10:07 that is simply not true. There are 3 different remixes for Radical Highway for each Doom encounter. Whether you think they're bad or not is subjective but I can confirm there are atleast 5 different versions of Vengence is Mine in this game.
the remixes all kinda sound like different parts of one song to me honestly, they aren’t that much different so i think his point still stands. radical highway act 2 ftw tho that shit slaps so hard
I’ll be honest, I pretty much disagree on all your opinions, but I do find your videos/opinions interesting. But I’m one of the few that think Sonic Generations is only okay and Shadow Generations was much better. I don’t know if they’ll ever make a new Sonic game you’ll really like, but I hope they do someday.
If the future of the Sonic franchise goes in the direction of Shadow Generations, would you dislike that? Because honestly for me I would really love it
Regarding Radical Highway, Black Doom keeps bringing Shadow back there because he wants to bring Shadow back to the same head space he was in during the events of SA2. It's the kind of thing you have to piece together yourself that I haven't seen in the series since... well, SA2, and I appreciate it. Either that or Black Doom just thinks Radical Highway is so cool.
Yeah no, that’s just a fan theory. It’s just cope cuz in reality it’s just them reusing assets, which is fine but stop pretending it’s something it’s not
@@milkman3214Aside from the fact that you obviously don't understand what subtext is, Kirk Thronton himself stated this to be the case, so get out of here with your smug attitude and talks about cope. But seriously, Black Doom's plan is to turn Shadow into a weapon and awaken his anger, and you can't make the connection between that and bringing him back to the place where his hatred for humanity was at its peak? Lol. Lmao even.
Something worth noting about Doom Morph is it actually has Adventure-esque physics. The control isn't as precise, but you can feel the difference in the movement, and you're able to launch yourself off of ramps the same way you could with the spin dash. Mods that improve the handling put this into even greater perspective. I bring this up to emphasize that Sonic Team CAN make these physics work, yet it's not done for Shadow himself. I thoroughly enjoyed the game regardless and consider it to be among the series' finest entries, but there's this lingering knowledge that it could have been the apex had it been given a robust physics engine.
I think chaos control truly shines when you're time attacking or getting an s rank. You essentially have to plan out your route: do you go for the fastest route or do you go for the route with the most enemies to charge up chaos control? When should you whip out you chaos control for the maximum time saver? I also think you sell the level design short here. Speaking only on the 3d stages, they may not be as robust as Sonic gens, but they still feature the interconnecting pathways that make for a good sonic level. I just wish you could skip the mid level cutscenes.
Bro, I thought I would never find someone who had the same thoughts on this game as me. I agreed with pretty much all your complaints and portions of praise (They cooked with the cutscenes and story). I was one of those who were sceptical pre-release since, as you said at the end, everyone treated this like the second coming of christ. This is all because this is the first recent sonic game that isnt either broken or straight mid/bad. I played it early with an emulator and it was good. Imo kingdoms valley act 1 was the only amazing stage, the rest were mid. The bosses were aight but boring. Imo the fandom is still the worst part of sonic, which is part of why I stopped following sonic after frontiers after being a fan for pretty much my whole life. In this comment section, I have seen many people hating just because you didnt praise the game as if it saved your life. I guess fair criticism for the purpose of improvement is a crime now. Also yes, I hate the frontiers engine too.
In a nutshell: SA1 & SA2 = Good physics + Good controls. Unleashed, Colours and Generations = Very Good physics + Bad controls. Frontiers and Shadow Gens = Bad physics + Very Good controls.
As someone who has played both Adventure games to death, I have to admit that the controls are not good. You have to be so delicate with the control stick to not fling off in another direction when moving at high speed. It's the opposite of boost games where you feel fine when moving fast but awful going slow. It's not an issue for me now since I've played them for twenty years, but it became immediately more apparent upon playing this game and watching other people try to play Adventure. I think Frontiers and Shadow Gens I think did manage to strike a strong balance between the two so platforming and moving fast both consistently felt good. Boost game platforming always felt bad, and going fast in Adventure had too steep of a learning curve behind just turning while running because of how slippery it was.
I DEMAND that you leave a list of all the music you use in videos, either in the description or at the end of the video! Your choice in music in several are amazing, and it's pissing me off to much that I don't know where to find them! >:( Great video though! I have to agree with most things here. Even though Generations clicked with me better this time round, that title has a number of flaws that arguably could've been fixed e.g. not being able to face the direction you press when in midair, 70% of challenges being boring and frustrating af. Shadow's levels are exactly as you say, but I don't think you put enough emphasis on how much boring they become when you consider that they're also 2-3x longer than Generation's. I get the feeling that Shadow's portion of the game is Sonic Team testing fan's feedback for the next game. Under this logic, it makes sense why it feels like Frontiers 1.5. Small changes here and there, as opposed to their often approach of throwing the baby out with the bathwater whenever a game doesn't land correctly.
All of the music is by Accelio. He has a pretty small discography at the moment so I think it's worth listening to all of it. www.youtube.com/@AccelioMusic
12:39 i think the reason why newer sonic games such as sonic frontiers and specially shadow generations don't feel slippery anymore or slippery to control is that i think they finall find a balance between speed and controls which gives you more control over the character and more precise here and there.
They could've done that forever ago but they didn't cus they didn't want to. The boost games aren't meant to BE precise & even then colors was able to find a better balance than this game
@@nightlydata2181 ok ya'll mfs complained about about the controls are slippery as fuck and now it's tight ya'll want it to be slippery again? ya'll truly don't know what you want anymore either make up your damn mind already or shut your damn mouth up! it feels like you are complaining just for the sake of it..plus i prefer it better this way.
@@nightlydata2181 ok ya'll mfs complained about about the controls are slippery as fuck and now it's tight ya'll want it to be slippery again? ya'll truly don't know what you want anymore either make up your mind already or shut up! it feels like you are complaining just for the sake of it..plus i prefer it better this way..
@@nightlydata2181 didn't ya'll wanted the controls be more tighter and now ya'll taking it back? make up your mind already! omg plus if prefer it this way..
@@JakeThehedgehog-m1x I NEVER SAID THIS. I know wut makes the boost great & I've only wanted an improvement on that. Shadgens is not the direction I'd have gone wit it here. The overprecision jus makes things less fast & a number of other things that even spont mentioned. I never asked for this. I do not prefer it for boost & never will. I'm in the minority cus most ppl prefer this over prior boost games. That spells somethin bad to me for its future as it's my fav style in the entire series. Don't jus assume we're a goddamn hivemind that changes opinion on a whim
Around 5:46 The worse part, it's that this rewrite it's only for the audience outside of Japan, it's why they haven't change the majority of the animations... I word it like this, because im of the camp that the change to the opening cutscene of Amy trying to hug Sonic, and him stopping her with one hand, it's funny, while now having Amy with cupcakes looks at Sonic trying to get his attention now it's now close to the territory of stalker... Congratulations a pointless change that kicked humor for being creppy.
As someone who loves Shadow Gens, I can really see where you come from with points and do agree with certain ones especially, like the doom powers feeing limited and so underused doesn’t help with the length of the game. And the precise physics honestly yea I agree, sure it’s more precise but it’s at the cost of the speed which can feel really slow in certain sections which I don’t think pp want to feel in a game about a fast blue rat. To conclude this truly is a Christmas miracle with the return of the Spont, have a happy holidays dude, and what should we takeaway? “Without the time stones?”
For me Sonic X Shadow Generations is fantastic, loved every second of it. I hope the next new game will be similar in a larger scale. Also I loved Sonic Frontiers, one of my favourite games. And Merry Christmas everyone
i do gotta agree that the boost formula works better with more slippery controls, it's what makes the reaction based gameplay work (especially for unleashed imo). However, for a game like shadow gens, which i'd argue is more focused on fast-paced platforming rather than reaction based gameplay, the tighter controls work a lot better. I do think there could've been proper physics in this game tho, which is also a problem that frontiers had. (also i love most of the remixes in shadow gens but to each their own lol)
Dude, you put the perfect picture of why I dont like the difference in controls between frontiers and gens. The slipperiness of the early boost games make the character feel almost existing in its own world and weighty. But in frontiers and shadow gens, the tightness of the controls make it feel like you are as light as paper and a basic video game character controller plopped into the world, instead of feeling like the character is apart of the world.
Now that I think about it, your right Shadow Generations is litteraly just a slightly better Frontiers and honestly most Cyberspace OST's were better than the ones in Shadow Gens, excluding Kingdom Valley & Rail Canyon Act 1
Here’s an important issue about that so In shadow generations the Time eater consumes all of time and dimensions which includes some that are from the far future that’s why we see some of Sonic’s history put into shadow cause all of the zones are all over the place
I feel more or less the same way about this game. As James the AVGN says (I'm going to paraphrase) a lot of modern sonic games like this one "feel like they're on autopilot. All you do is tap the right button and sonic jumps or moves to wherever he's meant to. You're doing something, but you're not controlling much". Shadow (2005), heroes, adventure, and some older games don't do this in most of their levels, while most games after generations do. Even generations on consoles did it a bit much imo
as soon as i saw shadow generations will double the playtime as generation. i def knew i had to wait for a sale. thats like 10-11 hours of gameplay out of (technically) two games which is kinda bad. tho while i disagree mostly with your opinions and such (ian flynns rewrite for gens was annoying as hell), i find it interesting how you think about the game. regardless, a well crafted video.
Honestly the only take in this video I disagree with is the notion that 3D Sonic games have ever had pinball physics or level designs built for them. SA1 and 2 controlled great, but you could redirect your movement instantly, slopes were completely borked, and the spindash was achieved by turning off gravity momentarily. And in SA1 it pretty blatantly destroys the level designs in an unintended way. I'd say the HE1 boost games and Shadow 05 of all things come the closest to a feeling of momentum and inertia, but outisde of a few fan games they really dont have level design taking advantage of it. Great review, as always.
SA1 and 2 definitely have them. You can test it by walking/running at different speeds on various slopes. There's some gravity nonsense to it I'm sure, but with enough speed you can run up walls and across ceilings without any outside force to assist you. I do agree it is janky as hell though.
You can really see how much this game is built of lost world when comparing that games run button to shadow gens boost. I liked it when the boost felt like a giant impactful burst of energy that’s hard to control at first, but once you get the hang of it, you can fly through stages. Now it just feels like a run button.
As someone who enjoyed shadow gens and played sonic gens a thousand time ,I can agree with some of your points ,after few more playthroghs of both games and direct comparisons,yeah ,sonic gens is leagues above shadow in terms of design and replayability ,shadow gens feels like the franchise is catching up rather then the grand return which is….better then a good step I guess ?when comparing shadow gens to other platformers like crash bandicoot or even indie games like penny big breakaway ,it is a decent game and not the great grand return of sonic which is something ,I can understand why its built off of frontiers rather then gens tho ,the original vision of generations was the current generation running through reimaginings of the past ,and our current generation is the open zone thus why we got future levels ,and the other reason from a development standpoint is to experiment and try redefine their foundation more ,see how people like it then improve for the next game rather then building a game on an abandoned engine that they’re gonna throw after one game ,and despite my disagreements with your other points and opinions I do find them interesting and I always like different perspectives which is why I like your channel ,you aren’t trying to fix up the franchise or acting like it killed your mother after every bad entry neither hyping it up too much ,you’re just a simple guy with opinions about a video game based on a blue rodent :)
i don't think I've ever played a sonic game that got old and tiring to play faster than this one lol,it really did feel like i was going through same tropes and design philosophies for the past decade
I understand what you’re saying about the comparison of the movement from Sonic Gens to Shadow Gens. I personally enjoy playing the old engine more, Unleashed and Generations. As I’ve played those games very often. The old engine felt more freeing and slippery as you mentioned. I also miss using the drift and the air dash as those were good for maintaining speed and platforming. While the drift in Frontiers is pathetic. The current engine is a lot more precise in its movement. I don’t mind the change in the engine as the level design in Shadow Gens benefits from it, along with the new mechanics. However, it sucks that it took over 3 games for the new engine to be improved upon.
I think the perspective on why you prefer the Generations control-style is so interesting, because I'm legit the exact opposite. I really liked Frontier's boost stages because I felt like I had some control over them, so I was super pumped to try out Generations since I heard it was way better. And like, design-wise, yeah it is. But as for the controls, I still don't really like the weirdly imprecise controls he has in Generations. Feels like I'm controlling a car that never wants to move straight. (And a car that is a nightmare to turn during any of the platforming sequences.) Shadow Generations, to contrast, immediately gelled with me. I love the way it feels. Probably my favorite controlling "Sonic" outside of Adventure 1 and 2.
17:00 why do the bosses in these games have to abide by some sort of primitive boss fight philosophy that the classics had? The worst part of those games to me were always the boss fights due to their repetitive and boring nature. They felt like a distraction from the actual levels, which to be fair, is something you can say with about a lot of 3d sonic games, especially adventure 2. Shadow gens bosses to me are the BEST this series has to offer so far because they are mechanically interesting, great spectacle and all around just damn good fights.
It is by no means a primitive philosophy, as evidenced by the fact that all kinds of modern games (hack n' slashes, beat-em-ups, spectacle fighters, etc.) use a similar approach of having the pace of the fight be dictated by the player's skill. It's just a more engaging way of designing bosses as opposed to forcing the player to wait through a long attack cycle before they have an opportunity to hit it once, only to rinse and repeat.
@@spontman You actually can do a lot to speed up bosses in Shadow Gens though. Hitting more ramps and redirecting more missiles in part one of Metal Overlord gets you to his phase 2 a lot quicker, Mephiles can be advanced to phase 2 in one less volley by squeezing in more normal punches before doom-kicking him into the SM64 Bowser-esque bomb pillars, though... really for the most part the major things you can do are just figuring out what the vulnerabilities are rather than improving your execution. This is also why the second part of Black Doom where you're using Doom Morph is the best part of that fight... Doom Morph allows for a lot of skill expression and if you are good with it you can frequently clear a whole obstacle course in two jumps. Biolizard otoh does lack anything like that. I think Shadow Gens bosses have a fairly good balance over all, but yeah, future titles do need to lean more into skill expression mattering more than learning the openings.
@@spontmanI wouldn’t necessarily call that a more “engaging way” to design a boss. This is definitely a subjective topic, but like I said, I find classic sonic bosses boring. I just don’t see them as anything more than a distraction, something to put at the end of a level because you can’t really have games like these without boss fights. Also, I think I misspoke when I called those types of bosses primitive. I don’t think they are all primitive, I think they are primitive to the modern sonic series. Specifically, the 3d games. Sonic frontiers quite literally proves my point because those titan boss fights have lost a shit ton of their fans over the years. Almost everyone nowadays calls them great spectacle, but mechanically boring fights. And guess what? These fights follow almost the exact same design philosophy most of the classic sonic fights took. Hell, sonic adventure 1 and 2 also took this philosophy as well, with the character battles, and I thought they were horrible. I’m sorry, but I just don’t think classic sonic style bosses can work in a 3d game without being boring. I already find classic sonic bosses lame, so I would HATE it if modern sonic took more notes from something that probably works better in a 2d game anyway. Besides, I wouldn’t say that the bosses in shadow generations go through a “long attack cycle” anyway. The bosses can all be beat in a few minutes really. And I honestly think that for the few minutes of screen time they do have, I’m always on my toes anticipating what they do next. I never personally feel like I’m bored out of my mind when I’m waiting for an opening. Yet you’re making it sound like this games bosses has sonic superstars levels of padding. Also, sorry if this comes across as overly negative or whatever. I just wanna state my opinion because hey, it’s always fun to have a conversation about this sort of stuff.
I actually think that all stages apart from Radical Highway being mostly sonic stages is an intentional choice. If you think about it, the white space that sonic and shadow are in is sonic's white space since eggman's goal with white space was to remove all the losses (past and future) with SONIC he had and change time as he pleases. That's probably why there aren't any shadow 05 stages since the main villain of that game was Black Doom. Radical highway is the only exception since it takes place inside the Black Moon which is seperate from white space and Black Doom has complete influence over it
Tbh the think I really like about your videos is that your videos and opinions is that even when you disagree with the majority you explain your opinion,most of people/reviewers will just drop their opinion unexplained and acting like the "new wielder's of the truth" and "everyone is wrong about this". Keep good man
Peoples must prefer better controls overall if everyone likes it. Since the level design is pretty good, peoples won't care as much about little details most aren't going to see. Or they can overlook it since it's not that much of a big deal. It doesn't end with a bad final boss and level unlike sonic generation and the end for any game is really important. Like the beggining
5:51 except one thing...the characters are less flanderized now imo like they feel more like themselves now instead of flanderized for comedic relief and comedy slapstick which is something i perosnally appericiate like sonic doesn't say ((hey! not cool)) anymore when his friends get sucked up by time eater or amy doesn't knock knuckles to the tree anymore solely for knuckles because it really made him look like a joke so in the rewrite he's less treated as a joke and sonic doesn't pushing amy away(because imo it's so out of character for him to actually be a jerk to his friends) instead amy looking silly and cute and offering a blue and pink cupcakes to sonic and hopelessly in love with him i consider that an improvement that's why i appericiate the rewrite for the most part that the characters feels...less flanderized although some lines was definitely unnecessary and the delivery is worse.
tbh i really love the game but it's only fair to say that it IS worth it but MAINLY (or only) if you like the frontiers style and like shadow and basically want sonic generations but can't get the og
damn you're the first one i've seen call the $50 value into question, i kinda appreciate that but the platinum trophy took me like 40 hours personally (i haven't played generations often recently)
16:49 you would rather shadow’s most iconic and common ability be left out the game? this goes for the doom abilities as well, by removing the unique abilities shadow has access to whats differentiates him from sonic?
Around 7:40 Well except when you ignore the fact that Sega of Japan came out and confirm that this story wasn't the sole work of Ian Flynn, but the team effort of Sonic teams Japanese writting team, the Lore team and Ian Flynn, but it was easy to just credit Ian Flynn... Why did they come out to say this? Why because the Japanese games while they follow the concept of the english writters are usually re-written in Japanese by Sonic teams Japanese writting team, so their stories are a bit different (Look for Windy if you are curious of the re-writes content)... So you can imagine the surprise of the Japanese players when they look at the credits and they don't see the usual people but this guy name Ian Flynn, "what's up with that?" they wonder, and not in a positive light they do, so Sega of Japan had to come out and confirm this... Which having in mind that story of Shadow Generations has only one scene with cringe references every 2 seconds, you can imagine that Ian was corrected multiple times in this team effort... This last part is what i truly think.
I definitely can see your points. I wasn't a fan of the Cyber Space levels in Frontiers. While I do think the Shadow Generations levels are an improvement, the fact that I am reminiscing on what they could have added tells me that there is definitely room for improvement. The fact that there is no actual level from Shadow the Hedgehog (2005) is insulting. I know people argue that the Space Colony Ark level or even the Extra Tokyo level DLC (crap DLC btw) can be looked at as Shadow (2005) levels.... but I ain't convinced. One is looked at as Final Rush while the other is a movie tie in.... I also wish that the doom powers were used more. Hopefully, we will get more DLC levels that improve on this. Sonic Team and Sega better not make the same mistake they made with the original Generations. This game is built for DLC, so they better take advantage. No simple pinball level.... and hopefully more than just that extra Tokyo level.
You *could* argue that 'The Arc' isn't actually Final Chase but an amalgamation of a series of levels from SA2 and Shadow. There's pieces of Final Chase in Act 2, there's interiors in act 1 that don't really feel like they come from any of the games, and that general approach seems to be what they did for a lot of the levels.
Only reason why I haven't played it yet is because I don't feel like paying for sonic generations again and wanna wait for a like, 15-20 dollar sale regardless of how long that'll be.
17:00 Come on man. Spits in the face of the classics? Sonic games in general have pretty mid boss fights and some of them are repetitive as all hell. Sonic the hedgehog: Eggman’s springyard boss, GODDAMN Eggman’s Labyrinth Zone boss and Eggman’s final boss fight. Sonic the hedgehog 2: Eggman’s chemical plant boss, Eggman’s submarine boss, Eggman’s carnival boss and Eggman’s second drill fight. Sonic 3 and Knuckles: The dumbass Egg Golem in sandopolis, Eggman’s lava reef boss, Eggman’s mushroom cap boss and final chase. I love the majority of these bosses by the way. But saying that the bosses in Shadow Generation are repetitive and spits in the face of Classic Sonic games is very disingenuous. I would like to quickly add that Ian Flynn putting in those references is not to make you laugh. The references are literally just that. Sonic mentioning the time stones is not said to be humorous. He mentions the time stones for world building reasons. The characters are just using knowledge they gained previously and trying to apply it in their current situation.
Yeah, Ian is actually trying to build a continuity that makes sense. The only reason it feels weird is because 2010's Sonic barely cared about it's worldbuilding
@KiiBon I would say OG Generations cared about referencing it’s history. The whole game is literally Fanservice the game. Which was cool at the time but they did nothing with it. Cuz after Generations was a huge step back into a sinkhole. Sonic Boom, Lost world and Forces. They tried to rework the wheel to please general audiences and when that didn’t work they tried to appeal to nostalgic Sonic fans with Forces. But it was obviously rushed and underdeveloped. Sonic Team and Ian are trying to help bring continuity into the franchise. Though Ian does love his references, he is not doing it to bait fans. He just genuinely love Sonic and his history. Let the man toss in a silly time stone reference, cuz lord knows we might not ever get to see little planet in modern gaming ever.
I feel so seen with this video. I agree with 90% of it, and will be using it to represent how I thought of this game since its release. The thing about the controls especially, as I think Shadow Generations feels afraid to be a Sonic Team Boost game, and unlike the gameplay styles seen in Sonic Frontiers, it's not open or compact enough to justify how limp it feels compared to Sonic Generations. If they want tighter controls, why shouldn't they skip the Generations influence entirely and look back at the Sonic Adventure series? I love Sonic Generations. I love Sonic Frontiers. In my view, Shadow Generations fails to fully represent what I loved about either of them, and is instead a game that sits in the shadow of both in trying to be everything. So I'd rather just play those, y'know? At least I won't have to wait long for a game I *can* put above a 7. I have a lot of confidence in the Sonic Frontiers sequel, and if the Sonic Heroes remake is any good, I'll be the happiest I've ever been.
This video is so real. Game is good but I was not a fan of many aspects of it so seeing people glaze it and say its 10/10 is so tiring. Its good and thats it, 7/10
Giving credit when it’s due, I DO agree with some of his points (the questionable zone choices, the overuse of radical highway, and the colors-like padding) but ngl man most of the time he kinda sounds like that one IGN journalist reviewing Sonic Unleashed. A lot of the stuff he talks about with the controls and level design sound like nick picks more than anything
I personally would call it my favorite 3D Sonic game. I get why someone would prefer Sonic Generations though. It’s my 2nd favorite 3D Sonic game. I like the doom morph. it reminds a lot of the SA1 spindash where if you really understand it you can take advantage of it. Also this could just be me, but I think it was the most fun Sonic game to time attack besides Sonic 3 and Knuckles. The spear glide has its cheese while not being absolutely game breaking like the homing boost. I would also say the one thing that puts it leaps and bounds above frontiers is that the collecting collectibles in the open zone is actually fun. I don’t feel like I’m sitting through stupid and boring puzzles. I also really liked the bosses. I found them far more interactive and fast paced. I would personally call it my favorite 3D Sonic game with my 1 and 2 being mania and S3&K. Lastly, isn’t lost world a Hedgehog Engine 1 game meaning frontiers & Shadow gens was more built on forces and not lost world?
sxs gens was my first boost game ever so i don't have much bias at all i think and i have to say the controls on shadow gens just feel so much better, atleast to me. sonic usually felt pretty bad whenever he wasn't boosting. also shadow having a double jump felt so much better than the weird little freak airdash sonic has so that's a big reason as to why i think shadow controls better
Idk how is your playstyle but in my personal way (speedrun way if I'm especific) its pretty enjoyable and freeze time is one of the mechanic which you can express how's your journey without any other mechanic Chaos control made the levels more vibrant than other sonic for exception sonic gens or unleashed Find routes to optimize your time is awesome but if you don't like it its already ok Everyone has an opinion and also and style which we have to respect (even if don't like the idea) so if you don't like the game its ok At least your the first person i heard Don't like much the game like other (me include) so its interesting see someone commented why didn't like on this great game on first hand
Looking back on it, I find Shadow Generations slightly weaker than Sonic Generations. Shadow Generations has slightly more padding than Sonic Generations since you have to go to the boss gate in order to spawn the challenge acts rather than having them appear after clearing all of the levels in that era and you have to clear all challenges acts to beat the game rather than only having to do 3 of them for each boss gate. I also find myself playing the fully 2D levels less than Sonic Generations since you have a completely different game style for Sonic Generations with the broken Spin Dash giving the levels more depth. Shadow Generations 2D levels are just way more restrictive since the Chaos Spear boosting isn't any near as effective in them.
Black Doom wasn’t brought back by the Time Eater. The Time Eater just accelerated his plans. The game is bad at explaining this and I think you need to watch the animated shorts, that for some baffling reason aren’t integrated in the game’s gallery. One of the enemies from Shadow 05, is now called a larva. And it appears that the one that Professor Gerald used to make Shadow, was still alive on the Ark and Black Doom used it to reincarnate. This also explains why everything started on the Ark.
Although I agree that it is a bit too different from Sonic Gens, open level design and more precise controls vs linear level design and slippery controls are just preferences, I and more people like to have more control over the player character and having more pathes to take because of replay value, it's okay that you personally don't like that but that's just an opinion, it's still a boosts game just a little bit different, and if Sonic Frontiers 2 has side levels like this then that's perfectlly fine
I think you've got to give the 'spear gliding' trick a try to get why this game is hitting hard for some of the more hardcore players. Really brings in some of that frantic hard to control but powerful aspect that you are missing from OG Generations. It's really fun. Might need to remap your controls for it though... I swapped chaos control and chaos spear to make it work for me. That said, I have a lot of trouble going back to Generations because the sloppy control in that game just kinda feels assy to me now. I totally agree that boost needs to go, but sloppy controls are sloppy controls regardless of whether or not you like the challenge of wrangling them.
For those who don’t understand, he just said that they had no levels from shadow the hedgehog, then he said he has a problem with reusing the first level of shadow the hedgehog.
@@luafamilyhe meant Shadow the Hedgehog the *character* and not the *game* . Radical Highway is Shadow's first level as a *character* not a level from his *game* which he spoke about.
I really don't think referencing past Sonic stuff is an issue in this game, it's an anniversary game meant to reference the series in general. You literally play past levels, so referencing past stuff isn't a big issue I find. Also I wouldn't put all the blame on Ian, he isn't the only person who has something to do with dialogue. He can't just write whatever he wants and then poof it's in the game. It has to be approved by Sega, looked over by editors and the lore team. To me it's a bit disingenuous to place all the blame on Ian. That's just my thoughts on the dialogue. I don't mind Shadow's music, it's alright. Not my favourite but it doesn't bother me and I don't dislike it. I don't think it's bad.
I hope that a new game can capture what all of us love from Sonic. As for me Shadow Gens is a 8.5/10, I really think you should play it more. I can respect your opinion even though I disagree with it.
Boost is a bad formula in general, but whether it's the best it has ever felt or not is going to depend on whether you want more control or more speed. Gens boost is faster, I don't personally like it, but I get that there are people who just want to feel like a rocket.
@@Amperedz19245 Well there are two sides to "the boost formula", and only one of them is the boost itself... One is that the boost lets you get to max speed instantly with no particular constraints, the other is that this change leads to a very specific set of level design tropes based around the boost gameplay like triple rails and side stepping sections that we've just seen way too many times at this point. The first means it's very difficult to work how you gain speed into the level design because there is just no point in doing so. And because speed is so freely available they are always trying to prevent you from using your freely available speed to cheese jump your way over the level design. Part of what makes Shadow Gens so good is that they accidentally left in an opprotunity for player expression with spear gliding that brings in a fun risk/reward attribut which when coupled with the limitations of air boost and double jump usage works well, but played normally the stages don't have *that* much replay value.
Firstly, Merry Christmas! I generally agree with the sentiment here, but for different reasons. I feel the Sonic Generations remaster was very underwhelming, making several unnecessary changes that only serve to damage the overall experience. The story rewrite is particularly bad, and it has effectively killed any interest I have in future remasters. Could you imagine if they had Flynn rewrite Adventure, Heroes, or Unleashed? It would be a disaster for sure. As for Shadow Generations, I enjoyed the game way more than I thought I would've. It's honestly the most fun I've had with the series since Mania came out, and maybe since original Generations came out back in the day. My only real problem with it was that it should've had more content, mainly from Shadow 05. The story does have some oddities that should've been ironed out, mainly the forced references and the stuff about Maria visiting Earth. The Doom Morph also sucks, especially because its niche could easily be filled by the Spindash or something. Despite my enjoyment of Shadow Generations, it does just make me wish Sega would just drop the boost already. The best parts of Shadow Gens was when de-emphasized the boost and focused on its new mechanics to open new routes.
Wow, it's been a while since respectfully disagreed with a video to that level. Most of your complaints I see them as qualities, like the lack of slippery controls, for me and a lot of people it's clear that they're leaning more and more for a boost/pinball physics hybrid, I mean look at the level design, boost games always had branching paths but never to that level, because the controls didn't allow it. I also heavely disagree with your take on chaos control, it's not just a "make the game easier button" it's used to solve micro-puzzles both in level and hub, rewarding good use of it with shortcuts, a timer frozen either way and for the bosses there's a cool cutscene that allows a free hit, balanced by the fact that said cutscenes can only be used in specific parts of the fights. You also made a mistake when you talked about final chase, while it uses the music from the sonic version of the level, in shadow gens it's simply labelled as "the ark" and seem to be an amalgam of all versions of the ark: Sa2 Sonic's music, in act 2 sa2 shadows gravity gimmick In act 1, shadow 05's gravity pannels One of the challenges acts is even a reference to one of shadow 05 mission, where you have to destroy the artificials chaos (this level being a flashback in the original game). Of course the game isn't perfect, the music, while not horrible is not as good as in other games, doom morph is not just hard to master, it's cluncky and badly explained, and the lack of shadow 05 level is criminal, especially when everything else from this game is here.
I think the soundtrack is killer I like EDM but I would like some more guitar yk like Rail Canyon Act 2 but that's just a personnal thing, too bad you think it's weak but it's okay
I didn't understand your take about the level design. Why exactly is it bad? It's better than any boost game til now, and ima say it, its better than the adventure games.
It's not better than the Adventure games and you can't compare it because the purpose is not the same. The Adventure formula was exploration based with multiple gameplay style while Boost formula uses the speed as is main gimmick with linear stages but with some hidden path that can totally change the experience
The level design critiques are so bad, they are nothing like cyberspace, like at all. You actually have to be arguing in bad faith to act like they do Let's go over the og cyberspace levels (which aren't many due to how lazy the game was) but what do they consist of ? - 1 minute length as you mentioned - no alternate paths - felt like autopilot sim with the automation Shadow Gens actually has branching paths, the most a boost game has ever had with tons of speedrunning potential even without the insanely fun spear gliding technique that relies on you moreso being good at the game than shitty automation. I'm sorry, I respect opinions usually but when these critiques are this poor and the fact you didn't even bother looking for your video on the fact Radical Highway has different remixes or even that Black Doom return isn't even cos of the time eater.. tells me a lot. It's not "oh they mad at different opinions" is why a lot are disagreeing with the vid, yeah sure.. some are whiny children who at the drop of a hat lose their shit when Frontiers gets insulted for being well.... frontiers. But the reason people take issue is these big issues you mention really aren't from a game design perspective. They are at *most* nitpicks and aren't valid criticisms of the game, and no "it's just my opinion" isn't a valid defense, if you make shoddy critiques, then yeah those points will be criticised. You make good points with the colours esc padding and powers being like colours which yeah... kind of proves my point personally regarding the serious problem with double standards with the fandom but other then that, just really bad critiques on the level design that aren't even true in the slightest.
I said in the video that the level design is competent and I acknowledged the branching paths. My verdict was that the level design was improved from Frontiers but my fundamental issues with the game's control made them feel boring and hard to enjoy. You have somehow interpreted that as me saying that the levels are exactly the same as Frontiers cyberspace. Maybe you extrapolated that from my first impression of the trailer and turned it into a strawman, and if so, I don't think you're in a position to preach about "bad faith arguing". I agree that I was mistaken about Radical Highway using the exact same remix every time and the Time Eater being the catalyst for Black Doom's return. I don't, however, agree that it invalidates everything else I say in the video. That sounds more like "nitpicking" to me.
About the references, why did you call it reference humor? You took those to be jokes? The way I took it, it seemed like a correction to point people in the direction of the older games. Like the time stone thing, people would be like "I wonder what those are" and then play Sonic CD. Aside from that, I felt pretty much the same about the whole package
I like the new dialogue much more. it's wroted so much more the better and stuff. gee i wish i was a perfectly written sonic character, like maybe shadow or something wow or even tails the fox with two tails!!!
@@Skeleton20133 another L just because someone like the new re-write doesn't mean they have low standards they just have their own preference and opinions and different tastes you don't need to insult anyone for liking the re-write just because yourself didn't and also when you say low bar it's not like the original one was actually good anyway.
I think you briefly touched on this so I'll just throw my opinion out there. I do not like the boost games because they are hardly even platformers outside of the 2D sections, and those are unquestionably inferior to the original Sonic games. Sonic controls with the handling and weight of a car in Generations. That's why he has a dedicated drift button. No other platformer needs a drift button. It's like you're playing a racing game. This is why I've been pining for Sonic Team to truly build a game around Sonic's physics. Fan projects have pulled it off, so surely they can do the same. It would bring the series from racing game with minor platform elements to true platformer that happens to move fast. I don't think I quite understand what's supposed to be fun about Frontiers when you barely interact with the environment. Imagine all you could do with the slopes and jumps if the momentum worked correctly? It would make the open world concept that much more unique and fun to Sonic.
IMO , I've think an option in-between would be best , Make the main way to get speed is physics and use the boost to carry the momentum on and as a lil bit for extra speed, so basically nerf boost but for the love of everything DO NET GET RED OFF IT FOR GOOD , make a game without boost fine , but don't just throw the boost formula away for good .
The whole point is that it IS a car in the earlier boost games so idk y ppl say it like it's an unintended & unfortunate thing. I do love the boost but it would be nice to actually get a sonic game that takes the games in a place that's more sonic like than the boost
Dude if you think this game does not live up to the hype even tho there were somethings you said that are not true then keep it to yourself and move on.
rouge got censored for no f-ing reason if i ever play this game its getting pirated and modded to be sexy and no i dont care if you take issue with that
I think the way you talked about Shadow Generations is kinda how I feel about Sonic Generations (which is considered to be one of the best Sonic game in the franchise) and when I finished the game I felt underwhelmed it doesn’t help that final level and final boss was pretty bad and anticlimactic but otherwise this is good video.
@@coolr850 respectfully disagree. I can why some people can feel lost after playing Shadow Gen but for me I was still able to quickly adapt with Generations, bosses are not the best especially the Time Eater nontheless a real treat to play as Modern, Classic is a bit "heavy" to control at first but then it goes fine
Considering I love Sonic 3K, Adventure 2, Colors, and Generations, which are all some of the safest takes possible, I would hardly consider myself a contrarian. I wouldn't consider JebZone as one either, considering the fact that he liked this game.
all i wanna say is that i despise the song that plays at 04:09. how can someone allegedly choose to listen to such garbage?? honestly, I cant conceive the idea of someone jamming to such annoying music.
You don't like the Doom Morph ? Skill issue.
Not liking something is a skill issue?
The doom morph SUCKS
@spontman no, but if he don't like it it's because he don't how to use it, so skill issue.
@@TeriosOrphuestbh This made no sense
@mobas07 Just like your skill in the Final Horizon trial,LOLOLOLOLOLOOOLOLOKOLOLLLOLOOLOKOKOLOI7UGUUWI8HR99_×€#&89297\}\♤\《♡○•}° LOL.
3:39 Correction: the sonic jam skin was a bonus for people who subscribed to the game's website. Of course, after the game released, it became paid.
TBH this game is goated in my opinion
10:07 that is simply not true.
There are 3 different remixes for Radical Highway for each Doom encounter. Whether you think they're bad or not is subjective but I can confirm there are atleast 5 different versions of Vengence is Mine in this game.
I will take your word for it
the remixes all kinda sound like different parts of one song to me honestly, they aren’t that much different so i think his point still stands. radical highway act 2 ftw tho that shit slaps so hard
@@visionxry they technically are. They're all part of one song in the official OST release today in "Doom Zone"
I’ll be honest, I pretty much disagree on all your opinions, but I do find your videos/opinions interesting. But I’m one of the few that think Sonic Generations is only okay and Shadow Generations was much better. I don’t know if they’ll ever make a new Sonic game you’ll really like, but I hope they do someday.
I wish all Sonic fans handled opinions like this
@@JujuJimenezM We're Sonic fans. It's rare for us to be satiated with anything just due to the torture we endured since October 2013.
2:59 even funnier, not having the drop dash in Classic’s skills means nothing, he can still drop dash
thats not funny
If the future of the Sonic franchise goes in the direction of Shadow Generations, would you dislike that?
Because honestly for me I would really love it
For me that's the Bad Future.
@@spontman least jaded and cynical sonic youtuber
@@spontmanat least, a bad future means a better Metal Sonic theme. 😅🥁
@@spontman
Same thoughts, I stopped caring about Sonic for about a month now and I’ve never felt more proud of myself since then.
Regarding Radical Highway, Black Doom keeps bringing Shadow back there because he wants to bring Shadow back to the same head space he was in during the events of SA2. It's the kind of thing you have to piece together yourself that I haven't seen in the series since... well, SA2, and I appreciate it.
Either that or Black Doom just thinks Radical Highway is so cool.
Lol during the livestream I made a joke about it being his favorite level, afterwards I saw all the memes and felt vindicated
You know, that actually makes sense
Yeah no, that’s just a fan theory. It’s just cope cuz in reality it’s just them reusing assets, which is fine but stop pretending it’s something it’s not
@@milkman3214Aside from the fact that you obviously don't understand what subtext is, Kirk Thronton himself stated this to be the case, so get out of here with your smug attitude and talks about cope.
But seriously, Black Doom's plan is to turn Shadow into a weapon and awaken his anger, and you can't make the connection between that and bringing him back to the place where his hatred for humanity was at its peak? Lol. Lmao even.
It can be both, you know that, right? Also, Twitter Takeover literally confirmed that it was Black Doom messing with Shadow.
Something worth noting about Doom Morph is it actually has Adventure-esque physics. The control isn't as precise, but you can feel the difference in the movement, and you're able to launch yourself off of ramps the same way you could with the spin dash. Mods that improve the handling put this into even greater perspective.
I bring this up to emphasize that Sonic Team CAN make these physics work, yet it's not done for Shadow himself. I thoroughly enjoyed the game regardless and consider it to be among the series' finest entries, but there's this lingering knowledge that it could have been the apex had it been given a robust physics engine.
I think chaos control truly shines when you're time attacking or getting an s rank. You essentially have to plan out your route: do you go for the fastest route or do you go for the route with the most enemies to charge up chaos control? When should you whip out you chaos control for the maximum time saver?
I also think you sell the level design short here. Speaking only on the 3d stages, they may not be as robust as Sonic gens, but they still feature the interconnecting pathways that make for a good sonic level. I just wish you could skip the mid level cutscenes.
Bro, I thought I would never find someone who had the same thoughts on this game as me. I agreed with pretty much all your complaints and portions of praise (They cooked with the cutscenes and story).
I was one of those who were sceptical pre-release since, as you said at the end, everyone treated this like the second coming of christ. This is all because this is the first recent sonic game that isnt either broken or straight mid/bad. I played it early with an emulator and it was good. Imo kingdoms valley act 1 was the only amazing stage, the rest were mid. The bosses were aight but boring.
Imo the fandom is still the worst part of sonic, which is part of why I stopped following sonic after frontiers after being a fan for pretty much my whole life. In this comment section, I have seen many people hating just because you didnt praise the game as if it saved your life. I guess fair criticism for the purpose of improvement is a crime now.
Also yes, I hate the frontiers engine too.
In a nutshell:
SA1 & SA2 = Good physics + Good controls.
Unleashed, Colours and Generations = Very Good physics + Bad controls.
Frontiers and Shadow Gens = Bad physics + Very Good controls.
As someone who has played both Adventure games to death, I have to admit that the controls are not good. You have to be so delicate with the control stick to not fling off in another direction when moving at high speed. It's the opposite of boost games where you feel fine when moving fast but awful going slow. It's not an issue for me now since I've played them for twenty years, but it became immediately more apparent upon playing this game and watching other people try to play Adventure.
I think Frontiers and Shadow Gens I think did manage to strike a strong balance between the two so platforming and moving fast both consistently felt good. Boost game platforming always felt bad, and going fast in Adventure had too steep of a learning curve behind just turning while running because of how slippery it was.
To be honest, the rewrite with references make sense, this is an ANIVERSARY title, if there should be references anywere, it should be here
I DEMAND that you leave a list of all the music you use in videos, either in the description or at the end of the video! Your choice in music in several are amazing, and it's pissing me off to much that I don't know where to find them! >:(
Great video though! I have to agree with most things here. Even though Generations clicked with me better this time round, that title has a number of flaws that arguably could've been fixed e.g. not being able to face the direction you press when in midair, 70% of challenges being boring and frustrating af.
Shadow's levels are exactly as you say, but I don't think you put enough emphasis on how much boring they become when you consider that they're also 2-3x longer than Generation's.
I get the feeling that Shadow's portion of the game is Sonic Team testing fan's feedback for the next game. Under this logic, it makes sense why it feels like Frontiers 1.5. Small changes here and there, as opposed to their often approach of throwing the baby out with the bathwater whenever a game doesn't land correctly.
All of the music is by Accelio. He has a pretty small discography at the moment so I think it's worth listening to all of it. www.youtube.com/@AccelioMusic
12:39 i think the reason why newer sonic games such as sonic frontiers and specially shadow generations don't feel slippery anymore or slippery to control is that i think they finall find a balance between speed and controls which gives you more control over the character and more precise here and there.
They could've done that forever ago but they didn't cus they didn't want to. The boost games aren't meant to BE precise & even then colors was able to find a better balance than this game
@@nightlydata2181 ok ya'll mfs complained about about the controls are slippery as fuck and now it's tight ya'll want it to be slippery again? ya'll truly don't know what you want anymore either make up your damn mind already or shut your damn mouth up! it feels like you are complaining just for the sake of it..plus i prefer it better this way.
@@nightlydata2181 ok ya'll mfs complained about about the controls are slippery as fuck and now it's tight ya'll want it to be slippery again? ya'll truly don't know what you want anymore either make up your mind already or shut up! it feels like you are complaining just for the sake of it..plus i prefer it better this way..
@@nightlydata2181 didn't ya'll wanted the controls be more tighter and now ya'll taking it back? make up your mind already! omg plus if prefer it this way..
@@JakeThehedgehog-m1x I NEVER SAID THIS. I know wut makes the boost great & I've only wanted an improvement on that. Shadgens is not the direction I'd have gone wit it here. The overprecision jus makes things less fast & a number of other things that even spont mentioned. I never asked for this. I do not prefer it for boost & never will. I'm in the minority cus most ppl prefer this over prior boost games. That spells somethin bad to me for its future as it's my fav style in the entire series. Don't jus assume we're a goddamn hivemind that changes opinion on a whim
Around 5:46 The worse part, it's that this rewrite it's only for the audience outside of Japan, it's why they haven't change the majority of the animations... I word it like this, because im of the camp that the change to the opening cutscene of Amy trying to hug Sonic, and him stopping her with one hand, it's funny, while now having Amy with cupcakes looks at Sonic trying to get his attention now it's now close to the territory of stalker... Congratulations a pointless change that kicked humor for being creppy.
As someone who loves Shadow Gens, I can really see where you come from with points and do agree with certain ones especially, like the doom powers feeing limited and so underused doesn’t help with the length of the game. And the precise physics honestly yea I agree, sure it’s more precise but it’s at the cost of the speed which can feel really slow in certain sections which I don’t think pp want to feel in a game about a fast blue rat. To conclude this truly is a Christmas miracle with the return of the Spont, have a happy holidays dude, and what should we takeaway? “Without the time stones?”
For me Sonic X Shadow Generations is fantastic, loved every second of it. I hope the next new game will be similar in a larger scale.
Also I loved Sonic Frontiers, one of my favourite games.
And Merry Christmas everyone
i do gotta agree that the boost formula works better with more slippery controls, it's what makes the reaction based gameplay work (especially for unleashed imo). However, for a game like shadow gens, which i'd argue is more focused on fast-paced platforming rather than reaction based gameplay, the tighter controls work a lot better. I do think there could've been proper physics in this game tho, which is also a problem that frontiers had.
(also i love most of the remixes in shadow gens but to each their own lol)
Your Sonic takes are BASED!
I love his opinions tbh I agree with all of it I personally believe the fan base is just coping
Dude, you put the perfect picture of why I dont like the difference in controls between frontiers and gens. The slipperiness of the early boost games make the character feel almost existing in its own world and weighty. But in frontiers and shadow gens, the tightness of the controls make it feel like you are as light as paper and a basic video game character controller plopped into the world, instead of feeling like the character is apart of the world.
nice this popped up a day after i saw sonic 3 in theaters (i thought it was great honestly ngl)
Wait, this isn’t Busty Babe simulator 6900. 0/10
Now that I think about it, your right Shadow Generations is litteraly just a slightly better Frontiers and honestly most Cyberspace OST's were better than the ones in Shadow Gens, excluding Kingdom Valley & Rail Canyon Act 1
Here’s an important issue about that so In shadow generations the Time eater consumes all of time and dimensions which includes some that are from the far future that’s why we see some of Sonic’s history put into shadow cause all of the zones are all over the place
The first level of Shadow Generations is Final Chase with Final Rush song for unknown reasons.
Pretty ironic but damn what a first level
Whether you love it or you somewhat dislike it, it will be interesting to see where sonic wull go after this, with the bigger budget and all.
I feel more or less the same way about this game. As James the AVGN says (I'm going to paraphrase) a lot of modern sonic games like this one "feel like they're on autopilot. All you do is tap the right button and sonic jumps or moves to wherever he's meant to. You're doing something, but you're not controlling much". Shadow (2005), heroes, adventure, and some older games don't do this in most of their levels, while most games after generations do. Even generations on consoles did it a bit much imo
What makes the Classic Sonic's Drop Dash being a skill is that equipping the Super Sonic skill still gives him the Drop Dash.
as soon as i saw shadow generations will double the playtime as generation. i def knew i had to wait for a sale. thats like 10-11 hours of gameplay out of (technically) two games which is kinda bad. tho while i disagree mostly with your opinions and such (ian flynns rewrite for gens was annoying as hell), i find it interesting how you think about the game. regardless, a well crafted video.
Honestly the only take in this video I disagree with is the notion that 3D Sonic games have ever had pinball physics or level designs built for them. SA1 and 2 controlled great, but you could redirect your movement instantly, slopes were completely borked, and the spindash was achieved by turning off gravity momentarily. And in SA1 it pretty blatantly destroys the level designs in an unintended way.
I'd say the HE1 boost games and Shadow 05 of all things come the closest to a feeling of momentum and inertia, but outisde of a few fan games they really dont have level design taking advantage of it.
Great review, as always.
SA1 and 2 definitely have them. You can test it by walking/running at different speeds on various slopes. There's some gravity nonsense to it I'm sure, but with enough speed you can run up walls and across ceilings without any outside force to assist you. I do agree it is janky as hell though.
U're completely correct
You can really see how much this game is built of lost world when comparing that games run button to shadow gens boost. I liked it when the boost felt like a giant impactful burst of energy that’s hard to control at first, but once you get the hang of it, you can fly through stages. Now it just feels like a run button.
Have you tried any of the doom spear strats? I feel like that completely changed the level design for me
5:07 proud to say that I started singing the jingle when this came up and having the song play as a joke feels validating
As someone who enjoyed shadow gens and played sonic gens a thousand time ,I can agree with some of your points ,after few more playthroghs of both games and direct comparisons,yeah ,sonic gens is leagues above shadow in terms of design and replayability ,shadow gens feels like the franchise is catching up rather then the grand return which is….better then a good step I guess ?when comparing shadow gens to other platformers like crash bandicoot or even indie games like penny big breakaway ,it is a decent game and not the great grand return of sonic which is something ,I can understand why its built off of frontiers rather then gens tho ,the original vision of generations was the current generation running through reimaginings of the past ,and our current generation is the open zone thus why we got future levels ,and the other reason from a development standpoint is to experiment and try redefine their foundation more ,see how people like it then improve for the next game rather then building a game on an abandoned engine that they’re gonna throw after one game ,and despite my disagreements with your other points and opinions I do find them interesting and I always like different perspectives which is why I like your channel ,you aren’t trying to fix up the franchise or acting like it killed your mother after every bad entry neither hyping it up too much ,you’re just a simple guy with opinions about a video game based on a blue rodent :)
no politics in chat please
-Spontman
Banger pog ass yeehaw video my guy. I enjoyed it very much. Just drawing while I listen to you yap is hella nice! Well worth the wait for real.
i don't think I've ever played a sonic game that got old and tiring to play faster than this one lol,it really did feel like i was going through same tropes and design philosophies for the past decade
I think this guy was the intended choice for IGN's review on this game. Thank goodness IGN chose the wrong person instead.
th-cam.com/video/kAIVMhja4CI/w-d-xo.htmlsi=TcGIXNlvOO-_rhWl
I understand what you’re saying about the comparison of the movement from Sonic Gens to Shadow Gens. I personally enjoy playing the old engine more, Unleashed and Generations. As I’ve played those games very often. The old engine felt more freeing and slippery as you mentioned. I also miss using the drift and the air dash as those were good for maintaining speed and platforming. While the drift in Frontiers is pathetic. The current engine is a lot more precise in its movement. I don’t mind the change in the engine as the level design in Shadow Gens benefits from it, along with the new mechanics. However, it sucks that it took over 3 games for the new engine to be improved upon.
You can have an opinion...
Doesn't mean i have to like it
Correct!
I think the perspective on why you prefer the Generations control-style is so interesting, because I'm legit the exact opposite. I really liked Frontier's boost stages because I felt like I had some control over them, so I was super pumped to try out Generations since I heard it was way better. And like, design-wise, yeah it is. But as for the controls, I still don't really like the weirdly imprecise controls he has in Generations. Feels like I'm controlling a car that never wants to move straight. (And a car that is a nightmare to turn during any of the platforming sequences.) Shadow Generations, to contrast, immediately gelled with me. I love the way it feels. Probably my favorite controlling "Sonic" outside of Adventure 1 and 2.
I prefer the tighter controls tbh plus level desighn wise i feel like shadow gens builds levels around the tighter controls enough to be really fun
17:00 why do the bosses in these games have to abide by some sort of primitive boss fight philosophy that the classics had? The worst part of those games to me were always the boss fights due to their repetitive and boring nature. They felt like a distraction from the actual levels, which to be fair, is something you can say with about a lot of 3d sonic games, especially adventure 2. Shadow gens bosses to me are the BEST this series has to offer so far because they are mechanically interesting, great spectacle and all around just damn good fights.
It is by no means a primitive philosophy, as evidenced by the fact that all kinds of modern games (hack n' slashes, beat-em-ups, spectacle fighters, etc.) use a similar approach of having the pace of the fight be dictated by the player's skill. It's just a more engaging way of designing bosses as opposed to forcing the player to wait through a long attack cycle before they have an opportunity to hit it once, only to rinse and repeat.
@@spontman You actually can do a lot to speed up bosses in Shadow Gens though. Hitting more ramps and redirecting more missiles in part one of Metal Overlord gets you to his phase 2 a lot quicker, Mephiles can be advanced to phase 2 in one less volley by squeezing in more normal punches before doom-kicking him into the SM64 Bowser-esque bomb pillars, though... really for the most part the major things you can do are just figuring out what the vulnerabilities are rather than improving your execution. This is also why the second part of Black Doom where you're using Doom Morph is the best part of that fight... Doom Morph allows for a lot of skill expression and if you are good with it you can frequently clear a whole obstacle course in two jumps. Biolizard otoh does lack anything like that. I think Shadow Gens bosses have a fairly good balance over all, but yeah, future titles do need to lean more into skill expression mattering more than learning the openings.
@@spontmanI wouldn’t necessarily call that a more “engaging way” to design a boss. This is definitely a subjective topic, but like I said, I find classic sonic bosses boring. I just don’t see them as anything more than a distraction, something to put at the end of a level because you can’t really have games like these without boss fights. Also, I think I misspoke when I called those types of bosses primitive. I don’t think they are all primitive, I think they are primitive to the modern sonic series.
Specifically, the 3d games. Sonic frontiers quite literally proves my point because those titan boss fights have lost a shit ton of their fans over the years. Almost everyone nowadays calls them great spectacle, but mechanically boring fights. And guess what? These fights follow almost the exact same design philosophy most of the classic sonic fights took. Hell, sonic adventure 1 and 2 also took this philosophy as well, with the character battles, and I thought they were horrible.
I’m sorry, but I just don’t think classic sonic style bosses can work in a 3d game without being boring. I already find classic sonic bosses lame, so I would HATE it if modern sonic took more notes from something that probably works better in a 2d game anyway. Besides, I wouldn’t say that the bosses in shadow generations go through a “long attack cycle” anyway. The bosses can all be beat in a few minutes really. And I honestly think that for the few minutes of screen time they do have, I’m always on my toes anticipating what they do next. I never personally feel like I’m bored out of my mind when I’m waiting for an opening. Yet you’re making it sound like this games bosses has sonic superstars levels of padding. Also, sorry if this comes across as overly negative or whatever. I just wanna state my opinion because hey, it’s always fun to have a conversation about this sort of stuff.
I actually think that all stages apart from Radical Highway being mostly sonic stages is an intentional choice. If you think about it, the white space that sonic and shadow are in is sonic's white space since eggman's goal with white space was to remove all the losses (past and future) with SONIC he had and change time as he pleases. That's probably why there aren't any shadow 05 stages since the main villain of that game was Black Doom. Radical highway is the only exception since it takes place inside the Black Moon which is seperate from white space and Black Doom has complete influence over it
Tbh the think I really like about your videos is that your videos and opinions is that even when you disagree with the majority you explain your opinion,most of people/reviewers will just drop their opinion unexplained and acting like the "new wielder's of the truth" and "everyone is wrong about this".
Keep good man
i like when people be critical about games
He thinks it’s okay?
It must be great!
Peoples must prefer better controls overall if everyone likes it. Since the level design is pretty good, peoples won't care as much about little details most aren't going to see. Or they can overlook it since it's not that much of a big deal. It doesn't end with a bad final boss and level unlike sonic generation and the end for any game is really important. Like the beggining
0:18 shoutout @JebZone ! I love that dude, he a cool dude.
That was the funniest shadow gens review I've seen in and that is NOT a complaint AT ALL
5:51 except one thing...the characters are less flanderized now imo like they feel more like themselves now instead of flanderized for comedic relief and comedy slapstick which is something i perosnally appericiate like sonic doesn't say ((hey! not cool)) anymore when his friends get sucked up by time eater or amy doesn't knock knuckles to the tree anymore solely for knuckles because it really made him look like a joke so in the rewrite he's less treated as a joke and sonic doesn't pushing amy away(because imo it's so out of character for him to actually be a jerk to his friends) instead amy looking silly and cute and offering a blue and pink cupcakes to sonic and hopelessly in love with him i consider that an improvement that's why i appericiate the rewrite for the most part that the characters feels...less flanderized although some lines was definitely unnecessary and the delivery is worse.
Except the rewrites does flanderized them more.
@@Skeleton20133 no
@@Skeleton20133 L
@@Skeleton20133 u're right
@@nightlydata2181 L
you put it into words i couldnt for shadows part
tbh i really love the game
but it's only fair to say that it IS worth it but MAINLY (or only) if you like the frontiers style and like shadow and basically want sonic generations but can't get the og
damn you're the first one i've seen call the $50 value into question, i kinda appreciate that but the platinum trophy took me like 40 hours personally (i haven't played generations often recently)
16:49 you would rather shadow’s most iconic and common ability be left out the game? this goes for the doom abilities as well, by removing the unique abilities shadow has access to whats differentiates him from sonic?
haven't watched but i'm 99% sure it's complaining about runtime and the doom morph
Around 7:40 Well except when you ignore the fact that Sega of Japan came out and confirm that this story wasn't the sole work of Ian Flynn, but the team effort of Sonic teams Japanese writting team, the Lore team and Ian Flynn, but it was easy to just credit Ian Flynn... Why did they come out to say this? Why because the Japanese games while they follow the concept of the english writters are usually re-written in Japanese by Sonic teams Japanese writting team, so their stories are a bit different (Look for Windy if you are curious of the re-writes content)... So you can imagine the surprise of the Japanese players when they look at the credits and they don't see the usual people but this guy name Ian Flynn, "what's up with that?" they wonder, and not in a positive light they do, so Sega of Japan had to come out and confirm this... Which having in mind that story of Shadow Generations has only one scene with cringe references every 2 seconds, you can imagine that Ian was corrected multiple times in this team effort... This last part is what i truly think.
Thank you for putting this into words at 13:33 I was wondering why the game feel never clicked for me
FORZA HORIZON 4 MENTIONED!!!!! 🚗🚗🚗 2004 SUBARU IMPREZA WRX STI MENTIONED???? 🔥🔥🔥 IN A SPONTMAN VIDEO?!!! Today must be Christmas
I definitely can see your points. I wasn't a fan of the Cyber Space levels in Frontiers. While I do think the Shadow Generations levels are an improvement, the fact that I am reminiscing on what they could have added tells me that there is definitely room for improvement.
The fact that there is no actual level from Shadow the Hedgehog (2005) is insulting. I know people argue that the Space Colony Ark level or even the Extra Tokyo level DLC (crap DLC btw) can be looked at as Shadow (2005) levels.... but I ain't convinced. One is looked at as Final Rush while the other is a movie tie in....
I also wish that the doom powers were used more. Hopefully, we will get more DLC levels that improve on this. Sonic Team and Sega better not make the same mistake they made with the original Generations. This game is built for DLC, so they better take advantage. No simple pinball level.... and hopefully more than just that extra Tokyo level.
You *could* argue that 'The Arc' isn't actually Final Chase but an amalgamation of a series of levels from SA2 and Shadow. There's pieces of Final Chase in Act 2, there's interiors in act 1 that don't really feel like they come from any of the games, and that general approach seems to be what they did for a lot of the levels.
Only reason why I haven't played it yet is because I don't feel like paying for sonic generations again and wanna wait for a like, 15-20 dollar sale regardless of how long that'll be.
One word: 𝙥𝙞𝙧𝙖𝙘𝙮
It's about 15 dollars off on Steam right now, unless you mean you want more like... a 20 dollar price tag.
Broke boy.
17:00 Come on man. Spits in the face of the classics? Sonic games in general have pretty mid boss fights and some of them are repetitive as all hell.
Sonic the hedgehog: Eggman’s springyard boss, GODDAMN Eggman’s Labyrinth Zone boss and Eggman’s final boss fight.
Sonic the hedgehog 2: Eggman’s chemical plant boss, Eggman’s submarine boss, Eggman’s carnival boss and Eggman’s second drill fight.
Sonic 3 and Knuckles: The dumbass Egg Golem in sandopolis, Eggman’s lava reef boss, Eggman’s mushroom cap boss and final chase.
I love the majority of these bosses by the way. But saying that the bosses in Shadow Generation are repetitive and spits in the face of Classic Sonic games is very disingenuous.
I would like to quickly add that Ian Flynn putting in those references is not to make you laugh. The references are literally just that. Sonic mentioning the time stones is not said to be humorous. He mentions the time stones for world building reasons. The characters are just using knowledge they gained previously and trying to apply it in their current situation.
Yeah, Ian is actually trying to build a continuity that makes sense. The only reason it feels weird is because 2010's Sonic barely cared about it's worldbuilding
@KiiBon I would say OG Generations cared about referencing it’s history. The whole game is literally Fanservice the game. Which was cool at the time but they did nothing with it. Cuz after Generations was a huge step back into a sinkhole. Sonic Boom, Lost world and Forces. They tried to rework the wheel to please general audiences and when that didn’t work they tried to appeal to nostalgic Sonic fans with Forces. But it was obviously rushed and underdeveloped. Sonic Team and Ian are trying to help bring continuity into the franchise. Though Ian does love his references, he is not doing it to bait fans. He just genuinely love Sonic and his history. Let the man toss in a silly time stone reference, cuz lord knows we might not ever get to see little planet in modern gaming ever.
I feel so seen with this video. I agree with 90% of it, and will be using it to represent how I thought of this game since its release.
The thing about the controls especially, as I think Shadow Generations feels afraid to be a Sonic Team Boost game, and unlike the gameplay styles seen in Sonic Frontiers, it's not open or compact enough to justify how limp it feels compared to Sonic Generations. If they want tighter controls, why shouldn't they skip the Generations influence entirely and look back at the Sonic Adventure series?
I love Sonic Generations. I love Sonic Frontiers. In my view, Shadow Generations fails to fully represent what I loved about either of them, and is instead a game that sits in the shadow of both in trying to be everything. So I'd rather just play those, y'know?
At least I won't have to wait long for a game I *can* put above a 7. I have a lot of confidence in the Sonic Frontiers sequel, and if the Sonic Heroes remake is any good, I'll be the happiest I've ever been.
that's a good point on them bein afraid & bein in prior game's shadow
This video is so real. Game is good but I was not a fan of many aspects of it so seeing people glaze it and say its 10/10 is so tiring. Its good and thats it, 7/10
Who can agree that this is the trashiest Shadow Take ever?
This was a video.
Giving credit when it’s due, I DO agree with some of his points (the questionable zone choices, the overuse of radical highway, and the colors-like padding)
but ngl man most of the time he kinda sounds like that one IGN journalist reviewing Sonic Unleashed. A lot of the stuff he talks about with the controls and level design sound like nick picks more than anything
Can you explain why you think that???
I personally would call it my favorite 3D Sonic game.
I get why someone would prefer Sonic Generations though. It’s my 2nd favorite 3D Sonic game.
I like the doom morph. it reminds a lot of the SA1 spindash where if you really understand it you can take advantage of it.
Also this could just be me, but I think it was the most fun Sonic game to time attack besides Sonic 3 and Knuckles. The spear glide has its cheese while not being absolutely game breaking like the homing boost.
I would also say the one thing that puts it leaps and bounds above frontiers is that the collecting collectibles in the open zone is actually fun. I don’t feel like I’m sitting through stupid and boring puzzles.
I also really liked the bosses. I found them far more interactive and fast paced.
I would personally call it my favorite 3D Sonic game with my 1 and 2 being mania and S3&K.
Lastly, isn’t lost world a Hedgehog Engine 1 game meaning frontiers & Shadow gens was more built on forces and not lost world?
Sonic fans hate S...Shadow? Huh.
Algo booster comment. Respectfully disagree about Shadow Gens but you laid out your criticisms fairly and coherently so they’re fine by me.
sxs gens was my first boost game ever so i don't have much bias at all i think and i have to say the controls on shadow gens just feel so much better, atleast to me. sonic usually felt pretty bad whenever he wasn't boosting. also shadow having a double jump felt so much better than the weird little freak airdash sonic has so that's a big reason as to why i think shadow controls better
I can't believe you can't drop dash in the hub world.
Interesting take on the game i personally loved it but the criticisms u brought up I agree with but it doesn't ruin the game for me
Idk how is your playstyle but in my personal way (speedrun way if I'm especific) its pretty enjoyable and freeze time is one of the mechanic which you can express how's your journey without any other mechanic
Chaos control made the levels more vibrant than other sonic for exception sonic gens or unleashed
Find routes to optimize your time is awesome but if you don't like it its already ok
Everyone has an opinion and also and style which we have to respect (even if don't like the idea) so if you don't like the game its ok
At least your the first person i heard Don't like much the game like other (me include) so its interesting see someone commented why didn't like on this great game on first hand
Looking back on it, I find Shadow Generations slightly weaker than Sonic Generations. Shadow Generations has slightly more padding than Sonic Generations since you have to go to the boss gate in order to spawn the challenge acts rather than having them appear after clearing all of the levels in that era and you have to clear all challenges acts to beat the game rather than only having to do 3 of them for each boss gate. I also find myself playing the fully 2D levels less than Sonic Generations since you have a completely different game style for Sonic Generations with the broken Spin Dash giving the levels more depth. Shadow Generations 2D levels are just way more restrictive since the Chaos Spear boosting isn't any near as effective in them.
I agree on the challenge acts complaint it's so annoyin cus u jus wanna move on to the next thing
Black Doom wasn’t brought back by the Time Eater. The Time Eater just accelerated his plans. The game is bad at explaining this and I think you need to watch the animated shorts, that for some baffling reason aren’t integrated in the game’s gallery. One of the enemies from Shadow 05, is now called a larva. And it appears that the one that Professor Gerald used to make Shadow, was still alive on the Ark and Black Doom used it to reincarnate. This also explains why everything started on the Ark.
Yeeeaaahhh, no. Just because it's your opinion doesn't mean it's valid.
🤡
What kind of reasoning is that? Lmfao
Being objective and subjective ig
Although I agree that it is a bit too different from Sonic Gens, open level design and more precise controls vs linear level design and slippery controls are just preferences, I and more people like to have more control over the player character and having more pathes to take because of replay value, it's okay that you personally don't like that but that's just an opinion, it's still a boosts game just a little bit different, and if Sonic Frontiers 2 has side levels like this then that's perfectlly fine
I think you've got to give the 'spear gliding' trick a try to get why this game is hitting hard for some of the more hardcore players. Really brings in some of that frantic hard to control but powerful aspect that you are missing from OG Generations. It's really fun. Might need to remap your controls for it though... I swapped chaos control and chaos spear to make it work for me.
That said, I have a lot of trouble going back to Generations because the sloppy control in that game just kinda feels assy to me now. I totally agree that boost needs to go, but sloppy controls are sloppy controls regardless of whether or not you like the challenge of wrangling them.
9:45 Watch him contradict himself
For those who don’t understand, he just said that they had no levels from shadow the hedgehog, then he said he has a problem with reusing the first level of shadow the hedgehog.
@@luafamilyhe meant Shadow the Hedgehog the *character* and not the *game* .
Radical Highway is Shadow's first level as a *character* not a level from his *game* which he spoke about.
I really don't think referencing past Sonic stuff is an issue in this game, it's an anniversary game meant to reference the series in general. You literally play past levels, so referencing past stuff isn't a big issue I find. Also I wouldn't put all the blame on Ian, he isn't the only person who has something to do with dialogue. He can't just write whatever he wants and then poof it's in the game. It has to be approved by Sega, looked over by editors and the lore team. To me it's a bit disingenuous to place all the blame on Ian. That's just my thoughts on the dialogue.
I don't mind Shadow's music, it's alright. Not my favourite but it doesn't bother me and I don't dislike it. I don't think it's bad.
Like I said in the video, the problem is the EXECUTION, not the references being there in the first place.
I hope that a new game can capture what all of us love from Sonic. As for me Shadow Gens is a 8.5/10, I really think you should play it more. I can respect your opinion even though I disagree with it.
I think you just dont like fun
If that were true I'd love this game
What??? 😂
Skibbidi ribbidy these takes are abysmal 💀. This is the best boost has felt. Sonic gens feels antiquated after how much ive ran through shadow gens
Boost is a bad formula in general, but whether it's the best it has ever felt or not is going to depend on whether you want more control or more speed. Gens boost is faster, I don't personally like it, but I get that there are people who just want to feel like a rocket.
What the hell is this comment?
(I'm referring to the skibbidi ribbidy part)
@@deedoubs don't see why it's a bad formula if the level design is great ¯\_(ツ)_/¯
@@Amperedz19245 Well there are two sides to "the boost formula", and only one of them is the boost itself... One is that the boost lets you get to max speed instantly with no particular constraints, the other is that this change leads to a very specific set of level design tropes based around the boost gameplay like triple rails and side stepping sections that we've just seen way too many times at this point.
The first means it's very difficult to work how you gain speed into the level design because there is just no point in doing so. And because speed is so freely available they are always trying to prevent you from using your freely available speed to cheese jump your way over the level design. Part of what makes Shadow Gens so good is that they accidentally left in an opprotunity for player expression with spear gliding that brings in a fun risk/reward attribut which when coupled with the limitations of air boost and double jump usage works well, but played normally the stages don't have *that* much replay value.
Firstly, Merry Christmas!
I generally agree with the sentiment here, but for different reasons. I feel the Sonic Generations remaster was very underwhelming, making several unnecessary changes that only serve to damage the overall experience. The story rewrite is particularly bad, and it has effectively killed any interest I have in future remasters. Could you imagine if they had Flynn rewrite Adventure, Heroes, or Unleashed? It would be a disaster for sure.
As for Shadow Generations, I enjoyed the game way more than I thought I would've. It's honestly the most fun I've had with the series since Mania came out, and maybe since original Generations came out back in the day. My only real problem with it was that it should've had more content, mainly from Shadow 05. The story does have some oddities that should've been ironed out, mainly the forced references and the stuff about Maria visiting Earth. The Doom Morph also sucks, especially because its niche could easily be filled by the Spindash or something. Despite my enjoyment of Shadow Generations, it does just make me wish Sega would just drop the boost already. The best parts of Shadow Gens was when de-emphasized the boost and focused on its new mechanics to open new routes.
Wow, it's been a while since respectfully disagreed with a video to that level.
Most of your complaints I see them as qualities, like the lack of slippery controls, for me and a lot of people it's clear that they're leaning more and more for a boost/pinball physics hybrid, I mean look at the level design, boost games always had branching paths but never to that level, because the controls didn't allow it.
I also heavely disagree with your take on chaos control, it's not just a "make the game easier button" it's used to solve micro-puzzles both in level and hub, rewarding good use of it with shortcuts, a timer frozen either way and for the bosses there's a cool cutscene that allows a free hit, balanced by the fact that said cutscenes can only be used in specific parts of the fights.
You also made a mistake when you talked about final chase, while it uses the music from the sonic version of the level, in shadow gens it's simply labelled as "the ark" and seem to be an amalgam of all versions of the ark:
Sa2 Sonic's music, in act 2 sa2 shadows gravity gimmick
In act 1, shadow 05's gravity pannels
One of the challenges acts is even a reference to one of shadow 05 mission, where you have to destroy the artificials chaos (this level being a flashback in the original game).
Of course the game isn't perfect, the music, while not horrible is not as good as in other games, doom morph is not just hard to master, it's cluncky and badly explained, and the lack of shadow 05 level is criminal, especially when everything else from this game is here.
I think the soundtrack is killer I like EDM but I would like some more guitar yk like Rail Canyon Act 2 but that's just a personnal thing, too bad you think it's weak but it's okay
@Amperedz19245 I mean it's not bad, I just don't like it as much as other sonic musics (with a few exceptions I really like)
@@lehashura490 fair
I didn't understand your take about the level design. Why exactly is it bad? It's better than any boost game til now, and ima say it, its better than the adventure games.
It's not better than the Adventure games and you can't compare it because the purpose is not the same. The Adventure formula was exploration based with multiple gameplay style while Boost formula uses the speed as is main gimmick with linear stages but with some hidden path that can totally change the experience
The level design critiques are so bad, they are nothing like cyberspace, like at all. You actually have to be arguing in bad faith to act like they do
Let's go over the og cyberspace levels (which aren't many due to how lazy the game was) but what do they consist of ?
- 1 minute length as you mentioned
- no alternate paths
- felt like autopilot sim with the automation
Shadow Gens actually has branching paths, the most a boost game has ever had with tons of speedrunning potential even without the insanely fun spear gliding technique that relies on you moreso being good at the game than shitty automation. I'm sorry, I respect opinions usually but when these critiques are this poor and the fact you didn't even bother looking for your video on the fact Radical Highway has different remixes or even that Black Doom return isn't even cos of the time eater.. tells me a lot. It's not "oh they mad at different opinions" is why a lot are disagreeing with the vid, yeah sure.. some are whiny children who at the drop of a hat lose their shit when Frontiers gets insulted for being well.... frontiers. But the reason people take issue is these big issues you mention really aren't from a game design perspective. They are at *most* nitpicks and aren't valid criticisms of the game, and no "it's just my opinion" isn't a valid defense, if you make shoddy critiques, then yeah those points will be criticised.
You make good points with the colours esc padding and powers being like colours which yeah... kind of proves my point personally regarding the serious problem with double standards with the fandom but other then that, just really bad critiques on the level design that aren't even true in the slightest.
I said in the video that the level design is competent and I acknowledged the branching paths. My verdict was that the level design was improved from Frontiers but my fundamental issues with the game's control made them feel boring and hard to enjoy. You have somehow interpreted that as me saying that the levels are exactly the same as Frontiers cyberspace. Maybe you extrapolated that from my first impression of the trailer and turned it into a strawman, and if so, I don't think you're in a position to preach about "bad faith arguing". I agree that I was mistaken about Radical Highway using the exact same remix every time and the Time Eater being the catalyst for Black Doom's return. I don't, however, agree that it invalidates everything else I say in the video. That sounds more like "nitpicking" to me.
About the references, why did you call it reference humor? You took those to be jokes? The way I took it, it seemed like a correction to point people in the direction of the older games. Like the time stone thing, people would be like "I wonder what those are" and then play Sonic CD.
Aside from that, I felt pretty much the same about the whole package
Humor was the only purpose for them I could think of beyond "look he said the thing!!"... I was probably giving them too much credit.
Sigma sigma in my hand who’s the rizziest in the land
ITS ME IM THE RIZZLER
I like the new dialogue much more. it's wroted so much more the better and stuff. gee i wish i was a perfectly written sonic character, like maybe shadow or something wow or even tails the fox with two tails!!!
Same , but It did feel a bit rushed tho
Shows your low standards in writing.
@@Skeleton20133 another L just because someone like the new re-write doesn't mean they have low standards they just have their own preference and opinions and different tastes you don't need to insult anyone for liking the re-write just because yourself didn't and also when you say low bar it's not like the original one was actually good anyway.
@@JakeThehedgehog-m1x They have low standards.
@@Skeleton20133 Opinions exist!
I'll have you know I actually did want this opinion
I think you briefly touched on this so I'll just throw my opinion out there. I do not like the boost games because they are hardly even platformers outside of the 2D sections, and those are unquestionably inferior to the original Sonic games. Sonic controls with the handling and weight of a car in Generations. That's why he has a dedicated drift button. No other platformer needs a drift button. It's like you're playing a racing game.
This is why I've been pining for Sonic Team to truly build a game around Sonic's physics. Fan projects have pulled it off, so surely they can do the same. It would bring the series from racing game with minor platform elements to true platformer that happens to move fast. I don't think I quite understand what's supposed to be fun about Frontiers when you barely interact with the environment. Imagine all you could do with the slopes and jumps if the momentum worked correctly? It would make the open world concept that much more unique and fun to Sonic.
THIS.
IMO , I've think an option in-between would be best , Make the main way to get speed is physics and use the boost to carry the momentum on and as a lil bit for extra speed, so basically nerf boost but for the love of everything DO NET GET RED OFF IT FOR GOOD , make a game without boost fine , but don't just throw the boost formula away for good .
The whole point is that it IS a car in the earlier boost games so idk y ppl say it like it's an unintended & unfortunate thing. I do love the boost but it would be nice to actually get a sonic game that takes the games in a place that's more sonic like than the boost
Dude if you think this game does not live up to the hype even tho there were somethings you said that are not true then keep it to yourself and move on.
nah
I love this game tbh. Hard disagree, and i didn't really like frontiers. I love your vids tho, so I'm not too upset
Sigma sigma on the wall who’s the skibidiest of them all
@@RameNoodls it’s me I’m the skibidi slicer
rouge got censored for no f-ing reason
if i ever play this game its getting pirated and modded to be sexy and no i dont care if you take issue with that
Keep forgetting people get freaky over a cartoon bat. Imagine getting mad over not seeing cleavage. It's a kids game!
@LegionOfWorldWarriors i grew up with that cleavage
I think the way you talked about Shadow Generations is kinda how I feel about Sonic Generations (which is considered to be one of the best Sonic game in the franchise) and when I finished the game I felt underwhelmed it doesn’t help that final level and final boss was pretty bad and anticlimactic but otherwise this is good video.
finally someone who understands what I feel
@@coolr850 yeah Sonic Generations is kinda overrated imo
@@moncay3238 ye like the lvls r the only good thing , but I still do hv a soft spot for Sonic Gens, it's just looking back it's not all that lol
@@coolr850 respectfully disagree. I can why some people can feel lost after playing Shadow Gen but for me I was still able to quickly adapt with Generations, bosses are not the best especially the Time Eater nontheless a real treat to play as Modern, Classic is a bit "heavy" to control at first but then it goes fine
@Amperedz19245 ye tbh it's only near the end of Sonic Generations where it starts to get a bit of a chore , but everything else is pretty good
Oh this par for the course of course people now start to dislike it
Dont confuse skeptical with contrarian lol
Considering I love Sonic 3K, Adventure 2, Colors, and Generations, which are all some of the safest takes possible, I would hardly consider myself a contrarian. I wouldn't consider JebZone as one either, considering the fact that he liked this game.
all i wanna say is that i despise the song that plays at 04:09. how can someone allegedly choose to listen to such garbage?? honestly, I cant conceive the idea of someone jamming to such annoying music.