Adventure series is best rated and most legendary 3d sonic games
the only thing review scores are good for is wiping your ass with then, so this is a non argument.
Boost "gameplay" is PRESS BUTTON > WIN
Made literally for a monkey
that's not really the issue of the boost gameplay, in fact it is the opposite. the camera and speed don't really allow for the player to react to stuff, but the player does have to react to stuff. this gets worse in the 2D sections but is also pretty bad in the 3D sections.
Sonic Adventure (especially the first one) has a whole nother issue. and that is bad and unintuitive controls.
multiple aspects of the gameplay lead to this.
for one, Sonic just snaps to surfaces without any smoothing. so it happens that one frame he is running on a polygon that's fully horizontal with the camera, and the next frame he snaps to a polygon that's at a 30° angle. this makes his motion look jerky and controlling him less intuitive. and due to the speed of the game, these snaps into angles from one frame to the next happen every couple of seconds in some parts of the levels.
the next issue is the complete and utter lack of inertia.
You can run at 200 KM/h down a straight path, and the moment you move the stick, say 45° to the left, Sonic will instantly snap into that direction, once again without any smoothing or sense of inertia.
this can lead to small stick adjustments that slam you into a wall, completely killing your momentum.
even when you're rolling around as a ball there's zero inertia to your movements, you can just do a 90° turn on the spot while rolling around at the speed of sound (get it?... GET IT?)
now combine the triangle snapping in halfpipes and the like, with the stick angle snapping when moving the stick, and you have a game that feels fundamentally unpolished, weightless, and unintuitive while moving fast.
also, automated sections were introduced in Adventure. these weren't new in the Boost games.
plenty of moments in Adventure 1 and 2 take away control from you and automatically move you around corners and of course around loops, because they knew they couldn't actually make the player do these things with the controls they have.
the Boost games went too much into that direction for sure, but it started there.