Sonic Adventure Dreamcast Cant Play Super Sonic Again

1998 video game

1998 video game

Sonic Take a chance
The cover art of Sonic Adventure, showcasing Yuji Uekawa's redesign of Sonic. Sonic is shown atop the game's logo, and the Sega logo is shown in the upper left-hand corner and the Sonic Team logo on the upper right-hand corner
Developer(due south) Sonic Squad
Publisher(due south) Sega
Director(s) Takashi Iizuka
Producer(s) Yuji Naka
Designer(southward)
  • Takao Miyoshi
  • Takashi Iizuka
  • Yojiro Ogawa
Programmer(due south)
  • Tetsu Katano
  • Yoshitaka Kawabita
Artist(s)
  • Kazuyuki Hoshino
  • Yuji Uekawa
Writer(s) Akinori Nishiyama
Composer(southward)
  • Jun Senoue
  • Kenichi Tokoi
  • Fumie Kumatani
Series Sonic the Hedgehog
Platform(s)
  • Dreamcast
  • GameCube
  • Windows
  • Xbox 360
  • PlayStation three
Release

December 23, 1998

  • Dreamcast
    • JP: December 23, 1998
    • NA: September 9, 1999
    • PAL: September 23, 1999
    GameCube
    • NA: June 17, 2003
    • JP: June 19, 2003
    • AU: June 20, 2003
    • European union: June 27, 2003
    Windows
    • JP: December 18, 2003
    • PAL: February 6, 2004
    • NA: September 14, 2005
    Xbox 360
    • NA: September 15, 2010
    • EU: September 21, 2010
    • JP: September 25, 2010
    PlayStation 3
    • NA: September xx, 2010
    • Eu: September 21, 2010
    • JP: September 29, 2010
Genre(due south) Platform, activeness-take a chance
Fashion(s) Unmarried-actor

Sonic Adventure [a] is a 1998 platform game for Sega's Dreamcast and the offset primary Sonic the Hedgehog game to feature 3D gameplay. The story follows Sonic the Hedgehog, Miles "Tails" Prower, Knuckles the Echidna, Amy Rose, Big the True cat, and Eastward-102 Gamma in their quests to collect the seven Anarchy Emeralds and cease series antagonist Doctor Robotnik from unleashing Chaos, an ancient evil. Decision-making one of the six characters—each with their ain special abilities—players explore a series of themed levels to progress through the story. Sonic Gamble retains many elements from prior Sonic games, such as power-ups and the ring-based wellness arrangement. Outside the main game, players can play minigames like racing and interact with Chao, a virtual pet.

Sonic Squad began developing Sonic Risk in 1997, after the cancellation of the Sega Saturn game Sonic X-treme. Led by manager Takashi Iizuka and producer Yuji Naka, the team strove to reinvent Sonic for the 3D era of video games. Adventure features a stronger accent on storytelling and role-playing elements in contrast to previous Sonic games, while Yuji Uekawa redesigned the serial' characters for their transition to 3D. Sonic Team attempted to demonstrate the technical prowess of the Dreamcast with realistic graphics and drew inspiration from locations in Peru and Guatemala. The soundtrack was primarily equanimous by Jun Senoue, who preferred stone music over the electropop of previous Sonic games.

Following its unveil at the Tokyo International Forum in August 1998, Sonic Adventure was highly anticipated, and it was released in Japan in December 1998 and worldwide in September 1999. Information technology received disquisitional acclaim and became the Dreamcast'south bestseller, with 2.five million copies sold by August 2006. Reviewers considered Run a risk a major technical advancement and praised the visuals and gameplay. Though critics noted glitches and photographic camera problems, and reactions to the audio were mixed, critics considered Sonic Adventure an infrequent game; some speculated that information technology could help re-establish Sega as the dominant panel manufacturer after the unsuccessful Saturn.

Journalists have retrospectively ranked Sonic Risk among the best Sonic games, and information technology is recognized equally an important release in both the serial and the platform genre. Many characters and concepts introduced in Run a risk recur in later on Sonic games. A sequel, Sonic Adventure 2, was released in 2001. Chance was ported to the GameCube and Windows with altered graphics and more challenges in 2003, while a loftier-definition version was released for the PlayStation 3 and Xbox 360 in 2010 and for Windows in 2011. Reviews for these releases were less positive; critics felt the game had non aged well and ran at an inconsistent frame rate.

Gameplay [edit]

Gameplay screenshot of Speed Highway, one of the levels in Sonic Adventure. In this image, Sonic runs on a road, to a line of rings. The HUD shows a timer, the amount of rings, and the player's lives.

Gameplay screenshot showing Sonic in 1 of the game's levels, Speed Highway.

Sonic Adventure is a 3D platform game with action and role-playing elements.[i] Players command one of six anthropomorphic protagonists every bit they venture to defeat Doctor Robotnik and his robot army, who seek the seven magical Chaos Emeralds and the evil entity Chaos. Vi player characters are unlocked as the game progresses, each with their own story and attributes. Sonic the Hedgehog performs a spin nuance, homing attack, and light-speed dash; Miles "Tails" Prower flies, swims, and attacks robots using his tails; Duke the Echidna glides, climbs walls, and punches; Amy Rose tin can defeat enemies using her hammer; Big the Cat is tiresome and carries a angling rod he can cast; and Eastward-102 Gamma can shoot laser beams.[two] [iii]

At the start of the game, the thespian is placed in 1 of several Take chances Fields, open-ended hub worlds inhabited past advice-giving not-player characters. The player grapheme is guided and instructed by the vox of Tikal the Echidna. Through exploration, the role player discovers entrances to levels called Activity Stages, some of which must be opened using keys subconscious in the Take a chance Field.[4] : 141–142 Once the player accesses an Action Phase, they are tasked with a specific objective, which is different for each character.[v] Sonic must accomplish the level's end like in prior Sonic the Hedgehog games; Tails must attain the end before Sonic; Knuckles must find three hidden shards of the Master Emerald; Amy must solve puzzles and avoid being caught by a robot; Big must fish for his pet frog; and Gamma must fight his way through stages using projectiles as a defense.[iii] [iv] : 140

Some levels include minigames divide from the main story. These feature different styles of gameplay, among them rail shooting, racing, and sandboarding. Some minigames tin only be accessed with detail characters. Fulfilling certain objectives allows the role player to obtain bonus items. Unlocked minigames and stages the player has completed can be accessed from a Trial Mode on the championship screen.[3]

Like previous Sonic the Hedgehog games, players collect golden rings as a form of health: if the actor graphic symbol is in possession of rings when they are striking by an enemy or other hazard, they will survive, just their rings will scatter and blink before disappearing. Canisters containing power-ups such as speed shoes, boosted rings, invincibility, and elemental shields are also hidden in levels. In several stages, the player engages Robotnik or Anarchy in a dominate fight and must deplete the boss'south health meter to proceed.[6] [seven] Each character starts with a express number of lives, and the histrion loses a life if the character drowns, gets crushed, or is hit without whatsoever rings in their possession. The game ends when the player runs out of lives. Lives tin be replenished past collecting 100 rings or a 1-upwards.[three]

Players may also discover Chao Gardens, hidden, protective environments inhabited by Chao, a virtual pet. Players can hatch, name, and collaborate with a Chao,[half dozen] and raise the condition of their Chao past giving information technology small animals found by defeating robots. The Dreamcast'south handheld Visual Memory Unit (VMU) allows the player to download the minigame Chao Adventure, in which their Chao walks through a course to evolve and amend its skills.[five] [viii] Evolving one's Chao improves its operation in competitions chosen Chao Races. Eggs that tin produce special types of Chao are hidden throughout the Adventure Fields. Players tin can earn emblems by playing through Action Stages, searching through the Adventure Fields, or winning Chao Races.[2] [9] Each Action Phase has iii emblems that can be earned by replaying the stages and fulfilling objectives, such as beating the level within a fourth dimension limit.[3]

Plot [edit]

Doctor Robotnik seeks a new way to defeat his longtime nemesis Sonic and conquer the earth. During his research, he learns about an entity called Chaos—a creature that, thousands of years ago, helped to protect the Chao and the all-powerful Master Emerald, which balances the ability of the 7 Chaos Emeralds. When a tribe of echidnas sought to steal the ability of the Emeralds, breaking the harmony they had with the Chao, Chaos retaliated by using the Emeralds' power to transform into a monstrous brute, Perfect Chaos, and wipe them out. Tikal, a young echidna who befriended Chaos, imprisoned information technology in the Primary Emerald along with herself. Robotnik shatters the Primary Emerald to release Anarchy and tests the creature's natural grade on the city of Station Square.

When Sonic sees local police fail to defeat Chaos, he and Tails work to end Robotnik from empowering it with the Chaos Emeralds. Duke, the just remaining echidna, sets out to discover the shards of the Master Emerald and repair it. Robotnik activates a new series of robots, including one named Gamma, and orders them to find Froggy, an amphibian who ate a Chaos Emerald. Froggy's owner, Big, seeks to detect him every bit well. In Station Foursquare, Sonic'south friend Amy finds a Flicky beingness pursued for a Chaos Emerald in its possession, and decides to protect it. When both are captured, Amy convinces Gamma non to work for Robotnik; Gamma helps her to escape earlier seeking out and destroying the other robots in his series, sacrificing himself in the process.

Although Sonic disrupts Robotnik's plans, Chaos manages to blot all the Chaos Emeralds and transforms into Perfect Chaos; it rebels confronting Robotnik and destroys Station Square. Through flashbacks from Tikal (who was also released from the Master Emerald), Sonic realizes that Anarchy has been in constant torment and sorrow, and that imprisoning it once more will non stop it. He uses the Anarchy Emeralds to transform into Super Sonic and defeats Perfect Chaos. Chaos calms downward when it sees the Chao living peacefully in Station Foursquare, and Tikal takes it somewhere rubber to live in peace. Afterwards, Sonic pursues a fleeing Robotnik.

Development [edit]

Background [edit]

Yuji Naka, a Japanese man in glasses, a black suit, and a red tie, in 2015. He is the co-creator of Sonic the Hedgehog and producer of Sonic Heroes.

Yuji Naka, the producer of Sonic Adventure, in 2015

During the early 1990s, Sega was 1 of the near successful video game companies due to the ascent of its Genesis console. Genesis sales were driven by the popularity of Sega'due south flagship franchise of 2nd platform games, Sonic the Hedgehog.[ten] During this fourth dimension, series co-creator Yuji Naka worked with Sega Technical Found (STI) in the United States to develop Sonic games. Later on the completion of Sonic & Knuckles in 1994, Naka returned to Japan to work with Sonic Team.[eleven] STI began developing Sonic X-treme for the Sega Saturn, planned every bit the first Sonic the Hedgehog game to feature total 3D gameplay. X-treme suffered a series of setbacks and was canceled in 1996.[12] [xiii] The cancellation is an important factor in the Saturn'southward commercial failure, leaving it with no original Sonic platform game.[fourteen] Meanwhile, Naka and Sonic Team developed original Saturn games, such equally Nights into Dreams (1996).[4] : 67 [fifteen]

Naka wanted a 3D Sonic game, but felt that simply Sonic Team should undertake the endeavor; his refusal to allow STI employ the Nights game engine was instrumental in X-treme 's counterfoil.[16] [17] Due to the lack of Sonic games on the Saturn,[b] according to Retro Gamer, Sonic became office of the "background" by mid-1997, then "it was astonishing to come across that, only six years after his debut, Sonic was already retro."[ten] Nights into Dreams designer Takashi Iizuka felt that Sonic fans had been allow downward considering Sonic Team was not focusing on the series. Additionally, Kazuyuki Hoshino, who would serve every bit art manager on Sonic Hazard, said he thought during the Saturn era Sonic had become outdated.[x]

Concept [edit]

In August 1996, shortly after the completion of Nights into Dreams, Iizuka proposed Sonic Adventure as a part-playing-style Sonic game with a greater emphasis on storytelling.[19] [20] Sonic Team started to piece of work on it in April 1997 on the Saturn with a 20-potent team.[four] : 139 [20] Sonic Squad created the first image using the Nights engine,[17] just the Saturn's limited capabilities fabricated evolution difficult.[4] : 65 Sega president Hayao Nakayama informed Naka of the Saturn'due south successor, the Dreamcast, and he believed the new console would let Sonic Squad to create the ultimate Sonic game.[4] : 67 When the team learned the Dreamcast was nearing completion, they moved development to take advantage of its greater quantity of RAM, stronger CPU, and the VMU. Non wanting to waste their completed work, they placed it as a bonus in the compilation game Sonic Jam, the final Sonic game for the Saturn.[four] : 65 [xx] Development on the Dreamcast began in July 1997.[20]

Iizuka served as director on Sonic Run a risk, while Naka produced.[21] 1 of the largest video games created at the time,[1] [22] [23] the team had grown to lx subsequently 10 months.[20] Sonic Team undertook development in conjunction with the Dreamcast, aiming to release the game in December 1998, even if information technology meant making improvements later on release.[4] : 69 [23] Developing Sonic Take chances at the aforementioned fourth dimension as the system, which was not completed until two months before the game's release,[24] gave Iizuka influence over the console'due south development;[25] for example, he was able to request more than RAM for the panel specifically for Sonic Take chances.[23]

Characters and art [edit]

Yuji Uekawa's concept art, showcasing his redesign of Sonic. The handwritten notes showcase some of the redesign's elements.

Sonic was redesigned to announced slimmer and more "mature" by Yuji Uekawa.

Sonic Team felt challenged by the new hardware to recreate Sonic and his globe in a new manner.[26] They began evolution using the grapheme designs from the Genesis games, merely quickly discovered the characters' bodies were too curt and their heads as well big, making them difficult to run into.[26] Retro game characters, such equally Pac-Man, were also being reborn in a more "urban" style around the aforementioned time, something that made Sonic Team jealous and feel the original character designs were dated.[x] Every bit such, Yuji Uekawa redesigned each grapheme to accommodate the transition to 3D and to requite them "new, edgy, more Western" design.[26] Looking to the animation of Walt Disney and Looney Tunes for inspiration, he fabricated Sonic more mature, taller and slimmer, and gave him longer quills. He darkened his blue colour and gave him dark-green irises in reference to Green Hill Zone. Uekawa tried to make Sonic look like a comic book character and compared the style to graffiti. After redesigning Sonic, he fabricated the other characters fit this new fine art style.[26] Hoshino noted that the characters' longer limbs fabricated it easier to recreate their second poses in 3D.[x]

Sonic Take chances features two new playable characters, Big and Gamma.[10] Sonic Squad had already implemented an in-game fishing rod with no context or use, leading to the creation of Big.[27] Large was designed to exist giant and relaxed so the player would not look something more intense.[x] Gamma and his playstyle were created in response to fans who wanted elements of a shoot 'em up in Sonic [19] [22] and because of Iizuka's desire to include "some type of satisfying gameplay that couldn't be done with Sonic".[10] Neither Big nor Gamma were intended to play a large office, thus both of their campaigns were short.[28] Iizuka also wanted to create a villain who would have been impossible to make on older hardware. He settled on something liquid and transparent and created Anarchy. Iizuka presented the concept to Naka, who was impressed.[xix] Anarchy was originally intended to have realistic blue scales in his final form, but this was abased because of the technological constraints of the Dreamcast.[29]

While some Sonic games, such equally 1993'south Sonic CD, independent limited voice work, Sonic Adventure was the first Sonic game to feature all-encompassing voice acting.[ane] The conclusion was made early in evolution every bit the game was more story-focused than previous Sonic games. Sonic Team's staff had differing opinions about how Sonic should sound. Iizuka recalled that the just element they agreed on was to avoid using an anime voice thespian, favoring a film actor with an "over-the-peak" voice.[23] Sonic Team cast Jun'ichi Kanemaru as Sonic. In an interview jubilant his 30th ceremony as a voice actor, Kanemaru said one reason he was cast was because of his ability to speak English.[30] Subsequently Sonic Squad Us was formed, they hired American actors to interpret the Japanese script. The English language-language voice bandage consists of Ryan Drummond every bit Sonic,[31] Corey Bringas every bit Tails, Michael McGaharn every bit Duke, Jennifer Douillard as Amy, Jon St. John as Big and E-102 Gamma, and Deem Bristow as Robotnik.[21] Iizuka used Sonic Adventure to introduce Robotnik's Japanese proper noun, "Dr. Eggman", to western audiences;[32] he accomplished this by having Sonic insult Robotnik when they meet for the first time in-game.[33] Similarly, he avoided referring to Tails as "Miles", which he was commonly called in Japan.[10]

Considering Sonic Adventure was a Dreamcast launch game, the squad strove to demonstrate the console's capabilities with realistic graphics. To achieve a more realistic experience for the environments, the core members of Sonic Team visited temples, jungles, and ancient ruins in Mesoamerican landscapes, including Cancún, Guatemala, and Peru. While Sonic Team members had to draw artwork by hand for games in the past, for Sonic Adventure they were able to use photographs taken during their visits as textures.[10] The greatest influences were the Tikal ruin in Guatemala and Machu Picchu in Republic of peru.[25] The character Tikal was inspired by Peru and took her proper name from the Guatemalan ruins.[4] : 68 [nineteen] The 3D visuals were created using a Voodoo2 graphics chip.[20]

Design [edit]

The levels were designed to feature gameplay like to the original Genesis games and to take at least v minutes to complete.[22] One of the biggest challenges the Risk designers faced was transitioning Sonic 's 2d style to 3D.[23] In the Genesis Sonic games, the player but had to go correct to reach the end of a level, merely in Sonic Adventure they could move in every direction. The designers created models for the stages before testing information technology equally the player character, resulting in trial and error. This made Iizuka realize the importance of the game's camera.[10] Some levels, such as the Lost Globe, were rebuilt dozens of times.[19] [34] Sonic Team split levels into parts to salvage memory.[10] I particular difficulty was defeating enemies; in the 2d games, enemies were browbeaten simply by jumping on them, but this was harder to achieve in a 3D game. Therefore, Sonic was given the power to target enemies in mid-air.[19]

Iizuka said the cinematic sequences were conceived to take advantage of the environments, "giving the player an element of discovery in addition to the platforming".[23] [25] The squad likewise wanted to add elements unexpected in a platform game; for example, the level in which Tails sandboards was inspired past a group of sandboarders in Ica, Peru.[four] : 68 [xix] Some levels reference by Sega games, such equally Ice Cap (1994'due south Sonic the Hedgehog iii) and the Tornado levels (1995's Panzer Dragoon).[4] : 142 When seeing the completed level designs, Iizuka and Naka decided to re-purpose them for other player characters.[22] Iizuka said they felt information technology would be "a waste if Sonic just rapidly ran through the levels that nosotros spent so much time creating". The first characters likewise Sonic added to the game were Tails and Knuckles; Tails' stages turned portions of Sonic's levels into races, while Duke' treasure-hunting missions were designed as a dissimilarity to the others' straightforward ones. Sonic Adventure was the first time Amy was playable in a Sonic platformer, and Iizuka aimed to use her to add tension, such equally hiding from pursuers, that Sonic'due south gameplay could not offer.[10]

Because Sonic Adventure had a stronger accent on storytelling than previous games in the series, the team implemented hub worlds to "draw the players deeper into the earth." The hub worlds' accent on exploring to find new areas and ability-ups was inspired by The Legend of Zelda.[10] When seeing the completed level designs, Iizuka and Naka decided to re-purpose them for other player characters.[22] According to Iizuka, the team tried to include every bit much content as possible.[23] One add-on was the Chao-raising organization, which Iizuka conceived to take advantage of the VMU.[4] : lxx Sonic Team had used a similar virtual pet system, the "A-Life", in Nights into Dreams;[19] Iizuka used the A-Life as a base, while improving it with the VMU and the pick to improve its skills.[four] : 71 Iizuka hoped it would be made into a character players could touch and raise.[25] Information technology was too designed to entreatment to casual gamers non familiar with games like Sonic,[nineteen] and to add replay value.[35] The design took considerable time to finalize and had to be made as uncomplicated every bit possible because the virtual pet's look changes form as it evolves.[25]

Music [edit]

Sonic Take chances 's score was primarily composed by Jun Senoue, with additional music by Fumie Kumatani, Kenichi Tokoi, and Masaru Setsumaru.[36] [37] Adventure was Senoue's offset project every bit sound managing director and its scope meant he had many more than responsibilities, including schedule direction, compared to his previous games. Despite this, Senoue said he did not experience much pressure, equally he was a Sonic fan and had contributed to previous games' soundtracks.[38]

In contrast to previous Sonic games, which featured electropop soundtracks, the Adventure audio team preferred "hot, funky, and rock 'n' whorl" music.[11] [22] Iizuka noted that Sonic Team'south primary goal with Adventure was "to evoke the essence of Sonic by going from 2d to 3D", and felt the music needed to exceed fan expectations due to previous Sonic soundtracks' popularity.[38] He stated a new manner was adopted considering the Dreamcast's sound was a significant accelerate from that of the Genesis;[23] Senoue added he felt more than comfy composing rock music and wanted to create music everyone could enjoy.[38] Despite the different styles, Senoue did retain some music from the Genesis Sonic games: the music for the Windy Valley and Twinkle Park levels were rearranged from Sonic 3D Blast (1996), while the level clear jingle was taken from Sonic three.[ten] He chose to reuse his 3D Blast tracks because he felt they were strong enough to be more than widely heard, as they were simply used the Genesis version (which was not released in Japan).[39]

Senoue composed several songs with English lyrics to highlight the various characters' personalities, and collaborated with Tokoi and Kumatani to shine them.[38] The main theme, "Open Your Eye", was performed by Hardline's Johnny Gioeli;[10] other songs were performed by Gioeli, Marlon Saunders, Dred Foxx, Ted Poley, Nikki Gregoroff, and Tony Harnell.[4] : 143 Sonic Adventure marked Senoue'due south first collaboration with Gioeli; the 2 later formed the band Trounce 40 (originally known as Sons of Angels), and go along to brand music together.[x] Iizuka was inspired to utilize "Open up Your Heart" as the final boss music past films, which he noted ofttimes apply main themes during dramatic events. Iizuka also felt that the songs helped ascertain Duke and Amy's personalities, every bit they had non received much character development in Sonic games until Adventure.[38]

A two-disc soundtrack, Sonic Gamble "Digi-LOG Conversation" Original Sound Track, was released in Japan in Jan 1999.[40] In May 2011, the soundtrack was rereleased to commemorate the Sonic franchise's 20th anniversary.[41] A two-volume digital soundtrack was as well released on iTunes and Spotify in September 2014 and January 2017, respectively.[42] [43] [44] Brave Moving ridge Productions released a vinyl LP version of the soundtrack including interviews with Senoue and Iizuka in 2018.[45]

Release [edit]

Sonic Adventure was kept a cloak-and-dagger during production,[20] [22] though screenshots were leaked in mid-1998 and plans for a 3D Sonic game had long been rumored.[22] [46] It was unveiled by Naka and the rest of Sonic Team on August 22, 1998,[22] at the Tokyo International Forum. The team showed off several dynamic elements, such equally a hunt sequence from the first level and Tails' sandboarding sequence. Naka described the debut every bit intense, having "[given his] all" to go far fit for release.[iv] : 69

On Dec 23, 1998, Sonic Take a chance was released in Japan.[47] [48] The Japanese version shipped with many glitches; according to Iizuka, this was considering the game was produced on a tight schedule, so Sonic Team did non have time to fix them.[10] Several members of Sonic Team flew to Sega of America to plant Sonic Squad USA and patch and translate the game. Iizuka felt that the Dreamcast was going to launch in several months and the game needed to be localized.[four] : 69 The localized version was released in North America on September 9, 1999 as a launch title,[49] and in Europe on September 23, 1999.[50] It includes Japanese and English-language sound tracks, every bit well as Japanese, English, Spanish, French and German language subtitles.[51] Online features—including Chao daycare and downloadable content (DLC) such as minigames and new level assets—were also added.[52] The localized version was later on released in Japan as Sonic Gamble International.[4] : 69 [53]

Prior to the launch of the Dreamcast in the United States, Sega fabricated an exclusive deal with Hollywood Video to allow customers to rent the Dreamcast console along with a non-retail version of the game, Sonic Hazard: Limited Edition.[54] [55] The promotion began on July 15, 1999 and took place at 1,055 Hollywood Video stores beyond the state.[56] Additionally, the American release of Studio Pierrot's Sonic the Hedgehog (1996) original video blitheness coincided with the Western release of Sonic Adventure,[57] while DIC Entertainment'due south Sonic Underground (1999–2000) was deputed to aid promote the game.[58]

Upon its N American launch, there were complaints of a number of Sonic Adventure discs refusing to load. Sega America explained that this was a software trouble due to errors at i manufacturing facility and that they were able to track the faulty software, adding that virtually copies of the game were unaffected and that customers could trade defective copies for working ones at retailers.[59] [60]

Reception [edit]

As the starting time fully 3D Sonic platform game, Sonic Adventure was highly anticipated.[six] [22] It received critical acclaim,[4] : 143 [61] and Figurer and Video Games (CVG) chosen it ane of the greatest video games of all time.[l] [64] In Europe, Sonic Hazard sold 86,000 copies during its offset five days on auction.[65] It is the bestselling Dreamcast game; past August iv, 2006, it had sold 2.5 million copies, including 440,000 in Nihon and 1.27 million in the Usa.[4] : 143 [66]

The visuals and presentation attracted wide acclaim.[6] [67] Arcade magazine described information technology as a "quantum leap forrard" in aesthetics and visual detail in video games,[67] and Hyper estimated they even exceeded what was possible on loftier-end personal computers.[68] IGN called it the nigh graphically impressive platform game released upward to that engagement, praising its cinematic sequences and describing it as "engrossing, demanding, and utterly awe-inspiring".[6] GameSpot agreed and said merely Soulcalibur 'due south graphical quality surpassed that of Sonic Run a risk.[7] Edge felt the graphical features showed off the Dreamcast's potential to the fullest and that the game was "perfect" equally a showcase for the system.[22]

The audio received mixed responses.[5] [7] GameSpot and Game Revolution called the full-motion video (FMV) cutscenes and phonation interim well-produced and fitting, though GameSpot noted poor lip-synching.[5] [7] IGN idea the cutscenes were repetitive and voiced strong disapproval of the voice acting, declaring it "a consummate joke" and "downright awful". IGN had a particular distaste for Tails' phonation, and retrospectively called it among the nigh annoying to feature in a video game.[half-dozen] [69] AllGame was conflicted; they appreciated Tails' portrayal but found Sonic'due south and Knuckles' voices unfitting.[8] GameSpot and AllGame praised the stone-manner music,[7] [eight] but Game Revolution described the score as "absolutely horrible".[5]

The gameplay was mostly praised.[34] [70] GameSpot admired the straightforward, linear approach to the 3D platform genre and particularly praised it for keeping the basic gameplay of the original Genesis games.[7] IGN said the game would keep players busy even after completion, noting its cyberspace connectivity and other extras.[6] On the other hand, Game Revolution said apart from existence quicker, it did not advance the platform genre'southward design.[v] Retrospectively, 1001 Video Games You Must Play Before You Die chosen its environments vast and twisted, stating information technology "brilliantly" captured traditional Sonic elements.[34] The Chao minigame was noted as a major departure from the gameplay of the serial.[5] [8] GameSpot wrote that "while really just a diversion", the Chao were an interesting, fun addition, singling out their internet functions equally a highlight.[7] AllGame said the Chao helped increase the replay value, although it was "foreign", required patience, and did not provide bonuses in the main game.[8] Game Revolution called the Chao "a neat add-on" and praised its use of the VMU.[v]

Some critics compared Sonic Adventure to Super Mario 64—Nintendo'southward "groundbreaking" 1996 game that propelled the Nintendo 64 and the 3D platform genre.[8] [22] Edge said Sonic Adventure was a worthy rival to Super Mario 64,[22] but AllGame wrote that Sonic Adventure was non every bit ambitious and that those looking for exploration would be disappointed with its linear gameplay. They compared it to the similarly linear Crash Bandicoot merely felt Sonic Adventure was more confined. Still, they praised the gameplay as varied and said its replay value was strong.[eight] Game journalists Rusel DeMaria and Johnny Fifty. Wilson retrospectively wrote Sonic Risk was not equally strong equally Super Mario 64 and "failed to catch on with players in nearly the mode that [Mario] had washed", though it had fascinating features, such equally "the utilize of the Tamagotchi-similar retentivity carte du jour to incubate eggs for little pet creatures" and "some adept action segments".[71]

The photographic camera organisation and glitches were criticized by many reviewers.[72] IGN chosen the camera "incredibly" frustrating and inconsistent, and GameSpot noted it acquired issues with collision detection.[six] [7] Border complained the camera sometimes goes behind walls.[62] Authors from GamesRadar retrospectively wrote that Sonic Adventure was "horrendously buggy", singling out falling through floors and getting stuck, simply also said the sheer corporeality of content made upwardly for this.[72]

GameSpot thought Sonic Adventure redefined the possibilities of the platform genre,[vii] and co-ordinate to CVG, "many things you thought were incommunicable to come across and experience in computer games are now hither".[50] According to Next Generation, "Expert gamers may beat the game in only a 24-hour interval or two but, even then, the ride is worth the price of admission."[63] AllGame wrote that the game was an impressive showing of the Dreamcast's potential and that it was among the best of the serial.[8] Border said its criticisms such as scenery popular-upward and instances of poor collision detection are "minor flaws in an otherwise very fine piece of work".[62] Arcade and CVG speculated the game could save the Dreamcast,[67] [73] which had not sold well past the end of 1998.[67] CVG also idea information technology could re-institute Sega as the ascendant console manufacturer after the relatively unsuccessful Saturn.[73]

Sonic Adventure won a Blockbuster Entertainment Award in the "Favorite Sega Dreamcast Game" category,[74] and it was a runner-up for GameSpot 's annual "All-time Console Platform Game" award, which went to Rayman 2: The Bully Escape.[75]

Rereleases [edit]

Sonic Chance DX: Manager's Cut [edit]

Top: Sonic runs from an orca that is chasing him in the original Dreamcast version of Sonic Adventure. Bottom: The same scene in Sonic Adventure DX, showing the graphical upgrades applied to the game.

The original Sonic Adventure on the Dreamcast (superlative) compared to Sonic Hazard DX on the GameCube (lesser)

In 2001, Sega appear it would transition from a first-political party to a third-political party software publisher, in response to the international failures of the Saturn and Dreamcast.[76] [77] Wanting to achieve new players by creating an enhanced version of 1 of its older games, in June 2003 Sega released Sonic Adventure DX: Director's Cutting, a port of Sonic Hazard for the GameCube and Windows.[4] : 141 [19] While mostly identical to the original release, Sonic Take chances DX features updated graphics, including higher-resolution textures and more detailed character models,[9] aims for a frame rate of lx instead of 30,[2] and sports a redesigned Chao-raising system that uses connectivity with the Game Boy Accelerate (GBA). It includes lx new missions and the option to unlock all 12 Sonic games released for the Game Gear.[9] Additionally, Metallic Sonic can be unlocked equally a playable grapheme if all 130 emblems are nerveless.[78] These features were added to appeal to players of the original game.[4] : 141

Sonic Take chances DX received mixed reviews.[79] GameSpot was disappointed the rerelease did non address the bug of the original version, irritated the graphics were but marginally different, and dissatisfied with its standoff detection. GameSpot offered some praise for the extra features, such as the missions, but concluded players were better off playing the Dreamcast version.[two] IGN agreed, calling information technology "a sloppy port of a game that has long been undeserving of its high praise." IGN noted its frequent frame rate drops and described its camera one of the worst in a video game. IGN said the connectivity to the GBA Sonic games added depth but concluded this was non plenty to compensate for the port's bug.[9] Nintendo Globe Report was more positive, praising the Game Gear games for retaining their multiplayer support and finding Sonic and Tails' gameplay enjoyable.[80]

HD version [edit]

In September 2010, Sega rereleased Sonic Adventure as a downloadable game for the Xbox 360 and PlayStation 3, followed by a Windows release in March 2011 via Steam.[81] [82] [83] This version is based on Sonic Take chances DX and supports high-definition visuals at a four:3 aspect ratio.[81] Sonic Adventure DX's boosted content was removed,[81] just the mission fashion and Metallic Sonic tin can exist reimplemented past purchasing additional DLC.[84] The game was also included in the Dreamcast Collection compilation in 2011,[85] and is backwards-compatible with the Xbox One and Xbox Series X/S.[86]

Reviews of the 2010 rerelease were more often than not unfavorable,[87] with criticism directed at the perceived lack of endeavor put into the port.[81] [88] IGN chosen it "and so fundamentally flawed that it borders on unplayable", observing that the sections that worked best required the least input from the role player. IGN criticized the lack of widescreen back up but offered minor praise for its steady frame rate.[88] 1UP.com lambasted the port for what they called its slapdash quality, criticizing its brandish, controls, and dated pattern, and saying information technology "feels similar information technology wasn't fifty-fifty tuned for the Xbox 360 controller and its analog sticks".[81] Destructoid was less harsh, writing that fans of the franchise would be able to enjoy the game only warned casual players that "all y'all'll find is a relic that was once considered greatness".[89]

Legacy [edit]

With well-nigh gimmicky 3D platform games focusing on exploration and collecting items, Sonic Hazard stood out with its linear gameplay.[7] Co-ordinate to GamesRadar, equally ane of the get-go sixth-generation panel games, it changed the industry "forever".[72] Joystiq wrote that both Adventure and the original Sonic the Hedgehog had innovated—in 3D and 2nd games, respectively—through effective linear level blueprint and by feeling "good to play".[90] In 2009, GamePro listed Sonic Adventure as the 7th-best platform game of all time, maxim information technology had not anile well in sure aspects but its cadre gameplay remained amid the all-time of the Sonic serial.[seventy] Several journalists ranked the game among the serial' best,[91] [92] but Kotaku argued the add-on of voice acting and greater focus on plot changed Sonic into "a apartment, lifeless husk of a grapheme, who spits out slogans and generally has only one personality way, the radical attitude dude, the sorry recycled image of vague '90s cultural concept".[93]

Many of Sonic Risk 's designs and concepts were reused in subsequently Sonic games. The direction, basic gameplay, and Uekawa's modernized graphic symbol designs became series staples.[26] [94] The first level in the 2006 Sonic the Hedgehog reboot heavily references Sonic Take a chance 's Emerald Declension stage.[95] To gloat the Sonic serial' 20th ceremony in 2011, Sega released Sonic Generations, which reused aspects from by games in the franchise. The Xbox 360, PlayStation 3, and Windows versions incorporate reimagined versions of the Speed Highway level and the Perfect Anarchy boss fight,[96] [97] and the Nintendo 3DS version contains a remake of Emerald Coast.[98]

Several characters that first appeared in Sonic Adventure appeared in later games. As well as appearing in Sonic Generations, Chaos is an antagonist in the 2017 entry Sonic Forces;[99] information technology and Gamma are playable characters in the 2004 fighting game Sonic Boxing;[100] and a recreation of its dominate fight appears in Mario & Sonic at the Olympic Winter Games.[101] The Chao creatures as well feature predominantly in after games.[28] [102] 1 of the characters introduced in Adventure, Large the True cat, became infamous for his negative reception. Game Informer considered his gameplay painful and deadening,[103] while Destructoid decried his portrayal as a "mentally handicapped imbecile" and his voice thespian'south incoherent performance.[89] Large is widely considered past video game journalists the worst character in the Sonic franchise,[103] [104] [105] and was named one of the worst game characters in a poll conducted past 1UP.com.[106]

On October 4, 1999, Sega announced that a sequel to Sonic Gamble was in development.[107] Sonic Adventure 2 made its debut at E3 2000[108] and was released in June 2001.[109] The sequel was designed to exist more action-oriented than the slower-paced, story-centric Adventure and to requite all the characters equal playtime.[28] Like its predecessor, Sonic Chance 2 received positive reviews.[110] A concept for Sonic Risk 3 was reworked into the 2008 game Sonic Unleashed.[111] In 2017, Iizuka stated there were no plans for a 3rd Sonic Risk game, saying it would not advance the series' design. He did not dominion out the idea, maxim "If we tin get the gameplay to evolve and become to a place where Adventure iii makes sense, then you might see an Run a risk three come out".[112] In Dec 2018, Iizuka expressed interest in remaking Sonic Adventure.[113]

The plot of Sonic Hazard was adjusted in the 2nd season of the 2003 Sonic the Hedgehog anime series Sonic X. American licensing corporation 4Kids Amusement hired a new voice cast for the English language-language dub but the Japanese cast from the games reprised their roles in the original version of the prove.[114] Archie Comics also adapted the game in its Sonic the Hedgehog comic book serial. The comic offered an caption for the altered character designs and established that Station Square was subconscious below Sonic's planet, Mobius.[115]

Notes [edit]

  1. ^ Japanese: ソニックアドベンチャー, Hepburn: Sonikku Adobenchā
  2. ^ Only three Sonic games were produced for the Saturn: Sonic 3D Blast in 1996, and Sonic Jam and Sonic R in 1997. Sonic R was the only original game in the serial for the Saturn, as 3D Blast and Jam were ports of Genesis games.[18]

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External links [edit]

  • Official website (in Japanese)
  • Sonic Run a risk DX at Sega's official website (in Japanese) (archive)

colechatthould.blogspot.com

Source: https://en.wikipedia.org/wiki/Sonic_Adventure

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