February
8, 2002 - Sega's top mascot has, through some odd twist
of fate, arrived on Nintendo's next-generation console. The
famous blue hedgehog is making his debut on GameCube even before
Mario. The catch is,
Sonic Adventure 2: Battle
is only marginally different from the Dreamcast version it's
ported from. So instead of a Sonic custom created for GameCube,
we have the remnants of the Mid-2001 Dreamcast successor with
some notable improvements. Certainly we're glad to see Sonic
only a few short months after the release of GameCube, but it is
admittedly not as glorious a debut as we had hoped.
10
years after the release of the one that started it all, Sonic
Adventure 2 sets out to bring the trademark breakneck speed into
the 3D realm better than ever before. Throw in big boss battles,
frantic shooting, and the ability to freely explore large 3D
environments and you've got a recipe for the best Sonic ever,
right? Sadly, this isn't the case. Sonic Adventure 2: Battle
improves on the two previous Dreamcast incarnations, but the
franchise still has a long way to go to bring the glory of the
2D masterpieces into the next-generation 3D world.
Features
-
Sega's
mascot comes to a Nintendo home console for the first time
- Use 12 playable characters including three hero characters, three dark characters and six others such as Amy, Metal Sonic and Chaos Zero
- Gameplay varied by each character's unique abilities
- Sonic and friends can grind, grab edges and swing from poles as the Hero Sonic or the villainous Shadow
- One of the fastest gameplay experiences around provides blazing entertainment
- Discover bosses weak spots and strategize to defeat the huge figures
- Additional two-player battle modes for increased multiplayer value
- Six battle modes including racing, treasure hunting, shooting, kart racing, and Chao racing and karate
- Play with a friend in the various battle modes
- Link up with the Game Boy Advance for on-the-go Chao raising
- Impressive framerate locked at 60 frames-per-second
- Progressive scan mode vastly increases the sharpness of the visuals
Gameplay
Sonic
Adventure 2: Battle is a marginally improved version of the
Dreamcast sequel to the original Sonic Adventure.
Basically Sonic Team learned (a little) that fans of the series
did not want to spend too much time clumsily exploring a 3D
world. So, the developers stripped out the city exploring, which
more or less left you feeling side-tracked in Sonic Adventure.
In Sonic Adventure 2: Battle the ideas are more streamlined. You
can choose to play on the Hero or Dark side. Choose the Hero
side to adventure through the worlds as Sonic, Knuckles, and
Tails, leaving Shadow (evil Sonic), Rouge, and Dr. Eggman at
your disposal for the Dark quest. Your options: save the world
or destroy it -- both satisfying for their own reasons.
The
two quests amount to more than 30 stages, though nearly half of
those are simply duplicates seen from either the Hero or Dark
perspective. The locations vary from dense metropolitan cities
to lush jungles to miniature universes in outer space. Each of
those 30 stages has several missions to explore. You're only
required to complete the first mission to move forward, but you
can go back and indulge in up to four more missions with
different goals. The levels are broken up into four main types
of gameplay: running, shooting, exploring, and boss fights. This
is actually where the Sonic Adventure franchise takes a turn for
the worse.
Sonic
is founded on its sense of speed and mostly linear experience.
Stray from that and you have to implement a solid 3D camera.
Unfortunately, Sonic Team has attempted this quite
unsuccessfully to this point. The camera in the Sonic Adventure
series is truly horrid, an insult to the advancements
demonstrated by modern 3D camera control in titles such as
Banjo-Tooie and Legend of Zelda: The Ocarina of Time.
In the exploration levels, where you are sent bumbling through a
large 3D environment as Knuckles or Rouge, it sets the stage for
an incredibly frustrating experience. Coupled with the camera,
they are in fact amateur attempts at designing a compelling 3D
environment. Half of the time you simply cannot see where you
want to go -- a major issue when you're scavenging the level for
randomly hidden items. These randomly placed items are pieces of
the Chaos emeralds, and you use a hot/cold type radar that beeps
and blinks as you get closer to the treasure. One would have
hoped that this variation on the trademark Sonic gameplay was
only intermittent, but it constitutes roughly a third of Sonic
Adventure 2: Battle gameplay.

Now,
we're not so nażve to overlook the fact that Sonic isn't meant
to be a complicated shooter or platformer. It's intended to be
fast and furious, bringing the "blast processing" rush that the
franchise is famous for into 3D. The problem is that the
Knuckles/Rouge and Tails/Dr. Eggman levels constitute well over
half of the main gameplay experience, painfully splintering it
into something most would agree is very un-Sonic.
