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A Sit-down with Sonic Adventure: LE
IGNDC
provides a detailed first look at the stellar North American
version.
July 16, 1999
Sega
fans everywhere got what they wanted most Wednesday night. The
first, rentable, shiny new jewel boxes of Sonic Adventure
appeared in Hollywood Video (along with a rentable Dreamcast) as
celebrity appearances across the country helped publicize Sega's
return to America. And not surprisingly, all systems and games were
rented within a quick hour to folks hungry to deliver Sega straight
back to the hardware market throne.
OK, so maybe they didn't care about Sega's star-crossed return as
much they wanted a piece of the most powerful console in the world,
the Sega Dreamcast -- and Sonic the Hedgehog. But whether they meant
well or not, the next generation of consoles has arrived like a
tsunami, with Sonic Adventure surfing the initial crest on
Sega's Dreamcast, the first 128-bit console in the world.
Due to launch with the system on September 9, Sonic
Adventure brings the speed and thrill of prior 2D Sonic
games into a gorgeous realm of entirely 3D obstacles and endless
skies with a mastery and care that's rarely been seen before. As in
the Japanese version, the North American iteration enables players
to see far, far into the horizon without a single object popping-up.
It creates a whirlwind of speed along stunningly well-designed 3D
courses that will rush by so fast you'll wonder what you missed. And
perhaps, greatest of all for North American gamers, a more
reasonable sense of control and visual balance have been securely
implemented in this version, two criticisms that dogged the Japanese
version as it was rushed out development doors to meet its launch
schedule. Let's take a look at the big picture:
Super Sonic Control Yes, Sonic is more controllable in
this version, a huge benefit for US buyers. The Japanese version, in
essence, was like a seven-year-old on a bike for the first time with
no training wheels. Only the bike had a jet turbine strapped to it
and no wings and no crash pad. Oh, sh*t. I remember playing through
Sonic and slipping off courses in critical areas that were close to
being completely uncontrollable. Or being pushed through gates into
action-laden corkscrew paths from which I simply spun off into wild
blue yonder flailing like that same kid from his 600 horse-powered
two-speed Schwin. So, yeah, it was an amazing ride those first few
times, but it was annoying, too.
Just one example of the change in control appears in the very
first course. Sonic chases after Tails, who is about to crash an
airplane. On his way between sandy isles, Sonic passes through
several loop-de-loops, one from which the camera pans out a good
distance to the side. Even on this most basic of levels in the
Japanese version, Sonic would fly off the lower lip of that track
and slip into the water, almost on cue. The first time I played the
North American version I launched off that same loop and flew right
to my destination. Going back to the loop just to see if I could
fall off, I was successful in death, but I had to forcibly try. What
happened? For the most part, Sega fixed the control problem in that
players can still die, but now it's not because of the game's
inconsistent boundaries and imperfections.
There's certainly no loss of speed in this version. That's
something that no other game delivers so convincingly. Sonic was --
and is more than ever -- built for speed. Amazing speed. Nothing
will prepare you for the blazingly fast trips you'll take. There are
only few things that actually compare in real life, like rocket cars
and jet planes, but nothing that compares in the videogame world.
Flying through a level is putting it mild. In fact, within the first
two worlds, Sonic outruns a giant whale and then runs through the
center of a tornado, a few foreshadowing elements for shows up later
in the game. Suffice it is to say, Sonic rips like never
before.
Strangely enough I encountered slowdown (I so wanted to believe
it wasn't possible on a 128 bit system, but alas...)in several
areas. And not in the fast-moving scenarios, either. In several
areas throughout the game, particularly where dozens of moving
objects spin, bob, sputter, or animals walk in select patterns
(mostly where Sonic is walking), the frame rates do descend into the
mid '20s. True, this is the first of the Dreamcast games, and even
truer is that it didn't effect gameplay, but it was surprising to
see such a powerful system suffer from the same things that held
back 32-bit games and cartridge titles.
Lights, Camera, Action! Though Sonic is just as fast as
he was in the Japanese version, he's also just as awkward. The
build-up of his speed is almost too quick, particularly inside
buildings and small rooms. That's remained consistent from in both
the Japanese and North American versions. It was clear that the game
was built around Sonic's speedy pace, so it's not too surprising
that the camera angles fare poorly in enclosed environments. So,
while there are awkward moments, usually -- but not always -- solved
by the moving camera, fewer see-through walls, and less sticky
cameras, some of the same camera problems weren't removed.
Having said that, many of the outdoor camera angles that were
problematic in the Japanese version have improved. In the most
annoying of the fast-moving areas -- the speedy tunnels and
pinball-like bumpers -- the cameras stick tightly to Sonic. They
don't slice through objects, or become hindered by large enclosed
areas, as they did before. Part of the design causes it. In both
versions, it appears that the camera has a difficult time keeping up
with the blazing blue ball of hedge, but unlike the Japanese
version, the American version sticks more closely to Sonic, and
provides a better sense of control for the gamer, which in turn
makes one feel as if the game weren't rushed or incomplete.
Mixed Overall Impressions The mixed feelings I get from
this game are different than those I received from playing Super
Mario 64. There are aspects of this game I never asked about
Mario's transition to 3D. Questions such as: Is Sonic meant
to be a 3D game? Can it succeed in 3D? Does it really work?
I mean, after the thrill of simply seeing Sonic in crisp 3D
ripping across the landscape, showing off only a tiny bit of the
Dreamcast's technical ability, and after the stunning sensation of
experiencing each character and handfuls of 3D renditions of former
2D levels (and recognizing them all), I had to ask myself, "Does
this work?" That I have to ask at all means there's a problem, or
problems.
Some parts of this game work brilliantly, and some parts don't
work at all. As I mentioned above, the camera angles can bother to
no end in small or enclosed environments. I think it'll be the most
difficult aspect of 3D games to solve for any developer in this age,
and the nature of Sonic doesn’t really help too much.
In terms of the story, I felt completely helpless in the Japanese
version of the game, since I can't read the language, and I simply
didn't know where to go. Thankfully, much of that despair is
completely gone. In this North American version, lots of little
helpful tokens, such as citizens and sparkly faeries, point Sonic in
the right direction. While I'm not entirely sure, I think it's
possible that more direction has been added, so that people aren't
left hanging out to dry. I'm sure I missed all of the Japanese
instruction, but it appears there is more direction given in this
version.
But back to the mixed impressions. Playing Sonic as an
adventure game, not just as a straight side-scrolling action game,
is strange. Walking around and picking things up and exploring giant
3D environments seems, well, weird. Like I've just split through a
time warp and mistakenly zapped Sonic into a 3D world that's really
meant for Lara Croft. I freely admit to loving the action sections.
I mean there's no doubt in my mind there are the brilliant parts of
Sonic that are more like a giant roller coaster than a giant roller
coaster. And I didn't even mention the overall lushness of each and
every level. This game is deliciously gorgeous. It's jaw-dropping
just to look at it, to be honest. But it's weird to trot along as
Sonic exploring the nooks and crannies of things in 3D, and I'm not
sure it's that fun. That's partly due to the sometimes awkward
control and sometimes due to the feeling I'm getting when I'm
speeding. When I'm really ripping along I just want to feel the
speed. Yet, I always feel that I've just passed something important.
So, should I speed by this little flashing thing or stop to pick it
up? What makes me feel worse is that sometimes it's too late to
return. The game demands that you speed by and stop and grab all of
the cool bonus stuff simultaneously, which is a mixed, unclear
message send directly from the developers. Yuck.
Well, it's getting close to 2 am, and I should really go to
sleep. So, I'll leave you all with this. Sonic Adventure is a
real roller-coaster of a game that'll bring you new thrills no other
game can. That’s for certain. As for dethroning Mario...
The rental version is labeled a "limited edition," and Sega is
still tweaking the retail final as you read this, so of course We'll
be back with a full review of the full version. But in the mean
time, this should give you a good idea on what to expect from the
current rental edition. -- Douglass
Perry, Sellout and closet Dreamcast whore (AKA Editor in Chief
of IGNPSX).
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