Fun Sunset Heights fact: In this version of the stage 1 singular Forces Moto Bug appears. Just one Moto Bug in one path in Act 2 exclusively. Edit: As it turns out I am wrong and stupid, there are 2 others on another path. Whoops.
yeah it's quite hard to get to that middle section in the sewers that lead you to that motobug from that path you just mentioned, but it feels so satisfying once you finally do manage to pull that off.
@@vittosphonecollection57289 I mean yeah but you should still get what I mean when I say Forces Motobugs The general problem is there's not exactly a lot of great ways to refer to the Forces designs, I sometimes see "Mass-Produced" but that only really works for the Death Egg Robots since all the normal enemies already are mass-produced.
Sunset heights just feels complete here...mainly because it ain't like a minute long AMIRIGHT? Real talk tho, they absolutely killed it with this stage, kinda funny since forces is the first Hedgehog Engine 2 game, and here we are with waaaaay better controls. We've come full circle!
It feels like they didn't want to change up the level layout too much and they kind of just added more obstacles in every path, effectively making it a real level instead of a baby hallway game. It's very true to the original in a way where this feels like a 'Forces Director's Cut' in a way. Even the boost movement in Shadow Gens feels like Forces (but reasonably nerfed)
If only Sonic Forces had level design as good as this. Damn, I feel like making a Forces mod that replaces the original Sunset Heights with the Shadow Generations one.
This ur favorite levels too? OH MY GOD TWINS! But fr I love how much they improved upon sunset heights. That remix is dope as hell and I love that act 2 is dark and rainy. Also the fact that they extended what was a 1 minute level is crazy to me. Gotta be the best level in the whole game ngl
The mass produced Egg Pawns having "no personality" was honestly the point, Eggman was getting serious and conquering the world. Their designs and all the robot designs in that game were supposed to look more intense and less goofy than Eggman's typical robots. That being said I am glad they have that lil flailing animation on the water spouts, gives them some more charm without making them too goofy defeating the purpose of their designs. It's both funny and really cool seeing so many people consider Sunset Heights their favorite zone in this game when it was considered one of the most mediocre levels in Forces. How they did this zone here honestly makes me want them to just remake that game. They unlocked the potential of just one Forces level, the entirety of Sunset Heights in this game is what the whole game of Forces should've been like. Remake all the levels like Shadow Gens, redo the story, swap out Classic Sonic with Shadow and make him more relevant to the story, make every villain actually have a boss and good ones at that, then you'd have a fantastic Sonic game.
Sometimes I can't tell if they had bland designs because Eggman was locking in, the Phantom Ruby or Sega just feeling like they needed to do something less goofy because it wasn't really touched on at any point. I used to think it was the Ruby making them lower quality at the cost of quantity which I feel fits Eggman's desire to go all-in on plans before even testing the finer details. It's probably your theory but it's fun being so open-ended. In some ways I viewed their lack of personality as a reflection of Sega at the time rather than an intentional choice but this answer feels in-character too :) Like I said in an earlier comment, this is basically a sneak peak at Sonic Forces: Director's Cut. Something we'll probably never see but damn is it good here.. I love that Sonic as a franchise doesn't hide it's mediocre moments, but rather uses them again in the future when they're ready to do better. This even happened with the Deadly Six in the IDW Comics. Lots of fun stuff to think on :)
@@DolphynsDeck I mean it was pretty self explanatory with the setting, Eggman was taking over the world and everything was in shambles. It was a full on war so his troops reflected that, the whole vibe touched on the robot designs. It was definitely cause of Eggman and the ruby as I'm pretty sure in the prequel comic where Infinite first joins Eggman, he creates these Egg Pawns by accident when touching the ruby. Not everything in Forces was just cause of Sega's lack of care, the robot designs were always a clear intentional choice. They wanted the game to be a lot more serious with ofc limited success. I too really love the Sonic franchise not just throwing something out that some people didn't like, it's just wasting potential. The Deadly Six were never mediocre they just were pretty simple characters, Zavok and Zik being the most fleshed out of them. Obviously the comics expanded on them a lot and I love that, don't throw out characters use them again and expand upon them. Too bad people in this fanbase groan if they're so much as mentioned in anything lmao, but I'm very glad Sega doesn't care and still uses them. I've always wanted them so badly to bring Lyric into the mainline games, his design is just so cool he doesn't deserve to be forgotten in Boom.
Forces Overclocked didn't have any water sprout gimmick like this and these Sunset Heights levels are so much better than Overclocked. That mod was just more of Forces, this goes beyond that as expected it's actually an officially made thing.
I knew I recognized the water spout but I really couldn't remember if Overclocked did them first (but thinking back I definitely pointed that out in my actual Overclocked video) I really hope they somehow took inspiration but it's probably a case of great minds think alike
@@chrange9714 Act 2 for sure is better, but honestly Act 1 is probably one of the weaker ones in Shadow Gens since it isn’t really even a full Sunset Heights level, it gets divided up into Radical Highway, which is a bummer. You don’t get that much 3D time in Sunset Heights, and it’s probably the least interesting because it feels like they just recycled tons of level design from the original Forces level. I remember at least Overclocked managing to be full length on its own.
@@ultrasped7770 It isn't, if it was most people wouldn't be considering it their favorite zone in the game. And no they aren't just talking about Act 2 when they say that. The level goes on for 2 and a half minutes before going to the Radical Highway stuff, that's a standard full length level. So yeah it is a full Sunset Heights levels that utilizes a bunch of different mechanics that weren't even in Forces, it uses the same intro to the stage as in Forces and that's it, even that is changed up. Nothing is just recycled level design and there are three more fully 3D challenge levels for it. You get plenty of 3D time in this place and Overclocked just used the same basic hallway level design and little to no alternate paths that original Forces did. Extended that to two minutes doesn't make it better.
@@chrange9714 If you think Overclocked didn't have alt paths for its levels you are blind or capping Sunset Heights from Generations, both Acts are better, imo they are my favorite in this game, but don't put down such a good mod just because someone said they liked it more
Sonic Forces was my first ever Sonic game, even though as time has gone on I’ve come to realize the game is very mediocre, he was still insanely nostalgic through Sunset Heights again. the design is clearly superior here but it still Harkins back to the original level which just feels so right to me. I don’t know how else to put it. What can I say? Despite its many flaws, Sonic Forces means a lot to me so seeing it here is really cool
I have fond memories of Forces too tbh. Far from my first game but it meant something to me for 2 Sonic games to release in the same year the Switch launched. I got the game as a gift and always wanted a Sonic game with this premise. It may not have delivered on a lot of fronts but the levels are lowkey iconic visually. I played it a lot because it was the first handheld modern boost game at the time.
9:01 i streamed it earlier and actually during that exact section, you can homing attack and doom launch onto the death egg robot's arm for a shortcut.
Fun fact I on act two near the end of the level use control in the robot has his hand in front of you. You can doom blast it kicking his hand off of his arm
Sunset heights for sure gets the most improved award. Something I really like about this game is how it in no way hides from the series past, even it's blunders, and fully embraces the full history of the franchise. THere's a clear love and appreciation for all things Sonic in this game. Metal Overlord isn't quite my favourite boss, but after grinding out the S rank, which was surprisingly difficult, it became. a tonne of fun. Shadow's banter with the bosses really elevate the fights.
3:01 dodgning those in coming boulders can be hard, as it can lead down to the pit of death. If you are not careful, but I like that. Also your reaction 3:40 to the new scenery is priceless, I'm glad Sonic Team finally pulled off one final W for the GOAT the Sonic.
5:40 yeah Infinite could have done that whole upside down rail grinding seciton or at least something similiar, but also Sonic Forces Overclocked showed what they could have done with the chemical plant/Space port of that game.
Back again to say at 18:24, the dude on the left is gerald. The easiest way to tell them apart is the direction of their mustache. Gerald’s goes down while eggman’s goes up. I love this specific piece of concept art because of how radically different shadow 05 could have been if iizuka never touched jak 2. I wanna say hoshino drew this consider how much depth it has, but im not sure
Good tip with the moustache! That might be the only reason I guessed Gerald. It might've also confused me because Eggman Nega was introduced on the same day Shadow 05 came out lol
9:13 Actually there is for the most part. But it’s exclusive to the text dialogue you have with Gerald after beating Chaos Island. (Btw, the three things an NPC says changes after every level and boss. Except for Orbot and Cubot, there dialogue changes every set amount of bolts you get)
3:37 I was the same here, and yet it still hurts a little to see someone not try to Chaos Control after hitting the enemy, because it’s pretty neat. But I guess thats what happens when you don’t tell the player to freeze time then, I guess.
I always liked the aesthetic of Sunset Heights just seeing you running in this post acpolcyse environment where it's on fire everything is so messy and thiers these big robots destroying the environment it's more darker and more grayish which make it stands out to your typical colorful stages.
I adore it because it reminds me of how Eggman is essentially a Warlord. Takes me back to the Classic Archie days where he rules the world and everyone's just trying to survive and take it back.
Sunset Heights is my second favorite level. I’m more of a fan of king Valley. The combination of openness like in levels like seaside Hill or certain parts in the city escape combined with the alternate pathways make it my favorite, but they’re both good.
Boost levels with open segments are how every level should be designed from now on, it's also part of what stood out about Unleashed. They can do it so much better with HE2's controls as well! Kingdom Valley has me so nostalgic and almost emotional that we can explore such a wide area of the level. I wish its hub was bigger so I could run around in an open world way. Seaside Hill is a top 3 favorite for me in Sonic's story. I've played it hundreds of times at this point for the same reasons as KV. Combining that with the genius 2D level design in this game I think we can easily justify some more boost games before returning to spindash (lol)
This comment will contain spoilers for the IDW Series Metal Virus Arc Man I love Sunset Heights in this game so much. It’s such a significant area for Shadow because it’s where the Eggman Empire took over and Shadow phantom clone was attacking here and it’s where he saved Sonic from one. This is where he truly joined in on the war. Sunset City, where this level takes place, is also where Shadow got turned into a Zombot here too during the metal virus arc.
Thank you for spoiler tagging! I love that this location is noteworthy for multiple reasons. Especially since IDW is taking on a more important slot in the Sonic mythos these days. Surge, Tangle & Whisper in the mobile games (even getting merch) and Metal Virus Sonic recently had an action figure distributed by Walmart! No one can tell me Metal Virus wasn't important overall.
I don't feel like there's a single "best stage", they're all so excellent that any of them could be your favorite. Kingdom Valley is my favorite (Which act? Answer: Yes) but Sunset Heights is amazing, Chaos Island is amazing, Rail Canyon and even Space Colony Ark. Everyone has their own pick.
I replayed it with a friend last night and I gotta say.. they adapted Sonic Frontiers into a traditional Sonic level in a way I can't even begin to describe that touches me. I love Frontiers and it's incredible to see all the best parts of it combined in one space in a game I know so many people are going to love. The level design is really good and makes me wish Doom Morph was introduced earlier on.
best level in this game, but at the same time it's such a missed opportunity that they didn't include a qte which determines if you stay on the top path continuing on the streets or the bottom path inside the sewers.
As cool as the sewers are I would've loved to continue exploring the war-torn Earth. It makes sense that Forces has so much underground presence because that's where it's safest but I love seeing the scorched wasteland tbh. Maybe you could stay on the surface if you used Chaos Control? Would've been a neat way to include another path. They went hard on the final two levels in terms of branching paths so they're capable of doing stuff like that.
In this iteration of Sunset Heights, it really feels like they wanted to keep the layout intact while just adding new gimmicks to the terrain. It's like they actually finished this level. That's what they could do for a remake.
my main issue with it is that there isn't many parts where you are actually on the surface like once you are into the sewers its that and the radical highway part and then you are done would be nice if they had one more above ground part before the end of the stage (I do like how they expanded the sewers a bit though compared to the 1 corridor they had in red gate bridge in forces)
@@sometf2player752 Eh there's not much more it really could've done, the level was a good enough length. The Ark also ended after the Black Doom section so this isn't anything new.
Imo, the Radical Highway sections really take away from the levels. I'm primarily wanting these levels to be their actual themes.. Not Radical Highway. I'd forgive it more if you could skip the Doom Eye scenes.
@@DolphynsDeck Disagree, they definitely don't take away from the levels. If those sections were like more than half of the level then it would but they're not and really cool sections. Plus they only happen in three levels, the levels ARE primarily their themes.
Valid! I keep replaying that one lately. The lighting, level design, branching paths.. it's just MWAH! The enemy utilization is nice too. I love playing music from Shadow the Hedgehog on that stage.
It's a shame because they really nailed the scale on both Act 1 and Act 2 in Kingdom Valley! They did a great job showing the state of the underground infrastructure in Act 1 but I wish that was just one of two possible paths since the underground barely had any presence outside of a few paths and Resistance HQ.
It's like they gave up halfway in Act 1. At least play up the "War Theme". - Have the resistance exchange fire to Eggman's Robots and you have to dodge it. - Have the Illusions play a part. If Metal Overlord exists alongside Metal Sonic, so can Perfect Chaos and Chaos 0 (Act 2 was the perfect set up). - At least let us take down one of Death Egg Robots (Something even the original Forces let us do) Infinite is not even in this game, I would've excused him distorting half the stage instead of Black Doom. I don't like what they did to Radical Highway. Like or hate Forces, they did this game SO DIRTY! Not even 06 was treated THIS bad in the original Generations.
Fun Sunset Heights fact: In this version of the stage 1 singular Forces Moto Bug appears.
Just one Moto Bug in one path in Act 2 exclusively.
Edit: As it turns out I am wrong and stupid, there are 2 others on another path. Whoops.
lil homie is just happy to be there
Oh my god, I've actually seen him multiple times wtffff
Didn't know I was meeting a celebrity :)
yeah it's quite hard to get to that middle section in the sewers that lead you to that motobug from that path you just mentioned, but it feels so satisfying once you finally do manage to pull that off.
@@PipesReturns The thing is that both were in Forces, since Infinite's 3rd bout fight still has the non-war models of the Motobugs
@@vittosphonecollection57289 I mean yeah but you should still get what I mean when I say Forces Motobugs
The general problem is there's not exactly a lot of great ways to refer to the Forces designs, I sometimes see "Mass-Produced" but that only really works for the Death Egg Robots since all the normal enemies already are mass-produced.
I love how as soon as you mention Red Gate Bridge at 3:05, you actually get to it lol
Sunset heights just feels complete here...mainly because it ain't like a minute long AMIRIGHT?
Real talk tho, they absolutely killed it with this stage, kinda funny since forces is the first Hedgehog Engine 2 game, and here we are with waaaaay better controls. We've come full circle!
It feels like they didn't want to change up the level layout too much and they kind of just added more obstacles in every path, effectively making it a real level instead of a baby hallway game. It's very true to the original in a way where this feels like a 'Forces Director's Cut' in a way.
Even the boost movement in Shadow Gens feels like Forces (but reasonably nerfed)
If only Sonic Forces had level design as good as this.
Damn, I feel like making a Forces mod that replaces the original Sunset Heights with the Shadow Generations one.
Sunset Heights has definitely the best 2D stage. Never thought I'd say that
People were confused when I said the 2D stages were better in my Kingdom Valley video LOL I'm so glad someone agrees
This ur favorite levels too? OH MY GOD TWINS! But fr I love how much they improved upon sunset heights. That remix is dope as hell and I love that act 2 is dark and rainy. Also the fact that they extended what was a 1 minute level is crazy to me. Gotta be the best level in the whole game ngl
It's interesting how they removed saturation from this Zone and somehow made it look better
It's my favorite as well
@@Sara_Sonicgamer TRIPLETING LOL
@@XLegendd7 quadruplets now
@@boltzeditzz YESSS
The mass produced Egg Pawns having "no personality" was honestly the point, Eggman was getting serious and conquering the world. Their designs and all the robot designs in that game were supposed to look more intense and less goofy than Eggman's typical robots. That being said I am glad they have that lil flailing animation on the water spouts, gives them some more charm without making them too goofy defeating the purpose of their designs.
It's both funny and really cool seeing so many people consider Sunset Heights their favorite zone in this game when it was considered one of the most mediocre levels in Forces. How they did this zone here honestly makes me want them to just remake that game. They unlocked the potential of just one Forces level, the entirety of Sunset Heights in this game is what the whole game of Forces should've been like. Remake all the levels like Shadow Gens, redo the story, swap out Classic Sonic with Shadow and make him more relevant to the story, make every villain actually have a boss and good ones at that, then you'd have a fantastic Sonic game.
Sometimes I can't tell if they had bland designs because Eggman was locking in, the Phantom Ruby or Sega just feeling like they needed to do something less goofy because it wasn't really touched on at any point. I used to think it was the Ruby making them lower quality at the cost of quantity which I feel fits Eggman's desire to go all-in on plans before even testing the finer details. It's probably your theory but it's fun being so open-ended.
In some ways I viewed their lack of personality as a reflection of Sega at the time rather than an intentional choice but this answer feels in-character too :)
Like I said in an earlier comment, this is basically a sneak peak at Sonic Forces: Director's Cut. Something we'll probably never see but damn is it good here.. I love that Sonic as a franchise doesn't hide it's mediocre moments, but rather uses them again in the future when they're ready to do better. This even happened with the Deadly Six in the IDW Comics.
Lots of fun stuff to think on :)
@@DolphynsDeck I mean it was pretty self explanatory with the setting, Eggman was taking over the world and everything was in shambles. It was a full on war so his troops reflected that, the whole vibe touched on the robot designs. It was definitely cause of Eggman and the ruby as I'm pretty sure in the prequel comic where Infinite first joins Eggman, he creates these Egg Pawns by accident when touching the ruby. Not everything in Forces was just cause of Sega's lack of care, the robot designs were always a clear intentional choice. They wanted the game to be a lot more serious with ofc limited success.
I too really love the Sonic franchise not just throwing something out that some people didn't like, it's just wasting potential. The Deadly Six were never mediocre they just were pretty simple characters, Zavok and Zik being the most fleshed out of them. Obviously the comics expanded on them a lot and I love that, don't throw out characters use them again and expand upon them. Too bad people in this fanbase groan if they're so much as mentioned in anything lmao, but I'm very glad Sega doesn't care and still uses them. I've always wanted them so badly to bring Lyric into the mainline games, his design is just so cool he doesn't deserve to be forgotten in Boom.
When I played this level for the first time, got huge Sonic Forces Overclocked vibes, they even have the same water sprout gimmick, amazing
Forces Overclocked didn't have any water sprout gimmick like this and these Sunset Heights levels are so much better than Overclocked. That mod was just more of Forces, this goes beyond that as expected it's actually an officially made thing.
I knew I recognized the water spout but I really couldn't remember if Overclocked did them first (but thinking back I definitely pointed that out in my actual Overclocked video)
I really hope they somehow took inspiration but it's probably a case of great minds think alike
@@chrange9714 Act 2 for sure is better, but honestly Act 1 is probably one of the weaker ones in Shadow Gens since it isn’t really even a full Sunset Heights level, it gets divided up into Radical Highway, which is a bummer. You don’t get that much 3D time in Sunset Heights, and it’s probably the least interesting because it feels like they just recycled tons of level design from the original Forces level. I remember at least Overclocked managing to be full length on its own.
@@ultrasped7770 It isn't, if it was most people wouldn't be considering it their favorite zone in the game. And no they aren't just talking about Act 2 when they say that. The level goes on for 2 and a half minutes before going to the Radical Highway stuff, that's a standard full length level. So yeah it is a full Sunset Heights levels that utilizes a bunch of different mechanics that weren't even in Forces, it uses the same intro to the stage as in Forces and that's it, even that is changed up. Nothing is just recycled level design and there are three more fully 3D challenge levels for it. You get plenty of 3D time in this place and Overclocked just used the same basic hallway level design and little to no alternate paths that original Forces did. Extended that to two minutes doesn't make it better.
@@chrange9714 If you think Overclocked didn't have alt paths for its levels you are blind or capping
Sunset Heights from Generations, both Acts are better, imo they are my favorite in this game, but don't put down such a good mod just because someone said they liked it more
Sonic Forces was my first ever Sonic game, even though as time has gone on I’ve come to realize the game is very mediocre, he was still insanely nostalgic through Sunset Heights again. the design is clearly superior here but it still Harkins back to the original level which just feels so right to me. I don’t know how else to put it.
What can I say? Despite its many flaws, Sonic Forces means a lot to me so seeing it here is really cool
I have fond memories of Forces too tbh. Far from my first game but it meant something to me for 2 Sonic games to release in the same year the Switch launched.
I got the game as a gift and always wanted a Sonic game with this premise. It may not have delivered on a lot of fronts but the levels are lowkey iconic visually. I played it a lot because it was the first handheld modern boost game at the time.
Same thing here, I have strong emotional attachment to Sonic Forces as a whole despite its faults.
9:01 i streamed it earlier and actually during that exact section, you can homing attack and doom launch onto the death egg robot's arm for a shortcut.
Fun fact I on act two near the end of the level use control in the robot has his hand in front of you. You can doom blast it kicking his hand off of his arm
OMFG??? I NEED TO DO THIS
Next vid
Me grinding Sunset Heights Act 1 without Doom Wings down to 3:08.84 because of how peak it is
Sunset heights for sure gets the most improved award. Something I really like about this game is how it in no way hides from the series past, even it's blunders, and fully embraces the full history of the franchise. THere's a clear love and appreciation for all things Sonic in this game.
Metal Overlord isn't quite my favourite boss, but after grinding out the S rank, which was surprisingly difficult, it became. a tonne of fun. Shadow's banter with the bosses really elevate the fights.
3:01 dodgning those in coming boulders can be hard, as it can lead down to the pit of death. If you are not careful, but I like that. Also your reaction 3:40 to the new scenery is priceless, I'm glad Sonic Team finally pulled off one final W for the GOAT the Sonic.
5:40 yeah Infinite could have done that whole upside down rail grinding seciton or at least something similiar, but also Sonic Forces Overclocked showed what they could have done with the chemical plant/Space port of that game.
Sunset Heights in this game was so much fun, I’d say it’s my favorite Sonic level in general
NICE! Didn't expect Shadow Gens levels to hit home so hard with people
Back again to say at 18:24, the dude on the left is gerald. The easiest way to tell them apart is the direction of their mustache. Gerald’s goes down while eggman’s goes up. I love this specific piece of concept art because of how radically different shadow 05 could have been if iizuka never touched jak 2. I wanna say hoshino drew this consider how much depth it has, but im not sure
Good tip with the moustache! That might be the only reason I guessed Gerald. It might've also confused me because Eggman Nega was introduced on the same day Shadow 05 came out lol
@@DolphynsDeck oh god, i completely forgot about eggman nega! I do he returns, albeit with a much more unique design
Fun fact, the end of act 2 when the Death Egg robot tries to punch you, you can use chaos control and kick it's hand off.
9:13
Actually there is for the most part. But it’s exclusive to the text dialogue you have with Gerald after beating Chaos Island. (Btw, the three things an NPC says changes after every level and boss. Except for Orbot and Cubot, there dialogue changes every set amount of bolts you get)
I had to go back on a second playthrough to see some of this dialogue but I can try to work in my thoughts when I edit the Chaos Island video :)
I just finished making the Shadow Generations OST playlist because the channel that had the ost of it didn’t make a playlist for it
3:37
I was the same here, and yet it still hurts a little to see someone not try to Chaos Control after hitting the enemy, because it’s pretty neat. But I guess thats what happens when you don’t tell the player to freeze time then, I guess.
This proves that Sonic Forces had a lot of great ideas and could’ve been great if given more time and budget.
I've always felt this way. One thing you can't fault Forces for is a lack of polish! They made a budget game, alright.
Shadow straight up looks like a villain in this scene, my little brother got scared from it 9:45
I couldn’t have said that better myself 25:43
Makes sense considering who he was in SA2 and Shadow the Hedgehog! I kind of love that interpretation.
I always liked the aesthetic of Sunset Heights just seeing you running in this post acpolcyse environment where it's on fire everything is so messy and thiers these big robots destroying the environment it's more darker and more grayish which make it stands out to your typical colorful stages.
I adore it because it reminds me of how Eggman is essentially a Warlord. Takes me back to the Classic Archie days where he rules the world and everyone's just trying to survive and take it back.
Sunset Heights is my second favorite level. I’m more of a fan of king Valley. The combination of openness like in levels like seaside Hill or certain parts in the city escape combined with the alternate pathways make it my favorite, but they’re both good.
Boost levels with open segments are how every level should be designed from now on, it's also part of what stood out about Unleashed. They can do it so much better with HE2's controls as well! Kingdom Valley has me so nostalgic and almost emotional that we can explore such a wide area of the level. I wish its hub was bigger so I could run around in an open world way.
Seaside Hill is a top 3 favorite for me in Sonic's story. I've played it hundreds of times at this point for the same reasons as KV.
Combining that with the genius 2D level design in this game I think we can easily justify some more boost games before returning to spindash (lol)
Sunset heights is such a dope level IMO bruh 😎👌
This comment will contain spoilers for the IDW Series Metal Virus Arc
Man I love Sunset Heights in this game so much. It’s such a significant area for Shadow because it’s where the Eggman Empire took over and Shadow phantom clone was attacking here and it’s where he saved Sonic from one. This is where he truly joined in on the war.
Sunset City, where this level takes place, is also where Shadow got turned into a Zombot here too during the metal virus arc.
Thank you for spoiler tagging!
I love that this location is noteworthy for multiple reasons. Especially since IDW is taking on a more important slot in the Sonic mythos these days. Surge, Tangle & Whisper in the mobile games (even getting merch) and Metal Virus Sonic recently had an action figure distributed by Walmart! No one can tell me Metal Virus wasn't important overall.
I have to wait until Friday to get my copy
Hold on broski it'll be worth
I don't feel like there's a single "best stage", they're all so excellent that any of them could be your favorite. Kingdom Valley is my favorite (Which act? Answer: Yes) but Sunset Heights is amazing, Chaos Island is amazing, Rail Canyon and even Space Colony Ark. Everyone has their own pick.
I don’t know if this is a hot take, but chaos island is my favorite stage.
I replayed it with a friend last night and I gotta say.. they adapted Sonic Frontiers into a traditional Sonic level in a way I can't even begin to describe that touches me. I love Frontiers and it's incredible to see all the best parts of it combined in one space in a game I know so many people are going to love.
The level design is really good and makes me wish Doom Morph was introduced earlier on.
My favorite level is kingdom valley
I keep going back and forth between these two honestly.
But - Rail Canyon definitely has the best challenge missions in the whole game.
From what I’m seeing (I don’t have the game yet) kingdom valley & sunset heights look like the best levels
best level in this game, but at the same time it's such a missed opportunity that they didn't include a qte which determines if you stay on the top path continuing on the streets or the bottom path inside the sewers.
As cool as the sewers are I would've loved to continue exploring the war-torn Earth. It makes sense that Forces has so much underground presence because that's where it's safest but I love seeing the scorched wasteland tbh. Maybe you could stay on the surface if you used Chaos Control? Would've been a neat way to include another path.
They went hard on the final two levels in terms of branching paths so they're capable of doing stuff like that.
@@DolphynsDeck well metal overload has multiple ways of ending the fight if you use or not the CC, so they actually thought about that.
I think once they remaster forces they should rewrite the story like gens and make the levels actually complete
In this iteration of Sunset Heights, it really feels like they wanted to keep the layout intact while just adding new gimmicks to the terrain. It's like they actually finished this level. That's what they could do for a remake.
my main issue with it is that there isn't many parts where you are actually on the surface like once you are into the sewers its that and the radical highway part and then you are done would be nice if they had one more above ground part before the end of the stage (I do like how they expanded the sewers a bit though compared to the 1 corridor they had in red gate bridge in forces)
That's not an issue, especially considering the sewer area was barely used in og Forces.
@@chrange9714 yeah but I still think it should’ve had one more above ground section before the end
@@sometf2player752 Eh there's not much more it really could've done, the level was a good enough length. The Ark also ended after the Black Doom section so this isn't anything new.
Imo, the Radical Highway sections really take away from the levels. I'm primarily wanting these levels to be their actual themes.. Not Radical Highway. I'd forgive it more if you could skip the Doom Eye scenes.
@@DolphynsDeck Disagree, they definitely don't take away from the levels. If those sections were like more than half of the level then it would but they're not and really cool sections. Plus they only happen in three levels, the levels ARE primarily their themes.
My favorite level is radical highway act 2 🎉
Valid! I keep replaying that one lately. The lighting, level design, branching paths.. it's just MWAH! The enemy utilization is nice too.
I love playing music from Shadow the Hedgehog on that stage.
CHECK THEE MODS
I'm making a modding video
Act 1 was very disappointing.
I wanted to see more of the kind of scale Sunset Heights had. :(
It's a shame because they really nailed the scale on both Act 1 and Act 2 in Kingdom Valley! They did a great job showing the state of the underground infrastructure in Act 1 but I wish that was just one of two possible paths since the underground barely had any presence outside of a few paths and Resistance HQ.
It's like they gave up halfway in Act 1.
At least play up the "War Theme".
- Have the resistance exchange fire to Eggman's Robots and you have to dodge it.
- Have the Illusions play a part. If Metal Overlord exists alongside Metal Sonic, so can Perfect Chaos and Chaos 0 (Act 2 was the perfect set up).
- At least let us take down one of Death Egg Robots (Something even the original Forces let us do)
Infinite is not even in this game, I would've excused him distorting half the stage instead of Black Doom. I don't like what they did to Radical Highway.
Like or hate Forces, they did this game SO DIRTY! Not even 06 was treated THIS bad in the original Generations.
I just got the game and it’s good, but I hate the boost. It gives no upwards momentum unlike in frontiers.
It actually does
It does
You should make sure to turn down jump deceleration like in Frontiers
not to brag, but I was the 100th like