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The curious case of Sonic Adventure

#16 User is offline Kail 

Posted 27 October 2018 - 01:43 PM

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View PostICEknight, on 27 October 2018 - 09:32 AM, said:

Wait... Did people think that "DX" meant "Director's Cut"?

As a 13 year old I knew it was wrong but I still questioned it, like when Japanese marketing geniuses think "X" means "crossover" when two companies collaborate.

As for the topic at hand, I feel like Sonic Adventure is one of those pieces of media that has aged horribly, not because its a bad game but because its flaws were forgivable when there wasn't anything to compare it to. Sonic Adventure 2 resolved a lot of the flaws, tightened up the gameplay slightly, still had issues of its own but feels more polished than the first game. Don't get me wrong, I still play both Adventure games once a year or so, but I don't think any kid today is gonna pick up Sonic Adventure and be as blown away as we were when it launched.

#17 User is offline Diablohead 

Posted 30 October 2018 - 09:14 AM

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SA DX is an example of taking changes too far for no real reason, and cutting corners while they were at it.

#18 User is online UpCDownCLeftCRightC 

Posted 31 October 2018 - 03:18 PM

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View PostKail, on 27 October 2018 - 01:43 PM, said:

View PostICEknight, on 27 October 2018 - 09:32 AM, said:

Wait... Did people think that "DX" meant "Director's Cut"?

As a 13 year old I knew it was wrong but I still questioned it, like when Japanese marketing geniuses think "X" means "crossover" when two companies collaborate.

As for the topic at hand, I feel like Sonic Adventure is one of those pieces of media that has aged horribly, not because its a bad game but because its flaws were forgivable when there wasn't anything to compare it to. Sonic Adventure 2 resolved a lot of the flaws, tightened up the gameplay slightly, still had issues of its own but feels more polished than the first game. Don't get me wrong, I still play both Adventure games once a year or so, but I don't think any kid today is gonna pick up Sonic Adventure and be as blown away as we were when it launched.


I think SA2 fixed a lot of the technical aspects of the game and slightly improves sonic's high speed gameplay, as well as the multiplayer and bonus features, but it is outright worse in almost every other way. The alternative gameplay options Forced gameplay was even more Forced upon you (2/3 of the gameplay is alternative gameplay???! Compared to SA1 in which sonic had the most levels by far, and tails gameplay although broken is the same fundamentally); the aesthetic went from bright and a bit fantastical (even with the semi-realism) to bland and drab; the music went from a diverse collection of atmospheric themes to oversaturated butt rock; the story went from your standard monster of the week tied into the basic sonic emerald lore, to a weird government conspiracy that had little to do with sonic at all except him being mistaken for shadow.

SA2 I think positively on for the bonus features and the slight improvement on sonic's primary gameplay, but it really is worse in almost every other way. If I were going to do an adventure remake, or pull ideas from one of these games to build a new template for a 3ad sonic game it would undoubtedly be SA1. It's a better game conceptually.
This post has been edited by UpCDownCLeftCRightC: 31 October 2018 - 03:22 PM

#19 User is offline E-122-Psi 

Posted 31 October 2018 - 05:17 PM

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View PostDiablohead, on 30 October 2018 - 09:14 AM, said:

SA DX is an example of taking changes too far for no real reason, and cutting corners while they were at it.


Actually I think it's more the opposite. It doesn't actually bother to make many changes (effortful ones anyway), and most of it's departures from the original game are more half assed programming that they likely didn't mean but didn't care.

If we abide by Taxman's claims, SEGA do have a tight leach on what new features and glosses rereleases of their old games can have, but even then I think they could have done more to make it up to date. They did alter the Chao Gardens, add a few more animations, switch sound and music here and there, and fix a few glitches suggesting there were SOME liberties they could take. Even just fine tuning the cutscenes even shrewdly would make the game feel less in-your-face dated in many regards, but if anything they just made them worse.


I mean there's five extra Twinkle Circuit tracks ALREADY in the games' code in complete form, would it really be hard to just add a menu so players could try them? Then it would at least be SOMETHING of a Director's Cut.

I also always wondered why they didn't add in variants of levels for certain characters (which I suppose technically aren't full new levels which SEGA aren't big on adding). Like Big and Knuckles could technically be led into any level without much story segregation so long as emeralds and Froggy are there or Amy's first level could have been Casinopolis to justify her going there to find Sonic.
This post has been edited by E-122-Psi: 31 October 2018 - 05:32 PM

#20 User is offline Sodaholic 

Posted 17 November 2018 - 08:48 PM

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Speaking of curious cases and SA1, why was Oshima's credit removed from DX? I mean that's probably a good thing not to have his name attached to such hot garbage, but still. Did he leave on bad terms with the company?

#21 User is offline Laughingcow 

Posted 17 November 2018 - 11:25 PM

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View PostSodaholic, on 17 November 2018 - 08:48 PM, said:

Speaking of curious cases and SA1, why was Oshima's credit removed from DX? I mean that's probably a good thing not to have his name attached to such hot garbage, but still. Did he leave on bad terms with the company?

We will never know as is the case of a lotta shit with the Sonic series. Looking at you Sonic 3.

http://info.sonicret...venture_credits
Naoto Ohshima was credited primarily for story in Sonic Adventure and was a supervisor for the 90's Sonic the Hedgehog anime. Given the drastic shift between Sonic Adventure's story and Sonic Adventure 2, safe to say he wasn't a fan.

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