>>1326552
>>some of the boss fight themes have lyrics from her (with her VA doing the singing) mocking the boss
I love that the Adventure - '06 era Sonic games had lots of vocal songs that are all from the points of view of the characters. Each one really nails the characterization of its character, and adds a lot to the story, if you bother to listen. Amy's theme song from Sonic Adventure has a line about shaving her pussy. Also the Team Rose theme in Sonic Heroes is weird because it's clearly a love song from Amy to Sonic, but in context it also comes off as a long song from Big to Froggy. It's great. But all the songs are great. Open Your Heart, the main theme from Sonic Adventure, is Sonic singing to Chaos, or maybe Eggman. Live and Learn is Sonic singing to Shadow. Like okay, he doesn't literally sing in the story (even though he is the lead singer of a band in the deep lore of Sonic 1, and the credits of Sonic 1 for Game Gear, and multiple adaptations), but the by living the way he does, he is teaching Shadow to live and learn, to move on from mistakes and not stay stuck in one mindset. It's a good way to communicate the themes without having a character just lecture you.
I also love how in Sonic Adventure 1, all the NPCs have their own stories that progress chronologically, even though you play through the game in non-chronological order. You can tell where you are in the chronology partially by seeing where NPCs are in their stories. And also these stories help to justify gameplay elements. The train workers complain about their working conditions, then later go on strike, which serves as a progression gate to keep you from going to a location when you're not supposed to. But the NPCs make it feel like an organic story element.
And while I'm being autistic, it's really cool how in Sonic 3 & Knuckles, Knuckles' story takes place after Sonic's, but this isn't communicated explicitly, even in the manual. Instead you can only tell because of background elements. Like in Angel Island Zone, there is no water in the background, only sky, because Knuckles' story takes place after Sonic raised the island at the end of his story. There's no Death Egg in the background of Launch Base or Lava Reef, because Sonic already destroyed it. There are a bunch of little things like that throughout the game.
Another cool thing is in Zelda, the map of Hyrule stays relatively consistent throughout most games, but you look at it with different levels of magnification. Famously, all of Zelda I's map is a tiny portion in Zelda II. But also Link to the Past does match up with Zelda I's map, but you don't get to go to the far east of Zelda I's map. Link to the Past is more zoomed in. It's like this with most games. Things move, but usually it actually does have implications in universe. Kakariko village is in a different spot in every game, but in the next game chronologically, the old Kakariko is now a graveyard. This is most explicit in Twilight Princess, where you can actually find the "Old Kakariko" which is now a ghost town, but even in Link to the Past, Kakariko Village is in place of the Graveyard from Zelda I. Meanwhile, the Graveyard in Link to the Past is where Kakariko Village is in Ocarina of Time. Main things like Zora's Waterfall, Lake Hylia, and Gerudo Desert stay relatively consistent, though. Even Wind Waker has things like Death Mountain sticking up above the water and being the fire dungeon. Breath of the Wild does change things in some ways that bug me, but it goes out of its way to say it's separated by much more time than all the other games. So okay, fine.