Sonic Adventure: Difference between revisions

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Undid revision 1297888102 by 2600:387:F:7D14:0:0:0:9 (talk): false info
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{{Short description|1998 video game}}
{{Short description|1998 video game}}
{{distinguish|Adventures of Sonic the Hedgehog{{!}}''Adventures of Sonic the Hedgehog''}}
{{Distinguish|Adventures of Sonic the Hedgehog{{!}}''Adventures of Sonic the Hedgehog''}}
{{Featured article}}
{{Featured article}}
{{Use mdy dates|date=March 2025}}
{{Use mdy dates|date=March 2025}}
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| programmer = {{unbulleted list|Tetsu Katano|Yoshitaka Kawabata}}
| programmer = {{unbulleted list|Tetsu Katano|Yoshitaka Kawabata}}
| platforms = {{Unbulleted list|[[Dreamcast]]|[[GameCube]]|[[Windows]]|[[Xbox 360]]|[[PlayStation 3]]}}
| platforms = {{Unbulleted list|[[Dreamcast]]|[[GameCube]]|[[Windows]]|[[Xbox 360]]|[[PlayStation 3]]}}
| released = {{collapsible list|title=December 23, 1998|
| released = {{collapsible list|title={{nobold|December 23, 1998}}|
'''Dreamcast'''{{Video game release|JP|December 23, 1998|NA|September 9, 1999|EU|October 14, 1999}}<ref>{{cite book | url=https://books.google.com/books?id=qbMWEAAAQBAJ&dq=sonic+adventure+december+23+1998&pg=PA96 | title=Sonic the Hedgehog Encyclo-speed-ia | isbn=978-1-5067-1928-3 | last1=Flynn | first1=Ian | date=January 11, 2022 | publisher=Dark Horse Comics }}</ref>
'''Dreamcast'''{{vgrelease|JP|December 23, 1998|NA|September 9, 1999|EU|October 14, 1999<ref>{{cite book | url=https://books.google.com/books?id=qbMWEAAAQBAJ&dq=sonic+adventure+december+23+1998&pg=PA96 | title=Sonic the Hedgehog Encyclo-speed-ia | isbn=978-1-5067-1928-3 | last1=Flynn | first1=Ian | date=January 11, 2022 | publisher=Dark Horse Comics }}</ref>}}
'''GameCube'''{{Video game release|NA|June 17, 2003|JP|June 19, 2003|AUS|June 20, 2003|EU|June 27, 2003}}
'''GameCube'''{{vgrelease|NA|June 17, 2003|JP|June 19, 2003|AUS|June 20, 2003|EU|June 27, 2003}}
'''Windows'''{{Video game release|JP|December 18, 2003|PAL|February 6, 2004|NA|September 14, 2004}}
'''Windows'''{{vgrelease|JP|December 18, 2003|PAL|February 6, 2004|NA|September 14, 2004}}
'''Xbox 360'''{{Video game release|NA|September 15, 2010|EU|September 21, 2010|JP|September 25, 2010}}
'''Xbox 360'''{{vgrelease|NA|September 15, 2010|EU|September 21, 2010|JP|September 25, 2010}}
'''PlayStation 3'''{{Video game release|NA|September 20, 2010|EU|September 21, 2010|JP|September 29, 2010}}}}
'''PlayStation 3'''{{vgrelease|NA|September 20, 2010|EU|September 21, 2010|JP|September 29, 2010}}}}
| genre = [[Platform game|Platform]], [[action-adventure]]
| genre = [[Platform game|Platform]], [[action-adventure]]
| modes = [[Single-player]]
| modes = [[Single-player]]
}}
}}
 
{{Nihongo foot|'''''Sonic Adventure'''''|ソニックアドベンチャー|''Sonikku Adobenchā''|lead=yes|group=lower-alpha}} is a 1998 [[platform game]] developed by [[Sonic Team]] and published by [[Sega]] for the [[Dreamcast]]. It was the first main ''[[Sonic the Hedgehog]]'' game to feature 3D gameplay. It follows [[Sonic the Hedgehog (character)|Sonic the Hedgehog]], [[Miles "Tails" Prower]], [[Knuckles the Echidna]], [[Amy Rose]], [[Big the Cat]], and [[E-102 Gamma]] in their quests to collect the [[Chaos Emeralds]] and stop [[Doctor Ivo Robotnik]] from unleashing [[Chaos (Sonic the Hedgehog character)|Chaos]], an ancient evil. Controlling one of the six characters—each with their own abilities—players complete [[Level (video gaming)|levels]] to progress the story. ''Sonic Adventure'' retains many elements from prior ''Sonic'' games, such as [[power-up]]s and the [[Rings (Sonic the Hedgehog)|ring]]-based [[Health (gaming)|health]] system. Players can play [[minigame]]s such as racing and interact with [[Chao (Sonic the Hedgehog)|Chao]], a [[virtual pet]].
{{nihongo foot|'''''Sonic Adventure'''''|ソニックアドベンチャー|''Sonikku Adobenchā''|lead=yes|group=lower-alpha}} is a 1998 [[platform game]] developed by [[Sonic Team]] and published by [[Sega]] for the [[Dreamcast]]. It was the first main ''[[Sonic the Hedgehog]]'' game to feature 3D gameplay. It follows [[Sonic the Hedgehog (character)|Sonic the Hedgehog]], [[Miles "Tails" Prower]], [[Knuckles the Echidna]], [[Amy Rose]], [[Big the Cat]], and [[E-102 Gamma]] in their quests to collect the [[Chaos Emeralds]] and stop [[Doctor Ivo Robotnik]] from unleashing [[Chaos (Sonic the Hedgehog character)|Chaos]], an ancient evil. Controlling one of the six characters—each with their own abilities—players complete [[Level (video gaming)|levels]] to progress the story. ''Sonic Adventure'' retains many elements from prior ''Sonic'' games, such as [[power-up]]s and the [[Rings (Sonic the Hedgehog)|ring]]-based [[Health (gaming)|health]] system. Players can play [[minigame]]s such as racing and interact with [[Chao (Sonic the Hedgehog)|Chao]], a [[virtual pet]].


Sonic Team began developing ''Sonic Adventure'' in 1997, after the cancellation of the [[Sega Saturn]] game ''[[Sonic X-treme]]''. Led by director [[Takashi Iizuka (game designer)|Takashi Iizuka]] and producer [[Yuji Naka]], the team strove to reinvent ''Sonic'' for the 3D era of video games. ''Adventure'' features a stronger emphasis on storytelling and [[Role-playing video game|role-playing]] elements in contrast to previous ''Sonic'' games, while Yuji Uekawa redesigned [[List of Sonic the Hedgehog characters|the series's characters]] for their transition to 3D. Sonic Team attempted to demonstrate the technical prowess of the Dreamcast with realistic graphics and drew inspiration from locations in [[Peru]] and [[Guatemala]]. The soundtrack was primarily composed by [[Jun Senoue]], who preferred [[rock music]] over the [[electropop]] of previous ''Sonic'' games.
Sonic Team began developing ''Sonic Adventure'' in 1997, after the cancellation of the [[Sega Saturn]] game ''[[Sonic X-treme]]''. Led by director [[Takashi Iizuka (game designer)|Takashi Iizuka]] and producer [[Yuji Naka]], the team strove to reinvent ''Sonic'' for the 3D era of video games. ''Adventure'' features a stronger emphasis on storytelling and [[Role-playing video game|role-playing]] elements in contrast to previous ''Sonic'' games, while Yuji Uekawa redesigned [[List of Sonic the Hedgehog characters|the series's characters]] for their transition to 3D. Sonic Team attempted to demonstrate the technical prowess of the Dreamcast with realistic graphics and drew inspiration from locations in [[Peru]] and [[Guatemala]]. The soundtrack was primarily composed by [[Jun Senoue]], who preferred [[rock music]] over the [[electropop]] of previous ''Sonic'' games.
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[[File:Sonic_Adventure_Dreamcast.png|left|thumb|alt=Gameplay screenshot of Speed Highway, one of the levels in Sonic Adventure. In this image, Sonic runs on a road, to a line of rings. The HUD shows a timer, the amount of rings, and the player's lives.|Gameplay screenshot showing [[Sonic the Hedgehog (character)|Sonic]] in one of the game's levels, Speed Highway]]
[[File:Sonic_Adventure_Dreamcast.png|left|thumb|alt=Gameplay screenshot of Speed Highway, one of the levels in Sonic Adventure. In this image, Sonic runs on a road, to a line of rings. The HUD shows a timer, the amount of rings, and the player's lives.|Gameplay screenshot showing [[Sonic the Hedgehog (character)|Sonic]] in one of the game's levels, Speed Highway]]


''Sonic Adventure'' is a 3D [[platform game]] with [[action game|action]] and [[Role-playing video game|role-playing]] elements.<ref name="firstlook" /> Players control one of six [[Anthropomorphism|anthropomorphic]] protagonists as they venture to defeat [[Doctor Robotnik]] and his robot army, who seeks the seven [[Chaos Emeralds]] and the entity [[Chaos (Sonic the Hedgehog character)|Chaos]]. Six [[player character]]s are unlocked as the game progresses, each with their own story and attributes. [[Sonic the Hedgehog (character)|Sonic the Hedgehog]] performs a spin dash, homing attack, and light-speed dash; [[Miles "Tails" Prower]] flies, swims, and attacks robots using his tails; [[Knuckles the Echidna]] glides, climbs walls, and punches; [[Amy Rose]] can defeat enemies using her hammer; [[Big the Cat]] is slow and carries a [[fishing rod]] he can cast; and [[E-102 Gamma]] can shoot laser beams.<ref name="gspotdx" /><ref name=":0" />
''Sonic Adventure'' is a 3D [[platform game]] with [[action game|action]] and [[Role-playing video game|role-playing]] elements.<ref name="firstlook" /> Players control one of six [[Anthropomorphism|anthropomorphic]] protagonists as they venture to defeat [[Doctor Robotnik]] and his robot army, who seeks the seven [[Chaos Emeralds]] and the entity [[Chaos (Sonic the Hedgehog character)|Chaos]]. Six [[player character]]s are unlocked as the game progresses, each with their own story and attributes. [[Sonic the Hedgehog (character)|Sonic the Hedgehog]] performs a spin dash, homing attack, and light-speed dash; [[Miles "Tails" Prower]] flies, swims, and attacks robots using his tails; [[Knuckles the Echidna]] glides, climbs walls, and punches; [[Amy Rose]] can defeat enemies using her hammer; [[Big the Cat]] is slow and carries a [[fishing rod]] he can cast; and [[E-102 Gamma]] can shoot laser beams.<ref name="gspotdx" /><ref name="Sega-1999" />


At the start of the game, the player is placed in one of three Adventure Fields, open-ended [[Overworld#Platform games|hub worlds]] inhabited by advice-giving [[non-player character|NPCs]]. The player is guided and instructed by the voice of Tikal the Echidna. Through exploration, the player discovers entrances to [[Level (video gaming)|levels]] called Action Stages, some of which must be opened using keys hidden in the Adventure Field.<ref name=":1"/>{{rp|141–142}} Once the player accesses an Action Stage, they are tasked with a specific objective, which is different for each character.<ref name="grevo" /> Sonic must reach the level's end similarly to prior ''[[Sonic the Hedgehog]]'' games; Tails must reach the end before Sonic; Knuckles must find three hidden shards of the Master Emerald; Amy must solve puzzles and avoid being caught by a robot; Big must fish for his pet frog; and Gamma must fight his way through stages using projectiles as a defense.<ref name=":0">{{Cite book|url=https://www.gamesdatabase.org/Media/SYSTEM/Sega_Dreamcast//Manual/formated/Sonic_Adventure_-_1999_-_Sega.pdf|title=Sonic Adventure instruction manual|publisher=Sega|year=1999}}</ref><ref name=":1"/>{{rp|140}}
At the start of the game, the player is placed in one of three Adventure Fields, open-ended [[Overworld#Platform games|hub worlds]] inhabited by advice-giving [[non-player character|NPCs]]. The player is guided and instructed by the voice of Tikal the Echidna. Through exploration, the player discovers entrances to [[Level (video gaming)|levels]] called Action Stages, some of which must be opened using keys hidden in the Adventure Field.<ref name="Pétronille-2014"/>{{rp|141–142}} Once the player accesses an Action Stage, they are tasked with a specific objective, which is different for each character.<ref name="grevo" /> Sonic must reach the level's end similarly to prior ''[[Sonic the Hedgehog]]'' games; Tails must reach the end before Sonic; Knuckles must find three hidden shards of the Master Emerald; Amy must solve puzzles and avoid being caught by a robot; Big must fish for his pet frog; and Gamma must fight his way through stages using projectiles as a defense.<ref name="Sega-1999">{{Cite book|url=https://www.gamesdatabase.org/Media/SYSTEM/Sega_Dreamcast//Manual/formated/Sonic_Adventure_-_1999_-_Sega.pdf|title=Sonic Adventure instruction manual|publisher=Sega|year=1999}}</ref><ref name="Pétronille-2014"/>{{rp|140}}


Some levels include [[minigame]]s separate from the main story. These feature different styles of gameplay, among them [[Shoot 'em up#Rail shooters|rail shooting]], [[racing video game|racing]], [[pinball]], and [[sandboarding]]. Some minigames can only be accessed with particular characters. Fulfilling certain objectives allows the player to obtain bonus items. Unlocked minigames and stages the player has completed can be accessed from a Trial Mode on the [[title screen]].<ref name=":0"/>
Some levels include [[minigame]]s separate from the main story. These feature different styles of gameplay, among them [[Shoot 'em up#Rail shooters|rail shooting]], [[racing video game|racing]], [[pinball]], and [[sandboarding]]. Some minigames can only be accessed with particular characters. Fulfilling certain objectives allows the player to obtain bonus items. Unlocked minigames and stages the player has completed can be accessed from a Trial Mode on the [[title screen]].<ref name="Sega-1999"/>


As with previous ''Sonic'' installments, players can collect golden [[Rings (Sonic the Hedgehog)|rings]], which can grant them protection from a single enemy or hazard as well as an extra [[Life (gaming)|life]] if 100 are collected.<ref name=":0" /> Also scattered throughout the levels are canisters containing [[power-up]]s, such as speed shoes, additional rings, temporary [[invincibility]], and protective shields, and [[Life (video games)#Extra lives|1-up]]s. In several stages, the player engages Robotnik or Chaos in a [[boss fight]] and must deplete the boss's health meter to proceed.<ref name="ignrev" /><ref name="gspotrev" /> Point markers act as checkpoints where the character can respawn after losing a life.<ref name=":0" />  
As with previous ''Sonic'' installments, players can collect golden [[Rings (Sonic the Hedgehog)|rings]], which can grant them protection from a single enemy or hazard as well as an extra [[Life (gaming)|life]] if 100 are collected.<ref name="Sega-1999" /> Also scattered throughout the levels are canisters containing [[power-up]]s, such as speed shoes, additional rings, temporary [[invincibility]], and protective shields, and [[Life (video games)#Extra lives|1-up]]s. In several stages, the player engages Robotnik or Chaos in a [[boss fight]] and must deplete the boss's health meter to proceed.<ref name="ignrev" /><ref name="gspotrev" /> Point markers act as checkpoints where the character can respawn after losing a life.<ref name="Sega-1999" />  


Players may also discover Chao Gardens, hidden, protective environments inhabited by [[Chao (Sonic the Hedgehog)|Chao]], a [[virtual pet]]. Players can hatch, name, and interact with multiple Chao,<ref name="ignrev" /> and they can raise the status of their Chao by giving them small animals, which can be collected by defeating enemies within the Action Stages. The Dreamcast's handheld [[Visual Memory Unit]] (VMU) allows the player to download the [[minigame]] ''Chao Adventure'', in which their Chao walks through a course to evolve and improve its skills.<ref name="grevo"/><ref name="allgamerev"/> Evolving one's Chao improves its performance in competitions called Chao Races. Eggs that can produce special types of Chao are hidden throughout the Adventure Fields. Players can earn emblems by playing through Action Stages, searching through the Adventure Fields, or winning Chao Races.<ref name="gspotdx" /><ref name="igndx" /> Each Action Stage has three emblems that can be earned by replaying the stages and fulfilling objectives, such as beating the level within a time limit.<ref name=":0" />
Players may also discover Chao Gardens, hidden, protective environments inhabited by [[Chao (Sonic the Hedgehog)|Chao]], a [[virtual pet]]. Players can hatch, name, and interact with multiple Chao,<ref name="ignrev" /> and they can raise the status of their Chao by giving them small animals, which can be collected by defeating enemies within the Action Stages. The Dreamcast's handheld [[Visual Memory Unit]] (VMU) allows the player to download the [[minigame]] ''Chao Adventure'', in which their Chao walks through a course to evolve and improve its skills.<ref name="grevo"/><ref name="allgamerev"/> Evolving one's Chao improves its performance in competitions called Chao Races. Eggs that can produce special types of Chao are hidden throughout the Adventure Fields. Players can earn emblems by playing through Action Stages, searching through the Adventure Fields, or winning Chao Races.<ref name="gspotdx" /><ref name="igndx" /> Each Action Stage has three emblems that can be earned by replaying the stages and fulfilling objectives, such as beating the level within a time limit.<ref name="Sega-1999" />


== Plot ==
== Plot ==
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}}
}}


During the early 1990s, [[Sega]] was one of the most successful video game companies due to the rise of its [[Sega Genesis|Genesis]] console. Genesis sales were driven by the popularity of Sega's flagship franchise of 2D platform games, ''[[Sonic the Hedgehog]]''.<ref name="RG2018"/> During this time, series co-creator [[Yuji Naka]] worked with [[Sega Technical Institute]] (STI) in the United States to develop ''Sonic'' games. After the completion of ''[[Sonic & Knuckles]]'' in 1994, Naka returned to Japan to work with [[Sonic Team]].<ref name="Company Profile" /> STI began developing ''[[Sonic X-treme]]'' for the [[Sega Saturn]]'','' planned as the first ''Sonic the Hedgehog'' game to feature full [[3D computer graphics|3D]] gameplay. ''X-treme'' suffered a series of setbacks and was canceled in 1996.<ref name="ignxtreme">{{cite web|url=http://www.ign.com/articles/2008/05/29/sonic-x-treme-revisited|title=Sonic X-treme Revisited|last1=Fahs|first1=Travis|date=May 29, 2008|website=[[IGN]]|publisher=[[Ziff Davis]]|archive-url=https://web.archive.org/web/20170712125403/http://www.ign.com/articles/2008/05/29/sonic-x-treme-revisited|archive-date=July 12, 2017|url-status=live|access-date=November 11, 2017}}</ref><ref>{{Cite magazine|date=July 2007|title=The Making of Sonic X-treme|url=http://info.sonicretro.org/The_Making_of_Sonic_X-treme_(Edge,_July_2007)|magazine=[[Edge (magazine)|Edge]]|pages=100–103}}</ref> The cancellation is an important factor in the Saturn's [[List of commercial failures in video gaming|commercial failure]], leaving it with no original ''Sonic'' platform game.<ref>{{cite web|url=http://retro.ign.com/articles/950/950189p1.html|title=What Hath Sonic Wrought? Vol. 10 – Saturn Feature at IGN|author=Buchanan, Levi|date=February 2, 2009|website=[[IGN]]|publisher=[[Ziff Davis]]|access-date=July 23, 2012}}</ref> Meanwhile, Naka and Sonic Team developed original Saturn games, such as ''[[Nights into Dreams]]'' (1996).<ref name=":1" />{{rp|67}}<ref name=":3">{{cite web|url=http://www.gamesradar.com/super-rare-1990-sonic-the-hedgehog-prototype-is-missing/|title=Super-rare 1990 Sonic The Hedgehog prototype is missing|last=Towell|first=Justin|date=June 23, 2012|website=[[GamesRadar]]|publisher=[[Future Publishing]]|archive-url=https://web.archive.org/web/20160324080928/http://www.gamesradar.com/super-rare-1990-sonic-the-hedgehog-prototype-is-missing/|archive-date=March 24, 2016|url-status=live|access-date=March 4, 2014|quote=The reason why there wasn't a Sonic game on Saturn was really because we were concentrating on NiGHTS. We were also working on Sonic Adventure—that was originally intended to be out on Saturn, but because Sega as a company was bringing out a new piece of hardware—the Dreamcast—we resorted to switching it over to the Dreamcast, which was the newest hardware at the time. So that's why there wasn't a Sonic game on Saturn. With regards to X-Treme, I'm not really sure on the exact details of why it was cut short, but from looking at how it was going, it wasn't looking very good from my perspective. So I felt relief when I heard it was cancelled.}}</ref>
During the early 1990s, [[Sega]] was one of the most successful video game companies due to the rise of its [[Sega Genesis|Genesis]] console. Genesis sales were driven by the popularity of Sega's flagship franchise of 2D platform games, ''[[Sonic the Hedgehog]]''.<ref name="RG2018"/> During this time, series co-creator [[Yuji Naka]] worked with [[Sega Technical Institute]] (STI) in the United States to develop ''Sonic'' games. After the completion of ''[[Sonic & Knuckles]]'' in 1994, Naka returned to Japan to work with [[Sonic Team]].<ref name="Company Profile" /> STI began developing ''[[Sonic X-treme]]'' for the [[Sega Saturn]]'','' planned as the first ''Sonic the Hedgehog'' game to feature full [[3D computer graphics|3D]] gameplay. ''X-treme'' suffered a series of setbacks and was canceled in 1996.<ref name="ignxtreme">{{cite web|url=http://www.ign.com/articles/2008/05/29/sonic-x-treme-revisited|title=Sonic X-treme Revisited|last1=Fahs|first1=Travis|date=May 29, 2008|website=[[IGN]]|publisher=[[Ziff Davis]]|archive-url=https://web.archive.org/web/20170712125403/http://www.ign.com/articles/2008/05/29/sonic-x-treme-revisited|archive-date=July 12, 2017|url-status=live|access-date=November 11, 2017}}</ref><ref>{{Cite magazine|date=July 2007|title=The Making of Sonic X-treme|url=http://info.sonicretro.org/The_Making_of_Sonic_X-treme_(Edge,_July_2007)|magazine=[[Edge (magazine)|Edge]]|pages=100–103}}</ref> The cancellation is an important factor in the Saturn's [[List of commercial failures in video game consoles|commercial failure]], leaving it with no original ''Sonic'' platform game.<ref>{{cite web|url=http://retro.ign.com/articles/950/950189p1.html|title=What Hath Sonic Wrought? Vol. 10 – Saturn Feature at IGN|author=Buchanan, Levi|date=February 2, 2009|website=[[IGN]]|publisher=[[Ziff Davis]]|access-date=July 23, 2012}}</ref> Meanwhile, Naka and Sonic Team developed original Saturn games, such as ''[[Nights into Dreams]]'' (1996).<ref name="Pétronille-2014" />{{rp|67}}<ref>{{cite web|url=http://www.gamesradar.com/super-rare-1990-sonic-the-hedgehog-prototype-is-missing/|title=Super-rare 1990 Sonic The Hedgehog prototype is missing|last=Towell|first=Justin|date=June 23, 2012|website=[[GamesRadar]]|publisher=[[Future Publishing]]|archive-url=https://web.archive.org/web/20160324080928/http://www.gamesradar.com/super-rare-1990-sonic-the-hedgehog-prototype-is-missing/|archive-date=March 24, 2016|url-status=live|access-date=March 4, 2014|quote=The reason why there wasn't a Sonic game on Saturn was really because we were concentrating on NiGHTS. We were also working on Sonic Adventure—that was originally intended to be out on Saturn, but because Sega as a company was bringing out a new piece of hardware—the Dreamcast—we resorted to switching it over to the Dreamcast, which was the newest hardware at the time. So that's why there wasn't a Sonic game on Saturn. With regards to X-Treme, I'm not really sure on the exact details of why it was cut short, but from looking at how it was going, it wasn't looking very good from my perspective. So I felt relief when I heard it was cancelled.}}</ref>


Naka wanted a 3D ''Sonic'' game, but felt that only Sonic Team should undertake the endeavor; his refusal to let STI use the ''Nights'' [[game engine]] was instrumental in ''X-treme''{{'s}} cancellation.<ref name="RGXtreme">{{cite magazine|date=March 2006|title=Whatever Happened To... ''Sonic X-treme''|magazine=[[Retro Gamer]]|publisher=[[Imagine Publishing]]|issue=22|pages=36–38}}</ref><ref name="RG" /> Due to the lack of ''Sonic'' games on the Saturn,{{efn|Only three ''Sonic'' games were produced for the Saturn: ''[[Sonic 3D Blast]]'' in 1996, and ''[[Sonic Jam]]'' and ''[[Sonic R]]'' in 1997. ''Sonic R'' was the only original game in the series for the Saturn, as ''3D Blast'' and ''Jam'' were ports of Genesis games.<ref>{{cite web|last1=Williamson|first1=Coliun|title=Sonic Jam overview|url=http://www.allgame.com/game.php?id=1954&tab=review|website=[[AllGame]]|publisher=[[All Media Network]]|access-date=14 November 2016|archive-url=https://web.archive.org/web/20141114182605/http://www.allgame.com/game.php?id=1954&tab=review|archive-date=14 November 2014|date=14 November 2014}}</ref>}} according to ''[[Retro Gamer]]'', Sonic became part of the "background" by mid-1997, so "it was astonishing to see that, just six years after his debut, Sonic was already retro."<ref name="RG2018">{{cite web |last1=Thorpe |first1=Nick |title=The Making of: Sonic Adventure |url=https://www.pressreader.com/uk/retro-gamer/20181228/281659666135596 |website=[[Retro Gamer]] |via=[[PressReader]] |access-date=January 25, 2019 |date=December 28, 2018}}</ref> ''Nights into Dreams'' designer [[Takashi Iizuka (game designer)|Takashi Iizuka]] felt that ''Sonic'' fans had been let down because Sonic Team was not focusing on the series. Additionally, [[Kazuyuki Hoshino]], who would serve as art director on ''Sonic Adventure'', said he thought during the Saturn era Sonic had become outdated.<ref name="RG2018"/>
Naka wanted a 3D ''Sonic'' game, but felt that only Sonic Team should undertake the endeavor; his refusal to let STI use the ''Nights'' [[game engine]] was instrumental in ''X-treme''{{'s}} cancellation.<ref name="RGXtreme">{{cite magazine|date=March 2006|title=Whatever Happened To... ''Sonic X-treme''|magazine=[[Retro Gamer]]|publisher=[[Imagine Publishing]]|issue=22|pages=36–38}}</ref><ref name="RG" /> Due to the lack of ''Sonic'' games on the Saturn,{{efn|Only three ''Sonic'' games were produced for the Saturn: ''[[Sonic 3D Blast]]'' in 1996, and ''[[Sonic Jam]]'' and ''[[Sonic R]]'' in 1997. ''Sonic R'' was the only original game in the series for the Saturn, as ''3D Blast'' and ''Jam'' were ports of Genesis games.<ref>{{cite web|last1=Williamson|first1=Coliun|title=Sonic Jam overview|url=http://www.allgame.com/game.php?id=1954&tab=review|website=[[AllGame]]|publisher=[[All Media Network]]|access-date=14 November 2016|archive-url=https://web.archive.org/web/20141114182605/http://www.allgame.com/game.php?id=1954&tab=review|archive-date=14 November 2014|date=14 November 2014}}</ref>}} according to ''[[Retro Gamer]]'', Sonic became part of the "background" by mid-1997, so "it was astonishing to see that, just six years after his debut, Sonic was already retro."<ref name="RG2018">{{cite web |last1=Thorpe |first1=Nick |title=The Making of: Sonic Adventure |url=https://www.pressreader.com/uk/retro-gamer/20181228/281659666135596 |website=[[Retro Gamer]] |via=[[PressReader]] |access-date=January 25, 2019 |date=December 28, 2018}}</ref> ''Nights into Dreams'' designer [[Takashi Iizuka (game designer)|Takashi Iizuka]] felt that ''Sonic'' fans had been let down because Sonic Team was not focusing on the series. Additionally, [[Kazuyuki Hoshino]], who would serve as art director on ''Sonic Adventure'', said he thought during the Saturn era Sonic had become outdated.<ref name="RG2018"/>


===Conception===
===Conception===
In August 1996, shortly after the completion of ''Nights into Dreams'', Iizuka proposed ''Sonic Adventure'' as a role-playing-style ''Sonic'' game with a greater emphasis on storytelling.<ref name="directorscut">{{cite video|title=The Secrets of Sonic – Director's Commentary with Takashi Iizuka|publisher=Sega|location=Tokyo|date=June 5, 2003}}</ref><ref name="satmag">{{cite journal|date=October 8, 1998|title=Sega Saturn Magazine Interview with Yuji Naka|url=http://www.sonic-jam.org/aii1998:oct08|journal=Sega Saturn Magazine|issue=36|access-date=November 11, 2017|archive-date=May 18, 2021|archive-url=https://web.archive.org/web/20210518153449/http://www.sonic-jam.org/aii1998:oct08|url-status=usurped}}</ref> Sonic Team started to work on it in April 1997 on the Saturn with a 20-strong team.<ref name=":1">{{Cite book |last1=Pétronille |first1=Marc |title=The History of Sonic the Hedgehog |last2=Audureau |first2=William |publisher=Pix'n Love |year=2014 |isbn=978-1926778969 |language=en-US}}</ref>{{rp|139}}<ref name="satmag"/> Sonic Team created the first prototype using the ''Nights'' engine,<ref name="RG">{{cite journal|last1=Hunt|first1=Stuart|last2=Jones|first2=Darran|date=December 2007|title=The Making Of... ''Nights''|journal=[[Retro Gamer]]|issue=45|pages=26–33}}</ref> but the Saturn's limited capabilities made development difficult.<ref name=":1" />{{rp|65}} Sega president [[Hayao Nakayama]] informed Naka of the Saturn's successor, the Dreamcast, and he believed the new console would allow Sonic Team to create the ultimate ''Sonic'' game.<ref name=":1" />{{rp|67}} When the team learned the Dreamcast was nearing completion, they moved development to take advantage of its greater quantity of RAM, stronger [[CPU]], and the VMU. Not wanting to waste their completed work, they placed it as a bonus in the [[Product bundling|compilation game]] ''[[Sonic Jam]]'', the final ''Sonic'' game for the Saturn.<ref name=":1" />{{rp|65}}<ref name="satmag" /> Development on the Dreamcast began in July 1997.<ref name="satmag" />
In August 1996, shortly after the completion of ''Nights into Dreams'', Iizuka proposed ''Sonic Adventure'' as a role-playing-style ''Sonic'' game with a greater emphasis on storytelling.<ref name="directorscut">{{cite video|title=The Secrets of Sonic – Director's Commentary with Takashi Iizuka|publisher=Sega|location=Tokyo|date=June 5, 2003}}</ref><ref name="satmag">{{cite journal|date=October 8, 1998|title=Sega Saturn Magazine Interview with Yuji Naka|url=http://www.sonic-jam.org/aii1998:oct08|journal=Sega Saturn Magazine|issue=36|access-date=November 11, 2017|archive-date=May 18, 2021|archive-url=https://web.archive.org/web/20210518153449/http://www.sonic-jam.org/aii1998:oct08|url-status=usurped}}</ref> Sonic Team started to work on it in April 1997 on the Saturn with a 20-strong team.<ref name="Pétronille-2014">{{Cite book |last1=Pétronille |first1=Marc |title=The History of Sonic the Hedgehog |last2=Audureau |first2=William |publisher=Pix'n Love |year=2014 |isbn=978-1926778969 |language=en-US}}</ref>{{rp|139}}<ref name="satmag"/> Sonic Team created the first prototype using the ''Nights'' engine,<ref name="RG">{{cite journal|last1=Hunt|first1=Stuart|last2=Jones|first2=Darran|date=December 2007|title=The Making Of... ''Nights''|journal=[[Retro Gamer]]|issue=45|pages=26–33}}</ref> but the Saturn's limited capabilities made development difficult.<ref name="Pétronille-2014" />{{rp|65}} Sega president [[Hayao Nakayama]] informed Naka of the Saturn's successor, the Dreamcast, and he believed the new console would allow Sonic Team to create the ultimate ''Sonic'' game.<ref name="Pétronille-2014" />{{rp|67}} When the team learned the Dreamcast was nearing completion, they moved development to take advantage of its greater quantity of RAM, stronger [[CPU]], and the VMU. Not wanting to waste their completed work, they placed it as a bonus in the [[Product bundling|compilation game]] ''[[Sonic Jam]]'', the final ''Sonic'' game for the Saturn.<ref name="Pétronille-2014" />{{rp|65}}<ref name="satmag" /> Development on the Dreamcast began in July 1997.<ref name="satmag" />


Iizuka served as director on ''Sonic Adventure'', while Naka produced.<ref name="credits"/> One of the largest video games created at the time,<ref name="firstlook" /><ref name="unveils" /><ref name="retrogamerminimaking" /> the team had grown to 60 after 10 months,<ref name="satmag" /> and over 100 developers worked on the game in total.<ref name="GSpot: Q&A">{{cite web |last1=Ohbuchi |first1=Yutaka |title=Q&A; With Naka and Irimajiri |url=http://headline.gamespot.com/news/98_08/22_qna/index.html |website=[[GameSpot]] |access-date=April 27, 2022 |archive-url=https://web.archive.org/web/20000305181129/http://headline.gamespot.com/news/98_08/22_qna/index.html |archive-date=March 5, 2000 |date=August 22, 1998}}</ref> Sonic Team undertook development in conjunction with the Dreamcast, aiming to release the game in December 1998, even if it meant making improvements after release.<ref name=":1" />{{rp|69}}<ref name="retrogamerminimaking" /> Developing ''Sonic Adventure'' at the same time as the system, which was not completed until two months before the game's release,<ref name="odcm1">{{cite journal|date=September 1999|title=Profile: Yuji Naka|url=https://retrocdn.net/images/6/6e/ODCM_US_01.pdf|journal=Official Dreamcast Magazine|issue=1|page=35|access-date=January 26, 2018}}</ref> gave Iizuka influence over the console's development;<ref name="GamesTMBehindTheScenes" /> for example, he was able to request more [[RAM]] for the console specifically for ''Sonic Adventure''.<ref name="retrogamerminimaking" /> According to former Sega of America producer Mark Subotnick, Naka canceled ''Geist Force'', an [[on-rails shooter]] that was planned as a Dreamcast [[launch game]], so he could use its [[proprietary software]] for ''Sonic Adventure''.<ref>{{cite web |last1=McFerran |first1=Damien |title=Yuji Naka Killed "Dreamcast's Star Fox", Says Former Sega Producer |url=https://www.nintendolife.com/news/2021/12/yuji-naka-killed-dreamcasts-star-fox-says-former-sega-producer |website=[[Nintendo Life]] |access-date=July 6, 2022 |date=December 20, 2021}}</ref>
Iizuka served as director on ''Sonic Adventure'', while Naka produced.<ref name="credits"/> One of the largest video games created at the time,<ref name="firstlook" /><ref name="unveils" /><ref name="retrogamerminimaking" /> the team had grown to 60 after 10 months,<ref name="satmag" /> and over 100 developers worked on the game in total.<ref name="GSpot: Q&A">{{cite web |last1=Ohbuchi |first1=Yutaka |title=Q&A; With Naka and Irimajiri |url=http://headline.gamespot.com/news/98_08/22_qna/index.html |website=[[GameSpot]] |access-date=April 27, 2022 |archive-url=https://web.archive.org/web/20000305181129/http://headline.gamespot.com/news/98_08/22_qna/index.html |archive-date=March 5, 2000 |date=August 22, 1998}}</ref> Sonic Team undertook development in conjunction with the Dreamcast, aiming to release the game in December 1998, even if it meant making improvements after release.<ref name="Pétronille-2014" />{{rp|69}}<ref name="retrogamerminimaking" /> Developing ''Sonic Adventure'' at the same time as the system, which was not completed until two months before release,<ref name="odcm1">{{cite journal|date=September 1999|title=Profile: Yuji Naka|url=https://retrocdn.net/images/6/6e/ODCM_US_01.pdf|journal=Official Dreamcast Magazine|issue=1|page=35|access-date=January 26, 2018}}</ref> gave Iizuka influence over the console's development;<ref name="GamesTMBehindTheScenes" /> for example, he was able to request more [[RAM]] for the console specifically for ''Sonic Adventure''.<ref name="retrogamerminimaking" /> According to former Sega of America producer Mark Subotnick, Naka canceled ''Geist Force'', an [[on-rails shooter]] that was planned as a Dreamcast [[launch game]], so he could use its [[proprietary software]] for ''Sonic Adventure''.<ref>{{cite web |last1=McFerran |first1=Damien |title=Yuji Naka Killed "Dreamcast's Star Fox", Says Former Sega Producer |url=https://www.nintendolife.com/news/2021/12/yuji-naka-killed-dreamcasts-star-fox-says-former-sega-producer |website=[[Nintendo Life]] |access-date=July 6, 2022 |date=December 20, 2021}}</ref>


=== Characters and art ===
=== Characters and art ===
Line 85: Line 84:
Sonic Team felt challenged by the new hardware to recreate Sonic and his world in a new way.<ref name="polydev"/> They began development using the character designs from the Genesis games, but quickly discovered the characters' bodies were too short and their heads too big, making them difficult to see.<ref name="polydev"/> Retro game characters, such as [[Pac-Man]], were also being reborn in a more "urban" fashion around the same time, something that made Sonic Team jealous and feel the original character designs were dated.<ref name="RG2018"/> As such, [[Yuji Uekawa]] redesigned each character to suit the transition to 3D and to give them "new, edgy, more Western" design.<ref name="polydev"/> Looking to the animation of [[Walt Disney]] and ''[[Looney Tunes]]'' for inspiration, he made Sonic more mature, taller and slimmer, and gave him longer quills. He darkened his blue color and gave him green irises to contrast with the rest of his color scheme, as well as reference [[Green Hill Zone]]. Uekawa tried to make Sonic look like a comic book character and compared the style to graffiti. After redesigning Sonic, he made the other characters fit this new art style.<ref name="polydev">{{cite web|url=https://www.polygon.com/features/2017/4/17/15099400/how-sega-moved-sonic-from-2d-to-3d|title=How Sega moved Sonic from 2D to 3D|author1=Cook & Becker|date=April 7, 2017|website=[[Polygon (website)|Polygon]]|publisher=[[Vox Media]]|archive-url=https://web.archive.org/web/20170705122201/https://www.polygon.com/features/2017/4/17/15099400/how-sega-moved-sonic-from-2d-to-3d|archive-date=July 5, 2017|url-status=live|access-date=November 11, 2017}}</ref> Hoshino noted that the characters' longer limbs made it easier to recreate their 2D poses in 3D.<ref name="RG2018"/>
Sonic Team felt challenged by the new hardware to recreate Sonic and his world in a new way.<ref name="polydev"/> They began development using the character designs from the Genesis games, but quickly discovered the characters' bodies were too short and their heads too big, making them difficult to see.<ref name="polydev"/> Retro game characters, such as [[Pac-Man]], were also being reborn in a more "urban" fashion around the same time, something that made Sonic Team jealous and feel the original character designs were dated.<ref name="RG2018"/> As such, [[Yuji Uekawa]] redesigned each character to suit the transition to 3D and to give them "new, edgy, more Western" design.<ref name="polydev"/> Looking to the animation of [[Walt Disney]] and ''[[Looney Tunes]]'' for inspiration, he made Sonic more mature, taller and slimmer, and gave him longer quills. He darkened his blue color and gave him green irises to contrast with the rest of his color scheme, as well as reference [[Green Hill Zone]]. Uekawa tried to make Sonic look like a comic book character and compared the style to graffiti. After redesigning Sonic, he made the other characters fit this new art style.<ref name="polydev">{{cite web|url=https://www.polygon.com/features/2017/4/17/15099400/how-sega-moved-sonic-from-2d-to-3d|title=How Sega moved Sonic from 2D to 3D|author1=Cook & Becker|date=April 7, 2017|website=[[Polygon (website)|Polygon]]|publisher=[[Vox Media]]|archive-url=https://web.archive.org/web/20170705122201/https://www.polygon.com/features/2017/4/17/15099400/how-sega-moved-sonic-from-2d-to-3d|archive-date=July 5, 2017|url-status=live|access-date=November 11, 2017}}</ref> Hoshino noted that the characters' longer limbs made it easier to recreate their 2D poses in 3D.<ref name="RG2018"/>


''Sonic Adventure'' features two new playable characters, Big and Gamma.<ref name="RG2018"/> Sonic Team had already implemented an in-game fishing rod with no context or use, leading to the creation of Big.<ref>{{cite web|url=http://www.gamersglobal.de/interview/die-sonic-fans-nie-wieder-enttaeuschen|title=Die Sonic-Fans nie wieder enttäuschen!|last=Betker|first=Gerjet|date=July 20, 2011|website=Gamers Global|publisher=Jörg Langer|language=de|archive-url=https://web.archive.org/web/20120301201009/http://www.gamersglobal.de/interview/die-sonic-fans-nie-wieder-enttaeuschen|archive-date=March 1, 2012|url-status=live|access-date=February 2, 2014}}</ref> Big was designed to be giant and relaxed so the player would not expect something more intense.<ref name="RG2018"/> Gamma and his playstyle were created in response to fans who wanted elements of a [[shoot 'em up]] in ''Sonic''<ref name="directorscut" /><ref name="unveils" /> and because of Iizuka's desire to include "some type of satisfying gameplay that couldn't be done with Sonic".<ref name="RG2018"/> Neither Big nor Gamma were intended to play a large role, so both of their campaigns were short.<ref name="sa2interview" /> The antagonist, Chaos, had been conceived for ''Sonic X-treme''.<ref name=":1"/>{{rp|264}} Iizuka wanted a villain who would have been impossible on older hardware and settled on something liquid and transparent. He presented the concept to Naka, who was impressed.<ref name="directorscut" /> Chaos was intended to have realistic blue scales in his final form, but this was abandoned because of the technological constraints of the Dreamcast.<ref name="brady">{{cite book|title=Sonic Generations Official Strategy Guide|date=November 1, 2011|publisher=[[BradyGames]]|isbn=978-0744013429|page=206}}</ref>
''Sonic Adventure'' features two new playable characters, Big and Gamma.<ref name="RG2018"/> Sonic Team had already implemented an in-game fishing rod with no context or use, leading to the creation of Big.<ref>{{cite web|url=http://www.gamersglobal.de/interview/die-sonic-fans-nie-wieder-enttaeuschen|title=Die Sonic-Fans nie wieder enttäuschen!|last=Betker|first=Gerjet|date=July 20, 2011|website=Gamers Global|publisher=Jörg Langer|language=de|archive-url=https://web.archive.org/web/20120301201009/http://www.gamersglobal.de/interview/die-sonic-fans-nie-wieder-enttaeuschen|archive-date=March 1, 2012|url-status=live|access-date=February 2, 2014}}</ref> Big was designed to be giant and relaxed so the player would not expect something more intense.<ref name="RG2018"/> Gamma and his playstyle were created in response to fans who wanted elements of a [[shoot 'em up]] in ''Sonic''<ref name="directorscut" /><ref name="unveils" /> and because of Iizuka's desire to include "some type of satisfying gameplay that couldn't be done with Sonic".<ref name="RG2018"/> Neither Big nor Gamma were intended to play a large role, so both of their campaigns were short.<ref name="sa2interview" /> The antagonist, Chaos, had been conceived for ''Sonic X-treme''.<ref name="Pétronille-2014"/>{{rp|264}} Iizuka wanted a villain who would have been impossible on older hardware and settled on something liquid and transparent. He presented the concept to Naka, who was impressed.<ref name="directorscut" /> Chaos was intended to have realistic blue scales in his final form, but this was abandoned because of the technological constraints of the Dreamcast.<ref name="brady">{{cite book|title=Sonic Generations Official Strategy Guide|date=November 1, 2011|publisher=[[BradyGames]]|isbn=978-0744013429|page=206}}</ref>


While some ''Sonic'' games, such as ''[[Sonic CD]]'' (1993), contained limited voice work, ''Sonic Adventure'' was the first ''Sonic'' game to feature extensive [[voice acting]].<ref name="firstlook">{{cite journal |date=October 1998 |title=First Look at Sonic Adventure |url=https://retrocdn.net/images/d/d6/CVG_UK_203.pdf |url-status=live |journal=[[Computer and Video Games]] |issue=203 |pages=8-11 |archive-url=https://web.archive.org/web/20171114223547/https://retrocdn.net/images/d/d6/CVG_UK_203.pdf |archive-date=November 14, 2017 |access-date=November 11, 2017 |via=Retro CDN}}</ref> The decision was made early in development as the game was more story-focused than previous ''Sonic'' games. Sonic Team's staff had differing opinions about how Sonic should sound. Iizuka recalled that the only element they agreed on was to avoid using an [[anime]] voice actor, favoring a film actor with an "over-the-top" voice.<ref name="retrogamerminimaking">{{cite journal|date=June 23, 2011|title=Mini Making of... Sonic Adventure|journal=[[Retro Gamer]]|issue=91|pages=34–35}}</ref> Sonic Team cast [[Jun'ichi Kanemaru]] as Sonic. In an interview celebrating his 30th anniversary as a voice actor, Kanemaru said one reason he was cast was because of his ability to speak English.<ref>{{cite web|script-title=ja:ソニック役でお馴染み、金丸淳一さん声優30周年! オリジナルアルバム再販記念ロングインタビュー|url=https://www.animatetimes.com/news/details.php?id=1458548005|publisher=Animate Times|language=ja|date=March 21, 2016|access-date=November 14, 2018}}</ref> After Sonic Team USA was formed, they hired American actors to translate the Japanese script. The English-language voice cast consists of [[Ryan Drummond]] as Sonic,<ref>{{cite web|url=http://www.gamesradar.com/characters-you-never-knew-had-the-same-voice-actor/2/|title=Characters you never knew had the same voice actor|last1=Barratt|first1=Charlie|website=[[GamesRadar]]|date=January 16, 2009 |publisher=[[Future plc]]|archive-url=https://web.archive.org/web/20161021061833/http://www.gamesradar.com/characters-you-never-knew-had-the-same-voice-actor/2/|archive-date=October 21, 2016|url-status=live|access-date=November 11, 2017}}</ref> Corey Bringas as Tails, [[Michael McGaharn]] as Knuckles, Jennifer Douillard as Amy, [[Jon St. John]] as Big and E-102 Gamma, and Deem Bristow as Robotnik.<ref name="credits">{{cite video game|title=Sonic Adventure|developer=Sonic Team|publisher=Sega|date=December 23, 1998|level=Credits}}</ref> Iizuka used ''Sonic Adventure'' to introduce Robotnik's Japanese name, "Dr. Eggman", to western audiences;<ref name="changesiliconera">{{cite web|author1=Casey|title=Sega Explains How Dr. Robotnik Came To Be Called Eggman|url=http://www.siliconera.com/2016/06/24/sega-explains-dr-robotnik-came-called-eggman/|website=[[Siliconera]]|publisher=[[Curse, Inc.]]|access-date=15 March 2018|date=June 24, 2016}}</ref> he accomplished this by having Sonic insult Robotnik when they meet for the first time in-game.<ref>{{cite news |last1=Mandelin |first1=Clyde |title=How Dr. Robotnik Turns into Dr. Eggman in Japanese Sonic Adventure |url=https://legendsoflocalization.com/how-dr-robotnik-turns-into-dr-eggman/ |website=Legends of Localization |access-date=October 7, 2018 |date=June 15, 2013}}</ref> Similarly, he avoided referring to Tails as "Miles", which he was commonly called in Japan.<ref name="RG2018"/>
While some ''Sonic'' games, such as ''[[Sonic CD]]'' (1993), contained limited voice work, ''Sonic Adventure'' was the first ''Sonic'' game to feature extensive [[voice acting]].<ref name="firstlook">{{cite journal |date=October 1998 |title=First Look at Sonic Adventure |url=https://retrocdn.net/images/d/d6/CVG_UK_203.pdf |url-status=live |journal=[[Computer and Video Games]] |issue=203 |pages=8-11 |archive-url=https://web.archive.org/web/20171114223547/https://retrocdn.net/images/d/d6/CVG_UK_203.pdf |archive-date=November 14, 2017 |access-date=November 11, 2017 |via=Retro CDN}}</ref> The decision was made early in development as the game was more story-focused than previous ''Sonic'' games. Sonic Team's staff had differing opinions about how Sonic should sound. Iizuka recalled that the only element they agreed on was to avoid using an [[anime]] voice actor, favoring a film actor with an "over-the-top" voice.<ref name="retrogamerminimaking">{{cite journal|date=June 23, 2011|title=Mini Making of... Sonic Adventure|journal=[[Retro Gamer]]|issue=91|pages=34–35}}</ref> Sonic Team cast [[Jun'ichi Kanemaru]] as Sonic. In an interview celebrating his 30th anniversary as a voice actor, Kanemaru said one reason he was cast was because of his ability to speak English.<ref>{{cite web|script-title=ja:ソニック役でお馴染み、金丸淳一さん声優30周年! オリジナルアルバム再販記念ロングインタビュー|url=https://www.animatetimes.com/news/details.php?id=1458548005|publisher=Animate Times|language=ja|date=March 21, 2016|access-date=November 14, 2018}}</ref> After Sonic Team USA was formed, they hired American actors to translate the Japanese script. The English-language voice cast consists of [[Ryan Drummond]] as Sonic,<ref>{{cite web|url=http://www.gamesradar.com/characters-you-never-knew-had-the-same-voice-actor/2/|title=Characters you never knew had the same voice actor|last1=Barratt|first1=Charlie|website=[[GamesRadar]]|date=January 16, 2009 |publisher=[[Future plc]]|archive-url=https://web.archive.org/web/20161021061833/http://www.gamesradar.com/characters-you-never-knew-had-the-same-voice-actor/2/|archive-date=October 21, 2016|url-status=live|access-date=November 11, 2017}}</ref> Corey Bringas as Tails, [[Michael McGaharn]] as Knuckles, Jennifer Douillard as Amy, [[Jon St. John]] as Big and E-102 Gamma, and Deem Bristow as Robotnik.<ref name="credits">{{cite video game|title=Sonic Adventure|developer=Sonic Team|publisher=Sega|date=December 23, 1998|level=Credits}}</ref> Iizuka used ''Sonic Adventure'' to introduce Robotnik's Japanese name, "Dr. Eggman", to western audiences;<ref name="changesiliconera">{{cite web|author1=Casey|title=Sega Explains How Dr. Robotnik Came To Be Called Eggman|url=http://www.siliconera.com/2016/06/24/sega-explains-dr-robotnik-came-called-eggman/|website=[[Siliconera]]|publisher=[[Curse, Inc.]]|access-date=15 March 2018|date=June 24, 2016}}</ref> he accomplished this by having Sonic insult Robotnik when they meet for the first time in-game.<ref>{{cite news |last1=Mandelin |first1=Clyde |title=How Dr. Robotnik Turns into Dr. Eggman in Japanese Sonic Adventure |url=https://legendsoflocalization.com/how-dr-robotnik-turns-into-dr-eggman/ |website=Legends of Localization |access-date=October 7, 2018 |date=June 15, 2013}}</ref> Similarly, he avoided referring to Tails as "Miles", which he was commonly called in Japan.<ref name="RG2018"/>


Because ''Sonic Adventure'' was a Dreamcast launch game, the team strove to demonstrate the console's capabilities with realistic graphics. To achieve a more realistic feel for the environments, the core members of Sonic Team visited temples, jungles, and ancient ruins in [[Mesoamerica]]n landscapes, including [[Cancún]], [[Guatemala]], and [[Peru]]. While Sonic Team members had to draw artwork by hand for games in the past, for ''Sonic Adventure'' they were able to use photographs taken during their visits as [[texture mapping|textures]].<ref name="RG2018"/> The greatest influences were the [[Tikal]] ruin in Guatemala and [[Machu Picchu]] in Peru.<ref name=GamesTMBehindTheScenes /> The character Tikal was inspired by Peru and took her name from the Guatemalan ruins.<ref name=":1" />{{rp|68}}<ref name="directorscut" /> The 3D visuals were created using a [[Voodoo2]] graphics chip.<ref name="satmag" />
Because ''Sonic Adventure'' was a Dreamcast launch game, the team strove to demonstrate the console's capabilities with realistic graphics. To achieve a more realistic feel for the environments, the core members of Sonic Team visited temples, jungles, and ancient ruins in [[Mesoamerica]]n landscapes, including [[Cancún]], [[Guatemala]], and [[Peru]]. While Sonic Team members had to draw artwork by hand for games in the past, for ''Sonic Adventure'' they were able to use photographs taken during their visits as [[texture mapping|textures]].<ref name="RG2018"/> The greatest influences were the [[Tikal]] ruin in Guatemala and [[Machu Picchu]] in Peru.<ref name=GamesTMBehindTheScenes /> The character Tikal was inspired by Peru and took her name from the Guatemalan ruins.<ref name="Pétronille-2014" />{{rp|68}}<ref name="directorscut" /> The 3D visuals were created using a [[Voodoo2]] graphics chip.<ref name="satmag" />


=== Design ===
=== Design ===
The levels were designed to feature gameplay similar to the original Genesis games and to take at least five minutes to complete.<ref name="unveils">{{Cite magazine |date=October 1998 |title=Sega Unveils Sonic Adventure |url=https://retrocdn.net/images/4/48/Edge_UK_063.pdf |access-date=March 24, 2025 |department=News |magazine=[[Edge (magazine)|Edge]] |publisher=[[Future plc]] |location=Bath |pages=6–7 |issue=63 |issn=1350-1593}}</ref> One of the biggest challenges the ''Adventure'' designers faced was transitioning ''Sonic''{{'s}} 2D style to 3D.<ref name="retrogamerminimaking"/> In the Genesis ''Sonic'' games, the player simply had to go right to reach the end of a level, but in ''Sonic Adventure'' they could move in every direction. The designers created [[3D modeling|models]] for the stages before testing it as the player character, resulting in trial and error. This made Iizuka realize the importance of the game's [[Virtual camera system|camera]].<ref name="RG2018"/> Some levels, such as the Lost World, were rebuilt dozens of times.<ref name="directorscut" /><ref name="1001games">{{cite book|title=1001 Video Games You Must Play Before You Die|last1=Donlan|first1=Christian|date=2010|publisher=[[Universe Publishing]]|isbn=978-0-7893-2090-2|title-link=1001 Video Games You Must Play Before You Die}}</ref> Sonic Team split levels into parts to save memory.<ref name="RG2018"/> One particular difficulty was defeating enemies; in the 2D games, enemies were beaten simply by jumping on them, but this was harder to achieve in a 3D game. Therefore, Sonic was given the ability to target enemies in mid-air.<ref name="directorscut"/>
The levels were designed to feature gameplay similar to the original Genesis games and to take at least five minutes to complete.<ref name="unveils">{{Cite magazine |date=October 1998 |title=Sega Unveils Sonic Adventure |url=https://retrocdn.net/images/4/48/Edge_UK_063.pdf |access-date=March 24, 2025 |department=News |magazine=[[Edge (magazine)|Edge]] |publisher=[[Future plc]] |location=Bath |pages=6–7 |issue=63 |issn=1350-1593}}</ref> One of the biggest challenges the ''Adventure'' designers faced was transitioning ''Sonic''{{'s}} 2D style to 3D.<ref name="retrogamerminimaking"/> In the Genesis ''Sonic'' games, the player simply had to go right to reach the end of a level, but in ''Sonic Adventure'' they could move in every direction. The designers created [[3D modeling|models]] for the stages before testing it as the player character, resulting in trial and error. This made Iizuka realize the importance of the game's [[Virtual camera system|camera]].<ref name="RG2018"/> Some levels, such as the Lost World, were rebuilt dozens of times.<ref name="directorscut" /><ref name="1001games">{{cite book|title=1001 Video Games You Must Play Before You Die|last1=Donlan|first1=Christian|date=2010|publisher=[[Universe Publishing]]|isbn=978-0-7893-2090-2|title-link=1001 Video Games You Must Play Before You Die}}</ref> Sonic Team split levels into parts to save memory.<ref name="RG2018"/> One particular difficulty was defeating enemies; in the 2D games, enemies were beaten simply by jumping on them, but this was harder to achieve in a 3D game. Therefore, Sonic was given the ability to target enemies in mid-air.<ref name="directorscut"/>


Iizuka said the cinematic sequences were conceived to take advantage of the environments, "giving the player an element of discovery in addition to the platforming".<ref name="retrogamerminimaking"/><ref name="GamesTMBehindTheScenes">{{cite book|title=Retro Volume 3|author1=[[GamesTM]]|date=2010|publisher=[[Imagine Publishing]]|isbn=978-1-90607-856-0|location=Bournemouth|pages=60–63|chapter=Behind The Scenes Sonic Adventure}}</ref> The team also wanted to add elements unexpected in a platform game; for example, the level in which Tails sandboards was inspired by a group of sandboarders in [[Ica, Peru]].<ref name=":1" />{{rp|68}}<ref name="directorscut" /> Some levels reference past Sega games, such as Ice Cap (1994's ''[[Sonic the Hedgehog 3]]'') and the Tornado levels (1995's ''[[Panzer Dragoon (video game)|Panzer Dragoon]]'').<ref name=":1" />{{rp|142}} When seeing the completed level designs, Iizuka and Naka decided to repurpose them for other player characters.<ref name="unveils" /> Iizuka said they felt it would be "a waste if Sonic just quickly ran through the levels that we spent so much time creating". The first characters besides Sonic added to the game were Tails and Knuckles; Tails's stages turned portions of Sonic's levels into races, while Knuckles's treasure-hunting missions were designed as a contrast to the others' straightforward ones. ''Sonic Adventure'' was the first time Amy was playable in a ''Sonic'' platformer, and Iizuka aimed to use her to add tension, such as hiding from pursuers, that Sonic's gameplay could not offer.<ref name="RG2018"/>
Iizuka said the cinematic sequences were conceived to take advantage of the environments, "giving the player an element of discovery in addition to the platforming".<ref name="retrogamerminimaking"/><ref name="GamesTMBehindTheScenes">{{cite book|title=Retro Volume 3|author1=[[GamesTM]]|date=2010|publisher=[[Imagine Publishing]]|isbn=978-1-90607-856-0|location=Bournemouth|pages=60–63|chapter=Behind The Scenes Sonic Adventure}}</ref> The team also wanted to add elements unexpected in a platform game; for example, the level in which Tails sandboards was inspired by a group of sandboarders in [[Ica, Peru]].<ref name="Pétronille-2014" />{{rp|68}}<ref name="directorscut" /> Some levels reference past Sega games, such as Ice Cap (1994's ''[[Sonic the Hedgehog 3]]'') and the Tornado levels (1995's ''[[Panzer Dragoon (video game)|Panzer Dragoon]]'').<ref name="Pétronille-2014" />{{rp|142}} When seeing the completed level designs, Iizuka and Naka decided to repurpose them for other player characters.<ref name="unveils" /> Iizuka said they felt it would be "a waste if Sonic just quickly ran through the levels that we spent so much time creating". After Sonic, the first characters added were Tails and Knuckles; Tails's stages turned portions of Sonic's levels into races, while Knuckles's treasure-hunting missions were designed to contrast with the others' straightforward ones. ''Sonic Adventure'' was the first time Amy was playable in a ''Sonic'' platformer, and Iizuka aimed to use her to add tension, such as hiding from pursuers, that Sonic's gameplay could not offer.<ref name="RG2018"/>


Because ''Sonic Adventure'' had a stronger emphasis on storytelling than previous games in the series, the team implemented hub worlds to "draw the players deeper into the world." The hub worlds' emphasis on exploring to find new areas and power-ups was inspired by ''[[The Legend of Zelda]]''.<ref name="RG2018"/> When seeing the completed level designs, Iizuka and Naka decided to repurpose them for other player characters.<ref name="unveils" /> According to Iizuka, the team tried to include as much content as possible.<ref name="retrogamerminimaking"/> One addition was the Chao-raising system, which Iizuka conceived to take advantage of the VMU.<ref name=":1" />{{rp|70}} Sonic Team had used a similar virtual pet system, the "A-Life", in ''Nights into Dreams'';<ref name="directorscut" /> Iizuka used the A-Life as a base, while improving it with the VMU and the option to improve its skills.<ref name=":1" />{{rp|71}} Iizuka hoped it would be made into a character players could touch and raise.<ref name=GamesTMBehindTheScenes /> It was also designed to appeal to casual gamers not familiar with games like ''Sonic'',<ref name="directorscut" /> and to add [[replay value]].<ref name="chat">{{cite magazine|title=Afterthoughts: Sonic Heroes – A candid chat with Sonic Team's lord of the rings.|url=http://www.egmmag.com/article2/0,2053,1507899,00.asp|magazine=[[Electronic Gaming Monthly]]|publisher=[[Ziff Davis]]|access-date=November 18, 2017|archive-url=https://web.archive.org/web/20040330042803/http://www.egmmag.com/article2/0,2053,1507899,00.asp|archive-date=March 30, 2004}}</ref> The design took considerable time to finalize and had to be made as simple as possible because the virtual pet's look changes form as it evolves.<ref name=GamesTMBehindTheScenes />
Because ''Sonic Adventure'' had a stronger emphasis on storytelling than previous games in the series, the team implemented hub worlds to "draw the players deeper into the world." The hub worlds' emphasis on exploring to find new areas and power-ups was inspired by ''[[The Legend of Zelda]]''.<ref name="RG2018"/> When seeing the completed level designs, Iizuka and Naka decided to repurpose them for other player characters.<ref name="unveils" /> According to Iizuka, the team tried to include as much content as possible.<ref name="retrogamerminimaking"/> One addition was the Chao-raising system, which Iizuka conceived to take advantage of the VMU.<ref name="Pétronille-2014" />{{rp|70}} Sonic Team had used a similar virtual pet system, the "A-Life", in ''Nights into Dreams'';<ref name="directorscut" /> Iizuka used the A-Life as a base, while improving it with the VMU and the option to improve its skills.<ref name="Pétronille-2014" />{{rp|71}} Iizuka hoped it would be made into a character players could touch and raise.<ref name=GamesTMBehindTheScenes /> It was also designed to appeal to casual gamers not familiar with games like ''Sonic'',<ref name="directorscut" /> and to add [[replay value]].<ref name="chat">{{cite magazine|title=Afterthoughts: Sonic Heroes – A candid chat with Sonic Team's lord of the rings.|url=http://www.egmmag.com/article2/0,2053,1507899,00.asp|magazine=[[Electronic Gaming Monthly]]|publisher=[[Ziff Davis]]|access-date=November 18, 2017|archive-url=https://web.archive.org/web/20040330042803/http://www.egmmag.com/article2/0,2053,1507899,00.asp|archive-date=March 30, 2004}}</ref> The design took considerable time to finalize and had to be made as simple as possible because the virtual pet's look changes form as it evolves.<ref name=GamesTMBehindTheScenes />


===Music===
===Music===
Line 106: Line 105:
In contrast to previous ''Sonic'' games, which featured [[electropop]] soundtracks, the ''Adventure'' sound team preferred "hot, [[funk]]y, and [[rock 'n' roll]]" music.<ref name="Company Profile">{{Cite magazine|last=Smith|first=Sean|date=June 22, 2006|title=Company Profile: Sonic Team|magazine=[[Retro Gamer]]|publisher=[[Imagine Publishing]]|volume=3|issue=26|page=27}}</ref><ref name="unveils"/> Iizuka noted that Sonic Team's primary goal with ''Adventure'' was "to evoke the essence of Sonic by going from 2D to 3D", and felt the music needed to exceed fan expectations due to previous ''Sonic'' soundtracks' popularity.<ref name="vinyl"/> He stated a new style was adopted because the Dreamcast's sound was a significant advance from that of the Genesis;<ref name="retrogamerminimaking"/> Senoue added he felt more comfortable composing rock music and wanted to create music everyone could enjoy.<ref name="vinyl"/> Despite the different styles, Senoue did retain some music from the Genesis ''Sonic'' games: the music for the Windy Valley and Twinkle Park levels were rearranged from ''[[Sonic 3D Blast]]'' (1996), while the level clear jingle was taken from ''Sonic 3''.<ref name="RG2018"/> He chose to reuse his ''3D Blast'' tracks because he felt they were strong enough to be more widely heard, as they were only used for the Genesis version (which was not released in Japan).<ref>{{cite AV media|title=Sonic Team Q&A 2011|publisher=The Sonic Show|medium=YouTube|date=July 2, 2012|url=https://www.youtube.com/watch?v=RwvoSPbY4E4&t=770s| archive-url=https://ghostarchive.org/varchive/youtube/20211117/RwvoSPbY4E4| archive-date=2021-11-17 | url-status=live}}{{cbignore}} (Event occurs at 12:50.)</ref>
In contrast to previous ''Sonic'' games, which featured [[electropop]] soundtracks, the ''Adventure'' sound team preferred "hot, [[funk]]y, and [[rock 'n' roll]]" music.<ref name="Company Profile">{{Cite magazine|last=Smith|first=Sean|date=June 22, 2006|title=Company Profile: Sonic Team|magazine=[[Retro Gamer]]|publisher=[[Imagine Publishing]]|volume=3|issue=26|page=27}}</ref><ref name="unveils"/> Iizuka noted that Sonic Team's primary goal with ''Adventure'' was "to evoke the essence of Sonic by going from 2D to 3D", and felt the music needed to exceed fan expectations due to previous ''Sonic'' soundtracks' popularity.<ref name="vinyl"/> He stated a new style was adopted because the Dreamcast's sound was a significant advance from that of the Genesis;<ref name="retrogamerminimaking"/> Senoue added he felt more comfortable composing rock music and wanted to create music everyone could enjoy.<ref name="vinyl"/> Despite the different styles, Senoue did retain some music from the Genesis ''Sonic'' games: the music for the Windy Valley and Twinkle Park levels were rearranged from ''[[Sonic 3D Blast]]'' (1996), while the level clear jingle was taken from ''Sonic 3''.<ref name="RG2018"/> He chose to reuse his ''3D Blast'' tracks because he felt they were strong enough to be more widely heard, as they were only used for the Genesis version (which was not released in Japan).<ref>{{cite AV media|title=Sonic Team Q&A 2011|publisher=The Sonic Show|medium=YouTube|date=July 2, 2012|url=https://www.youtube.com/watch?v=RwvoSPbY4E4&t=770s| archive-url=https://ghostarchive.org/varchive/youtube/20211117/RwvoSPbY4E4| archive-date=2021-11-17 | url-status=live}}{{cbignore}} (Event occurs at 12:50.)</ref>


Senoue composed several songs with English lyrics to highlight the various characters' personalities, and collaborated with Tokoi and Kumatani to polish them.<ref name="vinyl"/> The main theme, "Open Your Heart", was performed by [[Hardline (band)|Hardline]]'s [[Johnny Gioeli]];<ref name="RG2018"/> other songs were performed by Gioeli, Marlon Saunders, Dred Foxx, [[Ted Poley]], Nikki Gregoroff, and [[Tony Harnell]].<ref name=":1"/>{{rp|143}} ''Sonic Adventure'' marked Senoue's first collaboration with Gioeli; the two later formed the band [[Crush 40]] (originally known as Sons of Angels), and continue to make music together.<ref name="RG2018"/> Iizuka was inspired to use "Open Your Heart" as the [[Boss (video games)|final boss]] music by films, which he noted often use main themes during dramatic events. Iizuka also felt that the songs helped define Knuckles and Amy's personalities, as they had not received much character development in ''Sonic'' games until ''Adventure''.<ref name="vinyl"/>
Senoue composed several songs with English lyrics to highlight the various characters' personalities, and collaborated with Tokoi and Kumatani to polish them.<ref name="vinyl"/> The main theme, "Open Your Heart", was performed by [[Hardline (band)|Hardline]]'s [[Johnny Gioeli]];<ref name="RG2018"/> other songs were performed by Gioeli, Marlon Saunders, Dred Foxx, [[Ted Poley]], Nikki Gregoroff, and [[Tony Harnell]].<ref name="Pétronille-2014"/>{{rp|143}} ''Sonic Adventure'' marked Senoue's first collaboration with Gioeli; the two later formed the band [[Crush 40]] (originally known as Sons of Angels), and continue to make music together.<ref name="RG2018"/> Iizuka was inspired to use "Open Your Heart" as the [[Boss (video games)|final boss]] music by films, which he noted often use main themes during dramatic events. Iizuka also felt that the songs helped define Knuckles and Amy's personalities, as they had not received much character development in ''Sonic'' games until ''Adventure''.<ref name="vinyl"/>


==Release==
==Release==
[[File:Dreamcast-Console-Set.jpg|thumb|right|''Sonic Adventure'' was released for the [[Dreamcast]] in Japan in December 1998 and in the West in September/October 1999.]]
[[File:Dreamcast-Console-Set.jpg|thumb|right|''Sonic Adventure'' was released for the [[Dreamcast]] in Japan in December 1998 and in the West in September/October 1999.]]


''Sonic Adventure'' was kept a secret during production,<ref name="satmag" /><ref name="unveils" /> though screenshots were leaked in mid-1998 and plans for a 3D ''Sonic'' game had long been rumored.<ref name="unveils" /><ref>{{cite journal|date=July 1997|title=The Red-Hot Rumours Division!|journal=[[Computer and Video Games]]|issue=15}}</ref> It was unveiled by Naka and the rest of Sonic Team on August 22, 1998,<ref name="unveils" /> at the [[Tokyo International Forum]]. The team showed off several dynamic elements, such as a chase sequence from the first level and Tails's sandboarding sequence.<ref name=":1" />{{rp|69}} The presentation ended with a live performance of "Open Your Heart" alongside a [[RealVideo]] clip montage.<ref>{{cite web |last1=Johnston |first1=Chris |title=Sega's Sonic Sendoff |url=http://headline.gamespot.com/news/98_08/21_sonone/index.html |website=[[GameSpot]] |access-date=April 27, 2022 |archive-url=https://web.archive.org/web/20000414111544/http://headline.gamespot.com/news/98_08/21_sonone/index.html |archive-date=April 14, 2000 |date=August 21, 1998}}</ref> Naka described the debut as intense, having "[given his] all" to make it fit for release.<ref name=":1" />{{rp|69}}
''Sonic Adventure'' was kept a secret during production,<ref name="satmag" /><ref name="unveils" /> though screenshots were leaked in mid-1998 and plans for a 3D ''Sonic'' game had long been rumored.<ref name="unveils" /><ref>{{cite journal|date=July 1997|title=The Red-Hot Rumours Division!|journal=[[Computer and Video Games]]|issue=15}}</ref> It was unveiled by Naka and the rest of Sonic Team on August 22, 1998,<ref name="unveils" /> at the [[Tokyo International Forum]]. The team showed off several dynamic elements, such as a chase sequence from the first level and Tails's sandboarding sequence.<ref name="Pétronille-2014" />{{rp|69}} The presentation ended with a live performance of "Open Your Heart" alongside a [[RealVideo]] clip montage.<ref>{{cite web |last1=Johnston |first1=Chris |title=Sega's Sonic Sendoff |url=http://headline.gamespot.com/news/98_08/21_sonone/index.html |website=[[GameSpot]] |access-date=April 27, 2022 |archive-url=https://web.archive.org/web/20000414111544/http://headline.gamespot.com/news/98_08/21_sonone/index.html |archive-date=April 14, 2000 |date=August 21, 1998}}</ref> Naka described the debut as intense, having "[given his] all" to make it fit for release.<ref name="Pétronille-2014" />{{rp|69}}


On December 23, 1998, ''Sonic Adventure'' was released in Japan.<ref>{{cite news|script-title=ja:ドリームキャスト|url=http://sonic.sega.jp/SonicChannel/gametitle/Dreamcast.html|newspaper=Sega &#124; ソニックチャンネル|publisher=Sega|access-date=November 11, 2017|language=ja|url-status=live|archive-url=https://web.archive.org/web/20151207142935/http://sonic.sega.jp/SonicChannel/gametitle/Dreamcast.html|archive-date=December 7, 2015}}</ref><ref>{{cite web|title=Sonic Under the Tree|date=December 23, 1998|url=http://headline.gamespot.com/news/98_12/23_vg_sonic/index.html|website=GameSpot|url-status=dead|archive-url=https://web.archive.org/web/20000609222723/http://headline.gamespot.com/news/98_12/23_vg_sonic/index.html|archive-date=June 9, 2000|access-date=September 20, 2019}}</ref> The Japanese version shipped with many [[glitch]]es; according to Iizuka, this was because the game was produced on a tight schedule, so Sonic Team did not have time to fix them.<ref name="RG2018"/> Several members of Sonic Team flew to Sega of America to establish [[Sonic Team USA]] and [[Patch (computing)|patch]] and translate the game.<ref name=":1" />{{rp|69}} Prior to the launch of the Dreamcast in the United States, Sega made an exclusive deal with [[Hollywood Video]] to allow customers to rent the Dreamcast console along with a non-retail version of the game, ''Sonic Adventure: Limited Edition''.<ref name="limitededition1">{{cite web|url=http://www.ign.com/articles/1999/07/16/sonic-adventure-limited-edition-quick-look|title=''Sonic Adventure: Limited Edition'' Quick Look|author=Gantayat, Anoop|date=July 15, 1999|website=[[IGN]]|publisher=[[Ziff Davis]]|archive-url=https://web.archive.org/web/20141026031410/http://www.ign.com/articles/1999/07/16/sonic-adventure-limited-edition-quick-look|archive-date=October 26, 2014|url-status=live|access-date=October 24, 2014}}</ref><ref name="limitededition2">{{cite web|url=http://www.ign.com/articles/1999/07/17/a-sit-down-with-sonic-adventure-le|title=A Sit-down with ''Sonic Adventure: LE''|author=IGN staff|date=July 15, 1999|website=[[IGN]]|publisher=[[Ziff Davis]]|archive-url=https://web.archive.org/web/20141026031405/http://www.ign.com/articles/1999/07/17/a-sit-down-with-sonic-adventure-le|archive-date=October 26, 2014|url-status=live|access-date=October 24, 2014}}</ref> The promotion began on July 15, 1999, and took place at 1,055 Hollywood Video stores across the country.<ref name="hollywoodvideo">{{cite web|url=http://www.ign.com/articles/1999/06/29/sega-releases-full-details-on-rental-program|title=Sega Releases Full Details of Rental Program|author=IGN staff|date=June 29, 1999|website=[[IGN]]|publisher=[[Ziff Davis]]|archive-url=https://web.archive.org/web/20141026031518/http://www.ign.com/articles/1999/06/29/sega-releases-full-details-on-rental-program|archive-date=October 26, 2014|url-status=live|access-date=October 24, 2014}}</ref>
On December 23, 1998, ''Sonic Adventure'' was released in Japan.<ref>{{cite news|script-title=ja:ドリームキャスト|url=http://sonic.sega.jp/SonicChannel/gametitle/Dreamcast.html|newspaper=Sega &#124; ソニックチャンネル|publisher=Sega|access-date=November 11, 2017|language=ja|url-status=live|archive-url=https://web.archive.org/web/20151207142935/http://sonic.sega.jp/SonicChannel/gametitle/Dreamcast.html|archive-date=December 7, 2015}}</ref><ref>{{cite web|title=Sonic Under the Tree|date=December 23, 1998|url=http://headline.gamespot.com/news/98_12/23_vg_sonic/index.html|website=GameSpot|url-status=dead|archive-url=https://web.archive.org/web/20000609222723/http://headline.gamespot.com/news/98_12/23_vg_sonic/index.html|archive-date=June 9, 2000|access-date=September 20, 2019}}</ref> The Japanese version shipped with many [[glitch]]es; according to Iizuka, Sonic Team did not have time to fix them due to the tight schedule.<ref name="RG2018"/> Several members of Sonic Team flew to Sega of America to establish [[Sonic Team USA]] and [[Patch (computing)|patch]] and translate the game.<ref name="Pétronille-2014" />{{rp|69}} Prior to the launch of the Dreamcast in the United States, Sega made an exclusive deal with [[Hollywood Video]] to allow customers to rent the Dreamcast console along with a non-retail version of the game, ''Sonic Adventure: Limited Edition''.<ref name="limitededition1">{{cite web|url=http://www.ign.com/articles/1999/07/16/sonic-adventure-limited-edition-quick-look|title=''Sonic Adventure: Limited Edition'' Quick Look|author=Gantayat, Anoop|date=July 15, 1999|website=[[IGN]]|publisher=[[Ziff Davis]]|archive-url=https://web.archive.org/web/20141026031410/http://www.ign.com/articles/1999/07/16/sonic-adventure-limited-edition-quick-look|archive-date=October 26, 2014|url-status=live|access-date=October 24, 2014}}</ref><ref name="limitededition2">{{cite web|url=http://www.ign.com/articles/1999/07/17/a-sit-down-with-sonic-adventure-le|title=A Sit-down with ''Sonic Adventure: LE''|author=IGN staff|date=July 15, 1999|website=[[IGN]]|publisher=[[Ziff Davis]]|archive-url=https://web.archive.org/web/20141026031405/http://www.ign.com/articles/1999/07/17/a-sit-down-with-sonic-adventure-le|archive-date=October 26, 2014|url-status=live|access-date=October 24, 2014}}</ref> The promotion began on July 15, 1999, and took place at 1,055 Hollywood Video stores across the country.<ref name="hollywoodvideo">{{cite web|url=http://www.ign.com/articles/1999/06/29/sega-releases-full-details-on-rental-program|title=Sega Releases Full Details of Rental Program|author=IGN staff|date=June 29, 1999|website=[[IGN]]|publisher=[[Ziff Davis]]|archive-url=https://web.archive.org/web/20141026031518/http://www.ign.com/articles/1999/06/29/sega-releases-full-details-on-rental-program|archive-date=October 26, 2014|url-status=live|access-date=October 24, 2014}}</ref>


The localized version was released in North America on September 9, 1999, as a launch game,<ref>{{cite web|url=http://www.ign.com/games/sonic-adventure/dc-10140|title=Sonic Adventure – Dreamcast|website=[[IGN]]|publisher=[[Ziff Davis]]|archive-url=https://web.archive.org/web/20151020132249/http://www.ign.com/games/sonic-adventure/dc-10140|archive-date=October 20, 2015|url-status=live|access-date=August 7, 2017}}</ref> and in Europe on October 14, 1999.<ref name="cvgrev">{{cite journal|date=September 1999|title=Dreamcast Special: Sonic Adventure|url=http://info.sonicretro.org/index.php?title=File:CVG_UK_215.pdf&page=60|url-status=live|journal=[[Computer and Video Games]]|issue=215|pages=60–61|archive-url=https://web.archive.org/web/20170620064845/http://info.sonicretro.org/index.php?title=File:CVG_UK_215.pdf&page=60|archive-date=June 20, 2017|access-date=November 12, 2017}}</ref> It includes Japanese and English-language audio and Japanese, English, Spanish, French and German subtitles.<ref>{{cite web|url=http://www.ign.com/articles/1999/08/28/sonic-adventure-us-shocker|title=Sonic Adventure US Shocker|last=Gantayat|first=Anoop|date=August 28, 1999|work=[[IGN]]|publisher=[[Ziff Davis]]|archive-url=https://web.archive.org/web/20140223050214/http://www.ign.com/articles/1999/08/28/sonic-adventure-us-shocker|archive-date=February 23, 2014|url-status=live|access-date=January 19, 2013}}</ref> Online features—including Chao daycare and [[downloadable content]] (DLC) such as minigames and new level assets—were also added.<ref>{{cite web|url=http://www.ign.com/articles/1999/08/25/sonic-adventure-internet-gaming|title=Sonic Adventure: Internet Gaming!|last=Gantayat|first=Anoop|date=August 24, 1999|work=[[IGN]]|publisher=[[Ziff Davis]]|archive-url=https://web.archive.org/web/20140223050235/http://www.ign.com/articles/1999/08/25/sonic-adventure-internet-gaming|archive-date=February 23, 2014|url-status=live|access-date=January 19, 2013}}</ref> The American release of [[Studio Pierrot]]'s ''[[Sonic the Hedgehog (OVA)|Sonic the Hedgehog]]'' (1996) [[original video animation]] coincided with the Western release of ''Sonic Adventure'',<ref>{{cite web |last1=Gilbert |first1=Henry  |title=15 esoteric game-to-anime adaptations worth discovering |url=http://www.gamesradar.com/9-far-flung-game-anime-adaptations/ |website=[[GamesRadar+]] |access-date=October 31, 2014 |language=EN-US |date=August 1, 2014}}</ref> while [[DIC Entertainment]]'s ''[[Sonic Underground]]'' (1999) was commissioned to help promote the game.<ref>{{cite web |last1=Lee |first1=Patrick |title=A hedgehog for all seasons: Our guide to 20 manic years of Sonic cartoons |url=https://www.avclub.com/a-hedgehog-for-all-seasons-our-guide-to-20-manic-years-1798284993 |website=[[The A.V. Club]] |access-date=October 30, 2019 |date=September 30, 2015}}</ref> The localized version was released in Japan as ''Sonic Adventure International''.<ref name=":1" />{{rp|69}}<ref>{{cite web|url=http://www.ign.com/games/sonic-adventure/dc-13258|title=Sonic Adventure International – Dreamcast|website=[[IGN]]|publisher=[[Ziff Davis]]|archive-url=https://web.archive.org/web/20170728232407/http://www.ign.com/games/sonic-adventure/dc-13258|archive-date=July 28, 2017|url-status=live|access-date=November 12, 2017}}</ref>
The localized version was released in North America on September 9, 1999, as a launch game,<ref>{{cite web|url=http://www.ign.com/games/sonic-adventure/dc-10140|title=Sonic Adventure – Dreamcast|website=[[IGN]]|publisher=[[Ziff Davis]]|archive-url=https://web.archive.org/web/20151020132249/http://www.ign.com/games/sonic-adventure/dc-10140|archive-date=October 20, 2015|url-status=live|access-date=August 7, 2017}}</ref> and in Europe on October 14, 1999.<ref name="cvgrev">{{cite journal|date=September 1999|title=Dreamcast Special: Sonic Adventure|url=http://info.sonicretro.org/index.php?title=File:CVG_UK_215.pdf&page=60|url-status=live|journal=[[Computer and Video Games]]|issue=215|pages=60–61|archive-url=https://web.archive.org/web/20170620064845/http://info.sonicretro.org/index.php?title=File:CVG_UK_215.pdf&page=60|archive-date=June 20, 2017|access-date=November 12, 2017}}</ref> It includes Japanese and English-language audio and Japanese, English, Spanish, French and German subtitles.<ref>{{cite web|url=http://www.ign.com/articles/1999/08/28/sonic-adventure-us-shocker|title=Sonic Adventure US Shocker|last=Gantayat|first=Anoop|date=August 28, 1999|work=[[IGN]]|publisher=[[Ziff Davis]]|archive-url=https://web.archive.org/web/20140223050214/http://www.ign.com/articles/1999/08/28/sonic-adventure-us-shocker|archive-date=February 23, 2014|url-status=live|access-date=January 19, 2013}}</ref> Online features—including Chao daycare and [[downloadable content]] (DLC) such as minigames and new level assets—were also added.<ref>{{cite web|url=http://www.ign.com/articles/1999/08/25/sonic-adventure-internet-gaming|title=Sonic Adventure: Internet Gaming!|last=Gantayat|first=Anoop|date=August 24, 1999|work=[[IGN]]|publisher=[[Ziff Davis]]|archive-url=https://web.archive.org/web/20140223050235/http://www.ign.com/articles/1999/08/25/sonic-adventure-internet-gaming|archive-date=February 23, 2014|url-status=live|access-date=January 19, 2013}}</ref> The American release of [[Studio Pierrot]]'s ''[[Sonic the Hedgehog (OVA)|Sonic the Hedgehog]]'' (1996) [[original video animation]] coincided with the Western release of ''Sonic Adventure'',<ref>{{cite web |last1=Gilbert |first1=Henry  |title=15 esoteric game-to-anime adaptations worth discovering |url=http://www.gamesradar.com/9-far-flung-game-anime-adaptations/ |website=[[GamesRadar+]] |access-date=October 31, 2014 |language=EN-US |date=August 1, 2014}}</ref> while [[DIC Entertainment]]'s ''[[Sonic Underground]]'' (1999) was commissioned to help promote the game.<ref>{{cite web |last1=Lee |first1=Patrick |title=A hedgehog for all seasons: Our guide to 20 manic years of Sonic cartoons |url=https://www.avclub.com/a-hedgehog-for-all-seasons-our-guide-to-20-manic-years-1798284993 |website=[[The A.V. Club]] |access-date=October 30, 2019 |date=September 30, 2015}}</ref> The localized version was released in Japan as ''Sonic Adventure International''.<ref name="Pétronille-2014" />{{rp|69}}<ref>{{cite web|url=http://www.ign.com/games/sonic-adventure/dc-13258|title=Sonic Adventure International – Dreamcast|website=[[IGN]]|publisher=[[Ziff Davis]]|archive-url=https://web.archive.org/web/20170728232407/http://www.ign.com/games/sonic-adventure/dc-13258|archive-date=July 28, 2017|url-status=live|access-date=November 12, 2017}}</ref>


Before release, Sega projected to sell a million copies of ''Sonic Adventure''.<ref name="GSpot: Q&A" /> ''Sonic Adventure'' is the bestselling Dreamcast game; by August 4, 2006, it had sold 2.5 million copies, including 440,000 in Japan and 1.27 million in the US.<ref name=":1"/>{{rp|143}}<ref name="sales">{{cite web|url=https://www.gamedeveloper.com/business/a-detailed-cross-examination-of-yesterday-and-today-s-best-selling-platform-games|title=A Detailed Cross-Examination of Yesterday and Today's Best-Selling Platform Games|last1=Boutros|first1=Daniel|date=August 4, 2006|website=[[Gamasutra]]|publisher=[[UBM plc]]|archive-url=https://web.archive.org/web/20160702031921/http://www.gamasutra.com/view/feature/130268/a_detailed_crossexamination_of_.php?page=7|archive-date=July 2, 2016|url-status=live|access-date=November 12, 2017}}</ref> In Europe, it sold 86,000 copies during its first five days on sale.<ref>{{cite magazine |title=Cutting Edge: Sega Keeps Dreaming as UK Embraces 128bit |magazine=[[Edge (magazine)|Edge]] |date=24 November 1999 |issue=79 (December 1999) |page=8 |url=https://retrocdn.net/images/b/bb/Edge_UK_079.pdf#page=10}}</ref> In the UK, it was the top-selling Dreamcast launch game.<ref>{{cite magazine |title=Merry DC Christmas!|magazine=[[GamesMaster]]|issue=88|date=November 1999|page=9}}</ref> After the North American release, there were complaints of a number of ''Sonic Adventure'' discs failing to load. Sega of America determined that this was a software problem due to errors at one manufacturing facility and tracked the faulty software. Most copies were unaffected, and customers with defective copies could trade for working ones at retailers.<ref>{{cite news |last1=Soete |first1=Tim |title=Some Dreamcast games not working |url=https://www.zdnet.com/article/some-dreamcast-games-not-working/ |access-date=18 October 2021 |agency=ZDNet |date=10 September 1999}}</ref><ref>{{cite news |title=Dreamcast: Huge sales but plagued by disc problems |url=https://www.zdnet.com/article/dreamcast-huge-sales-but-plagued-by-disc-problems/ |access-date=18 October 2021 |agency=ZDNet UK |date=13 September 1999}}</ref>
Before release, Sega projected to sell a million copies of ''Sonic Adventure''.<ref name="GSpot: Q&A" /> ''Sonic Adventure'' is the bestselling Dreamcast game; by August 4, 2006, it had sold 2.5 million copies, including 440,000 in Japan and 1.27 million in the US.<ref name="Pétronille-2014"/>{{rp|143}}<ref name="sales">{{cite web|url=https://www.gamedeveloper.com/business/a-detailed-cross-examination-of-yesterday-and-today-s-best-selling-platform-games|title=A Detailed Cross-Examination of Yesterday and Today's Best-Selling Platform Games|last1=Boutros|first1=Daniel|date=August 4, 2006|website=[[Gamasutra]]|publisher=[[UBM plc]]|archive-url=https://web.archive.org/web/20160702031921/http://www.gamasutra.com/view/feature/130268/a_detailed_crossexamination_of_.php?page=7|archive-date=July 2, 2016|url-status=live|access-date=November 12, 2017}}</ref> In Europe, it sold 86,000 copies during its first five days on sale.<ref>{{cite magazine |title=Cutting Edge: Sega Keeps Dreaming as UK Embraces 128bit |magazine=[[Edge (magazine)|Edge]] |date=24 November 1999 |issue=79 (December 1999) |page=8 |url=https://retrocdn.net/images/b/bb/Edge_UK_079.pdf#page=10}}</ref> In the UK, it was the top-selling Dreamcast launch game,<ref>{{cite magazine |title=Merry DC Christmas!|magazine=[[GamesMaster]]|issue=88|date=November 1999|page=9}}</ref> and topped the all-formats chart.<ref>{{cite magazine |title=Ready 2 Rumble|magazine=Dreamcast Monthly|issue=3 |publisher=Quay Magazine Publishing|date=November 1999|page=59}}</ref> After the North American release, there were complaints of a number of ''Sonic Adventure'' discs failing to load. Sega of America determined that this was a software problem due to errors at one manufacturing facility and tracked the faulty software. Most copies were unaffected, and customers with defective copies could trade for working ones at retailers.<ref>{{cite news |last1=Soete |first1=Tim |title=Some Dreamcast games not working |url=https://www.zdnet.com/article/some-dreamcast-games-not-working/ |access-date=18 October 2021 |agency=ZDNet |date=10 September 1999}}</ref><ref>{{cite news |title=Dreamcast: Huge sales but plagued by disc problems |url=https://www.zdnet.com/article/dreamcast-huge-sales-but-plagued-by-disc-problems/ |access-date=18 October 2021 |agency=ZDNet UK |date=13 September 1999}}</ref>


==Reception==
==Reception==
Line 124: Line 123:
| title = Reception (Dreamcast)
| title = Reception (Dreamcast)
| GR = 87%<ref name="grdream"/>
| GR = 87%<ref name="grdream"/>
| Allgame = {{Rating|4|5}}<ref name="allgamerev"/>
| Allgame = 4/5<ref name="allgamerev"/>
| CVG = {{Rating|5|5}}<ref name="cvgrev"/>
| CVG = 5/5<ref name="cvgrev"/>
| GSpot = 9.2/10<ref name="gspotrev"/>
| GSpot = 9.2/10<ref name="gspotrev"/>
| GameRev =
| GameRev =
| IGN = 8.6/10<ref name="ignrev"/>
| IGN = 8.6/10<ref name="ignrev"/>
| Edge = 8/10<ref name=EdgeRev>{{cite magazine|magazine=Edge|publisher=[[Future plc]]|issue=68|date=February 1999|pages=70–73|issn=1350-1593|title=Sonic Adventure|department=Testscreen|location=Bath}}</ref>
| Edge = 8/10<ref name=EdgeRev>{{cite magazine|magazine=Edge|publisher=[[Future plc]]|issue=68|date=February 1999|pages=70–73|issn=1350-1593|title=Sonic Adventure|department=Testscreen|location=Bath}}</ref>
| NGen = {{rating|4|5}}<ref name="NG"/>
| NGen = 4/5<ref name="NG"/>
}}
}}
As the first fully 3D ''Sonic'' platform game, ''Sonic Adventure'' was highly anticipated.<ref name="ignrev"/><ref name="unveils"/> It received critical acclaim,<ref name=":1"/>{{rp|143}}<ref name="grdream">{{cite web|url=http://www.gamerankings.com/dreamcast/198694-sonic-adventure/index.html|title=Sonic Adventure for Dreamcast|website=[[GameRankings]]|publisher=[[CBS Interactive]]|archive-url=https://web.archive.org/web/20090303002834/http://www.gamerankings.com/dreamcast/198694-sonic-adventure/index.html|archive-date=March 3, 2009|url-status=dead|access-date=November 13, 2017}}</ref> and ''[[Computer and Video Games]]'' (''CVG'') called it one of [[List of video games considered the best|the greatest video games of all time]].<ref name="cvgrev"/><ref>{{cite magazine|title=100 Best Games Ever: Sonic Adventure|magazine=Computer and Video Games|date=November 2001|issue=240|page=60|url=http://info.sonicretro.org/index.php?title=File:CVG_UK_240.pdf&page=60|access-date=January 23, 2018}}</ref> ''Sonic Adventure'' won a [[6th Blockbuster Entertainment Awards|Blockbuster Entertainment Award]] in the "Favorite Sega Dreamcast Game" category,<ref>{{cite web |url= https://variety.com/2000/film/news/blockbuster-entertainment-award-winners-1117781474/ |title= Blockbuster Entertainment Award winners  |date= May 9, 2000 | author = Variety Staff |website=[[Variety (magazine)|Variety]] |access-date= September 22, 2021}}</ref> and it was a runner-up for ''GameSpot''{{'}}s annual "Best Console Platform Game" award, which went to ''[[Rayman 2: The Great Escape]]'' (1999).<ref>{{cite web|url=http://videogames.gamespot.com/features/universal/game_year/p5_01.html |archive-url=https://web.archive.org/web/20000301104555/http://videogames.gamespot.com/features/universal/game_year/p5_01.html |archive-date=1 March 2000 |title=GameSpot Console Platform Game of the Year 1999 – Archived from original videogames.com web site |date=1 March 2000 |access-date=22 September 2021}}</ref> The game was a finalist for "[[D.I.C.E. Award for Outstanding Technical Achievement|Outstanding Achievement in Visual Engineering]]" during the [[3rd Annual Interactive Achievement Awards]], which went to ''[[Unreal Tournament (1999 video game)|Unreal Tournament]]''.<ref name="AIAS">{{cite web |title=Third Interactive Achievement Awards - Craft Award |url=http://www.interactive.org/iaa/finalists_craft.html |website=Academy of Interactive Arts & Sciences |access-date=11 January 2023 |archive-url=https://web.archive.org/web/20001011155820/http://www.interactive.org/iaa/finalists_craft.html |archive-date=October 11, 2000}}</ref>
As the first fully 3D ''Sonic'' platform game, ''Sonic Adventure'' was highly anticipated.<ref name="ignrev"/><ref name="unveils"/> It received critical acclaim,<ref name="Pétronille-2014"/>{{rp|143}}<ref name="grdream">{{cite web|url=http://www.gamerankings.com/dreamcast/198694-sonic-adventure/index.html|title=Sonic Adventure for Dreamcast|website=[[GameRankings]]|publisher=[[CBS Interactive]]|archive-url=https://web.archive.org/web/20090303002834/http://www.gamerankings.com/dreamcast/198694-sonic-adventure/index.html|archive-date=March 3, 2009|url-status=dead|access-date=November 13, 2017}}</ref> and ''[[Computer and Video Games]]'' (''CVG'') called it one of [[List of video games considered the best|the greatest video games of all time]].<ref name="cvgrev"/><ref>{{cite magazine|title=100 Best Games Ever: Sonic Adventure|magazine=Computer and Video Games|date=November 2001|issue=240|page=60|url=http://info.sonicretro.org/index.php?title=File:CVG_UK_240.pdf&page=60|access-date=January 23, 2018}}</ref> ''Sonic Adventure'' won a [[6th Blockbuster Entertainment Awards|Blockbuster Entertainment Award]] in the "Favorite Sega Dreamcast Game" category,<ref>{{cite web |url= https://variety.com/2000/film/news/blockbuster-entertainment-award-winners-1117781474/ |title= Blockbuster Entertainment Award winners  |date= May 9, 2000 | author = Variety Staff |website=[[Variety (magazine)|Variety]] |access-date= September 22, 2021}}</ref> and was a runner-up for ''GameSpot''{{'}}s annual "Best Console Platform Game" award, which went to ''[[Rayman 2: The Great Escape]]'' (1999).<ref>{{cite web|url=http://videogames.gamespot.com/features/universal/game_year/p5_01.html |archive-url=https://web.archive.org/web/20000301104555/http://videogames.gamespot.com/features/universal/game_year/p5_01.html |archive-date=1 March 2000 |title=GameSpot Console Platform Game of the Year 1999 – Archived from original videogames.com web site |date=1 March 2000 |access-date=22 September 2021}}</ref> It was a finalist for "[[D.I.C.E. Award for Outstanding Technical Achievement|Outstanding Achievement in Visual Engineering]]" during the [[3rd Annual Interactive Achievement Awards]], which went to ''[[Unreal Tournament (1999 video game)|Unreal Tournament]]''.<ref name="AIAS">{{cite web |title=Third Interactive Achievement Awards - Craft Award |url=http://www.interactive.org/iaa/finalists_craft.html |website=Academy of Interactive Arts & Sciences |access-date=11 January 2023 |archive-url=https://web.archive.org/web/20001011155820/http://www.interactive.org/iaa/finalists_craft.html |archive-date=October 11, 2000}}</ref>


The visuals and presentation attracted acclaim.<ref name="ignrev" /><ref name="arcade" /> ''Arcade'' described it as a "quantum leap forward" in aesthetics and visual detail in video games,<ref name="arcade">{{cite journal|date=December 1998|title=Sonic Adventure|url=https://retrocdn.net/images/0/0e/Arcade_UK_01.pdf|journal=Arcade|issue=1|page=23}}</ref> and ''[[Hyper (magazine)|Hyper]]'' estimated it exceeded graphics of high-end personal computers.<ref>{{cite magazine|date=March 1999|title=Sonic Adventure|url=https://archive.org/details/hyper-065/page/18/mode/2up|magazine=[[Hyper (magazine)|Hyper]]|publisher=Next Publishing Pty Ltd|issue=65|page=18}}</ref> ''[[IGN]]'' called it the most graphically impressive platform game released up to that date, praising its cinematic sequences and describing it as "engrossing, demanding, and utterly awe-inspiring".<ref name="ignrev">{{cite web|url=http://www.ign.com/articles/1999/09/09/sonic-adventure|title=Sonic Adventure|last1=Justice|first1=Brandon|date=September 8, 1999|website=[[IGN]]|publisher=[[Ziff Davis]]|archive-url=https://web.archive.org/web/20141030035903/http://www.ign.com/articles/1999/09/09/sonic-adventure|archive-date=October 30, 2014|url-status=live|access-date=November 12, 2017}}</ref> ''[[GameSpot]]'' agreed and said only ''[[Soulcalibur (video game)|Soulcalibur]]''{{'}}s graphical quality surpassed that of ''Sonic Adventure''.<ref name="gspotrev">{{cite web|url=https://www.gamespot.com/reviews/sonic-adventure-review/1900-2540626/|title=Sonic Adventure Review|last1=Bartholow|first1=Peter|date=December 31, 1998|website=[[GameSpot]]|publisher=[[CBS Interactive]]|archive-url=https://web.archive.org/web/20171029121249/https://www.gamespot.com/reviews/sonic-adventure-review/1900-2540626/|archive-date=October 29, 2017|url-status=live|access-date=November 12, 2017}}</ref> ''[[Edge (magazine)|Edge]]'' felt the graphical features showed off the Dreamcast's potential to the fullest and that the game was "perfect" as a showcase for the system.<ref name="unveils"/>
The visuals and presentation attracted acclaim.<ref name="ignrev" /><ref name="arcade" /> ''Arcade'' described it as a "quantum leap forward" in aesthetics and visual detail in video games,<ref name="arcade">{{cite journal|date=December 1998|title=Sonic Adventure|url=https://retrocdn.net/images/0/0e/Arcade_UK_01.pdf|journal=Arcade|issue=1|page=23}}</ref> and ''[[Hyper (magazine)|Hyper]]'' estimated it exceeded graphics of high-end personal computers.<ref>{{cite magazine|date=March 1999|title=Sonic Adventure|url=https://archive.org/details/hyper-065/page/18/mode/2up|magazine=[[Hyper (magazine)|Hyper]]|publisher=Next Publishing Pty Ltd|issue=65|page=18}}</ref> ''[[IGN]]'' called it the most graphically impressive platform game released up to that date, praising its cinematic sequences and describing it as "engrossing, demanding, and utterly awe-inspiring".<ref name="ignrev">{{cite web|url=http://www.ign.com/articles/1999/09/09/sonic-adventure|title=Sonic Adventure|last1=Justice|first1=Brandon|date=September 8, 1999|website=[[IGN]]|publisher=[[Ziff Davis]]|archive-url=https://web.archive.org/web/20141030035903/http://www.ign.com/articles/1999/09/09/sonic-adventure|archive-date=October 30, 2014|url-status=live|access-date=November 12, 2017}}</ref> ''[[GameSpot]]'' agreed and said only ''[[Soulcalibur (video game)|Soulcalibur]]''{{'}}s graphical quality surpassed that of ''Sonic Adventure''.<ref name="gspotrev">{{cite web|url=https://www.gamespot.com/reviews/sonic-adventure-review/1900-2540626/|title=Sonic Adventure Review|last1=Bartholow|first1=Peter|date=December 31, 1998|website=[[GameSpot]]|publisher=[[CBS Interactive]]|archive-url=https://web.archive.org/web/20171029121249/https://www.gamespot.com/reviews/sonic-adventure-review/1900-2540626/|archive-date=October 29, 2017|url-status=live|access-date=November 12, 2017}}</ref> ''[[Edge (magazine)|Edge]]'' felt the graphical features showed off the Dreamcast's potential to the fullest and that the game was a "perfect" showcase.<ref name="unveils"/>


The audio received mixed responses.<ref name="grevo" /><ref name="gspotrev" /> ''GameSpot'' and ''[[Game Revolution]]'' called the [[full-motion video]] (FMV) cutscenes and voice acting well-produced and fitting, though ''GameSpot'' noted poor lip-synching.<ref name="grevo" /><ref name="gspotrev"/> ''IGN'' thought the cutscenes were repetitive and described the voice acting as "a complete joke" and "downright awful", particularly Tails's voice, and later naming it among the most annoying to feature in a video game.<ref name="ignrev"/><ref>{{cite web|url=http://www.ign.com/articles/2011/03/04/videogame-voice-acting-so-bad-its-good|title=Videogame Voice Acting: So Bad, It's Good|last1=Sutton|first1=Adam|date=March 3, 2011|website=[[IGN]]|publisher=[[Ziff Davis]]|archive-url=https://web.archive.org/web/20160914214659/http://www.ign.com/articles/2011/03/04/videogame-voice-acting-so-bad-its-good|archive-date=September 14, 2016|url-status=live|access-date=November 11, 2017}}</ref> ''[[AllGame]]'' was conflicted; they appreciated Tails's portrayal but found Sonic's and Knuckles's voices unfitting.<ref name="allgamerev">{{cite web|url=http://www.allgame.com/game.php?id=19233&tab=review|title=Sonic Adventure – Review|last1=Marriott|first1=Scott|website=[[AllGame]]|publisher=[[All Media Network]]|archive-url=https://web.archive.org/web/20141114164108/http://www.allgame.com/game.php?id=19233&tab=review|archive-date=November 14, 2014|url-status=dead|access-date=January 22, 2018}}</ref> ''GameSpot'' and ''AllGame'' praised the rock-style music,<ref name="gspotrev"/><ref name="allgamerev"/> but ''Game Revolution'' described the score as "absolutely horrible".<ref name="grevo">{{cite web|url=http://www.gamerevolution.com/review/32237-at-least-chao-dont-piddle-on-the-rug-review|title=At least Chao don't piddle on the rug . . . Review|last1=Ferris|first1=Colin|date=September 1, 1999|website=[[Game Revolution]]|publisher=[[CraveOnline]]|archive-url=https://web.archive.org/web/20170904062329/http://www.gamerevolution.com/review/32237-at-least-chao-dont-piddle-on-the-rug-review|archive-date=September 4, 2017|url-status=live|access-date=November 12, 2017}}</ref>
The audio received mixed responses.<ref name="grevo" /><ref name="gspotrev" /> ''GameSpot'' and ''[[Game Revolution]]'' called the [[full-motion video]] (FMV) cutscenes and voice acting well-produced and fitting, though ''GameSpot'' noted poor lip-synching.<ref name="grevo" /><ref name="gspotrev"/> ''IGN'' thought the cutscenes were repetitive and described the voice acting as "a complete joke" and "downright awful", particularly Tails's voice, and later naming it among the most annoying to feature in a video game.<ref name="ignrev"/><ref>{{cite web|url=http://www.ign.com/articles/2011/03/04/videogame-voice-acting-so-bad-its-good|title=Videogame Voice Acting: So Bad, It's Good|last1=Sutton|first1=Adam|date=March 3, 2011|website=[[IGN]]|publisher=[[Ziff Davis]]|archive-url=https://web.archive.org/web/20160914214659/http://www.ign.com/articles/2011/03/04/videogame-voice-acting-so-bad-its-good|archive-date=September 14, 2016|url-status=live|access-date=November 11, 2017}}</ref> ''[[AllGame]]'' was conflicted; they appreciated Tails's portrayal but found Sonic's and Knuckles's voices unfitting.<ref name="allgamerev">{{cite web|url=http://www.allgame.com/game.php?id=19233&tab=review|title=Sonic Adventure – Review|last1=Marriott|first1=Scott|website=[[AllGame]]|publisher=[[All Media Network]]|archive-url=https://web.archive.org/web/20141114164108/http://www.allgame.com/game.php?id=19233&tab=review|archive-date=November 14, 2014|url-status=dead|access-date=January 22, 2018}}</ref> ''GameSpot'' and ''AllGame'' praised the rock-style music,<ref name="gspotrev"/><ref name="allgamerev"/> but ''Game Revolution'' described the score as "absolutely horrible".<ref name="grevo">{{cite web|url=http://www.gamerevolution.com/review/32237-at-least-chao-dont-piddle-on-the-rug-review|title=At least Chao don't piddle on the rug . . . Review|last1=Ferris|first1=Colin|date=September 1, 1999|website=[[Game Revolution]]|publisher=[[CraveOnline]]|archive-url=https://web.archive.org/web/20170904062329/http://www.gamerevolution.com/review/32237-at-least-chao-dont-piddle-on-the-rug-review|archive-date=September 4, 2017|url-status=live|access-date=November 12, 2017}}</ref>


The gameplay was generally praised.<ref name="1001games" /><ref name=":2" /> ''GameSpot'' admired the straightforward, linear approach to the 3D platform genre and particularly praised it for keeping the basic gameplay of the original Genesis games.<ref name="gspotrev"/> ''IGN'' said the game would keep players busy even after completion, noting its internet connectivity and other extras.<ref name="ignrev"/> However, ''Game Revolution'' said apart from being quicker, it did not advance the platform genre's design.<ref name="grevo"/> Retrospectively, ''[[1001 Video Games You Must Play Before You Die]]'' called its environments vast and twisted, stating it "brilliantly" captured traditional ''Sonic'' elements.<ref name="1001games" /> The Chao minigame was noted as a major departure from the gameplay of the series.<ref name="grevo" /><ref name="allgamerev" /> ''GameSpot'' wrote that "while really just a diversion", the Chao were an interesting, fun addition, singling out their internet functions as a highlight.<ref name="gspotrev"/> ''AllGame'' said the Chao helped increase the replay value, although it was "strange", required patience, and did not provide bonuses in the main game.<ref name="allgamerev"/> ''Game Revolution'' called the Chao "a neat addition" and praised its use of the VMU.<ref name="grevo"/>
The gameplay was generally praised.<ref name="1001games" /><ref name="Noble-2009" /> ''GameSpot'' admired the straightforward, linear approach to the 3D platform genre and particularly praised it for keeping the basic gameplay of the original Genesis games.<ref name="gspotrev"/> ''IGN'' said the game would keep players busy even after completion, noting its internet connectivity and other extras.<ref name="ignrev"/> However, ''Game Revolution'' said apart from being quicker, it did not advance the platform genre's design.<ref name="grevo"/> Retrospectively, ''[[1001 Video Games You Must Play Before You Die]]'' called its environments vast and twisted, stating it "brilliantly" captured traditional ''Sonic'' elements.<ref name="1001games" /> The Chao minigame was noted as a major departure from the gameplay of the series.<ref name="grevo" /><ref name="allgamerev" /> ''GameSpot'' wrote that "while really just a diversion", the Chao were an interesting, fun addition, singling out their internet functions as a highlight.<ref name="gspotrev"/> ''AllGame'' said the Chao helped increase the replay value, although it was "strange", required patience, and did not provide bonuses in the main game.<ref name="allgamerev"/> ''Game Revolution'' called the Chao "a neat addition" and praised its use of the VMU.<ref name="grevo"/>


Some critics compared ''Sonic Adventure'' to ''[[Super Mario 64]]''—Nintendo's "groundbreaking" 1996 game that propelled the [[Nintendo 64]] and the 3D platform genre.<ref name="allgamerev"/><ref name="unveils"/> ''Edge'' said ''Sonic Adventure'' was a worthy rival to ''Super Mario 64'',<ref name="unveils"/> but ''AllGame'' wrote that ''Sonic Adventure'' was not as ambitious and that those looking for exploration would be disappointed with its linear gameplay. They compared it to the similarly linear ''[[Crash Bandicoot (video game)|Crash Bandicoot]]'' but felt ''Sonic Adventure'' was more confined. Still, they praised the gameplay as varied and said its replay value was strong.<ref name="allgamerev"/> The journalists Rusel DeMaria and Johnny L. Wilson retrospectively wrote ''Sonic Adventure'' was not as strong as ''Super Mario 64'' and "failed to catch on with players in nearly the way that [''Mario''] had done", though it had fascinating features, such as "the use of the [[Tamagotchi]]-like memory card to incubate eggs for little pet creatures" and "some good action segments".<ref>DeMaria, Rusel, and Johnny L. Wilson (2004), ''High Score!: The Illustrated History of Electronic Games,'' McGraw-Hill/Osborne, p. 312. {{ISBN|0072224282}}.</ref>
Some critics compared ''Sonic Adventure'' to ''[[Super Mario 64]]''—Nintendo's "groundbreaking" 1996 game that propelled the [[Nintendo 64]] and the 3D platform genre.<ref name="allgamerev"/><ref name="unveils"/> ''Edge'' said ''Sonic Adventure'' was a worthy rival to ''Super Mario 64'',<ref name="unveils"/> but ''AllGame'' wrote that ''Sonic Adventure'' was not as ambitious and that those looking for exploration would be disappointed with its linear gameplay. They compared it to the similarly linear ''[[Crash Bandicoot (video game)|Crash Bandicoot]]'' but felt ''Sonic Adventure'' was more confined. Still, they praised the gameplay as varied and said its replay value was strong.<ref name="allgamerev"/> The journalists Rusel DeMaria and Johnny L. Wilson retrospectively wrote ''Sonic Adventure'' was not as strong as ''Super Mario 64'' and "failed to catch on with players in nearly the way that [''Mario''] had done", though it had fascinating features, such as "the use of the [[Tamagotchi]]-like memory card to incubate eggs for little pet creatures" and "some good action segments".<ref>DeMaria, Rusel, and Johnny L. Wilson (2004), ''High Score!: The Illustrated History of Electronic Games,'' McGraw-Hill/Osborne, p. 312. {{ISBN|0072224282}}.</ref>
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The camera system and glitches were criticized by many reviewers.<ref name="horrendous" /> ''IGN'' called the camera "incredibly" frustrating and inconsistent, and ''GameSpot'' noted it caused problems with [[collision detection]].<ref name="ignrev"/><ref name="gspotrev"/> ''Edge'' complained the camera sometimes goes behind walls.<ref name=EdgeRev /> Authors from ''[[GamesRadar]]'' retrospectively wrote that ''Sonic Adventure'' was "horrendously buggy", singling out falling through floors and getting stuck, but also said the sheer amount of content made up for this.<ref name="horrendous"/>
The camera system and glitches were criticized by many reviewers.<ref name="horrendous" /> ''IGN'' called the camera "incredibly" frustrating and inconsistent, and ''GameSpot'' noted it caused problems with [[collision detection]].<ref name="ignrev"/><ref name="gspotrev"/> ''Edge'' complained the camera sometimes goes behind walls.<ref name=EdgeRev /> Authors from ''[[GamesRadar]]'' retrospectively wrote that ''Sonic Adventure'' was "horrendously buggy", singling out falling through floors and getting stuck, but also said the sheer amount of content made up for this.<ref name="horrendous"/>


''GameSpot'' thought ''Sonic Adventure'' redefined the possibilities of the platform genre,<ref name="gspotrev"/> and according to ''CVG'', "many things you thought were impossible to see and experience in computer games are now here".<ref name="cvgrev"/> According to ''[[Next Generation (magazine)|Next Generation]]'', "Expert gamers may beat the game in only a day or two but, even then, the ride is worth the price of admission."<ref name="NG">{{cite magazine|last=Fischer|first=Blake|date=October 1999|title=Finals|url=https://retrocdn.net/images/4/49/NextGeneration_US_58.pdf|magazine=[[Next Generation (magazine)|Next Generation]]|publisher=[[Future US|Imagine Media]]|volume=2|issue=2|page=104=105}}</ref> ''AllGame'' wrote that the game was an impressive showing of the Dreamcast's potential and that it was among the best of the series.<ref name="allgamerev"/> ''Edge'' said its criticisms such as scenery pop-up and instances of poor collision detection are "minor flaws in an otherwise very fine piece of work".<ref name="EdgeRev" /> ''Arcade'' and ''CVG'' speculated the game could save the Dreamcast,<ref name="arcade"/><ref name="cvg209">{{cite journal|date=April 1999|title=Sonic Adventure|url=https://archive.org/details/Computer_and_Video_Games_Issue_209_1999-04_EMAP_Images_GB/page/n19/mode/2up|journal=[[Computer and Video Games]]|issue=209|page=20}}</ref> which had not sold well by the end of 1998.<ref name="arcade"/> ''CVG'' also thought it could re-establish Sega as the dominant console manufacturer after the relatively unsuccessful Saturn.<ref name="cvg209"/>
''GameSpot'' thought ''Sonic Adventure'' redefined the possibilities of the platform genre,<ref name="gspotrev"/> and according to ''CVG'', "many things you thought were impossible to see and experience in computer games are now here".<ref name="cvgrev"/> According to ''[[Next Generation (magazine)|Next Generation]]'', "Expert gamers may beat the game in only a day or two but, even then, the ride is worth the price of admission."<ref name="NG">{{cite magazine|last=Fischer|first=Blake|date=October 1999|title=Finals|url=https://retrocdn.net/images/4/49/NextGeneration_US_58.pdf|magazine=[[Next Generation (magazine)|Next Generation]]|publisher=[[Future US|Imagine Media]]|volume=2|issue=2|page=104=105}}</ref> ''AllGame'' wrote that the game was an impressive showing of the Dreamcast's potential and that it was among the best of the series.<ref name="allgamerev"/> ''Edge'' said its criticisms such as scenery pop-up and instances of poor collision detection are "minor flaws in an otherwise very fine piece of work".<ref name="EdgeRev" /> ''Arcade'' and ''CVG'' speculated that ''Sonic Adventure'' could save the Dreamcast,<ref name="arcade"/><ref name="cvg209">{{cite journal|date=April 1999|title=Sonic Adventure|url=https://archive.org/details/Computer_and_Video_Games_Issue_209_1999-04_EMAP_Images_GB/page/n19/mode/2up|journal=[[Computer and Video Games]]|issue=209|page=20}}</ref> which had not sold well by the end of 1998.<ref name="arcade"/> ''CVG'' also thought it could re-establish Sega as the dominant console manufacturer after the relatively unsuccessful Saturn.<ref name="cvg209"/>


==Post-release==
==Post-release==
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[[File:Sonic Adventure compared.png|thumb|right|alt=Top: Sonic runs from an orca that is chasing him in the original Dreamcast version of Sonic Adventure. Bottom: The same scene in Sonic Adventure DX, showing the graphical upgrades applied to the game.|The original ''Sonic Adventure'' on the Dreamcast (''top'') compared to ''Sonic Adventure DX'' on the GameCube (''bottom'')]]
[[File:Sonic Adventure compared.png|thumb|right|alt=Top: Sonic runs from an orca that is chasing him in the original Dreamcast version of Sonic Adventure. Bottom: The same scene in Sonic Adventure DX, showing the graphical upgrades applied to the game.|The original ''Sonic Adventure'' on the Dreamcast (''top'') compared to ''Sonic Adventure DX'' on the GameCube (''bottom'')]]


In June 2003, Sega released ''Sonic Adventure DX: Director's Cut'', a [[Porting|port]] of ''Sonic Adventure'' for the [[GameCube]] and [[Windows]].<ref name=":1" />{{rp|141}}<ref name="directorscut" /> While mostly identical to the original release, ''Sonic Adventure DX'' features updated graphics, including updated textures and more detailed character models,<ref name="igndx">{{cite web|url=http://www.ign.com/articles/2003/06/21/sonic-adventure-dx-directors-cut|title=Sonic Adventure DX Director's Cut Review|last1=Casamassina|first1=Matt|date=June 20, 2003|website=[[IGN]]|publisher=[[Ziff Davis]]|archive-url=https://web.archive.org/web/20170805190844/http://www.ign.com/articles/2003/06/21/sonic-adventure-dx-directors-cut|archive-date=August 5, 2017|url-status=live|access-date=November 12, 2017}}</ref> aims for a [[frame rate]] of 60 instead of 30,<ref name="gspotdx">{{cite web|url=https://www.gamespot.com/reviews/sonic-adventure-dx-review/1900-6030492/|title=Sonic Adventure DX Director's Cut Review|last1=Varanini|first1=Giancarlo|date=June 23, 2003|website=[[GameSpot]]|publisher=[[CBS Interactive]]|archive-url=https://web.archive.org/web/20170805221223/https://www.gamespot.com/reviews/sonic-adventure-dx-review/1900-6030492/|archive-date=August 5, 2017|url-status=live|access-date=November 12, 2017}}</ref> and sports a redesigned Chao-raising system that uses connectivity with the [[Game Boy Advance]] (GBA). It includes 60 new missions and the option to unlock [[Video game console emulator|emulations]] of all 12 ''Sonic'' games released for the [[Game Gear]].<ref name="igndx" /> Additionally, [[Metal Sonic]] can be unlocked as a playable character if all 130 emblems are collected.<ref name="primadx">{{cite book|last1=Stratton|first1=Bryan|title=Sonic Adventure DX: Prima's Official Strategy Guide|date=June 17, 2003|publisher=Prima Games|isbn=978-0761542865}}</ref> These features were added to appeal to players of the original game.<ref name=":1" />{{rp|141}}
In June 2003, Sega released ''Sonic Adventure DX: Director's Cut'', a [[Porting|port]] of ''Sonic Adventure'' for the [[GameCube]] and [[Windows]].<ref name="Pétronille-2014" />{{rp|141}}<ref name="directorscut" /> While mostly identical to the original release, ''Sonic Adventure DX'' features updated graphics, including updated textures and more detailed character models,<ref name="igndx">{{cite web|url=http://www.ign.com/articles/2003/06/21/sonic-adventure-dx-directors-cut|title=Sonic Adventure DX Director's Cut Review|last1=Casamassina|first1=Matt|date=June 20, 2003|website=[[IGN]]|publisher=[[Ziff Davis]]|archive-url=https://web.archive.org/web/20170805190844/http://www.ign.com/articles/2003/06/21/sonic-adventure-dx-directors-cut|archive-date=August 5, 2017|url-status=live|access-date=November 12, 2017}}</ref> aims for a [[frame rate]] of 60 instead of 30,<ref name="gspotdx">{{cite web|url=https://www.gamespot.com/reviews/sonic-adventure-dx-review/1900-6030492/|title=Sonic Adventure DX Director's Cut Review|last1=Varanini|first1=Giancarlo|date=June 23, 2003|website=[[GameSpot]]|publisher=[[CBS Interactive]]|archive-url=https://web.archive.org/web/20170805221223/https://www.gamespot.com/reviews/sonic-adventure-dx-review/1900-6030492/|archive-date=August 5, 2017|url-status=live|access-date=November 12, 2017}}</ref> and sports a redesigned Chao-raising system that uses connectivity with the [[Game Boy Advance]] (GBA). It includes 60 new missions and the option to unlock [[Video game console emulator|emulations]] of all 12 ''Sonic'' games released for the [[Game Gear]].<ref name="igndx" /> Additionally, [[Metal Sonic]] can be unlocked as a playable character if all 130 emblems are collected.<ref name="primadx">{{cite book|last1=Stratton|first1=Bryan|title=Sonic Adventure DX: Prima's Official Strategy Guide|date=June 17, 2003|publisher=Prima Games|isbn=978-0761542865}}</ref> These features were added to appeal to players of the original game.<ref name="Pétronille-2014" />{{rp|141}}


In September 2010, Sega rereleased ''Sonic Adventure'' as a downloadable game for the [[Xbox 360]] and [[PlayStation 3]], followed by a Windows release in March 2011 via [[Steam (service)|Steam]].<ref name="1upxbla">{{cite web|url=http://www.1up.com/reviews/sonic-adventure-xbla-review|title=Sonic Adventure XBLA Review|last1=Barnholt|first1=Ray|date=September 14, 2010|website=[[1UP.com]]|publisher=[[Ziff Davis]]|archive-url=https://web.archive.org/web/20130319100545/http://www.1up.com/reviews/sonic-adventure-xbla-review|archive-date=March 19, 2013|access-date=November 12, 2017}}</ref><ref>{{cite web|url=http://store.steampowered.com/app/71250/Sonic_Adventure_DX/|title=Sonic Adventure DX|author1=[[Sega]]|date=March 4, 2011|website=[[Steam (service)|Steam]]|publisher=[[Valve Corporation|Valve]]|url-status=live|archive-url=https://web.archive.org/web/20170929224002/http://store.steampowered.com/app/71250/Sonic_Adventure_DX/|archive-date=September 29, 2017|access-date=November 12, 2017}}</ref><ref>{{cite web|url=http://www.ign.com/games/sonic-adventure/ps3-76867|title=Sonic Adventure – PlayStation 3|website=[[IGN]]|publisher=[[Ziff Davis]]|url-status=live|archive-url=https://web.archive.org/web/20170712132035/http://www.ign.com/games/sonic-adventure/ps3-76867|archive-date=July 12, 2017|access-date=November 12, 2017}}</ref> This version is based on ''Sonic Adventure DX'' and supports [[high-definition video|high-definition]] visuals at a 4:3 aspect ratio.<ref name="1upxbla" /> ''Sonic Adventure DX''<nowiki/>'s additional content was removed,<ref name="1upxbla" /> but the mission mode and Metal Sonic can be reimplemented by purchasing additional DLC.<ref>{{cite web|url=http://marketplace.xbox.com/en-US/Product/Sonic-Adventure-DX-Upgrade/00000000-0000-400c-80cf-000158410a25|title=Sonic Adventure DX Upgrade|author1=[[Sega]]|date=September 11, 2012|website=[[Xbox Marketplace]]|publisher=[[Microsoft]]|url-status=live|archive-url=https://web.archive.org/web/20141114154826/http://marketplace.xbox.com/en-US/Product/Sonic-Adventure-DX-Upgrade/00000000-0000-400c-80cf-000158410a25|archive-date=November 14, 2014|access-date=November 12, 2017}}</ref> The game was also included in the ''[[Dreamcast Collection]]'' compilation in 2011<ref>{{cite web|url=http://www.ign.com/articles/2011/03/10/dreamcast-collection-review|title=Dreamcast Collection Review|last1=Buchanan|first1=Levi|date=March 9, 2011|website=[[IGN]]|publisher=[[Ziff Davis]]|access-date=April 4, 2018}}</ref> and is [[List of Xbox 360 games compatible with Xbox One|backwards-compatible]] with the [[Xbox One]] and [[Xbox Series X/S]].<ref>{{cite web|url=https://www.gamespot.com/articles/two-more-xbox-one-backwards-compatible-games-now-a/1100-6453658/|title=Two More Xbox One Backwards Compatible Games Now Available|last1=Pereira|first1=Chris|date=September 28, 2017|website=[[GameSpot]]|publisher=[[CBS Interactive]]|url-status=live|archive-url=https://web.archive.org/web/20171030050019/https://www.gamespot.com/articles/two-more-xbox-one-backwards-compatible-games-now-a/1100-6453658/|archive-date=October 30, 2017|access-date=November 13, 2017}}</ref>
In September 2010, Sega rereleased ''Sonic Adventure'' as a downloadable game for the [[Xbox 360]] and [[PlayStation 3]], followed by a Windows release in March 2011 via [[Steam (service)|Steam]].<ref name="1upxbla">{{cite web|url=http://www.1up.com/reviews/sonic-adventure-xbla-review|title=Sonic Adventure XBLA Review|last1=Barnholt|first1=Ray|date=September 14, 2010|website=[[1UP.com]]|publisher=[[Ziff Davis]]|archive-url=https://web.archive.org/web/20130319100545/http://www.1up.com/reviews/sonic-adventure-xbla-review|archive-date=March 19, 2013|access-date=November 12, 2017}}</ref><ref>{{cite web|url=http://store.steampowered.com/app/71250/Sonic_Adventure_DX/|title=Sonic Adventure DX|author1=[[Sega]]|date=March 4, 2011|website=[[Steam (service)|Steam]]|publisher=[[Valve Corporation|Valve]]|url-status=live|archive-url=https://web.archive.org/web/20170929224002/http://store.steampowered.com/app/71250/Sonic_Adventure_DX/|archive-date=September 29, 2017|access-date=November 12, 2017}}</ref><ref>{{cite web|url=http://www.ign.com/games/sonic-adventure/ps3-76867|title=Sonic Adventure – PlayStation 3|website=[[IGN]]|publisher=[[Ziff Davis]]|url-status=live|archive-url=https://web.archive.org/web/20170712132035/http://www.ign.com/games/sonic-adventure/ps3-76867|archive-date=July 12, 2017|access-date=November 12, 2017}}</ref> This version is based on ''Sonic Adventure DX'' and supports [[high-definition video|high-definition]] visuals at a 4:3 aspect ratio.<ref name="1upxbla" /> ''Sonic Adventure DX''<nowiki/>'s additional content was removed,<ref name="1upxbla" /> but the mission mode and Metal Sonic can be reimplemented by purchasing additional DLC.<ref>{{cite web|url=http://marketplace.xbox.com/en-US/Product/Sonic-Adventure-DX-Upgrade/00000000-0000-400c-80cf-000158410a25|title=Sonic Adventure DX Upgrade|author1=[[Sega]]|date=September 11, 2012|website=[[Xbox Marketplace]]|publisher=[[Microsoft]]|url-status=live|archive-url=https://web.archive.org/web/20141114154826/http://marketplace.xbox.com/en-US/Product/Sonic-Adventure-DX-Upgrade/00000000-0000-400c-80cf-000158410a25|archive-date=November 14, 2014|access-date=November 12, 2017}}</ref> The game was also included in the ''[[Dreamcast Collection]]'' compilation in 2011<ref>{{cite web|url=http://www.ign.com/articles/2011/03/10/dreamcast-collection-review|title=Dreamcast Collection Review|last1=Buchanan|first1=Levi|date=March 9, 2011|website=[[IGN]]|publisher=[[Ziff Davis]]|access-date=April 4, 2018}}</ref> and is [[List of Xbox 360 games compatible with Xbox One|backwards-compatible]] with the [[Xbox One]] and [[Xbox Series X/S]].<ref>{{cite web|url=https://www.gamespot.com/articles/two-more-xbox-one-backwards-compatible-games-now-a/1100-6453658/|title=Two More Xbox One Backwards Compatible Games Now Available|last1=Pereira|first1=Chris|date=September 28, 2017|website=[[GameSpot]]|publisher=[[CBS Interactive]]|url-status=live|archive-url=https://web.archive.org/web/20171030050019/https://www.gamespot.com/articles/two-more-xbox-one-backwards-compatible-games-now-a/1100-6453658/|archive-date=October 30, 2017|access-date=November 13, 2017}}</ref>
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===Retrospective assessments===
===Retrospective assessments===
In 2009, ''[[GamePro]]'' listed ''Sonic Adventure'' as the seventh-best platform game of all time, saying that it had not aged well in certain aspects but that its core gameplay remained among the best of the ''Sonic'' series.<ref name=":2">{{cite magazine|url=http://www.gamepro.com/article/features/210106/the-20-best-platformers-1989-to-2009-page-3|title=The 20 Best Platformers: 1989 to 2009|last=Noble|first=McKinley|date=May 6, 2009|magazine=[[GamePro]]|publisher=[[International Data Group]]|archive-url=https://web.archive.org/web/20100128020812/http://www.gamepro.com/article/features/210106/the-20-best-platformers-1989-to-2009-page-3|archive-date=January 28, 2010|access-date=February 21, 2018}}</ref> Several journalists ranked the game among the series's best,<ref>{{cite web|author1=''GamesRadar'' Staff|title=The best Sonic games of all time|url=https://www.gamesradar.com/best-sonic-games/2/|website=[[GamesRadar]]|publisher=[[Future plc]]|access-date=April 7, 2018|date=May 19, 2017}}</ref><ref>{{cite web|author1=''USgamer'' Team|title=Gotta Go Fast: Ranking All of The Sonic The Hedgehog Games|url=https://www.usgamer.net/articles/gotta-go-fast-ranking-all-of-the-sonic-the-hedgehog-games|website=[[USgamer]]|publisher=[[Gamer Network]]|access-date=April 7, 2018|date=August 8, 2017|archive-date=August 25, 2017|archive-url=https://web.archive.org/web/20170825025119/http://www.usgamer.net/articles/gotta-go-fast-ranking-all-of-the-sonic-the-hedgehog-games|url-status=dead}}</ref> but ''[[Kotaku]]'' argued the addition of voice acting and greater focus on plot changed Sonic into "a flat, lifeless husk of a character, who spits out slogans and generally has only one personality mode, the radical attitude dude, the sad recycled image of vague '90s cultural concept".<ref>{{Cite web|url=https://kotaku.com/a-look-inside-the-soul-of-sonic-the-hedgehog-1615891789|title=Where Sonic The Hedgehog Went Wrong|last=Stewart|first=Zolani|date=August 4, 2014|website=[[Kotaku]]|publisher=Gawker Media|archive-url=https://web.archive.org/web/20171213131151/https://kotaku.com/a-look-inside-the-soul-of-sonic-the-hedgehog-1615891789|archive-date=December 13, 2017|url-status=live|access-date=30 June 2018}}</ref>
In 2009, ''[[GamePro]]'' listed ''Sonic Adventure'' as the seventh-best platform game of all time, saying that it had not aged well in certain aspects but that its core gameplay remained among the best of the ''Sonic'' series.<ref name="Noble-2009">{{cite magazine|url=http://www.gamepro.com/article/features/210106/the-20-best-platformers-1989-to-2009-page-3|title=The 20 Best Platformers: 1989 to 2009|last=Noble|first=McKinley|date=May 6, 2009|magazine=[[GamePro]]|publisher=[[International Data Group]]|archive-url=https://web.archive.org/web/20100128020812/http://www.gamepro.com/article/features/210106/the-20-best-platformers-1989-to-2009-page-3|archive-date=January 28, 2010|access-date=February 21, 2018}}</ref> Several journalists ranked the game among the series's best,<ref>{{cite web|author1=''GamesRadar'' Staff|title=The best Sonic games of all time|url=https://www.gamesradar.com/best-sonic-games/2/|website=[[GamesRadar]]|publisher=[[Future plc]]|access-date=April 7, 2018|date=May 19, 2017}}</ref><ref>{{cite web|author1=''USgamer'' Team|title=Gotta Go Fast: Ranking All of The Sonic The Hedgehog Games|url=https://www.usgamer.net/articles/gotta-go-fast-ranking-all-of-the-sonic-the-hedgehog-games|website=[[USgamer]]|publisher=[[Gamer Network]]|access-date=April 7, 2018|date=August 8, 2017|archive-date=August 25, 2017|archive-url=https://web.archive.org/web/20170825025119/http://www.usgamer.net/articles/gotta-go-fast-ranking-all-of-the-sonic-the-hedgehog-games|url-status=dead}}</ref> but ''[[Kotaku]]'' argued the addition of voice acting and greater focus on plot changed Sonic into "a flat, lifeless husk of a character, who spits out slogans and generally has only one personality mode, the radical attitude dude, the sad recycled image of vague '90s cultural concept".<ref>{{Cite web|url=https://kotaku.com/a-look-inside-the-soul-of-sonic-the-hedgehog-1615891789|title=Where Sonic The Hedgehog Went Wrong|last=Stewart|first=Zolani|date=August 4, 2014|website=[[Kotaku]]|publisher=Gawker Media|archive-url=https://web.archive.org/web/20171213131151/https://kotaku.com/a-look-inside-the-soul-of-sonic-the-hedgehog-1615891789|archive-date=December 13, 2017|url-status=live|access-date=30 June 2018}}</ref>


''Sonic Adventure DX'' received mixed reviews.<ref>{{cite web|url=https://www.gamerankings.com/gamecube/589413-sonic-adventure-dx-directors-cut/index.html|title=Sonic Adventure DX: Director's Cut for GameCube|website=[[GameRankings]]|publisher=[[CBS Interactive]]|archive-url=https://web.archive.org/web/20170630052035/http://www.gamerankings.com/gamecube/589413-sonic-adventure-dx-directors-cut/index.html|archive-date=June 30, 2017|url-status=live|access-date=November 14, 2017}}</ref> ''GameSpot'' was disappointed the rerelease did not address the problems of the original version, iterating the graphics were only marginally different, and dissatisfied with its collision detection. ''GameSpot'' offered some praise for the extra features, such as the missions, but concluded players were better off playing the Dreamcast version.<ref name="gspotdx" /> ''IGN'' agreed, calling it "a sloppy port of a game that has long been undeserving of its high praise." ''IGN'' noted its frequent frame rate drops and described its camera one of the worst in a video game. ''IGN'' said the connectivity to the GBA ''Sonic'' games added depth but concluded this was not enough to compensate for the port's problems.<ref name="igndx" /> ''Nintendo World Report'' was more positive, praising the Game Gear games for retaining their [[Multiplayer video game|multiplayer]] support and finding Sonic and Tails' gameplay enjoyable.<ref name="nwr">{{cite web|url=http://www.nintendoworldreport.com/review/4103/sonic-adventure-dx-directors-cut-gamecube|title=Sonic Adventure DX Director's Cut|last1=Coles|first1=Michael|date=June 28, 2003|website=Nintendo World Report|publisher=Billy Berghammer|archive-url=https://web.archive.org/web/20140228095217/http://www.nintendoworldreport.com/review/4103/sonic-adventure-dx-directors-cut-gamecube|archive-date=February 28, 2014|url-status=live|access-date=November 13, 2017}}</ref>
''Sonic Adventure DX'' received mixed reviews.<ref>{{cite web|url=https://www.gamerankings.com/gamecube/589413-sonic-adventure-dx-directors-cut/index.html|title=Sonic Adventure DX: Director's Cut for GameCube|website=[[GameRankings]]|publisher=[[CBS Interactive]]|archive-url=https://web.archive.org/web/20170630052035/http://www.gamerankings.com/gamecube/589413-sonic-adventure-dx-directors-cut/index.html|archive-date=June 30, 2017|url-status=live|access-date=November 14, 2017}}</ref> ''GameSpot'' was disappointed the rerelease did not address the problems of the original version, iterating the graphics were only marginally different, and dissatisfied with its collision detection. ''GameSpot'' offered some praise for the extra features, such as the missions, but concluded players were better off playing the Dreamcast version.<ref name="gspotdx" /> ''IGN'' agreed, calling it "a sloppy port of a game that has long been undeserving of its high praise." ''IGN'' noted its frequent frame rate drops and described its camera one of the worst in a video game. ''IGN'' said the connectivity to the GBA ''Sonic'' games added depth but concluded this was not enough to compensate for the port's problems.<ref name="igndx" /> ''Nintendo World Report'' was more positive, praising the Game Gear games for retaining their [[Multiplayer video game|multiplayer]] support and finding Sonic and Tails' gameplay enjoyable.<ref name="nwr">{{cite web|url=http://www.nintendoworldreport.com/review/4103/sonic-adventure-dx-directors-cut-gamecube|title=Sonic Adventure DX Director's Cut|last1=Coles|first1=Michael|date=June 28, 2003|website=Nintendo World Report|publisher=Billy Berghammer|archive-url=https://web.archive.org/web/20140228095217/http://www.nintendoworldreport.com/review/4103/sonic-adventure-dx-directors-cut-gamecube|archive-date=February 28, 2014|url-status=live|access-date=November 13, 2017}}</ref>
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Several characters that first appeared in ''Sonic Adventure'' appeared in later games. As well as appearing in ''Sonic Generations'', Chaos is an antagonist in the 2017 entry ''[[Sonic Forces]]'';<ref>{{cite web|url=http://www.ign.com/articles/2017/06/15/e3-2017-chao-will-not-be-featured-in-sonic-forces|title=E3 2017: Chao Will Not Be Featured in Sonic Forces|last1=DeFreitas|first1=Casey|date=June 15, 2017|website=[[IGN]]|publisher=[[Ziff Davis]]|access-date=January 31, 2018}}</ref> it and Gamma are playable characters in the 2004 [[fighting game]] ''[[Sonic Battle]]'';<ref>{{cite video game|title=Sonic Battle|developer=Sonic Team|publisher=Sega|platform=Game Boy Advance|date=December 4, 2003}}</ref> and a recreation of its boss fight appears in ''[[Mario & Sonic at the Olympic Winter Games]]''.<ref>{{cite web|url=http://www.nintendolife.com/reviews/2009/10/mario_and_sonic_at_the_olympic_winter_games_wii|title=Mario & Sonic at the Olympic Winter Games Review – Wii|last1=Newton|first1=James|date=October 16, 2009|website=[[Nintendo Life]]|publisher=[[Gamer Network]]|access-date=February 21, 2018}}</ref> The Chao creatures also feature predominantly in later games.<ref name="sa2interview"/><ref>{{cite web|url=http://www.destructoid.com/destructoid-review-sonic-chronicles-the-dark-brotherhood-105502.phtml|title=Destructoid review: Sonic Chronicles: The Dark Brotherhood|last=Sterling|first=Jim|date=September 29, 2008|website=[[Destructoid]]|publisher=Enthusiast Gaming|access-date=February 2, 2010|archive-date=October 18, 2012|archive-url=https://web.archive.org/web/20121018070553/http://www.destructoid.com/destructoid-review-sonic-chronicles-the-dark-brotherhood-105502.phtml|url-status=dead}}</ref> One of the characters introduced in ''Adventure'', Big the Cat, became infamous for his negative reception. ''[[Game Informer]]'' considered his gameplay painful and boring,<ref name="gilist">{{cite magazine|url=https://www.gameinformer.com/b/features/archive/2015/05/16/10-worst-sonic-the-hedgehog-characters.aspx?PageIndex=2&PostPageIndex=2|archive-url=https://web.archive.org/web/20171211110449/http://www.gameinformer.com/b/features/archive/2015/05/16/10-worst-sonic-the-hedgehog-characters.aspx?PageIndex=2&PostPageIndex=2|url-status=live|archive-date=December 11, 2017|title=The 10 Worst Characters In Sonic History|last1=Shea|first1=Brian|date=May 16, 2016|magazine=[[Game Informer]]|publisher=[[GameStop]]|access-date=December 11, 2017}}</ref> while ''Destructoid'' decried his portrayal as a "mentally handicapped imbecile" and his voice actor's incoherent performance.<ref name="destruct2010"/> Big is widely considered by video game journalists the worst character in the ''Sonic'' franchise,<ref name="gilist"/><ref>{{cite web|url=http://www.gamesradar.com/the-10-worst-sonic-friends/|title=The 10 worst Sonic friends|last=Sterling|first=Jim|date=June 23, 2012|website=[[GamesRadar]]|publisher=[[Future Publishing]]|archive-url=https://web.archive.org/web/20131101120757/http://www.gamesradar.com/the-10-worst-sonic-friends/|archive-date=November 1, 2013|url-status=live|access-date=February 2, 2014}}</ref><ref name="onm">{{cite web|url=http://www.officialnintendomagazine.co.uk/50022/features/the-best-and-worst-sonic-characters/?page=10|title=The best and worst Sonic characters|date=May 29, 2013|website=[[Official Nintendo Magazine]]|publisher=[[Future Publishing]]|archive-url=https://web.archive.org/web/20131029234354/http://www.officialnintendomagazine.co.uk/50022/features/the-best-and-worst-sonic-characters/?page=10|archive-date=October 29, 2013|url-status=dead|access-date=February 2, 2014}}</ref> and was named one of the worst game characters in a poll conducted by ''1UP.com''.<ref>{{cite web|url=http://www.1up.com/features/popular-character-tournament|title=Least Popular Character Tournament|author=1UP Staff|website=[[1UP.com]]|publisher=[[Ziff Davis]]|archive-url=https://web.archive.org/web/20130319040916/http://www.1up.com/features/popular-character-tournament|archive-date=March 19, 2013|url-status=dead|access-date=February 2, 2014}}</ref>
Several characters that first appeared in ''Sonic Adventure'' appeared in later games. As well as appearing in ''Sonic Generations'', Chaos is an antagonist in the 2017 entry ''[[Sonic Forces]]'';<ref>{{cite web|url=http://www.ign.com/articles/2017/06/15/e3-2017-chao-will-not-be-featured-in-sonic-forces|title=E3 2017: Chao Will Not Be Featured in Sonic Forces|last1=DeFreitas|first1=Casey|date=June 15, 2017|website=[[IGN]]|publisher=[[Ziff Davis]]|access-date=January 31, 2018}}</ref> it and Gamma are playable characters in the 2004 [[fighting game]] ''[[Sonic Battle]]'';<ref>{{cite video game|title=Sonic Battle|developer=Sonic Team|publisher=Sega|platform=Game Boy Advance|date=December 4, 2003}}</ref> and a recreation of its boss fight appears in ''[[Mario & Sonic at the Olympic Winter Games]]''.<ref>{{cite web|url=http://www.nintendolife.com/reviews/2009/10/mario_and_sonic_at_the_olympic_winter_games_wii|title=Mario & Sonic at the Olympic Winter Games Review – Wii|last1=Newton|first1=James|date=October 16, 2009|website=[[Nintendo Life]]|publisher=[[Gamer Network]]|access-date=February 21, 2018}}</ref> The Chao creatures also feature predominantly in later games.<ref name="sa2interview"/><ref>{{cite web|url=http://www.destructoid.com/destructoid-review-sonic-chronicles-the-dark-brotherhood-105502.phtml|title=Destructoid review: Sonic Chronicles: The Dark Brotherhood|last=Sterling|first=Jim|date=September 29, 2008|website=[[Destructoid]]|publisher=Enthusiast Gaming|access-date=February 2, 2010|archive-date=October 18, 2012|archive-url=https://web.archive.org/web/20121018070553/http://www.destructoid.com/destructoid-review-sonic-chronicles-the-dark-brotherhood-105502.phtml|url-status=dead}}</ref> One of the characters introduced in ''Adventure'', Big the Cat, became infamous for his negative reception. ''[[Game Informer]]'' considered his gameplay painful and boring,<ref name="gilist">{{cite magazine|url=https://www.gameinformer.com/b/features/archive/2015/05/16/10-worst-sonic-the-hedgehog-characters.aspx?PageIndex=2&PostPageIndex=2|archive-url=https://web.archive.org/web/20171211110449/http://www.gameinformer.com/b/features/archive/2015/05/16/10-worst-sonic-the-hedgehog-characters.aspx?PageIndex=2&PostPageIndex=2|url-status=live|archive-date=December 11, 2017|title=The 10 Worst Characters In Sonic History|last1=Shea|first1=Brian|date=May 16, 2016|magazine=[[Game Informer]]|publisher=[[GameStop]]|access-date=December 11, 2017}}</ref> while ''Destructoid'' decried his portrayal as a "mentally handicapped imbecile" and his voice actor's incoherent performance.<ref name="destruct2010"/> Big is widely considered by video game journalists the worst character in the ''Sonic'' franchise,<ref name="gilist"/><ref>{{cite web|url=http://www.gamesradar.com/the-10-worst-sonic-friends/|title=The 10 worst Sonic friends|last=Sterling|first=Jim|date=June 23, 2012|website=[[GamesRadar]]|publisher=[[Future Publishing]]|archive-url=https://web.archive.org/web/20131101120757/http://www.gamesradar.com/the-10-worst-sonic-friends/|archive-date=November 1, 2013|url-status=live|access-date=February 2, 2014}}</ref><ref name="onm">{{cite web|url=http://www.officialnintendomagazine.co.uk/50022/features/the-best-and-worst-sonic-characters/?page=10|title=The best and worst Sonic characters|date=May 29, 2013|website=[[Official Nintendo Magazine]]|publisher=[[Future Publishing]]|archive-url=https://web.archive.org/web/20131029234354/http://www.officialnintendomagazine.co.uk/50022/features/the-best-and-worst-sonic-characters/?page=10|archive-date=October 29, 2013|url-status=dead|access-date=February 2, 2014}}</ref> and was named one of the worst game characters in a poll conducted by ''1UP.com''.<ref>{{cite web|url=http://www.1up.com/features/popular-character-tournament|title=Least Popular Character Tournament|author=1UP Staff|website=[[1UP.com]]|publisher=[[Ziff Davis]]|archive-url=https://web.archive.org/web/20130319040916/http://www.1up.com/features/popular-character-tournament|archive-date=March 19, 2013|url-status=dead|access-date=February 2, 2014}}</ref>


A concept for ''Sonic Adventure 3'' was reworked into the 2008 game ''[[Sonic Unleashed]]''.<ref name="cvg_onm">{{cite web|url=http://www.computerandvideogames.com/article.php?id=186523|title=Sonic Unleashed "has no relation" to Sonic 360/PS3|last=Robinson|first=Andy|date=April 9, 2008|work=[[Computer and Video Games]]|publisher=[[Future Publishing]]|archive-url=https://web.archive.org/web/20080412234659/http://www.computerandvideogames.com/article.php?id=186523|archive-date=April 12, 2008|url-status=dead|access-date=April 13, 2008}}</ref> In 2017, Iizuka stated there were no plans for a third ''Sonic Adventure'' game, saying it would not advance the series's design. He did not rule out the idea, saying "If we can get the gameplay to evolve and get to a place where ''Adventure 3'' makes sense, then you might see an ''Adventure 3'' come out".<ref>{{cite web|url=https://www.polygon.com/2017/9/19/16333174/sonic-adventure-3-will-never-happen|title=Sonic Adventure 3 may never happen|last1=Frank|first1=Allegra|date=September 19, 2017|website=[[Polygon (website)|Polygon]]|publisher=[[Vox Media]]|access-date=November 16, 2017}}</ref> In December 2018, Iizuka expressed interest in [[Video game remake|remaking]] ''Sonic Adventure''.<ref>{{cite web |last1=Workman |first1=Robert |title='Sonic Adventure' Remake Definitely of Interest, Says Studio Head |url=https://comicbook.com/gaming/2018/12/31/sonic-adventure-remake-of-interest-team-sega/ |website=ComicBook.com |access-date=January 1, 2019 |date=December 31, 2018}}</ref>
A concept for ''Sonic Adventure 3'' was reworked into the 2008 game ''[[Sonic Unleashed]]''.<ref name="cvg_onm">{{cite web|url=http://www.computerandvideogames.com/article.php?id=186523|title=Sonic Unleashed "has no relation" to Sonic 360/PS3|last=Robinson|first=Andy|date=April 9, 2008|work=[[Computer and Video Games]]|publisher=[[Future Publishing]]|archive-url=https://web.archive.org/web/20080412234659/http://www.computerandvideogames.com/article.php?id=186523|archive-date=April 12, 2008|url-status=dead|access-date=April 13, 2008}}</ref> In 2017, Iizuka stated there were no plans for a third ''Sonic Adventure'' game, saying it would not advance the series's design. He did not rule out the idea, saying "If we can get the gameplay to evolve and get to a place where ''Adventure 3'' makes sense, then you might see an ''Adventure 3'' come out".<ref>{{cite web|url=https://www.polygon.com/2017/9/19/16333174/sonic-adventure-3-will-never-happen|title=Sonic Adventure 3 may never happen|last1=Frank|first1=Allegra|date=September 19, 2017|website=[[Polygon (website)|Polygon]]|publisher=[[Vox Media]]|access-date=November 16, 2017}}</ref> In 2018, Iizuka expressed interest in [[Video game remake|remaking]] ''Sonic Adventure'',<ref>{{cite web |last1=Workman |first1=Robert |title='Sonic Adventure' Remake Definitely of Interest, Says Studio Head |url=https://comicbook.com/gaming/2018/12/31/sonic-adventure-remake-of-interest-team-sega/ |website=ComicBook.com |access-date=January 1, 2019 |date=December 31, 2018}}</ref> but had ruled out the prospect by 2025. He said that bringing ''Adventure'' to modern standards would take the same effort as developing a new game, which he preferred.<ref>{{cite web |last1=McCrae |first1=Scott |title=It's so over: Sonic boss Takashi Iizuka says there are "currently no plans" for Sonic Adventure remakes as they would take "as much time and energy as it would to make a new title" |url=https://www.gamesradar.com/games/sonic-the-hedgehog/its-so-over-sonic-boss-takashi-iizuka-says-there-are-currently-no-plans-for-sonic-adventure-remakes-as-they-would-take-as-much-time-and-energy-as-it-would-to-make-a-new-title/ |website=[[GamesRadar+]] |access-date=July 3, 2025 |date=June 30, 2025}}</ref>


''Sonic Adventure'' was adapted in the second season of the 2003 ''Sonic the Hedgehog'' [[anime]] series ''[[Sonic X]]''. The Japanese voice cast from the game reprised their roles, but the American licensing corporation [[4Kids Entertainment]] hired a new cast for the English-language dub.<ref>{{cite web |url=http://www.themanime.org/viewreview.php?id=355 |publisher=THEM Anime |last=Jones |first=Tim |title=Sonic X |access-date=April 6, 2014 |archive-url=https://web.archive.org/web/20030922220849/http://www.themanime.org/viewreview.php?id=355 |archive-date=September 22, 2003 |url-status=live }}</ref> [[Archie Comics]] adapted the game in its ''[[Sonic the Hedgehog (Archie Comics)|Sonic the Hedgehog]]'' comic book series, which accounted for the altered character designs and established that Station Square was hidden beneath Sonic's planet, Mobius.<ref>{{cite journal|last1=Bollers|first1=Karl|title=The Discovery: A Sonic Adventure Tie-In|journal=[[Sonic the Hedgehog (Archie Comics)|Sonic the Hedgehog]]|date=December 1999|volume=1|issue=79}}</ref> A ''Sonic Adventure'' adaptation was the last new story published in ''[[Sonic the Comic]]'', the British series published by [[Fleetway Editions]], before its cancellation.<ref>{{cite web |last=Heath |first=David |date=July 18, 2022 |title=Sonic the Comic: 8 Things That Made It Special |url=https://gamerant.com/sonic-the-comic-best-things/ |access-date=April 29, 2025 |website=[[Game Rant]]}}</ref>
''Sonic Adventure'' was adapted in the second season of the 2003 ''Sonic the Hedgehog'' [[anime]] series ''[[Sonic X]]''. The Japanese voice cast from the game reprised their roles, but the American licensing corporation [[4Kids Entertainment]] hired a new cast for the English-language dub.<ref>{{cite web |url=http://www.themanime.org/viewreview.php?id=355 |publisher=THEM Anime |last=Jones |first=Tim |title=Sonic X |access-date=April 6, 2014 |archive-url=https://web.archive.org/web/20030922220849/http://www.themanime.org/viewreview.php?id=355 |archive-date=September 22, 2003 |url-status=live }}</ref> The American publisher [[Archie Comics]] adapted ''Adventure'' in its ''[[Sonic the Hedgehog (Archie Comics)|Sonic the Hedgehog]]'' comic book series, which accounted for the altered character designs and established that Station Square was hidden beneath Sonic's planet, Mobius.<ref>{{cite journal|last1=Bollers|first1=Karl|title=The Discovery: A Sonic Adventure Tie-In|journal=[[Sonic the Hedgehog (Archie Comics)|Sonic the Hedgehog]]|date=December 1999|volume=1|issue=79}}</ref> An ''Adventure'' adaptation was the last original story published in the British publisher [[Fleetway Editions|Fleetway]]'s ''[[Sonic the Comic]]'' before its cancellation.<ref>{{cite web |last=Heath |first=David |date=July 18, 2022 |title=Sonic the Comic: 8 Things That Made It Special |url=https://gamerant.com/sonic-the-comic-best-things/ |access-date=April 29, 2025 |website=[[Game Rant]]}}</ref>


==Notes==
==Notes==

Latest revision as of 19:49, 9 November 2025

Template:Short description Script error: No such module "Distinguish". Template:Main other Template:Use mdy dates Template:Main otherScript error: No such module "infobox".Template:Main otherScript error: No such module "Check for unknown parameters".Template:Main other Template:Nihongo foot is a 1998 platform game developed by Sonic Team and published by Sega for the Dreamcast. It was the first main Sonic the Hedgehog game to feature 3D gameplay. It follows Sonic the Hedgehog, Miles "Tails" Prower, Knuckles the Echidna, Amy Rose, Big the Cat, and E-102 Gamma in their quests to collect the Chaos Emeralds and stop Doctor Ivo Robotnik from unleashing Chaos, an ancient evil. Controlling one of the six characters—each with their own abilities—players complete levels to progress the story. Sonic Adventure retains many elements from prior Sonic games, such as power-ups and the ring-based health system. Players can play minigames such as racing and interact with Chao, a virtual pet.

Sonic Team began developing Sonic Adventure in 1997, after the cancellation of the Sega Saturn game Sonic X-treme. Led by director Takashi Iizuka and producer Yuji Naka, the team strove to reinvent Sonic for the 3D era of video games. Adventure features a stronger emphasis on storytelling and role-playing elements in contrast to previous Sonic games, while Yuji Uekawa redesigned the series's characters for their transition to 3D. Sonic Team attempted to demonstrate the technical prowess of the Dreamcast with realistic graphics and drew inspiration from locations in Peru and Guatemala. The soundtrack was primarily composed by Jun Senoue, who preferred rock music over the electropop of previous Sonic games.

Following its reveal at the Tokyo International Forum in August 1998, Sonic Adventure was highly anticipated and was released in Japan in December 1998, North America in September 1999, and Europe in October 1999. It received acclaim and became the Dreamcast's bestseller, with 2.5 million copies sold by August 2006. Reviewers considered Adventure a major technical advancement and praised the visuals and gameplay. Though critics noted glitches and camera problems, and reactions to the audio were mixed, they considered Sonic Adventure exceptional; some speculated that it could help re-establish Sega as the dominant console manufacturer after the unsuccessful Saturn.

Journalists have retrospectively ranked Sonic Adventure among the best Sonic games, and it is recognized as an important release in both the series and the platform genre. Many characters and concepts introduced in Adventure recur in later Sonic games. Sonic Adventure 2 was released in 2001. Adventure was ported to the GameCube and Windows in 2003 with modernized graphical choices, more challenges and additional content, while a high-definition version was released for the Xbox 360 and PlayStation 3 in 2010 and for Windows in 2011. Reviews for these releases were less positive; critics felt the game had not aged well and ran at an inconsistent frame rate.

Gameplay

Gameplay screenshot of Speed Highway, one of the levels in Sonic Adventure. In this image, Sonic runs on a road, to a line of rings. The HUD shows a timer, the amount of rings, and the player's lives.
Gameplay screenshot showing Sonic in one of the game's levels, Speed Highway

Sonic Adventure is a 3D platform game with action and role-playing elements.[1] Players control one of six anthropomorphic protagonists as they venture to defeat Doctor Robotnik and his robot army, who seeks the seven Chaos Emeralds and the entity Chaos. Six player characters are unlocked as the game progresses, each with their own story and attributes. Sonic the Hedgehog performs a spin dash, homing attack, and light-speed dash; Miles "Tails" Prower flies, swims, and attacks robots using his tails; Knuckles the Echidna glides, climbs walls, and punches; Amy Rose can defeat enemies using her hammer; Big the Cat is slow and carries a fishing rod he can cast; and E-102 Gamma can shoot laser beams.[2][3]

At the start of the game, the player is placed in one of three Adventure Fields, open-ended hub worlds inhabited by advice-giving NPCs. The player is guided and instructed by the voice of Tikal the Echidna. Through exploration, the player discovers entrances to levels called Action Stages, some of which must be opened using keys hidden in the Adventure Field.[4]Template:Rp Once the player accesses an Action Stage, they are tasked with a specific objective, which is different for each character.[5] Sonic must reach the level's end similarly to prior Sonic the Hedgehog games; Tails must reach the end before Sonic; Knuckles must find three hidden shards of the Master Emerald; Amy must solve puzzles and avoid being caught by a robot; Big must fish for his pet frog; and Gamma must fight his way through stages using projectiles as a defense.[3][4]Template:Rp

Some levels include minigames separate from the main story. These feature different styles of gameplay, among them rail shooting, racing, pinball, and sandboarding. Some minigames can only be accessed with particular characters. Fulfilling certain objectives allows the player to obtain bonus items. Unlocked minigames and stages the player has completed can be accessed from a Trial Mode on the title screen.[3]

As with previous Sonic installments, players can collect golden rings, which can grant them protection from a single enemy or hazard as well as an extra life if 100 are collected.[3] Also scattered throughout the levels are canisters containing power-ups, such as speed shoes, additional rings, temporary invincibility, and protective shields, and 1-ups. In several stages, the player engages Robotnik or Chaos in a boss fight and must deplete the boss's health meter to proceed.[6][7] Point markers act as checkpoints where the character can respawn after losing a life.[3]

Players may also discover Chao Gardens, hidden, protective environments inhabited by Chao, a virtual pet. Players can hatch, name, and interact with multiple Chao,[6] and they can raise the status of their Chao by giving them small animals, which can be collected by defeating enemies within the Action Stages. The Dreamcast's handheld Visual Memory Unit (VMU) allows the player to download the minigame Chao Adventure, in which their Chao walks through a course to evolve and improve its skills.[5][8] Evolving one's Chao improves its performance in competitions called Chao Races. Eggs that can produce special types of Chao are hidden throughout the Adventure Fields. Players can earn emblems by playing through Action Stages, searching through the Adventure Fields, or winning Chao Races.[2][9] Each Action Stage has three emblems that can be earned by replaying the stages and fulfilling objectives, such as beating the level within a time limit.[3]

Plot

The mad scientist Doctor Robotnik seeks a new way to defeat his nemesis, Sonic, and conquer the world. He learns about Chaos, a creature that, thousands of years ago, helped to protect the Chao and the all-powerful Master Emerald, which balances the power of the seven Chaos Emeralds. When a tribe of echidnas sought to steal the power of the Emeralds, breaking the harmony they had with the Chao, Chaos retaliated by using the Emeralds' power to transform into a monstrous beast, Perfect Chaos, and wipe them out. Tikal, a young echidna who befriended Chaos, imprisoned it in the Master Emerald along with herself. Robotnik shatters the Master Emerald to release Chaos and tests its natural form on the city of Station Square.

After police fail to defeat Chaos, Sonic and Tails work to stop Robotnik from empowering it with the Chaos Emeralds. Knuckles, the only remaining echidna, sets out to find the shards of the Master Emerald. Robotnik activates a new series of robots, including E-102 Gamma, and orders them to find Froggy, a frog who ate a Chaos Emerald; Froggy's owner, Big, seeks him as well. Back in Station Square, Sonic's friend Amy protects a Flicky being pursued for its Chaos Emerald. When she and the Flicky are captured, Amy convinces Gamma not to work for Robotnik. Gamma helps her escape before seeking out and destroying the other robots in his series, sacrificing himself in the process. Tails foils Robotnik's contingency plan to destroy Station Square via a missile strike.

Although Sonic disrupts Robotnik's plans, Chaos absorbs the Chaos Emeralds and transforms into Perfect Chaos. It rebels against Robotnik and destroys Station Square. Through flashbacks from Tikal, who was also released from the Master Emerald, Sonic realizes that Chaos has been in constant torment and sorrow, and that imprisoning it again will not stop it. He uses the Chaos Emeralds to transform into Super Sonic and defeats Perfect Chaos. Chaos calms down when it sees the Chao living peacefully in Station Square, and Tikal takes it somewhere safe to live in peace. Sonic pursues a fleeing Robotnik.

Development

Background

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During the early 1990s, Sega was one of the most successful video game companies due to the rise of its Genesis console. Genesis sales were driven by the popularity of Sega's flagship franchise of 2D platform games, Sonic the Hedgehog.[10] During this time, series co-creator Yuji Naka worked with Sega Technical Institute (STI) in the United States to develop Sonic games. After the completion of Sonic & Knuckles in 1994, Naka returned to Japan to work with Sonic Team.[11] STI began developing Sonic X-treme for the Sega Saturn, planned as the first Sonic the Hedgehog game to feature full 3D gameplay. X-treme suffered a series of setbacks and was canceled in 1996.[12][13] The cancellation is an important factor in the Saturn's commercial failure, leaving it with no original Sonic platform game.[14] Meanwhile, Naka and Sonic Team developed original Saturn games, such as Nights into Dreams (1996).[4]Template:Rp[15]

Naka wanted a 3D Sonic game, but felt that only Sonic Team should undertake the endeavor; his refusal to let STI use the Nights game engine was instrumental in X-tremeTemplate:'s cancellation.[16][17] Due to the lack of Sonic games on the Saturn,Template:Efn according to Retro Gamer, Sonic became part of the "background" by mid-1997, so "it was astonishing to see that, just six years after his debut, Sonic was already retro."[10] Nights into Dreams designer Takashi Iizuka felt that Sonic fans had been let down because Sonic Team was not focusing on the series. Additionally, Kazuyuki Hoshino, who would serve as art director on Sonic Adventure, said he thought during the Saturn era Sonic had become outdated.[10]

Conception

In August 1996, shortly after the completion of Nights into Dreams, Iizuka proposed Sonic Adventure as a role-playing-style Sonic game with a greater emphasis on storytelling.[18][19] Sonic Team started to work on it in April 1997 on the Saturn with a 20-strong team.[4]Template:Rp[19] Sonic Team created the first prototype using the Nights engine,[17] but the Saturn's limited capabilities made development difficult.[4]Template:Rp Sega president Hayao Nakayama informed Naka of the Saturn's successor, the Dreamcast, and he believed the new console would allow Sonic Team to create the ultimate Sonic game.[4]Template:Rp When the team learned the Dreamcast was nearing completion, they moved development to take advantage of its greater quantity of RAM, stronger CPU, and the VMU. Not wanting to waste their completed work, they placed it as a bonus in the compilation game Sonic Jam, the final Sonic game for the Saturn.[4]Template:Rp[19] Development on the Dreamcast began in July 1997.[19]

Iizuka served as director on Sonic Adventure, while Naka produced.[20] One of the largest video games created at the time,[1][21][22] the team had grown to 60 after 10 months,[19] and over 100 developers worked on the game in total.[23] Sonic Team undertook development in conjunction with the Dreamcast, aiming to release the game in December 1998, even if it meant making improvements after release.[4]Template:Rp[22] Developing Sonic Adventure at the same time as the system, which was not completed until two months before release,[24] gave Iizuka influence over the console's development;[25] for example, he was able to request more RAM for the console specifically for Sonic Adventure.[22] According to former Sega of America producer Mark Subotnick, Naka canceled Geist Force, an on-rails shooter that was planned as a Dreamcast launch game, so he could use its proprietary software for Sonic Adventure.[26]

Characters and art

Yuji Uekawa's concept art, showcasing his redesign of Sonic. The handwritten notes showcase some of the redesign's elements.
Sonic was redesigned to appear slimmer and more "mature" by Yuji Uekawa.

Sonic Team felt challenged by the new hardware to recreate Sonic and his world in a new way.[27] They began development using the character designs from the Genesis games, but quickly discovered the characters' bodies were too short and their heads too big, making them difficult to see.[27] Retro game characters, such as Pac-Man, were also being reborn in a more "urban" fashion around the same time, something that made Sonic Team jealous and feel the original character designs were dated.[10] As such, Yuji Uekawa redesigned each character to suit the transition to 3D and to give them "new, edgy, more Western" design.[27] Looking to the animation of Walt Disney and Looney Tunes for inspiration, he made Sonic more mature, taller and slimmer, and gave him longer quills. He darkened his blue color and gave him green irises to contrast with the rest of his color scheme, as well as reference Green Hill Zone. Uekawa tried to make Sonic look like a comic book character and compared the style to graffiti. After redesigning Sonic, he made the other characters fit this new art style.[27] Hoshino noted that the characters' longer limbs made it easier to recreate their 2D poses in 3D.[10]

Sonic Adventure features two new playable characters, Big and Gamma.[10] Sonic Team had already implemented an in-game fishing rod with no context or use, leading to the creation of Big.[28] Big was designed to be giant and relaxed so the player would not expect something more intense.[10] Gamma and his playstyle were created in response to fans who wanted elements of a shoot 'em up in Sonic[18][21] and because of Iizuka's desire to include "some type of satisfying gameplay that couldn't be done with Sonic".[10] Neither Big nor Gamma were intended to play a large role, so both of their campaigns were short.[29] The antagonist, Chaos, had been conceived for Sonic X-treme.[4]Template:Rp Iizuka wanted a villain who would have been impossible on older hardware and settled on something liquid and transparent. He presented the concept to Naka, who was impressed.[18] Chaos was intended to have realistic blue scales in his final form, but this was abandoned because of the technological constraints of the Dreamcast.[30]

While some Sonic games, such as Sonic CD (1993), contained limited voice work, Sonic Adventure was the first Sonic game to feature extensive voice acting.[1] The decision was made early in development as the game was more story-focused than previous Sonic games. Sonic Team's staff had differing opinions about how Sonic should sound. Iizuka recalled that the only element they agreed on was to avoid using an anime voice actor, favoring a film actor with an "over-the-top" voice.[22] Sonic Team cast Jun'ichi Kanemaru as Sonic. In an interview celebrating his 30th anniversary as a voice actor, Kanemaru said one reason he was cast was because of his ability to speak English.[31] After Sonic Team USA was formed, they hired American actors to translate the Japanese script. The English-language voice cast consists of Ryan Drummond as Sonic,[32] Corey Bringas as Tails, Michael McGaharn as Knuckles, Jennifer Douillard as Amy, Jon St. John as Big and E-102 Gamma, and Deem Bristow as Robotnik.[20] Iizuka used Sonic Adventure to introduce Robotnik's Japanese name, "Dr. Eggman", to western audiences;[33] he accomplished this by having Sonic insult Robotnik when they meet for the first time in-game.[34] Similarly, he avoided referring to Tails as "Miles", which he was commonly called in Japan.[10]

Because Sonic Adventure was a Dreamcast launch game, the team strove to demonstrate the console's capabilities with realistic graphics. To achieve a more realistic feel for the environments, the core members of Sonic Team visited temples, jungles, and ancient ruins in Mesoamerican landscapes, including Cancún, Guatemala, and Peru. While Sonic Team members had to draw artwork by hand for games in the past, for Sonic Adventure they were able to use photographs taken during their visits as textures.[10] The greatest influences were the Tikal ruin in Guatemala and Machu Picchu in Peru.[25] The character Tikal was inspired by Peru and took her name from the Guatemalan ruins.[4]Template:Rp[18] The 3D visuals were created using a Voodoo2 graphics chip.[19]

Design

The levels were designed to feature gameplay similar to the original Genesis games and to take at least five minutes to complete.[21] One of the biggest challenges the Adventure designers faced was transitioning SonicTemplate:'s 2D style to 3D.[22] In the Genesis Sonic games, the player simply had to go right to reach the end of a level, but in Sonic Adventure they could move in every direction. The designers created models for the stages before testing it as the player character, resulting in trial and error. This made Iizuka realize the importance of the game's camera.[10] Some levels, such as the Lost World, were rebuilt dozens of times.[18][35] Sonic Team split levels into parts to save memory.[10] One particular difficulty was defeating enemies; in the 2D games, enemies were beaten simply by jumping on them, but this was harder to achieve in a 3D game. Therefore, Sonic was given the ability to target enemies in mid-air.[18]

Iizuka said the cinematic sequences were conceived to take advantage of the environments, "giving the player an element of discovery in addition to the platforming".[22][25] The team also wanted to add elements unexpected in a platform game; for example, the level in which Tails sandboards was inspired by a group of sandboarders in Ica, Peru.[4]Template:Rp[18] Some levels reference past Sega games, such as Ice Cap (1994's Sonic the Hedgehog 3) and the Tornado levels (1995's Panzer Dragoon).[4]Template:Rp When seeing the completed level designs, Iizuka and Naka decided to repurpose them for other player characters.[21] Iizuka said they felt it would be "a waste if Sonic just quickly ran through the levels that we spent so much time creating". After Sonic, the first characters added were Tails and Knuckles; Tails's stages turned portions of Sonic's levels into races, while Knuckles's treasure-hunting missions were designed to contrast with the others' straightforward ones. Sonic Adventure was the first time Amy was playable in a Sonic platformer, and Iizuka aimed to use her to add tension, such as hiding from pursuers, that Sonic's gameplay could not offer.[10]

Because Sonic Adventure had a stronger emphasis on storytelling than previous games in the series, the team implemented hub worlds to "draw the players deeper into the world." The hub worlds' emphasis on exploring to find new areas and power-ups was inspired by The Legend of Zelda.[10] When seeing the completed level designs, Iizuka and Naka decided to repurpose them for other player characters.[21] According to Iizuka, the team tried to include as much content as possible.[22] One addition was the Chao-raising system, which Iizuka conceived to take advantage of the VMU.[4]Template:Rp Sonic Team had used a similar virtual pet system, the "A-Life", in Nights into Dreams;[18] Iizuka used the A-Life as a base, while improving it with the VMU and the option to improve its skills.[4]Template:Rp Iizuka hoped it would be made into a character players could touch and raise.[25] It was also designed to appeal to casual gamers not familiar with games like Sonic,[18] and to add replay value.[36] The design took considerable time to finalize and had to be made as simple as possible because the virtual pet's look changes form as it evolves.[25]

Music

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File:Crush 40.JPG
Jun Senoue (left) and Johnny Gioeli (right) in 2010

Sonic AdventureTemplate:'s score was primarily composed by Jun Senoue, with additional music by Fumie Kumatani, Kenichi Tokoi, and Masaru Setsumaru.[37][38] Adventure was Senoue's first project as sound director and its scope meant he had many more responsibilities, including schedule management, compared to his previous games. Despite this, Senoue said he did not feel much pressure, as he was a Sonic fan and had contributed to previous games' soundtracks.[39]

In contrast to previous Sonic games, which featured electropop soundtracks, the Adventure sound team preferred "hot, funky, and rock 'n' roll" music.[11][21] Iizuka noted that Sonic Team's primary goal with Adventure was "to evoke the essence of Sonic by going from 2D to 3D", and felt the music needed to exceed fan expectations due to previous Sonic soundtracks' popularity.[39] He stated a new style was adopted because the Dreamcast's sound was a significant advance from that of the Genesis;[22] Senoue added he felt more comfortable composing rock music and wanted to create music everyone could enjoy.[39] Despite the different styles, Senoue did retain some music from the Genesis Sonic games: the music for the Windy Valley and Twinkle Park levels were rearranged from Sonic 3D Blast (1996), while the level clear jingle was taken from Sonic 3.[10] He chose to reuse his 3D Blast tracks because he felt they were strong enough to be more widely heard, as they were only used for the Genesis version (which was not released in Japan).[40]

Senoue composed several songs with English lyrics to highlight the various characters' personalities, and collaborated with Tokoi and Kumatani to polish them.[39] The main theme, "Open Your Heart", was performed by Hardline's Johnny Gioeli;[10] other songs were performed by Gioeli, Marlon Saunders, Dred Foxx, Ted Poley, Nikki Gregoroff, and Tony Harnell.[4]Template:Rp Sonic Adventure marked Senoue's first collaboration with Gioeli; the two later formed the band Crush 40 (originally known as Sons of Angels), and continue to make music together.[10] Iizuka was inspired to use "Open Your Heart" as the final boss music by films, which he noted often use main themes during dramatic events. Iizuka also felt that the songs helped define Knuckles and Amy's personalities, as they had not received much character development in Sonic games until Adventure.[39]

Release

File:Dreamcast-Console-Set.jpg
Sonic Adventure was released for the Dreamcast in Japan in December 1998 and in the West in September/October 1999.

Sonic Adventure was kept a secret during production,[19][21] though screenshots were leaked in mid-1998 and plans for a 3D Sonic game had long been rumored.[21][41] It was unveiled by Naka and the rest of Sonic Team on August 22, 1998,[21] at the Tokyo International Forum. The team showed off several dynamic elements, such as a chase sequence from the first level and Tails's sandboarding sequence.[4]Template:Rp The presentation ended with a live performance of "Open Your Heart" alongside a RealVideo clip montage.[42] Naka described the debut as intense, having "[given his] all" to make it fit for release.[4]Template:Rp

On December 23, 1998, Sonic Adventure was released in Japan.[43][44] The Japanese version shipped with many glitches; according to Iizuka, Sonic Team did not have time to fix them due to the tight schedule.[10] Several members of Sonic Team flew to Sega of America to establish Sonic Team USA and patch and translate the game.[4]Template:Rp Prior to the launch of the Dreamcast in the United States, Sega made an exclusive deal with Hollywood Video to allow customers to rent the Dreamcast console along with a non-retail version of the game, Sonic Adventure: Limited Edition.[45][46] The promotion began on July 15, 1999, and took place at 1,055 Hollywood Video stores across the country.[47]

The localized version was released in North America on September 9, 1999, as a launch game,[48] and in Europe on October 14, 1999.[49] It includes Japanese and English-language audio and Japanese, English, Spanish, French and German subtitles.[50] Online features—including Chao daycare and downloadable content (DLC) such as minigames and new level assets—were also added.[51] The American release of Studio Pierrot's Sonic the Hedgehog (1996) original video animation coincided with the Western release of Sonic Adventure,[52] while DIC Entertainment's Sonic Underground (1999) was commissioned to help promote the game.[53] The localized version was released in Japan as Sonic Adventure International.[4]Template:Rp[54]

Before release, Sega projected to sell a million copies of Sonic Adventure.[23] Sonic Adventure is the bestselling Dreamcast game; by August 4, 2006, it had sold 2.5 million copies, including 440,000 in Japan and 1.27 million in the US.[4]Template:Rp[55] In Europe, it sold 86,000 copies during its first five days on sale.[56] In the UK, it was the top-selling Dreamcast launch game,[57] and topped the all-formats chart.[58] After the North American release, there were complaints of a number of Sonic Adventure discs failing to load. Sega of America determined that this was a software problem due to errors at one manufacturing facility and tracked the faulty software. Most copies were unaffected, and customers with defective copies could trade for working ones at retailers.[59][60]

Reception

Template:Video game reviews As the first fully 3D Sonic platform game, Sonic Adventure was highly anticipated.[6][21] It received critical acclaim,[4]Template:Rp[61] and Computer and Video Games (CVG) called it one of the greatest video games of all time.[49][62] Sonic Adventure won a Blockbuster Entertainment Award in the "Favorite Sega Dreamcast Game" category,[63] and was a runner-up for GameSpotTemplate:'s annual "Best Console Platform Game" award, which went to Rayman 2: The Great Escape (1999).[64] It was a finalist for "Outstanding Achievement in Visual Engineering" during the 3rd Annual Interactive Achievement Awards, which went to Unreal Tournament.[65]

The visuals and presentation attracted acclaim.[6][66] Arcade described it as a "quantum leap forward" in aesthetics and visual detail in video games,[66] and Hyper estimated it exceeded graphics of high-end personal computers.[67] IGN called it the most graphically impressive platform game released up to that date, praising its cinematic sequences and describing it as "engrossing, demanding, and utterly awe-inspiring".[6] GameSpot agreed and said only SoulcaliburTemplate:'s graphical quality surpassed that of Sonic Adventure.[7] Edge felt the graphical features showed off the Dreamcast's potential to the fullest and that the game was a "perfect" showcase.[21]

The audio received mixed responses.[5][7] GameSpot and Game Revolution called the full-motion video (FMV) cutscenes and voice acting well-produced and fitting, though GameSpot noted poor lip-synching.[5][7] IGN thought the cutscenes were repetitive and described the voice acting as "a complete joke" and "downright awful", particularly Tails's voice, and later naming it among the most annoying to feature in a video game.[6][68] AllGame was conflicted; they appreciated Tails's portrayal but found Sonic's and Knuckles's voices unfitting.[8] GameSpot and AllGame praised the rock-style music,[7][8] but Game Revolution described the score as "absolutely horrible".[5]

The gameplay was generally praised.[35][69] GameSpot admired the straightforward, linear approach to the 3D platform genre and particularly praised it for keeping the basic gameplay of the original Genesis games.[7] IGN said the game would keep players busy even after completion, noting its internet connectivity and other extras.[6] However, Game Revolution said apart from being quicker, it did not advance the platform genre's design.[5] Retrospectively, 1001 Video Games You Must Play Before You Die called its environments vast and twisted, stating it "brilliantly" captured traditional Sonic elements.[35] The Chao minigame was noted as a major departure from the gameplay of the series.[5][8] GameSpot wrote that "while really just a diversion", the Chao were an interesting, fun addition, singling out their internet functions as a highlight.[7] AllGame said the Chao helped increase the replay value, although it was "strange", required patience, and did not provide bonuses in the main game.[8] Game Revolution called the Chao "a neat addition" and praised its use of the VMU.[5]

Some critics compared Sonic Adventure to Super Mario 64—Nintendo's "groundbreaking" 1996 game that propelled the Nintendo 64 and the 3D platform genre.[8][21] Edge said Sonic Adventure was a worthy rival to Super Mario 64,[21] but AllGame wrote that Sonic Adventure was not as ambitious and that those looking for exploration would be disappointed with its linear gameplay. They compared it to the similarly linear Crash Bandicoot but felt Sonic Adventure was more confined. Still, they praised the gameplay as varied and said its replay value was strong.[8] The journalists Rusel DeMaria and Johnny L. Wilson retrospectively wrote Sonic Adventure was not as strong as Super Mario 64 and "failed to catch on with players in nearly the way that [Mario] had done", though it had fascinating features, such as "the use of the Tamagotchi-like memory card to incubate eggs for little pet creatures" and "some good action segments".[70]

The camera system and glitches were criticized by many reviewers.[71] IGN called the camera "incredibly" frustrating and inconsistent, and GameSpot noted it caused problems with collision detection.[6][7] Edge complained the camera sometimes goes behind walls.[72] Authors from GamesRadar retrospectively wrote that Sonic Adventure was "horrendously buggy", singling out falling through floors and getting stuck, but also said the sheer amount of content made up for this.[71]

GameSpot thought Sonic Adventure redefined the possibilities of the platform genre,[7] and according to CVG, "many things you thought were impossible to see and experience in computer games are now here".[49] According to Next Generation, "Expert gamers may beat the game in only a day or two but, even then, the ride is worth the price of admission."[73] AllGame wrote that the game was an impressive showing of the Dreamcast's potential and that it was among the best of the series.[8] Edge said its criticisms such as scenery pop-up and instances of poor collision detection are "minor flaws in an otherwise very fine piece of work".[72] Arcade and CVG speculated that Sonic Adventure could save the Dreamcast,[66][74] which had not sold well by the end of 1998.[66] CVG also thought it could re-establish Sega as the dominant console manufacturer after the relatively unsuccessful Saturn.[74]

Post-release

Sequel

Script error: No such module "Labelled list hatnote". Although Sonic Adventure was a success, Dreamcast sales struggled to meet Sega's expectations, and the Adventure team was downsized. Sega directed a team of 11—significantly smaller than AdventureTemplate:'s team of 120—to begin working on Sonic Adventure 2.[75] Adventure 2 made its debut at E3 2000[76] and was released in June 2001.[77] The sequel was designed to be more action-oriented than the slower-paced, story-centric Adventure and to give all the characters equal playtime.[29] Sonic Adventure 2 received positive reviews,[78] but prior to its release, Sega announced it would transition from a first-party to a third-party software publisher, in response to the international failures of the Saturn and Dreamcast.[79][80]

Rereleases

Top: Sonic runs from an orca that is chasing him in the original Dreamcast version of Sonic Adventure. Bottom: The same scene in Sonic Adventure DX, showing the graphical upgrades applied to the game.
The original Sonic Adventure on the Dreamcast (top) compared to Sonic Adventure DX on the GameCube (bottom)

In June 2003, Sega released Sonic Adventure DX: Director's Cut, a port of Sonic Adventure for the GameCube and Windows.[4]Template:Rp[18] While mostly identical to the original release, Sonic Adventure DX features updated graphics, including updated textures and more detailed character models,[9] aims for a frame rate of 60 instead of 30,[2] and sports a redesigned Chao-raising system that uses connectivity with the Game Boy Advance (GBA). It includes 60 new missions and the option to unlock emulations of all 12 Sonic games released for the Game Gear.[9] Additionally, Metal Sonic can be unlocked as a playable character if all 130 emblems are collected.[81] These features were added to appeal to players of the original game.[4]Template:Rp

In September 2010, Sega rereleased Sonic Adventure as a downloadable game for the Xbox 360 and PlayStation 3, followed by a Windows release in March 2011 via Steam.[82][83][84] This version is based on Sonic Adventure DX and supports high-definition visuals at a 4:3 aspect ratio.[82] Sonic Adventure DX's additional content was removed,[82] but the mission mode and Metal Sonic can be reimplemented by purchasing additional DLC.[85] The game was also included in the Dreamcast Collection compilation in 2011[86] and is backwards-compatible with the Xbox One and Xbox Series X/S.[87]

Soundtracks

A two-disc soundtrack, Sonic Adventure "Digi-LOG Conversation" Original Sound Track, was released in Japan in January 1999.[88] In May 2011, the soundtrack was rereleased to commemorate the Sonic franchise's 20th anniversary.[89] A two-volume digital soundtrack was also released on iTunes and Spotify in September 2014 and January 2017, respectively.[90][91][92] Brave Wave Productions released a vinyl LP version of the soundtrack including interviews with Senoue and Iizuka in 2018.[93]

Legacy

With most contemporary 3D platform games focusing on exploration and collecting items, Sonic Adventure stood out with its linear gameplay.[7] According to GamesRadar, as one of the first sixth-generation console games, it changed the industry "forever".[71] Joystiq wrote that both Adventure and the original Sonic the Hedgehog had innovated—in 3D and 2D games, respectively—through effective linear level design and by feeling "good to play".[94]

Retrospective assessments

In 2009, GamePro listed Sonic Adventure as the seventh-best platform game of all time, saying that it had not aged well in certain aspects but that its core gameplay remained among the best of the Sonic series.[69] Several journalists ranked the game among the series's best,[95][96] but Kotaku argued the addition of voice acting and greater focus on plot changed Sonic into "a flat, lifeless husk of a character, who spits out slogans and generally has only one personality mode, the radical attitude dude, the sad recycled image of vague '90s cultural concept".[97]

Sonic Adventure DX received mixed reviews.[98] GameSpot was disappointed the rerelease did not address the problems of the original version, iterating the graphics were only marginally different, and dissatisfied with its collision detection. GameSpot offered some praise for the extra features, such as the missions, but concluded players were better off playing the Dreamcast version.[2] IGN agreed, calling it "a sloppy port of a game that has long been undeserving of its high praise." IGN noted its frequent frame rate drops and described its camera one of the worst in a video game. IGN said the connectivity to the GBA Sonic games added depth but concluded this was not enough to compensate for the port's problems.[9] Nintendo World Report was more positive, praising the Game Gear games for retaining their multiplayer support and finding Sonic and Tails' gameplay enjoyable.[99]

Reviews of the 2010 rerelease were generally unfavorable,[100] with criticism directed at the perceived lack of effort put into the port.[82][101] IGN called it "so fundamentally flawed that it borders on unplayable", observing that the sections that worked best required the least input from the player. IGN criticized the lack of widescreen support but offered minor praise for its steady frame rate.[101] 1UP.com lambasted the port for what they called its slapdash quality, criticizing its display, controls, and dated design, and saying that it "feels like it wasn't even tuned for the Xbox 360 controller and its analog sticks."[82] Destructoid was less harsh, writing that fans of the franchise would be able to enjoy the game but warning casual players that "all you'll find is a relic that was once considered greatness."[102]

Influence

Many of Sonic AdventureTemplate:'s designs and concepts were reused in later Sonic games. The direction, basic gameplay, and Uekawa's modernized character designs became series staples.[27][103] The first level in the 2006 Sonic the Hedgehog reboot heavily references Sonic AdventureTemplate:'s Emerald Coast stage.[104] To celebrate the Sonic series's 20th anniversary in 2011, Sega released Sonic Generations, which reused aspects from past games in the franchise. The PlayStation 3, Xbox 360, and Windows versions contain reimagined versions of the Speed Highway level and the Perfect Chaos boss fight,[105][106] and the Nintendo 3DS version contains a remake of Emerald Coast.[107]

Several characters that first appeared in Sonic Adventure appeared in later games. As well as appearing in Sonic Generations, Chaos is an antagonist in the 2017 entry Sonic Forces;[108] it and Gamma are playable characters in the 2004 fighting game Sonic Battle;[109] and a recreation of its boss fight appears in Mario & Sonic at the Olympic Winter Games.[110] The Chao creatures also feature predominantly in later games.[29][111] One of the characters introduced in Adventure, Big the Cat, became infamous for his negative reception. Game Informer considered his gameplay painful and boring,[112] while Destructoid decried his portrayal as a "mentally handicapped imbecile" and his voice actor's incoherent performance.[102] Big is widely considered by video game journalists the worst character in the Sonic franchise,[112][113][114] and was named one of the worst game characters in a poll conducted by 1UP.com.[115]

A concept for Sonic Adventure 3 was reworked into the 2008 game Sonic Unleashed.[116] In 2017, Iizuka stated there were no plans for a third Sonic Adventure game, saying it would not advance the series's design. He did not rule out the idea, saying "If we can get the gameplay to evolve and get to a place where Adventure 3 makes sense, then you might see an Adventure 3 come out".[117] In 2018, Iizuka expressed interest in remaking Sonic Adventure,[118] but had ruled out the prospect by 2025. He said that bringing Adventure to modern standards would take the same effort as developing a new game, which he preferred.[119]

Sonic Adventure was adapted in the second season of the 2003 Sonic the Hedgehog anime series Sonic X. The Japanese voice cast from the game reprised their roles, but the American licensing corporation 4Kids Entertainment hired a new cast for the English-language dub.[120] The American publisher Archie Comics adapted Adventure in its Sonic the Hedgehog comic book series, which accounted for the altered character designs and established that Station Square was hidden beneath Sonic's planet, Mobius.[121] An Adventure adaptation was the last original story published in the British publisher Fleetway's Sonic the Comic before its cancellation.[122]

Notes

Template:Notelist

References

Template:Reflist

External links

Template:Sister project Template:Sister project

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  102. a b Script error: No such module "citation/CS1".
  103. Script error: No such module "citation/CS1".
  104. Script error: No such module "citation/CS1".
  105. Script error: No such module "citation/CS1".
  106. Script error: No such module "citation/CS1".
  107. Script error: No such module "citation/CS1".
  108. Script error: No such module "citation/CS1".
  109. Script error: No such module "citation/CS1".
  110. Script error: No such module "citation/CS1".
  111. Script error: No such module "citation/CS1".
  112. a b Template:Cite magazine
  113. Script error: No such module "citation/CS1".
  114. Script error: No such module "citation/CS1".
  115. Script error: No such module "citation/CS1".
  116. Script error: No such module "citation/CS1".
  117. Script error: No such module "citation/CS1".
  118. Script error: No such module "citation/CS1".
  119. Script error: No such module "citation/CS1".
  120. Script error: No such module "citation/CS1".
  121. Script error: No such module "Citation/CS1".
  122. Script error: No such module "citation/CS1".