not exist yet? Again, I do not know. It seems everything the old doctor loved had
been taken, upsetting him. This video is even more nonsensical as Gerald
is chained to a chair. Once finished, a background voice from the
video asks if there is anything else Gerald wants to say, followed by “Ready.” Almost as if there is a firing squad waiting
to execute him. So… if this was the final moments of the
professor’s life, how did he record the footage and program it to play once the seven
chaos emeralds were inserted into eclipse canon? It does not make sense and this clip always
sucks me right out of the story. Instead of accepting the quirkiness of early
2000’s Sonic, I instead question everything about early 2000’s Sonic. Next, Eggman finds a recorded diary from the
old professor, which gives some additional backstory from 50 years prior. It seems the military was not keen on Project
Shadow and invaded the Space Colony Ark to destroy the project and shut down the colony. Somehow, Maria died when the colony was shut
down, yet Gerald lived. With Project Shadow shut down, and Maria gone,
Professor Gerald went insane and wanted to avenge the death of his granddaughter. He finished project shadow and it is now ready
to destroy the world. Of course, when Maria was alive, she launched
Shadow to Earth. So the project shadow the professor completed…
is a different one. Ok then. With the Ark set on a collision course to
Earth, the heroes and dark characters team up to reach the core of the ark, and use the
master emerald, which is now a fraction of its previous size… to neutralize the chaos
emeralds, and somehow stop the Ark. Again, very convenient. Speaking on convenient… Amy runs into Shadow and urges him to assist
with the plan. However, as Shadow is still in revenge mode,
he declines. However, he then has another flashback…
and remembers Maria does not want revenge; she wants the people on Earth to be happy. Therefore, now Shadow saves the Earth. The big plot twist, the moment everything
in the game builds up to… is this. Shadow misremembered something. This is stupid. Payoff, without setup. Rouge briefly eludes to the fact Shadow’s
memories might not be real, but even this is generous. Had the story followed some sort of logical
path of Shadow trying to remember his past, deciphering what is real and what is not,
and overcoming an internal conflict to arrive at this pivotal moment, it could have been
really deep and meaningful. However, this does not occur. Everything is Sonic Adventure 2 feels like
a happy accident. Amy says the people of Earth are good. Shadow is like, “Oh yeah, I guess I’ll
save the Earth now.” The story telling is about as deep as a puddle. A better example of handling memory loss,
and the complex emotions that come with slowly piecing things together would be the Bourne
films. In it, the protagonist has to work to regain
his memories, and deal with the complex emotions that come from learning what he is and where
he came from. Jason Bourne does not just wake up and remember
everything one morning. The plot continues as Sonic and Knuckles reach
the dome housing Project Shadow. Upon entering, more professor Gerald cut-scenes
play. How was the professor able to record these
while chained to a chair awaiting his death? Who knows… With Shadow now on team Sonic, he destroys
the prototype, Knuckles uses the Master Emerald to neutralize the chaos emeralds, but this
does not resolve the issue. So yeah, thanks Knuckles for your contributions. The prototype does a chaos control to warp
outside the ark and pull it to Earth himself. Sonic and Shadow then do a questionable hand
gesture…, which enables them to go super. I am not making this up, this literally happens
in Sonic Adventure 2. Upon defeating the prototype a second time,
Super Sonic and Super Shadow use Chaos Control to send the Ark back on a stable orbit around
Earth, ending the threat for good. Sadly, while Sonic makes it aboard the Ark,
Shadow falls to Earth, presumably sacrificing himself and succeeding in his mission to fulfill
Maria’s wish: for the people of Earth to be happy. As is probably obvious, I do not care for
this story. While there are moments of foreshadowing,
little of the plot seems thoughtful. Events just sort of happen accidently or conveniently. I rarely stop and conclude, “Oh that was
clever.” Instead, the plot twists are usually of the
dumb variety, and much like the first game, I feel like the designers are doing little
more than wasting my time. Sure, some have fond memories of Sonic Adventure
2, and are able to find deep meaning in virtually every cut scene found in the game. However, I am unable to reach these same conclusions. The plot is poor. The story is very simple. Eggman wants to use his grandfather’s secret
project to take over the world. Through the release of Shadow, Eggman discovers
the Space Colony Ark and the Eclipse Canon. Sonic chases Eggman across the planet, destroys
the Eclipse cannon, and then transforms to Super Sonic to destroy project shadow, and
thus foil Robotnik yet again. It is simple, and the gameplay provided matches
this simple story. However, the developers added so much fluff
to try to mask what is ultimately a basic plot, and I do not understand why. The flashbacks, the president, a government
spy, and Professor Gerald are added in attempt to add depth to this story, but they fail
almost completely. These cut scenes do not add to the story,
but instead take away from it. The story becomes more convoluted, and instead
of fleshing out the backstory, they add more inconsistencies than they resolve. No matter how many times I watch and experience
them, I always find more problems than I find clarity. Moving on… it is time to talk about the
actual gameplay. Across the 30 main stages there are 10 high-speed
platforming stages, 9 treasure hunting stages, 9 mech shooting stages, and 2 kart racing
stages. The high-speed action stages are what one
would expect from a “Sonic” game. Sonic and Shadow feel similar enough to the
first game, but there have been some additions and tweaks to the gameplay. First, the speed characters can now grind
on rails, which is visually interesting for sure and adds some alternate routes and paths
through the stages. For a game based on speed, this addition fits
the high-speed gameplay perfectly, and while I wish landing on rails was not so… finicky,
there is little for me to complain about. A second addition is the somersault. This is useful in combat, but also adds a
wrinkle to the gameplay. If a player fails to somersault in time, progress
will be halted in certain areas. Players must react to obstacles, and press
the appropriate button to maneuver through if they want to maintain speed. It is a small addition for sure but a welcome
one. Sonic also finds the bounce bracelet, allowing
him to jump higher than normal. This again aids in combat and is occasionally
required to reach higher ledges, and speed-runners will find it useful to fall downwards faster. Not a game changer, but not offensive either. The level design for the speed characters
is more of a mixed bag. The opening stage, City Escape, sets a high
bar for the adventure, both aesthetically and technically. My biggest compliment is the sheer variety,
with the boarding, complete with trick system which also seems to incorporate Sonic’s
speed, the new rail grinding mechanic, a chase sequence, gymnastic bars, and more typical
platforming all blended together to create a level the is both visually interesting thanks
to the rich, dense, city setting but engaging thanks to the branching paths and different
gameplay mechanics. Sadly, this is the high point of Sonic Adventure
2. Where City Escape feels rich, vibrant, and
interesting, Metal Harbor feels like a bunch of square and rectangular platforms sitting
in a sea of blue. Green Forest offers a similar conundrum. Sonic is funneled through lush tubes on his
way to the goal ring… and everything feels very samey. This tube-like design philosophy continues
with Pyramid Cove. Thankfully, the stage does have a few gimmicks. First are these hourglass timers. Once engaged, the player will have a limited
amount of time to get through a door. This meshes well with the gameplay. Move quickly and players will find success,
move slowly or play poorly, and one will have to try again. A less interesting gimmick are the keys. They offer flashbacks to Amy in SA1 and I
do not understand their inclusion. There is potential for this to be interesting,
Sonic must hold the key so moves like the bounce and homing attack are not available. Therefore, the designers could have designed
the segments around tricky enemy or hazard patterns to challenge players to bring the
key to its destination while being handicapped with a limited move set. However, they did not. All of these strange design quirks come to
a head in Sonic’s final stage, Final Rush. It manages to be blocky, tube like and rehashed
all at the same time. The biggest thing that struck me are these
vertical pipes. Sonic needs to homing attack into them, transferring
the horizontal energy to vertical energy allowing upward progression. Unfortunately, the gimmick repeats at least
16 times. When I think back to how Sonic’s campaign
started in City Escape, I am struck by how far backwards the design and visuals have
regressed over the adventure. What was once a rich level filled with variety
and unique stage hazards has devolved into floating platforms and repeated stage gimmicks. The gameplay does not get much better with
Shadow’s four stages. Levels repeat themselves and nothing ever
comes close to the level of thought and care found in City Escape. It is a real shame. This bland level design is hammered home with
the mech stages. A decent foundation was laid in Sonic Adventure
1. A timer ticked down and players needed to
defeat enemies to add to the clock. The more enemies a player locked onto, the
greater the time bonus offered, adding depth and strategy to the gameplay. While SA1 never really pushed the concept
to the limits, a real sense of urgency could be found when the timer neared zero. Sadly, instead of building upon this foundation,
Sonic Team scrapped the concept altogether. There is no longer a countdown. Large combos are no longer required to beat
stages. The race against the clock gameplay, is gone,
and with it, any potential for rewarding gameplay. Instead, replaced with repeating the same
actions over and over and over. In Iron Gate for example, Eggman has to break
this same door 11 times. That means one door every 18 seconds. That is not a math error. This shooting obstacle, where one wiggles
the analog stick until four targets are locked, release the fire button, and then wait a moment
while the door explodes, is a major stage gimmick. Hidden Base is another prime example. The player has to break this same crumbling
wall 23 times. This works out to breaking a wall every 13
seconds. Fire, fire, fire. Repeat. Every… 13… seconds. Sand Ocean suffers from this same repetition. There are large pillars the player must knock
down, eight of them in all. Every 35 seconds, the player has to knock
one of these down, which form a platform for progression. This is a mildly interesting way to structure
a level, using the weapon to make platforms, but not at this frequency. It would be far more engaging if these falling
platforms were part of a puzzle, where strategically knocking down platforms in a specific or clever
order was required to unlock the path forward. But no, it is automatic. This continues to get worse as each campaign
wears on. Cosmic Wall has Eggman jumping up, and then
falling down, the same tower structure over and over. Eternal Engine suffers a similar fate, with
Tails walking through the same corridors over and over. It feels like padding. Rather than crafting clever levels taking
advantage of the unique shooting mechanics, braindead gimmicks are used instead, and then
repeated a ridiculous number of times. There is no growth or progression. The mech shooting is a massive step backwards
from the first game, which was underdeveloped to begin with. Moving along, we have treasure hunting stages. Of course, the biggest mechanical change with
this game style is the radar. In the first game, the radar worked on all
three treasure pieces at the same time. Combined with the small stages, players could
reasonably zip around and complete levels quickly. In Sonic Adventure 2, the radar only works
sequentially. A player can still find treasure pieces out
of order if they happen to spot one, but the radar has been nerfed hard. I assume the designers did this to prevent
the levels from being completed too quickly. Another change is the lack of Tikal. In the first game, Tikal would zip in the
direction of the treasure, further reducing hunting time. Hint Monitors replace Tikal, giving hints
of varying quality. This is possibly another reason why the radar
is nerfed, to make sure the hint monitors and radar are working in tandem on the same
piece of treasure. Both seem to accomplish their goal of extended
playtime and making the hunting a much tougher endeavor, as do the levels themselves. While Sonic Adventure 1 reused set pieces,
the treasure hunting in Sonic Adventure 2 feature purpose built levels, and each has
its own gimmick, which I appreciate. Wild Canyon and Dry Lagoon feature stages
broken into two distinct parts, with specific gimmicks restricting travel to each part. Pumpkin Hill has a rotating train platform. Death Chamber and Egg quarters are divided
into three colored chambers with paths linking them together. Security Hall features a 5-minute time limit. Aquatic Mine has changeable water levels,
which raise and lower floating platforms unlocking different areas. Finally, Meteor Herd and Mad Space are vertical
levels with gravity gimmicks. I appreciate how each is distinct and unique
to the treasure hunting gameplay. By most measures, the designers succeeded
in improving upon the formula from the first game. However, new problems are introduced. First off, the hint system is not particularly
useful for a first time player. Until one has played through a treasure hunting
stage multiple times, many of the hints will not be useful as the player is not aware of
the key landmarks and some of these stages are massive. This flies counter-intuitive to the nerfed
radar. For example, in Death Chamber with Knuckles,
I walked right past a buried key without knowing it. It was not until later, when the radar was
giving information about the next sequential key, that I realized it. Whatever benefits the radar had in working
in conjunction with the hint boxes… have the consequence of forcing players to back
track and waste time. The clues are not always that great anyway. This treasure is not on a sandy path. This treasure is not in the shadows. The treasure hunting is likely where new players
will hit some pace-breaking brick walls. Death Chamber will likely trip up first-timers,
especially on the Dreamcast port. The GameCube port adds an exclamation mark
when a player is over a buried emerald making it easier to identify where to dig, though
it is not foolproof. Still, I have wasted many a minutes on the
Dreamcast version digging for emerald shards with the radar pulsing away at full clip. Much of it is luck based as well. A clue like “Under the Red Light” does
not give the player any indication on which way to head next. Moreover, if one picks the wrong direction,
they are adding minutes to their playtime. On my two recorded runs, I completed Death
Chamber once in 6:42 and a second time in 12:57. This doubled time does not represent reduced
skill, just unlucky treasure placement. Meteor Herd is another troubling stage. The first two clues provided in this example
are “A lot of meteorites” and “Jump From the star!” After finding what appears to be a logical
place to jump from a star, the radar remains silent and I carry on hovering everywhere
trying to get a blip on the radar to no avail. After obtaining a third clue, “Farthest
meteorite you see after using the spring.” it appears my initial instincts were in-fact
correct, despite the radar. Using the spring again, I was able to get
a blip on the radar. The problem is, there is an invisible barrier
marking the edge of the stage. However, there are meteorites on the other
side of the barrier. Without a visual queue, there is no way for
the player to know which meteorite is in fact, the farthest one away. I am sorry, but this is poor design. Even worse, when the player fails to find
the correct meteorite, they have to painstakingly make their way back up the stage and reach
the spring to get another attempt. This repetition is incredibly tedious. Worse yet, on this play through I finally
located the correct meteorite and broke it… but did not receive the emerald shard. So now, when I hit the spring, I have to try
to spot a tiny emerald shard in the distance… with no camera controls. Worse yet, the game engine is designed in
a way where small objects in the distance will not even appear on screen. Here, we can clearly see the emerald appear
from thin air. Meaning even if the player is facing the correct
direction, it might not be visible. While someone who has spent hundreds of hours
with Sonic Adventure 2 might not run into these issues, newcomers to the franchise likely
will. Hitting one of these unlucky spawns, having
to find meteorites out in space, and then trying to find something that may or may not
be on the screen can be a frustrating experience. While some seasoned player cannot comprehend
how one could spend a half hour on an emerald hunt, and chalking it up to “git gud…”
these are real experiences people have when playing Sonic Adventure 2. The next troubling stage is of course Security
Hall. First off, the 5-minute time limit is ridiculous. The only other stage on my two recorded runs
where I finished in under 5 minutes twice was the very first one, Wild Canyon. Second, the game forgets to clue the player
in on a very important gameplay element. Some safes are locked. To unlock them, the player needs to travel
all the way to the top of the stage and hit a switch. Until a player figures this out, as I could
not get any of the Omachaos to tell me this, this stage will be a crapshoot. If the treasure is not in a locked safe, the
player has a chance. If it is in a locked safe, good luck. I like the gimmick aspect of it: a switch
opening a door that is not three feet away. However, I do not understand why the game
fails to communicate this to the player in a reasonable way. Last, but not least, is Mad Space. Like Meteor Herd, the treasure spawns will
likely dictate how tolerable this stage is. On my final recorded run, I get this gem of
a spawn. If the player hits the train where the treasure
is, they fall. Ok… On another attempt, Rouge’s ear even clips
through the emerald shard… but it does not register. As the emerald is floating in the air and
moving… the player will have to travel back around the planetoid to get another attempt,
adding precious minutes to the stage time. In short, treasure hunting is awful. While on paper it should be superior to the
first game, in practice, it is much worse. The radar should not have been nerfed. The collision detection should be better. Emerald Shards should not disappear when the
player is too far away. Moreover, Meteor Herd and Mad Space should
have been designed in a way where vertical progression could be accomplished with the
climbing abilities, rather than specific springs and rockets. The last playstyle is kart racing. Rouge and Tails each have a kart stage and
the physics are surprisingly deep. Not as crisp as Ridge Racer or anything, but
I did get a kick out of maintaining a drift through long bends by feathering the throttle
and massaging the steering input. Sadly, the track design is far too simple
though, with large straights, few obstacles, and few technical areas taking advantage of
the tight controls, but it is clear someone put some care into the controls and the result
is pleasant. Also sprinkled across both campaigns are boss
fights and character battles. The character battles are again nauseating
and I am puzzled at their inclusion. Granted, they are technically superior to
the button mash fest found in SA1, but barely. Shadow and Sonic amount to rolling into the
other character while they stand still. The final encounter has a timing element,
I guess, but this is hardly an epic conclusion to what could have been an awesome rivalry. Tails and Eggman are just painful. They suffer an Amy problem. In Adventure 1, if Amy turned too sharply,
her speed would decrease drastically. This amazing work of physics was incorporated
into the mech gameplay. Mind you, Tails and Eggman battle in circular
arenas, meaning they are always turning… so by following the flow of the stage, the
characters slow down. Running counterintuitive to dodging attacks. Knuckles and Rouge are not much better. Wait for the opposing character to stop attacking,
then attack, and hope it registers a hit. But it probably won’t. Why are these all so bad? To be fair, doppelganger fights were poor
in other iconic games as well. The traditional boss battles far a bit better. The gun ships are mostly harmless. A standard dodge phase, and then a vulnerability
phase where the player can attack. With some good timing and precision, players
can also get in extra attacks speeding up the flow, which I greatly appreciate. Egg Golem is also great. Sonic needs to race behind it jump on platforms,
then homing attack up to the head to inflict damage. The battle works because it actually uses
Sonic’s skillset of speed, jumping, and homing attacking. If the player is proficient with the move
set, the battle will go quickly. If not, it will take longer. King Boom Boo is great as well. The player needs to dodge attacks and wait
for an opening to hit a timer, which lets light into the room. During this phase, the player will need to
dig into the ground, or wall, to weaken the ghost, and then get in a hit. I also learned with some quick timing, one
could hit the boss twice in one phase, which is awesome: quicker fights with skillful play. Like Egg Golem, the battle puts the move set
of the character to good use, and becomes a test of skill and precision, rather than
endurance, making for an engaging fight. Sadly, Sonic Adventure 2 focuses more on poor
character battles than actual bosses, so these thoughtful fights are rare. This brings us to the final two battles in
the game, against the prototype Shadow. These both feel pretty rough and unrefined. The homing attack in Sonic Adventure 2 does
not always feel accurate and seems to have a mind of its own, meaning sometimes the player
will flat out not hit an enemy, or hit an enemy but take damage instead. This lack of precision with the maneuver can
make the fight against the prototype maddening as the player homes into nothing. Like every 3D Sonic prior to Sonic Colors,
the final fight is a crap shoot as well, with the flight mechanics lacking any sort of precision,
and receiving an attack being a common occurrence. Still, the timer is generous and I cleared
this on my first try on all three play-throughs endured for this review. Control issues are not limited to the homing
attack though. I would often not do a rings dash, instead
somersaulting or worse bouncing into a death pit. Enemies drop down from the sky without any
telegraphs, enemies will attack the moment a door opens, and projectiles will surprise
the player from off screen. Thankfully, same as ever, as long as the player
has a ring, they will not parish, minus the mech stages anyway. Again, it reminds me how often the designers
use the ring as a crutch for poor enemy placement and behavior. It looks, feels, and is, sloppy. This is not an “old game is old” issue
either. Between playing Sonic Adventure and Sonic
Adventure 2, I fired up Sly Cooper and the Thievius Raccoonus for the PlayStation 2 and
beat it. This game was released about a year after
Sonic Adventure 2… and does not have these problems. Button inputs always performed the desired
action. Stages were not copy/pasted over and over
and over. The story matches the gameplay, and does not
wonder off on strange tangents that break the continuity of the adventure. Moreover, the plot twist at the end… makes sense. So no, I reject the notion that all 6th generation
platformers have aged at the same rate as Sonic Adventure 2. It is not true. So, here we are, nearing the end of the video. I came into this project trying to challenge
myself to think about Sonic Adventure and Sonic Adventure 2 in different ways. I love Sonic Adventure, but wanted to challenge
myself to see past my own biases and find out why people dislike it so much. Next on my agenda was to challenge my own
personal biases and to find the objectively good moments in Sonic Adventure 2. Unfortunately, I am unable to find a good
game lurking behind a few nit-picky issues. Instead, what I learned is that I do not have
a personal bias against Sonic Adventure 2. The story is absurd. The mech levels feature some of the laziest
stage design I have ever witnessed in a 3D platformer. Treasure hunting has some of the most painful
difficulty spikes I have ever experienced in a video game. On top of some control issues, questionable
enemy placement, and a substandard presentation, I am unable to conclude the good outweighs
the bad. Only the opposite. A part of me assumed playing Sonic Adventure
first left me with some sort of nostalgic bias against Sonic Adventure 2. However, with both games fresh in my mind
after playing extensively, this is not the case. Sonic Adventure pads out playtime with repeated
cut-scenes and weak campaigns. Sonic Adventure 2 pads out playtime with copy-paste
stage design and frustrating treasure hunting. Both games are unquestionably, below average. Like in June of 2001, I find myself in front
of a TV playing Sonic Adventure 2, with the voice in the back of my head telling me this
should be better, and it is not.

100 thoughts on “Sonic Adventure 2 – Insufferable – IMPLANTgames”

  1. I think this is why Nintendo usually opts not to focus on story for Mario, relegating the vast majority of more complicated stuff to spinoffs and keeping "save the princess" for platformers. Sonic was at its best with simple stories in the background, not going for overcomplicated stuff.

    I think these games are good but could be better if they just took a page from Nintendo in that regard.

  2. Ouch, just as harsh as imagined. Never gonna full completion this game again… nooooo thank you. I’m surprised you liked the somersault attack; I always hated how it somewhat breaks proper flow and clogged up the controls. There’s, like, a thousand buttons on both the DC and GC controllers, but they’re all mapped to the same one? That it affects every character too… Personally I would have preferred the SA1 roll, something that could be moved into and out of smoothly while conserving a little momentum. Doesn’t save the gameplay, but i just don’t understand why oversimplification of the controls is an issue along with such a tedious move.

  3. I hated hearing your analysis on a game I fully enjoy and hold near and dear to my heart because I truly enjoy this era of Sonic games, Shadow The Hedgehog included. I hated it because your analysis is objectively correct and there's no denying the shortcomings of this game's design both in story and gameplay features. It almost feels like I'm being told that I'm wrong for thinking this is one of the best games the series has to offer. Sure, a lot of reviewers may not have enjoyed their time with the "adventure era" of Sonic games, but I sure did and still do, and it's annoying that I'm not skilled enough to be able to provide a counterargument that wouldn't just be dismissed as nostalgic bias.

    I just wish that you and other YouTubers enjoyed this era of Sonic games like I did. It's just sad watching all these Let's Plays of people actively not enjoying their time with these games. I just don't understand what made our experiences so different. Sure, we've all gotten frustrated at points during all these games, but as a kid, it was easy for me to look past those flaws and that persists to this day. We're a lot more forgiving than others who are playing through these games for their first time on camera and being so unforgiving of these same flaws.

  4. personally I appreciate and understand most of your complaints and criticisms. and accept them equally. However I do feel like something can be said about the fans (like myself) who want this kind of feeling back in the games. it doesn't make us lesser fans, or man children who don't want to grow up, or anything anyone might claim we are. We just want to see an icon of our childhoods return to the style where they seemed to be more matured to the point of taking it's own silliness seriously. but was still lighthearted fun. Is it Edgy? Yes. is that a bad thing? No. it shouldn't be. and people who like it shouldn't be looked down on for liking it.

    And yeah, I get it. looking at my channel icon and name, "I don't have room to say anything" but does that really mean I'm not allowed to like something fun? there's enough negativity in the world as it is.

  5. I'd say that they almost completely borked the Treasure Hunting and Mech Shooting stages, but the Speed Gameplay is the best 3D analogue of the 2D gameplay seen so far. I think if Sonic Heroes' level design philosphy was applied to SA2's Speed gameplay, we'd have the perfect recreation of a 2D Sonic game in 3D.

    However, I think the story is perfectly fine. For an action-oriented, linear 3D platformer, that is, but far as Sonic stories go, I honestly think it's one of the best in the main series.

    The plot manages to stick to the main narrative of "stop Eggman because he's evil" but also pushes beyond that, with each character playing a role (however small) in fleshing out another character's actions. Many of the characters' motives or acts that initially seem unexplained or nonsensical can be deciphered by doing a little more reading between the lines and a little less assuming that the story is just dumb.

    I understand what you mean about 'Sonic cracking one-liners', but I think it's misrepresentititve of just how often he does so in more recent titles compared to this one. Providing one example of such is insufficient evidence that the complaint that 'Sonic isn't able to be serious' applies to this game as much as other titles. Sonic has always had a cocky and sarcastic attitude, yes, but here he is at least capable of saving it for situations where he already believes he has the upper hand. In Sonic Forces, for example, the only time Sonic shows dispair is when he is literally being knocked unconscious while Tails just lets it happen. This parallels the scene in which Sonic attempts to hand over the fake emerald. Here, we see the narrative actively punishing Sonic for his attitude and sarcasm which legitimately causes him to learn from his actions: from then until the game's ending, his mood is apt for whichever scene he is in. When racing Shadow he adopts a confident, yet respectful tone that shows that the two have a mutual understanding of each other, and in the Last Story cutscene, Sonic reminds his peers that, while he understands they are in an extremely dire situation, they are also joined by the one being most suited to getting the job done, the 'world's fastest hedgehog!'

    Another example of how this game's story is actually quite a good one comes in how Sonic and Shadow interact with one another.
    In Forces, Sonic and Infinite have a very similar rivalry, however, it is nowhere near as good as this game's equivalent.

    In both of the initial meetings, the rivals seem stronger than Sonic in almost every way. When they next meet, Sonic and Shadow are both convinced that the other hedgehog is imitating them, but Shadow now sees that Sonic is stronger than he thought and attempts to fight him. He could have easily left Sonic to blow up on Prison Island, but after knowing that he escaped military capture beforehand, Shadow decides to weaken him first to stop him from leaving the island. When Shadow loses, he receives a reality check – perhaps he might not be the 'Ultimate Lifeform' that he supposedly is.

    This type of development is not seen in Forces, in which the next time Sonic is seen on camera after beng defeated, he is belittling his captor for no discernible reason other than comedic value. This does not simply add nothing to the narrative, it actually takes away from it by showing that Sonic is not capable of learning from his mistakes or growing as a character.

    This is why SA2 does it so well, because in a very similar situation, Infinite loses to Sonic, but only proceeds to get angry and flee, so neither of the two grow as characters. Sonic does not treat Infinite any differently throughout the game, and neither does Infinite interact with Sonic as anything more.

    In Sonic 3 (& Knuckles), Knuckles is presented as Sonic's rival and working with Eggman. Despite this, no interaction between Eggman and Knuckles are ever shown or described, other than the fact that Eggman fooled him into thinking Sonic was after the Master Emerald.

    Much like in this game, in Sonic 3, it is never explained why Eggman needs the Master Emerald at all. To build the Death Egg? No, because he built one just fine without it in Sonic 2. To neutralise the power of the Chaos Emeralds and prevent Sonic from going super? Perhaps, but we never see Eggman actually even attempt to do so, even when he is literally being chased by Super Sonic with the M.E. in his possession. In Sonic Adventure 2, however, it is almost trivial to infer why Eggman attempts to steal it: it's the only known object that could possibly disable the Eclipse Cannon and thwart his plan. If he is in possession of the Master Emerald, he only needs to gather the Chaos Emeralds and then Earth's destruction would be inevitable. He doesn't know about the possibility of a fake chaos emerald being created until he picks up the double reading and – for once – actually uses is intellect to deduce that one must be fake.

    As for why Chaos isn't inside it, at the end of Sonic Adventure, Chaos is clearly seen ascending to the afterlife with Tikal and not re-entering the emerald. It's not an easy detail to remember, though, and nobody's perfect, I suppose.

    Rouge and Knuckles also have a far more complex relationship than is initially apparent. Knuckles is clearly somewhat attracted to Rouge, but his tough and isolated demeanor tries to hide it. His inner struggle against an opponent he despises but is also enamored by is even hidden in the lyrics to Kick the Rock (theme of Wild Canyon):

    Wild Canyon, fun, I gotta chase a bat, huh?
    Yeah Rouge, she's sexy and smooth,
    A double-cross spy theif that's out for my jewels, uh!
    I'm feeling her in mysterious ways,
    That's why I stay on point like, every single day,

    Rouge is also clearly aware of this lust. She puts on a damsel-in-distress persona whenever she's around Knuckles to take advantage of him. Her fall at their battle in Meteor Herd was just a test to see how far Knuckles would go for her. She could have easily glided to safety, but she wanted to toy with Knuckles' loyalty to his cause.

    I don't think that trying to liken the story to a film is really very fair. The narrative is the entire backbone of a movie, so it can afford to have a lot of time and money spent making it easily digestible, but this is a video game. The main framework of this piece of media is the player controlling a hedgehog running around, the story is just there to justify it all, so the fact that the storyline even comes close to anything seen in cinemas speaks volumes about its quality.

    There are many other elements that I'd like to mention too, like how Gerald was kept alive, working for G.U.N. on Earth for a long time after the military raided the Space Colony, so he was able to record and program the messages for transmisson, or how Shadow was most likely based on the mosaic prophecy of Super Sonic found in Hidden Palace Zone, which Gerald saw was idolised by the Echidna Tribe as somewhat of a godlike figure while he visited it to make a replica Master Emerald shrine on the colony, but I think I'll stop here.

  6. The Real Sean W. Stewart

    Ahh, Sonic Adventure 2. Quite possibly Sonic and SEGA's greatest bruised apple. Ill-concieved and overly ambitious.

    Although it's no secret it and its predecessor are largely flawed, there is a single bright spot, and perhaps most excruciatingly, it's always the promising first level. For my money, City Escape is Sonic Adventure 2. Everything about it, from Sonic's grand entrance, riding down the streets in his board, doing tricks and destroying cars whilst undoubtedly killing countless innocent drivers in his path, to the excellent fast-paced grinding and running from the G.U.N. Truck, is brilliant. All of its color, energy and variety, great song and maybe partially a hint of nostalgia, City Escape is undeniably awesome. If only they had maintained those high standards of this fantastic first impression of a level throughout the rest of the adventure. But alas, here we are.

  7. Another plothole: Maria sends Shadow to Earth in a capsule. The same capsule Eggman traps Sonic in and explodes upon re-entering the atmosphere…

  8. Sonic Adventure 2 may not be perfect, and in some ways a step back from Adventure 1, but for me, I’d still call it my favorite 3D Sonic.

  9. The "fake hedgehog" stuff and Gerald somehow finishing Shadow after Maria rocketed him off aren't bad writing, but are intentional plot elements hinting at something which is further expanded on in supplementary material such as Rouge's report in the Japanese guide and the Original Japanese script (which the english version mangles). The bottom line is that there's intentional ambiguity if the Shadow we see in game is ACTUALLY the final result of Project Shadow or not, or an earlier prototype with altered memories, and that Sonic himself is actually implied to be the real final result of the project, with Shadow's "I think the Ultimate Life Form is you" line during the Final Hazard fight, Sonic being able to use Chaos Control, Shadow unlike sonic not being able to mantain his Super Form (again, per dialog during that fight) those Fake Hedgeog lines, Shadow's questioning who Sonic is prior to their final fight, etc being hints at that among other things. I'm not gonna explain the full thing here (I do in reddit DOT com/r/TwoBestFriendsPlay/comments/enabrg/matt_liam_play_sonic_adventure_2_hanging_on_the/fdx5wzq) but to be clear this is more then just headcanon and the lead writer for the game noted that this was an intentional ambiguous thing he was hinting at.

    It should be obvious, but I disagree that all of these elements take away from the plot. While there's some truly silly things (Rouge needing to be saved by Knuckles when she can fly), with the full context of the supplamentary materials and the correctly translated Japanese script, a lot of the apparent plot errors are not actually errors and I enjoy the wrtiters having tried to tell a deeper more complex plot, but obviously this is subjective to a degree and I can see why somebody might see it as overly convoluted and clunky.

    Less subjectively, I think you totally glossed over the score system and how it adds to the gameplay. It's not simply window dressing, it's an intergral part of SA2's design philsophy and how it tries to encourage replability, which can also be seen with the Chao garden encouraging replaying stages to get animals, rings, and chaos drives, and each stage having 5 missions: The score system, unlike later games in the series where it's barebones, is actually chanllenging to get A ranks in and in speed stages, is almost a full style system a la DMC whetre prefmrong stylish actions and chaining them leads to bonuses, with Sonic's animations even changing based on tricks preformed at times: This is also why the levels are more linear, it's meant to be more ablout how spectacularly and stylishly you can blitz through a level as a "perfect run". And while you point out that the mech stages removing the timer makes them duill and a step down from Gamma's, the reality is that that score system provides the replacement for the time limit, with multipliers from comboing your shots contribvuting to score instead of added time in the timer. You also claim you wish that the progression gates in the mech stages forced you to blow them up in specific orders or otherwise take unique advantage of the mechanic, but then critizie Eternal Engine's level design when it does just that with the airlocks (to be clear, I think the airlocks suck, but it's what you wanted) in any case, By extension, this focus on reliability due to the score system, chao garden, missions, etc is also why, while many of the flaws you point out in the treasure stages are valid and really should be fixed for first time players, I feel aren't as damning as they would be when the whole game's philsophy is to encourage replaying and mastery, much like the classic sonic games.

    Also, in regards to treasure stages: I personally at least do not have an issue with the stages taking longer due to the nerfed radar and hint system: To me, the fun of these stages is a slower, more chill exploratory expierence, which is why I think they have rap and jazz stage themes. Clearly other people do have issues so this is a subjective thing, but I can't help but wonder if the problem is partially that people go into these stages with incorrect assumptions about what they are supposed to be enjoyed as.

    Also, the one emerald shard in Mad Space you were approaching the wrong way, which is why you had such trouble: you are supposed to land on the planet itself and get the gravity mechanic to have you standing on it, then use the springs to bounce you high and then glide into it while still tethered to the planet's gravity, wheras you attempted to do it while untethered to the gravity of that planet. Maybe the game could communicate this clearer, but I really think your expierence there is an outlier.

    Anyways, lastly, I don't quite get why you are so negative in the game at the end of the video and in the title, when on a whole you had a lot of postive things to say about the game throughout the video, moreso then negative things and certainly a much better balance of postives and negatives then in your Adventure 1 video from a few weeks ago. That being said, To be clear, I totally agree that SA2 is a flawed, janky game: Personally I love it, and I find the elements I like (the Speed gameplay and level design combined with it's score system, the larger treasure stages, the general; aesethic, sound design, and music, the chao garden, etc) vastly outweigh the negatives, but I do get why people dislike it… though I really think there are plenty of other games with equally severe and in many case similar issues which get a pass and are classic titles to many people.

  10. You probably are going to get a lot of hate from fanboys for this review, but in my opinion this is the best and most accurate review of Sonic Adventure 2. I always was wondering why people like this at all, or even say that it's better than SA1. Or make a video while saying it's the best Sonic game. Bs nostalgia talk.

  11. All the changes from the first are not improvements at all. Getting rid of the adventure parts of sonic ADVENTURE was terrible. They should've just named SA2 something completely different. The real SA2 is probably Generations maybe? Ugh, really don't like this one, the textures were worse than the first, and those knuckles stages were horrid. One of my least favorite sonic games.

  12. I have to say I 100% agree with you. I don't know how this game is so beloved besides nostalgia. It's a pretty bad game in my personal opinion.

  13. For me the Sonic/Shadow stages are a lot of fun, the mech stages are pretty forgettable and don’t feel great to control (until the last eggman one with the low gravity, I liked that), and while some of them can drag out past the point of fun I didn’t really hate any of knuckles’ stages. The 5 min Rouge Stage can fuck off though. And while I like the idea of mad space, the wonky gravity mechanics make it way more of a chore than it had to be. Mario Galaxy this is not lol. I dont totally agree with the popular notion that it’s only a good game 1/3 of the time. But I get why people think that and while I know a lot of people don’t like the 6 separate campaigns in SA1 I personally prefer that. Because atleast with SA1 if I wanna sit down and just get a full sonic campaign with a gameplay style I like a lot then I can get that and be happy, and then everything else is a bonus. But with SA2 the fact that the campaigns jump between gameplay styles so frequently can get aggravating. The reason being that you’ll have a blast with the speed stages for a few minutes, only to follow it up with a treasure hunting stage that takes 20 mins or a slow mech stage that feels clunky to control. So it ends up being seriously unbalanced. It’s especially bad in the dark story where Shadow only has 4 stages. As for the story: it’s a mess but part of that is because it wasn’t translated well from Japanese. I find it chuckle worthy and I have fun going along for the ride so I’m ok with it. Overall I think it’s a good game but its seriously unbalanced and i much prefer Adventure 1

  14. So I'm actually more than happy with the mech shooting stages. Let me explain.

    – First, the contrast between Tails and Eggman is very well done. Tails' stages encourage you to keep moving with lots of moments than can be rushed through, and downhill areas to pick up speed, while Eggman focuses more about large areas and huge destruction – Eggman can get huge combo points much easier than Tails thanks to how much more there is to destroy.

    – The stages reuse assets, but the level design is otherwise always unrecognisable from other stages. It gives you the sense of Tails and Eggman exploring a different part of the world, giving depth to the world building.

    – The mech stages still have a focus on speed, but in a different way to Sonic's stages. They focus on observation, multitasking and still reaching the goal quickly while destroying as much as possible. They offer a satisfaction the speed and treasure stages cannot, by making the enemies less of minor obstacles and more satisfying targets, with each one being a reward towards an A rank.

    – Perhaps the best thing about the mech stages is they encompass an important aspect of classic Sonic design – faster pace and higher scores with repeated plays. Whereas the speed stages are a constant linear cinematic nature, you can improve at the mech stages every time you play, resulting in bigger combos, some alternative routes with the new powers, and lower times.

    EDIT: As a more personal point, I think the soundtrack is at its best during the mech stages. Mission Street and Cosmic Wall are particularly good pieces.

  15. To be fair, rogue's not using her wings to fly makes just as much sense as knuckles being able to glide with he dreadlocks. Or tail's spinning his tails so fast that he can fly. Not defending it, just stating that anatomy in the sonic franchise makes very little sense

  16. Glad to see people arent sugar coating this game anymore. The treasure hunting levels are absolutely awful, and while the sonic and shadow stages arent too bad, they control so much stiffer than sonic did in adventure 1. It just feels so off.

  17. I've loved this game for ages and I do not agree on the quality of this game because I do think there is a good deal of substance drawing me back here than what you are making out. However, watching this video definitely confirms that I need another critical look at this game. Because I do see a lot of things going wrong here. I'm surprised I have my own take back in to question.. I wasn't expecting a thoroughly thought out and very well explained video. A lot of negative SA2 videos I see don't tend to mention the specifics like the repeating of stage gimmicks etc. But rather just the concept of the stages instead without much thought to the execution. I'm glad to see that even though I disagreed. I could understand the points you made. I did have a feeling it wasn't quite as good as I was making it out to be.

  18. Nice Review. I share a lot of your sentiments when in comes to Sa2 however SA1 is a different story. I love that game and could never say anything bad about it. But Sa2 is objectively worse

  19. It’s probably one of the worst games in the series. I played Adventure DX and loved it so much I went “man the sequel must be great!” and traded like ten games in for it and then never even came close to finishing it. I still haven’t beaten it to this day. Something I can’t say for any other game in the series.

  20. Dead Stock Paradise

    Stopped watching completely when you called Final Rush "tube-like" because, holy crap, you seriously called one of the most elaborate and open levels in Sonic history "tube-like". Go watch some high score or speedrun videos. It's absolutely amazing how nonsensical online criticism of these games is.

    EDIT: Your biggest issue is that you're playing these levels in the most robotic, straightforward way possible. You complain about them being boring while playing them in a painfully boring way; so much of the appeal of Sonic Adventure comes from constantly finding shortcuts and new ways to navigate the levels. Final Rush is one of the absolute best in this regard: https://www.youtube.com/watch?v=9-S6hLvZ4nI

  21. Watching the review so far. I don't have much to say other than how the hedgehogs call each other "imposters" in the Japanese.
    EDIT: Near the end of the video. I have to agree with a lot of your sentiments here. The nerfed radar, especially on the DC version, really hurts the treasure hunting stages, but I didn't even notice some of the other flaws you mentioned. Some of those hints are horrible! I rarely ever used them on my playthroughs just because I prefer a hands-free approach, but damn. Going over to the mech stages, you've really pointed out some of the big issues with the stages. Honestly, I prefer Eggman's levels as a whole, not sure why, but neither of them are very good. Overall, I prefer SA1 by far.

  22. Im glad you use real authentic hardware footage. Everyone else seems to think its ok to compare hd ports and remasters or emulation and say its the same thing.

  23. Regarding the story, I’m willing to give it a pass because it’s about anthropic hedgehogs in a human world. That said, I’m amazed at seeing the complexity of the plot (as told by the comment section) and no longer see it as “dumb kids storytelling.”

  24. mamaluigi9000 Turner

    Even though i disagree with you with almost everything i still think this is a good reveiw the only eyebrow rase i had in this reveiw is that you call the game lazy but they did put effort into it

  25. I've been seeing a large swathe of people only a few years younger than me calling this game an underrated gem unjustly hated. They seem to think the negative views on the Adventure games are a more recent affair brought on by Youtubers in the mid 2010's, when the discourse on these games has always had the exact same talking points brought up ever since they were released. I think some praise should be given to what these games did right, and I still don't see them as bad overall, but the negative side of discussion is not at all a new thing.

  26. Good review, I do disagree with certain points and for one enjoy the game (especially the chao garden and multiplayer parts).
    You get a like for the effort put in making this video

  27. Great review as always.. but i personally dont have a problem on many points you made about this game. (just an opinion of course).
    I still play this game to this day and it's actually one of my favorite games.

  28. I wish Sonic Team wasn't so afraid of their games being too short all the damn time. It's the biggest reason why the 3D games can feel so bloated or be padded out to hell. It's an issue they still haven't fixed even to this day. I think the biggest issue with 3D sonic games is that Sonic Team can't seem to pinpoint the best gameplay loop and actually stick with it for an entire game with no fluff. They have to just keep adding in some half-baked gimmick because they aren't confident that people will think that the content is good enough to stand on its own.

    Seriously, there's a reason Project Unleashed was made. Take ONE gameplay loop and fucking stick to it for an entire game. Fans are going to buy the game regardless for the simple fact that it's Sonic, so why can't Sonic Team just trust the fans to accept a well-made and meticulously crafted Sonic game regardless of how long or short it is? If they have to cut the price in half because of it so be it, but at least it'll be a GOOD game that people won't have to continuously bring up caveats or put asterisks next to because of all of the extra gimmicks and padding in the game, not to mention the glitches and bugs, ugh… You're literally defending mediocrity at that point, regardless of how much you like the game.

    The reason people like the 2D games is because they have a clear focus and it sticks to it for the majority of the game. The 3D games always eventually sacrifice the focus for other inferior gameplay elements for the sake of length or shallow amounts of "depth". And I'm not saying Sonic HAS to be this or it HAS to be that. I'm saying I think it'd be beneficial if Sonic Team took ONE gameplay loop and refined it to its maximum potential and stuck to it for an entire game and leave out all of the fluff. If it wants to be a treasure hunting platformer, fine. A speed based platformer, sure. A beat-em-up, I'm down. But cut all of the fat out of it and focus on the gameplay and the story, if you want one.

    If you have an addictive gameplay loop, which I think Sonic games in general do have, then the length of your game only matters to people who just want a one-and-done experience, which I don't think is the goal of a focused single-player game anyway. It's the reason people still play games like Vanquish. It has a focused gameplay loop and even if the loop doesn't change much during the entire game, it's addicting and it doesn't overstay its welcome in a single playthrough. I can get through Sonic 3 in maybe a few hours now? I don't see why the 3D games can't do the same thing.

  29. It's another e-celeb completely misses the point of why the games get defended and why fans want more episode. Everyone knows the Adventure games are flawed. That still doesn't change the fact they feature ideas and gameplay that are much more interesting than anything this series has put out in years. In a perfect world Sonic Team doesn't scrap everything following SA2 and instead we get a much more polished version of the Adventure formula for the next game. Instead we got Heroes, Shadow, and an incredibly rushed 06. Was Sonic 1 perfect? Hell it took until 3&K before the Classic formula truly hit it's stride. The Adventure formula never got a chance to actually refine itself and thats why people want another chance.

  30. Absolutely amazing analysis, actually interesting that you weren't too fond of the game when it first released, you usually hear the opposite about this game. I think this goes very well with the Geek Critique and his assessment about the game was Sonic Team's reliance on spectacle over substance.

  31. I didn’t necessarily agree with your opinion about SA1 (I love everything in that game, even Big and Amy) but I’ve always maintained that SA2 is awful. It’s just so boring. I replay SA1 almost every year but I can never bring myself to replay SA2. I hate how long the Sonic/Shadow stages get, I hate how boring the mech stages are, and I absolutely HATE how tedious the treasure stages are.

  32. I always found this Sonic Adventure game to be the better of the 2, but that’s just me. I loved this game back then, the story and it’s levels, and I continue to go back and play it to this day. Good review nonetheless.

  33. Oh dang Kris, you've been roasting sacred cows since 2001. I don't recall much of Sonic Adventure 2 (played the GameCube port back when) but thinking back, your assessment seems legit. ;-; Even if everyone has biases, sometimes it seems one's biases are right.

  34. Biolizard is based on the murals of Perfect Chaos, and Shadow was based off the likeness of the prophesied one (hint hint, the murals/statues in Sonic 3). This explains the radical change between the 2 despite being apart of the same program.

  35. Alright, I'm going to say this is a poor review. Better than Projared and SomecallmeJohnny Sonic Adventure 1, 2 Reviews? A little bit but not much. There's a little bit I actually agree with you in this review.

    Now into the story. Firstly you stated the game opens up with a supposedly "cringe one-liner" which has been receiving complaints in Modern Sonic games. This isn't an attempt to be a comedic one-liner at all. I have no idea what you're getting at here but this is simply the writers expressing Sonic's carefree, fun personality. He's a hedgehog who likes action rather than sitting around in some plain being held by GUN men. With this point debunked in an attempt to bring this Game down, now onto the other point.

    You said that Sonic and Shadow calling each other "Fake" is cringe you're totally missing the context of what the fuck is actually happening in the plot. The government had mistaken Sonic for Shadow. Amy doesn't matter as another hedgehog since the context references to Sonic and Shadow's mistaken identity. Next point.

    As for Chaos, since when was it showed or stated Chaos was sealed in the Chaos Emerald? Never. Chaos simply heads off into the Sky with Tikal. Sonic even said sealing chaos in Master Emerald would not solve his sadness and anger. You're simply just missing key information here and thinking it's a problem.

    Next, as for Rouge having wings to fly, I hope you know Rouge actually has some liking towards Knuckles. This is especially obvious when they begin to look at each other in the eye. Heck, even in the OST of Knuckles levels it mentions his feelings towards Rouge. Another point, Knuckles is shown to instantaneously reach to catch Rouge. Rouge barely fell a few feet so you can't automatically conclude she forgot her ability to fly. Another factor is how tired the characters were after the fight, perhaps also suppressing Rouge's ability to fly properly.

    Alright, you say Sonic's Master Emerald quest doesn't intersect in a meaningful way. He helps Sonic and Co find the Key to make way to Sonic and get onto the rocket heading for space. Knuckles has to guard to master emerald which is can literally control the powers of the Chaos Emerald and this is seen when Knuckles stopped the replica shrine from further taking more chaos energy. This arc also shows how Knuckles is beginning to work and accept others more around him other than before when he was an un-socialized guy in S3&K and Sonic Adventure.

    Onto the dark story, you say how Gerald Robotnik supposedly creates two weapons of destruction if he originally wanted the world to be a better place. Clearly, from the last story, Gerald Robotnik started putting his plans into action after he had found Maria had died. He's not contradicting his intents at all. His views towards Humans simply changed.

    Next, you say "How could Shadow have found out about Rouge" doesn't look like you were paying attention to what the characters were saying. It was literally stated that Shadow had read up on Rouge to find her profession. Also, what is up with the Rouge the bat point about Shadow? Like I stated earlier, if you were actually following the context between Sonic and Shadow, you wouldn't be bringing up absurd stupid points like this. Moving on…

    Now you also stated that Rouge accomplishes nothing when she was a key part for Eggman's plan to even succeed in the first place, and to do she had to just follow what he ordered her to do. Rouge's purpose of the story, especially towards the very end is to cast a mysterious aura about Shadow's identity and who exactly it is, making the players interested in his backstory. She definitely pushes the origins of Shadow forward and definitely brings the mysterious element.

    The next point you bring up is how Gerald Robotnik hacks into the video play after being born for 50 years. Later on in the Final story, as the heroes approach Biolizard, we see images of Gerald Robotnik appearing from Biolizard as he was being powered by the chaos emeralds. It's most likely the power of the chaos emeralds and master emerald was the one projecting these videos.

    Alright, probably the point that annoyed me the most was Shadow's conclusion for Maria's goal. You say if "Shadow had tried figured out what is real or not would've been deep and meaningful" when you LITERALLY showed almost all the scenes of Shadow attempting to just do just that, yet you refer to only the scene of Rouge calling Shadow's memories fake. Not only do the flashbacks show this but also in Shadow's ost's, specifically "throw it all away" and the white jungle ost. In Throw it all away, it refers to Shadow to wake up to his actual true awakening, not the false memories he has within him. The lines in the song also explain how Shadow should accomplish his task for revenge no matter however at the same time Shadow had doubts in his mind that he simply wants to throw away. It's a messy convoluted song that reflects Shadow's state of mind.

    You say the story is simple and poor even though most of your points are piss poor, either not paying attention or missing the context of the scenes. Another thing, you didn't even go over the ost at all in this review. Yes, the OST Is very fucking important in a Sonic game. Just like I stated before, Shadow's theme reflects his state of mind. Many songs in the Sonic franchise always reflect a character's personality, state of mind or surroundings. You not even going over the OST of this game makes this review mediocre at best.
    I will admit Sonic Adventure 2 is not excellent, no Sonic game is IMO but it is definitely an amazing experience. It may lack polish of Modern Sonic titles in Gameplay, sound mixing, and cutscenes but this doesn't mean the quality of the game is bad in any means.

    There's still way more for me to say on Gameplay and that comment will come

  36. You’ve definitely made a good review. Sonic Adventure may have aged poorly, but it’s at least still playable in a sense. Sonic Adventure 2 is just a lackluster sequel in every way.

  37. Pretty good review. I think this game hasn't age well. There are some good things in this game that are okay, but it's been held back by alot of bad design choices that I cannot agree with, that makes it inferior to the first game. Same goes for the story. Because I'm sorry, but I just don't see it as the best sonic story.. There are few plot holes that I cannot ignore and it bother's me.. All and all I think the game is just meh.. Any way please don't let the fanboys get to you Implantgames. They will come up with any excuse to defend this title from reviews such as these and it's really annoying that sa2 fanboys, can't handle opinions.

  38. Hey Kris, any chance you’ll return to castlevania in the future? I was very interested in the entries coming up. I figure you’ll get back to it because you’ve jumped around with series, I assume for variety. 🙂

  39. This game, like its predecessor, has gotten better with age, and that's not a good thing.

    Modern games, particularly those from open world devs, suffer from many of the same problems these games suffer from in droves. Look at a critically acclaimed game like Red Dead Redemption 2, or ANY Ubisoft game. They're plagued with streamlined, dumbed-down combat, ATROCIOUS filler content, and in the case of RDR2, awful controls. As the 7th generation of consoles progressed, developers were pressured into artificially lengthening gameplay time with things like tedious fetch-quests, mini games and the like. This was the birth, or at least the rise in prominence, of the "Hours = Dollars" approach that so many modern games have since adopted, where even the greatest games have to be bogged down with unnecessary filler content that KILLS repeat playthroughs.
    All this is why I find it funny that you'd compare this game to Sly Cooper (the first one) which if I recall correctly, was criticized for being "too short," by some of the same critics who had given Sonic Adventure 2 (and 1 for that matter) a higher score years earlier. GameSpot was quoted as saying "The game's relative ease combined with a very short length prevents Sly Cooper from becoming the next big platformer. But it's great while it lasts." Why is this a bad thing, though? In my eye, hell, in a LOT of peoples eyes, a game that can be played through multiple times is worth more than one that's a slog to play through once, even if the former is only 3 hours and the latter is 80. Unfortunately, there's a LOT of people who believe otherwise. They want content for the sake of content. And it sucks…

  40. Excellent video as usual! Now I have to point out you mentioning sly cooper in the video so I can say how much I’d love it if you’d cover the series at some point. I’m aware you made a video on the first game 4 years ago but you never did the rest. If you haven’t played them yet I highly recommend them, videos on them or not because they are fantastic games that mean a lot to me. Keep up the great work!

  41. Man this is simple. Mainly most of your issues with the story is solved when you listen to the Japanese sub. Its American mistranslation that borks the story making plot holes that didn't exist.

  42. I played this before Adventure 1, so maybe that biased me, but I actually liked the way these levels are more linear and instead focused more on mini side paths vs massively different paths, and optimizing tricks and stuff to get the A Ranks. It made you get good at the game more than Adventure 1 did, and in different ways. Adventure 1, you weren't being ranked so really time was the only important thing (aside collect X rings), and it made it more satisfying to finally get an A rank on a hard mission vs Adventure 1, awkward spin jumps that the camera fights you on and feels like you're bugging through the level but are still basically required to reach the goal in the time limit.

  43. The Eggman/Tails style game play would have benefited greatly from use of a 2nd analogue stick that wouldn't become the industry standard for another a console generation. It might be interesting to see them revisit the idea today with a more conventional 3rd person shooter using both sticks.

  44. 4:16 What? That is totally like Sonic. That's his whole character personality! Whoever says this obviously has no idea who Sonic even is.

  45. To me this game doesn’t seem beginner friendly at all especially treasure hunting stages but I do get more satisfaction compared to the speed stages and replaying those stages is also a bitch and unfun for me while most of the treasure hunting stages feel easier and reward you faster(excluding the pyramid and space levels) which is why I like them more and I feel that they are a big improvement over SA1 while the speed stages are a noticeable downgrade which may just have to do with the games overall design and how I think it doesn’t make sonic as fun due to the lack of exploration(besides final rush which I think is the best sonic level) and the far more score/style gameplay philosophy

    Also did this man just say that the bounce bracelet was inoffensive while the stupid ass rolling move was a welcome addition!?

  46. When it comes to SA2… yes the game is rough on the edges but the reason why people still talk about this game and love it is just the fact that its the most insane and interesting Sonic game to boot

    Like the story is very dumb but its the game that gives the characters most humanity(Heck dare i say it that Sonic was actually cool in this game ,example,)
    Or that this game has the most memorable stages moments
    I never hated the mech stages or the emerald stages(except maybe meteor herd) i like them almost as much as the running stages (I always judge things on there own merit rather what it is not)

    And lastly the people that claim that you play the twice over ummm…. last time a checked City Escape is totally differente than Radical Highway or all the other stages as well….

  47. 12:18
    Not quite, my dude. See, Eggman knew there was a fake emerald, but he didn't know whether the one Sonic had in his hand was the real or fake, he could maybe deduce that Sonic didn't know Eggman knew about the fake emerald, but Tails saying "how did you know the one sonic had in his hand was fake?" turned it from 85% chance of being fake to 100%.
    Oh good review btw.

  48. "Most beloved and loathed" Loved? Maybe. Loathed? Free Riders, 06, Rise of Lyric (though that's my 2nd favorite in the franchise. Nothing beats HD Unleashed though), Sonic Genesis GBA, etc.

  49. History Is The Best Teacher

    I agree that SA2 is a below average game.
    However, I do not come to the same conclusion over the original SA game. It's flawed for sure and definitely has filler but I think the good just about outweighs the bad. I reckon it's a slightly above average game, like a 6/10 – it has some charm. SA2 had zero charm for me though, it is irredeemable. No nostalgia goggles interfere with my opinion either, as I only tried these games for the first time over a decade after they were released.

  50. Haven’t you ever a real life 1950’s TV set 📺 from the 1st Back to the Future Movie where a mid 1980’s Teenager Time Travels to the mid 1950’s, where Jackie Gleason used to have a 1950’s TV show called the HoneyMooners 14:44? If the 10th anniversary Sonic Game where Shadow was made realistically in, took place in the 2000’s, where he was made Canonically in the 1950’s where the Television Golden Age started at, back then. Then shouldn’t it make sense that Gerald Robotnik recorded that message on a… 1950’s Television Set📺🤘, in just… That basic sense🤘? Televisions were invented in the 1950’s⏰🤘. Honestly if one of you Sonic Fan Artists out there tried Drawing Shadow dressed up like John Travolta’s Greaser character: Danny Zuko from the 50’s themed late 70’s movie: Grease. It would make sense, and it would also make some sense to dress up Gerald Robotnik like 1950’s Dr. Emmett Brown from the first Back to the Future Movie as well, and that could make sense too. And as for you: Implant Games guy, I say you look up those two movies: Grease (1978) and Back To The Future (1985) and maybe you’ll get why the writers of SA2 thought that it would make sense to have Gerald Robotnik make that… supposedly Technicolored 50’s TV message in the first place.

  51. Gameplay and Talk

    I played Sonic Adventure 2 on the Dreamcast around the launch of the game and it didn't take long for it to leave a bad taste in my mouth. Every time I think about trying it again, I watch an analysis video and remember, "Oh yeah, the game wasn't very good. I'll pass." Too many other actually-good games out there to waste time on this one. Also, thanks for the reminder on Sly Cooper. I still need to pick that up.

  52. While I enjoy your videos, I think you’ve said a few things wrong here. Firstly, Chaos was not sealed in the master emerald as shown at the end of Sonic Adventure. Second, I highly recommend playing the game with the Japanese script. There’s a patch, and while no that doesn’t excuse the fact that the English translation’s version of the story is bad….I just think you should play it with the original writer’s intent. The story does make much more sense, you have to look at the details. I do agree with you on the treasure hunting stages and it’s hard to step away from bias as I do speedrun this game, but keep it mind all these stages and gameplay styles are about perfection through repetition and momentum. Not gonna say they’re perfect, mad space makes me want to scream but you get my point. There are a lot of little things about the story I could point out to you but there are great videos on it. Anyway, enjoy the rest of your day!

  53. Sorry to take a bit away from the fake emerald scene, but Eggman wasn't entirely bluffing and pinning the guilt on Tails – or at least that's not how I read it. Instead it looks more like Eggman is confirming that it is indeed the fake one, so he could kill off Sonic without hindering his plans. There was the chance the good guys would do the honest thing and give him the real emerald, and he would be screwed if he blasted that into space.

  54. If it took you 47 minutes to beat a Knuckles stage, you just suck. I don't know what to tell you, they're not that hard

  55. One thing to add about the treasure hunt tips is that they are randomised and limited to 3 per life to add salt to the injury. Seeing 3 hint monitors make all of the remaining ones disappear, so you can only see the tips from the monitors you have seen. If you need to see more hints, the easiest method is just to die, so the hint system is reset.

  56. “The homing attack is inaccurate” I’m sorry but are you sure your treating this like a self contained game? The homing attack isn’t supposed to be a press b to kill button. It require some precision on your part. In your footage you used a disappearing gold beetle as an example which was totally your fault for missing. Those disappear after a few moments and are only there to help your score if you care about that sort of thing. Also it makes the biolozard fight hard? Are we playing the same game? Just time your homing attacks. Why is there this blind hatred for Sonic. As if the game isn’t a massive dopamine factory throughout. I love this game, and I believe it is being treated unfairly especially the knuckles stages. You can’t go into a game expecting it to be something it’s not based on nothing. Everyone thinks they know what sonic should be but all that matters is that the games are good and the treasure hunting is good. Use the hints that’s what they are there for. If you are spending thirty minutes in these stages you are simply bad at the game and thats hardly the games fault. Besides it’s one of the most cathartic things to be able to figure out ax’s toy where a piece is based on the minimum amount of hints.

  57. On a sidenote with Shadow being mistaken for Sonic, I think there's actually a few ways they could have justified it:
    #1: The easiest is that GUN is aware that Shadow is not Sonic. However, they also don't want the public to know about Shadow, so they frame Sonic for Shadow's actions and arrest him.
    #2: GUN does believe Shadow is Sonic, but more based on his abilities than his appearance. The number of Hedgehogs with super-speed and combat skills allowing them to take on a robot army is relatively low.
    #3: This is best combined with #2, but: GUN might also believe Shadow is Sonic in disguise. While they look distinctly quite different, they do look similar enough that Sonic could disguise himself as Shadow pretty easily. In fact, it would actually be a pretty bad disguise that wouldn't fool anyone.

  58. Legoluigi26's Adult Meme Channel for Adults

    I can't believe this guy did a whole 40 minute video on that minigame that came with the Chao Garden.

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