- decent in its own right but does not hold up well at all
- Green Hill Zone is unfortunately the best level in the game
- Ironically slow
- Chaos emeralds give you nothing
- Music is fine
- Looks okay but too cold
- Green Hill > Starlight > Spring Yard > Scrap Brain > Marble Garden > Labyrinth

- much needed improvement over the first
- Much more vibrant and appealing in its visuals and soundtrack
- Spin dash was a genius add
- Most of the levels are way better designed, but still have plenty of that staple Sonic bullshit
- Metropolis Zone is one of the most frustrating Sonic levels ever, but I can’t hate it
- Final boss(es) are cool thematically but I think the sentiment of “no rings” makes them more frustrating than needed imo. Tho they’re more fun to get down than the previous one
- Addicting as all hell
- The special stages are pure bullshit and I hate them
Chemical Plant > Casino Night > Emerald Hill > Oil Ocean > Wing Fortress > Aquatic Ruin > Mystic Cave > Metropolis > Hill Top

Donny and Mitch abused me with this.

Edit: I finally have ogre power

This review contains spoilers

(Note: In this review I will section off each of the different playable characters and talk in-depth about my general thoughts on each of them, with an overall story summary for hero, dark, and final acts. I wrote it as I was playing, so please excuse the more casual prose and structure).

Sonic- it’s a very interesting contrast to how Sonic’s levels were constructed in the previous game. For the most part, Sonic controls almost exactly like how he does in the previous game, yet with a much greater emphasis on top speed and acrobatics. This is where his extra moves come in: the somersault, bounce ball, enhanced light speed dash, and (most importantly) grinding. All of which are used very frequently throughout the levels as well as are meant to allow for more freedom of movement, attacking, and cool factor. And despite the somersault is the least worthy of the bunch (halting all momentum and only really being used to pass arbitrary barriers), I believe that these moves add a lot to Sonic’s core gameplay as his levels are less about open stages with alternate paths and true platforming that reward attentive players with goodies and shortcuts, and more focused on tight, linear race tracks that ask you to get to the end as quickly as possible and with as much flare as you can muster. It’s quite the evolution I’d say, and in some regards it’s the true birth of the boost games’ design philosophy. I can understand the frustration with how much it dilutes the original design philosophy, and a part of me does miss the exploitability of stages like Speed Highway and Red Mountain because of their more open design; however, I cannot deny that SA2’s stages just feel so satisfying to blast through. I can’t think of a single one of Sonic’s levels that I dislike entirely (Pyramid Cave and Crazy Gadget are the closest but still are a lot of fun to replay), and I think that’s mainly due to again just how focused they feel. None of them feel like they overstay they’re welcome and make great use of their respective settings. It also helps that each stage has fantastic music and truly memorable visuals. I’d also like to add that the ranking system was probably the most genius move they could’ve pulled, as it brings worth to the points system and adds so much more depth to these levels than just wanting to go fast. It’s not just about the speed, you have to make sure that you also chain together homing attacks, perform flips and tricks off grinds and out of somersaults, keep your momentum with light speed dashes, and frankly just master a level to get that A. And there’s nothing more satisfying to me. So while I can’t say that Sonic’s gameplay here is better considering how much of a drastic shift it is from SA1, I can say that I believe his stages are of a much higher quality here because of their better sense of focus and polish. (Also side note but the opening cutscene and lead-in to City Escape could be my favorite moment in the entire franchise. It’s perfect in establishing Sonic’s character as well as how far the team has come in terms of presentation and cinematics, I love it). P.S. Egg Golem and the final Shadow fight are better than any non-Perfect Chaos boss from the previous game. Metal Harbor > City Escape > Final Rush > Green Forest > Pyramid Cave > Crazy Gadget.

Tails- I feel semi-mixed on Tails’ gameplay. There’s many factors to this that make it controversial, primarily the fact that you take out Tails’ gameplay in SA1 (which I’m mostly okay with considering how that was basically playing through Sonic’s stages on easy mode) and plopping him into a mech suit for a copy of Gamma’s gameplay. From a narrative perspective, it makes total sense as it shows how Tails’ character arc in the first game allows him to be independent from Sonic entirely. And focusing on his techie-gadget brained side with the Tornado 2 is a great way to implement that. And going off that, I’m glad that Tails (and the entire cast for that matter) has his own levels that make full use of his move set. Possibly my biggest issue with SA1 was how it reused the same levels for each character with very minor tweaking to fit all six play styles. It felt awkward at its worst, and I’m so happy they threw that concept out in this game. Because now, we have mech stages that are specifically built for slower, more precise shooting gameplay, what with the mostly hallway like design and heavy emphasis on racking up combos. Plus the separate health bar aside from the ring counter really helps. HOWEVER, the main drawback comes in just how slow and clunky the Tornado feels to control. ESPECIALLY when tight platforming is involved (looking right at Hidden Base for its god awful sand pits). I get that it’s a bigger, bulkier machine, so it can’t have the same physics has Gamma, but god I feel as though if it were just a little lighter and the turning was heavily smoothened out, there wouldn’t nearly be as many complaints for Tails in this game. Because I legitimately do think that his stages are more fleshed out and interesting than Gamma’s especially with the upgraded arsenal (the bazooka and close combat punch are such great additions), but it’s all down to the controls for me on this one. And sadly because of that Gamma has just a hair of an edge in this department. Eternal Engine > Prison Lane > Mission Street > Hidden Base

Knuckles- Yes it’s annoying that the radar only activates one at a time. Do I care tho. No. Because his gameplay and level design got the biggest blowup out of any of the other styles. Completely ditching that sense of claustrophobia with such terribly small/condensed levels in SA1 and opting for stages that more closely resemble sandboxes. Large open areas that force you to explore every general area and understand the layout to find the emeralds as efficiently as possible. Not every level is as open as I’d like, Aquatic Mine has an annoying water level gimmick and Death Chamber feels like a step back with its mostly hallway design. But then you got Wild Canyon, Pumpkin Hill, and Meteor Herd all standing high with such a great sense of freedom yet still establishing very distinct landmarks each section of the level so as to keep the player from getting lost. These 3 stages alone completely justify Knuckles’ gameplay, and I couldn’t be happier with ‘em. Side note: I also just love how Knuckles feels in this game. Way faster, way tighter, and way more useful with his digging and punching capabilities. And if you don’t like the rap songs then you just hate fun and are dumb I’m sorry. Pumpkin Hill > Meteor Herd > Wild Canyon > Aquatic Mine > Death Chamber

Hero Story (general)- It’s sad to see the overworld and multiple intersecting stories go, but in a lot of regards I’m happy that their removal allowed for the devs and writers to create something way more focused and constantly fresh as we never have to wonder where to go or repeat the same stages 5 times over or watch the same cutscene for the nth time. The fat has been cut, and now we can let the story take us along the ride. A less immersive experience yes, but a way more focused and easily digestible one for sure. And as for the story, I’m not the biggest fan of how that hyped focus kinda leads to something much faster and almost more rushed than it deserves. Plot points and character moments fly from left to right at the blink of an eye and even though I do believe that the writing, performances, and animation are a significant improvement over SA1, I kinda wish that the whole of the Hero Story felt as complete as each character’s story did previously. Because as it is, it’s fun and interesting with how Sonic is on the run from the cops and Eggman is more of a threat than ever, but it just leaves especially with Shadow and Rouge and the role of the ARK. But, that is, in essence, the point of this story. To be HALF a story, one side’s very limited perspective on a much larger narrative. So I can’t exactly knock it as is.

Eggman- I’m not necessarily sure if I can describe it properly, but Eggman’s gameplay is so much better than Tails’ it’s not even funny. I want to say it’s because Eggman just miraculously controls better than Tails, but I’m fairly certain that it’s more nuanced than that. I think the biggest factor is in how each level is constructed with a much larger sense of freedom and forgiveness than in Tails’. I talked about how the hallway type design works for the shooter gameplay as a concept yet fails apart when factoring in how stiff and clunky the mech is. And while Eggman’s stages still promote that same kind of hallway design, those hallways are rarely literal and cramped. Each stage is vastly more open and it works so well as it allows for the mech to not have to be so precise in its movement without making the game any easier. I also think that these stages make much better use out of its mechanics and subsequent upgrades (especially with Cosmic Wall and the hover ability). And on top of that, these levels tend to convey such a richly dark and mysterious atmosphere through the lighting and impeccable music. I’ll talk more about the music in general later, but I just have to mention that Lost Colony is definitely one of my favorite tracks in the game for just how brilliantly it captures that level’s intended aura. Love it, and love Eggman’s stages all together. Cosmic Wall > Iron Gate > Weapon’s Bed > Lost Colony > Sand Ocean

Shadow- Nearly the exact same as Sonic’s but with less of an emphasis on the speed and style system I talked about previously, and moreso on atmosphere and somewhat gimmicky level designs. All of his levels are fun in their own right, some being legitimately fantastic. But my main irl comes from not just how Shadow has only 4 levels to his name unfortunately, but that the best of his stages still don’t hit the highs of Sonic’s stages. Which, to an extent, I understand considering that you want to make sure that Sonic has the best of the best stages in the game, the ones with the most flare and polish so people don’t get skimped out. But I feel like there could’ve been more to Shadow than just being a less equipped Sonic clone with fairly simple levels. Cuz even though the speed stages in this game round out to 10 (more than either the treasure hunting or mech stages), I wish they could’ve given out a bit more. But a lot of that is just nitpicking considering that Shadow’s levels are still mostly great (Final Chase being the outlier). Sky Rail > Radical Highway > White Jungle > Final Chase

Rouge- Pretty much exactly how I feel about Shadow’s stages in comparison to Sonic’s, but now with Knuckles and the quality difference is much more drastic. You see because Rouge doesn’t have many drawbacks in her move set when compared to him (outside of the air necklace), and some of her stages can still be seen as okay considering that they don’t stray too far from the design philosophy established for these treasure hunting stages. But my main issue comes from the fact that her levels are just simply boring. Sure a lot of them have annoying gimmicks (Mad Space being the worst offender in the game), but the core problem problem with Rouge’s levels is just that none of them come even close to how good Knuckles’ stages are. Frankly, I’d put them on a similar plane to Knuckles’ stages in SA1, not in terms of design, but just in pure enjoyment. Which is honestly unfortunate. Security Hall > Dry Lagoon > Egg Quarters > Mad Space.

Dark Story (general)- While not as consistently great as the Hero Story in gameplay, I feel as though it’s totally made up with the driving narrative and cutscenes all throughout. I find it actually really clever how they guide you towards playing the Hero Story first, raise way too many questions for you to ponder over, and then offer up the dark story to start addressing those questions without fully giving everything out at once akin to boring exposition dumps. I also believe that the narrative on its own climbs out of the certain pacing issues present in the hero story, whether that just be because of the context already laid out before hand or a more noticeable abundance of cutscenes, but it’s definitely nice to see. It’s very clear to me that while the dev team mostly focused on the gameplay polish in the Hero side, they 100% placed most of their cards into narrative on the Dark side, ESPECIALLY with Shadow and his mysterious past. You get bits and pieces, but it’s very easy to understand that something traumatic happened to him long ago, and that his motives for working with Eggman may be more sinister than initially thought. And it’s captured beautifully in the introduction to his first level, Radical Highway, as he reflects on his last moments with Maria and vows revenge. Amazing stuff.

Last Story- where it all comes together in one grand finale. I truly adore this section of the game. A majority of it is taken up by cutscenes that allow for the 3rd act to go into full effect. We get to unravel all the context for the events of the game, and it gets truly dark. Like with how Gerald Robotnik is revealed to be the mastermind behind everything, announcing to the world that he loathes humanity for Maria’s death, and has programmed the ARK to crash into Earth as an act of revenge. And to see that this was Shadow’s plan all along is pretty disturbing in a way. Yet to see everyone but him come together for the final level, Cannon’s Core (which I find to be fittingly the hardest level of the game even if it’s not my favorite), is honestly a very satisfying way of conveying the severity of the circumstances through gameplay. However, after that we get one of the best moments in the entire franchise, where Amy reminds Shadow of what he truly promised to Maria, to forgive the world and let the people live and be happy. He has an immediate change of heart, cries, and then immediately leaves to help out the gang. He defeats the prototype of the ultimate life form, the Biolizard (who is actually a pretty fun and hard boss fight despite some annoyances). And Knuckles tries to stop the collision course with the Master Emerald, but to no avail as the Biolizard has merged with the ARK and can’t be stopped... until, in a moment that has stuck itself to my brain ever since I watched it for the first time nearly 20 years ago, Sonic and Shadow finally come together to become Super Sonic and Super Shadow. With 4 minutes on the clock, Sonic and Shadow fight the Finalhazard in the vast regions of space as Live and Learn blasts through the speakers. And despite it being an arguably worse boss fight than Perfect Chaos (the weird hit detection with the lasers really don’t help), I can’t help but love everything here. Again, it’s a moment that has stuck with me for nearly my entire life and I couldn’t be more thankful. The game then ends with Shadow using the last of his power to use Chaos control and save everyone, falling down to earth as he talks to Maria one last time. The other characters, upon realizing what happened, mourn Shadow’s death and reflect on the journey they’ve been on, including Eggman who has a truly heartfelt and introspective talk with Tails. It’s heartbreaking to say the least, and it’s the best implementation of a more serious and somber tone in any Sonic game to-date. And we end off the perfect message from Sonic, “Sayonara, Shadow the Hedgehog”.

Overall- Sonic Adventure 2 Battle is still one of my favorite, if not my favorite game ever. I have a total of over 600 hours on this game across many different save files and ports. I have been playing it longer and more consistently than any game I’ve ever owned. Do I have a strong nostalgic bias towards this game? Of course. Does that matter tho? No. Because at the end of the day, this game still means more to me than nearly any other piece of media I’ve consumed. I’d like to say that it and the character of Sonic have shaped me in part to become the man I am today: fun-loving, stubborn, and most of all, compassionate. Despite any flaws I can see, despite the noticeable age, despite anyone telling me that I’m just blinded by nostalgia, I know that how I feel about this game isn’t a lie. And the time I spent with it over the years is time that I am so grateful to have given. And going off that, I’d just like to thank my older brother, who was the one to ask for it at GameStop all those years ago, and brought me into not only the game, but also the Sonic franchise altogether. Thank you, Chris. Thank you for bonding with me over the multiplayer and especially Chao Garden. You don’t know what gift you gave me.

Had a whole spiel written out really in-depth and about my experiences and then backloggd deleted it so dammit.

Regardless, even if I find the controls to be very aged (though not as exaggeratedly so as some may say), the story to be a simple hero's journey as compared to a lot of the later entries, and that the game doesn't truly get to be great until Shadow Temple imo (the stuff before is good, but the end game stuff is the truly spectacular), I cannot deny that this is by far one the most important games ever made. And to neglect that fact would be doing everyone a massive disservice.

And it's absolutely magical that on an emotional and cinematic level, this game holds up very very well. Everything surrounding Ganon's Tower is pitch perfect, and completely shifted my opinion on this game from being "this is overrated and slow" to "I finally get it."

It changed everything, and without this game, who knows where we'd be with the games industry? You think we'd only be at PS2/Gamecube era rn narratives, cinematics, and level progression if it wasn't for this? Idk. But honestly, I'm just thankful for finally experiencing this in full and getting to see why it DESERVED that "Best Game of All Time" label that it held for so long.

- Marginally better than Sonic 1, but only barely
- Has arguably the best (or at least the most dynamic) soundtrack out of the entire classic series (JP only)
- Graphically it’s also the best, but almost entirely due to hardware. The levels are super detailed and colorful even if a little haphazard.
- This has some of the most baffling level design and environmental structuring I’ve ever seen in a game. Feels like a hodge podge of a hundred diff ideas stacked on top of each other in each stage.
- This kind of level structure leaves so many of the stages to mesh together, making them feel ultimately forgettable and samey.
- Tbh, I don’t think there’s a single level I really enjoy for the most part.
- The time travel mechanic sounds cool but ultimately adds to the confusion and tedium for such an insignificant reward.
- And the ability to bypass this mechanic by just getting all the time stones is flat out stupid yet i am very thankful for it.
- Boring, tedious, and massively disappointing is the core thesis of this game.
- I can’t rank the levels because they’re all the same.
- And Metal Sonic is under-utilized as hell.

- A truly baffling yet oddly admirable entry in the Sonic franchise
- I think it’s about as mixed of a bag as you can get in all honesty, for as wildly interesting and ambitious the game can be I still found most of it to be unfortunately boring and even frustrating
- The best way I can describe how I feel is by talking about how the level structure is simultaneously really unique and admirable in its art direction and theming yet most of the time also extremely linear to the point of practically no difficulty aside from holding forward and pressing B
- And while there are definitely some levels that break this convention and try to go for something more open ended or cyclical (Mad Matrix or Lost Impact), I do have to admit that it’s a breath of fresh air to have something so simple and easy after Heroes
- Any route you do in the game will take at most 90 min to 2 hours (maybe) if you count cutscenes, outside of that, most playthroughs are like 40 min which isn’t necessarily a bad thing
- I’ll be the one to defend the multiple path mechanic, at least in concept, as I feel it does provide a level of replayability that “collecting the Chaos Emeralds” or even “replay the same levels but as slightly different characters” don’t
- I really like this idea because it promotes playing each level in a slightly different way each time you want to shift routes, also you can have basically any level path you want and still be able to get to your desired ending without much strain (you of course have to do it within a 6 level structure, and I only ran into an issue one time due to poor goal placement)
- I also will defend the ending cutscenes even if they are arguably way too similar in nature and ultimately don’t resolve anything outside of just having Shadow convey a slightly different emotion
- Most are cut and dry, but some do standout as actually great character moments (like both Semi-Hero endings)
- I think that the true problem arises when you have to do each of these paths another time each just to switch up the objective in the last mission for a boss that may or may not be different. That’s when it really becomes tedious for me.
- I also think that they really skimped on the bosses as there are probably only 6 in the game minus the final (3 for the middle levels, and 3 for the finals).
- And these bosses in general are pretty boring as all of them require you to just wait for the opening and then shoot or attack, but some of the early ones (Egg Breaker and Black Bull 2) are so easy as they can be taken down with whatever gun you have in under a minute
- Also Egg Dealer is annoying as hell and easily the worst of them all.
- I do like the final boss tho, even if he does take a little too long and is ultimately kinda the same as the rest
- From a gameplay perspective, I think I can wrap up my thoughts nicely just by saying that while I appreciate the attempt at something new and weird, I ultimately think that gunplay simplifies the sonic formula to such an insane degree that it’s really hard for me to say it’s “good”, “satisfying” is a slightly better term to describe it (except for Lost Impact which is, again, the worst level in the game)
- Now on a story front, I think this game is extremely interesting and almost brilliant, but just falls short and becomes kinda dumb trash that I like
- Keep in mind that I’m extremely biased not only towards Shadow and this era of sonic games, but also to the fact that this is technically a direct follow-up to Sonic Adventure 2 (my favorite game ever possibly)
- It honestly doesn’t go that far with building upon the groundwork of what that game offered, only really trying to expand on upon Shadow’s character after his death as well as his full past. I think it’s an admirable story to tell, but ultimately it just kinda feels a bit pointless at the end.
- I do like having Shadow question his purpose and identity after “dying” and getting amnesia in SA2, as well as how each path will lead him to learn different truths about his past that’ll lead him to a specific conclusion (despite these endings being non-canon.
- Also, and this is where the bias comes in, I just really like the references and set pieces that bring us back to the Space Colony ARK and the surrounding area. I love how the outside ARK levels take heavy art direction cues from Final Rush and Final Chase with the specific platform design (and going off that I really love the Space Gadget level as it can be completed as a “race to the finish” with Sonic, bringing back such great memories)
- And, even though her levels suck, I do like the two stages where Maria is along your side as it adds a bit more to her character and attachment to Shadow (even if she is still underdeveloped)
- Btw Shadow’s controls are very slippery and sometimes slow/unresponsive but it’s honestly easy to get used to
- Though I think my problems come from how shallow it still feels by the end.
- Again, every ending is technically non-canon minus the final one, so that just leaves me wondering just how much of the game is actually left up in the air and how much really did happen. Did Shadow learn about the ARK? Did he help out Black Doom? Is GUN still after him? Did Eggman tell him that he was an android? All of that is kind of swept under the rug in a finale that lumps everything together in a very general lukewarm stew of trying to make an appropriate ending.
- Though I do like some ideas coming from the final ending, mainly Shadow outright putting his past behind him and going his own way, as well as an optional line from Eggman that states how this IS the real Shadow, I ultimately find it to just be a little pointless by the end. Feeling like a side story for what was essentially a non-essential game.
- (final gripes are mainly just that I prefer Shadow to be caring and understanding above all else, and that having him reject Maria at the end makes sense but feels a bit like a disservice to his arc in SA2. Also Black Doom’s involvement in shadow’s creation feels like a dumb retcon that only lives to explain why he’s black and red)
- On an aesthetic level I think this game rocks, the pre rendered cutscenes look fantastic and the in-game models/animation are (while a bit janky) look expressive and fluid enough to sell the idea that this game had some love put into it.
- Also the music is mostly okay or laughable (80% of the vocal tracks), but there are still some real bangers like Digital Circuit, Lost Impact, Central City, and of course, I Am… All of Me
- Overall, I’m glad it exists

- With all due respects, probably the most confusing, shocking, and fundamentally broken games from a big name IP I have ever played. Yet I find it all to be wildly fascinating and even a bit charming.
- The game’s mere existence is a fucking mystery, as with every other mainline game in the series I can draw a direct link from how a previous game ties into it (Sonic 3 -> Sonic Adventure, Adventure 1 -> Adventure 2, Adventure 2 -> Shadow even, etc.). Yet with this game, I can barely draw up any links as it’s so drastically unique
- The best comparison I can draw up is with Adventure 1, as this game definitely takes many beats from that game in how it tried to serve as a new big budget franchise revitalization, had a grand RPG-like story, 9 different playable characters spanning across different stories/perspectives (3 this time instead of 6), large open world that serves as a hub for levels, a more realistic aesthetic with human characters/NPCs, etc.
- And it’s funny to think how this tried to serve as a true evolution to the Adventure formula, and even the Sonic franchise as a whole, yet almost completely killed Sonic, and (as of early 2021) practically killed off Adventure-styled gameplay for Sonic entirely
- This is super interesting because for a decently long period in my life, I thought this game was great (from about 2007ish to 2011 or 12 maybe). Sure, a lot of that comes from the undeveloped child’s brain just seeing Sonic with realistic humans and thinking “AWESOME”, but even after the years upon years of understanding and even indulging in the collective dogpiling that this game received, I always felt a weird nostalgic comfort with it.
- And this comfort was something that had been brewing ever since I played it when I was younger, and even moreso when I hadn’t touched it for years leading up to my most recent playthrough. It’s so palpable that booting up the game for the first time in a while truly brought me back to a simpler time, when I saw this game displayed at a Best Buy kiosk while mindlessly chomping at some pretzels from the nearby Auntie Anne’s. I weirdly felt at home.
- But then I started playing it, and everything hit me at once. I fucking love/hate Sonic ‘06.
- It’s hard to explain just what kind of conflicting feelings I have for the game especially when it truly plays like garbage
- Sonic has a similar move set to what was in the Adventure games, yet all the momentum is sapped. It’s so jarring going from those to this cuz nearly every move stops you in place and carries out an attack, when all of his moves in Adventure 1 and 2 flowed into each other nearly flawlessly. Plus the Mach speed and Elise levels blow chunks.
- Shadow is interesting cuz he basically is a slower sonic with a focus on combat and vehicle segments, which automatically makes him less fun. Though I do appreciate the attempt at differentiating him in some way. Plus utilizing his Chaos powers is always pleasant.
- Silver is by far the most interesting one as I believe he was initially conceptualized for a completely different game, which explains why his style is so antithetical to traditional sonic gameplay.
- Yes he’s slow. But the worst part I believe is just how clunky his psychokinesis is, only becoming bearable after upgrading it a ton.
- Everyone here plays pretty clumsily, but both remedied and hurt by just how unconventionally the levels are designed.
- Very often does it feel like the game values creating grounded, atmospheric, and structurally cohesive areas than creating tight, fun platforming challenges. Which is fine cuz that can lead to very interesting environments that open up a bit more, allowing for the characters some forgiveness (for the most part)
- Though this also makes traversal just not that fun in general. And whenever the game tries to throw tight platforming at you falls so flat on its fucking face it’s painful.
- The game also really could’ve done without the gimmicks: Mach speed, Elise, vehicles, the aquatic base water ball, and the pool ball segments are all absolute garbage and only make the game worse.
- With all that said though, I still find some fun in beating levels. Or at least a slight bit of catharsis. I honestly can’t defend myself here, but I will say despite the awkward controls and Mach speed segment, crisis city might be one of my favorite sonic levels out there. At least in concept.
- While the gameplay is arguably garbage in almost every regard, I think the reason this game has stuck through time is it’s writing, cuz dear God if this isn’t one of the most tone deaf, overly serious, and utterly laughable pieces of media ever put to page.
- There’s too many issues to mention: the weird semi-realistic fantasy setting, the extremely one note characterization for pretty much everyone except maybe Sonic, the sickeningly sweet and off-putting romance between Sonic and Elise, the non-stop exposition dialogue that’s hurt by some of the worst voice acting in the series, time travel, the cop-out ending, or really just anything. I can’t defend it. But God if it isn’t entertaining to watch with others.
- If I was being charitable, I’d say that Shadow had the closest to a good narrative since I think his work as GUN agent is pretty neat, and Mephiles is a legitimately cool villain in some regards. Plus his line about always fighting while taking off his inhibitor rings is unironically one of the coolest things in any sonic game.
- Silver also has some decent moments. Like when Amy saves Sonic from him. That’s it really.
- Forgot to mention that the bosses all suck ass. Most of the time you can’t see shit and have to clumsily find your way around a large fucker that attacks you from one of your blind spots. Plus they all take way too long. Solaris is pretty fun tho.
- Speaking of Solaris, his music is a top 15 or maybe even top ten track in the series no lie. In fact this may just be my favorite ost in the series, cuz I swear there is not a single mid track in this entire game. Beat after beat its non-stop bangers.
- There’s a lot of amazing high-speed tracks of course (Crisis City being the best of them), but what I love is it’s implementation of more atmospheric tracks as well. Some of which being extremely beautiful and fitting, in that regard I feel it’s closest to Sonic 1.
- Sadly though the game is visually disgusting, even if it’s sonically gorgeous. Everyone is too plastic-y and the realistic direction does not hold up 15 years down the line.
- Above all else, at least some of the CG is good, and that final shot remains untouchable.
- Oh right, I forgot something…
- GLITCHES
- GLITCHES
- GLITCHES
- GLITCHES
- LOADING SCREEN
- LOADING SCREEN
- GLITCHES
- GLITCHES
- GLITCHES
- I still have a soft spot for this game, even if it’s garbage and I really don’t enjoy playing it. I’m glad it exists.
- Crisis City > Radical Train > Kingdom Valley > Wave Ocean > Flame Core > Tropical Jungle > Dusty Desert > Aquatic Base >>>>> End of the World

Probably the only game I've played to have successfully emulate and even evolve Sonic Adventure 2's gameplay loop in an interesting way. Elements of extreme speed, meaningful combat, vast exploration, and general cool factor all work together in singular, packed levels (mostly) instead of being split across multiple sets of levels. In that sense, the core design is really something special, especially when you take into the level of customization that comes with upgrades (both of the mobility and combat variety). It's frankly addicting, scratching a very similar itch that I get out of many of my favorite Sonic (or other movement focused) games. The final level in particular is a phenomenal set piece that is genuinely one of the most exciting platforming stages I've played in recent memory. Thematically it's pretty incredible too, even if the story had a hard time gaining any sort of interest from me until then.

However, this aggressively united design philosophy can lead to a sometimes overwhelming sense of clutter and complexity. The first few levels felt rough for me as I wasn't exactly sure how the levels were meant to be played. I'd jump into what seems like a large platforming jungle gym and be greeted with a running timer, health and power bars, slots for exploration items, a combo counter AND meter, and a whole multitude of different UI elements. It's frankly confusing, and the two different ranking systems (that can't realistically be perfected in tandem) just made my first impressions all the more awkward to say the least.

Of course though, over time I learned it's mechanics and grew to appreciate all the different factors at play as it can be extremely rewarding to blast thru these levels and aim for the (admittedly difficult) diamond ranks. I just wish it were either more condensed/simplified, or there was an elongated intro where all these elements are introduced to you separately before bringing them all together for the main course.

But as it is, I really do think that this is something special. And I do hope that this team continues to experiment and improve on what they got here, whether it be with Spark or an entirely new character.

As I've spent my time growing as an artist, I've come to understand that I gravitate much more to the aesthetics of any singular piece than most other elements on display. I understand that can be quite a shallow way of engaging with art, but when I talk about the visual design of a work I'm not referring to fidelity or general pleasure or any other superficiality like that. I'm more interested in the actual design behind what is seen, the methods of which the art direction elevates every other aspect into something that feels more visceral than reality. And it's in that regard that I feel that this game is one of the most beautiful pieces of art I've ever experienced.

Playing this on a giant, hand-me-down CRT TV during the black nights of October gave me something that I feel will stick with me for the rest of my life. Winding down the aged hallways of an incredible mansion, I felt a lingering sense of warmth that just barely shone through the true terror I felt as I dug deeper into the manor's darkness. It feels so inviting in those first few moments: a sanctuary from the horrors that linger just outside its walls. However, once you first encounter a zombie devouring the flesh of a fallen comrade; it becomes clear that any safety you felt was just a front that the mansion put up to lure you into it's trap, and the only way to escape is to tear it apart room by room.

Every screen works is a hand-painted puzzle piece that both strikes at a singular emotion and crafts an immaculate layout when sewn together. The utterly aggressive sense of texture and atmosphere elevates the experience to such an astronomical high that I genuinely believe that if it were any less visually intense there'd be no reason to play this over the PS1 original.

It really doesn't matter how much it's improved formally, because the visual design is so powerful that it not only creates a new, fully evolved experience from the base game; but also it lays down a foundation for games as an artform to truly understand how they can provide experiences other mediums can't if they just move past the tech of it all.

Very interesting to see how the soulsbourne “series” started and all-in-all genuinely unique enough to standout from the rest of them even to this day. However it’s just a bit too simple for my liking. There’s a satisfying sense of progression within each world, and it’s free-for-all structure is admirable, but ultimately I think it just kinda hurts that sense of wonder and cohesion that I love so much in the other games. It is gorgeous tho.

Kinda like a ps2 licensed game in that it’s fun and cool but I nearly broke my controller in half over some frequent dumb shit. Gaming should’ve never evolved passed this tbh.