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GAMES

SONIC ADVENTURE
Copyright © 1998 Sega Enterprises, Ltd.
Sega Dreamcast (1 GD-ROM)
Action/Adventure
1 Player
VGA Compatible
Internet Enabled
VMS Mini-game included
HD4-0001
¥5800
Available now in Japan
Where to buy
FAQ

—by Kenneth Lee
























Back in November of 1998, Sega's Dreamcast was launched. What should've been a stunning debut with unparalleled sales turned out to be a fiasco of sorts, as a shortage hit Sega and the majority of gamers waiting for systems were left empty-handed. And worse still, the debut batch of games for the Dreamcast left much to be desired, as even the flagship VIRTUA FIGHTER 3TB was a rushed port. But now all has been made right with the world debut of Sega Japan's SONIC ADVENTURE. This is the first true world-class title for the Dreamcast, and SONIC ADVENTURE is pure gaming brilliance. Folks, this is what you've all been waiting for from Sonic Team after years of absence—the next true installment of the SONIC series. From the best graphics ever seen in a video game, to the rockin' soundtrack, to the insane level design, SONIC ADVENTURE is Yuji Naka's greatest masterpiece and the must-have game of the year.
  The premise is simple: Dr. Eggman (a.k.a. Dr. Robotnik) is out to collect all the Chaos Emeralds to give to his new "pet," the Chaos monster. If he succeeds in collecting all the gems it could mean the end of the world as we know it. While the plot may not be the most creative, it is at least true to the legendary SONIC series: Always a tale of Sonic vs. Dr. Eggman. But this time things are a bit different; the most glaring change being the astounding graphics and large cast of characters. You can play as Sonic or one of his buddies: Tails, Knuckles, Amy, Big the Cat, or E-102. And the characters' stories all mesh together to flesh out the complete plot. You can see various events—that you saw earlier as Sonic—occur through Tails's eyes, and we discover the tragic events of Knuckles's past.
  The graphics in SONIC ADVENTURE are simply the most astounding, jaw-dropping visuals to have ever graced a video game! Forget VOODOO2, forget ZELDA, or even VF3. Sonic Team has raised the bar for graphical excellence in a video game. The characters in SONIC ADVENTURE are all extremely well built with many polygons, but they are so well constructed that you almost never see them as polygon models, but rather as amazing 3D cartoon caricatures. When you see Sonic blasting through the Emerald Coast with a killer whale chasing him down, shattering the entire harbor behind him all in a rock-solid hi res 30 frames-per-second, you will realize the power. In fact, every single stage is crafted with care. From the breathtaking Windy Valley, with it's open-ended atmospheric layout, to the madness-inducing cyber-mechanical final stage, Final Egg, the years of research that Yuji Naka and Sonic Team have done visiting real world locales are readily apparent. The best example is the complete Mystic Ruin area, with its lush jungles, rivers, and Aztec-inspired ruins. Indeed, the graphics serve as the crowning achievement and highlight of SONIC ADVENTURE, and there are not enough adjectives to describe the visuals you will see.
  While there is some pop-up (quite noticeable at times), it is always in the distant background and it never affects the gameplay. There are some moments of slowdown as well, but this is a very rare occurrence and when it does happen, it's very brief. Despite these minor negatives, this is the single most graphically impressive game ever.
  The main themes for SONIC ADVENTURE are made up of classic 80s Rock (Van Halen, Def Leopard, Metallica come to mind). This is a very good thing, as Sonic Team's last endeavor, BURNING RANGERS, went off on a very derivative R&B trip. But as in its level design, the aural assault for SONIC ADVENTURE is varied and fresh, with not only 80s Rock but also nice tribal ethnic music (Mystic Ruin) and cool techno Drum & Bass. Also, the characters' voices are all excellently portrayed by some very talented seiyuu (Japanese voice actors). In fact, a highlight of the game would have to be Sonic's voice, which is an excellent parody/tribute to Bud Mint of KO CENTURY BEAST anime fame. The combination of hip English words with colloquial Japanese produces some extremely hilarious dialog.
  Interestingly, the crucial area of gameplay is where SONIC ADVENTURE both succeeds and (at times) fails. First off, SONIC ADVENTURE is essentially a 3D Action Platform game, akin to MARIO 64. There are huge open 3D environments that you can explore, and you start off in a safe haven of sorts, Station Square (the imaginary town that Sonic resides in). You can visit various locations like the Resort Hotel, the Train Station, and a Vegas-like gambling area, all splendidly built in 3D. From this area you can travel directly to various stages of the game, like Emerald Coast, or you can travel to a new location by train. There are 10 basic stages that you will traverse as Sonic, and as I said, they are wonderfully scenic and varied. The Casino Stage (Casinopolis) offers a NiGHTS Pinball game, and in the amazing Ice Cap stage you end up being chased by a huge, mountain-wide avalanche, replete with massive amounts of crumbling debris! It is amazing to say the least.
  The controls for SONIC (and all the characters) are easy enough. For example, Sonic has a basic Spin Attack (Jump) with the A Button, a Homing Attack, also with the A button, and a Spin Dash with the B Button. Later on, you can discover new attacks for Sonic, such as the Light Speed Dash, and this can even be modified. Each of the other characters also has his/her own set of unique controls, but they never stray from the simplicity of Sonic Team's design, which is a good thing.
  Being that this is a completely open 3D game environment, control and camera angle are crucial. With Sonic, his Homing Attack solves the problem of precise attacks in a 3D environment, as it (usually) homes in on the nearest "hot spot" target (enemy or item). This aspect is a necessity in making the game playable, because without it, guiding Sonic to attack at the exact right angle would be a formidable exercise in patience.
  But the interaction between controls and camera have a few problems, such as figuring out which direction is up (or correct). For example, in Stage 1, Emerald Coast, when Sonic is being chased by Shamu the killer whale, the camera rapidly switches to different angles and perspectives. You see Sonic running towards the screen and then to the side, etc., and all the while you basically just hold Up (the direction you started the sequence with). But on Stage 2, Windy Valley, when you're running around the spiraling chain fence track, you actually have to constantly move the analog pad around to guide Sonic around the winding track—a completely different control scheme than what was used earlier. This can lead to some frustrating moments.
  And while the control itself for SONIC ADVENTURE is for the most part dead-on, the camera movement is probably the worst aspect of SA. The camera is always trying to get the best (or most dynamic) angle for the gamer to play in. And as sometimes happens in games like TOMB RAIDER, the camera can clip into the ground or through a wall, or sometimes you can't even see your character unless you move out of the way. At times the camera can actually get stuck behind a wall or a section, and you have to just move around blindly to get the camera unstuck. Most of the time, this is only a minor annoyance, but on some stages and sections, this can lead to much frustration and even Sonic's demise. Still, to be fair, even the great Shigeru Miyamoto couldn't solve the 3D camera problem in his masterpiece, MARIO 64.
  One other aspect of true 3D gaming that can lead to disorientation is the problem with perspective. Every once in a while, when you are blasting through various levels and have to land on tiny platforms, you might end up missing the platform by a few inches due to odd perspective and misjudged depth. In other words, you could've sworn you were on target, but instead you were slightly off and end up dying. This is not really a problem with SONIC specifically, but rather an inherent problem with 3D gaming in general. It's a tricky thing to properly gauge exactly how far to jump to the next platform. With the old-school 2D games of yore, this was never a problem; you knew exactly how far it was to the next platform, or how high the next ledge was (you could probably count the pixels).
  Perhaps the epitome of this problem is with the final boss encounter with Dr. Eggman in his Egg Viper. No spoilers, but suffice to say that all the lives I lost in that encounter were due to inaccurate Homing Attacks and perspective. For example, when Dr. Eggman shot his spinning blades at me, there were times when I could've sworn that I'd made the jump onto the spinning blade. But with the true 3D perspective, it ended up that I was just short of making the jump. Then after he draws you in (and you're standing on the spinning blade), Sonic's Homing Attack sometimes clips through and misses Dr. Eggman completely! What's frustrating is that Sonic's Homing Attack is supposed to home in on the nearest "hot spot" or target, provided that Sonic is facing it and in range. This didn't always happen in this encounter. Also, once in a while, Sonic has a tendency to clip through the ground or walls. These little bugs mar the overall gameplay experience and unfortunately prevent SONIC ADVENTURE from being perfect or classic. One can only hope that these aspects will be corrected with the USA release, as SONIC ADVENTURE was rushed to make Christmas in Japan. But in the end, the frustration these problems caused was nothing compared to the sheer fun and brilliance of blasting through various levels at ridiculous speeds.
  One special area that deserves mention is the NiGHTS A-Life system. It seems that this system was so popular that Naka and company brought it back and revamped it for SONIC ADVENTURE. For those that didn't play NiGHTS (Saturn), there was an A-Life system that was basically made up of a complex AI system that monitored and tracked various A-Life creatures throughout the NiGHTS game. They were basically little eggs and creatures that you met along the way that you could hatch, and every single A-Life had its own individual personality. Well in SA, you find various A-Life eggs, called "Chao" and you can bring them back to your rest areas, hatch them, and raise them! What's so amazing is that you can download them onto your VMS memory card and then raise them like Pocket Monsters or Tamagotchi. There are even little mini-games that you can play on the VMS. In addition, each individual Chao can be named whatever you want and they have individual stats like an RPG (Strength, Hit Points, etc.). You can then use your Chao to fight other Chao. Or you can upload them back into the Dreamcast and then race them, kinda like Chocobo Racing in FINAL FANTASY VII, only simpler.
  In conclusion, SONIC ADVENTURE is one of the most amazing games ever made. This is pure gaming excellence, as the graphics are mind-numbing, the soundtrack kickin', and the gameplay pure bliss. SONIC ADVENTURE is definitely not perfect, as camera problems, perspective issues, collision detection, and clipping detract from the overall experience. (The short 20 second endings for many of the characters didn't help either.) But one cannot help but be amazed at the total graphical brilliance in this game. From seeing dolphins jumping around in the water while you are thousands of feet in the air, to the breathtaking sunset in the Mystic Ruin with real-time lighting effects, to the epitome of "Bad-ass"—Super Sonic going one-on-one with Perfect Chaos—this game exudes care. You can tell that Sonic Team went out of their way to craft this game. This is one that every gamer should experience at least once. Here is true Dreamcast power, and Yuji Naka's masterpiece.

Rating: 9.3/10


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