Sonic Unleashed HD Explored - Arid Sands Beta Area

แชร์
ฝัง
  • เผยแพร่เมื่อ 23 ก.ค. 2024
  • This video was edited by / @tangoreploid , with me providing information, helping find content, and doing some small tweaks to the video.
    Blue text outline: Tangoreploid, Black text outline: Me
    Check out the previous part here: • Sonic Unleashed HD Exp...
    Check out the next part here: • Sonic Unleashed HD Exp...
    For this video we will go into depth about the beta area of Arid Sands Night Act 1, comparing the layout in the prototypes, the DLC, and any leftovers in the final game.
    Note this video gives a very in depth look at all the layouts, and is quite lengthy. Most of the fights have been sped up, but not cut out as we wanted to show the enemy differences.
    You also may have noticed this video has already been uploaded as part of this video: • Sonic Unleashed Secret... , well we made a decision to split the video into each area, and to re-upload it on my channel to hopefully get more traction on them.
    00:00 - Introduction
    00:26 - Beta area in final
    02:01 - DLC Act 2 Layout
    05:54 - October Prototype Layout
    13:25 - Shamar Trailer
    14:12 - Goal ring differences
    15:01 - Shortcut route
    18:32 - Misc. differences
    22:22 - Main act 1 area differences (Final)
    25:34 - Main act 1 area differences (Prototype)
    28:49 - Medals Locations (Final)
    31:54 - Medals Locations (Prototype)
    35:10 - Maps
    36:48 - Mission - A Missing Son
    38:35 - Remains of removed route?
    40:48 - Unused room behind goal
    41:31 - Other misc areas
    46:43 - Conclusion
    47:46 - Final Map
    Shamar videos:
    Inside the beta area (1stkirbyever): • Sonic Unleashed: Shama...
    Further into the beta area: • Sonic unleashed: Shama...
    Shamar Trailer: • Sonic Unleashed - Sham...
    Main game and October beta were played in Xenia Canary:
    Xenia Canary: github.com/xenia-canary/xenia...
    October beta: hiddenpalace.org/Sonic_Unleas...)
    August beta (uploaded by N!NJA): hiddenpalace.org/Sonic_Unleas...)
    General SU Mods used for a smoother experience:
    SU Fixes by Archxe: gamebanana.com/mods/361287
    Unleashed Refined HDR Fixes by VoidShadows/Daydel/Starlight: gamebanana.com/mods/445141
    Unleashed HDR Fix DLC Edition by VoidShadows: gamebanana.com/mods/468124
    Sonic Unleashed 60-110 Fps Fix by King Galactix: gamebanana.com/mods/462536
    Performance Enhancement Unleashed by King Galactix: gamebanana.com/mods/464446
    Free Cam by GordinRamsay: gamebanana.com/mods/368119
    Mods specifically for the werehog:
    Disable Werehog Camera Pans by Cpt_Schnitzel: gamebanana.com/mods/379540
    Disable Camera Pans DLC by Cpt_Schnitzel: gamebanana.com/mods/378795
    Battle Music Fix by bluwolf: gamebanana.com/mods/201495
    SU Deleveled: gamebanana.com/mods/352055
    Foreign Input System by Werehog R&D Team (An awesome mod that brings the werehog movement and combat to the next level): gamebanana.com/mods/504230
    October 16th Arid Sands and Dragon Road SETs by Archxe (To play the beta layouts of Chun Nan and Shamar in the base game without DLC installed): gamebanana.com/mods/430741
  • เกม

ความคิดเห็น • 30

  • @RhythmicCone47
    @RhythmicCone47 26 วันที่ผ่านมา +8

    Babe wake up, The Storm TH-cam uploaded a new Sonic Unleashed video

  • @synchronizerman
    @synchronizerman 26 วันที่ผ่านมา +6

    Re: weird unfinished alternative route. If I were remaking this game, I'd make it so the "Kaizo trap" room actually unlocked that route. This could be a very very unfinished element to the level. That's just speculation though.

    • @TheStormsChannel
      @TheStormsChannel  26 วันที่ผ่านมา +4

      If only we had the second disc for the August preview build, we may get more answers from it. I like that idea.

  • @BraveBlitz
    @BraveBlitz 26 วันที่ผ่านมา +6

    Shamar night will always be my favourite werehog stage for the mystery of why it was basically cut in half (similar case to Chun Nan and Empire City night) it’s so odd they cut the second half of this stage to me because they didn’t even use that part of the stage for missions when the other unused parts had been used for missions. At least the unused part of the stage got to be used as DLC so at least the vision of the stage is there somewhat. They were super mean with the beta stage though admittedly holy crap lol I guess that’s why it’s close to the end of the game though.

  • @samuelr3157
    @samuelr3157 26 วันที่ผ่านมา +5

    Me encantan tus videos sobre Sonic Unleashed y su contenido temprano, espero obtengas mas reconocimiento

  • @synchronizerman
    @synchronizerman 26 วันที่ผ่านมา +4

    It surprises me that they waited until the last minute to realize the level ran way too long. Did they not do much playtesting? Apparently Frontiers was the first time they really did any aggressive playtesting.
    On another note, I wish the werehog levels were just a lot of the Ristar-esque swinging and platforming without the health-bar-based battles. That wouldn't shortened the expected runtime of levels, sure, but the platforming / swinging were in my opinion the fun parts of the werehog gameplay.

    • @Tangoreploid
      @Tangoreploid 26 วันที่ผ่านมา +4

      I don't think they didn't do playtesting, don't really have much info about dev process but they probably did. The stage can be completed in 8:00 with a decently leveled up werehog, around the same time as Holoska night (that is why i compared earlier). I think the problem is that the level design in the October beta is still a bit rough, but they could have polished it i think.
      As for why they split we two possibilities. 1) that they effectively didn't have time to polish the enemy encounters in the fifteen days left of development or 2) that the stage was split to include the second half of the DLC

    • @TheStormsChannel
      @TheStormsChannel  26 วันที่ผ่านมา +4

      Sadly like most sonic games this game was rushed in certain areas. Most DLC stages were meant to be in the base game but were pushed back to be, well, DLC stages.

  • @superkekimovil1226
    @superkekimovil1226 26 วันที่ผ่านมา +6

    Pero que ambicioso iba a hacer Sonic unleashed

  • @user-dc1fp5wj8n
    @user-dc1fp5wj8n 26 วันที่ผ่านมา +4

    Imagine if there if you can make a mod that you can fight a big arena to fight two titans and two big mothers

    • @TheStormsChannel
      @TheStormsChannel  26 วันที่ผ่านมา +2

      Well with the debug mode in the prototype you can spawn enemies with the set editor.

  • @GlitchSpeedrunnerTrevor
    @GlitchSpeedrunnerTrevor 15 วันที่ผ่านมา +1

    Honestly, I am glad this was taken out of the final game to become DLC. I couldn't imagine how much harder it would be for those wanting to S Rank this without dying.
    Also is it just me, or did that Deep Nightmare (that caught itself on fire and ran into the water) perform in unused animation I don't remember seeing before? (Timestamp 7:28)

    • @TheStormsChannel
      @TheStormsChannel  12 วันที่ผ่านมา +3

      Oh wow I never noticed that before, it's not often enemies get set on fire, especially with water puddles around.

    • @GlitchSpeedrunnerTrevor
      @GlitchSpeedrunnerTrevor 12 วันที่ผ่านมา +1

      @@TheStormsChannel Next mission/analysis video: Unused Animations on enemies getting fueled from the Flames of Disaster 🔥

  • @ToonyTails
    @ToonyTails 26 วันที่ผ่านมา +4

    Ok these last 2 fights at 11:49 and 12:52 kinda feel like enemy spam. Like why would you need 3 wizard-type enemies in 1 area? I can tell why these fights were toned down in the DLC version.

    • @TheStormsChannel
      @TheStormsChannel  26 วันที่ผ่านมา +2

      Yeah the beta shamar layout is pretty BS

  • @SlashForce
    @SlashForce 26 วันที่ผ่านมา +3

    This level always bugged me because of how enemy heavy it was. When the beta area was discovered, it made sense that maybe they shoved all those enemies into the first part of the level. Good to know that, no, that wasn't the case, and that, yes, whoever designed this level was just plain mean and evil with the enemy spam. Were they concerned about level length time?

    • @Tangoreploid
      @Tangoreploid 26 วันที่ผ่านมา +4

      Hello buddy! In terms of extension beta Arid Sands night is not that much longer than other night stages, i'd say it is comparable to the extension of Holoska night for example.
      As for the enemy encounters, there was definitely a level design problem, mostly in the beta area, there are just to much fire masters. I believe they had some major beats of the LD okay though, as they fixed it for the DLC by replacing some of the fire masters.
      As for the retail area, i believe the issue is that it was poorly handled. I am sure that AS 1, even when cut in half, was the longest night stage for all the players. But that is because we all struggled with the altars puzzle and we all falled in the upstairs trap. I think that if the level was better developed with a more organic level design, embracing the labyrinthian nature of the shamarian streets, we could have had an unique and fun stage. Look at the fountain room in the city portion, it is barely utilized despite being very detailed

    • @synchronizerman
      @synchronizerman 26 วันที่ผ่านมา +2

      @@Tangoreploid Holoska has a "beta area" extension? I thought this one was complete in the final.

    • @Tangoreploid
      @Tangoreploid 26 วันที่ผ่านมา +3

      @@synchronizerman Nono, Holoska is complete in retail, i mean that the full Shamar is as long in terms of extension as Holoska night

    • @TheStormsChannel
      @TheStormsChannel  26 วันที่ผ่านมา +3

      @@synchronizerman Actually in the october prototype the final few areas are devoid of almost all objects (there's just enough to reach the goal) I'm surprised they didn't make that a beta area giving how little time they had left.

    • @synchronizerman
      @synchronizerman 25 วันที่ผ่านมา +2

      @@TheStormsChannel Holoska night?

  • @synchronizerman
    @synchronizerman 26 วันที่ผ่านมา +3

    I miss the objects in Jungle Joyride and this level that collapse after hitting them (the tree and the monolith). Were they considered glitchy? They were removed in the DLC areas.

    • @Tangoreploid
      @Tangoreploid 26 วันที่ผ่านมา +3

      We don't know really why they were removed, there are a ton of unused objects and animations that were or are in process of being discovered (Storm is contributing a lot to the investigation)

    • @synchronizerman
      @synchronizerman 26 วันที่ผ่านมา +4

      @@Tangoreploid But they were "done." Granted, the animations do look a little under-developed. I can imagine some bugs resulting from accidentally landing on the objects or standing on them during the animations ... what other kinds of objects are you discovering, if you don't mind sharing?

    • @Tangoreploid
      @Tangoreploid 26 วันที่ผ่านมา +3

      I think the man (Storm) should speak for himself, but there is the javelin, the spider web, the bomb, the clock mechanism, the balancing beam that moves up and down and many more that he can probably explain better than me lol

    • @synchronizerman
      @synchronizerman 26 วันที่ผ่านมา +4

      @@Tangoreploid So it's mostly the night levels that have incomplete sections. I rarely see anything on the day stages.

    • @Tangoreploid
      @Tangoreploid 26 วันที่ผ่านมา +3

      @@synchronizerman yeah, the day stages seem to be fully realized. There are some minor suspicious things in some side stages, but not really that much
      What is missing from the day stages are the hard and very hard layouts, which have been partially restored in a mod by combining the scraps we have, but most of the stuff is missing, likely bc they were not completed