Part of the reason I don't like Lost World is actually indicated here; the physics change to suit the level design. This is a problem in a game like Sonic, which is about mastering the controls and physics to master levels, because it means I can never fully trust Sonic's abilities. An action that can clear a pit easily on one stage, can just as easily spell out my death over a pit of the exact same size in another stage. It's intended perhaps as a form of scripting to make things easier, but in reality, it prevents me from ever really trusting the game.
> the physics change to suit the level design Wtf if that's true then that's NOT good game design. The first thing you have to know before designing levels for your game is that you're supposed to be trying to suit the LEVELS to the physics, not vice versa
Never saw this as the “rage quit” zone, I always enjoyed Lava Mountain Zone 2, felt like a nice challenge before the last two main zones. The music helps, nice and chill. Does stink that the game has a large gap between Tropical Coast Act 2 and this.
I thought the large gap was nice. Sort of like a return to familiarity. Levels like these would be overdone in concept if there were too many of them. That's what makes them stand out.
@@bickuribox12 The reason that Sonic Lost World is inconsistent is because the producer confirmed that the feel of the game is inspired by Alice in Wonderland. If your a fan of Castlevania I recommend the Castlevania collection.
I really like your style of videos. Subject’s on point, smooth voice to listen to (nice volume mixing too) and the jokes always hit home. You earned another subscriber!
the point about sonic lost world lacking consistency was crucial. i especially liked the example of how the stage is frustrating because of that. Theres something to think about here and consider when making a game. I'm taking that one to the bank with me.
This is the physical manifestation of lost world's issues. Automation, inconsistent controls with so many one note gimmicks, and difficulty that jumps all over the place. This is probably one of its better levels tho. The only other one I liked was the big zavok fight. I replayed it less than two months ago. I don't remember any standout level design except for this, and that sky road level where you get locked into a path that moves itself by touching a single dashpad while looking for red rings. Not even the exploration is fun when it's so restricted and trial and errory.
@@goddessyamato5238 it changes gameplay styles and wisps every 5 seconds. And the main controls are needlessly convoluted for a parkour system you barely use
I've never liked instant kill hazards in a game where dying usually isn't instant. It tends to be too arbitrary. You don't die because of how badly you messed up but because of where you messed up. It's why I didn't like the spikes in Sonic 1 & why I didn't like Bloodstained: Curse of the Moon. I don't like messing up once & dying because my mistake sent me flying into a spike/bomb/pit even though I can get hit 25 times on the next try & be fine just because nothing that hit me was an instant kill. This level does look fun though, aside from a few cheap deaths.
A lot of the challenge in Sonic games goes out the window when you can just pick up your rings and keep fighting every time. At that point, it becomes a "can I run into this wall enough before I hit the time limit" game, instead of a "learning how to play and not just get hit" game, which is a different perception of the game.
How else would you add difficulty to a level that takes place entirely on rails? Without the instant death bombs, this level would be just like the rest of Lost World; boringly easy.
@@DooDooWater9732-n5z It's not a skill check if you can get hit like crazy & be fine just because you didn't get hit at those specific parts. For anyone who get hit at least once, it's just a luck check. If you wanna make a skill check, the only way to do it is by just actually making something that's guaranteed to present a challenge. A skill check kills everyone who's not skilled enough. That's not what arbitrarily placed instant kills do. If one player messes up 50 times & lives, they're not more skilled than a player who messes up once & dies.
Honestly, after Sonic 06 I think Lost World is EASILY the sonic game with the most potential for a remake of sorts. All of the pieces are there, if you just made the physics more consistent and free across the levels and actually design the levels and worlds around building off of central mechanics instead of scattering them about I think it could actually be a pretty fun time. Maybe refine the parkour system and give it more chances to shine? Even with its largely unsatisfying gameplay and laughably bad plot even for a sonic game Lost World always had some weird charm to me, whether it be my love for geometric design, the fun crossover side modes, or just growing up on the galaxy games, some part of me really wants to love this game, and I hope I'll get the chance someday
It’s a shame every area you can use parkour, there’s always invisible springs that play the game for you. It’s like they didn’t trust the parkour system was going to work out.
I really liked the parkour system. Was a bit janky but I think given some polish in a follow up game and incorporating it into the fast pace of other Sonic games would have been good
I thought the 3DS version of Lost World had better speed and parkour physics. Really enjoyed blazing through the game. And in 2D, Sonic's spin dash goes zooming. I don't think the 3DS version is talked about enough, same with Colors DS.
It reminds me of that one Sonic Unleashed Level where you have to beat the Eggman Land Act 1 start to finish within the timer. I hated that level. Most of those timed levels just cut a section of the level they’re based in. This one was the whole thing and it’s hard.
@@elmark3550 he never said there was more that one zone. The first portion on eggman land has no real checkpoint til u get to the werehog section if I believe. The beginning portion as regular sonic has to be done in one go or u have to start the whole section over
@@Eli-akad just replayed 360 Eggman land and none of that applies I think they definitely have to be talking about the Wii version. Also they didn't say there were multiple acts but why would they say act 1 if there is only one.
The sonic videos that’s you’ve been putting out recently has been top tier. I also love the bits where you do a quick 1 second gag and then immediately transition to the next section.
I think the only real issue with this stage is that they didn't give you another one just before it mixed in with the regular gameplay loop. I personally never had any issues with this stage but looking back, I can kinda see how it would've been seen as unfair to people just due to it being a pretty sudden curve ball coming off everything else so I think reacclimating the player to it while throwing some cookie crumbs in there on how it all operates in the levels beforehand would've been a good idea.
Same I never had any issues with it, and Always thought of it as a highlight of the game. I forget that some people probably didn't adjust to the gameplay as fast I did.
just recently beat lost world for the first time and surprisingly this was also like the only level i overwhelmingly loved. i feel like everything here came together perfectly and its just so endlessly fun and charming.
“One of the worst levels in sonic history”. Pal the entirety of mystic haunt zone begs to differ (also I actually like lava mountain 2 as well, thanks to the momentum entirely changing, playing it after going through the rest of the game in a single sitting almost gives you whiplash as the game slingshots you from it’s usual rigidity into a brief moment of fluidity that is amplified by the previous absence of such)
I really like these kinds of videos. Like you understand what you like and don't like and know how to express it. So much more compared to shallow "good" or "bad" or sometimes even downright nonsense that is just everywhere among fandoms. And actually very polite about it.
Im really glad you've found a video style that not only gets good views, but you are also comfortable with and enjoy talking about. You deserve it 100%
I have always had a soft spot for this game, and the grinding levels are the ones that stayed with me. Thanks for pointing out some things I could never verbalise
Dude I could listen to you talk about your breakfast. Your delivery, jokes, content, and very well thought out explanations of your points make ur vids impossible to skip. I'm not even the biggest sonic fan but I'm always excited to see ur uploads or ur takes on project 06. Keep it up !
I've never played Lost world but just watching the gameplay I just felt the raw and challenging, though not entirely flawless energy of the level. Though I agree the placement of the levels sould've been more closer to each other rather than an entire, what six worlds away? To ensure that the players were more ready for whats to come instead of forgetting the entire premise. This is the first video I've watched on your channel and I gotta say, I mean how could I not? I love it! Your way of implementing constructive criticism and comedy together is flawless and it genuinely made me laugh. Definitely gonna watch more from you!
I let my friend try this game after probably years of not playing Sonic, after playing Sonic Generations first, and he didn't rage that much at this level. It's Lava Mountain 1, the boss rush planet, that's where he went nuts and it's all because Sonic's respawning animation and the ground disappearing for the next phase. They aren't in-sync, so he often fell into instant death lava because he wasn't staying still on the spot where Sonic lands after his auto jump. And then he quit the game at Lava Mountain 3 because, when he beat the final Zavok fight, the game still goes on for a bit so Sonic fell into the abyss with Zavok, and he got a game over from beating Zavok while not paying attention to where Sonic should land afterwards. So dumb...
In defense of the run button, it makes sense when considering the parkour mechanic which was the main focus in the game and Lost World focused more on precision platforming/exploration than any other Sonic game. Without it, it wouldn't really work if Sonic ran automatically when holding the direction button alone like normal due to Sonic running up walls being heavily focused in the level design. It functions like a sprint mechanic, similar to how Nintendo did with Skyward Sword and Breath of the Wild which works best in a slower paced methodical game.
Wow, this was an excellent analysis. I own Lost World on steam but so far have only played the 3DS version. I've actually played a LOT of the 3DS version, and have done a lot of speedruns for Any% and ILs. It's absolutely wild how different this version of the game is, I think this video has inspired me to give it a fair shot.
Once again, really appreciating the in-depth analysis, humor, timing, presentation and delve into level design knowledge. I'm also wondering if Bickuribox is indeed that wondrous Toon Monster, AKA a Yu-Gi-Oh reference, but only because I happen to know and love those. That said, I do hope that'll you have more hot takes like this one! Keep it up♪
I’ve watched this video, your Mach-speed video, and the other P-06 video about 6 times each and they just never get old. Your style of production and comedy is so rare and I appreciate everything you’re doing. Keep it up!
This video caught my attention hardcore. I don't remember this game at all, I played it once when it came out, but watching this level in motion with explanations on how it succeeds has impressed me enough to wanna replay it again, and see how I find it since I like other games like this level too. Honestly the game looks a lot better than I remember, mainly technically. I think I could actually come away finding this game kinda underrated, even if not still *that* good.
Nice to see you're still kicking and doing more review styled videos on other games. I have yet to play Lost World, it looks pretty fun despite how different it is compared to other Sonic games. But I think we're all used to Sonic changing things up to see how they go by now. Heck, I honestly kinda miss when they did that more because it means that anything was possible. Tho while I haven't played Lost World, from what I have seen it seems to be one of the few Sonic games that emphasizes more on the platforming elements rather than speed. And honestly, I find that interesting and would love it if more Sonic games would try that. Sonic's platforming has never been bad, but there's very few instances of it being challenging or too interesting. At least, in terms of his 3D/2.5D Outings. Of course blasting through a beautifully designed level is awesome, in fact it's one of the reasons I still enjoy games like Generations. But putting more challenge and variety into the platforming is also interesting. You get different themes, different unique challenges, variety in visuals and design. It's honestly refreshing to see Sonic do this approach. Of course people will say he's just copying the Red Plumber, in fact I think that's what some people said at the time this game came out on the WiiU originally, but to me your idea doesn't have to be original, so long as it's executed well. The Plumbers done it before, so why should Sonic be treated any differently? But of course this emphasis on Platforming comes at a cost to the general speed Sonic is known for. Now of course it's not impossible to do, in fact Sonic and other games have done it before. But it's obvious it's more difficult to make interesting platforming challenges around a character moving super fast without making the game either too difficult or too easy because of the speed. But honestly, if the challenge is there, and it's still fun, I'd say it's worth it. I guess what I'm trying to say is, I don't mind Sonic moving a little slower, despite how blasphemous that is to say as a Sonic fan, if it means I get a good platformer out of it. So long as it's fun and feels good to play, it doesn't bother me. This might change depending on if/when I play Lost World. But I would like to see another or more Sonic games take an approach to focus more on Sonic's platforming aspects. If it works, it works. If it doesn't, it doesn't. You won't know, until you try, right? Another great video dude. Hope to see more like this from you, and maybe more that covers other games or series as well.
Another thing to note, but I like how one thing people always like to poke at when it comes to this game is the fact you have to press a button to run as Sonic. Basically you have to press a button to make him move faster. But if I may say, doesn't the Boost games do basically the same thing? You press a button, and Sonic can move faster to get through a stage. I'm sure there are some technical differences, and again my view might change when I actually play Lost World. But I like how people complained about this game making you push a button to make Sonic move faster. When there were four Sonic games prior that fundamentally introduced a mechanic that lets you do the same thing.
A sonic game based around constant momentum like this levels displays would have been interesting and pretty cool. Especially since this game branded itself with parkour as a mechanic, real parkour themed levels would of been appreciated
When you watch a video, find out what it’s about and promise yourself you’re not gonna finish it, and then the video is so good that when it ends you want more
i've never played lost world but from what i've seen this game feels like it has so much potential, the animation is so fluid (i love the little flip he does when you double jump) and a parkour system feels really fitting for sonic!!! i really really wish they could try another game with a similar style but more focused and with a more refined moveset and controls
THANK YOU! I thought I was completely alone with this opinion. That level is so fun and satisfying! It’s pretty much the only level I replay from the game.
lets go bickuri ur killing it with the variety content, been watching u for over 8 years now and this definitely seems like the way forward, try not to go back to realm man. we love u
16:36 All those years ago, the whole stage just clicked for me the exact moment I discovered that the final gate can be cleared without relying on the red rails. The rest of the game is full of moments where it expects the player to play one way and one way only, and punishes the player for not utilizing the gimmicks, but for this one moment, it allows the player to ignore the red rails, and keep going full speed ahead, as long as the player is skillful enough to pull it off. If memory serves me right, the level can be overcome without landing on any red rail once, even. I never leave the green rail in the final section of this level once I land on it, and it feels so rewarding. Doublejumping over the final gate in Lava Mountain Zone 2 is my favorite moment in the game, and is enough to make the level itself my favorite as well. Thank you for making this video.
I'm glad I'm not the only who really enjoyed this level. I completely understood where all the criticisms come from, but it still felt really fun to play this, and I couldn't figure out why. For a while I just thought I was crazy.
Even if I never played Sonic Lost World, I'd personally like another Grinding Stage in Sonic Frontiers. Though, I think the only way Izuka-san will allow that is if Kishimoto-san can find a way to port Parkour from Sonic Lost World into Frontiers.
Honestly, I think Parkour has a place in Frontiers if it is more open world. Allowing you to maintain speed by quickly vaulting over short bumps or instantly gaining some speed up a wall could be great to get around
@@yesuhh6855 Black Knight is tolerable once you get used to the motion controls, and I don't think he even had any involvement in Sonic 4 Episode II. And you can criticize me all you want, but I actually enjoy playing Sonic Forces even with Modern Sonic's nerfed gameplay and level design. Everything else is accurate to that statement.
Funnily enough, this was one of the only stages of Lost World I liked. The other two were Honeycomb Highway and the other underwater rail grinding stage.
I just love how this guy makes multiple examples of most people's frustrations in Tropical Coast Act II by demonstrating it using his gameplay. I haven't even played the game yet and I immediately know what to expect from this zone
This level (and perhaps the entire game) looks like it solves the key issues I've had with Sonic! I never liked not being able to see where I was going, or going so fast I could do nothing about it. Sega Genesis and Dreamcast were like this. I felt penalized for going fast. But this...this looks like you not only get enough vision of what's in front of you, but that it allows you to go fast in a way that still feels like you can control it. Sounds like it wasn't done great, but as someone who doesn't understand the hype behind this franchise...this seems very appealing!
I’ve played sonic games in the past and the one thing I never really like was the super fast aspects in certain games. I know it’s the gimmick of sonic but I’ve always had the same sentiment. When u master a certain level enough to where u can breeze thru it is satisfying, but for the most part I prefer to enjoy the game at an enjoyable pacing. That’s why I never really enjoyed timed levels in any game with a very strict time constraint, I hate feeling rushed.
This Video is what Hooked me to your Channel and eesh All these Months Later and it's still a Banger Still a Tad Unhappy with Myself for Avoiding your Sonic Mania Video for so Long Before because When I Realized it was you I was 'Locked in'
I can’t believe…you went into so much detail on a single level! This is awesome…how are you so good at explaining and describing things?! I didn’t think it was that deep…I guess I was wrong! I seriously love these types of videos!
Sonic Lost World has a lot of good ideas, but it suffers from its quantity rather than its quality. There are too many buttons to use for a Sonic game, and the levels relies on too many gimmicks. The game doesn’t know it wants to be. It has a mix of Mario Galaxy elements but also has a bunch levels with various different feels of controls, some feel sluggish while some actually feel responsive. Sonic Lost World is basically a game, a game with bunch of ideas Sonic Team slapped together without proper polish, which is just overall confusing for the player to get good at the game. But hey at least the music and the grinding stages are pretty good… I guess.
>a game with a bunch of ideas sonic team slapped togheter without polish So basically every 3D sonic game ever created. (Ps i disagree with this knowledge that you can't be good with the game, at least the 'Main' style of the game)
Looking back on this, it seems like frontiers' controls are almost directly from Lost World. At least how the movement is. For example, not being able to keep your momentum when jumping, being very slow in 2D, your momentum carrying over when jumping from a rail, how the spindash works, etc
I really do like watching this level, it's one of the most or the most enjoyable levels to see. Kinda gives it that addicting modern sonic gameplay feeling like watching Unleashed speedruns.
I found Sonic Lost World imo to be great, and I was fond of it. Wish they improved on the mechanics like the running since that was a huge issue, along with some other things.
i finally beat this level getting all the red rings and i realized sometimes ya just gotta take a hit so you can make that perfect jump over the awful bomb carts. lord god what a difficult level how would a child even beat this
Nice video. Watched the other as well. Very informative, pretty funny too. I literally had no clue about Sonic P-06 until now and I'd love to hear more. Maybe talk more about how the demos work, since I can't find much on it. Keep up the sonic content. Especially the fan favs like Adventure 1, 2 and 06. Take care bro!
This is one of the most memorable parts of Lost World to me because I felt a sense of satisfaction and achievement when I mastered this stage. It was hard but I didn’t find it impossible. I thought “I can comfortably complete the stage everyone is complaining about at the moment!”
I finally got around to playing Lost World and just beat it today. I have been excited to watch this video for the last 5 months. I was so surprised to see that THIS was the level that is the “ragequit” zone. I thought this level was fantastic. It was fun, fast, fluid. I think I only died once on it. There were other levels that made me WAYYYYYYYYYY more irritated than this one.
Would not mind seeing more games covered in this style. But if we're still on the subject of Sonic. Since you covered one impressive Fan Game, how about another. Sonic Robo Blast 2, a Sonic fan game was in the works since 1998 (I believe) and has come out to critical acclaim. It was made from the ground up in the Doom Engine of all things and has you controlling a 2d Sprite Based Sonic in a big 3D environment. I've tried to play it a couple times, but it's how Sonic controls that that throws me off. But I still think it's an impressive-looking and interesting game that I would love to see a critical mind like yours cover. If anything, just to see your reaction to the game, its impressive modding community, and the fan-made Kart Game. Oh, you bet your ass that's a thing! Someone took SRB2, a 3D Platformer made in the doom engine, and turned it into a Mario Kart clone themed around Sonic. With said clone ALSO having its own set of fan mods and content! Needless to say, it's worth a look. Thank you again for another great video and hope to see more in the future.
Tbh I really love the feel of the gameplay in Lost World! Sure it's a bit experimental, but it's really fun and imo is one of the better modern examples of "speed as a reward" out there!
Lost World was one of the only Sonic games that I've played that I find it hard to like, but I can absolutely agree that this game did do rail grinding well.
I played Sonic Lost World for the first time tonight and I've managed to make it to Silent Forest Zone Act 3. I found the game strange at first but I saw it as a learning experience. I got through Windy Hill fine enough learning the controls as I went because the game didn't teach me anything. Desert Ruins felt like a step down but likely because I was still figuring out the controls, specifically the parkour system. Tropical Coast was really good and easily the game's peak in my opinion. When I got to Frozen Factory though, the game took a serious nose dive and as far as I can tell, it's not going to recover.
There's something I really like about how the video is presented . It's serious but sarcastic at the same time , I really love it
That’s just his style, and I like it, too.
Part of the reason I don't like Lost World is actually indicated here; the physics change to suit the level design. This is a problem in a game like Sonic, which is about mastering the controls and physics to master levels, because it means I can never fully trust Sonic's abilities. An action that can clear a pit easily on one stage, can just as easily spell out my death over a pit of the exact same size in another stage. It's intended perhaps as a form of scripting to make things easier, but in reality, it prevents me from ever really trusting the game.
> the physics change to suit the level design
Wtf if that's true then that's NOT good game design. The first thing you have to know before designing levels for your game is that you're supposed to be trying to suit the LEVELS to the physics, not vice versa
@@JaxxMCC I'm pretty sure the physics doesn't change unless I'm missing something because there's no difference
No u literally just told us how suck at the game so therefore it’s bad
Really gave yourself away on this one.
@@JaxxMCC the physics don’t change to suit the level design.
Never saw this as the “rage quit” zone, I always enjoyed Lava Mountain Zone 2, felt like a nice challenge before the last two main zones. The music helps, nice and chill. Does stink that the game has a large gap between Tropical Coast Act 2 and this.
Agreed
I thought the large gap was nice. Sort of like a return to familiarity. Levels like these would be overdone in concept if there were too many of them. That's what makes them stand out.
@@bickuribox12 The reason that Sonic Lost World is inconsistent is because the producer confirmed that the feel of the game is inspired by Alice in Wonderland. If your a fan of Castlevania I recommend the Castlevania collection.
@@orangeslash1667 Yeah i mean, Sonic Lost World and Alice in Wonderland both have constantly changing areas that the main characters visit.
I love the water grinding levels, such a chill break from the game
I really like your style of videos. Subject’s on point, smooth voice to listen to (nice volume mixing too) and the jokes always hit home. You earned another subscriber!
Much appreciated 👍
@@bickuribox12 brick ur a box 11
Really enjoying the sonic videos bro. Been here for a while and like that you’ve dived into these game analysis videos. Keep up the great work
the point about sonic lost world lacking consistency was crucial. i especially liked the example of how the stage is frustrating because of that.
Theres something to think about here and consider when making a game. I'm taking that one to the bank with me.
This is the physical manifestation of lost world's issues. Automation, inconsistent controls with so many one note gimmicks, and difficulty that jumps all over the place. This is probably one of its better levels tho.
The only other one I liked was the big zavok fight. I replayed it less than two months ago. I don't remember any standout level design except for this, and that sky road level where you get locked into a path that moves itself by touching a single dashpad while looking for red rings. Not even the exploration is fun when it's so restricted and trial and errory.
U saying inconsistent controls u must just be trash
@@goddessyamato5238 it changes gameplay styles and wisps every 5 seconds. And the main controls are needlessly convoluted for a parkour system you barely use
@@thatitalianlameguy2235 it don’t change the gameplay style. And u can beat majority of the stages without the wisps
Had this video open in a tab for 2 years, worth the wait!
damn cool
I've never liked instant kill hazards in a game where dying usually isn't instant. It tends to be too arbitrary. You don't die because of how badly you messed up but because of where you messed up. It's why I didn't like the spikes in Sonic 1 & why I didn't like Bloodstained: Curse of the Moon.
I don't like messing up once & dying because my mistake sent me flying into a spike/bomb/pit even though I can get hit 25 times on the next try & be fine just because nothing that hit me was an instant kill.
This level does look fun though, aside from a few cheap deaths.
A lot of the challenge in Sonic games goes out the window when you can just pick up your rings and keep fighting every time. At that point, it becomes a "can I run into this wall enough before I hit the time limit" game, instead of a "learning how to play and not just get hit" game, which is a different perception of the game.
How else would you add difficulty to a level that takes place entirely on rails? Without the instant death bombs, this level would be just like the rest of Lost World; boringly easy.
Levels like these are skill checks. If you struggle with instant death traps, you just suck.😊
@@DooDooWater9732-n5z It's not a skill check if you can get hit like crazy & be fine just because you didn't get hit at those specific parts. For anyone who get hit at least once, it's just a luck check.
If you wanna make a skill check, the only way to do it is by just actually making something that's guaranteed to present a challenge. A skill check kills everyone who's not skilled enough. That's not what arbitrarily placed instant kills do. If one player messes up 50 times & lives, they're not more skilled than a player who messes up once & dies.
Honestly, after Sonic 06 I think Lost World is EASILY the sonic game with the most potential for a remake of sorts. All of the pieces are there, if you just made the physics more consistent and free across the levels and actually design the levels and worlds around building off of central mechanics instead of scattering them about I think it could actually be a pretty fun time. Maybe refine the parkour system and give it more chances to shine?
Even with its largely unsatisfying gameplay and laughably bad plot even for a sonic game Lost World always had some weird charm to me, whether it be my love for geometric design, the fun crossover side modes, or just growing up on the galaxy games, some part of me really wants to love this game, and I hope I'll get the chance someday
It’s a shame every area you can use parkour, there’s always invisible springs that play the game for you. It’s like they didn’t trust the parkour system was going to work out.
Lost World doesn't need a remake, just take the gameplay and turn it into an original ip
I really liked the parkour system. Was a bit janky but I think given some polish in a follow up game and incorporating it into the fast pace of other Sonic games would have been good
I thought the 3DS version of Lost World had better speed and parkour physics. Really enjoyed blazing through the game. And in 2D, Sonic's spin dash goes zooming.
I don't think the 3DS version is talked about enough, same with Colors DS.
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It reminds me of that one Sonic Unleashed Level where you have to beat the Eggman Land Act 1 start to finish within the timer.
I hated that level. Most of those timed levels just cut a section of the level they’re based in. This one was the whole thing and it’s hard.
Are you talking about the Wii version?
@@elmark3550 it was on the 360 version too I remember this problem my first few times playing it
@@Eli-akad but Eggman land has only one act on the 360 so it had to be another zone. It did have multiple on wii
@@elmark3550 he never said there was more that one zone. The first portion on eggman land has no real checkpoint til u get to the werehog section if I believe. The beginning portion as regular sonic has to be done in one go or u have to start the whole section over
@@Eli-akad just replayed 360 Eggman land and none of that applies I think they definitely have to be talking about the Wii version. Also they didn't say there were multiple acts but why would they say act 1 if there is only one.
The sonic videos that’s you’ve been putting out recently has been top tier. I also love the bits where you do a quick 1 second gag and then immediately transition to the next section.
I think the only real issue with this stage is that they didn't give you another one just before it mixed in with the regular gameplay loop. I personally never had any issues with this stage but looking back, I can kinda see how it would've been seen as unfair to people just due to it being a pretty sudden curve ball coming off everything else so I think reacclimating the player to it while throwing some cookie crumbs in there on how it all operates in the levels beforehand would've been a good idea.
Same I never had any issues with it, and Always thought of it as a highlight of the game. I forget that some people probably didn't adjust to the gameplay as fast I did.
just recently beat lost world for the first time and surprisingly this was also like the only level i overwhelmingly loved. i feel like everything here came together perfectly and its just so endlessly fun and charming.
Lava Mountain Martyrs, unite!
“One of the worst levels in sonic history”. Pal the entirety of mystic haunt zone begs to differ (also I actually like lava mountain 2 as well, thanks to the momentum entirely changing, playing it after going through the rest of the game in a single sitting almost gives you whiplash as the game slingshots you from it’s usual rigidity into a brief moment of fluidity that is amplified by the previous absence of such)
This was a dope video and a really good breakdown of level design basics and fundamentals!
Highly Based.
This is the Zone I replay the most whenever I revisit Lost World from time to time.
Great video. All the points were spot on.
Epic comment
I really like these kinds of videos. Like you understand what you like and don't like and know how to express it. So much more compared to shallow "good" or "bad" or sometimes even downright nonsense that is just everywhere among fandoms. And actually very polite about it.
This was literally my favourite stage when I first played last year. It's nice hearing someone praise it.
Im really glad you've found a video style that not only gets good views, but you are also comfortable with and enjoy talking about. You deserve it 100%
I have always had a soft spot for this game, and the grinding levels are the ones that stayed with me. Thanks for pointing out some things I could never verbalise
I cannot stress enough how much I enjoyed both the Sea Bottom Segue levels. I had a blast just slicing the minecarts as I glided to glory.
Dude I could listen to you talk about your breakfast. Your delivery, jokes, content, and very well thought out explanations of your points make ur vids impossible to skip. I'm not even the biggest sonic fan but I'm always excited to see ur uploads or ur takes on project 06. Keep it up !
Genuinely chuckled at your "it's a tuesday" joke lul
I've never played Lost world but just watching the gameplay I just felt the raw and challenging, though not entirely flawless energy of the level. Though I agree the placement of the levels sould've been more closer to each other rather than an entire, what six worlds away? To ensure that the players were more ready for whats to come instead of forgetting the entire premise.
This is the first video I've watched on your channel and I gotta say, I mean how could I not? I love it! Your way of implementing constructive criticism and comedy together is flawless and it genuinely made me laugh. Definitely gonna watch more from you!
I let my friend try this game after probably years of not playing Sonic, after playing Sonic Generations first, and he didn't rage that much at this level. It's Lava Mountain 1, the boss rush planet, that's where he went nuts and it's all because Sonic's respawning animation and the ground disappearing for the next phase. They aren't in-sync, so he often fell into instant death lava because he wasn't staying still on the spot where Sonic lands after his auto jump. And then he quit the game at Lava Mountain 3 because, when he beat the final Zavok fight, the game still goes on for a bit so Sonic fell into the abyss with Zavok, and he got a game over from beating Zavok while not paying attention to where Sonic should land afterwards. So dumb...
I love the style of these essays! Super chill and the jokes always hit
In defense of the run button, it makes sense when considering the parkour mechanic which was the main focus in the game and Lost World focused more on precision platforming/exploration than any other Sonic game.
Without it, it wouldn't really work if Sonic ran automatically when holding the direction button alone like normal due to Sonic running up walls being heavily focused in the level design. It functions like a sprint mechanic, similar to how Nintendo did with Skyward Sword and Breath of the Wild which works best in a slower paced methodical game.
I knew almost nothing of Sonic World but enjoyed you explaining the game design behind a singular level for 20 mins, good work !
5:06 best, and funniest, part of the video
do not jump when the camera.
Wow, this was an excellent analysis. I own Lost World on steam but so far have only played the 3DS version. I've actually played a LOT of the 3DS version, and have done a lot of speedruns for Any% and ILs. It's absolutely wild how different this version of the game is, I think this video has inspired me to give it a fair shot.
When I saw the title and what game this was, I was like "Oh it's the bomb cart level"
Once again, really appreciating the in-depth analysis, humor, timing, presentation and delve into level design knowledge.
I'm also wondering if Bickuribox is indeed that wondrous Toon Monster, AKA a Yu-Gi-Oh reference, but only because I happen to know and love those.
That said, I do hope that'll you have more hot takes like this one! Keep it up♪
Haze you should make a discussion/video essay on Sonic Utopia perhaps :o
bruh i watched your video before this didnt expect you here
I've almost completely forgot that I started watching you because of Rotmg.
HOW ARE YOU INSIDE OF ALL MY INTERESTS ASDJAOSDASODKAS{PDAS
hehe, good to see you around vars, cant wait for the next smash episode!
wtf
also hi cars
I’ve watched this video, your Mach-speed video, and the other P-06 video about 6 times each and they just never get old. Your style of production and comedy is so rare and I appreciate everything you’re doing. Keep it up!
Great video. Your editing is really good. And you commentary is on point. Had me invested the whole video👍
Thank you!
I love your sarcasm and cut short screams and your narration is pleasing!
This video caught my attention hardcore. I don't remember this game at all, I played it once when it came out, but watching this level in motion with explanations on how it succeeds has impressed me enough to wanna replay it again, and see how I find it since I like other games like this level too. Honestly the game looks a lot better than I remember, mainly technically. I think I could actually come away finding this game kinda underrated, even if not still *that* good.
Nice to see you're still kicking and doing more review styled videos on other games.
I have yet to play Lost World, it looks pretty fun despite how different it is compared to other Sonic games. But I think we're all used to Sonic changing things up to see how they go by now. Heck, I honestly kinda miss when they did that more because it means that anything was possible.
Tho while I haven't played Lost World, from what I have seen it seems to be one of the few Sonic games that emphasizes more on the platforming elements rather than speed. And honestly, I find that interesting and would love it if more Sonic games would try that. Sonic's platforming has never been bad, but there's very few instances of it being challenging or too interesting. At least, in terms of his 3D/2.5D Outings. Of course blasting through a beautifully designed level is awesome, in fact it's one of the reasons I still enjoy games like Generations. But putting more challenge and variety into the platforming is also interesting. You get different themes, different unique challenges, variety in visuals and design. It's honestly refreshing to see Sonic do this approach. Of course people will say he's just copying the Red Plumber, in fact I think that's what some people said at the time this game came out on the WiiU originally, but to me your idea doesn't have to be original, so long as it's executed well. The Plumbers done it before, so why should Sonic be treated any differently?
But of course this emphasis on Platforming comes at a cost to the general speed Sonic is known for. Now of course it's not impossible to do, in fact Sonic and other games have done it before. But it's obvious it's more difficult to make interesting platforming challenges around a character moving super fast without making the game either too difficult or too easy because of the speed. But honestly, if the challenge is there, and it's still fun, I'd say it's worth it. I guess what I'm trying to say is, I don't mind Sonic moving a little slower, despite how blasphemous that is to say as a Sonic fan, if it means I get a good platformer out of it. So long as it's fun and feels good to play, it doesn't bother me. This might change depending on if/when I play Lost World. But I would like to see another or more Sonic games take an approach to focus more on Sonic's platforming aspects. If it works, it works. If it doesn't, it doesn't. You won't know, until you try, right?
Another great video dude. Hope to see more like this from you, and maybe more that covers other games or series as well.
Another thing to note, but I like how one thing people always like to poke at when it comes to this game is the fact you have to press a button to run as Sonic. Basically you have to press a button to make him move faster. But if I may say, doesn't the Boost games do basically the same thing? You press a button, and Sonic can move faster to get through a stage. I'm sure there are some technical differences, and again my view might change when I actually play Lost World. But I like how people complained about this game making you push a button to make Sonic move faster. When there were four Sonic games prior that fundamentally introduced a mechanic that lets you do the same thing.
I can't put into words how much I love your commentary style, perfect mix of humor and interesting explanations
This was actually a top 3 level for me too and extremely fun with its need for quick reactions
A sonic game based around constant momentum like this levels displays would have been interesting and pretty cool. Especially since this game branded itself with parkour as a mechanic, real parkour themed levels would of been appreciated
I quite enjoy this ne w style of content you've been swaying towards recently. Definitely keep it up, gives a nice break from the realm content
When you watch a video, find out what it’s about and promise yourself you’re not gonna finish it, and then the video is so good that when it ends you want more
Loving the variety content, keep it up!
i've never played lost world but from what i've seen this game feels like it has so much potential, the animation is so fluid (i love the little flip he does when you double jump) and a parkour system feels really fitting for sonic!!! i really really wish they could try another game with a similar style but more focused and with a more refined moveset and controls
THANK YOU! I thought I was completely alone with this opinion. That level is so fun and satisfying! It’s pretty much the only level I replay from the game.
Shoutouts to you bickuri, so glad you're getting attention for your hard work
Just found this in my recommendations. Love your commentary style man it’s awesome
Thanks for tuning in 👍
lets go bickuri ur killing it with the variety content, been watching u for over 8 years now and this definitely seems like the way forward, try not to go back to realm man. we love u
16:36
All those years ago, the whole stage just clicked for me the exact moment I discovered that the final gate can be cleared without relying on the red rails.
The rest of the game is full of moments where it expects the player to play one way and one way only, and punishes the player for not utilizing the gimmicks, but for this one moment, it allows the player to ignore the red rails, and keep going full speed ahead, as long as the player is skillful enough to pull it off. If memory serves me right, the level can be overcome without landing on any red rail once, even.
I never leave the green rail in the final section of this level once I land on it, and it feels so rewarding. Doublejumping over the final gate in Lava Mountain Zone 2 is my favorite moment in the game, and is enough to make the level itself my favorite as well.
Thank you for making this video.
I'm glad I'm not the only who really enjoyed this level. I completely understood where all the criticisms come from, but it still felt really fun to play this, and I couldn't figure out why. For a while I just thought I was crazy.
Honestly what makes your videos really entertaining is the editing and your awesome soothing voice idk why it’s like asmr 😂
Even if I never played Sonic Lost World, I'd personally like another Grinding Stage in Sonic Frontiers. Though, I think the only way Izuka-san will allow that is if Kishimoto-san can find a way to port Parkour from Sonic Lost World into Frontiers.
Honestly, I think Parkour has a place in Frontiers if it is more open world. Allowing you to maintain speed by quickly vaulting over short bumps or instantly gaining some speed up a wall could be great to get around
I wish kishimoto got fired for not making horrible sonic games.
@@yesuhh6855 Black Knight is tolerable once you get used to the motion controls, and I don't think he even had any involvement in Sonic 4 Episode II. And you can criticize me all you want, but I actually enjoy playing Sonic Forces even with Modern Sonic's nerfed gameplay and level design. Everything else is accurate to that statement.
Funnily enough, this was one of the only stages of Lost World I liked. The other two were Honeycomb Highway and the other underwater rail grinding stage.
I just love how this guy makes multiple examples of most people's frustrations in Tropical Coast Act II by demonstrating it using his gameplay. I haven't even played the game yet and I immediately know what to expect from this zone
This is a very Tim Rogers analysis on a single Sonic level, love it!
This level (and perhaps the entire game) looks like it solves the key issues I've had with Sonic!
I never liked not being able to see where I was going, or going so fast I could do nothing about it. Sega Genesis and Dreamcast were like this. I felt penalized for going fast. But this...this looks like you not only get enough vision of what's in front of you, but that it allows you to go fast in a way that still feels like you can control it. Sounds like it wasn't done great, but as someone who doesn't understand the hype behind this franchise...this seems very appealing!
I’ve played sonic games in the past and the one thing I never really like was the super fast aspects in certain games. I know it’s the gimmick of sonic but I’ve always had the same sentiment. When u master a certain level enough to where u can breeze thru it is satisfying, but for the most part I prefer to enjoy the game at an enjoyable pacing. That’s why I never really enjoyed timed levels in any game with a very strict time constraint, I hate feeling rushed.
Dreamcast? The adventures let you see everything by being 3d with no screen crunch
I feel this stage would have been much easier if it had actual rail switching controls like in generations and colours
This Video is what Hooked me to your Channel and eesh
All these Months Later and it's still a Banger
Still a Tad Unhappy with Myself for Avoiding your Sonic Mania Video for so Long Before
because When I Realized it was you I was 'Locked in'
I can’t believe…you went into so much detail on a single level! This is awesome…how are you so good at explaining and describing things?!
I didn’t think it was that deep…I guess I was wrong!
I seriously love these types of videos!
I have never played this game, but seeing this footage makes me think of this as a 3d donkey kong country mine cart level.
Finally getting the recognition you deserve, been watching ur rotmg vids since 2016 ❤
Ikr? I really hope he pops off from this, it's pretty exciting
Sonic Lost World has a lot of good ideas, but it suffers from its quantity rather than its quality. There are too many buttons to use for a Sonic game, and the levels relies on too many gimmicks. The game doesn’t know it wants to be. It has a mix of Mario Galaxy elements but also has a bunch levels with various different feels of controls, some feel sluggish while some actually feel responsive.
Sonic Lost World is basically a game, a game with bunch of ideas Sonic Team slapped together without proper polish, which is just overall confusing for the player to get good at the game.
But hey at least the music and the grinding stages are pretty good… I guess.
>a game with a bunch of ideas sonic team slapped togheter without polish
So basically every 3D sonic game ever created.
(Ps i disagree with this knowledge that you can't be good with the game, at least the 'Main' style of the game)
@@lupinthenerd439 I wouldn’t say all, but ok.
Looking back on this, it seems like frontiers' controls are almost directly from Lost World. At least how the movement is. For example, not being able to keep your momentum when jumping, being very slow in 2D, your momentum carrying over when jumping from a rail, how the spindash works, etc
That tracks, Forces, Frontiers and Shadow Gens were all built off of LW.
The Forces boost is near identical to the LW Super Sonic boost lol.
I really do like watching this level, it's one of the most or the most enjoyable levels to see. Kinda gives it that addicting modern sonic gameplay feeling like watching Unleashed speedruns.
The only redeeming thing this game has that brings me back is the writing in the cutscenes
I found Sonic Lost World imo to be great, and I was fond of it. Wish they improved on the mechanics like the running since that was a huge issue, along with some other things.
"The game is great, it just plays like shit"
@@_CNT_ The levels are literally mario but sonic-ified. I just liked the levels and how they work. But yeah, it's pretty shit.
This type of recent videos are to much fun to watch! Hope you will continue with this format with more different Sonic Games or games in general 😁
i finally beat this level getting all the red rings and i realized sometimes ya just gotta take a hit so you can make that perfect jump over the awful bomb carts. lord god what a difficult level how would a child even beat this
My man Bickuribox becoming a sonictuber!
I've been loving these sonic analysis videos from you very nice stuff to watch. Would love for more in the future
Oh man what in the world. Just stumbled across this video and I already love your channel!
Ngl this game had SOOOOO MUCH POTENTIAL
Lost World is actually one of my guilty pleasures, and it makes me happy to see something about this absolutely strange game.
@Burst Gaming Because you like the Indigo Asteroid
i can't believe i just watched a full 20 minute review of a single sonic stage, and i couldn't be happier about, geat video
Nice video. Watched the other as well. Very informative, pretty funny too. I literally had no clue about Sonic P-06 until now and I'd love to hear more. Maybe talk more about how the demos work, since I can't find much on it. Keep up the sonic content. Especially the fan favs like Adventure 1, 2 and 06. Take care bro!
MY REVIEW OF LOST WORLD: I think it’s neat
the dark souls of sonic levels but unironically teaches you game mechanics in a dark souls type of fashion
Honestly, I hope SEGA eventually comes back to refine the Lost World style. There’s some real potential here.
Good joke
@@ninjafrog6966 huh it's literally the adventure style without the physics lol
Honestly true
Yes! I’d love that so much.
Maybe in Frontiers?
Sonic lost world is that game that just throws shit it you, sometimes i dont understand wtf is going on💀
This is the first video I watch from you and I enjoy how funny this video is I love the editing and the cuts😭
This is one of the most memorable parts of Lost World to me because I felt a sense of satisfaction and achievement when I mastered this stage. It was hard but I didn’t find it impossible. I thought “I can comfortably complete the stage everyone is complaining about at the moment!”
I finally got around to playing Lost World and just beat it today. I have been excited to watch this video for the last 5 months. I was so surprised to see that THIS was the level that is the “ragequit” zone. I thought this level was fantastic. It was fun, fast, fluid. I think I only died once on it. There were other levels that made me WAYYYYYYYYYY more irritated than this one.
underrated channel, must subscribe
I gotta be honest, as someone who's never played this game, this zone looks like it could be a lot of fun.
Glad to see your channel getting massive attention lately
The editing is cracking me up so much lmaooo, great video man.
I completely agree with basically everything you said. This is one of my favorite levels in Lost World (not a high bar but still).
Great video, hope this one cataches the algorythm like the other two did.
This is actually unironically one of my favorite videos on TH-cam
Yo thanks!
Nice to hear your voice again my friend. Loving the Sonic content too.
Was expecting a Vine boom at 5:26
Honestly you could make a whole game out of this act.
Would not mind seeing more games covered in this style. But if we're still on the subject of Sonic. Since you covered one impressive Fan Game, how about another. Sonic Robo Blast 2, a Sonic fan game was in the works since 1998 (I believe) and has come out to critical acclaim. It was made from the ground up in the Doom Engine of all things and has you controlling a 2d Sprite Based Sonic in a big 3D environment. I've tried to play it a couple times, but it's how Sonic controls that that throws me off. But I still think it's an impressive-looking and interesting game that I would love to see a critical mind like yours cover. If anything, just to see your reaction to the game, its impressive modding community, and the fan-made Kart Game. Oh, you bet your ass that's a thing! Someone took SRB2, a 3D Platformer made in the doom engine, and turned it into a Mario Kart clone themed around Sonic. With said clone ALSO having its own set of fan mods and content! Needless to say, it's worth a look. Thank you again for another great video and hope to see more in the future.
Tbh I really love the feel of the gameplay in Lost World! Sure it's a bit experimental, but it's really fun and imo is one of the better modern examples of "speed as a reward" out there!
Lost World was one of the only Sonic games that I've played that I find it hard to like, but I can absolutely agree that this game did do rail grinding well.
Ur sonic videos are absolutely hilarious and I love them so much
I dont even play sonic yet these videos got me hooked, awesome video!
I played Sonic Lost World for the first time tonight and I've managed to make it to Silent Forest Zone Act 3. I found the game strange at first but I saw it as a learning experience. I got through Windy Hill fine enough learning the controls as I went because the game didn't teach me anything. Desert Ruins felt like a step down but likely because I was still figuring out the controls, specifically the parkour system. Tropical Coast was really good and easily the game's peak in my opinion. When I got to Frozen Factory though, the game took a serious nose dive and as far as I can tell, it's not going to recover.
While I do love the wisps (childhood connection to them) I do like that there are none in this section