The reason that Sonic Legends has Panic City instead of Granite Zone is because the fangame is meant to be a homage to fangames in general, so each zone will be from a different game. PCZ is from a 2006 fangame called Sonic Utopia.
What makes watching his videos so enjoyable. You would think that his videos are made to be watched like once but I find myself rewatching a lot of his videos time and time again. They are just so fun.
Hi pixel, good luck with the game. It looks fantastic and I genuinely feel like this could have been a sega Saturn 2d sonic. I read that Sonic was partially inspired by the Japanese Pop Art work of Eijin Suzuki. You should check out some of his work and his colours, your work already reminds me of it somewhat. I'm going to watch this project with interest!
Im a huge retro collector and enthusiast and ive played my fair share of fan games before, but if you told me this game came out for the sega saturn i would have believed it. Emphasis on the graphics, smoothing of the animations and physics, throwing in the sega saturn logo as your riding device to remind you “Youre playing this on the next gen console!” Such a deep understanding of the thought process of how they would have made this game for saturn. I look at your demo and think “Give me a physical copy of this game so I can hold on to it for life!” You guys captured some magic and I really hope you finish it! It really is amazing.
I like your genuine supportive comments towards the devs, it shows you're aware of how difficult this must be to develop. A lot of reviewers are... shall we say spoiled? Trying too hard to be edgy? Inconsiderate? But yeah, the devs deserve love, this is insane. I remember trying to program a Sonic game engine 15 years ago and it was a nightmare. Idk if it's easier now, but - hard doubt. It's a very difficult game to program, especially in a way that perfectly replicates the classics. And that's just one piece of a puzzle that also includes graphics, music, good level design - all super difficult to make.
hi ,i worked on the level design and also created the combo system. just thought id say this is a good video , Lol !! im glad ur likin wat we have so far... as of right now we'r focused on workin on the rest of the levels n such , but hopefully all the issues will b fixed later. the game is a growing organism , and i am being kept in The Dungeon to make sure this game will be finished ^w^ something i will say for now , ive been meanin to make a big ol' post on the internet about the combo system , which i might go into deeper detail later on, but for now i wanna explain a lil bit about it... ur videos on project 06 kind of inspired me to include a good scoring system in the game ,and ialready did a few combo systems for a few other projects and was inspired by other things like NiGHTS n such. anyways, u got a lot of things right (like with the combo bar being fully replenished until you reach a link of 10, which is designed to push you to play even better to obtain even better scores). the way scoring works is you get 200 score from enemies multiplied by the number of the Link (so getting a 10 link while destroying an enemy grants you 2000 points and such). invincibility is not the only thing that causes the timer to slow down, as rolling and standing on totem poles makes it slow down as well. this is both so going through things like the tunnels in SGZ and waiting on the poles in GZ dont kill your combo so easily, but also it makes you have to think about moving around the level in different ways inorder to keep the combo going... last thing i will say . . the combos no longer appearing isnt a bug , as after 5 minutes you will stop gaining score. this is to prevent someone from just gaining a high score from spending 30 minutes in the level collecting everything and not playing at a high skill level compared to someone who mightve earned the same score from actually playing well with the level... and when i programmed it i added a visual with the SCORE text on the HUD blinking red when it gets close to 5 minutes , but lake forgot to include the object which handles that. the combo system was just somethin i designed for fun while workin on da game... at first every1 else on the team wasnt sure about it until i programmed it myself, and im really glad i put it in..... sadly it was kind of a late addition so the levels werent Fully designed around it , and there isnt any ranking system or watever because it was just a simple thing i did on my own time. i did go back and adjust the levels to better accommodate the combo system , so whenever we do another demo things will be more polished .. and i wont make any promises but we've Considered playin into the combo system more by addin a rankin system or somethin... IDK wat that will be yet tho LOL !! anwyays .. that is all for now .. the original overture demo from 2014 inspired me A Lot with its art .. and im gonna try my best to make sure it gets finished jsut because i want to see all of pixy's artwork fully playable and finished .... some of the stuff shes done for this game is Insane and beautiful and it Needs to be seen. until then . . iwill be hackin' away in The Dungeon . . .
Setting a 5 minute limit for accumulating score is a weird choice to me and as demonstrated by the video doesn't seem to be communicated to the player that well. Shouldn't the final score tally take time into account when calculating score so that either spending a lot of time exploring or playing swiftly will get you a high score rather than just one or the other? Your approach kind of seems like reinventing the wheel
@@Pr0jectFM i saidthis in da comment but da reason it isnt communicated well is cus the visual thing which shows when da score is about to be locked was broken in da demo. anwyays da reason i chose a 5 minute time limit was cus iwanted to avoid havin somethin happen similar to spark 3's score sytsem where getting a high score is meaningless if you can just spend hours in one level getting every ring and enemy rather than actualy being skilled at chaining combos and moving around around the level , which is wat da combo system is meant to encourage. and also i think its more interesting to try and maximize how much score youre able to get in a short time span and also iwas inspired by the pac man champion ship edition games which mainly have you playin against a 5 minute time limit. and also nights has a time limit for da score attack as well .. time limitz are good for forcin you to play well in a score attack like this i think. any ways. i think score attackz are fun and cool and i like playin da game in my weird way. LOL !
Hi, Sonic Legends lead here! I've been meaning to write this since this video came out, but haven't had the chance to whatsoever. A number of people on the team are big fans of your work, myself included, so words genuinely cannot describe the reaction I had when I saw our game get mentioned on here. Thank you so much for playing! It means a lot to us on the team to hear you talk about it in passing. The project has been in development for a REALLY long time and hearing its praises and accolades has skyrocketed the team's motivation to an almost unhealthy degree! A few things of note since it did seem like it wasn't really made clear, Legends is not a different iteration of the Overture project. Rather it is a celebration of the wider sphere that is the fan gaming community. Since Christmas Island is already an established place within Sonic lore as his birthplace, so some elements from Overture naturally carried over into it so on that metric we did use some beats as a template for the greater story at play here. The central game's scenario is centered around Sonic and Co. getting whisked away into a nexus point of timelines that are bound to those other fan games, making them all seem canon in different timelines. Panic City in this instance has nothing to do with Overture, as it originated from an entirely different fan project of which its only demo came out all the way back in 2006. We have a yet-to-be revealed zone in the early game lineup that should probably have a light bulb pop up over people's heads on what this project is truly about, as there has been a STAGGERING amount of confusion in regards to being a successor or revitalization of Overture when in reality it is everything but. I do understand the confusion to this, however, as the game not only has Sunrise Gate featured as one of several zones from other projects, it also introduces and expands upon story beats from Overture to make the adventure more in line with the pre-established lore from that project. Regarding some of the bugs, a number of the ones mentioned here have been thankfully reported already and we're planning to release a patch to fix some of these issues relatively soon (aiming June to coincide with the initial demo release we had last year). Another thing to note is the Sunrise Gate 1 fight against Drilldozer, which was explicitly mentioned here. We've received a lot of similar reports of the fight being too idle with it taking too long to actually start attacking the player and mostly thanks to this video solidifying how we felt about it internally, the decision was made to start over from scratch to make the boss more active in attacking the player. Hopefully when the next release rolls around that, we can offer a fight that feels more balanced rather than it favouring the player a lot more. If there's something I'm happy to hear it's the analogy made comparing the two projects, our exact intent was never to overshadow or improve upon the original experience, rather to adapt the pre-established material and enhance it in our own way. Let it be known here and now that we are in this for the CREATORS and not for us to one-up them. a HUGE push is made to make the game as accessible as possible for newcomers, most newcomers have only experienced a single game (likely Mania) or are literally playing 2D Sonic for the first time (I've seen reports of this actually being the case) so it does feel natural to make this a modern Classic Sonic experience to make this type of approach work. Since the release of this demo, we made a number of changes to the character controls and moves to air out some frustrations people might have and we also gave Sonic the Super Peel-Out, as that was greatly missed in feedback we have been given. That said, we do have a few plans ahead for people seeking a greater challenge or want a more traditional 2D Sonic experience, so a playthrough without a drop dash and shield abilities will absolutely be available down the road. I do feel like I'm spoiling things already just by saying that.. Once again, HUGE THANKS for playing the demo and shouting us out at the end there! Overture has meant a lot to our entire development team and to be able to adapt and expand upon not only its concepts, but to the wider fan scene has been nothing short of exciting to us! Legends never dies.
It seems like you guys really nailed the mania feel. The elemental shields are also retro, not modern. And the drop dash was a great addition in mania. I think its the perfect balance for a new 2D sonic game. I greatly prefer this over everything sega has done since mania.
it was brought back out of spite by a dude on the original dev team after they had a massive and loud break-up with the rest of the devs but still wanted to continue it.. somehow. idk if this is exactly a good ending
@@cyan.6399 complicated. In the long run, the 3.0 is still being developed (no news from the dev team in 2 years) but If the 3.0 does come around it will probably only include aquatic ruin, the special stages and super sonic. Probably our good ending will never happen
@@KperaOfficialI would argue that oil ocean zone also would be included in the 3.0 build of the game. I've seen their 2022 live stream which they were working on implementing oil ocean zone.
10:36 wouldn't it be cool if he just accidetally pulled out a million of different weapons with little to no patterns just because he's sleepy and he's pushing buttons randomly?
If the point of that first boss is to be funny and show how caught off guard Eggman is, then I think speeding up the frequency of his attacks would be perfect. That way we could see all the different items he throws before beating him, and might even have to dodge a little. Objects that vary in size could work too, him pulling out some comically large piece of scrap from his small machine.
@@bickuribox12 you could even throw in some references, as it already has the mean bean machine reference, what if he threw the Sonic 1 wrecking ball or a protoype model of Metal Sonic.
13:55 I wouldn't say Legends uses Overture as a template. The whole idea of Legends is that each zone is from a different fan game, so it's already doing its own thing by being a Mania of fan games. Great video as always though!
@@MarkerMurker Oh Snap you're right about Galactic. XD How about this? Sonic Mania (Plus) = Sonic 1/CD Sonic Galactic = Sonic 2 Sonic Legends = Sonic 3 Sonic Superstars = Sonic 4
i clicked on this video thinking it's just a random sonic essay video and got absolute whiplash hearing your voice, didn't expect another video so soon
I'm so glad you talked about the scoring system. I've had an idea for a scoring system myself (though since I'm not a programmer it was mostly just a though experiment I did for fun). You still chain enemies and rings but there's also special power-ups that give you different abilities that can give you access to different routes. There's also a level-up system, where if you get a high enough chain you become faster and stronger with the max level essentially being boost. Emeralds are also found in the stages Sonic 1 8-bit style, but you have to carry it to the end without dropping your chain.
I had no idea what I was expecting at 9:10 but that transition blew my damn mind. SO epic with the tilt at the beginning to simulate a frantic chase to catch up with Eggman. This is such an inspired gameplay decision.
Sonic Legends isn't just taking inspiration from Overtune. It's actually akin to Mania, but instead of remixing levels from the classic Genesis games, Legends takes levels from many famous Sonic fan games, baisically making it a Sonic FanGame Mania.
Been subscribed on your channel for quite a while now, and I gotta say, I really like your videos, I can only wish the best for you and your channel, and I'll be lookin' forward for future uploads. ✌🏼
5:40 “But make no mistake, while Granite Zone may share similarities with Marble, it is by all accounts the cooler, older brother who may or may not have a different dad.” Is my favourite new quote
Wonder if you ever going to cover the Spark Series! Also really love how fan games been doing great lately, been seeing a lot of unique ideas from all over.
2:33 I kind of disagree with the sentiment that man-made architecture takes away from surrealism, in fact I think it more often than not adds to it. Think about an Escher painting and the way that the recognizable structures like roofs, stairs, arches, etc. affect the feel of the image. Man-made structures, or at least things resembling them, are a key element of many surrealistic environments and serve to give a certain degree of familiarity that is contrasted with the odd, sometimes seemingly purposeless design to create a more confusing atmosphere that purely natural surrealism struggles to replicate. It’s much easier to REALIZE that you’re lost in an abandoned temple, where the patterns are more obvious and structures are more recognizable, than to realize that you’re lost in, say, a dense woodland or a frigid mountaintop or even a dark cave.
Transcending the atmospheric flair classic sonic 1 had with enhanced visuals is amazing. I love the more laid back approach to level designs they went with adopting more speed and flow progression instead of tedious platforming. That's what I missed the most in mania coming from S3&K. The art style alone is a blast, that can put this project in the true new successor of mania.
I think you didn't notice too much, but almost EVERYTHING made in this game is inspired by Sonic 1's beta/alpha/early mockups (Sunrise Gate Act 2 is literally a Sonic 1 concept brough to life lmao)
definitely agree about being wowed by older games' presentation when you're immersed in them. I played Final Fantasy IX for the first time last year and I was still oohing and ahhing at how amazing it looked for a PS1 game
Didn't know about this fangame but it looks amazing!! I loved how some Saturn games had that mystical vibe like Astal, Clockwork Knight and NiGHTS and Overture captures that super well
in that part where you rolled through a bunch of ring boxes at the tippy top of the big castle zone there was ANOTHER one IN THE TREES OH MY GODS dude even MORE ring boxes what will they think of next also? not just killer content as usual but holy fuck this project rules. thanks for the eyes on it man, and i hope you do more on it when its more complete bc thats probably how i'll hear about it being done too LOL
This is what players want from current Classic-style Sonic games from Sonic Team; the same & fun gameplay with new visuals. Not Green Hill for the 329th time.
You seem to have slightly misread what Sonic Legends is actually supposed to be, so let me try to explain - Legends isn't a different take on Overture. It's basically just meant to be Sonic Mania, but for fan games - reimagining different levels from different classic sonic fangames throughout history, and Sunrise Gate happened to be one of them.
2:03 green hill paralells ain't much of a problem The problem is green hill in itself Angel island is technically a green hill zone paralel and yet everyone likes it
14:49 Hang on, this shouldn't come as a surprise since most of Overture seems based on Sonic 1's concept art anyway, but that purple robot is based on their original idea for what I assume would've been the main antagonist before they came up with Eggman! You can see him in the background of that one Sonic 1 concept art image with all their enemy concepts. That's pretty cool!
Fan games and shows always come through! From Sonic Games to incredibly great yet cancelled animated shows, if Corporate incompetence ruins something I love, you know the fans will rebuild it better. To fan games and fan shows fixing the creative space!
wait a minute this isnt the superstars review! (i love all of your videos and you're the only sonic youtuber that has my particular opinions even if you like cyberspace a little too much)
4:50 I think it would help if the totems only caught you when you're coming down from a jump or maybe even require you to have a very slow horizontal speed in order to latch on
Theres a problem though: the game intends you to get on those totems on high speeds, it would be kinda jarring to have to come to a halt to just jump on a totem
@@SomeRobIoxDude IMO, it's even more jarring to be forcibly brought to a halt when you don't intend to. It's the difference between choosing to break the flow versus the game breaking it for you.
My brother is a Sonic fan game Dev and has inside info on this game that hasn’t leaked (believe me or not) and the music that hasn’t dropped is fucking amazing and I’m sad I’ll maybe be one of the only people to hear it. He’d drop it but it isn’t his to do so with. 😢
It’s always refreshing to see an upload from your channel, your reviews are so in-depth and extremely articulate that it keeps the viewer engaged in what you’re discussing, keep it up!
A quick fix for the perch gimmick would be to only allow Sonic to stop and snap to perch spots if the player is holding Up on the D-Pad. A highlight or sparkle of some kind to make these perch spots more obvious would also help.
Gave this demo a go and wow! I previously tried Sonic and the Fallen Star, but the level design just felt so empty, lots of running with not much platforming. This, however, blew me away with how detailed the levels are, the platforming, the rewards for curiosity and exploration. It all hits home with this demo and I want to see more! The level design here is incredible, I actually took the time to explore and didn't want to just blast through the levels. This is how classic Sonic should feel. This dev team know what they are doing, and with the right polish this could be an absolutely solid fangame that one-ups Sonic Team!
I think to solve the problem of Sonic halting because of the totem poles is to make it so you have to jump and press a button to grab onto the totem pole.
There are 2 Sonic FanGames that I think would fit right along with the official 2D Sonic games, Sonic Overture and Sonic Galactic There are of course a couple of 2D Sonic FanGames that I love and are even completed, Sonic Before the Sequel, Sonic After the Sequel, Sonic Chrono Adventure, Sonic and the Fallen Star, Sonic Time Twisted, and maybe even more that I'm forgetting But those 2, they have fully the classic era aesthetic, and they're level design, even if it has less stages, stand out so well, they're so fun to play, have new characers, which fits with the other games, since every Sonic game, with some exceptions, has to introduce a new character, if you place these 2 games alongside the official Sonic games, I think they fit right in Sonic 1 Sonic CD Sonic 2 Sonic 3 & Knuckles Sonic Overture Sonic Galactic Sonic Mania Sonic Superstars Even their names I think it fits really well with the others Also, the Act 2 of Sunrise Gate is based around one of the Sonic 1 concept arts made by Naoto Ohshima, if you look at the concept arts for Sonic 1 there is one that takes place in a metallic stage with japanese temples in the background and the loop with the star at the top, exactly the same, this level was also realized officially in Sonic Superstars, that being Golden Capital Zone, also has temples in the background, and the loops that have a sun on the top, they're also all made of gold, a kind of metal, and that concept was also realized here in Overture The Act 1 mountain background is also based around that lost TGS Sonic 1 beta version, where Sonic ran across a Green Hill that had that mountain background instead of the one we know and love today, just like the stage in Superstars, that was also realized officially, in Sonic Mania, which in the Act 2 of Green Hill it has that mountain background based around that beta, and it was also used here in Overture
The reason that Sonic Legends has Panic City instead of Granite Zone is because the fangame is meant to be a homage to fangames in general, so each zone will be from a different game. PCZ is from a 2006 fangame called Sonic Utopia.
That’s actually a really cool idea
So, Sonic Legends is the Sonic Mania of fangames?
Isn’t sonic utopia that one 3D sonic fangame that got popular?
@@TheSameGoobyGuy I think so, the one that looks like a giant open sandbox of green hill zone with classic sonic?
@@Glitchyy07 yep.
Dude, you could probably make a video about the intricacies of paint drying and I'd still watch it.
I disagree.
@@AlphaZeroX96 You disagree that he would watch it...?
What makes watching his videos so enjoyable. You would think that his videos are made to be watched like once but I find myself rewatching a lot of his videos time and time again. They are just so fun.
Agreed. For me at least, it's the way he talks 🫦
@@picsandpixels6445 Yes
Hello! Im Pixy-Pie! The current director of Sonic Overture~
I love that I can read this in a public setting. Insanely clever ideas on hand here already.
Good luck to you et all!
@@zhaumbie Thank you very much! We hope to bring alot of excitement and fun to the game!~
Wait so overture will have p ranks???
Hi pixel, good luck with the game. It looks fantastic and I genuinely feel like this could have been a sega Saturn 2d sonic. I read that Sonic was partially inspired by the Japanese Pop Art work of Eijin Suzuki. You should check out some of his work and his colours, your work already reminds me of it somewhat. I'm going to watch this project with interest!
Im a huge retro collector and enthusiast and ive played my fair share of fan games before, but if you told me this game came out for the sega saturn i would have believed it.
Emphasis on the graphics, smoothing of the animations and physics, throwing in the sega saturn logo as your riding device to remind you “Youre playing this on the next gen console!” Such a deep understanding of the thought process of how they would have made this game for saturn.
I look at your demo and think “Give me a physical copy of this game so I can hold on to it for life!”
You guys captured some magic and I really hope you finish it! It really is amazing.
I hope to see this join the ranks of finished of Sonic fan games!
It's very fun. Great to see it revived instead of going to waste
Thank you very much Noah! It means alot to hear you say that 🥺💖
@@picsandpixels6445i believe in you guys
Like your games
Sonic fans always strike gold then stop digging
I like your genuine supportive comments towards the devs, it shows you're aware of how difficult this must be to develop.
A lot of reviewers are... shall we say spoiled? Trying too hard to be edgy? Inconsiderate? But yeah, the devs deserve love, this is insane.
I remember trying to program a Sonic game engine 15 years ago and it was a nightmare. Idk if it's easier now, but - hard doubt. It's a very difficult game to program, especially in a way that perfectly replicates the classics. And that's just one piece of a puzzle that also includes graphics, music, good level design - all super difficult to make.
2:04 It's a scrapped Sonic 1 Concept Zone, which was finally implemented in Sonic Superstars, called Golden Capital Zone
Wie ich sehe, ist LPM auch ein bickuribox12 Genießer
Oha der Markus :D
Oh, really? That’s awesome!
The spiral loops from the concept art and Overture also got put in Superstars in Bridge Island Zone.
@@dprototype6431 Noice!
"That thing's more wobbly than a U.S marrige"
That came out of nowhere, lmao!
and so did this video
And the modern dating quip.
Most of his comedy is.
@@AlphaZeroX96 And he makes it work
@@AlphaZeroX96Comedy is subjective. Don't like a joke? You'll live.
hi ,i worked on the level design and also created the combo system. just thought id say this is a good video , Lol !! im glad ur likin wat we have so far... as of right now we'r focused on workin on the rest of the levels n such , but hopefully all the issues will b fixed later. the game is a growing organism , and i am being kept in The Dungeon to make sure this game will be finished ^w^
something i will say for now , ive been meanin to make a big ol' post on the internet about the combo system , which i might go into deeper detail later on, but for now i wanna explain a lil bit about it... ur videos on project 06 kind of inspired me to include a good scoring system in the game ,and ialready did a few combo systems for a few other projects and was inspired by other things like NiGHTS n such.
anyways, u got a lot of things right (like with the combo bar being fully replenished until you reach a link of 10, which is designed to push you to play even better to obtain even better scores). the way scoring works is you get 200 score from enemies multiplied by the number of the Link (so getting a 10 link while destroying an enemy grants you 2000 points and such).
invincibility is not the only thing that causes the timer to slow down, as rolling and standing on totem poles makes it slow down as well. this is both so going through things like the tunnels in SGZ and waiting on the poles in GZ dont kill your combo so easily, but also it makes you have to think about moving around the level in different ways inorder to keep the combo going...
last thing i will say . . the combos no longer appearing isnt a bug , as after 5 minutes you will stop gaining score. this is to prevent someone from just gaining a high score from spending 30 minutes in the level collecting everything and not playing at a high skill level compared to someone who mightve earned the same score from actually playing well with the level... and when i programmed it i added a visual with the SCORE text on the HUD blinking red when it gets close to 5 minutes , but lake forgot to include the object which handles that.
the combo system was just somethin i designed for fun while workin on da game... at first every1 else on the team wasnt sure about it until i programmed it myself, and im really glad i put it in..... sadly it was kind of a late addition so the levels werent Fully designed around it , and there isnt any ranking system or watever because it was just a simple thing i did on my own time. i did go back and adjust the levels to better accommodate the combo system , so whenever we do another demo things will be more polished .. and i wont make any promises but we've Considered playin into the combo system more by addin a rankin system or somethin... IDK wat that will be yet tho LOL !!
anwyays .. that is all for now .. the original overture demo from 2014 inspired me A Lot with its art .. and im gonna try my best to make sure it gets finished jsut because i want to see all of pixy's artwork fully playable and finished .... some of the stuff shes done for this game is Insane and beautiful and it Needs to be seen. until then . . iwill be hackin' away in The Dungeon . . .
trees ur so cool
Setting a 5 minute limit for accumulating score is a weird choice to me and as demonstrated by the video doesn't seem to be communicated to the player that well.
Shouldn't the final score tally take time into account when calculating score so that either spending a lot of time exploring or playing swiftly will get you a high score rather than just one or the other? Your approach kind of seems like reinventing the wheel
@@Pr0jectFM i saidthis in da comment but da reason it isnt communicated well is cus the visual thing which shows when da score is about to be locked was broken in da demo.
anwyays da reason i chose a 5 minute time limit was cus iwanted to avoid havin somethin happen similar to spark 3's score sytsem where getting a high score is meaningless if you can just spend hours in one level getting every ring and enemy rather than actualy being skilled at chaining combos and moving around around the level , which is wat da combo system is meant to encourage. and also i think its more interesting to try and maximize how much score youre able to get in a short time span
and also iwas inspired by the pac man champion ship edition games which mainly have you playin against a 5 minute time limit. and also nights has a time limit for da score attack as well .. time limitz are good for forcin you to play well in a score attack like this i think.
any ways. i think score attackz are fun and cool and i like playin da game in my weird way. LOL !
@@fatherp thank u father p ur awesome as well . .
@@fatherpyoure awesome too!~
Hi, Sonic Legends lead here! I've been meaning to write this since this video came out, but haven't had the chance to whatsoever.
A number of people on the team are big fans of your work, myself included, so words genuinely cannot describe the reaction I had when I saw our game get mentioned on here. Thank you so much for playing! It means a lot to us on the team to hear you talk about it in passing. The project has been in development for a REALLY long time and hearing its praises and accolades has skyrocketed the team's motivation to an almost unhealthy degree!
A few things of note since it did seem like it wasn't really made clear, Legends is not a different iteration of the Overture project. Rather it is a celebration of the wider sphere that is the fan gaming community. Since Christmas Island is already an established place within Sonic lore as his birthplace, so some elements from Overture naturally carried over into it so on that metric we did use some beats as a template for the greater story at play here. The central game's scenario is centered around Sonic and Co. getting whisked away into a nexus point of timelines that are bound to those other fan games, making them all seem canon in different timelines. Panic City in this instance has nothing to do with Overture, as it originated from an entirely different fan project of which its only demo came out all the way back in 2006.
We have a yet-to-be revealed zone in the early game lineup that should probably have a light bulb pop up over people's heads on what this project is truly about, as there has been a STAGGERING amount of confusion in regards to being a successor or revitalization of Overture when in reality it is everything but. I do understand the confusion to this, however, as the game not only has Sunrise Gate featured as one of several zones from other projects, it also introduces and expands upon story beats from Overture to make the adventure more in line with the pre-established lore from that project.
Regarding some of the bugs, a number of the ones mentioned here have been thankfully reported already and we're planning to release a patch to fix some of these issues relatively soon (aiming June to coincide with the initial demo release we had last year).
Another thing to note is the Sunrise Gate 1 fight against Drilldozer, which was explicitly mentioned here. We've received a lot of similar reports of the fight being too idle with it taking too long to actually start attacking the player and mostly thanks to this video solidifying how we felt about it internally, the decision was made to start over from scratch to make the boss more active in attacking the player. Hopefully when the next release rolls around that, we can offer a fight that feels more balanced rather than it favouring the player a lot more.
If there's something I'm happy to hear it's the analogy made comparing the two projects, our exact intent was never to overshadow or improve upon the original experience, rather to adapt the pre-established material and enhance it in our own way. Let it be known here and now that we are in this for the CREATORS and not for us to one-up them.
a HUGE push is made to make the game as accessible as possible for newcomers, most newcomers have only experienced a single game (likely Mania) or are literally playing 2D Sonic for the first time (I've seen reports of this actually being the case) so it does feel natural to make this a modern Classic Sonic experience to make this type of approach work. Since the release of this demo, we made a number of changes to the character controls and moves to air out some frustrations people might have and we also gave Sonic the Super Peel-Out, as that was greatly missed in feedback we have been given. That said, we do have a few plans ahead for people seeking a greater challenge or want a more traditional 2D Sonic experience, so a playthrough without a drop dash and shield abilities will absolutely be available down the road. I do feel like I'm spoiling things already just by saying that..
Once again, HUGE THANKS for playing the demo and shouting us out at the end there! Overture has meant a lot to our entire development team and to be able to adapt and expand upon not only its concepts, but to the wider fan scene has been nothing short of exciting to us!
Legends never dies.
It seems like you guys really nailed the mania feel. The elemental shields are also retro, not modern. And the drop dash was a great addition in mania. I think its the perfect balance for a new 2D sonic game. I greatly prefer this over everything sega has done since mania.
it's incredible that this fangame was brought back at all, pretty much like sonic2 HD in the mid 2010s
it was brought back out of spite by a dude on the original dev team after they had a massive and loud break-up with the rest of the devs but still wanted to continue it.. somehow. idk if this is exactly a good ending
@@cyan.6399 complicated. In the long run, the 3.0 is still being developed (no news from the dev team in 2 years) but If the 3.0 does come around it will probably only include aquatic ruin, the special stages and super sonic.
Probably our good ending will never happen
@@KperaOfficialI would argue that oil ocean zone also would be included in the 3.0 build of the game.
I've seen their 2022 live stream which they were working on implementing oil ocean zone.
@@KperaOfficialHe was talking about Overture 95, not Sonic 2 HD…
@@SomeRobIoxDude let's hope both projects don't get cancelled
your videos bring unbridled joy
:D
:D
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:D
Same
10:36 wouldn't it be cool if he just accidetally pulled out a million of different weapons with little to no patterns just because he's sleepy and he's pushing buttons randomly?
you're nothing short of a simple genius, somebody plz send this idea to the devs, it's definitely gonna ramp up that first boss!
If the point of that first boss is to be funny and show how caught off guard Eggman is, then I think speeding up the frequency of his attacks would be perfect. That way we could see all the different items he throws before beating him, and might even have to dodge a little. Objects that vary in size could work too, him pulling out some comically large piece of scrap from his small machine.
@@bickuribox12 you could even throw in some references, as it already has the mean bean machine reference, what if he threw the Sonic 1 wrecking ball or a protoype model of Metal Sonic.
@@bickuribox12 yess!
The idea is this is supposed to be the very first time Sonic and Robotnik ever meet.
And he vastly underestimates Sonic.
9:11 the transition from average sonic gameplay to this shit just had me like, "what the FUCK??"
Transition from towers to air as well
When a Sonic experience rises in the day, bickurbox12 shall come to play, and a Sonic lover will see what he shall say~
13:55 I wouldn't say Legends uses Overture as a template. The whole idea of Legends is that each zone is from a different fan game, so it's already doing its own thing by being a Mania of fan games.
Great video as always though!
Legends is definitely the true Sequel to Sonic Mania, and Superstars can be it's weird "3rd" additional.
@@Jadinite-2006 Careful, Sonic Galactic might hear you 🤣 Seriously, so many good projects coming up
imagine if they took from ROM hacks as well
i would be flabbergasted seeing white blaster zone show up
@@SonicntZanehonestly a sonic rom hack legends would be so neat
@@MarkerMurker Oh Snap you're right about Galactic. XD How about this?
Sonic Mania (Plus) = Sonic 1/CD
Sonic Galactic = Sonic 2
Sonic Legends = Sonic 3
Sonic Superstars = Sonic 4
i clicked on this video thinking it's just a random sonic essay video and got absolute whiplash hearing your voice, didn't expect another video so soon
Once again, jumpscared by a new bickuri video notifying me right before I go to sleep
I love how you can rack up combos, definitely adds a reason to come back to the game.
It reminds me of DoDonPachi.
The idea of a 2D saturn sonic is so compelling that the universe begs for it. I think it’s been done a few times even.
That was Christian Whitehead's whole idea behind Sonic Mania
@@roberttaylrif it either was able to actually be play d on the Saturn it would be infinitely more interesting
@@opaljk4835 yes. that would in fact be more interesting.
@@roberttaylr agree with your agreement
I'm so glad you talked about the scoring system. I've had an idea for a scoring system myself (though since I'm not a programmer it was mostly just a though experiment I did for fun). You still chain enemies and rings but there's also special power-ups that give you different abilities that can give you access to different routes. There's also a level-up system, where if you get a high enough chain you become faster and stronger with the max level essentially being boost. Emeralds are also found in the stages Sonic 1 8-bit style, but you have to carry it to the end without dropping your chain.
“Wow a sonic video that didn’t take two years to come out? I must be getting better at this! At least that’s what I tell my therapist anyway” - BBox12
I had no idea what I was expecting at 9:10 but that transition blew my damn mind. SO epic with the tilt at the beginning to simulate a frantic chase to catch up with Eggman. This is such an inspired gameplay decision.
I need a 24 hour video flaming Sonic Superstars NOW
24 hours of Bikuri would be a godsend for my happiness, lol.
It ain't even that bad 😭
@@George-tb3byit's that bad
Superstars looks like it could run on the ps3
Before we get the 24-hour video, I'ma need a 100-page essay on how the game isn't good.
Sonic Legends isn't just taking inspiration from Overtune. It's actually akin to Mania, but instead of remixing levels from the classic Genesis games, Legends takes levels from many famous Sonic fan games, baisically making it a Sonic FanGame Mania.
0:39 this exactly describes why cancelled fangames make me so sad. And i am probably not the only one.
was not expecting you to cover this of all things!! any content from you again is welcome though
Been subscribed on your channel for quite a while now, and I gotta say, I really like your videos, I can only wish the best for you and your channel, and I'll be lookin' forward for future uploads. ✌🏼
Gotta say, it was certainly a surprise for this video to be the way i found out someone i know worked on one of the games.
I appreciate you not mentioning the Mr Lange Drama
Nothing to worry about there, anyway. That turned out to be Twitter weirdos throwing another virtue-signaling tantrum over nothing.
your videos flow so well i cant clip them to send bits to my friends to get them interested, it's impressive
You have no idea how much your videos brighten my day, Looking forward to watching this one
sunrise gate act 1’s music is so joyous and full of whimsy!!!!! :DDDDDDD
thank you!!!!! (i wrote it :D)
YES 2 BICKIBURIX vids in 2 momths
5:40
“But make no mistake, while Granite Zone may share similarities with Marble, it is by all accounts the cooler, older brother who may or may not have a different dad.” Is my favourite new quote
This game looks like if the freedom planet team was like "nah we're done with our original ip, back to sonic fangame"
1:38 My jaw dropped and my heart stopped. I now know what love at first sight is (or at first hearing)
Didn't know this existed and so glad to have seen this. Really beautiful stuff.
Wonder if you ever going to cover the Spark Series! Also really love how fan games been doing great lately, been seeing a lot of unique ideas from all over.
2:33 I kind of disagree with the sentiment that man-made architecture takes away from surrealism, in fact I think it more often than not adds to it. Think about an Escher painting and the way that the recognizable structures like roofs, stairs, arches, etc. affect the feel of the image. Man-made structures, or at least things resembling them, are a key element of many surrealistic environments and serve to give a certain degree of familiarity that is contrasted with the odd, sometimes seemingly purposeless design to create a more confusing atmosphere that purely natural surrealism struggles to replicate. It’s much easier to REALIZE that you’re lost in an abandoned temple, where the patterns are more obvious and structures are more recognizable, than to realize that you’re lost in, say, a dense woodland or a frigid mountaintop or even a dark cave.
What bro yappin about in a 7 month old vidéo 😭😭😭😭
You can tell a lot of passion, dedication, and humor was put into this pretty amazing fan game.
It really needs to be completed.
LakeFepered is involved. I am sold.
Same. He has proven multiple times that he gets things done, and since he also handles the project management, this gives a lot of hope.
It’s another great vid from our friend Bickuribox12!
NEW BICKURI VIDEO RAHHHHHHH
Been a long time fan since RotMG, good to see you succeed so well on YT :D
Another bikuribox video so soon? Is it my birthday or smth? Peak absolute peak
The Pizza Tower combo meter will do that to your psyche.
I absolutely LOVE the color choices for each zone. They are so different and are characters unto themselves. LOVE LOVE LOVE.
Man I hope Lange picks this up again. I dread to see what level of quality the game would have without his direction.
Last I heard, Murasaki, Lange, and his team are quietly putting all their time into Utopia's final build.
@@theholygamer969 Pretty wild it's been going all this time. Would utopia take the title for the longest running sonic fangame in development?
@peacefulskies9320 sonic robo blast 2 has been in active development for over 25 years
The totem thing and the ledge animations, SOMEONE watched the OVA lately
Transcending the atmospheric flair classic sonic 1 had with enhanced visuals is amazing.
I love the more laid back approach to level designs they went with adopting more speed and flow progression instead of tedious platforming.
That's what I missed the most in mania coming from S3&K.
The art style alone is a blast, that can put this project in the true new successor of mania.
8:57 this line hits different after recent events
This sounds amazing, I've been needing more Sonic in my life
thank you for covering this game! keep up the great work 😃👍
I think you didn't notice too much, but almost EVERYTHING made in this game is inspired by Sonic 1's beta/alpha/early mockups (Sunrise Gate Act 2 is literally a Sonic 1 concept brough to life lmao)
I swear you keep scaring me with you banger video jumpscares bickuribox
This looks so f'ing awesome. Really captures that feel of an alternate reality 32bit era Sonic
A Bickuribox video? My Sunday morning just got even better ⭐️
definitely agree about being wowed by older games' presentation when you're immersed in them. I played Final Fantasy IX for the first time last year and I was still oohing and ahhing at how amazing it looked for a PS1 game
Dont let Bickuribox play Penny's Big Breakaway. If he finds out about the combo counter we may never see him again
The marble zone and granite zone comparison was crazy
bicuribox12 posts and life is good once more for another 18 minutes or so
Great showcase of 2 interesting project. Will definitely check them out to see for myself.
12:55 this is so funny i keep rewatching 😭
The cut scream sells it i cant-
every day with a bickuribox upload is a good day
Didn't know about this fangame but it looks amazing!! I loved how some Saturn games had that mystical vibe like Astal, Clockwork Knight and NiGHTS and Overture captures that super well
This game is just eye candy. I can't wait for it to be finished. Great vid
in that part where you rolled through a bunch of ring boxes at the tippy top of the big castle zone there was ANOTHER one IN THE TREES OH MY GODS dude even MORE ring boxes what will they think of next
also? not just killer content as usual but holy fuck this project rules. thanks for the eyes on it man, and i hope you do more on it when its more complete bc thats probably how i'll hear about it being done too LOL
This is what players want from current Classic-style Sonic games from Sonic Team; the same & fun gameplay with new visuals. Not Green Hill for the 329th time.
So basically Superstars
@@gengargamer5657 I said the same _“fun”_ gameplay.
@@JJ_R Again, so basically Superstars
@@gengargamer5657 Same fun gameplay that doesn’t involve glitches & long wait times between hits on bosses.
@@JJ_R So basically Superstars Single Player
legends is supposed to be a bunch of other fangames, not just overture. they just did sunrise gate
I don't think that's the point of the video
@@etherealhatredwe know, but theyre just pointing out a mistake
You seem to have slightly misread what Sonic Legends is actually supposed to be, so let me try to explain - Legends isn't a different take on Overture. It's basically just meant to be Sonic Mania, but for fan games - reimagining different levels from different classic sonic fangames throughout history, and Sunrise Gate happened to be one of them.
Sometimes these indie retro sonic games blow me away w their art style… this looks so good to me I can’t tell you
2:03 green hill paralells ain't much of a problem
The problem is green hill in itself
Angel island is technically a green hill zone paralel and yet everyone likes it
i may be throwing up rn but bickuribox12 videos always make me feel better
9:28 man forgets that Panzer Dragoon existed in the same era, on the same platform
Yeah, there were a lot of games like that back then. It’s still very very cool to consider different style boss fights
14:49 Hang on, this shouldn't come as a surprise since most of Overture seems based on Sonic 1's concept art anyway, but that purple robot is based on their original idea for what I assume would've been the main antagonist before they came up with Eggman! You can see him in the background of that one Sonic 1 concept art image with all their enemy concepts. That's pretty cool!
Fan games and shows always come through! From Sonic Games to incredibly great yet cancelled animated shows, if Corporate incompetence ruins something I love, you know the fans will rebuild it better. To fan games and fan shows fixing the creative space!
what lol
uhhh… ok?
The superstars video is my most anticipated video in quite awhile
a new bickuribox video so soon after the other?
Oh the joy!
wait a minute this isnt the superstars review! (i love all of your videos and you're the only sonic youtuber that has my particular opinions even if you like cyberspace a little too much)
4:50 I think it would help if the totems only caught you when you're coming down from a jump or maybe even require you to have a very slow horizontal speed in order to latch on
Theres a problem though: the game intends you to get on those totems on high speeds, it would be kinda jarring to have to come to a halt to just jump on a totem
@@SomeRobIoxDude IMO, it's even more jarring to be forcibly brought to a halt when you don't intend to. It's the difference between choosing to break the flow versus the game breaking it for you.
Could be wrong but iirc Sonic Legends is meant to be zones from old sonic fangames/romhacks given a new coat of paint with tweaked level design
My brother is a Sonic fan game Dev and has inside info on this game that hasn’t leaked (believe me or not) and the music that hasn’t dropped is fucking amazing and I’m sad I’ll maybe be one of the only people to hear it. He’d drop it but it isn’t his to do so with. 😢
9:00 this aged well
A lot of bugs that you mentioned are in the original games too, but I am so excited to give this demo ago, since I'd never heard of it before!!! :0
This fan game is just gorgeous and I really wanna see Sega hire the people behind it
It’s always refreshing to see an upload from your channel, your reviews are so in-depth and extremely articulate that it keeps the viewer engaged in what you’re discussing, keep it up!
A quick fix for the perch gimmick would be to only allow Sonic to stop and snap to perch spots if the player is holding Up on the D-Pad. A highlight or sparkle of some kind to make these perch spots more obvious would also help.
I love when a new Sonic fangame gets attention, because it usually means it's a quality experience on par with the actual, official games.
I MISREAD THE THUMBNAIL AS SAYING MEMERIZING!!! sorry... 😅
The fans are always cooking, that's one of the things i love about the sonic series
If you like this fan gamr you should keep a tab on sonic hysteria
When the official games let us down, the fans band together to make something special. True Classic Sonic is not dead!
The background in Granite Zone Act 2 is *gorgeous*
i like how Sonic looks more like his Sonic 1 model
Gave this demo a go and wow! I previously tried Sonic and the Fallen Star, but the level design just felt so empty, lots of running with not much platforming. This, however, blew me away with how detailed the levels are, the platforming, the rewards for curiosity and exploration. It all hits home with this demo and I want to see more! The level design here is incredible, I actually took the time to explore and didn't want to just blast through the levels. This is how classic Sonic should feel. This dev team know what they are doing, and with the right polish this could be an absolutely solid fangame that one-ups Sonic Team!
This game looks absolutely beautiful
Reminding me of the sonic cd sonic is awesome
Maybe sega should make a sonic maker after all
This Sonic game is like a beautiful dream that you don't want to wake up in.
I think to solve the problem of Sonic halting because of the totem poles is to make it so you have to jump and press a button to grab onto the totem pole.
There are 2 Sonic FanGames that I think would fit right along with the official 2D Sonic games, Sonic Overture and Sonic Galactic
There are of course a couple of 2D Sonic FanGames that I love and are even completed, Sonic Before the Sequel, Sonic After the Sequel, Sonic Chrono Adventure, Sonic and the Fallen Star, Sonic Time Twisted, and maybe even more that I'm forgetting
But those 2, they have fully the classic era aesthetic, and they're level design, even if it has less stages, stand out so well, they're so fun to play, have new characers, which fits with the other games, since every Sonic game, with some exceptions, has to introduce a new character, if you place these 2 games alongside the official Sonic games, I think they fit right in
Sonic 1
Sonic CD
Sonic 2
Sonic 3 & Knuckles
Sonic Overture
Sonic Galactic
Sonic Mania
Sonic Superstars
Even their names I think it fits really well with the others
Also, the Act 2 of Sunrise Gate is based around one of the Sonic 1 concept arts made by Naoto Ohshima, if you look at the concept arts for Sonic 1 there is one that takes place in a metallic stage with japanese temples in the background and the loop with the star at the top, exactly the same, this level was also realized officially in Sonic Superstars, that being Golden Capital Zone, also has temples in the background, and the loops that have a sun on the top, they're also all made of gold, a kind of metal, and that concept was also realized here in Overture
The Act 1 mountain background is also based around that lost TGS Sonic 1 beta version, where Sonic ran across a Green Hill that had that mountain background instead of the one we know and love today, just like the stage in Superstars, that was also realized officially, in Sonic Mania, which in the Act 2 of Green Hill it has that mountain background based around that beta, and it was also used here in Overture