Honestly, this is basically why i love Shadow gens and frontiers so much, they both basically fused the adventure style (open zones) and boost formula (actual stages) into one, which is basically perfect in my eyes, the only thing that i i think that's msising, is the momentum, then we actually get the best of both worlds
When I was playing Sonic Generations for the first time, I wasn’t a big fan of how Modern Sonic still had 2D sections despite Classic Sonic also being in the game. I feel like it doesn’t make sense to have Modern Sonic in 2D when you already have Classic Sonic in the game.
They even broke the lore making classic sonic from another universe not from the past And the adventure games being the first 3D games and not having 2D ,I think the reason to have 2D sections for modern games is because it needs slow platforming to make the stages take longer
Separate but Equal… NOT! A better way to blend the two would be to Keep the Boost but further fine tune the controls to feel like Adventure when not Boosting, then blend the 2 Gameplay styles by including more True 3D Platforming and giving mechanics the Depth they used to have in the Adventure games.
When it comes to different characters and their perspective of the story, I think 06 had the best standard. I like playing as characters independently for their stories, but Adventure made the whole package bigger than it needed to. I like condensing and combining characters to sharing parts of the story, but I don’t like how Adventure 2 dictates what play-styles I have to use for each level when I primarily want Sonic’s stages. 06, in principle, took the best for the previous story-telling methods and almost perfected it! The story was split to focus on 3 different hedgehogs, the 3 main characters you would want to spend most of your time playing. Sonic and Shadow’s stories were both almost completely speed-oriented, while sprinkling other characters to change up the gameplay without overstaying its welcome (for the most part). Silver’s gameplay was very different, but you also got to play as Blaze regularly, and she offered a Sonic-styled gameplay. If they do this storytelling/gameplay method again, I would want them to use 06’s method and offer Time Attack stages to play as any character.
I 100% agree! Because Sonic 06 is.. Sonic 06.. I never thought of how perfect the 3 hedgehogs way of storytelling and gameplay were! Adventure 1 definitely was bloated in that way lol
just so you know, update 2 allows you to adjust jump deceleration and gives you the Spin Dash, so not only is momentum in the game without any mods but it's also super fun, especially if you unlocked the Spin Dash because that thing can set you flying, and adjusting your states now also work in cyber space, so the physics and controls of cyber space are a lot more fun, and the Spin Dash also works in cyber space
I know they're 2D, but the Rush games should be considered when talking about Boost games. They're so so good. Rush Adventure is tied with Generations as the best Sonic game overall for me. I even love the sailing minigames.
Honestly my biggest issue with them is that they’re too long. If they would’ve shortened them down, removed the sun and moon medals so you don’t have to replay them (I’m not familiar with the game enough to get every medal on the first go) and removed the MUSIC THAT STARTS EVERYTIME YOU GO INTO BATTLE.. i think they would be fine :)
@@SelfTitled76 So... the Wii version? XD With the exception of the music, it does everything else mentioned, and that version of the werehog is far more well received iirc.
As someone in the comments said we need a mix of both and I agree with it. I think I have a definite and effective way to do that. I think the solution is easy, make the boost and spin dash basically one ☝️ move/connected to one another. Let's say you’re playing as Sonic and you’re running forward. You hit the boost button and you speed up. Standard right? Then as you are in boost state you either press down or press the boost button again making Sonic instantly start rolling/curling into his iconic ball form. And BOOM you are Spin Dashing. Only this will drain your energy meter much faster, though luckily you can cancel the spin dash out with another button. Now why would you spin Dash anyway? Simple because I would make it so that the Boost and the Spin Dash can only go through CERTAIN obstacles and enemies for each of them. Let's say the Boost can blast away regular enemies without Energy Shields, but if you see a group of enemies with Energy Shields. You need to transition into the Spin Dash which will take more of your meter, but it allows you to destroy them. For my Shadow Gens enjoyers. You know they did something Similar to this with the Black/Dark Arms enemies. Because you can’t boost through them, they will knock you back. For them, you have to use the Doom Blast. One other thing. Let's say you are standing still with Sonic and you hold the Boost Button. Well as a callback, Sonic will start running in place almost like his classic Super Peel Out move. During this, you can angle where you went to take off. But if you press down with the stick or d-pad. He will transition into charging a Spin Dash instead. And there you have it. For the rest of his moveset can be whatever. Heck just give him all moves from both his Boost and Adventure versions. Give him both the Stomp and the bounce. But give the Stomp an AOE wave for taking out multiple enemies in an area.
Hey, that was a pretty fun video! :) Me, personally, I would enjoy a Sonic Adventure 2 Remake where Sonic plays like in the adventure games but a little different, maybe more polished and all that, also having his homing attack similar to Sonic Utopia, and Shadow controlled more like the boost games, with his homing attack like in Shadow gens, with the chaos snap.
It just begun development last year, but some fan decided to start using Unreal Engine 5 to make a remastered version of SA2 called "Sonic Adventure 2 Redux"! "City Escape" "Metal Harbor" and the "F-6t Big Foot" boss battle are available in a demo of that fanmade remaster. The in-game stage map shows that Shadow's "Radical Highway" stage is likely coming next.
Because the Adventure & Boost Formulas are so different, it’s why I think Dreamcast Sonic isn’t the same as Modern Sonic. Like canonically they’re the same hedgehog, but they’re not the same character because of gameplay, so kinda like Classic Sonic.
Imo if Sega can make a game that has both the adventure and boost formula it could satisfy a lot of people. Allowing both sides to enjoy as I'm a fan of both.
I think a good mix of both would be the ideal solutions. The slide/crawl on the ground can easily be replaced with a spin dash. Not only would it have the same function as the slide since you are in a smaller form, but it's also an additional way of gaining speed when you don't have boost. Speaking of the slide that button is often also the drop/stomp, frontiers is literally implemented it so well, but I wouldn't mind it also working a bit like SA2. And lastly the most integral part is great level design, unleashed and gens have great boost level design, while the adventure games have great design for their mechanics. Splitting the stages between both designs would avoid sonic team needing to add more gimmicks or full 2d stages, instead act 1 can be a bit more open adventure style, and act 2 being more speed and reaction focused, but both using the same sonic. Something that would help blend both styles(besides level design) is the method in which sonic gains boost, unleashed and gens are great bc they are purely focused on boost and acquiring boost is equally as easy, but for this theoretical game I think it should be more like rush and colors(air tricks and maybe wisps) and when not moving fast it should feel like adventure. The main thing that can ruin both styles is a bad control scheme(like adventure games having most actions on 1 button, and a game like unleashed having too many important actions on 1 button)
Despite growing up with generations I think shadow generations is a clear example that despite having the “boost” it feels more like a adventure style game to me… and I’d prefer to full on send it and bring back the spin dash and relegate the boost to spin offs with like new rush games because shadow generations despite being so good, isnt good to me at least because it’s a boost game like unleashed but because its a adventure style game like sa2 with the boost.
The Boost was at its peak in Unleashed, Colors, and Sonic Generations. No matter how much they tinker and improve the Lost World Framework they insist on using even in 2025, it’ll never be the same as one made from the ground up for Boost Gameplay.
Thank you for mentioning this. Ever since they took the Boost formula from being a *speed* based *reaction* platformer like in Unleashed, Colours and Sonic Generations to a more *physics* based and *traditional* platformer in Frontiers, Dream Team and Shadow Generations more akin to the adventure games it's just never been the same.
@@AYTM1200 I wouldn’t call Frontiers and Shadow Gens physics based but I get what you mean. Unfortunately they don’t fully embrace the Adventure Design style and just end up feeling like Boost-Lite. Shadow Gens is especially a missed opportunity because of how Good it already controls but they rarely include traditional 3D Platforming akin to the Adventure games, and mechanics like Rails are still extremely stripped down versions.
@@Terminal_Apotos they're mostly traditional platformers with a sprinkle of physics based platforming. I 100% agree that this formula doesn't take advantage of either Adventure or Boost level design very much so it's kind of a jack of all trades but a master of none. SA1 doesn't focus much traditional 3D platforming, it's mostly a physics based. I agree the SA2 rail grinding needs to make a comeback. This 3 lane rail grinding only works with the speed of Unleashed, without it they feel boring and unengaging.
Fun final rush fact. You can jump near the top of the vertical rails to gain a lot of height. I didnt know this until a couple of days ago, but theres a bunch of goodies for soing this, including the golden beetle
Unleashed, Colours and Generations all carry your speed into jumps, and allow you to make use of slopes and inclines to gain additional height. 06 on the other hand does not do any of that.
Exactly, to say Adventure has momentum and Boost games don't isn't right. I would even say Unleashed and Generations did momentum better than the adventure games but just never used it.
Brazilian here, still love the adventure formula and i wonder how the modern sega can translate that style in new games but still, i know sonic team can do a great game if they use a lot of time and effort without rushing the development, the serious sonic that we got nowdays could be well used in a sonic adventure 3
Unleashed has to be my favorite bar none, and a lot of that is *because* of the variety. I think many people underestimate how multifaceted sonic games are, where even in the first game you had exploration and skillful platforming being rewarding with extra content, endings, or simple lives to give the less speedy players a leg up and continue playing. Sonic 3 is the absolute best example of route exclusivity through diverse gameplay and Adventure simply expanded that idea with varying goals across the stories, which is why I actually really dig Big's fishing (especially for how short it is, it's the perfect joke-y bonus). Above all else, a final ending needing a bit of work is *exactly* why I adore Unleashed. It's an actual journey and the game's content is unparalleled, nevermind that because I never grew to see Sonic in a strict speed oriented light for his game design, I was thrilled at the new gameplay style of a super cathartic action platformer half from the rollercoaster style speed half of the game. Sure, one is more replayable and straight up addictive, but Unleashed succeeds in every facet of making a good game for me. When you play Mario 64 or Banjo-Kazooie, or just Mario World or Wii to replay a level for collectibles, lives, whatever, or even just the fun of it, no one really complains. And *that's* what Sonic Unleashed does for me. Meaty levels, good challenge, overwhelming skill ceiling that paints the road to mastery in a yellow highlighter. You have to force yourself to stop liking the werehog because you simply have a preconceived notion about "Sonic games." And I don't think it's bad to have these preferences, it's that Unleashed matches its presentation with story and gameplay. The perfect trifecta of a good video game, be it a Sonic game or not.
I like the first adventure game because as a kid, games like super mario 64 drew me in with inriguing hubworlds that let you enter levels dynamically instead of one after the other or through a selection screen. The second adventure game was the one I started out with and despite some spikes in difficulty and the bugginess at times, I still loved the level design immensely and especially taking breaks in chao world. Boost games are fantastic too but for level design, I can't pick one over the other for preference. Sometimes you wanna go really fast in extended wider open levels, other times you wanna run through more intricate but smaller levels.
The 1st Taste of 3D Boost was Heroes Special Stages. Secret Rings was also technically 3D Boost with Fire Souls being Red Rings & Speed Break being the Boost. Shadow in a way was also part of the evolution from Adventure to Boost with the 5 Keys Existing & Chaos Control being an early overpowered Speed Break. As for which is better Adventure was it felt great gliding around as Knuckles & having Split Stories during the 2000s. Some of the stage Gimmicks were fun & to be fair 2D Games also had zone gimmicks like the Marble Zone Tops, infamous barrel, & Sandopolis Ghosts in 3K.
09:56 Can see on the screen the path does not have a floor yet. Decides to walk directly off a cliff. Falls off. "Playing casually or not, will result in glitches in every section"
i feel as though people dont give unleashed enough credit cause with the werehog you can literally just leave tons of the enemy circles, the combat is very well thought out with tons of combos and move options the more you upgrade sonic, and the platforming is honestly fun and lets you take it slow for a while without feeling bad at the game. the medals are honestly an extremely fair complaint but it incentivizes replayability like how the red rings do in other games (but yes the requirements should be removed or lessened for sure since they are extremely forced and hard to find at many times) i also might be wrong about this but i think sonic definitely plays a lot better in this game than in generations cause of the dumb car physics when not boosting in gens though it may also be in unleashed too. and finally the boost formula is about grabbing rings and keeping boost through as much of the level as you can without being stopped by obstacles or boost meter which is definitely maintaining speed and satisfying, just in a different way.
the other boost games vary extremely hard cause i dont really like colors' wisp usage as it makes maintaining boost kinda annoying and tons of levels can feel kinda overly 2d and linear. forces is also colors bad aspects but worse with the addition of an eh classic sonic with no momentum based physics and the weird custom character thats just a marginally different sonic with no boost and the wispon. generations is unleashed with more branching paths and shorter levels which i like equally as much as unleasheds levels. but the physics are kinda eh when not boosting cause the acceleration speed is annoying and classic sonic has the same issue which makes him play worse. i still think gens is my second favorite game as the level design and boost controls are great and classic is fun enough too.
frontiers is honestly a very weird case cause it shouldnt let you customize your controls but rather control well from the get go and even if you do change them your still pretty slow. i definitely do love the way it controls but i wish it had more speed, slope acceleration, and momentum retention cause moving around feels nice but slow in open zone and something closer to unleashed or even shadow gens physics but possibly a bit slower and with a bit more control and lesser momentum retention and slope acceleration for cyber space. other than that the bosses are amazing and combat is kinda basic but i still like it.
Anyway shadow generations, I definitely really enjoyed and would put under generations cause I think the level design is amazing but the moveset could be a bit bigger as this isn’t frontiers open zone and should match generations a bit more. The car physics issue in the 3d levels is lesser but still there and the 2d levels could’ve been adventure style levels and were a bit underwhelming even though I still do like them. He could’ve also been a bit faster in general but other than those minor complaints this is an overall great game that I’m already coming back to often
This gets thrown out a lot, especially with p-06 making the game more than just finished, but keeping boost as just Mach speed sections (with some changes to make it more boost-ish) would probably be a pain to develop due to how long and eventful it could take but it could still work
We did see sonic going fast in gameplay from secret rings, that was rhe first game that had him moving fast with unleashed being 2nd. Funny what wouldve happened if 06 and SR both had a fair development time
A game with the Adventure formula, big stages with multiple routes, would definitely be welcome. However, just like '06 had the mach-speed sections, maybe there could be Boost sections that would test our reflexes and rail sections that would do the same, but with more style. Even the loops themselves could use some style, since most would use a non-automated one like a short cut. Maybe this game could have a Style system, like DMC, that would give you points based on how well and how stylish our runs are. The loops, for example, could have unique camera angles for a close shot of Sonic, that would make a pose/face that would add points to that meter.
I feel like there could be some good ways to incorperate both into one style of gameplay, where there would be acts dedicated to one or the other, OR alternatively, stages have segments that are more open that give you the adventure controls and physics, while there are others that swap to the mad dashes of boost
For me my dream sonic game is modded frontiers, with movements akin the the sonic fangame sonic horizons. and boost stage like feelings found in unleashed. A lot to ask for but that's why it's a dream more than anything
The thing about the Adventure formula is that these games were made in the pioneer era of 3D Sonic. Adventure 1 has a major case of first game syndrome. Adventure 2 ironed out a bunch of flaws from Adventure 1, but was still a bit rough. Heroes just drops the ball and tbh doesn’t feel like an Adventure formula game. And Sonic ‘06… well, is Sonic ‘06. P06 shows that the Adventure formula with more modern game design and polish can be fantastic.
honestly speaking i think a majority of the adventure formula cons are due to it being... well, old. Project 06 has wonderfully demonstrated what a modern adventure game CAN look like and a majority of those flaws are almost immediately solved. Granted, not perfect, but nothing is. The filler especially is due to rushed development. Sonic Team really had to take the " Sonic " part everywhere. What I want personally is a perfect translation of 2d classic into 3d, as was the intention with adventure. We literally have a " Classic " ( Looks putrid with the cyan ) Sonic that can be used, while modern can continue chugging along. Best of both worlds! Also SEGA please fix your modern classic design he looks genuinely awful and is horrible to play. Thank you!
Look, when your in the age where you made games with things that required you to be a timelord that casually flips levers and switches that go wibbly wobbly timey wimey, you can forgive its flaws...
Adventure and boost both fail to do what's most important. Be a formula that transitions sonic's level design and gameplay style into a 3d environment. The classic games are much more complex and deep than both boost and adventure however i will say frontiers update 3 final horizon content and Unleashed are the peak of 3d sonic currently. This is still the closest to a good video discussing both styles. Neither formula has you gain and earn speed. Neither perfectly and properly utilizes momentum. Neither have controls down to a t.
acting like p06 doesn't exist 💀 also lets be fr before you say "a offical one" we all know that would suck js look at sonic colors ultimate or to a lesser extent the sonic half of shadow generations and sonic origin
@@lepeflo8958that’s a game that’s only on pc what about ps Xbox and Nintendo.Also no story or hub worlds so PO6 should bot be said during discussions like this
@@Aziruf never said they couldn't make good games js they're remasters and ports have been pretty mid as of recent. Hopefully heros will be a step in the right direction but I rather see literally any other game get remade than 06 especially with p06 already existing
I know its a fan game with controversies behind the scenes, but Sonic Omens was a decent attempt at being an Adventure and Boost Formula hybrid. Im surprised, SEGA never really tried that.
As someone who grew up on Adventure and then got into the 2D games as I got older, playing the boost games has been an interesting experience. I might get hate for this but playing the OG sonic generations and then shadow generations recently has been frustrating to say the least. There's so much to love but the gameplay has made me appreciate the responsiveness that comes with the adventure formula. The number of times I was smashing buttons and not going where I wanted to was infuriating at times to the point I thought my controller must be broken. Shadow's controls are definitely improved. I feel like tighter controls just take away the freedom I like from sonic games but I can see the appeal of the boost formula and I'm looking forward to playing Colors. I'm definitely on the look out for some mods that fix the "feel" to something more comfortable for generations.
Well said on the pros and cons for both videos. I personally prefer boost games but that's just bias because my first was Sonic Unleashed. Personally I think Shadow Generations is the perfect gateway between the two, there was plenty of boost elements (like a boost button) in the stages but also alternate paths like Adventure. The physics also felt pretty good unmodded but I still did add mods for more comfort in playing. I hope they expand more on the gameplay and level design. A perfect sonic game in my opinion would probably have Open Zone like Frontiers with levels in said open zone that's basically cyber space with a mix of Adventures and Shadow Gens level design. (Although Shadow Gens kind of nails level design already, if only they were bigger and longer, less boost pads and some more choices in pathways) And for the love of everything holy make Sonic keep his momentum like if modders can do it 1 day after the game is released they can too.
do you know why they were this late to the party? because of sonic xtreme's development and cancellation on the sega saturn. sonic team of america was tasked with bringing Sonic to 3D whilst sonic team of japan was doing NiGHTS into dreams. i recall xtreme's development was so horrible someone almost died developing it?
I dont think the boost games were interactive enough until shadow generation act 1 stages came in. You can boost but you can also replay the level in different ways. For the next boost sonic game, they should just make 3D stages like shadow act 1 stages and have the frontiers hub world. Now for an adventure style game all they gotta do is hire the developer of spark 2 and 3.
The confusing part is how many gameplays Sonic has. He has 7 different main gameplays and that excludes, Knuckles Chaotix, Sonic 3D blast and the support character in Sonic 06 (also storybook series) 1. Classic Sonic 1 Sonic 2 Sonic CD Sonic 3 Sonic Advance Sonic Advance 2 Sonic Advance 3 Sonic 4 Sonic Mania Sonic Superstars 2. Adventure Sonic Adventure Sonic Adventure 2 Shadow the Hedgehog Sonic 06 Sonic Boom 3. Modern Sonic Unleashed Sonic Colors Sonic Generations Sonic Forces 4. 2D Boost Sonic Rush Sonic Rush Adventure Sonic Colours Sonic Generations (3DS) 5. Tag Team Sonic Heroes 6. Lost World Sonic Lost World 7. Open World Sonic Frontiers
I think the main problem with the boost formula is that it was never as complex as the adventure formula, instead of using a characters toolkit or using the level terrain to your advantage, you just hold a button to boost and pay attention with quick reaction time, after 5 or so boost games, it’s gotten dull and way to similar. The adventure formula was freeing, letting you feel like your always in control
I wish theyd go back to how sonic 06 handled it. Two distinct playstyles but fundamentally the same. The mach speed sections (in sonic project 06) DEMANDED your attention and were thrill rides the whole way. Maybe in their mext sonic game they try it one more time
I admit there's pros and cons for each gameplay style, but I definitely want another Adventure style game over a Boost game. We need a change of pace. Maybe when we get it, we'll feel a bit better about Boost if it's not our only way the play Sonic. But more than anything, I really think Sonic could use a game with playable characters besides Sonic (or Shadow, who plays near the same way). You want a mainline game with more playable characters, or maybe a spin-off game for an underappreciated secondary like Silver, Blaze, Knuckles or Tails? (Both of which I think are things the Sonic series could really use.) They probably won't fit the Boost formula as naturally as Sonic does. I mean you could still have them run/fly fast if you like, but that doesn't mean I could see them going through an Unleashed Day stage.
The adventure and boost formula use the same phylosophy of mastering the levels by pushing every action you do in them like skips or point gaining to it's limits so you could do it faster and faster The real difference is that the adventure formula did it with elements from 2D sonic games while the 3D ones made it with elements of their own
I just want to know what a polished adventure style game would look like tbh, like give me the level of polish that Shadow Generations has but for that style of gameplay
I prefer Adventure games for their level design and the way the games are built around you exploiting their physics to complete the levels in creative ways. They also tend to have more branching paths and are less resource intensive to make as you don't need to make very long levels just to have sonic boost past it all. Go back and look at unleashed, Sega packed a ton of small details into every day time level and you'd never notice how good of a job they did
I don't think anyone knows this but there's a power called speed up you get to use when you collect 20 rings (I don't know it's real name)in SA2 multiplayer it's like a small boost that lets you go at full speed there's something similar to it in 06 so if they remove the boost and add that instead and remove the 2D section that exist for no real reason people will enjoy that more while saving your momentum And I like the adventure games because of everything and they're the only games with no 2D sections but SA2 is my favorite of them even if people hate the mech stages and treasure hunting they make the speed stages more enjoyable and death chamber is easy just find a good route and you'll get the emeralds really fast the only near impossible stage is mad space
It's a shame that the Adventure gameplay never got a chance to really shine. They were always held back by lack of polish, annoying padding, underwhelming mechanics, poor physics, and other deliberate design choices. P06 shows that with a few tweaks, it could have been a better gameplay style than the boost games that we've been getting up to now if they committed more to it.
Well I'm personally really tired of the Boost Formula, like REALLY tired. So Adventure obviously wins for me. But I do agree with some of the other comments here that we need a mix of the two! I would suggest bringing back the speed mechanic from Sonic Advance 2!
I believe Shadow Generations is almost the perfect hybrid between the two gameplay styles. Levels are a little more open than your average boost stage and you have some (chaos control) shortcuts and other ways to take advantage of your environment. But, more importantly, it shows how adventure-style power-ups can work with the boost formula. Unleashed's "power ups" don't really count, since they should have been there from the beginning, I say. That being said, I think boost is better. Unleashed had great level design, but it was admittedly a little unfair for a first playthrough. The idea of replaying levels to get more medals is true, but that's kind of the point, too, since you become more of a master of that level and can try to eke out that S rank. The gameplay loop for the whole game was kind of poor, yes, but that's not really the gameplay in individual levels. I see Sonic Adventure 3 being closest to Shadow Generations, not just because it's the most recent game, but because it works so well. I would honestly hate a SA3 based around Frontiers. That one I can hate on the gameplay loop all day. The physics suck (thankfully they let you edit them now, at least partially), the gameplay loop is awful, and Sonic moves so slow when boosting that it doesn't seem like you're even going faster in levels. I need something snappier, something that flows. I want to feel like I'm playing the opening cutscene of Sonic Unleashed.
Imagine something like sonic generations but instead of the classic gameplay put the adventure one. It would be good but to be fair i think the frontiers maked a good job like, they did the boost work well in a open world, i think the thing is that its spin dash and boost cant work well together, my opnion? It would be good to see the adventure formula come back but i dont think sonic team need to leave the frontiers or boost formula
Personally, I don’t view them as different styles since I see the boost formula as a natural evolution of the adventure formula. What I would like to see is more physics based level design, and less reliance on automation and context sensitive mechanics.
I prefer adventure simply because I felt more like Sonic. It's much more immersive building up speed gradually, learning how to move SUPER fast. It just felt like *Sonic* The boost formula makes me think I'm watching a movie of sonic moving through stages in 3rd person. It doesn't feel like *I am Sonic* it's weird to explain
shadow gens was only great imo because it was fully 3D and had actual level design. the boost held it back if anything. sonic needs to return to the adventure formula fasho
I honestly think the focus on boost is hurting potential level design. In both the scale and the aspects through which the player can navigate obstacles. Like, it’s no wonder they’re reusing stuff all the time when they have to make levels several times longer than they used to. And I feel the crunch is a byproduct of them trying to lean into the formula. I do believe we can go back to something like Adventure. I never really thought much of the boost anyway.
I personally don't see the appeal of the boost games/gameplay, the level design seems more lazy since it's basically just a straight line where you jump sometimes. I prefer the Adventure gameplay because there's more to do and level design is more interesting. I definitely feel like Sonic games have been very samey for the last decade or so, seems like they just play off the same tired formula and don't do much new. Sonic Frontiers at least tried something new, but the world was like 90% hub world filler.
@@snakey888 People for some reason are under the assumption that moving away from boost and going Adventure style somehow guarantees them a great game, for whatever reason.
I see Frontiers’s Open Zone gameplay as its own distinct thing, kinda like Lost World, while the cyberspace levels are boost levels. Bad boost levels tho lol. Controls and game feel come a LONG way
Really unfortunate that most Adventure style games have a level of jank to them. I'd love to see a more polished version of the formula that isn't just an 06 remake
I did, the spin dash is given to you so late in the game that what’s even the point? The physics mod fixes that from the start and then some. The best part of frontiers is the final towers 🙌
I have two solutions a have it like some Roblox fan games do where you can switch from boost to momentum or have a boost game release then have a momentum game release either yearly or monthly also Where's dream team and speed simulator
tbf with the adventure games bugs and annoying camera you can say the same for mario 64 and many other early 3d games cause the tech was just being understood and they didnt even have a second stick for the camera back then even 06 is forgivable cause of the development disaster and it being made while the 360 and ps3 were releasing
Honestly, this is basically why i love Shadow gens and frontiers so much, they both basically fused the adventure style (open zones) and boost formula (actual stages) into one, which is basically perfect in my eyes, the only thing that i i think that's msising, is the momentum, then we actually get the best of both worlds
When I was playing Sonic Generations for the first time, I wasn’t a big fan of how Modern Sonic still had 2D sections despite Classic Sonic also being in the game. I feel like it doesn’t make sense to have Modern Sonic in 2D when you already have Classic Sonic in the game.
Fr
They even broke the lore making classic sonic from another universe not from the past
And the adventure games being the first 3D games and not having 2D ,I think the reason to have 2D sections for modern games is because it needs slow platforming to make the stages take longer
This is why I prefer 06
Exactly what I'm saying
Not to mention how modern sonic sucks ass when being played in 2D
Sonic Robo Blast 2: but what if there was another way?
Sonic GT: I know, right?
SRB2 is cool but my god they need to fix their controls and streamline It if they were to ever be a blueprint for the series.
We need a mix of both, like maybe turn the boost gameplay into sections like the mach speed, and have the main mechanic be the adventure spindash
Separate but Equal… NOT! A better way to blend the two would be to Keep the Boost but further fine tune the controls to feel like Adventure when not Boosting, then blend the 2 Gameplay styles by including more True 3D Platforming and giving mechanics the Depth they used to have in the Adventure games.
@ this right here
Peak stuff
Sonic 06?
Sonic omens formula
Not necessary. That's just redundant. The reaction time based gameplay can easily still be achieved without a glorified run button.
When it comes to different characters and their perspective of the story, I think 06 had the best standard. I like playing as characters independently for their stories, but Adventure made the whole package bigger than it needed to. I like condensing and combining characters to sharing parts of the story, but I don’t like how Adventure 2 dictates what play-styles I have to use for each level when I primarily want Sonic’s stages. 06, in principle, took the best for the previous story-telling methods and almost perfected it! The story was split to focus on 3 different hedgehogs, the 3 main characters you would want to spend most of your time playing. Sonic and Shadow’s stories were both almost completely speed-oriented, while sprinkling other characters to change up the gameplay without overstaying its welcome (for the most part). Silver’s gameplay was very different, but you also got to play as Blaze regularly, and she offered a Sonic-styled gameplay.
If they do this storytelling/gameplay method again, I would want them to use 06’s method and offer Time Attack stages to play as any character.
I 100% agree! Because Sonic 06 is.. Sonic 06.. I never thought of how perfect the 3 hedgehogs way of storytelling and gameplay were! Adventure 1 definitely was bloated in that way lol
Hard to call Shadows story as speed oriented considering how much combat and vehicle sections there was.
exactly how i feel for sure
just so you know, update 2 allows you to adjust jump deceleration and gives you the Spin Dash, so not only is momentum in the game without any mods but it's also super fun, especially if you unlocked the Spin Dash because that thing can set you flying, and adjusting your states now also work in cyber space, so the physics and controls of cyber space are a lot more fun, and the Spin Dash also works in cyber space
The spin dash is the best part of base frontiers, especially with those final towers in update 3. Ooohhhh so good!
I know they're 2D, but the Rush games should be considered when talking about Boost games. They're so so good. Rush Adventure is tied with Generations as the best Sonic game overall for me. I even love the sailing minigames.
0:47 you know what else is massive?
Muscle man
LOW TAPER FADDE
yes
My mom!
Controversial opinion: I genuinely liked the Werehog stages in Unleashed
Based.
Same here they're way too overhated
Honestly my biggest issue with them is that they’re too long. If they would’ve shortened them down, removed the sun and moon medals so you don’t have to replay them (I’m not familiar with the game enough to get every medal on the first go) and removed the MUSIC THAT STARTS EVERYTIME YOU GO INTO BATTLE.. i think they would be fine :)
@@SelfTitled76 So... the Wii version? XD With the exception of the music, it does everything else mentioned, and that version of the werehog is far more well received iirc.
@ sooooo I haven’t played the Wii version 😬 I have it tho! I haven’t found the time to play it yet
8:18 Thanks for having my boy Ajakes in here
big storxwise was so cool because he was just a dude who didn‘t knew whats going on
I THOUGHT THE SAME THING. He's just kinda... there... lol
1:26 "slight disappointment" understatement of the century
That's like saying that Hurricane Katrina was a "slight inconvenience" for New Orleans. Like tf 😂
Shadow generations was a mix of both in some ways
As someone in the comments said we need a mix of both and I agree with it. I think I have a definite and effective way to do that. I think the solution is easy, make the boost and spin dash basically one ☝️ move/connected to one another. Let's say you’re playing as Sonic and you’re running forward. You hit the boost button and you speed up. Standard right? Then as you are in boost state you either press down or press the boost button again making Sonic instantly start rolling/curling into his iconic ball form. And BOOM you are Spin Dashing. Only this will drain your energy meter much faster, though luckily you can cancel the spin dash out with another button. Now why would you spin Dash anyway? Simple because I would make it so that the Boost and the Spin Dash can only go through CERTAIN obstacles and enemies for each of them. Let's say the Boost can blast away regular enemies without Energy Shields, but if you see a group of enemies with Energy Shields. You need to transition into the Spin Dash which will take more of your meter, but it allows you to destroy them. For my Shadow Gens enjoyers. You know they did something Similar to this with the Black/Dark Arms enemies. Because you can’t boost through them, they will knock you back. For them, you have to use the Doom Blast.
One other thing. Let's say you are standing still with Sonic and you hold the Boost Button. Well as a callback, Sonic will start running in place almost like his classic Super Peel Out move. During this, you can angle where you went to take off. But if you press down with the stick or d-pad. He will transition into charging a Spin Dash instead. And there you have it. For the rest of his moveset can be whatever. Heck just give him all moves from both his Boost and Adventure versions. Give him both the Stomp and the bounce. But give the Stomp an AOE wave for taking out multiple enemies in an area.
Hey, that was a pretty fun video! :)
Me, personally, I would enjoy a Sonic Adventure 2 Remake where Sonic plays like in the adventure games but a little different, maybe more polished and all that, also having his homing attack similar to Sonic Utopia, and Shadow controlled more like the boost games, with his homing attack like in Shadow gens, with the chaos snap.
It just begun development last year, but some fan decided to start using Unreal Engine 5 to make a remastered version of SA2 called "Sonic Adventure 2 Redux"! "City Escape" "Metal Harbor" and the "F-6t Big Foot" boss battle are available in a demo of that fanmade remaster. The in-game stage map shows that Shadow's "Radical Highway" stage is likely coming next.
Both?Both.Both.Both is good.
Both is good.
Because the Adventure & Boost Formulas are so different, it’s why I think Dreamcast Sonic isn’t the same as Modern Sonic. Like canonically they’re the same hedgehog, but they’re not the same character because of gameplay, so kinda like Classic Sonic.
Imo if Sega can make a game that has both the adventure and boost formula it could satisfy a lot of people. Allowing both sides to enjoy as I'm a fan of both.
I think a good mix of both would be the ideal solutions.
The slide/crawl on the ground can easily be replaced with a spin dash. Not only would it have the same function as the slide since you are in a smaller form, but it's also an additional way of gaining speed when you don't have boost.
Speaking of the slide that button is often also the drop/stomp, frontiers is literally implemented it so well, but I wouldn't mind it also working a bit like SA2.
And lastly the most integral part is great level design, unleashed and gens have great boost level design, while the adventure games have great design for their mechanics. Splitting the stages between both designs would avoid sonic team needing to add more gimmicks or full 2d stages, instead act 1 can be a bit more open adventure style, and act 2 being more speed and reaction focused, but both using the same sonic.
Something that would help blend both styles(besides level design) is the method in which sonic gains boost, unleashed and gens are great bc they are purely focused on boost and acquiring boost is equally as easy, but for this theoretical game I think it should be more like rush and colors(air tricks and maybe wisps) and when not moving fast it should feel like adventure. The main thing that can ruin both styles is a bad control scheme(like adventure games having most actions on 1 button, and a game like unleashed having too many important actions on 1 button)
Despite growing up with generations
I think shadow generations is a clear example that despite having the “boost” it feels more like a adventure style game to me… and I’d prefer to full on send it and bring back the spin dash and relegate the boost to spin offs with like new rush games because shadow generations despite being so good, isnt good to me at least because it’s a boost game like unleashed but because its a adventure style game like sa2 with the boost.
The Boost was at its peak in Unleashed, Colors, and Sonic Generations. No matter how much they tinker and improve the Lost World Framework they insist on using even in 2025, it’ll never be the same as one made from the ground up for Boost Gameplay.
Thank you for mentioning this.
Ever since they took the Boost formula from being a *speed* based *reaction* platformer like in Unleashed, Colours and Sonic Generations to a more *physics* based and *traditional* platformer in Frontiers, Dream Team and Shadow Generations more akin to the adventure games it's just never been the same.
@@AYTM1200 I wouldn’t call Frontiers and Shadow Gens physics based but I get what you mean. Unfortunately they don’t fully embrace the Adventure Design style and just end up feeling like Boost-Lite. Shadow Gens is especially a missed opportunity because of how Good it already controls but they rarely include traditional 3D Platforming akin to the Adventure games, and mechanics like Rails are still extremely stripped down versions.
@@Terminal_Apotos they're mostly traditional platformers with a sprinkle of physics based platforming.
I 100% agree that this formula doesn't take advantage of either Adventure or Boost level design very much so it's kind of a jack of all trades but a master of none.
SA1 doesn't focus much traditional 3D platforming, it's mostly a physics based.
I agree the SA2 rail grinding needs to make a comeback. This 3 lane rail grinding only works with the speed of Unleashed, without it they feel boring and unengaging.
@@AYTM1200 “Jack of all trades, master of none” is the best way to describe Shadow Generations Gameplay.
The one who made the ground up was the rush games not unleashed tho
Fun final rush fact. You can jump near the top of the vertical rails to gain a lot of height.
I didnt know this until a couple of days ago, but theres a bunch of goodies for soing this, including the golden beetle
Unleashed, Colours and Generations all carry your speed into jumps, and allow you to make use of slopes and inclines to gain additional height. 06 on the other hand does not do any of that.
Exactly, to say Adventure has momentum and Boost games don't isn't right.
I would even say Unleashed and Generations did momentum better than the adventure games but just never used it.
Brazilian here, still love the adventure formula and i wonder how the modern sega can translate that style in new games but still, i know sonic team can do a great game if they use a lot of time and effort without rushing the development, the serious sonic that we got nowdays could be well used in a sonic adventure 3
why is you being Brazillian important here
@chaostasticc don't know, just saying its a habit
@@chaostasticcDeixa meu mano po
I grew up in with the adventure formula love it immensely. Then the boost formula -when at its best- feels like the formula but that grew up with me.
Unleashed has to be my favorite bar none, and a lot of that is *because* of the variety.
I think many people underestimate how multifaceted sonic games are, where even in the first game you had exploration and skillful platforming being rewarding with extra content, endings, or simple lives to give the less speedy players a leg up and continue playing.
Sonic 3 is the absolute best example of route exclusivity through diverse gameplay and Adventure simply expanded that idea with varying goals across the stories, which is why I actually really dig Big's fishing (especially for how short it is, it's the perfect joke-y bonus). Above all else, a final ending needing a bit of work is *exactly* why I adore Unleashed. It's an actual journey and the game's content is unparalleled, nevermind that because I never grew to see Sonic in a strict speed oriented light for his game design, I was thrilled at the new gameplay style of a super cathartic action platformer half from the rollercoaster style speed half of the game. Sure, one is more replayable and straight up addictive, but Unleashed succeeds in every facet of making a good game for me. When you play Mario 64 or Banjo-Kazooie, or just Mario World or Wii to replay a level for collectibles, lives, whatever, or even just the fun of it, no one really complains. And *that's* what Sonic Unleashed does for me. Meaty levels, good challenge, overwhelming skill ceiling that paints the road to mastery in a yellow highlighter.
You have to force yourself to stop liking the werehog because you simply have a preconceived notion about "Sonic games."
And I don't think it's bad to have these preferences, it's that Unleashed matches its presentation with story and gameplay. The perfect trifecta of a good video game, be it a Sonic game or not.
I like the first adventure game because as a kid, games like super mario 64 drew me in with inriguing hubworlds that let you enter levels dynamically instead of one after the other or through a selection screen. The second adventure game was the one I started out with and despite some spikes in difficulty and the bugginess at times, I still loved the level design immensely and especially taking breaks in chao world.
Boost games are fantastic too but for level design, I can't pick one over the other for preference. Sometimes you wanna go really fast in extended wider open levels, other times you wanna run through more intricate but smaller levels.
The 1st Taste of 3D Boost was Heroes Special Stages. Secret Rings was also technically 3D Boost with Fire Souls being Red Rings & Speed Break being the Boost. Shadow in a way was also part of the evolution from Adventure to Boost with the 5 Keys Existing & Chaos Control being an early overpowered Speed Break. As for which is better Adventure was it felt great gliding around as Knuckles & having Split Stories during the 2000s. Some of the stage Gimmicks were fun & to be fair 2D Games also had zone gimmicks like the Marble Zone Tops, infamous barrel, & Sandopolis Ghosts in 3K.
so glad we have p06
09:56 Can see on the screen the path does not have a floor yet.
Decides to walk directly off a cliff.
Falls off.
"Playing casually or not, will result in glitches in every section"
i feel as though people dont give unleashed enough credit cause with the werehog you can literally just leave tons of the enemy circles, the combat is very well thought out with tons of combos and move options the more you upgrade sonic, and the platforming is honestly fun and lets you take it slow for a while without feeling bad at the game. the medals are honestly an extremely fair complaint but it incentivizes replayability like how the red rings do in other games (but yes the requirements should be removed or lessened for sure since they are extremely forced and hard to find at many times) i also might be wrong about this but i think sonic definitely plays a lot better in this game than in generations cause of the dumb car physics when not boosting in gens though it may also be in unleashed too. and finally the boost formula is about grabbing rings and keeping boost through as much of the level as you can without being stopped by obstacles or boost meter which is definitely maintaining speed and satisfying, just in a different way.
the other boost games vary extremely hard cause i dont really like colors' wisp usage as it makes maintaining boost kinda annoying and tons of levels can feel kinda overly 2d and linear. forces is also colors bad aspects but worse with the addition of an eh classic sonic with no momentum based physics and the weird custom character thats just a marginally different sonic with no boost and the wispon. generations is unleashed with more branching paths and shorter levels which i like equally as much as unleasheds levels. but the physics are kinda eh when not boosting cause the acceleration speed is annoying and classic sonic has the same issue which makes him play worse. i still think gens is my second favorite game as the level design and boost controls are great and classic is fun enough too.
frontiers is honestly a very weird case cause it shouldnt let you customize your controls but rather control well from the get go and even if you do change them your still pretty slow. i definitely do love the way it controls but i wish it had more speed, slope acceleration, and momentum retention cause moving around feels nice but slow in open zone and something closer to unleashed or even shadow gens physics but possibly a bit slower and with a bit more control and lesser momentum retention and slope acceleration for cyber space. other than that the bosses are amazing and combat is kinda basic but i still like it.
These take long to write and I had nothing to do yesterday but I would like to continue sharing my thoughts lol
Anyway shadow generations, I definitely really enjoyed and would put under generations cause I think the level design is amazing but the moveset could be a bit bigger as this isn’t frontiers open zone and should match generations a bit more. The car physics issue in the 3d levels is lesser but still there and the 2d levels could’ve been adventure style levels and were a bit underwhelming even though I still do like them. He could’ve also been a bit faster in general but other than those minor complaints this is an overall great game that I’m already coming back to often
This gets thrown out a lot, especially with p-06 making the game more than just finished, but keeping boost as just Mach speed sections (with some changes to make it more boost-ish) would probably be a pain to develop due to how long and eventful it could take but it could still work
We did see sonic going fast in gameplay from secret rings, that was rhe first game that had him moving fast with unleashed being 2nd.
Funny what wouldve happened if 06 and SR both had a fair development time
A game with the Adventure formula, big stages with multiple routes, would definitely be welcome.
However, just like '06 had the mach-speed sections, maybe there could be Boost sections that would test our reflexes and rail sections that would do the same, but with more style.
Even the loops themselves could use some style, since most would use a non-automated one like a short cut. Maybe this game could have a Style system, like DMC, that would give you points based on how well and how stylish our runs are. The loops, for example, could have unique camera angles for a close shot of Sonic, that would make a pose/face that would add points to that meter.
I feel like there could be some good ways to incorperate both into one style of gameplay, where there would be acts dedicated to one or the other, OR alternatively, stages have segments that are more open that give you the adventure controls and physics, while there are others that swap to the mad dashes of boost
For me my dream sonic game is modded frontiers, with movements akin the the sonic fangame sonic horizons. and boost stage like feelings found in unleashed. A lot to ask for but that's why it's a dream more than anything
The thing about the Adventure formula is that these games were made in the pioneer era of 3D Sonic. Adventure 1 has a major case of first game syndrome. Adventure 2 ironed out a bunch of flaws from Adventure 1, but was still a bit rough. Heroes just drops the ball and tbh doesn’t feel like an Adventure formula game. And Sonic ‘06… well, is Sonic ‘06. P06 shows that the Adventure formula with more modern game design and polish can be fantastic.
honestly speaking i think a majority of the adventure formula cons are due to it being... well, old. Project 06 has wonderfully demonstrated what a modern adventure game CAN look like and a majority of those flaws are almost immediately solved. Granted, not perfect, but nothing is. The filler especially is due to rushed development. Sonic Team really had to take the " Sonic " part everywhere.
What I want personally is a perfect translation of 2d classic into 3d, as was the intention with adventure. We literally have a " Classic " ( Looks putrid with the cyan ) Sonic that can be used, while modern can continue chugging along. Best of both worlds!
Also SEGA please fix your modern classic design he looks genuinely awful and is horrible to play. Thank you!
Itd be cool if there was a sonic game that combined both styles. Like how the boost era games combined 2d and 3d.
Look, when your in the age where you made games with things that required you to be a timelord that casually flips levers and switches that go wibbly wobbly timey wimey, you can forgive its flaws...
Adventure and boost both fail to do what's most important. Be a formula that transitions sonic's level design and gameplay style into a 3d environment. The classic games are much more complex and deep than both boost and adventure however i will say frontiers update 3 final horizon content and Unleashed are the peak of 3d sonic currently. This is still the closest to a good video discussing both styles. Neither formula has you gain and earn speed. Neither perfectly and properly utilizes momentum. Neither have controls down to a t.
guys let’s remake sonic 06
acting like p06 doesn't exist 💀
also lets be fr before you say "a offical one" we all know that would suck js look at sonic colors ultimate or to a lesser extent the sonic half of shadow generations and sonic origin
@ ok? And then look at shadow generations, pretty good game, sega can make good games
@@lepeflo8958that’s a game that’s only on pc what about ps Xbox and Nintendo.Also no story or hub worlds so PO6 should bot be said during discussions like this
@@robertssj4539 pretty sure they're gna add the hub and other stuff the game is still being worked on dude the project isn't finished 💀
@@Aziruf never said they couldn't make good games js they're remasters and ports have been pretty mid as of recent. Hopefully heros will be a step in the right direction but I rather see literally any other game get remade than 06 especially with p06 already existing
Future Sonic games should stick with a formula similar to Shadow Gens and Frontiers anyday imo
I know its a fan game with controversies behind the scenes, but Sonic Omens was a decent attempt at being an Adventure and Boost Formula hybrid. Im surprised, SEGA never really tried that.
Hmm interesting opinion🤔 even though I've only played the boost games I am intrigued to play some of the Adventure game myself.
As someone who grew up on Adventure and then got into the 2D games as I got older, playing the boost games has been an interesting experience.
I might get hate for this but playing the OG sonic generations and then shadow generations recently has been frustrating to say the least. There's so much to love but the gameplay has made me appreciate the responsiveness that comes with the adventure formula. The number of times I was smashing buttons and not going where I wanted to was infuriating at times to the point I thought my controller must be broken. Shadow's controls are definitely improved. I feel like tighter controls just take away the freedom I like from sonic games but I can see the appeal of the boost formula and I'm looking forward to playing Colors. I'm definitely on the look out for some mods that fix the "feel" to something more comfortable for generations.
Lost world tried to make up for it with smaller areas so they could include more level design but it didn't feel fast (and was on the WiiU)
3:55 I see what you did there LMAO
I love both!
Well said on the pros and cons for both videos. I personally prefer boost games but that's just bias because my first was Sonic Unleashed.
Personally I think Shadow Generations is the perfect gateway between the two, there was plenty of boost elements (like a boost button) in the stages but also alternate paths like Adventure. The physics also felt pretty good unmodded but I still did add mods for more comfort in playing. I hope they expand more on the gameplay and level design.
A perfect sonic game in my opinion would probably have Open Zone like Frontiers with levels in said open zone that's basically cyber space with a mix of Adventures and Shadow Gens level design. (Although Shadow Gens kind of nails level design already, if only they were bigger and longer, less boost pads and some more choices in pathways)
And for the love of everything holy make Sonic keep his momentum like if modders can do it 1 day after the game is released they can too.
do you know why they were this late to the party?
because of sonic xtreme's development and cancellation on the sega saturn. sonic team of america was tasked with bringing Sonic to 3D whilst sonic team of japan was doing NiGHTS into dreams. i recall xtreme's development was so horrible someone almost died developing it?
I dont think the boost games were interactive enough until shadow generation act 1 stages came in. You can boost but you can also replay the level in different ways. For the next boost sonic game, they should just make 3D stages like shadow act 1 stages and have the frontiers hub world.
Now for an adventure style game all they gotta do is hire the developer of spark 2 and 3.
The confusing part is how many gameplays Sonic has. He has 7 different main gameplays and that excludes, Knuckles Chaotix, Sonic 3D blast and the support character in Sonic 06 (also storybook series)
1. Classic
Sonic 1
Sonic 2
Sonic CD
Sonic 3
Sonic Advance
Sonic Advance 2
Sonic Advance 3
Sonic 4
Sonic Mania
Sonic Superstars
2. Adventure
Sonic Adventure
Sonic Adventure 2
Shadow the Hedgehog
Sonic 06
Sonic Boom
3. Modern
Sonic Unleashed
Sonic Colors
Sonic Generations
Sonic Forces
4. 2D Boost
Sonic Rush
Sonic Rush Adventure
Sonic Colours
Sonic Generations (3DS)
5. Tag Team
Sonic Heroes
6. Lost World
Sonic Lost World
7. Open World
Sonic Frontiers
Shadow Gens is almost the Perfect Boost × Adventure Formula
Boost formula is perfect for casuals and newcomers.
Adventure formula is perfect for sonic veterans and classic fans.
Definitely not classic fans. "Adventure" and "boost" formulas have more in common with each other than the original Sonic formula.
How ?, Adventure and Adventure 2 is far more casual friendly than say Unleashed.
@@AYTM1200sonic x shadow generations, colors, frontiers
@@R3d_Dr4g0n18 if it is only some games, but not others, then it is not about the formula
I prefer the Spin Dash. It's more comfortable to build speed and maintain it than have it right away.
In the sa games, you do not build speed, the spindash puts you at full speed. It is not that different from the boost
Great video dude. I would argue that heroes is neither adventure or boost. It was the slippery engine.
I think the main problem with the boost formula is that it was never as complex as the adventure formula, instead of using a characters toolkit or using the level terrain to your advantage, you just hold a button to boost and pay attention with quick reaction time, after 5 or so boost games, it’s gotten dull and way to similar. The adventure formula was freeing, letting you feel like your always in control
I wish theyd go back to how sonic 06 handled it. Two distinct playstyles but fundamentally the same. The mach speed sections (in sonic project 06) DEMANDED your attention and were thrill rides the whole way. Maybe in their mext sonic game they try it one more time
bruh that save at 11:57
I admit there's pros and cons for each gameplay style, but I definitely want another Adventure style game over a Boost game. We need a change of pace. Maybe when we get it, we'll feel a bit better about Boost if it's not our only way the play Sonic.
But more than anything, I really think Sonic could use a game with playable characters besides Sonic (or Shadow, who plays near the same way).
You want a mainline game with more playable characters, or maybe a spin-off game for an underappreciated secondary like Silver, Blaze, Knuckles or Tails? (Both of which I think are things the Sonic series could really use.) They probably won't fit the Boost formula as naturally as Sonic does. I mean you could still have them run/fly fast if you like, but that doesn't mean I could see them going through an Unleashed Day stage.
The adventure and boost formula use the same phylosophy of mastering the levels by pushing every action you do in them like skips or point gaining to it's limits so you could do it faster and faster
The real difference is that the adventure formula did it with elements from 2D sonic games while the 3D ones made it with elements of their own
I just want to know what a polished adventure style game would look like tbh, like give me the level of polish that Shadow Generations has but for that style of gameplay
It’s called Spark the Electric Jester 2 & 3
I prefer Adventure games for their level design and the way the games are built around you exploiting their physics to complete the levels in creative ways. They also tend to have more branching paths and are less resource intensive to make as you don't need to make very long levels just to have sonic boost past it all. Go back and look at unleashed, Sega packed a ton of small details into every day time level and you'd never notice how good of a job they did
I’d say Sonic Gens is the most beginner-friendly. It’s my first sonic game
4:12 Egg hawk tuah jumpscare!
How'd the boost games have been like with multiple playable characters? Each with their own stories and perspectives?
Sonic Rush
I don't think anyone knows this but there's a power called speed up you get to use when you collect 20 rings (I don't know it's real name)in SA2 multiplayer it's like a small boost that lets you go at full speed there's something similar to it in 06 so if they remove the boost and add that instead and remove the 2D section that exist for no real reason people will enjoy that more while saving your momentum
And I like the adventure games because of everything and they're the only games with no 2D sections but SA2 is my favorite of them even if people hate the mech stages and treasure hunting they make the speed stages more enjoyable and death chamber is easy just find a good route and you'll get the emeralds really fast the only near impossible stage is mad space
It's a shame that the Adventure gameplay never got a chance to really shine. They were always held back by lack of polish, annoying padding, underwhelming mechanics, poor physics, and other deliberate design choices. P06 shows that with a few tweaks, it could have been a better gameplay style than the boost games that we've been getting up to now if they committed more to it.
10:31, you can finish that level in under 10 seconds, now how does that feel?
Well I'm personally really tired of the Boost Formula, like REALLY tired.
So Adventure obviously wins for me.
But I do agree with some of the other comments here that we need a mix of the two!
I would suggest bringing back the speed mechanic from Sonic Advance 2!
Adventure = Freedom, which few other games can give you.
I think we'd need to have a current game with Adventure-style play to really make a fair judgement
I believe Shadow Generations is almost the perfect hybrid between the two gameplay styles. Levels are a little more open than your average boost stage and you have some (chaos control) shortcuts and other ways to take advantage of your environment. But, more importantly, it shows how adventure-style power-ups can work with the boost formula. Unleashed's "power ups" don't really count, since they should have been there from the beginning, I say.
That being said, I think boost is better. Unleashed had great level design, but it was admittedly a little unfair for a first playthrough. The idea of replaying levels to get more medals is true, but that's kind of the point, too, since you become more of a master of that level and can try to eke out that S rank. The gameplay loop for the whole game was kind of poor, yes, but that's not really the gameplay in individual levels.
I see Sonic Adventure 3 being closest to Shadow Generations, not just because it's the most recent game, but because it works so well. I would honestly hate a SA3 based around Frontiers. That one I can hate on the gameplay loop all day. The physics suck (thankfully they let you edit them now, at least partially), the gameplay loop is awful, and Sonic moves so slow when boosting that it doesn't seem like you're even going faster in levels. I need something snappier, something that flows. I want to feel like I'm playing the opening cutscene of Sonic Unleashed.
Imagine something like sonic generations but instead of the classic gameplay put the adventure one. It would be good but to be fair i think the frontiers maked a good job like, they did the boost work well in a open world, i think the thing is that its spin dash and boost cant work well together, my opnion? It would be good to see the adventure formula come back but i dont think sonic team need to leave the frontiers or boost formula
Personally, I don’t view them as different styles since I see the boost formula as a natural evolution of the adventure formula. What I would like to see is more physics based level design, and less reliance on automation and context sensitive mechanics.
I prefer adventure simply because I felt more like Sonic. It's much more immersive building up speed gradually, learning how to move SUPER fast. It just felt like *Sonic*
The boost formula makes me think I'm watching a movie of sonic moving through stages in 3rd person. It doesn't feel like *I am Sonic* it's weird to explain
Gradually by pressing one button to reach top speed
@snakey888 nitpicky.
@@YesIAmDavid
Building up speed gradually is equally true for sa games as it is boost games
heroes had really good camera...
Adventure all the way
4:12 Egg Hawk Tuah 💀
shadow gens was only great imo because it was fully 3D and had actual level design. the boost held it back if anything. sonic needs to return to the adventure formula fasho
to be fair, the "adventure formula" wouldn't solve any issues the current games have, but re-introduce old issues instead
@@snakey888it's like you and I have the same mind. We've swapped new problems for old ones.
Frontiers open zones represent the adventure formula.
So, hub world = adventure formula? In such case, sa2 does not use adventure formula
@@snakey888Adventure 1 has the hub world.
@@anonymoustroll2432 Yeah, and sa2 does not, so it is not part of the adventure formula then?
I honestly think the focus on boost is hurting potential level design. In both the scale and the aspects through which the player can navigate obstacles.
Like, it’s no wonder they’re reusing stuff all the time when they have to make levels several times longer than they used to. And I feel the crunch is a byproduct of them trying to lean into the formula.
I do believe we can go back to something like Adventure. I never really thought much of the boost anyway.
Adventure Formula
Boost Formula was an abomination and should never been invented!
16:12 Nah Werehog was and still is Peak.
I personally don't see the appeal of the boost games/gameplay, the level design seems more lazy since it's basically just a straight line where you jump sometimes. I prefer the Adventure gameplay because there's more to do and level design is more interesting. I definitely feel like Sonic games have been very samey for the last decade or so, seems like they just play off the same tired formula and don't do much new. Sonic Frontiers at least tried something new, but the world was like 90% hub world filler.
4:12 Egg Hawk Tuah
Boost rail gun thing was the worst thing that happened to sonic tbh
Get rid of Boost & bring back adventure & the franchise will flourish. Just keep the games FASTTTT
Most of the gameplay in sa games was not fast with all the treasure hunting, shooting and fishing etc
@@snakey888 People for some reason are under the assumption that moving away from boost and going Adventure style somehow guarantees them a great game, for whatever reason.
Frontiers is not a boost Game but its not an Adveture game either its a hybrid mix of the both styles mixed together
Nope, it's a boost game but I don't blame you for saying this.
Adventure/Boost distinction is outdated and is not applicable to anymore.
I see Frontiers’s Open Zone gameplay as its own distinct thing, kinda like Lost World, while the cyberspace levels are boost levels. Bad boost levels tho lol. Controls and game feel come a LONG way
@@AYTM1200 in frontiers 2 its confirmed that it will not have a boost but a spin dash with a boost meter just like in frontiers
@ Yeah Frontiers became its own thing and its the blue print for the new mainline games moving forward
@@brickzoneanimations8395 he hasn't confirmed anything, it was just a mere suggestion he said he'd take into consideration.
Really unfortunate that most Adventure style games have a level of jank to them. I'd love to see a more polished version of the formula that isn't just an 06 remake
Play Spark the Electric Jester 2 & 3. It’s basically Adventure style Sonic gameplay modernized.
you know what else is massive?
Calling Sonic 06 a slight disappointment is the understatement of the century
adventure, it is more fun
do not slander death chamber.
Why do I feel like you didn't get any of the updates in sonic frontiers
I did, the spin dash is given to you so late in the game that what’s even the point? The physics mod fixes that from the start and then some. The best part of frontiers is the final towers 🙌
I have two solutions a have it like some Roblox fan games do where you can switch from boost to momentum or have a boost game release then have a momentum game release either yearly or monthly also Where's dream team and speed simulator
oh my globb
Sonic boom formula is the best
tbf with the adventure games bugs and annoying camera you can say the same for mario 64 and many other early 3d games cause the tech was just being understood and they didnt even have a second stick for the camera back then even 06 is forgivable cause of the development disaster and it being made while the 360 and ps3 were releasing