Sonic Adventure 2

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Sonic Adventure 2 is a 2001 platform game created by Sonic Team USA and released by Sega for the Dreamcast. The game has two storylines: one follows Sonic the Hedgehog, Miles "Tails" Prower, and Knuckles the Echidna as they try to save the world. The other storyline follows Shadow the Hedgehog, Doctor Eggman, and Rouge the Bat as they attempt to take control of it.

Sonic Adventure 2 is a 2001 platform game created by Sonic Team USA and released by Sega for the Dreamcast. The game has two storylines: one follows Sonic the Hedgehog, Miles "Tails" Prower, and Knuckles the Echidna as they try to save the world. The other storyline follows Shadow the Hedgehog, Doctor Eggman, and Rouge the Bat as they attempt to take control of it. The game includes three different types of gameplay: fast-paced platforming for Sonic and Shadow, third-person shooting for Tails and Eggman, and exploration-based treasure hunting for Knuckles and Rouge. Like earlier Sonic games, players collect rings and defeat enemies to complete levels. Outside of the main game, players can care for a virtual pet called Chao and play multiplayer battles.

After the release of Sonic Adventure in 1998, Sonic Team reduced its size, and some members moved to San Francisco to form Sonic Team USA. They worked on Sonic Adventure 2 for about 18 months, with Takashi Iizuka as director and Yuji Naka as producer. Created during a difficult time for Sega, Sonic Adventure 2 had a smaller team than the first game. Sonic Team USA simplified the design to focus on faster, action-filled gameplay, giving each character roughly the same amount of playtime. The game’s levels were inspired by American locations like San Francisco and Yosemite National Park. The soundtrack, composed by Jun Senoue, Fumie Kumatani, Tomoya Ohtani, and Kenichi Tokoi, includes music styles such as pop-punk, glam metal, rap, and orchestral arrangements, with performances by several metal singers.

Sonic Adventure 2 was released in June 2001, marking the 10th anniversary of the Sonic franchise. It was the last Sonic game made for a Sega console, released shortly after Sega stopped making the Dreamcast and shifted to third-party development. Later in 2001, the game was released for the GameCube as Sonic Adventure 2 Battle, the first Sonic game on a Nintendo console. The game received mostly positive reviews for its variety of gameplay, visuals, and music, but some criticized its camera system, voice acting, and story. While reviews of the GameCube version were mixed, it sold 1.7 million copies worldwide, becoming one of the best-selling GameCube games and the best-selling third-party title for the console. After Sonic Adventure 2, Sonic games were released on multiple platforms, starting with Sonic Heroes in 2003.

Sonic Adventure 2 helped introduce Sonic to a larger audience through its GameCube version. It introduced characters and ideas used in later games, such as Shadow the Hedgehog, who became a popular character and appeared in spin-off games like Shadow the Hedgehog (2005) and Shadow Generations (2024). Sonic Adventure 2 remains popular among fans and was re-released for the PlayStation 3, Xbox 360, and Windows in 2012. Its first level, City Escape, is considered one of the greatest opening stages in video game history. The game is often ranked among the best Sonic games, though some players find it divisive because of its focus on multiple characters. The story has been adapted in media, including the anime series Sonic X (2003–2006) and the live-action film Sonic the Hedgehog 3 (2024).

Gameplay

Sonic Adventure 2 is a 3D platform game with two separate storylines: the Hero campaign and the Dark campaign. In the Hero campaign, players control Sonic, Tails, and Knuckles, who work together to save the world. In the Dark campaign, players control Shadow the Hedgehog, Doctor Eggman, and Rouge the Bat, who try to take over the world. Each campaign includes levels for all three characters, showing different parts of the story. The levels have many different settings, such as cities, jungles, deserts, and outer space, and some include boss battles. The two storylines happen at the same time, and completing both unlocks a final story with all six characters, ending with a final boss fight.

Sonic and Shadow play fast-paced levels that focus on jumping and moving quickly. They can use a special move to target robots created by Eggman and GUN, and they can ride along rails. Tails and Eggman play slower levels where they use mechs to shoot enemies in different directions. They can jump short distances, hover, and fire weapons. Knuckles and Rouge explore open levels where they search for treasure. In each level, they must find three pieces of the Master Emerald. Their search is guided by radar and clues from harmless robots. Knuckles and Rouge can glide, punch enemies, kick enemies, and climb walls to find power-ups.

The game uses a health system similar to other Sonic games. Players collect rings scattered throughout levels. If a player is hit by an enemy while holding rings, they lose all their rings. If they are hit without rings, they lose a life. Tails and Eggman have health bars that slowly refill when they collect rings. If a player runs out of lives, the game ends. Characters can earn permanent upgrades that give them new abilities. For example, Sonic and Shadow can dash along a line of rings to reach faraway platforms. Tails and Eggman get hover jets to cross large gaps. Knuckles and Rouge can dig into the ground to find treasure and pieces of the Master Emerald.

In addition to the main story, players can raise Chao, which are virtual pets. Each Chao has five traits (swimming, flying, running, strength, and stamina) and a scale from Hero to Dark. From the moment they hatch, their traits can be improved by using Chaos Drives or small animals found in the game. These improvements help them compete in mini-games like karate and racing. A Chao’s scale changes based on which characters they like. For example, a Chao that likes Tails becomes more Hero-like. Playing with Chao increases their affection. When a Chao becomes fully Hero or fully Dark, it stays that way forever. Although Chao eventually die, they can be reborn if they receive enough affection during their lives.

The game has 180 emblems that players earn by completing tasks. Each level has five missions. Only the first mission is needed to continue the story, while other missions include completing harder versions of levels or collecting 100 rings. Players earn emblems by finishing missions and other tasks, many of which involve raising Chao. Collecting all emblems unlocks a 3D version of the Green Hill Zone from the original Sonic the Hedgehog game.

The game includes several two-player modes. Players can race through new or changed levels, fight in shooting battles inside mechs, search for Master Emerald pieces, or race in go-karts. Some characters can be played in these modes but not in the main story. For example, Tikal and Chaos from the original Sonic Adventure can be played in treasure-hunting games. Amy Rose and Metal Sonic can be played in foot-racing levels and mech battles. Chao and Big the Cat can be played in shooting levels, with Big the Cat replaced by a Dark Chao in Battle mode.

Plot

Doctor Eggman discovers a secret weapon in the diary of his late grandfather, Professor Gerald Robotnik. He enters a high-security Guardian Units of Nations (GUN) facility to reactivate the weapon using a Chaos Emerald. The weapon is Shadow, a black hedgehog who calls himself the "Ultimate Lifeform." He offers to help Eggman conquer the world and tells him to meet at an abandoned space colony, the ARK, with more Chaos Emeralds. Shadow has vowed to keep a promise he made to his friend, Eggman's cousin Maria, before she died. Shadow, who has forgotten some memories, believes the promise means revenge. Shadow steals a Chaos Emerald, and GUN arrests Sonic after mistaking him for Shadow.

Knuckles encounters Eggman and Rouge, a government spy, trying to steal the Master Emerald. He stops them by breaking the Master Emerald and searches for its scattered pieces to repair it. Rouge follows Eggman to the ARK, where Shadow shows Eggman the Eclipse Cannon, another weapon created by Gerald. Shadow plans to power the cannon with seven Chaos Emeralds to take over the world. Rouge offers her help and gives Shadow and Eggman another Chaos Emerald to gain their trust. Tails and Amy enter GUN's base to rescue Sonic, while Rouge retrieves three emeralds from the base before Eggman destroys it. Eggman makes a global broadcast, threatening to destroy Earth if he is not accepted as ruler within a day. He demonstrates the cannon's power by destroying half the Moon. Sonic, Tails, and Amy meet Knuckles and use a Chaos Emerald to track the others to the ARK.

Knuckles separates from the group and finishes repairing the Master Emerald. On the ARK, Tails gives Sonic a fake Chaos Emerald to destroy the Eclipse Cannon. As Sonic is about to use it, Eggman captures Tails and Amy, forcing Sonic to return and rescue them. Sonic tries to trick Eggman with the fake emerald, but Eggman realizes the plan and sends Sonic away in an escape pod with explosives. Sonic uses the fake emerald's power to escape. Eggman takes the last emerald and activates the Eclipse Cannon. The ARK begins to fall, and a recorded message from Gerald is broadcast globally: he programmed the ARK to crash into Earth if the emeralds were used, as retaliation against the government for condemning his research and killing his colleagues, including Maria. Everyone except Shadow works together to access the cannon's core and stop the ARK using the Master Emerald.

Amy asks Shadow for help, and he remembers his promise to Maria to help humanity, not destroy it. Shadow joins Sonic and Knuckles in the core, where they face the Biolizard, a giant lizard and prototype Ultimate Lifeform. Knuckles deactivates the Chaos Emeralds with the Master Emerald, but the Biolizard merges with the cannon, continuing the ARK's crash course. Sonic and Shadow use the emeralds to transform into their super forms, destroy the Biolizard, and stabilize the ARK's orbit. This drains Shadow's energy, and he falls to Earth, fulfilling his promise to Maria. People on Earth celebrate as the group returns, and Sonic says goodbye to Shadow.

Development

Sonic Adventure was the first 3D platformer game in Sega's Sonic the Hedgehog series. It was created by Sonic Team and released for the Dreamcast in Japan in 1998. Even though the game was successful, Dreamcast sales did not meet Sega's goals. The Adventure team was reduced in size, and Sega moved the game's director, Takashi Iizuka, to San Francisco, California, to start Sonic Team USA. Sega wanted to follow a pattern of making a game in Japan and its sequel in the US, as it had done with the original Sonic and Sonic the Hedgehog 2 (1992). Only 11 staff members, much fewer than the 120 who worked on Adventure, joined Iizuka. They began working on Sonic Adventure 2 after spending six months adapting Adventure for Western audiences.

Shiro Maekawa, who wrote parts of Sega's Panzer Dragoon Saga (1998) and joined Sonic Team during Adventure's development, created and wrote the story for Adventure 2. Maekawa accepted the role after learning he did not need to be an artist to write a story or storyboards. Because Adventure 2 was the first Sonic game released in the 21st century, Maekawa wanted a large part of the story to take place in space. Other members of Sonic Team were unsure, but Maekawa convinced them. He was influenced by manga and anime he enjoyed as a child, including Please Save My Earth (1986–1994). Maekawa did not like Sonic as a character and used Adventure 2 to change him to fit his preferences.

One of Sonic Team's ideas from Adventure that was not used was a black hedgehog who could rival Sonic's coolness. This idea was brought back during Adventure 2's planning. The hedgehog was first made a villain, but Iizuka decided to make him an antihero, a popular type of character in the US. He said the Image Comics character Spawn influenced this choice. Maekawa struggled to develop the character until he wrote lines for a scene where Sonic confronts the hedgehog for impersonating him. Maekawa decided the character should be gentle and pure, using the humble Japanese pronoun "boku" (僕) to refer to himself. The character was first named Terios the Prisoner but was later renamed Shadow after another new character, a bat named Rouge. Sonic Team saw Shadow as a one-time character who would not appear in future Sonic games.

Like the first Adventure, Iizuka directed Adventure 2, while Yuji Naka, the co-creator of the Sonic franchise, produced it. Adventure 2's development took about a year and a half, and 15 or 16 people worked on it. Three or four staff were hired from Sega's arcade game division. Iizuka said the team had to change their work habits and focus on efficiency because of the smaller group. He said, "Each member of the staff had to be as efficient as possible, using the smallest amount of time and money they could!"

Iizuka described Sonic Adventure 2's development as "trying to make the impossible possible," because Sonic Team USA had to create a game as large as the first Adventure with less than one-tenth of the staff. Despite this, he said Adventure 2 was the most fun Sonic game to develop, because the small team allowed them to "condense all the good elements from the previous game, and deliver a story and game that was satisfying to players everywhere." Because of the smaller team, Sonic Team USA split Adventure 2 into two campaigns featuring character teams instead of the first Adventure's format of six characters. Adventure 2 used the same game engine as the first game, but with improved texture quality and collision detection.

Sonic Team designed Adventure 2 to be faster and more action-focused compared to the slower, story-focused Adventure. While Sonic Team tried to include as much content as possible in Adventure, for Adventure 2 they focused on the elements they considered most important. Iizuka said players who preferred action found much of Adventure's content unnecessary, so Sonic Team USA aimed to simplify the experience while keeping Adventure's "bulkiness." They removed the hub worlds and used a more direct level progression, similar to older Sonic games. They divided action and exploration sequences among the characters instead of mixing them. Each level was designed for its character, and unlike Adventure, where some playable characters had short campaigns, all six Adventure 2 characters have roughly equal gameplay time.

Iizuka said Adventure 2 was designed to have "more of an American flavor" than Adventure, because it was developed in the US. The art director, Kazuyuki Hoshino, noted Sonic was a character meant to appeal to Western audiences, and working in the US allowed Sonic Team USA to capture an American atmosphere more successfully. The levels, based on Maekawa's story and settings, were inspired by American locations such as Yosemite National Park (where the team vacationed) and the San Francisco Bay Area. Iizuka said they did not intend to "create a simulation of San Francisco" but rather to reflect the influence of their surroundings. The staff often received parking tickets from local authorities; as a joke, they included the authorities' cars in a level where Sonic could destroy them. When Adventure 2 was ready for manufacturing, one artist suggested adding Green Hill Zone, the first stage from the original Sonic the Hedgehog. Iizuka liked the idea but expected the team to object, so he, the artist, and a programmer spent a week working on it separately.

Among Sonic Team USA's goals were a frame rate of 60 frames per second (FPS) to make the gameplay feel faster and a multiplayer mode. Achieving 60 FPS required some design changes, but Naka said Sonic Team's experience with the Dreamcast hardware made it possible. He felt the team had

Release

Sega planned to release Sonic Adventure 2 between the 2000 Christmas shopping season and early 2001. GameSpot reported that the game would be released in February 2001. In late 2000, Sega told reporters that the game had been delayed to later in 2001. Sonic Adventure 2 was released on June 19, 2001, in North America and June 23 in other countries.

Sega announced Sonic Adventure 2 at E3 in May 2000 with a trailer shown to journalists and a press release. Game Informer reported that the game was 40% complete at that time. Sega shared the trailer online when it launched Sonic Team’s website on June 30 and let journalists play a demo version in December. Early copies of Sonic Team’s Phantasy Star Online, released in Japan in December and worldwide in January 2001, were bundled with the demo. The demo included the opening cutscene and level, ending with a trailer showing later levels. Sega showed Sonic Adventure 2 again at E3 2001.

On June 13, 2001, Archie Comics published a short version of the game’s story in its Sonic the Hedgehog comic book. The comic was written by Karl Bollers and drawn by Patrick Spaziante. Ken Penders, one of the series’ writers, said the team could not fully adapt the story because Sonic Team wanted to keep details secret. They only worked from the demo and a few screenshots. Penders said they planned to include the story in a special comic issue, but Archie Comics no longer published one-shots at the time.

Sonic Adventure 2’s worldwide release happened during Sonic’s tenth anniversary. Sega included this in its marketing. In Japan, Sega sold a limited edition “Birthday Pack” for two days. The pack included Sonic Adventure 2, a gold disc with Sonic music, a gold coin, and a 17-page booklet about the series’ history. On June 30, Sega held a celebration at a Software Etc. store in San Jose, California. Attendees could eat birthday cake, participate in giveaways, and get an autograph from Naka.

Sonic Adventure 2 was released during a difficult time for Sega. At the time, Sega faced competition from Sony Computer Entertainment’s PlayStation 2, lacked support from important outside developers, and had conflicts within the company. Peter Moore, president and chief operating officer of Sega of America, said the Dreamcast needed to sell five million units in the U.S. by the end of 2000 to stay successful. Sega sold only three million units and did not meet its goal. Lower prices and cash rebates to boost sales caused financial losses. On January 31, 2001, Sega announced it would stop selling the Dreamcast and become a third-party developer. However, Sega continued to release Dreamcast games through 2001. This change made Sonic Adventure 2 one of the last major Dreamcast exclusives and the final Sonic game for a Sega console. Many members of Sonic Team, including Naka, disagreed with the decision because they were already working on Sonic Adventure 3.

In April 2001, Sega announced that Sonic Team was making a game for Nintendo’s GameCube. The project remained secret until it was revealed at Nintendo Space World in August. Naka liked the GameCube hardware and encouraged fans to buy GameCubes. Shortly before the event, Sega confirmed the project was a version of Sonic Adventure 2 with the subtitle “Battle.” This was Sonic’s first appearance on a Nintendo console. GameSpot called this event “an unbelievable milestone of epic proportions.” Sonic Team kept most of the single-player gameplay the same but added multiplayer options, such as new maps and characters. The “Battle” version replaced the VMU’s features with connectivity to the Game Boy Advance game Sonic Advance (2001) through a link cable. Visually, “Battle” had improved texture resolution, though some textures were blurrier, and colors were brighter. The GameCube version of Sonic Adventure 2 was released in Japan on December 20, 2001, in North America on February 11, 2002, in Europe on May 3, 2002, and in Australia on May 17, 2002.

The Dreamcast version of Sonic Adventure 2 sold more than 84,000 copies in its first week in Japan (a franchise record) and about 500,000 copies worldwide. The Escapist noted these numbers were impressive, even though the Dreamcast had already been discontinued. In Japan, the GameCube version sold nearly 50,000 copies in its first month and 192,186 by December 23, 2002. In North America, it was the best-selling GameCube game between January and August 2002, selling 465,000 copies. By August 2002, it had sold more than a million copies worldwide. Cumulative sales reached 1.7 million, and by July 2006, it had earned $44 million in the U.S. According to Next Generation, it was the 42nd-best-selling game for the GameCube, PlayStation 2, or Xbox between January 2000 and July 2006 in the U.S. It is one of the best-selling GameCube games and the best-selling third-party GameCube game.

Reception

Sonic Adventure 2 received mostly positive reviews. Critics liked the game’s different ways to play. Edge and Four-Eyed Dragon from GamePro said the three playing styles and extra features, like Chao gardens, were fun. Johnny Liu from GameRevolution noted the game was enjoyable to replay because of its many styles and 180 different goals. Anthony Chau from IGN called it one of the best Sonic games: "If this is the last Sonic game on the Dreamcast, it’s satisfying to know the console ended with a strong performance." In 2022, IGN listed it as one of the best Dreamcast games.

Some critics had issues with the camera. Shahed Ahmed from GameSpot called the camera a big mistake in 3D platform games, as it forced players to jump to platforms not clearly visible. Players could adjust the camera with buttons, but it reset when the character moved. Chau and Liu said this made exploring tight areas in Knuckles’ and Rouge’s levels frustrating. Edge noted camera problems were common in the game, with little improvement from the first Sonic Adventure.

The game’s visuals were praised. Liu described them as "very bright and detailed." Four-Eyed Dragon said the game was "visually stunning," with detailed backgrounds and colorful characters. Chau called the textures "some of the best ever seen" and said it was one of the most beautiful Dreamcast games. Edge was impressed by the detail in textures and how far players could see in the game. Chau, Liu, and Ahmed also praised the smooth 60-frame-per-second speed.

Senoue’s soundtrack was positively reviewed. Ahmed said the music improved from the first game, with less focus on lyrics. Liu liked the "more understated" approach. Four-Eyed Dragon called the music a "variety of orchestrated pieces, guitar songs, and melodic hip-hop" that "fit perfectly into the game’s atmosphere." Opinions on the voice acting were mixed. Ahmed said the voice acting and lip-syncing were well done, but Liu and Chau thought the English voices were not as good as the Japanese ones.

The plot received criticism, but the way it was presented was praised. Ahmed wrote the story became "scattered and weak," not focusing enough on any one idea. Liu agreed the game’s ambitious themes did not advance the series’ story beyond older Sonic games. Edge appreciated the story’s presentation from both the hero’s and villain’s perspectives.

Although the Dreamcast version had high review scores, the GameCube version, released six months later, received mixed reviews, with scores of 73% and 72.33% on Metacritic and GameRankings. Critics said it was not much better than the Dreamcast version. However, Shane Bettenhausen from GameSpy thought the GameCube version, called Adventure 2 Battle, was clearly better, with upgrades that worked better with the GameCube’s controller.

Sonic Adventure 2 received several awards, including the 2001 IGN Editors’ Choice Award. ScrewAttack ranked it as the fifth-best Dreamcast game, and GamesRadar placed it as the tenth-greatest Dreamcast game out of 25: "Despite recent declines, the 3D Sonic games had a strong start with Sonic Adventure, and the 2001 sequel improved the action." In 2014, IGN’s Luke Karmali named Battle his tenth-favorite game of all time. In a video interview with Sonic Team leader Takashi Iizuka, he said Sonic Adventure 2 is his favorite game in the series.

Post-release

Development of the next Sonic game, Sonic Heroes (2003), started at Sonic Team USA shortly after Sonic Adventure 2 was completed. Iizuka decided to make Heroes as a standalone game instead of a sequel to reach more players. Heroes was the first Sonic game available on multiple platforms, released for the GameCube, PlayStation 2, and Xbox in late 2003. Another 2003 Sonic Team game, Billy Hatcher and the Giant Egg, used an updated version of the Adventure 2 engine. Ohtani, who first created Sonic music for Adventure 2, became the series’ sound director for Sonic the Hedgehog (2006).

Sega’s decision to stop making the Dreamcast made Sonic Adventure 2 the last Sonic game produced by Sonic Team with the advantages of first-party development. While Adventure 2 was made using proprietary software, Sonic Team USA worked with Criterion Software to use RenderWare so Heroes could be programmed and shared across platforms. Iizuka said losing first-party development benefits was the biggest challenge during the shift to third-party work, as his team "no longer [had] the ability to control what we need[ed] to make our games." Naka had mixed feelings about Sonic becoming a multiplatform franchise and left to start his own studio, Prope, in 2006.

Shadow quickly became a fan favorite, so Sonic Team USA revised his apparent death in Adventure 2’s ending to include him in later games, starting with Heroes. After Heroes, Sonic Team USA was renamed Sega Studios USA. Their next project was Shadow the Hedgehog (2005), a spin-off focusing on Shadow that continued storylines from Adventure 2. The division made Nights: Journey of Dreams (2007) before merging back into the Japanese Sonic Team in 2008. Iizuka became the head of Sonic Team after the merger.

Marvelous Entertainment released a collection of Sonic Adventure 2 songs, Cuts Unleashed Sonic Adventure 2 Vocal Collection, on August 18, 2001, and later released the full two-disc soundtrack album, Multi-dimensional Sonic Adventure 2 Original Sound Track, on September 5. Tokyopop released a U.S. version of the soundtrack on February 5, 2002, before the GameCube version’s release, featuring 26 tracks chosen by Senoue and U.S.-exclusive remixes. On November 30, 2011, Sega released the soundtrack on iTunes through its Wave Master label to celebrate the franchise’s 20th anniversary. Brave Wave Productions released a vinyl version of the soundtrack with interviews with Senoue and Iizuka in 2018.

Sega released a downloadable version of Sonic Adventure 2 for the PlayStation 3 (via PlayStation Network) and Xbox 360 (via Xbox Live Arcade) on October 2, 2012, and for Windows (via Steam) on November 20. This port followed a similar reissue of the first Adventure game in 2010 and was part of Sega Heritage, a 2012 initiative to re-release popular games on modern consoles. The reissue includes high-definition graphics and widescreen support, though some cutscenes remain in 4:3 format. Otherwise, it is mostly the same as the original versions, but it lacks the Dreamcast version’s online features and the GameCube additions are available for purchase as downloadable content (DLC). In 2017, the PlayStation 3 version became playable on PlayStation 4 and Windows through PlayStation Now, and the Xbox 360 version was made backward compatible with the Xbox One.

Legacy

Sonic Adventure 2 is often listed as one of the best Sonic games. GameSpot and Kotaku said it was a satisfying ending to Sonic’s time on Sega hardware, and Game Informer called it a good follow-up to Adventure. However, some critics found it controversial, and the 2012 remake received "mixed or average reviews" according to Metacritic. Some fans think it is the best game in the series, but others say it is unfocused—"good at many things but not great at any," as The Escapist wrote. The Escapist also said that depending on who you ask, the game represents the franchise at its best and worst.

Many reviewers praised Sonic and Shadow’s levels, the Chao Garden, and the soundtrack. GamesRadar+ said the faster pace and focus on exciting visuals helped improve the series. However, the game’s use of multiple characters with different gameplay styles has caused debate. IGN liked the variety of gameplay, but Kotaku said many players only enjoy Sonic and Shadow’s levels. Some critics, like Game Informer, found Tails and Eggman’s levels okay but thought Knuckles and Rouge’s were annoying. Nintendo Life disagreed, saying Knuckles and Rouge were "entertaining enough" while Tails and Eggman were "rubbish." TechRadar noted that the variety of gameplay styles made the quality of levels change more than in Adventure, though Sonic and Shadow’s levels were better. Kotaku said the other characters’ levels were more immersive, even if they were not well-designed.

Critics also pointed out problems with the camera, which made it hard to see enemies and platforms, poor voice acting, and the story. The way characters’ dialogue overlaps in cutscenes has been called infamous. The Escapist and VentureBeat said the story was confusing, Destructoid said it was hard to get through, and Vice joked it was like a simple children’s book about Armageddon. Nintendo Life said the plot could have been interesting if not for plot holes caused by different storylines in the game. However, VentureBeat praised the good-vs.-evil theme as clever and Rock Paper Shotgun said the story was one of Sonic’s best despite some dramatic moments. They highlighted a scene where Eggman destroys the Moon as more impactful than his plans in later games.

VentureBeat said Adventure 2 did not meet modern standards, with outdated camera work and trial-and-error design. Destructoid said the game was only worth playing because of the Chao Garden. A Vice writer said playing the game again after a decade showed it was not as good as remembered. VentureBeat said it is more important for being the last Sonic game on a Sega console than for being replayed. Others said the game’s flaws were balanced by its strengths. Nintendo Life said its strange design choices made it endearing, and Kotaku said it felt both triumphant and bittersweet, noting Sonic Team worked hard to build on earlier games and celebrate Sega’s console era.

After Adventure 2, Sonic’s popularity declined, which VentureBeat linked to Sega relying on gimmicks after leaving Sega hardware. The Escapist said later games, like Sonic the Hedgehog, Sonic Unleashed, and Sonic Forces, tried to copy Adventure 2’s gameplay variety but failed to fully develop each style. VentureBeat said Adventure 2’s gameplay styles fit Sonic naturally, unlike later games like Unleashed’s Werehog segments or Sonic and the Black Knight’s swordplay.

The first level of Adventure 2, City Escape, is often called one of the best opening stages in a video game. It teaches players how to play and shows Sonic escaping GUN while snowboarding and outrunning a truck. Red Bull called it "Sonic’s finest hour since the Genesis days," and Destructoid said it perfectly introduced modern Sonic gameplay. USgamer said Adventure 2 is remembered mostly for City Escape, and Polygon said it "represents the epitome of Sonic the Hedgehog." It is fast, has secret paths, and is a bit silly.

Polygon said the theme song "Escape from the City" is the peak of the Sonic franchise. It has an energetic melody and hopeful lyrics that match Sonic’s character. The song was remixed in Sonic Generations, and used in Mario & Sonic and Super Smash Bros. games. A 2020 remix by Hyper Potions for a St. Patrick’s Day collaboration was Irish-themed. Sega made two 2021 remixes: a 30th-anniversary symphony version and a funk version. The original song is playable in Samba de Amigo: Party Central, a rhythm game with a City Escape stage. Poley said "Escape from the City" was his biggest hit, though he does not earn money from it.

Sonic Generations, which celebrates the franchise’s 20th anniversary, includes remakes of levels from older Sonic games, such as 2D and 3D versions of City Escape. The 2D version shows Sonic racing the truck between the background and foreground, while the 3D version adds shortcuts. Kotaku said Generations’ City Escape was one of the most memorable moments of 2011, and PCMag called it a highlight, showing Sonic Team’s inspiration from the franchise’s history.

The GameCube version of Adventure 2 introduced Sonic to a new generation of fans, especially Millennials, and helped build a new fanbase after Sega left console hardware. The Escapist said it might be the most important Sonic game, noting later games were better but did not create as many new fans. The GameCube port also improved relations between Sega and Nintendo after years of competition. Later Sonic games were exclusive to Nintendo platforms, and Sonic appeared with Mario in Mario & Sonic and Super Smash Bros. games.

Sonic Team kept the gameplay style from Adventure in Heroes and Sonic the Hedgehog but changed direction with Unleashed, which was planned as a sequel to Adventure 2. Adventure 2’s focus on excitement influenced later games. It was the first Sonic game to use rail grinding, a feature in nearly every game after. Sonic Frontiers (2022) includes levels based on Adventure 2’s Metal Harbor, Green Forest, and Sky Rail stages, and Sonic’s Soap shoes are available as DLC. Fans have asked for Adventure 3, but Iizuka said it would not help the series’ design.

According to PC Gamer, Shadow is the most famous modern Sonic character. He returned as a playable character in Heroes and Sonic the Hedgehog.

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