Controller settings are at the end of the video, but I'll list the button mappings here too (played on a Dualshock 4) - left stick for movement (deadzone set to 20% via Steam controller configurator) - right stick for camera (no deadzone) - R1/RB - jump - L2/RT - roll - L1/LB - lock-on (has to be manually mapped for Center View) - orbital looking enabled - vertical looking enabled - playstyle set to Automatic (but Automatic camera options are all set to 0)
@@technicallyinept2120Basically seeing what's below you or eay above you, useful for jumping on enemies from high above, without it you could only pan the camera up or down but not see what's above or below you. This settings is only reserved for OpenGL, as using it in Software mode will give you some funky camera work and strange camera motion
@@MariusUrucu thank you. But actually, I found that I couldn’t even move the camera up and down with it on. Had to look it up online and found that I had to go to mouse options and turn that to where it’s forced to always be on, and that was what finally did it. SRB2 is peak, but setting that stuff up is a hassle and a half. Lol
When setting up a controller, SRB2 uses really strange language, guys. I really hope they fix that one day. But here you go. X axis is left stick left and right Y axis is left stick up and down Z axis is right stick left and right X rudder is right stick up and down Z rudder is r2 on ps3 or RT on Xbox Y rudder is l2 on ps3 and LT on Xbox I Donna know what u and v axis are To be able to look up and down, you have to go to mouse options, turn use mouse to force, and I think have the first and third person mouse look on.
I don't know, even back in 2.0 I never actually had much of a problem with the controls. It was a learning curve yeah since no other platformer really handles like these games but i've also always liked learning the nuances for different control schemes in games anyway since it's essentially like learning a new equation.
“…I’ve always liked learning…” congratulations, you are a completely different breed from the people labeling everything even remotely different than what they’re used to ‘bad game design.’
@@Sakaki98tho i do think jf they can give a valid reason as to why they think its so then its fine unless its a baseless claim like “player feels too heavy” “player is too slippery” Like, perse, the Dr. Robotnik’s Ring Racers (talking about 1.0 here just for an example) hitstun is bad game design imo as it can feel a bit unfair and can also be extremely punishing at times, making people who are in first place get large setbacks if theyre on a harder difficulty for mistakes that they havent even caused themselves or things they cant see/predict like a SPB
@@randomfromscratchthe only time I see myself using base game characters is when I open the game to beat a level rq then leave or when I play srb2 battle as sonic
I honestly don't blame people for not being able to get into SRB2. It took me a while to get a good grasp of the game until I saw that one dude's video (I forget his name) that shows how to configure your controls for the game and I was like, "Shoulder buttons for the jump and spin dash? Lemme try that." The game became a lot more playable after that lmao
You know, people often talk about how Sonic Team just can't accurately translate the classic physics and controls in 3D but hilariously enough, complaints about this game are the exact reason why Sonic Team actively refuses to make a game like that. For I don't even know how long, AAA devs have been making their games so unbelievably easy because most gamers nowadays would much rather blast through the game once and never again (which is the complete opposite of how retro games were actually designed, that's something a lot of indie games also misunderstand when they make throwback games). Any kind of obstacle that actually prevents you from progressing through the game until you can overcome it is a complete no-go to them. An hour of gameplay that you get through easily is unremarkable because you need challenging game design for that to work and cmearly gamers don't want that, so the only other way devs can justify their games is by padding out the length for as long as humanly possible and bloat them with shit that adds nothing to the core game design. This goes back to Sonic Team, when we call the boost games "shallow", this isn't us hating on the playstyle for some arbitrary reason, we call them shallow because they're designed to be like this, the boost (at least in the official 3D games). 3D boost Sonic games are deliberately designed to be the most simplistic, non-demanding and easy to understand version of a Sonic game possible, because they don't want to risk the players actually getting stuck or not understanding how certain mechanics work. I mean, just look at Final Horizon for example,it was proof of that, people thought the tower climbs were the hardest shit ever because you can fall off if you do the platforming wrong (it really wasn't, especially not in a game that easily allowed you to break platforming with the spindash, infinite parry etc...), how do you think these people would react if the next official Sonic game demanded that you actually understand its physics?
An easy game to a Sonic fan is like Mc Donalds. It's not good for them. Hell. It's not even good food. It takes very little effort to find better. And doesn't take much to make better. But they've gotten so comfortable that the idea of "good food" has been completely distorted into only being Mc Donalds and nothing else.
I don't think classic Sonic is that deep. The physics are easy enough to understand for casual players (feel free to show me any case study proving otherwise), I don't have a full list of SRB2's common complaints but I think Classic Sonic can control well in 3D, I don't even think that's a classic specific issue either. Frontiers suffered cause frankly I think the controls are BUTT and the DLC level design is weird and trying to invoke a Super Mario Lost Levels. The only real reason I see there being no Classic 3D is cause designing levels around it is probably hard, how do you make use of that 3D space in a way that matters? In general I think most of these issues isn't exclusive to Classic Sonic. They're just modern game issues such as padding which is usually a budget issue, they can't make more content so they gotta recycle it.
@discardedbiscuit5449 The physics of the classic games weren't that deep, but also no Sonic moveset was really "deep" to begin with. The level design is what stood out the most. At least to me after a while I found playing Sonic 2 a lot less because of how easy it is to get a good time in those levels. I than moved on to S3andK and instantly enjoyed myself more. But also wanted more. I wanted something genuinely challenging. Something where it would actually take effort to make a good, fast route. Than i went back to Sonic CD for fun and FUCK that games good. So many people get confused by that game but honestly thats the point. It's not hold right to win anymore. It's an active puzzle you need to solve in order to get the fastest time.
@@discardedbiscuit5449 you don't need a "study" to prove that casual players are having such a hard time understanding Sonic physics, just watch any casual player playing any of those games, chances are you'll see a comical amount of struggling at play. Seriously, the amount of times I've seen people play Sonic 1 for the first time and not understand that you need to build up speed in order to run uphill is insane.
This game genuinely took me by surprise by how good it is when I tried it out. Going in as sonic only gave me a very tough challenge but now I can get through the game easily these days.
I feel like whenever there's a non-fighting game that actually has depth and requires learning, there's going to be a vocal group of people complaining that it's bad game design. To them games are just something you blaze through once for the experience and never touch again, so potentially getting stuck in a game is a cardinal sin to them and then wonder why modern AAA games have such bloated content with ballooning budgets and scummier monetization. That said, I do wish Sonic's jump in SRB2 was at least half a block higher XD.
Nah it applies to fighting games as well For the last decade so many people have cried and whined for devs to dumb them down and make them more "accessible" and that is the reason why we got stuff like BBTAG
Me, I just wanna be able to accelerate in midair. Kinda hard to platform quickly when momentum, the Thok and deph perception are working against you. Though that last one could be due to me using the sprites over 3D models...
Games like Devil May Cry 5 and some modern fighting games have a massive wealth of depth to them and take hours upon hours to master, but at the same time they're not hostile to beginners: a person starting out will still have fun, and the reward for taking the time to learn how they work is more fun I can't speak for everyone obviously, but that is why I personally bounced off of SRB2: the moment to moment gameplay simply wasn't fun to engage with. I could probably learn the game and change that, but why should I engage with something unfun (to me) for an undisclosed amount of time while I can choose to play something that's fun from the start and only gets better if you learn it?
@creativename1673 It's more rewarding to learn from failures ? Struggle provides challenge. Humans like overcoming challenges. The more the challenge, the more I feel like I actually did something cool, and the game didn't just hand me the win.
This is one of the small times where it is okay to reply “skill issue” to someone that is talking shit about the game because they can’t get the mechanics or just suck at the game and don’t put effort on improving. And this comes from me! Someone that is not at all a master of this type of games! I screw up a lot and even I know that its just me being bad and not the game being terrible, I can get frustrated but I won’t degrade the game just because I’m bad at it!
As an SRB2 enjoyer I happily agree that the physics feel like dogshit. - The characters accelerate way too slow and then blast off. - Mid-air and spinning movement is extremely sluggish. - Characters jump too low, which is what the game was designed upon but still. - You get no speed from slopes unless you're spinning. - High Momentum gets cut when you're running. - The height you get from launching off a slope is cut in half.
yeah for some reason srb2 uses physics similar to sonic 1, with the slope momentum and ground speed cap, all that stuff. pretty sure it's gonna be changed in 2.3
i kinda agree with the other stuff but getting no speed from slopes unless you're running and high momentum getting cut from running is definitely good, you can choose between going faster and having less control, gives more of a use to the spin in srb2 (which is already pretty useless compared to the spin mode in the classic sonic games).
I agree. And if it makes you feel better, unmodded srb2 has kept me up past midnight and 1am, so I haven't slept on it as much. Although my computer *is under my bed, so I guess I sleep on most of my games.
I think the problem is more of people saying "oh this plays like Classic Sonic but in 3D" no, it doesn't, it is it's own thing and must be treated as such otherwise you'll get people expecting one thing and getting something else completely different the game is good, but people saying that it's like Classic Sonic not only makes newcomers disappointed, but also discredits the game itself
I do agree in a sense of gameplay, but it has more similarities than you're letting on. First off, there's the obvious classic aesthetic used, akin to Mania and Superstars. There's a little emphasis on momentum, but not nearly as much as the originals. I'd probably say it's gameplay is more. Similar to the Adventure games, as you want to maintain speed, not gain it. It's also structured like a classic game, with multiple playable characters with similar feel but different moves, bosses every 2 acts, chaos emeralds, super forms, yadda yadda yadda.
@sikosonix901to add on to that, it also has the multiple pathways with varying difficulties, the special stages showing off some sort of technical accomplishment (they also do the sonic 3 thing of connecting visually with a level), the expansion of multiplayer options (which was a noticeable development between games), some cinematic flair, the steep learning curve (which I really like), and an easy to follow story.
Back in the bad ol' days of early 2023, I heard about this game for the first time and decided to take a look at it. I couldn't get past Techno Hill act 1 and swore on my life I would never play it again. Fast forward to mid 2023, I tried it again. I said the same thing. Now cut to earlier this year, I tried it a final time. I still didn't like it. But instead of quitting it, I tried to master it. I even installed some mods to make my time a little easier. And after a few months, I finally saw the appeal. And it only took me a year and a half!
Its nice seeing you tear through these stages once again! Although, I'm surprised you didn't come back when XSonic got released considering just how insanely fast that hedgehog is.
I was having a sort of break from TH-cam at the moment, due to lack of energy and motivation. Despite being a Sonic fan at heart, I didn't wanted my channel to just be all Sonic related. I'm happy to say I've been slowly getting an audience for some racing games I featured as of recent, something ai didn't even expect. Also, I will get to featuring XSonic sometime, due the hype period has passed by now.
.....weirdly when i play this game fully the first time i never even complained about the controls.... seeing people having trouble on this at least made me feel happy about my own skills
honestly i never played on controller, i immediately thought that the mouse would be so much better for the camera (i do intend to try it at least once to see how fucked its gonna feel with the muscle memory i have on keyboard after years of playing)
@@marcxworld5708 I think that depends on what you're used to. I play much more Doom than any 3D-Platformer, so keyboard and mouse felt quite good for my casual play of srb2.
At first I was like “ this game controls great” then I read the description and it said to use a dual shock controller and I realized that thats why I’ve never had problems.
personally my biggest problem is the acceleration is way to high and the complete lack of air drag, other than that tho i think this game controls great. it’s really fun having to manually control sonic to avoid obstacles and having to pull yourself back to not overshoot the platform you want to land on. having to carefully maneuver yourself in the levels is something i wish more sonic games would do (the only sonic game i can think of that did this is Sonic UnWiished), but i can understand why sonic team does not want to make that kind of game
OG SRB2 Sonic can feel too light (slippery and hard to stop) and too heavy (falls fast and hard to start) at the same time, so I completely understand where the guy is coming from. He started playing with the Adventure Sonic mod after that and he instantly started finding the game addicting due to the depth a bounce and a higher jump gives him, although having a homing attack instead of a thok gave him trouble at times.
Honestly since 2.2 included Controller support, I unironically had little issues with controls outside of maybe learning how the overall physics work but that’s part of the charm lol
Ngl I sorta agree with that guy, the controls are so unfriendly to first time players, the really weighty controls and low jump, just the general way in which characters steer while they run, and also how OP and weird to use the air dash move is. Obviously it doesn’t seem like a problem for people who’ve played it for years, but honestly any time I’ve tried to give it a go the controls just make it so hard to properly engage with the level design in a way where you hit that flow and it becomes fun to play, I just do not jive with it. Think if you put these levels in a game with a much better character controller, and not DOOM, it’d be a much better experience. Not to dog on the entire thing though, srb2 is a remarkable fangame, one of the few full length 3D sonic fangames out there, but I totally get why people don’t enjoy playing it.
Learning SRB2 feels like learning the classic games, first runthrough is gonna be rough, but the more you play it, the better you get. Then you experiment with different characters, the physics (badnik bouncing especially) and BOOM you become insanely goated and you're plowing through the game like its nothing. Gamers just refuse to learn how games work, instead they just want the game to be way to simplistic and overall dull.
I love Sonic Robo Blast 2. It might even be my favorite 3D Sonic game. I think there are some ways the controls could be improved. But once you get past the learning curve it's one of the best experiences you can get from a fan game. I'm excited to see the changes 2.3 will bring. I hope it will bring the game physics closer to the handling of the classic games.
Unfortunately, from what I've seen, it's going to be more like most other 3d sonic fangames. That is to say, mostly speed and flying, not much platforming. Can't be sure though, they might change their minds.
Idk if the momentum is all fucked up and inaccurate or whatever, I adore this fucking game, weird controls and all Plus the gargantuan modding scene helps, seriously you can just fuck with stuff like Boostmentum, XMomentum, throw on some wild level pack as a character with crazy abilities and practically be playing a whole new Sonic game, I've been getting really into Junio Sonic lately
I am to someone who has a hard time with SRB2. I feel like the controls threw me off a lot and the level design is often confusing and sometimes leaves me stuck. I wish I could enjoy this game but truth be told I have a hard time with it.
@@doublemode4088 nah it’s a character mod that lets you play as Adventure 1 Sonic, he’s more accurate to SA1’s mobility and moves and all (tighter steering midair for example). It’s a lot of fun but personally I don’t think it’ll fix the issue you have with vanilla SRB2’s controls. Maybe just test Marius’s controller options or use The JackalMan’s SRB2 controller guide?
@myguy4203 Yeah, that's fair enough. But yes, very good maneuverability plus the abilities needed to get all the emeralds before you reach act 2 of techno hill. Playing as SS is also way better cuz of flight and such.
Also, I love how you showed the later half of the game which most people dislike, which shows that the game can still be enjoyable even in the "tough" levels.
Only actual problem I have with SRB2 is that I got bored of the main campaign because when it isn't throwing tight platforming with a slippery character, you're just sort of running through nothing. You can just avoid alot of the enemies by moving a bit to the side, it's nice they're there but more often than not they aren't a real obstacle, outside of the knights in Castle Eggman that are big and take two hits and those deathly annoying jettysyn in Egg Rock (honorable mention to those BIRDS in red volcano they are genuine hazards and I have to actively consider their existence to not get destroyed)
I see what you’re saying. But as far as that enemy thing, I don’t really agree. Because while they aren’t true threats, my goal in these games isn’t really to fight enemies anyway. It’s to maintain my flow, to keep trying to run through the level. All enemies are to me in this game are obstacles to that that I need to manuever around as I try to race through. And from that angle, I think they do a good enough job.
Honestly, robo blast 2 is just very unwieldy in my hands. I get the idea that it's supposed to be how Classic Sonic would be if they made it in 3d in the mid-90s, but whenever I made am attempt at precise control, I slip around and hit things more often than I would in Sonic Adventure and the like.
When I first played the game, I too had a bad time. The confusing options menu didn't help either. I got to Deep Sea and then stopped playing. A few months later I picked it up again and I actually understood how the options menu worked ! After some tinkering with my gamepad options (plus I only had a Switch controller at the time and the mapping on it is a little weird). I was able to enjoy the game. Even still it was pretty difficult, (I spent so much time at Egg Rock) but that's why I love retro games. You play a level and find it really hard, then you play it again and until it becomes a breeze. Also I know SRB2 may not be considered a retro game but it has the same game design philosophy. Also also, Vanilla SRB2 is legit my favourite way to play the game. Though the mods are really cool. Basically the only thing I actually think is kinda bad in this game are the Castle Eggman and Fang boss. I hate them. They're not as bad once you played them a lot but they're still bad. Anyways, SRB2 is amazing. Probably better than most (maybe even all even though it might sound a bit exaggerated to you) 3D sonic games. Also also, I know I yapped a lot but please stop judging fangames so harshly, you didn't pay anything for it. You can criticise it but don't just call it overrated and dogshit just to stand out.
@@MariusUrucu Don't worry I know. I just wanted to share my thoughts on it. Apologies if I wasn't clear enough (Especially with the fact that my comment was pretty lengthy).
I think the problem castle eggman has is that it's not completely finished yet. Lots of areas in act 2 especially are quite barren, and it's because the developers didn't have enough time, most likely due to outside pressure.
That guy in the intro? He's not wrong. Most veteran SRB2 players would call it a learning curve but I think most normal people would just call it "shit". Still love the game regardless, and I would rather it stay this way since it's become a part of the game at this point and the people who play the game play it for this gameplay. You could also just play as Tails. Y'know, the easy mode. For beginners. Like in every classic Sonic game he's playable in. Seems like a lot of people forget he exists, including the devs unfortunately.
I personally play SRB2 on mobile, yeah, the default controls you're given are certainly not very ideal to get a good grasp for these characters, but with a bit of tweaking and some practice you'll start to feel actually good in this game! SRB2 is a fun game and it's a bit unfortunate not many seem to fully get into it as many of us do. but i guess the best thing we can do when it comes to people struggling with the controls is to help with setting them up to best fit their play style, and see if their view on this goofy lil' game changes if given enough time to adjust to it
I often see few people saying they get motion sickness with this game. I've been wondering if that's cause of the graphics style or the default camera settings...
I really love this game and 100% the game with the EMBLEM PAIN!!!!! But I feel that the movement can be tweaked a bit, Like sharper air control and linear acceleration and that's all honestly. I can care less if they add Momentum or change what the characters look like, I just want to have smoother and more comfortable control.
Unfortunately gonna have to agree, I really didn't like how Sonic or the others felt in this game, usually the main argument would be telling to play as tails or knuckles but when I play a sonic game I usually want to play as sonic usually he's the most fun in each game so I figured it a applied but not to me i'm afraid, if anyone likes this game thats fine I don't get it but thats fine Personally I just really do not like this game or see the appeal outside of visuals, some of the music and fact it is sonic the hedgehog
I love how Sonic plays in this game. In fact, for a number of reasons, it is my favorite play control in a 3D Sonic game. And once you get a handle on it, it is immensely satisfying to platform through it. But if you really can’t get a feel for it, then okay. Maybe try mods like modern Sonic or Adventure Sonic. They’re still Sonic, right? I say modern Sonic because he has a double jump which may help with platforming and the stomp which might help with the “slipperiness.” Adventure Sonic is just… Adventure Sonic. The controls and physics are brought much close to the Adventure games which I assume you are more of a fan of. Shouldn’t be too hard to control there if you’re used to that. Also, both of them have the homing attack.
You are not a hater lol, there's been a lot of people in the past who have said some really horrible shit to the devs and community. Your points on the other hand are valid, and I appreciate your multiple disclaimers that you didn't intend to shame those who enjoy the game!
Honestly I would enjoy the game much more if the later levels were better cattered to Sonic's lack of vertical movement, specially in sections of precise platforming. They get unsufferable for him in the later levels. You just die if you don't get the hang of the highly increased aerial momentum after you jump.
"you die if you don't get the hang of the aerial momentum". You just gave yourself the answer. If it's in the latter half, you should have *gotten the hang of it* by that point
@SonicFanMCMXIV That would be fine and dandy if the aerial physics weren't shite to begin with. Sonic accelerates too fast in the air which makes precise platforming much more complex than it needs to. And the thok is useless for correcting miscalculated jumps. You don't even get the benefit of a double jump.
@@alanbareiro6806 1. you can move the other way to slow down. 2. Most sonic games don't have double jumps, and the thok is something that you also have to *get the hang of*. This is what you can use record attack and no save mode for: *practice*. So you can learn the finer details of the physics and *learn*, like people have been willing to do for the official games. Edit: sorry if this sounds rude, I have a short temper sometimes.
@SonicFanMCMXIV 1. That sometimes still results in either, overshooting or even undershooting your jumps. And this becomes particularly irritating on later levels where not sitting the platform properly results in death. Air acceleration, even with all of this taken into account, still feels very wonky. It feels exponential instead of gradual, assuming you are running at low speeds. At high speeds this becomes even worse. Not to mention the lower jump height that give you even less leeway to calculate your jumps trajectory. The oficial Sonic games don't have this kind of problem for the most part and the jumps feel way better in terms of aereal mobility, jump height and overall acceleration and momentum. Sure, you could chalk it up to the engine being a Doom game at heart, but the physics could be further finetuned. And even with all of this, the later levels in the game are simply not quite adequately designed with these kinds of physics in mind. 2. But if you insist on keeping the physics the way they are currently, a double jump would be a fine compromise between skill and punishment. Sonic's lack of vertical mobility on levels that are littered with precise platforming makes him not a fun character to play on his own, which is not a good look for a game that has him as the main character. You don't even need to remover his Thok, just give him an option to make platforming less punishing and unfun. 3. Controls and physics are things that must feel right on your first playthroughs, they shouldn't feel right as you further practice the game. Specially with something so basic as how the jump feels as you move. The Classic Sonic games did this right, the moveset, handling and physics feel right the first time you play and you could in theory not have problems with platforming and even if you do, you still can figure that out in relatively short times. And even then again, those same controls present a higher skill ceiling that allows you to Master them as you get better with them. With SRB2 however, your jumps sometimes become unpredictable... I'm not saying SRB2 isn't well designed, but these kinds of issues can hamper the overall quality of the game and there's room for improvement when it comes with the handling.
@@alanbareiro6806 1. I've just gotten used to the physics and can't really explain specifics that well, I just like them. 2. Tails is always described as the character for beginners, and is usually recommended by people for every game he's in. 3. That's the point of practicing. You're meant to get better over time and struggling in your first few playthroughs is meant to happen in games. Believe it or not, a lot of people don't like the classic games for this reason. Edit: also for point 2 sonic is the only character I regularly play as so I have gotten used to how he plays and once again I am bad at explaining specifics, especially if it's 4 am where I live. Edit2: for point 3 the thing you say about the classic games isn't exactly true, lots of people struggle a lot with understanding how sonic interacts with the ground and how he accelerates.
How da hail people can dislike physics in it or controls its like perfect he doesnt accelerate too fast and not so slow, also i recommend to make jump and spin to mouse
I am also a physics of blue mouse fanboy. Anytime I hear someone complaining about this game's physics I want to write a seventy page essay about why they're suffering from a lack of skill or happiness
My only issue is how massive and confusing the levels are. There’s no map so you get lost easy, atleast I did. Games still great, very fun. (Need a good boost lvl tho)
I love how Sonic controls in this game. But for any still not convinced, the out the modern Sonic mod because he had a stomp that should help with “slipperiness” or Adventure Sonic because… Well… He plays like Adventure Sonic
Playing SRB2 for first time with controller is already bad idea tbh, I always believe that keyboard with mouse are the most precise control option, especially when things come to speedrun stuff (there ARE some exceptions and I saw coolest speedruns on gamepad tho). Say this as person, who prefer to play as keyboard with mouse and gamepad like whatever don't care which one. I actually can say like who cares about on which device SRB2 will be better to play, keyboard with mouse and gamepad are both plays fine, but gamepad still have many disadvantages such as not that precise camera control as you can get with mouse, like sure, there's plenty of options (like autocamera parameters, camera center) but all it do is just prevents wack moments, especially if you don't with gamepad that much. This is why this kinda cringe to me seeing such people that complains about controls without even figuring out, like yeah sure there's bunch of options and it's complicated but it's worth it to figure and get much more nicer experience. Like man, when I tried to play SRB2 with gamepad for the first time, I tried to configure controls and getting used to for weeks, before I always thought that SRB2 are really hard to play on gamepad and not really worth it at all until you try. Oh, and about "try SRB2 with mods, it will be better for like 200x better", and it's not like some small fixes/tweaks/etc, it's custom characters, which do not have abilities that are build for SRB2 level design at all, and mostly cause of that, SRB2 will be even more easier and you will not get that experience that are you suppose to get. SA-Sonic is a great example for that. Great character, super awesome to play, many cool movement stuff, but for some reason many people suggest to play as this char for first time players, totally ruining classic SRB2 experience.
Honestly, yeah playing SRB2 with a controller at first seemed clunky, but I stuck with it. I'm actually pretty able to play just fine on keyboard and mouse (I play boomer shooters lol) but my brain has been hardwired to always associate any Sonic game with gamepad only lol. Now that I've gotten so used to playing SRB2 on gamepad, I can't go back to keyboard and mouse and it's more comfortable and less strenuous on my left hand since I've been having some wrist problems on it lately, so I've been mostly playing on controllers for this reason. That and people commented just how smooth my gameplay for SRB2 looks in my videos. I guess controllers do have an advantage on analog movement and if you're precise and delicate enough with stick camera controls. With that said since I've gotten a Steam deck I've been enjoying a lot of FPS games on it using it alongside Gyro aiming and I can play them for longer periods without feeling strain on my left hand (I finished Quake 1 and 2 on Hard, Hrot, Dusk, Serious Sam, etc). Heck I can even use Gyro aiming for SRB2 no problems with my Dualshock 4 or 8bitdo Ultimate controller. At the end of the day, everybody can play using what they feel most comfortable with. This is the beauty of PC gaming. Not 8K, 240 FPS, ultra detailed graphics, but customizing your experience however you see fit.
@@MariusUrucu I kinda wish to try gyro again, but my BOTH dualshock 4 controllers are dead rn. Also, kinda offtopic question, but is it worth to buy 8bitdo Ultimate controller? Cause it seems that stick drifts are kinda pain in the ass, unless you have any gamepad with hall effect stick. For my recent Xbox Series X controller I change sticks cause of weak drift for big enough price (around 35$ idk) cause I didn't find any service with gamepad repair with more cheap price unfortunately.
@@MikhaelBlurThe 8bitdo Ultimate controller for the Switch has a Hall effect stick variant so get that one sincs those are less likely to drift. It also comes with a charging dock and dongle (it's located inside the charging dock). As a controller it's pretty great and you can use it on PC as Switch controller complete with Gyro aiming or use it as an Xbox controller with Xinput. Only con I have is that stick resolution is on the lower side (91 positions vs the standard 128 of the Dualshock 4). I also recommend the Gamesir Cyclone T4 Pro or the cheaper Gamesir G7 SE (this one is only wired). Both have hall efect sticks, very precise with good resistance and even have hall effect triggers, great for racing games. The Cyclone T4 Pro has Gyro but the G7 SE doesn't. You can also use this site to research other controllers to get one you like or fit your budget. gamepadla.com/ I'm pretty obsessed about game controllers lol
@@MikhaelBlur idk why on the gamepadla site it says the 8bitdo Ultimate controller has a listed stick resolution of 35. I've tested on my PC with a program called Stick Analyzer and I get 91 on it. For reference my Dualshock gets 128 but feels less precise due to using potentiometers compared to Hall effect
@@MariusUrucu I take a bit more cheaper only wired model of 8bitdo Ultimate controller which are NOT for Switch. It also have Hall Effect sticks, which is the most main thing for me to try, anything else like wireless connect and gyro don't catch to me that much (especially when I don't have that much games with gyro, so I'm fine with that). Thanks for advices anyway!
*::Rant incoming::* The thing that people seem to complain about nowadays is not being able to flawlessly glide through stages on their first try, if it's a new game. Meanwhile, they'll praise older games for doing those exact same things. And this mindset has started to take a toll on sonic team junior now, because from what I've heard, they're planning to force speed down our throats and dumb down the intricate 20+ year old stages for the sake of people who are only going to play the game for five minutes and never again. I mean seriously, I've seen what they're going to do to greenflower zone. It is honestly baffling how far they're going to miss the mark. It's going from a classic sonic game in 3d to a conformist template fangame with no identity.
This game has fantastic flow, but getting used to the controls can suck more than with most other Sonic games... And if you're not having a good time, why bother putting in the effort?
@@TheKorenji In my case, it was because I realized how well designed and dense the levels are, the aesthetic and the music. Once I cracked the code how to better handle the game, I was golden. I am well aware I am in the minority here and I also like games that challenge how to figure out their handling (a play rally sims on controller and I can describe learning those as a similar experience). At least I hope my controls used at the end of the video will help others.
I actually never played SRB2 on mouse/keyboard since I prefer analog movement over WASD. I've gotten so good at controller in fact I can even play old school FPS games like Quake and Quake 2 on controller just fine.
In a platformer, analog movement is often better and WASD doesn't have any kind of analog movement I know this because I hate using WASD to control Sonic's movement
hey perhaps when i ill buy a pc with my future job salary , i ill make an transformers mod , or an transformers angry birds modb b cuz this game is too good to be forgotten , n then i ill make n megaman x mod n a mod about my oc.... n all that stuff u know
I have a similar idea. Someday I want to put together a team to make an ova sonic mod and a sally acorn mod with a combat and parkour mode that can be toggled on the fly.
Controller settings are at the end of the video, but I'll list the button mappings here too (played on a Dualshock 4)
- left stick for movement (deadzone set to 20% via Steam controller configurator)
- right stick for camera (no deadzone)
- R1/RB - jump
- L2/RT - roll
- L1/LB - lock-on (has to be manually mapped for Center View)
- orbital looking enabled
- vertical looking enabled
- playstyle set to Automatic (but Automatic camera options are all set to 0)
What does orbital looking mean? I have it turned on, but I am still not sure.
@@technicallyinept2120Basically seeing what's below you or eay above you, useful for jumping on enemies from high above, without it you could only pan the camera up or down but not see what's above or below you.
This settings is only reserved for OpenGL, as using it in Software mode will give you some funky camera work and strange camera motion
@@MariusUrucu thank you.
But actually, I found that I couldn’t even move the camera up and down with it on. Had to look it up online and found that I had to go to mouse options and turn that to where it’s forced to always be on, and that was what finally did it.
SRB2 is peak, but setting that stuff up is a hassle and a half. Lol
When setting up a controller, SRB2 uses really strange language, guys. I really hope they fix that one day. But here you go.
X axis is left stick left and right
Y axis is left stick up and down
Z axis is right stick left and right
X rudder is right stick up and down
Z rudder is r2 on ps3 or RT on Xbox
Y rudder is l2 on ps3 and LT on Xbox
I Donna know what u and v axis are
To be able to look up and down, you have to go to mouse options, turn use mouse to force, and I think have the first and third person mouse look on.
R1/RB for Jump? I would never think of that lol
I don't know, even back in 2.0 I never actually had much of a problem with the controls. It was a learning curve yeah since no other platformer really handles like these games but i've also always liked learning the nuances for different control schemes in games anyway since it's essentially like learning a new equation.
“…I’ve always liked learning…” congratulations, you are a completely different breed from the people labeling everything even remotely different than what they’re used to ‘bad game design.’
@sakaki same I manage to find good in the “bad” Sonic games like Sonic ‘06 and forces
@@Sakaki98tho i do think jf they can give a valid reason as to why they think its so then its fine unless its a baseless claim like “player feels too heavy” “player is too slippery”
Like, perse, the Dr. Robotnik’s Ring Racers (talking about 1.0 here just for an example) hitstun is bad game design imo as it can feel a bit unfair and can also be extremely punishing at times, making people who are in first place get large setbacks if theyre on a harder difficulty for mistakes that they havent even caused themselves or things they cant see/predict like a SPB
Meanwhile I'm playing almost exclusively modded characters
GAMMA FOR THE WIN (DOUBLE JUMP SUCKS BUT WE BALL)
i almost never play the base game's characters tbh
@@randomfromscratchthe only time I see myself using base game characters is when I open the game to beat a level rq then leave or when I play srb2 battle as sonic
Meanwhile Meanwhile I almost exclusively play Fang
same here
I honestly don't blame people for not being able to get into SRB2. It took me a while to get a good grasp of the game until I saw that one dude's video (I forget his name) that shows how to configure your controls for the game and I was like, "Shoulder buttons for the jump and spin dash? Lemme try that." The game became a lot more playable after that lmao
You know, people often talk about how Sonic Team just can't accurately translate the classic physics and controls in 3D but hilariously enough, complaints about this game are the exact reason why Sonic Team actively refuses to make a game like that.
For I don't even know how long, AAA devs have been making their games so unbelievably easy because most gamers nowadays would much rather blast through the game once and never again (which is the complete opposite of how retro games were actually designed, that's something a lot of indie games also misunderstand when they make throwback games). Any kind of obstacle that actually prevents you from progressing through the game until you can overcome it is a complete no-go to them.
An hour of gameplay that you get through easily is unremarkable because you need challenging game design for that to work and cmearly gamers don't want that, so the only other way devs can justify their games is by padding out the length for as long as humanly possible and bloat them with shit that adds nothing to the core game design.
This goes back to Sonic Team, when we call the boost games "shallow", this isn't us hating on the playstyle for some arbitrary reason, we call them shallow because they're designed to be like this, the boost (at least in the official 3D games).
3D boost Sonic games are deliberately designed to be the most simplistic, non-demanding and easy to understand version of a Sonic game possible, because they don't want to risk the players actually getting stuck or not understanding how certain mechanics work.
I mean, just look at Final Horizon for example,it was proof of that, people thought the tower climbs were the hardest shit ever because you can fall off if you do the platforming wrong (it really wasn't, especially not in a game that easily allowed you to break platforming with the spindash, infinite parry etc...), how do you think these people would react if the next official Sonic game demanded that you actually understand its physics?
An easy game to a Sonic fan is like Mc Donalds.
It's not good for them. Hell. It's not even good food. It takes very little effort to find better. And doesn't take much to make better.
But they've gotten so comfortable that the idea of "good food" has been completely distorted into only being Mc Donalds and nothing else.
I mean you can make gameplay remarkable by other means than difficulty but i see ur point
I don't think classic Sonic is that deep. The physics are easy enough to understand for casual players (feel free to show me any case study proving otherwise), I don't have a full list of SRB2's common complaints but I think Classic Sonic can control well in 3D, I don't even think that's a classic specific issue either. Frontiers suffered cause frankly I think the controls are BUTT and the DLC level design is weird and trying to invoke a Super Mario Lost Levels.
The only real reason I see there being no Classic 3D is cause designing levels around it is probably hard, how do you make use of that 3D space in a way that matters?
In general I think most of these issues isn't exclusive to Classic Sonic. They're just modern game issues such as padding which is usually a budget issue, they can't make more content so they gotta recycle it.
@discardedbiscuit5449
The physics of the classic games weren't that deep, but also no Sonic moveset was really "deep" to begin with.
The level design is what stood out the most. At least to me after a while I found playing Sonic 2 a lot less because of how easy it is to get a good time in those levels.
I than moved on to S3andK and instantly enjoyed myself more. But also wanted more. I wanted something genuinely challenging. Something where it would actually take effort to make a good, fast route.
Than i went back to Sonic CD for fun and FUCK that games good. So many people get confused by that game but honestly thats the point. It's not hold right to win anymore. It's an active puzzle you need to solve in order to get the fastest time.
@@discardedbiscuit5449 you don't need a "study" to prove that casual players are having such a hard time understanding Sonic physics, just watch any casual player playing any of those games, chances are you'll see a comical amount of struggling at play.
Seriously, the amount of times I've seen people play Sonic 1 for the first time and not understand that you need to build up speed in order to run uphill is insane.
This game genuinely took me by surprise by how good it is when I tried it out. Going in as sonic only gave me a very tough challenge but now I can get through the game easily these days.
I feel like whenever there's a non-fighting game that actually has depth and requires learning, there's going to be a vocal group of people complaining that it's bad game design. To them games are just something you blaze through once for the experience and never touch again, so potentially getting stuck in a game is a cardinal sin to them and then wonder why modern AAA games have such bloated content with ballooning budgets and scummier monetization.
That said, I do wish Sonic's jump in SRB2 was at least half a block higher XD.
Nah it applies to fighting games as well
For the last decade so many people have cried and whined for devs to dumb them down and make them more "accessible" and that is the reason why we got stuff like BBTAG
Me, I just wanna be able to accelerate in midair. Kinda hard to platform quickly when momentum, the Thok and deph perception are working against you. Though that last one could be due to me using the sprites over 3D models...
The jump height is something that they're thinking about changing for the 2.3.0 update whenever that happens.
Games like Devil May Cry 5 and some modern fighting games have a massive wealth of depth to them and take hours upon hours to master, but at the same time they're not hostile to beginners: a person starting out will still have fun, and the reward for taking the time to learn how they work is more fun
I can't speak for everyone obviously, but that is why I personally bounced off of SRB2: the moment to moment gameplay simply wasn't fun to engage with. I could probably learn the game and change that, but why should I engage with something unfun (to me) for an undisclosed amount of time while I can choose to play something that's fun from the start and only gets better if you learn it?
@creativename1673
It's more rewarding to learn from failures ?
Struggle provides challenge. Humans like overcoming challenges. The more the challenge, the more I feel like I actually did something cool, and the game didn't just hand me the win.
This is one of the small times where it is okay to reply “skill issue” to someone that is talking shit about the game because they can’t get the mechanics or just suck at the game and don’t put effort on improving. And this comes from me! Someone that is not at all a master of this type of games! I screw up a lot and even I know that its just me being bad and not the game being terrible, I can get frustrated but I won’t degrade the game just because I’m bad at it!
As an SRB2 enjoyer I happily agree that the physics feel like dogshit.
- The characters accelerate way too slow and then blast off.
- Mid-air and spinning movement is extremely sluggish.
- Characters jump too low, which is what the game was designed upon but still.
- You get no speed from slopes unless you're spinning.
- High Momentum gets cut when you're running.
- The height you get from launching off a slope is cut in half.
yeah for some reason srb2 uses physics similar to sonic 1, with the slope momentum and ground speed cap, all that stuff. pretty sure it's gonna be changed in 2.3
i kinda agree with the other stuff but getting no speed from slopes unless you're running and high momentum getting cut from running is definitely good, you can choose between going faster and having less control, gives more of a use to the spin in srb2 (which is already pretty useless compared to the spin mode in the classic sonic games).
I actually like the midair control. It's like piloting a bullet in an FPS.
When you hear someone say SRB2 is bad, just spawn crawlas on them and the problem will be solved.
Better solution, spawn 100 brak Eggman THEN the problem is solved.
I swear unmodded srb2 is *excruciatingly* slept on
I agree. And if it makes you feel better, unmodded srb2 has kept me up past midnight and 1am, so I haven't slept on it as much. Although my computer *is under my bed, so I guess I sleep on most of my games.
I think the problem is more of people saying "oh this plays like Classic Sonic but in 3D"
no, it doesn't, it is it's own thing and must be treated as such otherwise you'll get people expecting one thing and getting something else completely different
the game is good, but people saying that it's like Classic Sonic not only makes newcomers disappointed, but also discredits the game itself
I do agree in a sense of gameplay, but it has more similarities than you're letting on.
First off, there's the obvious classic aesthetic used, akin to Mania and Superstars. There's a little emphasis on momentum, but not nearly as much as the originals. I'd probably say it's gameplay is more. Similar to the Adventure games, as you want to maintain speed, not gain it. It's also structured like a classic game, with multiple playable characters with similar feel but different moves, bosses every 2 acts, chaos emeralds, super forms, yadda yadda yadda.
@sikosonix901to add on to that, it also has the multiple pathways with varying difficulties, the special stages showing off some sort of technical accomplishment (they also do the sonic 3 thing of connecting visually with a level), the expansion of multiplayer options (which was a noticeable development between games), some cinematic flair, the steep learning curve (which I really like), and an easy to follow story.
Back in the bad ol' days of early 2023, I heard about this game for the first time and decided to take a look at it. I couldn't get past Techno Hill act 1 and swore on my life I would never play it again. Fast forward to mid 2023, I tried it again. I said the same thing. Now cut to earlier this year, I tried it a final time. I still didn't like it. But instead of quitting it, I tried to master it. I even installed some mods to make my time a little easier. And after a few months, I finally saw the appeal. And it only took me a year and a half!
Its nice seeing you tear through these stages once again!
Although, I'm surprised you didn't come back when XSonic got released considering just how insanely fast that hedgehog is.
I was having a sort of break from TH-cam at the moment, due to lack of energy and motivation.
Despite being a Sonic fan at heart, I didn't wanted my channel to just be all Sonic related. I'm happy to say I've been slowly getting an audience for some racing games I featured as of recent, something ai didn't even expect.
Also, I will get to featuring XSonic sometime, due the hype period has passed by now.
.....weirdly when i play this game fully the first time i never even complained about the controls.... seeing people having trouble on this at least made me feel happy about my own skills
I feel like the only person on the planet who just maps SRB2 like any other 3D Sonic game and has a perfectly fine time controlling it.
Honestly I don't even see one problem with the controls when playing.
Same here tbh
You're not alone, my associate.
honestly i never played on controller, i immediately thought that the mouse would be so much better for the camera (i do intend to try it at least once to see how fucked its gonna feel with the muscle memory i have on keyboard after years of playing)
Check the end of this video for my controller settings, those might help you.
Imo keyboard and mouse is def better for srb2 if youre trying to speedrun but controller will be better for casual play
@@marcxworld5708 I think that depends on what you're used to. I play much more Doom than any 3D-Platformer, so keyboard and mouse felt quite good for my casual play of srb2.
I personally find controller easier, and that's with the default settings.
Edit: and that also goes for speedruns
At first I was like “ this game controls great” then I read the description and it said to use a dual shock controller and I realized that thats why I’ve never had problems.
personally my biggest problem is the acceleration is way to high and the complete lack of air drag, other than that tho i think this game controls great. it’s really fun having to manually control sonic to avoid obstacles and having to pull yourself back to not overshoot the platform you want to land on. having to carefully maneuver yourself in the levels is something i wish more sonic games would do (the only sonic game i can think of that did this is Sonic UnWiished), but i can understand why sonic team does not want to make that kind of game
“My biggest problem is the . . . the complete lack of air drag.”
No👁️👁️
I am 100% fine with how much speed the characters can maintain midair.
I like the fast acceleration. It makes it easier to maintain speed and it feels more realistic, honestly.
OG SRB2 Sonic can feel too light (slippery and hard to stop) and too heavy (falls fast and hard to start) at the same time, so I completely understand where the guy is coming from.
He started playing with the Adventure Sonic mod after that and he instantly started finding the game addicting due to the depth a bounce and a higher jump gives him, although having a homing attack instead of a thok gave him trouble at times.
SRB2 is genuinely goated.
It may have some jank, but then for those that really can't deal with it, there are mods for basically everything
Honestly since 2.2 included Controller support, I unironically had little issues with controls outside of maybe learning how the overall physics work but that’s part of the charm lol
Ngl I sorta agree with that guy, the controls are so unfriendly to first time players, the really weighty controls and low jump, just the general way in which characters steer while they run, and also how OP and weird to use the air dash move is.
Obviously it doesn’t seem like a problem for people who’ve played it for years, but honestly any time I’ve tried to give it a go the controls just make it so hard to properly engage with the level design in a way where you hit that flow and it becomes fun to play, I just do not jive with it. Think if you put these levels in a game with a much better character controller, and not DOOM, it’d be a much better experience. Not to dog on the entire thing though, srb2 is a remarkable fangame, one of the few full length 3D sonic fangames out there, but I totally get why people don’t enjoy playing it.
Learning SRB2 feels like learning the classic games, first runthrough is gonna be rough, but the more you play it, the better you get.
Then you experiment with different characters, the physics (badnik bouncing especially) and BOOM you become insanely goated and you're plowing through the game like its nothing.
Gamers just refuse to learn how games work, instead they just want the game to be way to simplistic and overall dull.
One of the best ones imo
I love Sonic Robo Blast 2. It might even be my favorite 3D Sonic game. I think there are some ways the controls could be improved. But once you get past the learning curve it's one of the best experiences you can get from a fan game. I'm excited to see the changes 2.3 will bring. I hope it will bring the game physics closer to the handling of the classic games.
Unfortunately, from what I've seen, it's going to be more like most other 3d sonic fangames. That is to say, mostly speed and flying, not much platforming. Can't be sure though, they might change their minds.
Idk if the momentum is all fucked up and inaccurate or whatever, I adore this fucking game, weird controls and all
Plus the gargantuan modding scene helps, seriously you can just fuck with stuff like Boostmentum, XMomentum, throw on some wild level pack as a character with crazy abilities and practically be playing a whole new Sonic game, I've been getting really into Junio Sonic lately
that air dash move seems pretty op tbh
@@domovoi2861 Yeah, but it's also a high commitment move since you can easily overshoot a jump with it, so I think it balances out.
I am to someone who has a hard time with SRB2. I feel like the controls threw me off a lot and the level design is often confusing and sometimes leaves me stuck. I wish I could enjoy this game but truth be told I have a hard time with it.
Play as Adventure Sonic, it'll change ur tune real quick.
@@jjmcsparin7287 That a physics mod?
@@doublemode4088 nah it’s a character mod that lets you play as Adventure 1 Sonic, he’s more accurate to SA1’s mobility and moves and all (tighter steering midair for example). It’s a lot of fun but personally I don’t think it’ll fix the issue you have with vanilla SRB2’s controls. Maybe just test Marius’s controller options or use The JackalMan’s SRB2 controller guide?
@myguy4203 Yeah, that's fair enough. But yes, very good maneuverability plus the abilities needed to get all the emeralds before you reach act 2 of techno hill. Playing as SS is also way better cuz of flight and such.
@@myguy4203 Not just Adventure 1 Sonic it's basically meant to be 2000s Sonic with Sonic Rush Moveset, SA2 Glitches as techs, etc.
SRB2 is so good its inspiring me to make my own 3D platformer with Doom's engine
Also, I love how you showed the later half of the game which most people dislike, which shows that the game can still be enjoyable even in the "tough" levels.
Honestly I enjoy the 2nd half of SRB2 more than the first half.
@@MariusUrucuanything is more enjoyable than techno hill zone...
@@TheKorenji I like speedruning Techno Hill Zone 2
@@TheKorenji Techno Hill is the best zone in the entirety of vanilla SRB2 except Arid Canyon, change my mind
@@Zerosaber91I genuinely love Frozen Hillside.
This game is great. Been a while since last time I played it tho
Only actual problem I have with SRB2 is that I got bored of the main campaign because when it isn't throwing tight platforming with a slippery character, you're just sort of running through nothing. You can just avoid alot of the enemies by moving a bit to the side, it's nice they're there but more often than not they aren't a real obstacle, outside of the knights in Castle Eggman that are big and take two hits and those deathly annoying jettysyn in Egg Rock (honorable mention to those BIRDS in red volcano they are genuine hazards and I have to actively consider their existence to not get destroyed)
I see what you’re saying. But as far as that enemy thing, I don’t really agree. Because while they aren’t true threats, my goal in these games isn’t really to fight enemies anyway. It’s to maintain my flow, to keep trying to run through the level. All enemies are to me in this game are obstacles to that that I need to manuever around as I try to race through. And from that angle, I think they do a good enough job.
Huh. I play nothing but the base game's levels. And I think the enemies not being a threat might be because some levels are unfinished.
That's how I feel when I here SONIC OMENS slander 🙃
Opinions gonna opinion, but I see your point
And there is me who still plays with mouse and keyboard (simple play style btw)😅
We are on the same way😂😂
I am playing from the final demo era so that's my instinct 🥴
Honestly, robo blast 2 is just very unwieldy in my hands.
I get the idea that it's supposed to be how Classic Sonic would be if they made it in 3d in the mid-90s, but whenever I made am attempt at precise control, I slip around and hit things more often than I would in Sonic Adventure and the like.
When I first played the game, I too had a bad time. The confusing options menu didn't help either. I got to Deep Sea and then stopped playing. A few months later I picked it up again and I actually understood how the options menu worked ! After some tinkering with my gamepad options (plus I only had a Switch controller at the time and the mapping on it is a little weird). I was able to enjoy the game. Even still it was pretty difficult, (I spent so much time at Egg Rock) but that's why I love retro games. You play a level and find it really hard, then you play it again and until it becomes a breeze.
Also I know SRB2 may not be considered a retro game but it has the same game design philosophy.
Also also, Vanilla SRB2 is legit my favourite way to play the game. Though the mods are really cool.
Basically the only thing I actually think is kinda bad in this game are the Castle Eggman and Fang boss. I hate them. They're not as bad once you played them a lot but they're still bad. Anyways, SRB2 is amazing. Probably better than most (maybe even all even though it might sound a bit exaggerated to you) 3D sonic games.
Also also, I know I yapped a lot but please stop judging fangames so harshly, you didn't pay anything for it. You can criticise it but don't just call it overrated and dogshit just to stand out.
@@nacklesk Fyi that's not my voice in the video
@@MariusUrucu Don't worry I know. I just wanted to share my thoughts on it. Apologies if I wasn't clear enough (Especially with the fact that my comment was pretty lengthy).
@@nacklesk Nah, it's cool. Just wanted to clear some confusion
I think the problem castle eggman has is that it's not completely finished yet. Lots of areas in act 2 especially are quite barren, and it's because the developers didn't have enough time, most likely due to outside pressure.
That guy in the intro? He's not wrong. Most veteran SRB2 players would call it a learning curve but I think most normal people would just call it "shit". Still love the game regardless, and I would rather it stay this way since it's become a part of the game at this point and the people who play the game play it for this gameplay.
You could also just play as Tails. Y'know, the easy mode. For beginners. Like in every classic Sonic game he's playable in. Seems like a lot of people forget he exists, including the devs unfortunately.
I personally play SRB2 on mobile, yeah, the default controls you're given are certainly not very ideal to get a good grasp for these characters, but with a bit of tweaking and some practice you'll start to feel actually good in this game!
SRB2 is a fun game and it's a bit unfortunate not many seem to fully get into it as many of us do. but i guess the best thing we can do when it comes to people struggling with the controls is to help with setting them up to best fit their play style, and see if their view on this goofy lil' game changes if given enough time to adjust to it
I often see few people saying they get motion sickness with this game. I've been wondering if that's cause of the graphics style or the default camera settings...
2.3 when
I really love this game and 100% the game with the EMBLEM PAIN!!!!! But I feel that the movement can be tweaked a bit, Like sharper air control and linear acceleration and that's all honestly. I can care less if they add Momentum or change what the characters look like, I just want to have smoother and more comfortable control.
Mf said skill issue in 999,999,999 unregistered languages to me💀
Unfortunately gonna have to agree, I really didn't like how Sonic or the others felt in this game,
usually the main argument would be telling to play as tails or knuckles but when I play a sonic game I usually want to play as sonic usually he's the most fun in each game so I figured it a applied but not to me i'm afraid, if anyone likes this game thats fine I don't get it but thats fine
Personally I just really do not like this game or see the appeal outside of visuals, some of the music and fact it is sonic the hedgehog
I love how Sonic plays in this game. In fact, for a number of reasons, it is my favorite play control in a 3D Sonic game. And once you get a handle on it, it is immensely satisfying to platform through it.
But if you really can’t get a feel for it, then okay. Maybe try mods like modern Sonic or Adventure Sonic. They’re still Sonic, right?
I say modern Sonic because he has a double jump which may help with platforming and the stomp which might help with the “slipperiness.”
Adventure Sonic is just… Adventure Sonic. The controls and physics are brought much close to the Adventure games which I assume you are more of a fan of. Shouldn’t be too hard to control there if you’re used to that.
Also, both of them have the homing attack.
reveries rework representt
YOOO THATS ME
gonna watch this video as soon as I can 😈 we’ll see if I’m still an SRB2 hater by the end of the vid
Why hello there, I hope the settings at the end of the video will help you like SRB2 more
I am in your walls
You are not a hater lol, there's been a lot of people in the past who have said some really horrible shit to the devs and community.
Your points on the other hand are valid, and I appreciate your multiple disclaimers that you didn't intend to shame those who enjoy the game!
@@pikaspoop5042 based comment
Honestly I would enjoy the game much more if the later levels were better cattered to Sonic's lack of vertical movement, specially in sections of precise platforming. They get unsufferable for him in the later levels. You just die if you don't get the hang of the highly increased aerial momentum after you jump.
"you die if you don't get the hang of the aerial momentum". You just gave yourself the answer. If it's in the latter half, you should have *gotten the hang of it* by that point
@SonicFanMCMXIV That would be fine and dandy if the aerial physics weren't shite to begin with.
Sonic accelerates too fast in the air which makes precise platforming much more complex than it needs to. And the thok is useless for correcting miscalculated jumps. You don't even get the benefit of a double jump.
@@alanbareiro6806 1. you can move the other way to slow down.
2. Most sonic games don't have double jumps, and the thok is something that you also have to *get the hang of*.
This is what you can use record attack and no save mode for: *practice*. So you can learn the finer details of the physics and *learn*, like people have been willing to do for the official games.
Edit: sorry if this sounds rude, I have a short temper sometimes.
@SonicFanMCMXIV 1. That sometimes still results in either, overshooting or even undershooting your jumps. And this becomes particularly irritating on later levels where not sitting the platform properly results in death. Air acceleration, even with all of this taken into account, still feels very wonky. It feels exponential instead of gradual, assuming you are running at low speeds. At high speeds this becomes even worse. Not to mention the lower jump height that give you even less leeway to calculate your jumps trajectory. The oficial Sonic games don't have this kind of problem for the most part and the jumps feel way better in terms of aereal mobility, jump height and overall acceleration and momentum. Sure, you could chalk it up to the engine being a Doom game at heart, but the physics could be further finetuned. And even with all of this, the later levels in the game are simply not quite adequately designed with these kinds of physics in mind.
2. But if you insist on keeping the physics the way they are currently, a double jump would be a fine compromise between skill and punishment. Sonic's lack of vertical mobility on levels that are littered with precise platforming makes him not a fun character to play on his own, which is not a good look for a game that has him as the main character. You don't even need to remover his Thok, just give him an option to make platforming less punishing and unfun.
3. Controls and physics are things that must feel right on your first playthroughs, they shouldn't feel right as you further practice the game. Specially with something so basic as how the jump feels as you move. The Classic Sonic games did this right, the moveset, handling and physics feel right the first time you play and you could in theory not have problems with platforming and even if you do, you still can figure that out in relatively short times. And even then again, those same controls present a higher skill ceiling that allows you to Master them as you get better with them. With SRB2 however, your jumps sometimes become unpredictable...
I'm not saying SRB2 isn't well designed, but these kinds of issues can hamper the overall quality of the game and there's room for improvement when it comes with the handling.
@@alanbareiro6806 1. I've just gotten used to the physics and can't really explain specifics that well, I just like them.
2. Tails is always described as the character for beginners, and is usually recommended by people for every game he's in.
3. That's the point of practicing. You're meant to get better over time and struggling in your first few playthroughs is meant to happen in games. Believe it or not, a lot of people don't like the classic games for this reason.
Edit: also for point 2 sonic is the only character I regularly play as so I have gotten used to how he plays and once again I am bad at explaining specifics, especially if it's 4 am where I live.
Edit2: for point 3 the thing you say about the classic games isn't exactly true, lots of people struggle a lot with understanding how sonic interacts with the ground and how he accelerates.
"don't call it a skill issue (ヾ´□`)/" well that's the issue bro facts don't care about ur feelings
*Y E S .*
How da hail people can dislike physics in it or controls its like perfect he doesnt accelerate too fast and not so slow, also i recommend to make jump and spin to mouse
I am also a physics of blue mouse fanboy. Anytime I hear someone complaining about this game's physics I want to write a seventy page essay about why they're suffering from a lack of skill or happiness
My only issue is how massive and confusing the levels are. There’s no map so you get lost easy, atleast I did. Games still great, very fun. (Need a good boost lvl tho)
Sonic 3 doesn't have a map and that game's levels are huge. Same with mania
I love how Sonic controls in this game. But for any still not convinced, the out the modern Sonic mod because he had a stomp that should help with “slipperiness” or Adventure Sonic because…
Well…
He plays like Adventure Sonic
But then at that point you could just play sonic adventure
@ You could. But then you’d miss out on the other half of what makes SRB2 good, which is the level design.
❤❤❤
Playing SRB2 for first time with controller is already bad idea tbh, I always believe that keyboard with mouse are the most precise control option, especially when things come to speedrun stuff (there ARE some exceptions and I saw coolest speedruns on gamepad tho). Say this as person, who prefer to play as keyboard with mouse and gamepad like whatever don't care which one. I actually can say like who cares about on which device SRB2 will be better to play, keyboard with mouse and gamepad are both plays fine, but gamepad still have many disadvantages such as not that precise camera control as you can get with mouse, like sure, there's plenty of options (like autocamera parameters, camera center) but all it do is just prevents wack moments, especially if you don't with gamepad that much.
This is why this kinda cringe to me seeing such people that complains about controls without even figuring out, like yeah sure there's bunch of options and it's complicated but it's worth it to figure and get much more nicer experience. Like man, when I tried to play SRB2 with gamepad for the first time, I tried to configure controls and getting used to for weeks, before I always thought that SRB2 are really hard to play on gamepad and not really worth it at all until you try.
Oh, and about "try SRB2 with mods, it will be better for like 200x better", and it's not like some small fixes/tweaks/etc, it's custom characters, which do not have abilities that are build for SRB2 level design at all, and mostly cause of that, SRB2 will be even more easier and you will not get that experience that are you suppose to get. SA-Sonic is a great example for that. Great character, super awesome to play, many cool movement stuff, but for some reason many people suggest to play as this char for first time players, totally ruining classic SRB2 experience.
Honestly, yeah playing SRB2 with a controller at first seemed clunky, but I stuck with it. I'm actually pretty able to play just fine on keyboard and mouse (I play boomer shooters lol) but my brain has been hardwired to always associate any Sonic game with gamepad only lol. Now that I've gotten so used to playing SRB2 on gamepad, I can't go back to keyboard and mouse and it's more comfortable and less strenuous on my left hand since I've been having some wrist problems on it lately, so I've been mostly playing on controllers for this reason. That and people commented just how smooth my gameplay for SRB2 looks in my videos. I guess controllers do have an advantage on analog movement and if you're precise and delicate enough with stick camera controls.
With that said since I've gotten a Steam deck I've been enjoying a lot of FPS games on it using it alongside Gyro aiming and I can play them for longer periods without feeling strain on my left hand (I finished Quake 1 and 2 on Hard, Hrot, Dusk, Serious Sam, etc). Heck I can even use Gyro aiming for SRB2 no problems with my Dualshock 4 or 8bitdo Ultimate controller.
At the end of the day, everybody can play using what they feel most comfortable with. This is the beauty of PC gaming. Not 8K, 240 FPS, ultra detailed graphics, but customizing your experience however you see fit.
@@MariusUrucu I kinda wish to try gyro again, but my BOTH dualshock 4 controllers are dead rn.
Also, kinda offtopic question, but is it worth to buy 8bitdo Ultimate controller? Cause it seems that stick drifts are kinda pain in the ass, unless you have any gamepad with hall effect stick. For my recent Xbox Series X controller I change sticks cause of weak drift for big enough price (around 35$ idk) cause I didn't find any service with gamepad repair with more cheap price unfortunately.
@@MikhaelBlurThe 8bitdo Ultimate controller for the Switch has a Hall effect stick variant so get that one sincs those are less likely to drift. It also comes with a charging dock and dongle (it's located inside the charging dock). As a controller it's pretty great and you can use it on PC as Switch controller complete with Gyro aiming or use it as an Xbox controller with Xinput. Only con I have is that stick resolution is on the lower side (91 positions vs the standard 128 of the Dualshock 4).
I also recommend the Gamesir Cyclone T4 Pro or the cheaper Gamesir G7 SE (this one is only wired). Both have hall efect sticks, very precise with good resistance and even have hall effect triggers, great for racing games. The Cyclone T4 Pro has Gyro but the G7 SE doesn't.
You can also use this site to research other controllers to get one you like or fit your budget.
gamepadla.com/
I'm pretty obsessed about game controllers lol
@@MikhaelBlur idk why on the gamepadla site it says the 8bitdo Ultimate controller has a listed stick resolution of 35. I've tested on my PC with a program called Stick Analyzer and I get 91 on it. For reference my Dualshock gets 128 but feels less precise due to using potentiometers compared to Hall effect
@@MariusUrucu I take a bit more cheaper only wired model of 8bitdo Ultimate controller which are NOT for Switch. It also have Hall Effect sticks, which is the most main thing for me to try, anything else like wireless connect and gyro don't catch to me that much (especially when I don't have that much games with gyro, so I'm fine with that).
Thanks for advices anyway!
*::Rant incoming::*
The thing that people seem to complain about nowadays is not being able to flawlessly glide through stages on their first try, if it's a new game. Meanwhile, they'll praise older games for doing those exact same things. And this mindset has started to take a toll on sonic team junior now, because from what I've heard, they're planning to force speed down our throats and dumb down the intricate 20+ year old stages for the sake of people who are only going to play the game for five minutes and never again. I mean seriously, I've seen what they're going to do to greenflower zone. It is honestly baffling how far they're going to miss the mark. It's going from a classic sonic game in 3d to a conformist template fangame with no identity.
Why does that guy sound like joel though? Either way, what's the best OBS settings for Sonic Robo Blast 2?
This game has fantastic flow, but getting used to the controls can suck more than with most other Sonic games... And if you're not having a good time, why bother putting in the effort?
@@TheKorenji In my case, it was because I realized how well designed and dense the levels are, the aesthetic and the music. Once I cracked the code how to better handle the game, I was golden.
I am well aware I am in the minority here and I also like games that challenge how to figure out their handling (a play rally sims on controller and I can describe learning those as a similar experience).
At least I hope my controls used at the end of the video will help others.
So you can have a gooder time than you would with another game.
@SonicFanMCMXIV I can enjoy other games more if I put more time into them, SRB2 only gets more annoying the more I think of it
why does arid canyon in this video have mario kart wii graphics
It's actually an older video added in, as well as me playing with sprites instead of 3D models.
In the levels where gravity is flipped, how are you making it to where the camera flips upside down with Sonic
There is an option at the end of the video for that.
@@MariusUrucuOOOOOOOOH.
I just realized. Is that what flip with gravity is?
I didn’t know what that was, so I always left it off.
@@technicallyinept2120 Yeah lol
DId you just counterstop the score? (Maxing out the score to the point where it reaches its absolute and can't go any higher?)
Yeah
Can you give me your presets. Especifically one you used while playing junio sonic mod.
By presets i mean reshade presets
I've been playing this game since i was 9 and i was way better than these srb2 haters and their "slander"
I wish that you shared a keyboard and mouse config.
I actually never played SRB2 on mouse/keyboard since I prefer analog movement over WASD.
I've gotten so good at controller in fact I can even play old school FPS games like Quake and Quake 2 on controller just fine.
@@MariusUrucu Ah ok, well, let's hope someone in this comment section knows a better configuration.
I use the spacebar for jumping and the RMB for spinning, enabled full camera control with the mouse, works great.
@@ChronoNavigatorXI just use the default setup, works good enough.
@@ChronoNavigatorX In which playstyle?
True solution to the controls: just use mouse and keyboard lol.
Now seriously, why some people are so against them in anything that isn't a shooter?
In a platformer, analog movement is often better and WASD doesn't have any kind of analog movement
I know this because I hate using WASD to control Sonic's movement
Did you watch transformers one yet
For some reason I still haven't had the chance but I'vr heard it's awesome.
@@MariusUrucu I’ve watched it yesterday and honestly it’s so peak
People who bring hate to srb2 is really have an skill issue 😂
n sorry am playing srb2 on mobile (android) with 3 or 8 or 12 fps most of the time
Starting with Castle Eggman game becomes dogshit
@@Synergetic32X You mean the game geys better
@@MariusUrucu yees. I agree.
Sonic fans be like
hey perhaps when i ill buy a pc with my future job salary , i ill make an transformers mod , or an transformers angry birds modb b cuz this game is too good to be forgotten , n then i ill make n megaman x mod n a mod about my oc.... n all that stuff u know
I have a similar idea. Someday I want to put together a team to make an ova sonic mod and a sally acorn mod with a combat and parkour mode that can be toggled on the fly.
but this game and community actually sucks ass
At least you got half of the second half right.
Hey buddy. Can talk in discord?
That sounds ominous. Can't you just talk about it quick here?
@@MariusUrucu yes
@@idkwhoiam6983then proceeds to not talk about it here