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Though that's not to say its genre roulette elements with the mech shooting, emerald hunting, and kart racing doesn't get enough flak (especially with how in Adventure 1, Gamma and Knuckles' stages weren't as tedious/convoluted in design and took up a smaller part of the game's content). In terms of how it set the stage for how Sonic levels would be designed for almost every Sonic platform going forward, 3D AND 2D (starting with Advance 2) Sonic Adventure 2 doesn't get shit on enough in my opinion. There are just some really bad ones (screw the timed vault one) and their mechanics tweaked (multiple item tracking). Last hot take, I think the mech and collectathon levels are fine in theory and help pace the game. Coming back to it, I was floored by what a genius system it is to make Sonic games have a longer tail.
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Neither the main levels nor the Chao garden would work as well without the other. It, combined with levels that can be run in three minutes, is an absolutely addictive loop. The Chao garden is the single greatest replay motivator that I’ve ever found. But it’s easy to ignore those levels and just grind the great ones for Chao stuff. My take is that the first half of the game ranges from top tier to perfectly fine, and that it’s the later levels for all characters that really punish the player for the mechanical or level design jank. I haven’t played it in 15 years and I was surprised at how enjoyable I found it! It struck me this time just how much the soundtrack slaps and elevates the experience.
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I just bought and replayed through it after that Sonic stream didn’t show it any love.
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