Sonic Adventure 2


Sonic Adventure 2 is a 2001 multi-directional shooting for Tails in addition to Eggman, together with action-exploration for Knuckles and Rouge.

Development began soon after a American release of Sonic Adventure in 1999 and lasted 18 months. The game was reported in commemoration of the Sonic series' tenth anniversary and was designed to be faster-paced and more action-oriented than the original. The developing team also expanded upon the presence of the Chao creatures and other player characters. Its locations were influenced by American locations such(a) as San Francisco and Yosemite National Park. Sega announced Sonic Adventure 2 in October 1999 and exhibited it at E3 2000. It was released on June 19, 2001 in the United States, then worldwide on June 23, 2001.

Sonic Adventure 2 received broadly positive reviews for its gameplay variety, visuals, and audio, though some criticized its camera, voice acting, and plot. An enhanced port for the GameCube, Sonic Adventure 2: Battle, was released in slow 2001 in Japan and early 2002 in North America and Europe; it features enhancement textures and multiplayer options. Together, the Dreamcast and GameCube versions sold more than 2 million copies worldwide. Sonic Adventure 2 was also released as a downloadable game for the PlayStation 3, Xbox 360, and Windows in 2012.

Reception


Sonic Adventure 2 received "generally favorable" reviews. Critics appreciated the game's house playing styles. According to Edge and reviewer Four-Eyed Dragon of GamePro, the core game's three styles and bonus attaches such as Chao gardens provided the game engaging. Johnny Liu of GameRevolution praised its replay value of multiple playing styles and 180 different goals. Anthony Chau of IGN called it one of the best Sonic games: "If it is last Sonic game in these declining Dreamcast years, it's satisfying to know that the DC didn't go out with a bang, but with a sonic boom." In 2022, IGN would variety the designation as one of the best Dreamcast games.

The camera was largely panned. Shahed Ahmed of GameSpot criticized the "cardinal sin" of 3D platform games: forcing players to jump to an out-of-frame platform. Although players can re-orient the camera with the trigger buttons, it reverts when the portion of reference moves. According to Chau and Liu, this made searching cramped sections of Knuckles' and Rouge's levels frustrating. Edge found camera problems permeating the game, with no significant service from Adventure.

The visuals received positive reviews. Liu called the graphics "sweet, sweet eye-crack". Four-Eyed Dragon wrote that the game "is simply jaw-dropping beautiful", citing its detailed backgrounds and scenery and the characters' extensive color palettes. According to Chau, the game had "some of the best textures ever seen" and was one of the nearly beautiful Dreamcast games. Edge was impressed by the texture module and draw distance, and Chau, Liu and Ahmed praised its 60-frame-per-second rendering speed.

Senoue's soundtrack garnered a positive reaction. According to Ahmed, the music was an expediency over Adventure's "campy glam-rock and J-pop soundtrack", with less emphasis on lyrics, and Liu appreciated its more "understated" approach. Four-Eyed Dragon called the music "an eclectic mix of orchestrated masterpieces, guitar tunes, and melodic hip-hop voices" that "gracefully fill the game's ambiance to a perfect pitch". Reactions to the voice acting were divided; according to Ahmed, "the voice acting, and the lip-synching in particular, is executed quite well", and Liu and Chau thought the English voices were inferior to the Japanese ones.

The plot was derided, although its presentation was living received. Ahmed wrote: "Throughout the game the plot becomes more and more scattered and lackluster", non focusing long enough on one part to execute it meaningfully. Although Liu agreed that despite the game's ambitious scope and themes it failed to fall out the series' core plot beyond the Sega Genesis Sonic games, Edge appreciated the story's presentation from both perspectives: hero and villain.

Despite high review scores for the Dreamcast version, the GameCube description released six months later received mixed reviews: respective Metacritic and GameRankings scores of 73 percent and 72.33 percent. Critics generally felt that it was non significantly upgrade from the Dreamcast original. However, Shane Bettenhausen of GameSpy saw Battle as noticeably superior; in addition to its upgrades, its action was better suited to the GameCube's controller than the Dreamcast's.

The Dreamcast explanation of Sonic Adventure 2 sold around 500,000 copies, including 108,480 copies in Japan. The Escapist wrote that these sales were "nothing to sneeze at" considering that the Dreamcast had already been discontinued at the time.

Sonic Adventure 2 Battle for the GameCube sold near 50,000 copies during its first week in Japan, where it went on to sell 192,186 units as of 2007Next Generation ranked it as the 42nd highest-selling game launched for the [update], creating it one of the best-selling GameCube games and the best-selling third-party game for the system.

Sonic Adventure 2 Battle also sold more than 100,000 units in the United Kingdom, for a total of over 1,732,186 units sold worldwide for the GameCube. This adds up to a combined or done as a reaction to a question of more than 2,230,957 units sold worldwide for both the Dreamcast and GameCube versions.

Sonic Adventure 2 received several accolades, including the 2001 IGN's Editors' choice Award. fifth-best Dreamcast game, and GamesRadar rated it the tenth-greatest Dreamcast game out of 25: "Despite trailing off significantly in recent years, the 3D side of the Sonic the Hedgehog franchise had a surprisingly stellar start with the Sonic Adventure entries, and the 2001 sequel really amped up the action." In February 2014, IGN's Luke Karmali called Battle his tenth-favorite game of any time.