Personally, I feel like Sonic Adventure 1 is the more fun game (i.e "better") game compared to Sonic Adventure 2, but what do you think? Is SA1 better than SA2 or is it the other way around?
>They're both shit
That wasn't the question
sa1 has way more boring bullshit but I never realized how much actual gameplay there was in it until I played sa2
>2/3 of the game is boring
>loops loops swing cutscene loop
I just think sa1 is better in a lot of aspects. btw I have zero nostalgia for both games and only played them recently
>>715222701Did you play the Dreamcast version or the GameCube's DX port? I've always found SA1 to be better than 2 but I wondered if the reason why people say 2 is better may have to do with the version of the game they played. Not saying it's not possible to like SA2 more than SA, but there was definitely a time where almost everyone picked the sequel when asked as if that was the "right" answer and I never understood it.
>>715222447 (OP)It's been ages since I last played SA1, but I recall the experience feeling like I kept accidentally progressing through the story. As if I kept tripping and stumbling around in the dark, but I made it to the end completely unscathed. SA2 feels like a properly thought out game with no awkward travel between stages and the stages themselves flowed significantly better than SA1.
>>715223568Normalfags still seething about Shadow 25 years on makes me feel so much joy.
>>715223186I just play both emulated on dreamcast
>>715224174>On DreamcastI just bought a Dreamcast at a local game shop. I really should figure out how to mod it. They had Sonic Adventure too, but I'm not paying $100 for a video game (especially not an old one). That said, that just goes to my idea that most people played the bad GameCube port over the Dreamcast one and based their thoughts of the game on that.
>>715222447 (OP)I really can't tell. I sometimes like 1 better and other times 2 better. But I have a bit more nostalgia for 1 because I first played it as a demo in a mall and I was blown away. Like you had to be there and experience the Dreamcast for the first time to realize how much of a step up graphically it was. Going from PS1 and N64 to Dreamcast was a massive jump and it kinda ruined the PS2 for me at the start. Because for the first year or 2 Dreamcast games just looked so much better while the PS2 was so blurry in comparison.
OP samefagging his shitty opinion.
>>715225331I never had a Dreamcast growing up, but my cousin did and he had the demo disc too. It had THPS2 on it, but I mostly played the demo for SA. I beat that first level so many times I couldn't count it. I wouldn't say it "ruined" the PS2 for me even initially, but Dreamcast being the first taste of "next generation" at the time instead of PS2 did make the PS2 less "mindblowing" for me.
>>715224763You can burn them to CDs, but that'll kill the GD-ROM drive eventually. There's the GDEMU, but all the ones out there are clones, so look for one with the latest firmware pre-installed, cause there's a chance it'll brick if it's updated. The Terraonion MODE is the same thing, but generally worse overall.
>>715222447 (OP)I like SA2 better, but its largely going to come down to person taste.
SA1 has the adventure stages, but the story is kind of all over the place. SA2 has a much tighter story, and the full chao garden, but a lot of people really hate the mech stages. More than they hate amy/big in SA1.
>>715222447 (OP)Its been forever since I played. I loved them as a child but I'm pretty sure they might be overrated. The speedy Sonic/Shadow levels are clearly where its at. Not sure why they didn't remove all the padding during development and make more actual Sonic fast levels. All that stuff with the extra characters could have been put to making more levels for the true hero and also maybe more dev time to making everything about it better.
3D Sonic... I see what people mean about it. I like what the fans are coming up with better than the official team itself.
I had more fun overall olaying SA2, but SA1 felt like it had more soul
Sonic Adventure felt like an adventure and as a little kid just exploring the hub world and looking for new stuff really stimulated my imagination.
I didn't play SA2 until the Gamecube version 4-5 years later so I was a little older, but I felt that the removal of hub worlds (and the associated secrets) was disappointing. They did put in secrets into the action stages but young me didn't know about that until later.
I liked the music in SA1 more as well as the larger number of play styles. E-102 was much better than anything in SA2 as well.
>1995 - Saturn releases, was designed around a new Hitachi CPU, SH-2
>1996 - Bernie Stolar gave STI the NiGHTS engine to mess around with for a few weeks while they were making X-treme, but Yuji Naka threw a temper tantrum and threatened to quit Sega in response, so they had to let go of it
>1996 - Dreamcast with SH-4 as a joint venture between Sega and Hitachi.
>Sonic Jam is released for the Saturn, containing elements from the then-forthcoming Adventure
>Sonic Adventure begins development as a showcase for Dreamcast hardware. Transparencies, lighting, FMVs, voice acting, etc
>Chaos according to Iizuka the director was made to shock, surprise people, something you would say "this is only posible on the Dreamcast"
>Genesis can't do transparency, Saturn can't do transparency, Dreamcast goes all out on transparency and lighting, supports 8-bit destination alpha blending with 24-bit sourcing 32-bit z-buffer
>SA1-2 used diffuse+specular lightning based on palette indices like some Saturn games
>SA1 was a game made by a maximum of 100 people, and only 11 people went to the US. Then, it was no longer possible to make 2 on that scale. I was hoping to make a small-scale game in the U.S., but at the time, Naka told me, “You can take our Japanese members with you and just make 2.” So when it came time to make 2, the starting point of the project was “How can we make 2 with this (small) number of people?”
>1999 - Iizuka goes to USA to patch up SA1 and begin SA2
>Iizuka: I had these ideas in my mind from when I was making Sonic Adventure 1 that if I were to make a second game, I wanted to have a “rival character who looked exactly like Sonic” and to be able to play two scenarios, one with Sonic and the other with the rival character.
>2000 - Dreamcast was flopping hard. Iizuka was determined to sell it on the Dreamcast at any cost
>>715222447 (OP)sa1 is more fun but sa2 wins because it has the superior chao garden. honestly i wish both games were mashed into one. they both has their pros and cons.
>>715227284I think SA1s music has a bit more emotion overall, while SA2s music more radical sounding. There are exceptions to both these of course, but SA2 stages overall have more vocals in the stage music.
>>715222447 (OP)I know both of these games like the back of my hand at this point so I really can't decide, it comes down to seeing how much you can just fly through the level with the spin jump or 2's superior chao garden.
>>715222447 (OP)I'm so sick of SA1 contrarians. SA2 is a complete upgrade in every single way. Fuck you zoomer.
>>715228052Gamma plays better than Tails, so you're a liar.
>>715228052>>715228096>SA1 vs SA2You should really be salty that Sega ditched the Dreamcast engine for Renderware slop to run on the PS2
>>715228375SA2 was the last sonic game I legitimately enjoyed. I can only assume people who suck off heroes or shadow 05 played it as their first exposure to the series.
>>715227284hardly, abruptly cutting out Open your Heart on Perfect Chaos was peak soulless. At least SA2 didn't blunder this one
>>715222447 (OP)Something about the spindash makes SA1 a profound game... something you only figure out if you're doing a 100% run...
You can launch yourself to other parts of stages with those physics that don't exist in SA2
>>715222447 (OP)In SA1 I get annoyed by the cutscenes because I just want to play the levels. In SA2, I'm plowing through most levels to get to the cutscenes. Still like both.
>>715222447 (OP)Sa1 is much worse. Shittier characters, shittier level design, goofy fucking animations, inferior soundtrack, it basically loses on almost every point. The one thing it wins on is the better treasure hunt radar
>>715227345SA1 feels like an RPG, SA2 feels like an action movie.
>>715229541>SA1 feels like an RPGbecause it was going to be one. SA1 is a repurposed platformer which is part of why Station Square NPCs are so weird and a lot of them have dialogue progression despite nobody every reasonably reading it all
>>715229631I know, that's why I said it. SA2 was also designed to imitate action movies.
Just a reminder.
>1991 - Naka and Ohshima create Sonic 1
>1992 - Sonic 2, the Japanese Sonic Team flew over to America to work with the American team, hoping that the Americans would learn a thing or two on game development. But it didn't work out and there was a culture clash
>Sonic 2 had around half and half Japanese and American developers, Yuji Naka often saying "baka gaijin"
>Tom Kalinske made Sega go from 0,3% of market share to 40% in less than 5 years, made Sega compete with Nintendo with the Genesis, managed to make loads of special deals with the gaming industry
>Kalinske's plan for a console price drop, and to include Sonic as pack-in
>1993 - Sonic 3, Yuji Naka refused to work with the Americans at all. In fact, he demanded security cards so that the Americans couldn't get into their office. So the American team made Sonic Spinball while the Japs made Sonic 3 & Knuckles
>Sonic 3 was planned with SVP, the special calculation chip used in the Mega Drive version of Virtua Racing, for Sonic 3D
>They were working on a 3D isometric version of Sonic 3 for Sega's SVP chip, a competitor to Nintendo's Super FX, but Sega of Japan cut costs on the chip and Sonic Team had to walk away from the project.
>Right as they did that, Sega America revealed they had sealed a deal with McDonalds for Sonic 3 toys in Feb of 1994 and the game had to be out in less than 9 months. So Sonic Team had to really mega-crunch to make the biggest game of their careers in a very short amount of time
>1994 - 32X is created as a quick response to the Atari Jaguar, two 32-bit SuperH-2 processors, the same as those that would be used in the Saturn but with a lower clock speed
>Genesis owners that invested in the Sega CD and 32X add-on were sorely disappointed
>1995 - Saturn releases, was designed around a new Hitachi CPU, but it's bad for 3D
>Sega lost so much money on the Saturn years that the company just couldn't afford to remain in the console wars.
>1997 - One last hope. Dreamcast