Sonic Adventure 2: Hero Story finished. Holy crap, starting from Death Chamber, the game takes an absolute nosedive. The entire run from there to Shadow mostly just sucks:
-Death Chamber: Tight corridors, blind corners and tiny rooms in an engine that really isn't designed for any of those things, unnecessary precision needed to tunnel through walls into other rooms, several locations that are just flat-out trolling like 'dig not on top of the unique texture, but instead on the normal patch of ground directly in front of it', and more of those ghosts that are worse than the Sandopolis Act 2 ones from Sonic and Knuckles.
-King Boom Boo: Hands-down the worst boss in the game. You have to get behind it, and the only way to do that is to run fast, but it'll turn around as many times as it feels like, and because you're going fast you only have a split-second to turn around before it just smacks you. Also, despite it seeming like you should be able to get multiple hits in every time you make it vulnerable, if that is possible it probably requires frame-perfect or pixel-perfect precision to pull off; you will have to hit that hourglass four times (or more if you mess up), and you will like it. Or, more likely, you will hate it as much as I did. If this boss isn't considered a method of torture under the Geneva Convention, it should be.
-Egg Golem: Annoying, but definitely nowhere near as bad as the last one. Still not that fun to fight, and a lot longer than it needed to be.
-Eternal Engine: Definitely a breather after the previous Knuckles-related atrocities. Still, this level introduces Artificial Chaos enemies, and they are not fun to deal with as Tails and don't get better as Knuckles or Sonic. They can predict where you come at them from to poke you with their arms, shoot lasers everywhere that interrupt your attacks if the arms don't get you, and especially as Tails you have to get close to make them vulnerable, which is right where they want you to be to smack you around some more.
And after this, there's a cutscene with Sonic learning that Amy was kidnapped that chronologically happens after the next level with Knuckles, so it could've just as easily gone there instead without changing anything other than not having a cheap cliffhanger that doesn't even really hang all that much.
-Meteor Herd: Wide-open space that takes way too long to traverse between TV screens and Emerald shard locations, the least helpful TV screen hints in any Knuckles stage, and meteors that fall on you from off-camera while you're in positions with limited mobility to avoid them.
-Rouge: I still don't know how you're actually supposed to hit her; I kinda just mashed B and hoped for the best, and it worked eventually.
-Crazy Gadget: You couldn't pay me enough to replay this level, for two specific reasons: the jump where you have to cross an acid pit upside-down using Light Dash that for some reason requires more precision than any other Light Dash in the game, and the room at the end where you're constantly changing gravity while hoping that an off-screen laser doesn't hit you while you're pulling a gravity lever, because if it does, you'll be sent flying and lose control while gravity is switching, won't land in the spot where you're intended to from the gravity switch, and die and have to start the section over. Or the level, if you used all your lives getting there, which is a possibility.
And speaking of cliffhangers, you get to see Sonic try to use Chaos Control to teleport back onto the ARK (even though I don't think it was teleportation? At least not how Shadow used it the time Sonic saw him use it earlier), and that lasts about five minutes while you fight Eggman. If that, because obviously they're not gonna kill Sonic.
-Eggman 2: The doom laser is unavoidable and takes off 95% of Tails's health, and there are no rings in the arena to recover it. If you get hit by anything else before that attack, or he uses it a second time, you just die. Fun and engaging game design on display, everybody.
-Final Rush: The most actually fun stage in this entire section. Rail grinding makes it easy to find alternative paths, Artificial Chaos aren't spammed everywhere, and the music's a banger. Ultimately, though, the focus on rail grinding feels a bit restrictive to me, and it kinda wears out its welcome a little before you reach the end.
-Shadow 2: Again, how are you actually intended to hit this boss? At first I was able to cheese him out with a Spin Dash from way behind, but then that stopped working, so I basically just had to mash buttons at random until he died or, as happened a couple of times, I fell off because of Homing Attack jank and had to start over. At least this is a good spot to grind for rings if you care about Chao Garden (I don't.)
Well, there's still half the game left to play. Honestly, the base mechanics are mostly pretty fun, other than a few control and camera issues, but the level design just doesn't live up to that promise. Hopefully it gets better from here in Dark Story, though to be honest I can't imagine it getting much worse.