The PERFECT Sonic playstyle for the next game!

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  • Опубликовано: 1 июн 2024
  • Alright I've got some notes for Sega on how to make the perfect 3D Sonic playstyle for the next game!
    #Sonic #SonicTheHedgehog #SonicFrontiers #Sonic3
    View ALL of my channels and social media: www.linktr.ee/pupenterprises
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    Wikipedia:
    Sonic the Hedgehog[a] is a video game series and media franchise created by the Japanese developers Yuji Naka, Naoto Ohshima, and Hirokazu Yasuhara for Sega. The franchise follows Sonic, an anthropomorphic blue hedgehog who battles the evil Doctor Eggman, a mad scientist. The main Sonic the Hedgehog games are platformers mostly developed by Sonic Team; other games, developed by various studios, include spin-offs in the racing, fighting, party and sports genres. The franchise also incorporates printed media, animations, feature films, and merchandise.
    Naka, Ohshima, and Yasuhara developed the first Sonic game, released in 1991 for the Sega Genesis, to provide Sega with a mascot to compete with Nintendo's Mario. Its success helped Sega become one of the leading video game companies during the fourth generation of video game consoles in the early 1990s. Sega Technical Institute developed the next three Sonic games, plus the spin-off Sonic Spinball (1993). A number of Sonic games were also developed for Sega's 8-bit consoles, the Master System and Game Gear. After a hiatus during the unsuccessful Saturn era, the first major 3D Sonic game, Sonic Adventure, was released in 1998 for the Dreamcast. Sega exited the console market and shifted to third-party development in 2001, continuing the series on Nintendo, Xbox, and PlayStation systems. Takashi Iizuka has been the series' producer since 2010.
    While Sonic games often have unique game mechanics and stories, they feature recurring elements such as the ring-based health system, level locales, and fast-paced gameplay. Games typically feature Sonic setting out to stop Eggman's schemes for world domination, and the player navigates levels that include springs, slopes, bottomless pits, and vertical loops. Later games added a large cast of characters; some, such as Miles "Tails" Prower, Knuckles the Echidna, and Shadow the Hedgehog, have starred in spin-offs. The franchise has crossed over with other video game franchises in games such as Mario & Sonic, Sega All-Stars, and Super Smash Bros.
    Sonic the Hedgehog is Sega's flagship franchise and one of the bestselling video game franchises, selling over 140 million units by 2016 and grossing over $5 billion as of 2014. Series sales and free-to-play mobile game downloads totaled 1.6 billion as of 2023. The Genesis Sonic games have been described as representative of the culture of the 1990s and listed among the greatest of all time. Although later games, notably the 2006 game, received poorer reviews, Sonic is influential in the video game industry and is frequently referenced in popular culture. The franchise is known for its fandom that produces unofficial media, such as fan art and fangames.
    Link to intro music: • Micheal Jackson x Brun...
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Комментарии • 133

  • @deanmoriarty6015
    @deanmoriarty6015 21 день назад +22

    I can already see it:
    “well Frontiers 2 wasn’t as good as it could’ve been because SEGA was busy making Hedgehog Engine 3, it’s not their fault!!”

  • @anotheryoutubeaccount5259
    @anotheryoutubeaccount5259 21 день назад +28

    Next Sonic game: IKEA style (they give you assets and you make your own game)

  • @jskywalker58
    @jskywalker58 21 день назад +17

    does anyone think sega should try making a sonic game with a cel shaded artstyle i think thart artstyle would fit sonic perfectly

    • @ssg-eggunner
      @ssg-eggunner 21 день назад

      Something I'd love to see would be a 3d game that replicates the studio junio artstyle and does camera tricks to give a 2d feeling along with proper cel shading of course

    • @bowserbreaker2515
      @bowserbreaker2515 4 дня назад

      Have you seen the game Transformers Devastation? That had a cel-shaded style and it looked great.

  • @embani
    @embani 21 день назад +10

    "Fanboy supervillain"
    The Knuckles Show has radicalized Pup lmao

    • @jskywalker58
      @jskywalker58 20 дней назад +3

      I still can't believe people are genuinely defending that show

  • @SonicTheBlueBlur15
    @SonicTheBlueBlur15 21 день назад +10

    I want the tarrot cards gone, the hammer should be used more, tarrot should only be story and such, not gameplay, tails should shoot his beam thing laser from sonic battle instead of throwing wrenches, and knuckles, he needs his sonic battle combat, heck everyone should have sonic battle based combat

    • @andersonsansonowski5644
      @andersonsansonowski5644 20 дней назад

      I think the Tarrot Cards should be a new staple in AMY's moveset.... BUT JUST FOR A MOVE OR TWO like the Card Float and the Hammer being the priority,
      I think Tails's wrenches should only have ONE MOVE which is a some sort of charged throw where throws multiple wrenches at once and the rest are his other moves
      And with you thinking it is the Wade Whipple show or NOT, we can all agree that the FIRE FISTS at the end of the Knuckles show are COOL and should be not only cannon (with a new origin unrelated to iblis of corse) but part of his moveset in all new mainline games

  • @Speedix064
    @Speedix064 21 день назад +3

    I think a perfect Sonic game should combine all of Sonic's history together. An open world like Sonic Frontiers with cyber space replaced with adventure style levels with boost sections (like mach speed from 06). Boost levels are expensive to make, but this brings all of Sonic's 3d games all together not wasting any lessons that Sonic Team has learnt.

  • @theficticion1231
    @theficticion1231 22 дня назад +12

    personally i'd like it if they build on frontiers' foundation, but draw inspo for level design and openness from the adventure games. Also obv any way they can implement momentum would be a win!

  • @jwoncollier4412
    @jwoncollier4412 21 день назад +4

    Dam bro got some incredible dance moves😊😊

  • @joe_mama__
    @joe_mama__ 21 день назад +11

    Having a slow walk button in a 3D Sonic game is kinda genius

    • @he1274
      @he1274 21 день назад +2

      Yeah. It's kinda like this feature I saw in a dreams sonic game where you can switch between the adventure style and boost. I don't why they haven't done that yet officially.

    • @spooderman320
      @spooderman320 21 день назад +2

      ​@@he1274Bro that game is peak

    • @ssg-eggunner
      @ssg-eggunner 21 день назад

      slow walk toggle would be even better

  • @KaleBennett
    @KaleBennett 21 день назад +2

    I recently replayed Frontiers, and assuming the next open zone game is essentially just Frontiers 2, these are my thoughts:
    As much as I like the boost and spin dash, I think it would be best to save these as late game unlockables, as these instant-speed tools make a lot of the platforming sections pointless. I appreciated how Frontiers forced you to unlock the spin dash and felt the other characters' flying abilities in The Final Horizon were way too easy to unlock. Unless the open zones give up on a platforming focus and save it for Cyberspace stuff, I think platforming needs to be harder to skip entirely by just finding a slope and immediately taking off at top speed.
    Regarding 2D, I have always considered 2D sections in games like Unleashed to be forms of variety rather than downgrades/copouts (I'll defend this belief until the day I die, Pup), but that's in the context of level-by-level progression. In an open zone format, 2D just interrupts the flow of the game because sections are just scattered about rather than being saved for select moments. I think 2D should be saved for dedicated areas like Cyberspace rather than something you randomly bump into. I'd be fine with them being removed completely though.
    Combat wise, I think they should either be more like Yakuza where you have light attacks and heavy attacks with special moves thrown in, or have the unlockable moves be like a rock-paper-scissors mechanic where certain moves work better than others depending on who you fight. The Parry should be shorter, and I think rings should be harder to keep/gain in harder difficulties.
    If the multiple playable characters are going to get equal focus, I think it would make sense to give each character their own designated area designed for them rather than throwing in random platforming sections with rewards only they can unlocks. I also think for combat flair, Sonic should rely mainly on kicking, Knuckles on punching, Amy on her hammer, and Tails on various tools like blasters.
    In general, I just want the characters to be way less overpowered from the get-go and to just have a more consistent feel where overcoming challenges is difficult rewarding.
    Slightly unrelated, but assuming the main campaign is relatively short, I think it'd be neat to do something like Resident Evil where they grade your overall performance, as well as bonus challenges (never healing once, only using a specific type of weapon, etc.). I like being rewarded for completing challenges rather than being merely encouraged to implement them myself, part of why I wish the classic games and Penny's Big Breakaway had the grading system for their levels rather than just time attack and nothing more.

  • @Amro_games
    @Amro_games 21 день назад +1

    Some great ideas in this video! I'd personally move away from the boost in the next game in favour for more physics/momentum based movement. Combine that with organic and well integrated platforming/level design, and i believe it would make the gameplay more engaging.
    One my issues with frontiers, especially with the final horizon, is that platforming sections just dont mesh well with the islands. Everything is just randomly placed together and the pop in doesnt help at all. If they can get manage that then I'll be pleased.

  • @rollbustah
    @rollbustah 21 день назад

    When you talked about the slow button and how it could be like switching gears, it reminded me of 4-G in Final Horizon and makes me think maybe Sonic Team is actually experimenting with things like that.

  • @andersonsansonowski5644
    @andersonsansonowski5644 20 дней назад

    23:29 I would have an option C which is decompiling the framework from the ADVENTURE GAMES, adding things like
    double jump, stomp, the frontiers style homing attack, a maybe revamped spindash move and much more.......

  • @pancakes2726
    @pancakes2726 21 день назад +2

    I agree with tails, he has the charged wrenches that when flying it gives you an extra jump and resets your flight and there's no limit, so why have the plane? Tails is odd in this game

  • @andersonsansonowski5644
    @andersonsansonowski5644 20 дней назад

    every move sonic needs in the next game in control:
    1-COYOTE TIME: this is usefull when running fast and NOT being able to jump at the correct time because you have frames to jump in the air
    2- JUMP BUFFERING: that is really good when you have to jump and then quickly jump again by just holding the jump button
    3-LEDGE GRABBING: being able to grab to a ledge quickly, move sideways for whatever reason, and get up very quickly by just holding forward
    4-WALL JUMP: slowly slide down a wall and being able to use one air ability after jumping form the wall

  • @GottaGoFast91
    @GottaGoFast91 22 дня назад +8

    Yo! Congrats on 100k!

  • @andersonsansonowski5644
    @andersonsansonowski5644 20 дней назад

    13:50 R.I.P Sonic The Hedgehog (1991 - 1991)

  • @maddenboseroy4074
    @maddenboseroy4074 14 дней назад +1

    I prefer Option B.

  • @JustinW332
    @JustinW332 14 дней назад

    Yes! They need to just go full 3D next time. It was cool in unleashed because that at least felt like a creative choice to switch up the visuals now and then. Now it just feels like a crutch and redundant now that they've brought back the classic play style too. And honestly I could go without the boost in the next one too. But that's just my opinion.

  • @existential_narwal9257
    @existential_narwal9257 20 дней назад

    I think a cool idea would be to integrate combat moves with platforming moves.

  • @SonicTheBlueBlur15
    @SonicTheBlueBlur15 21 день назад +1

    The acceleration should be momentum based so normally go fast if in still ground, slowly speed up if your going up a hill, and quickly go down if your going down hill, and the top speed should be extremely fast but it should be earned through momentum, like with momentum you reach the “boost” speed instead of clicking a button to boost, and when reaching that speed you can destroy enemies without stopping, like im the old boost games but with momentum like in the classics, by this point they should tweak sonic superstar’s engine to work in 3d and use it cause it has classic physics perfect in 3d

    • @SonicTheBlueBlur15
      @SonicTheBlueBlur15 21 день назад +1

      Oh wait i didnt know you already said the superstars thing i didnt see that part of the video oops

    • @SonicTheBlueBlur15
      @SonicTheBlueBlur15 21 день назад +1

      Maybe sa3 should use superstars physics, i mean, its there, they can finally do it

  • @lightningboy7099
    @lightningboy7099 20 дней назад

    I absolutely agree with option B. I've always believed that 3d sonic should be the classics fully translated. SA1 was the closest that we had to that.

  • @toonman5099
    @toonman5099 21 день назад

    As far as the turning point, I feel like the car-like physics and turning should only be for when he's boosting with the option being that he can do a 90 degree turn as a button press.
    Acceleration and top speed, yes. Would be good if those aspects were based on what we have access to. In my own rework notes, I went about it being that some enemies & obstacles "trigger" the function unless you have the ability in your move list pool.
    Personally if there's to be a double jump, it needs to have as much gained height as the electric shield in 3&K, not the minor lift in most recent stuff. Could also go the Crash 4 route where it halts your momentum as a trade for better mid-air control & height gain.
    For the Boost Gauge, I'm fine with it, but it absolutely be more for a "activate classic boost invincibility shield" rather than act like a typical stamina bar, something like Unleashed where you need to refill it with Rings on top of it having a slow (slower than Frontiers's) recharge. Also, an unlimited function NEEDS to be a post-game unlock, plus the Cyloop activation needs to be a lot shorter.
    Combat: Oh so basically integrate a more typical fighting game system.
    The character systems: They should be "mode" toggles at minimum. I don't mind them being there at all but I DO agree they feel a bit weird with how they function. For Knuckles's glide, they need to let it be that he can stay in place when floating, even if he's going forwards a TINY bit.
    The wall climbing issue is only just a part of the game as a whole honestly but it IS still a problem.

  • @anotheryoutubeaccount5259
    @anotheryoutubeaccount5259 21 день назад +1

    SEGA team more budget?
    SEGA team more employees?
    $20 budget for a gopher that fetches coffee to the 10 programmers.

  • @SonicTheBlueBlur15
    @SonicTheBlueBlur15 21 день назад +2

    I choose option B 23:27

  • @donjason7874
    @donjason7874 20 дней назад

    Sonic should be able to fight without stopping

  • @SoranotRoxas
    @SoranotRoxas 20 дней назад

    *Tails Cyclone is so OP anf ridiculous when it comes to traversal that I honestly love it and will be ok with me if it sticks around lol* 😅. The windup animations can go though..

  • @PolarityOfNeoSoulCity
    @PolarityOfNeoSoulCity 21 день назад

    Something I adored initially on sight with Frontiers, but was disappointed by in execution among other things was the style options. Seeing Action versus Speed was interesting to me, and made me wish we had something like that. Imagine that Sonic levels were designed with there being a choice of gameplay style, like one for boost speed, and another for something more Adventure-esque (Not outright 1 to 1 Adventure, but something designed for speed, momentum and acrobatics).
    Yeah, it would require a great deal of design to plan around, but it would actually rock if say, they actually did make a level that was just as much fun to play through with momentum as it was to go and blitz the level with a Boost.

  • @andersonsansonowski5644
    @andersonsansonowski5644 21 день назад

    My idea for the perfect control for sonic:
    so, you know that people (incluiding me) love the control of the adventure games because it feels good do plataforming in them
    and we all think boosting sonic controls like a car and it is NOT very good for moving slow and doing plataforming.
    So that is called STEERING SENSITIVITY for example: in SA1&2 have high steering sensitivity but the boost games have low sensitivity.
    but some people (like me) think the a high sensitivity for moving in adventure games can feel too well sensetive at high speeds.
    But here is the thing, a higher sensitivity works better for moving slow but a lower sensitivity works better for moving slow meaning that SONIC TEAM could only choose one way or the other
    but to fix that issue I propose a ''progressive sensitivity system'' that progressively lowers the sensitivity when moving faster
    NOTE: I would make the general sensitivity higher because it kinda feels better to have a higher sensitivity

  • @squarethinkingdude
    @squarethinkingdude 21 день назад

    before watching the video: my perfect playstyle would be classic translated to 3d while still in some cases needing to use the boost, this boost would be very short, but it wwould help reaching high places on really seep slopes where you dont have any means of making momentum, oh and also slap that frontiers combat in there
    Edit 1: (3:57) what you said here is partially incorrect since arzest did not translate the code from the Star engine (formerly known as retro engine) they did all of it from scratch, they just made visual analysis on how it played and they tried to make it as close as possible to that, so all the credit goes to them

  • @johanstenfelt1206
    @johanstenfelt1206 21 день назад

    Hm, fair points and opinions, whatever they decide to do, i just hope it doesn’t disappoint,
    Still, you made some good ideas, i hope they get considered.

  • @Doxthefox
    @Doxthefox 21 день назад

    Another idea, replace the roll ability with the slide and make it actually useful. I really like the idea of it being both a way to slow down the player and a way to make you also go faster in certain situations. Also I like the parry in frontiers since it’s helpful for platforming when you’re falling down really high and wanna find a place to land. Also idk why people call 2d games now side scrollers, those are two different terms

  • @discardedbiscuit5449
    @discardedbiscuit5449 21 день назад

    I remember having issue with Sonic sliding around with minimum deceleration too, I actually fixed that by messing with another slider but I for the life of me CANT remember which even after messing with them now, but thats the whole issue with getting players to have to TWEAK how the game controls themselves, its just a bit complicated for the average player. The game should have one good control scheme the levels are designed around.
    Also Sonic 2 actually DOES slow you down when you jump (at least the original version) but only when you're not jumping out of a roll and you press the direction you're going in, very weird.

  • @SimbaOtsutsuki
    @SimbaOtsutsuki 21 день назад

    I just want to be in open city’s and run around with different sonic characters doing side quests helping people meeting interesting npcs and the games get closer to how the movies are. BUT I NEED SILVER BACK IMMEDIATELY

  • @thedredayshow9246
    @thedredayshow9246 21 день назад

    For tweaking frontiers moveset, I really hope they add more moves sonic can do in combat. Hell, whip out some Sonic Battle stuff. And this may be a very controversial take, but since Sonic Battle gave Sonic an regen power, might as well axe rings as a health thing and make it CURRENCY...In the frontier style games going forward. Okay, so what I'm saying is in the open zone, the rings can be currency to buy shit (if they add shops in the next game) while in cyberspace, they can serve the protection function. (Also add ring total to the open zone ring total. Money money, more results. 😎)

  • @RatchetClankFan112
    @RatchetClankFan112 21 день назад

    Thanks for the ideas Gameplay style Sega should learn, Pup, Sega should Subscribe you 👍

  • @RaiginAnimator
    @RaiginAnimator 22 дня назад +1

    I wanna make a video like this but I keep putting it off Or just getting new vid ideas
    But I promise I WILL MAKE ONE

  • @SonicTheBlueBlur15
    @SonicTheBlueBlur15 21 день назад +1

    Shadow gens is hedgehog engine 2 and looks amazing, hedgehog engine 2 is perfect for sonics world, the whole hedgehog engine 1 and 2 is for sonic, unity is a good pick if they were to leave that as, dream team and superstars have pretty nice visuals, but hedgehog engine is just made for sonic, and honestly if used at full power can look amazing, its just that the reason frontiers isn’t visually too amazing is because they needed to level down it for switch and such, in beta frontiers was gonna look waaaay better, the console is holding it down tho, so yeah thats it, good thing switch 2 might be revealed soon and eventually come out then they can show the true power of hedgehog engine 2, cause ive seen mods for unleashed levels on frontiers and it look beautiful, they just need the right art style and go full power, they should keep hedgehog engine 2 for the main line, maybe eventually upgraded more game by game and eventually have hedgehog engine 3.

    • @cobiguy
      @cobiguy 21 день назад +3

      the problem is that hedgehog engine 2 isnt made for open world/ open zone, thats why theres little to no noticable pop-in in cyberspace,shadow gens and even forces. it was originally made for more linear boost levels. I think they should just use unreal engine 5 as its a commonly used engine and its easy to understand for most game devs.

    • @jskywalker58
      @jskywalker58 21 день назад +1

      who thinks sega shoudl make a sonic game with a cel shaded artstyle i think that style would fit sonic perfectly

    • @SonicTheBlueBlur15
      @SonicTheBlueBlur15 21 день назад +1

      @@cobiguy I recently saw someone make a sonic level with unreal engine 5 and i guess i was wrong, it actually looks amazing ruclips.net/video/vZiFR6ncfjc/видео.htmlsi=YvuJVswf15Y7uHW_

    • @bachilles3285
      @bachilles3285 5 дней назад

      I'm inclined to agree, but I think for future games, the Hedgehog Engine 2 should definitely be patched so that pop-in just doesn't happen.

  • @GarryLarryBarry
    @GarryLarryBarry 19 дней назад

    100% 3d sonic should have a brake, after all classic 2d sonic did, pressing back on the dpad.

  • @davisroth5437
    @davisroth5437 21 день назад +3

    With the announcement of the switch successor, it is possible the next Sonic game will be developed for it and will be a more powerful game than Frontiers

  • @Beastmd
    @Beastmd 21 день назад

    DO NOT put bounce height all the way up for the next sonic game, Lord. Take inspiration from the adventure games, which if you would compare to the slider, would prob have their bounce height at the middle.

  • @anotheryoutubeaccount5259
    @anotheryoutubeaccount5259 21 день назад

    Next Sonic game: friction slider

  • @acordybs
    @acordybs 21 день назад

    6:45 Airdash shouldn't even exist. Boost has to be deleted

  • @ChibiSteak
    @ChibiSteak 21 день назад

    32:21 fin.

  • @Multifandomguy
    @Multifandomguy 18 дней назад

    3:46 what about godot ?

  • @SonicTheBlueBlur15
    @SonicTheBlueBlur15 21 день назад +2

    11:35 if they want more playstyles, just have multiple characters with different styles and physics and such,

  • @Sage942
    @Sage942 20 дней назад

    both hedgehog engine and unity work with C# hedgehog engine is the bettere option for sonic team always has been

  • @85bitsdeveloper
    @85bitsdeveloper 21 день назад

    Next Sonic Game gonna be on Switch 2, no more the old one

  • @Kookie_13_
    @Kookie_13_ 22 дня назад +28

    Bro fell off is the new first

  • @anotheryoutubeaccount5259
    @anotheryoutubeaccount5259 21 день назад

    Sonic is 30, he gets tired.

  • @ajayr1383
    @ajayr1383 22 дня назад +4

    Fanboy super villain goes wayy harder than internets busiest music nerd or whatever it is u say at the beginning of videos

  • @SonicTheBlueBlur15
    @SonicTheBlueBlur15 21 день назад +1

    22:53 this is the what ive wanted back and luckily it did come back for sonic x shadow gens, seems sonic is in a good direction

  • @akathesk
    @akathesk 20 дней назад

    high speed free running/parkour.
    no really! I've been saying it for at least a decade! if sega could be bothered to learn to program physics hooo boy the fun that could be had

    • @anotheryoutubeaccount5259
      @anotheryoutubeaccount5259 20 дней назад

      Sonic Lost World:

    • @rando6677
      @rando6677 18 дней назад

      ⁠@@anotheryoutubeaccount5259I think they mean FUN High speed running/Parkour

  • @theclown2257
    @theclown2257 21 день назад

    "Nintendo are just making last gen hardware"
    The switch that you are talking about literally is last gen. Its 7 years old and a handheld at that. No shit they we're making last gen hardware...last gen.
    Besides apparently nintendo is planning on revealing a new console in the near future. And if thats as close as everyone is saying it is, theres a good chance sonic will be working with stronger hardware...hopefully stronger, if i recall even before the switch, making stronger consoles has never been a priority for Nintendo

  • @parisandkenleytv1291
    @parisandkenleytv1291 22 дня назад

    Third Like And Luv Your Vids

  • @SonicTheBlueBlur15
    @SonicTheBlueBlur15 21 день назад +1

    15:18 instead of a break they should just have pushing the analog stick the opposite side break sonic and and turn like in the classics

  • @SonicTheBlueBlur15
    @SonicTheBlueBlur15 21 день назад +1

    25:33 i think they should make the parry work like in botw and totk, where holding it would be a shield, and letting it go at the right time can parry, it would be cool see sonic block, also the stomp should be sonic rolling down like in sa2 bounce, actually there a mods with this things, so they should add more sonicy things and less casual punching and kicking, and such

  • @chaosspider5765
    @chaosspider5765 22 дня назад +4

    1 min no views, Pup fell off

    • @anthonyyawtwumasimensah197
      @anthonyyawtwumasimensah197 22 дня назад +3

      I'm sorry and I don't mean to pick on specifically but why is everyone making this lame joke 😭 😭.

    • @chaosspider5765
      @chaosspider5765 22 дня назад +1

      @@anthonyyawtwumasimensah197 idk

    • @ChannelPup
      @ChannelPup  22 дня назад +4

      This is the best one.

    • @anotheryoutubeaccount5259
      @anotheryoutubeaccount5259 21 день назад

      Well, making a video on Sanic is like an automatic fall off moment. Sonic interest is, I think, at an all time low.

    • @anthonyyawtwumasimensah197
      @anthonyyawtwumasimensah197 21 день назад +1

      @@anotheryoutubeaccount5259 that is a flat out lie. Ever since the Sonic Movie the franchise has had more searches and googles.
      All time low is laughable, no way your a Sonic fan. You definitely haven't seen the " all time lows " you claim.

  • @artsyomni
    @artsyomni 21 день назад +1

    6:08 “Setting the IKs on the terrain objects to smooth” sounds like a phrase that somebody with a vague awareness of game dev tech cobbled together. Whoever told you that was probably not qualified to speak on the matter. =P

    • @ChannelPup
      @ChannelPup  21 день назад

      I might have misremembered exactly what it is. I'm far from qualified to go into detail on the subject but the point still stands that it feels rough and should be fixed.

  • @BritBox777
    @BritBox777 21 день назад +1

    Nintendo would be insane not to support Unreal 5 with their Switch 2 console. I think Unreal would be the best fit for what Sonic Team are trying to make Sonic (a mix of Breath of the Wild and a Platinum action game). Unity is good for many things but here, it's not my first choice.

  • @-mixu-
    @-mixu- 21 день назад

    I don't want a frontiers 2

    • @steved.g.5361
      @steved.g.5361 21 день назад +2

      Same, Frontiers is super boring, the game is ugly and looks fan-made, and I'm sick of the beep boop techno music they've been using since Forces.

    • @anotheryoutubeaccount5259
      @anotheryoutubeaccount5259 21 день назад

      ​@@steved.g.5361 *BEEP BOOP*
      Jun: (smashes synth keys)

    • @-mixu-
      @-mixu- 21 день назад

      @@steved.g.5361 Talking about fanmade and despite the controversy, Sonic Omens looks better with the same engine but the thing i hate the most is the combat system, i don't have any feeling of control in any way except the opening with homing attack, small kicks and punches and also the dodges, i like the dodges because i imagined it in 2020 the exact same way, now i have ideas to improve it but i'll keep it for myself

  • @a-bomb7779
    @a-bomb7779 21 день назад

    How is the Spider-Man'97 retrospective coming along

    • @ChannelPup
      @ChannelPup  21 день назад

      I need to properly sit down and watch the show, truth be told.

  • @MarioTainaka
    @MarioTainaka 12 дней назад

    Finally watched this, another pup banger. I wanna give you some insight if that's okay.
    The bit on engines is on point. However Unreal Engine 5 right now has insane streaming and video memory demands and the engine is heavily single threaded and has performance issues due to that. So you'd need something like a 4090 and a 16 core cpu to expect good performance.
    Unity doesn't always scale well on the Switch. Sometimes with horrible results due to just bad core handling.
    Hedgehog Engine was overhauled for Frontiers during development and boy you can tell.. they overhauled the terrain streaming for the overworld but that's it. Honestly with actual dev time they can make it work.

  • @Moonswirly
    @Moonswirly 11 дней назад

    i have faith that the next game will control probably pretty good if not better than tweaked Frontiers, considering Kishimoto has said he's played and taking inspiration from Spark the Electric Jester 3 - and i can't imagine how that makes the dev of that game feels

  • @bendyandtheyoutubechannel4372
    @bendyandtheyoutubechannel4372 21 день назад

    Honestly if I would have one thing changed for fromtiers sequel is the environment of the open zone part because when I was playing frontiers I just stop after getting six of the seven chaos emeralds on the first world mainly because I was just bored of looking at the same blane environment

  • @keirjarvie6998
    @keirjarvie6998 13 дней назад

    These are some pretty awesome ideas. For the next Sonic game to use the Open Zone, they should just go full on Jak & Daxter and make it interconnected and seamless.
    There is one other gameplay idea I have for the next Sonic game. It’s to do with playable characters.
    I propose it being very similar to how playable characters are handled in the Kingdom Hearts series and Final Fantasy VII Remake and Rebirth.
    During combat, other characters like Tails or Knuckles or Amy or Shadow or Silver would be AI assisting Sonic or whoever is in control at the time with fighting enemies such as healing items and character specific special attacks like the Limits from Kingdom Hearts II and Situation Commands from Kingdom Hearts III and also a special attack for a specific duo or trio like Sonic, Tails and Knuckles having their Team Blast from Heroes, Amy hitting Sonic with her hammer towards enemies and damaging them and Silver freezing enemies in place using his psychokinesis and either Sonic would homing attacking onto them or Shadow would use Chao Spear. You could also seamless switch control between characters in both combat and the Open Zone like with Final Fantasy VII Rebirth and you can also swap characters while in open zone via the pause menu like with FFVII Rebirth and even the Mario + Rabbids games. There could be platform challenges in the open zone that only a specific character can do and Sonic is unable to do.
    As for the story, all I can say is keep Ian Flynn. He did a really good job with the writing, dialogue and characterisations in Frontiers and I love his writing in the IDW comics.

  • @lordpeeps1
    @lordpeeps1 21 день назад

    Im actually worried if they remove combat because i love when sonic and co beat stuff up its soooo satisfying

  • @ZeroJump
    @ZeroJump 21 день назад +1

    Why are you ignoring that the Switch 2 is coming, wich probrably will Support unreal 5.

    • @ChannelPup
      @ChannelPup  21 день назад

      Because the next game is already in production and will be built around the Switch 1.

    • @ZeroJump
      @ZeroJump 21 день назад

      @@ChannelPup I mean acording to most leaks devolpers have kits since a while. I would think especially Sega has them since a while, by pure logic.

  • @sonicnetwork2944
    @sonicnetwork2944 21 день назад

    Why does the slider have to go?

  • @Arlosadventures9025
    @Arlosadventures9025 22 дня назад +1

    First like and comment lol

  • @existential_narwal9257
    @existential_narwal9257 20 дней назад

    i dont see how a walking button would be that useful if you already have the ground brake and stomp. plus you could just pull back on the analogue stick to walk slower.

  • @Dork_000
    @Dork_000 11 дней назад

    If they're gonna include combat in the next game, id like it to be sort of like the insomniac spider-man game's combat

  • @Venom-Boiii
    @Venom-Boiii 21 день назад

    I totally agree with switching engines. In-house engines don’t seem to work out all that often. Just look at Halo Infinite, which uses an in-house engine. It’s…. Not on par with other games, I’ll leave it at that.

  • @samuelpierce2.088
    @samuelpierce2.088 21 день назад

    So with regards to the controls specifically…I just flat-out disagree with the whole “Sonic shouldn’t control like a car” mentality, especially where steering and turning radius is concerned.
    I understand that from the realism and responsive controls standpoints it doesn’t make a whole lot of sense, but the reason Sonic has such a wide turning arc - especially when using Boost - is because in a very weird and roundabout way, it makes Sonic easier to control at high speeds.
    Yes, it makes taking sharp corners at high speed - especially when Boosting - more difficult, and often requires you to let go of the Boost entirely and hit the Drift button to successfully navigate said sharp corner. But that’s not as big a deal as people like to make it out to be; In fact, it’s often just as intuitive and - in the case of Generations - equally as satisfying to pull off.
    Conversely, having Sonic be able to instantly turn on a dime, even when Boosting, makes him come off as incredibly twitchy and in many cases overly-sensitive to analog input. This can - and often *does* - lead to situations where Sonic takes a turn *too* sharply and either runs into an obstacle or off a cliff into an instant-death pit.
    (Sonic Adventure had this problem even without the Boost, and the severity to which it made Sonic’s high-speed movement unreliable is part of why some folks don’t think it holds up in a modern context.)
    And since I keep mentioning it, I have to ask…where do y’all think Sonic Team likely originally got the idea for the Boost gameplay from?
    (Spoiler Alert: It wasn’t just Sonic Rush.)
    The Boost gameplay - and by extension, much of Sonic’s “car-like” controls - were likely inspired by the Burnout racing games that were popular around the same time Sonic went multiplatform.
    And honestly…I can absolutely see why Sonic Steam would find that particular style of gameplay appealing; whether we care to admit it or not, a lot of Sonic’s momentum-based gameplay - both before and after the Boost gameplay was introduced - has just as many similarities to automotive rally and road racing as it does to any other extreme sport.
    So it makes perfect sense (to me, at least) why Sonic Team would want to emulate the Burnout style of controls and gameplay.
    And in that regard, the only thing they really did wrong was figuring out how to balance the Boost gameplay with Sonic’s unique brand of platforming.
    With all of this being said, I don’t think this is an impossible balancing act; All they’d really have to do is simply the steering/turning sensitivity adjustments down to one (maybe two) sliders, and have the range value between the minimum and maximum turning radius be a little smaller. Then, all they’d have to do is have the starting value be squarely in the middle, and for the most part everyone would be relatively satisfied. (This would be especially true if Sonic Team brought back the Drift, which would allow players to make their turning radius even tighter.)

  • @lepacs14
    @lepacs14 21 день назад

    Unreal doesn't work on switch? Pikmin 4 and Yoshis crafted world exist.

  • @legendarysands4892
    @legendarysands4892 21 день назад +1

    Surprised I didn't see a FIRST! Or Bro fell off!

  • @ChipFanXO
    @ChipFanXO 21 день назад +3

    I don’t think they should put multiple playable characters in the next sonic game because they butchered that idea in frontiers

    • @Therealones745
      @Therealones745 21 день назад +2

      That’s dumb

    • @anotheryoutubeaccount5259
      @anotheryoutubeaccount5259 21 день назад +1

      ​@@Therealones745 It's logical. They can't even design proper controls for Sonic, let alone other characters. They should not attempt to bite off more than they can chew, and perfect the basics.

    • @Therealones745
      @Therealones745 21 день назад

      @@anotheryoutubeaccount5259 most people were pretty happy with how everyone controlled in frontiers

    • @ChannelPup
      @ChannelPup  21 день назад +1

      That's baby-with-bathwater mentality. If the execution is bad, fix the execution, don't throw out a good idea.

    • @ChipFanXO
      @ChipFanXO 21 день назад

      @@ChannelPup idk maybe they get next time, honestly sonic 3 and knuckles is the only time multiple playable characters was good