@SonOfSparda2024 Um, yes there was, did we play the same game? There are many moments throughout the open zone where the memory tokens are just given to you after you go through a cinematic automated sequence with very little input from the player
The whole micro challenges was a last minute addition so its not suprising that this Is better since it was build from the ground up with micro challenges in mind
"Sonic Team cooked" is an understatement This game is fucking amazing! I can't get enough of playing through the stages but the open zone isn't bad at all! I see it as the mid point evolution between Frontiers and it's sequel
Yeah, playing through it I couldn't help but feel like this was a demo run of the next project they're working on. It isn't very long but it's polished and a step above frontiers.
I like frontiers but i feel like this what the open zone was missing, master the open areas to create ur own shortcuts with stuff thats actually challenging
I liked the open zone in Frontiers. It really made great use of the fact that SONIC HAS SUPER SPEED. I mean, he runs fast in the levels but it was great to have that sense of freedom as well as speed. Which is what Sonic is all about. But yeah it was confusing because I wasn't sure which way to go sometimes. That's what the map marker was for but I didn't really have a path. I just ran where the marker was. Also Shadow's boost in this isn't as fast from what I can tell.
@@sonic_solo_fiction literally😹😹😹 this is pure recency bias. This person is acting as if everyone wasn’t rail launching or boosting off straight slopes to get crazy air time.
@@BlueV205I just hope they don't bring back that difficulty spikes, sudden short parry windows tied to difficultly last minute, boss rush with no way to replenish rings or that tower climb BS from the DLC...
I have 79/80 bolts. Spent like 3 hours and can't find the last one. 🤣 The challenges there are fun but they seriously needed a radar or at least a sound for when you're close to bolts.
Haven't had much time to play since SxS released in between my night shifts but I only found 50 or so far. Can't imagine the tedium of finding the last bolt in every nook and cranny
Check the ceiling of the Chaos Island underpassage as you just enter through the grill and before you start climbing walls. That one threw me for hours, completely blends in with the purple sludge.
I haven't seen people mention the pop in in Shadow Generations, or rather the minimal there of. Coming from Frontiers and its abysmal pop in, in Shadow Generations, we can now see 90% of what is VERY FAR away with no issue. This alone make Shadow Gens small open zone better than any Frontiers bigger ones.
@@NoNamex1412 I think they just improved draw distance because of the criticism towards Frontiers. Which is what Shadow Generations does as a whole. When I play it, I don't feel like I'm playing an extension to Sonic Generations, I feel like I'm playing Sonic Frontiers, but it's actually great now 😂
@@ThibautMahringer That probably hasn't anything to do with the criticism. Sonic Team was fully aware of the pop in issue beforehand but couldn't fix it because their deadline.
@@shrobbyy I don't get your point, they are definitely listening, Shadow Generations improved in all aspects where Frontiers fell short. Sonic Team was aware, yet they never fixed the pop in in Frontiers updates, they took time to fix the most of Sonic's physics in update 2 and recreated Ouranos Island for Update 3. They could had time for fixing the pop in, especially considering how easily modders did it too. But they fixed it here anyway in Shadow Gens. Maybe they were okay with pop in in Frontiers before people complain, since they never fixed it.
@@ThibautMahringer They'd have to redo some of the islands geometry and also redo a lot of the platforming passages that function different. You can see in a lot of loop de loops that these build together platform by platform. They would have to change it completely by baking the loop de loop into a single model which is way more complicated to pull off than just placing the platforms bit by bit which they did.
The mad lads did it, they finally made a proper boost + adventure style gameplay formula that works really well, I know Frontiers was the first to do it but here it feels a lot more polished.
Frontiers and ShadowGens aren't "Adventure style gameplay", though? They play like Boost games. The only thing I think you could be talking about is having a open world hub, but that's not "gameplay", and only Adventure 1 (and 06 if you count that) had that, not SA2 (or Heroes or Shadow).
@@MajoraZ I assume he is talking about how the levels are wider, open and don't put an emphasis on reaction time/ speed (compared to Unleashed and Sonic Gens), like the room in Space Colony Ark Act 1, as well as in other acts and stages
I can tell it looks fun. It’s doesn’t look as big as the islands in Frontiers, nor does the boost look particularly fast, but it looks more than big enough and looks like it has so much more to do in a way that’s easy to chain. The lower speed seems like a trade off for better platforming, which I think is a step in the right direction. The full ideal is of course a less automated game with good platforming that can be performed in Sonic standards of high speed, but I think building off of what Frontiers and SxSh Gens has done in recent years (the use of speed for platforming in Frontiers seen with the Tower climbs, - plus a movement based combat if they’re doing another Open Zone game -, and the sense of freedom achievable in SxSh Gens) is so far a good direction. Now one hope of mine is for them to be able to use Adventure games style physics and not just a boost to reach top speeds; kind of like Spark but with the Boost formula on top, but I don’t think I’m getting that wish anytime soon.
I honestly feel like it's meant to be like a cathedral or a church, which is fitting considering the Black Moon looks like a biblically accurate angel and... I don't think I need to explain Devil Doom.
Your description makes sense, it takes a lot of the design philosphy of Frontiers' open zones, distills it down to a single zone, keeping the best moments of the traversal and adds in a few design cues from Generations' level select, (the bells primarily) and then adds in unique traversal powers make the environment more feel a more dynamic.
With Frontiers’s success with its Open Zone Gameplay and how amazing Sonic X Shadow Generations is and it Open Zone Hub World, I’m excited for Sonic Frontiers 2 Open Zone game and more good Sonic games
The hub level design is more organic than frontiers, despite frontiers taking place.. on an island, they also brought back the director of Unleashed/Gens this time, not Frontiers/Forces (Kishimoto).
I only have two problems with this game, 1. The doom morph was definitely a learning curve for the vertical launch move. 2. The shadow part is SO GOOD that the sonic generations part feels underwhelming compared to the other game
Shadow Generations (and, I guess, Sonic Frontiers) give me heavy Spyro vibes. I much prefer that to typical open world slop. I hope they lean more into that in future games instead of just trying to make it more like an open world game.
Kinda off topic, but I love the white world themes man. The regular white world theme is already so dramatic, with snippets of all hail shadow remixed in. But the doom world theme goes so hard and hearing black dooms theme has me smiling so hard
You're such a life saver I was stuck on the compass challenge with the Doom Wings, I had 0 clue you could spam chaos spear to increase the duration of you're Doom Wing boost. I looked everywhere to see if anyone completed this. Super glad I ran into this video. Thank you very much.
There's already mods being made lmao, I saw some guy porting a cyberspace level into Shadow Gens. Mods could go even crazier because I think Shadow has better movement as well.
I love how Sonic Team was like, "So we heard that you told us that the open zone challenges in Frontiers is too easy, so we crank that shit to 11." Edit: The Last Horizon's open zone challenges felt like Sonic Unleashed DLC stages to me, so I didn't count that one lol.
Super nice! Based on your video, I agree that Shadows's White Space seems more fun than the open stages of Sonic Frontiers. However, I think you can make the open stages fun to mess around with if you define your own challenges. For example, I defined a challenge which I dubbed "The Perfect Platforming Run" and made a video with it in Chaos Island. I'm not gonna send a link to the video here, but it's easy to find it on my channel and I think maybe it would be interesting for you to watch. The challenge goes as follows: - Start an island on its default starting location with 0 rings. - Play the island for a maximum of 9:59 minutes. - Defeat each platforming-based guardian type once - Collect as many rings as you can - Don't use cyloop unless you have to - Exception to the above: using the infinity symbol is allowed. - As soon as you've reached 999 rings and defeated said guardians, stop your run immediately. I used Bandicam to record my video. Bandicam lets you set a timer to stop recording automatically. I used this feature to keep the 9:59 minutes.
Open worlds 😴 Semi-Open worlds 😎 I really hope the next game's hub world follows this philosophy and designs one big Sonic level instead of what Frontiers does which is just an empty world with pieces of a Sonic level here and there.
Many games are praised for their open worlds and freedom to explore, like BOTW, Sea Of Thieves, No Man's Sky, Minecraft, Assassin's Creed Black Flag/Origins/Odyssey/Valhalla, etc.
@@Lonelysumnah plus assassin's creed, odyssey and Valhalla may be monotonous with repetitive systems but if there's something Ubisoft never missed is in making beautiful open worlds, specially AC2, black flag, and origins
I would rather these smaller but in depth open worlds than what frontiers give us as this avoids the issue of pop ins. A full game with maybe 6 worlds like these and 2 levels with a boss in each would be perfect
Game is so good I only wish there was more. They managed to perfect the boost levels which I thought they couldn’t do after Forces and Frontiers. And they also improved on the open zone design from Frontiers. I’m very excited for the next game
i like the sonic x shadow generations shadow hub world a lot because it's better than chaos island on sonic frontiers and it's not even confusing and boring at all.
Is it me, or does Shadow seem to run a bit slow,even while boosting? Haven't seen anyone else point this out, so I want to know if he does move that slow or faster than I think.
yes, shadow is not equal with sonic gens's speed so hunting the notes in the hub world needs a little bit of strategic thinking where it will go and sometimes traversal also feels not fast enough for my taste but modders will do their own thing
Still havent reached mephilis as og writing this, so I wont watch this in order to dodge spoilers. But I love what they did with this dlc pack. Metal Overlord was a great balance in difficulty and scale, and that goes for the hub world and levels too
They should of recreated the hub for sonics campaign , dont nobody think this game was the perfect opportunity to have 2p races back 😢😢 the shadow gameplay is undeniably good i will have to admit 😊
This makes me hope the next Sonic game gets rid of the combat, it really wasnt needed to begin with, its such a flow destroyer when enemies break out into full on fights.
Not sure if it’s just me but from some of the gameplay footage I’ve seen, a lot of the levels in shadow generations kinda give me spark the electric jester 3 vibes with how many options you have in getting through a level. I wonder if sonic team were partially inspired by that game?
Yes, because Fronteis went through a lot of development problems, such as deadlines and a smaller team than SA2 It's obvious that Shadow Generations is better, besides the game having had a lot more to be done, it can receive feedback on what went right and wrong on the frontiers.
sonic frontiers islands for me are just confusing, fun and i only enjoyed the first three islands and i kinda like chaos island and i'm stuck at chaos island on frontiers and i can't finish the game at all because i don't know where to go now.
I just wish Shadow was faster. The boost formula is inherently _chaotic_ and hard to _control_ as showcased by the Rush games and Unleashed most of all. It shouldn’t be hard to see why the mechanic fits Shadow. It also shouldn’t be hard to see why mastering such an intense gameplay formula and unlocking it’s potential for player experimentation is key for the *ultimate* Shadow experience.
Zooming a billion miles an hour struggle to control your movement isn't fun lol. Doesn't matter if it takes "a while to master" or whatever. Shadow is fast enough here to where it is controllable yet not too slow to where it doesn't feel like a boost. This is boost mixed with Adventure style gameplay, this isn't the raw boost formula like Unleashed and base Gens.
@@chrange9714 as for me I wished the controls were as snappy as frontiers open zone controls (with inertia ofc, I feel like shadow is kinda stiff at times)... Having the snappy frontiers open zone controls with the polish of shadow gens is what I hope they do for the next game
@@Miaou98 Shadow never feels stiff idk what you're on about, he feels just like Sonic did in the Open Zone of Frontiers if slightly tweaked a little. They don't need to change anything for the movement, it's all very snappy.
@Lonelysum not even. Don't get me wrong, frontiers was bland with the fact they jumbled stuff together for us to bs with but the scenary was amazing. I guess I'm let down because I was expecting a radical highway themed hub world
@@LonelysumOkay you are just an out of touch goof that just want to shit on frontiers. It was a good game. The feed back and sells proves it. No one cares what a nobody like you think. Just another goof jumping on an nonsensical bandwagon
This game was aight but shadows story was very short and overrated, can’t even go super like you can with both Sonic’s, let alone Sonic Doesent even look remastered, I swear this game did not deserve a 9/10, fun game but highly overrated
@@xenaduxyozora9988 >"dooms abilities vs super shadow," you have not played the game bruh, stop cappin. If you did, you'd know that the Doom Wing functionally acts as a Super transformation (needing 50 rings and drains every second.) >"sparking zero was a better game" ...ok? tf does a fighting game have to do with a platformer?
Looks way less automated and way more cohesive than Frontiers.
Glad to see Sonic Team is taking criticism
There was no automation in open world in frontiers only in the cyberspace levels
@@SonOfSparda2024 There was some (mostly in chaos island), but for some reason everyone here likes to overblow it lol.
@SonOfSparda2024 Um, yes there was, did we play the same game?
There are many moments throughout the open zone where the memory tokens are just given to you after you go through a cinematic automated sequence with very little input from the player
The whole micro challenges was a last minute addition so its not suprising that this Is better since it was build from the ground up with micro challenges in mind
@the1whoplayz Plus, it's their second game doing it with the recent level designers. So let's hope that beyond will continue to improve.
"Sonic Team cooked" is an understatement
This game is fucking amazing!
I can't get enough of playing through the stages but the open zone isn't bad at all!
I see it as the mid point evolution between Frontiers and it's sequel
Yeah, playing through it I couldn't help but feel like this was a demo run of the next project they're working on. It isn't very long but it's polished and a step above frontiers.
@@SandowMovesets Unironically a demo fully worth the 50 bucks XDD
I like frontiers but i feel like this what the open zone was missing, master the open areas to create ur own shortcuts with stuff thats actually challenging
I liked the open zone in Frontiers. It really made great use of the fact that SONIC HAS SUPER SPEED. I mean, he runs fast in the levels but it was great to have that sense of freedom as well as speed. Which is what Sonic is all about. But yeah it was confusing because I wasn't sure which way to go sometimes. That's what the map marker was for but I didn't really have a path. I just ran where the marker was. Also Shadow's boost in this isn't as fast from what I can tell.
I guess it might just be me, but I feel like Frontiers did have challenging terrain.
Also getting rid of the pop-in issue
That's exactly what frontiers is
@@sonic_solo_fiction literally😹😹😹 this is pure recency bias. This person is acting as if everyone wasn’t rail launching or boosting off straight slopes to get crazy air time.
Now lets just hope Sonic Team keeps the momentum going instead of switching up the gameplay style again.
Thankfully we know Frontiers 2 is in development. If this is a sign of what’s to come, I’m veeeeery very happy
Iizuka said on an interview that if Frontiers sells well, it'll be their formula from then onwards.
@@BlueV205I just hope they don't bring back that difficulty spikes, sudden short parry windows tied to difficultly last minute, boss rush with no way to replenish rings or that tower climb BS from the DLC...
You mean of, not pf
Watch the 35th anniversary game be trash, but who know??? We will find out in 18 months 🤷♂️
I have 79/80 bolts. Spent like 3 hours and can't find the last one. 🤣 The challenges there are fun but they seriously needed a radar or at least a sound for when you're close to bolts.
A sound would be perfect
Haven't had much time to play since SxS released in between my night shifts but I only found 50 or so far.
Can't imagine the tedium of finding the last bolt in every nook and cranny
Check the ceiling of the Chaos Island underpassage as you just enter through the grill and before you start climbing walls. That one threw me for hours, completely blends in with the purple sludge.
I was at 79/80 for forever feeling like i scoured the entire map and then broke a random box at the ark, it was there lmao
@@Sappytron Yeah, and also if you doom blast the enemy that leads up to the biolizard boss, instead aim upwards a bit more to find another one lol
I haven't seen people mention the pop in in Shadow Generations, or rather the minimal there of. Coming from Frontiers and its abysmal pop in, in Shadow Generations, we can now see 90% of what is VERY FAR away with no issue. This alone make Shadow Gens small open zone better than any Frontiers bigger ones.
I'm not sure if that's because the hub world is smaller or because it's all mostly white, but it's still impressive all the same
@@NoNamex1412 I think they just improved draw distance because of the criticism towards Frontiers. Which is what Shadow Generations does as a whole. When I play it, I don't feel like I'm playing an extension to Sonic Generations, I feel like I'm playing Sonic Frontiers, but it's actually great now 😂
@@ThibautMahringer That probably hasn't anything to do with the criticism. Sonic Team was fully aware of the pop in issue beforehand but couldn't fix it because their deadline.
@@shrobbyy I don't get your point, they are definitely listening, Shadow Generations improved in all aspects where Frontiers fell short. Sonic Team was aware, yet they never fixed the pop in in Frontiers updates, they took time to fix the most of Sonic's physics in update 2 and recreated Ouranos Island for Update 3. They could had time for fixing the pop in, especially considering how easily modders did it too.
But they fixed it here anyway in Shadow Gens.
Maybe they were okay with pop in in Frontiers before people complain, since they never fixed it.
@@ThibautMahringer They'd have to redo some of the islands geometry and also redo a lot of the platforming passages that function different. You can see in a lot of loop de loops that these build together platform by platform. They would have to change it completely by baking the loop de loop into a single model which is way more complicated to pull off than just placing the platforms bit by bit which they did.
The mad lads did it, they finally made a proper boost + adventure style gameplay formula that works really well, I know Frontiers was the first to do it but here it feels a lot more polished.
Frontiers and ShadowGens aren't "Adventure style gameplay", though? They play like Boost games. The only thing I think you could be talking about is having a open world hub, but that's not "gameplay", and only Adventure 1 (and 06 if you count that) had that, not SA2 (or Heroes or Shadow).
@@MajoraZ he’s likely referring to the presence of momentum based physics in frontiers. Idk is Shadow Generations has it.
@@MajoraZ I assume he is talking about how the levels are wider, open and don't put an emphasis on reaction time/ speed (compared to Unleashed and Sonic Gens), like the room in Space Colony Ark Act 1, as well as in other acts and stages
@@ultm8ninja Frontiers barely had any momentum in the game ORIGINALLY, SXSG doesn't either
The challenges during Doom Time are shockingly differicult, but makes each one fun and super memorable
I can tell it looks fun.
It’s doesn’t look as big as the islands in Frontiers, nor does the boost look particularly fast, but it looks more than big enough and looks like it has so much more to do in a way that’s easy to chain. The lower speed seems like a trade off for better platforming, which I think is a step in the right direction.
The full ideal is of course a less automated game with good platforming that can be performed in Sonic standards of high speed, but I think building off of what Frontiers and SxSh Gens has done in recent years (the use of speed for platforming in Frontiers seen with the Tower climbs, - plus a movement based combat if they’re doing another Open Zone game -, and the sense of freedom achievable in SxSh Gens) is so far a good direction.
Now one hope of mine is for them to be able to use Adventure games style physics and not just a boost to reach top speeds; kind of like Spark but with the Boost formula on top, but I don’t think I’m getting that wish anytime soon.
Well, this hub is certainly more visually fun and diverse than what Frontiers had so maybe that's doing some lifting.
I like the weird castle visual motif this hub has. It kinda reminds me of like late game Kingdom Hearts. It’s super fun to explore too.
I honestly feel like it's meant to be like a cathedral or a church, which is fitting considering the Black Moon looks like a biblically accurate angel and... I don't think I need to explain Devil Doom.
@@internalforce He's the actual devil. The one from the Bible, you know, that devil. He's that one. He's here to convince you to do a sin.
@@cradiculous He wants you to steal candy from babies and small businesses. He's not talking about Walmart.
@@internalforce Eh, bing bong what's up; you're doing a bad job
Much of the hub world’s visual design reminds me of Soleanna honestly. Wonder if that was intentional.
Your description makes sense, it takes a lot of the design philosphy of Frontiers' open zones, distills it down to a single zone, keeping the best moments of the traversal and adds in a few design cues from Generations' level select, (the bells primarily) and then adds in unique traversal powers make the environment more feel a more dynamic.
With Frontiers’s success with its Open Zone Gameplay and how amazing Sonic X Shadow Generations is and it Open Zone Hub World, I’m excited for Sonic Frontiers 2 Open Zone game and more good Sonic games
I wish the hub world on Sonic’s could be this vast and adventurous instead of being a 2D slide show.
The hub level design is more organic than frontiers, despite frontiers taking place.. on an island, they also brought back the director of Unleashed/Gens this time, not Frontiers/Forces (Kishimoto).
Lol no they didn't. The directors of this game are a game designer from Sonic Generations and the secondary director a level designer from Unwiished
@Karianysu Thanks for the correction
I only have two problems with this game, 1. The doom morph was definitely a learning curve for the vertical launch move. 2. The shadow part is SO GOOD that the sonic generations part feels underwhelming compared to the other game
Shadow Generations (and, I guess, Sonic Frontiers) give me heavy Spyro vibes. I much prefer that to typical open world slop. I hope they lean more into that in future games instead of just trying to make it more like an open world game.
Kinda off topic, but I love the white world themes man. The regular white world theme is already so dramatic, with snippets of all hail shadow remixed in. But the doom world theme goes so hard and hearing black dooms theme has me smiling so hard
I like how they used the Chaos Control music from the Shadow the Hedgehog game to warn you about the time. 😂
I thought it was the Westopolis theme from Shadow the Hedgehog haha
I thought it was the Westopolis theme from Shadow the Hedgehog haha
You're such a life saver I was stuck on the compass challenge with the Doom Wings, I had 0 clue you could spam chaos spear to increase the duration of you're Doom Wing boost. I looked everywhere to see if anyone completed this. Super glad I ran into this video. Thank you very much.
This open zone is fun i hope frontiers 2 lives up to it
There's already mods being made lmao, I saw some guy porting a cyberspace level into Shadow Gens. Mods could go even crazier because I think Shadow has better movement as well.
I love how Sonic Team was like, "So we heard that you told us that the open zone challenges in Frontiers is too easy, so we crank that shit to 11."
Edit: The Last Horizon's open zone challenges felt like Sonic Unleashed DLC stages to me, so I didn't count that one lol.
Optimus Prime is my favorite Sonic character 🍷
Super nice! Based on your video, I agree that Shadows's White Space seems more fun than the open stages of Sonic Frontiers. However, I think you can make the open stages fun to mess around with if you define your own challenges. For example, I defined a challenge which I dubbed "The Perfect Platforming Run" and made a video with it in Chaos Island. I'm not gonna send a link to the video here, but it's easy to find it on my channel and I think maybe it would be interesting for you to watch. The challenge goes as follows:
- Start an island on its default starting location with 0 rings.
- Play the island for a maximum of 9:59 minutes.
- Defeat each platforming-based guardian type once
- Collect as many rings as you can
- Don't use cyloop unless you have to
- Exception to the above: using the infinity symbol is allowed.
- As soon as you've reached 999 rings and defeated said guardians, stop your run immediately.
I used Bandicam to record my video. Bandicam lets you set a timer to stop recording automatically. I used this feature to keep the 9:59 minutes.
1:56 That was WAY too close!
All I ask is that in the next mainline game these hub worlds return. I want 4 of them and be maybe double the size of what we got here.
Shadow Generations is the moat polished Sonic game to date
Frontiers shouldve had this level of polishness
I genuinely don't mind songs and artwork being the only incentives to do the challenges, literally playing the game is rewarding enough!
Generations was already a GOAT tier game this just adds to it.
I cannot wait for the new direction of Sonic. Sonic X Shadow Generations is one of the biggest improvements to the open zone design. Sonic is back
Open worlds 😴
Semi-Open worlds 😎
I really hope the next game's hub world follows this philosophy and designs one big Sonic level instead of what Frontiers does which is just an empty world with pieces of a Sonic level here and there.
But this was gotten from frontiers which was bad at it so I wouldn't recommend it
Many games are praised for their open worlds and freedom to explore, like BOTW, Sea Of Thieves, No Man's Sky, Minecraft, Assassin's Creed Black Flag/Origins/Odyssey/Valhalla, etc.
@@Tendoboy1984 minus assassin creed
@@Lonelysumnah plus assassin's creed, odyssey and Valhalla may be monotonous with repetitive systems but if there's something Ubisoft never missed is in making beautiful open worlds, specially AC2, black flag, and origins
@@LonelysumFrontiers wasn't bad. Wtf are you talking about??
0:34 just sharing an observation, you could have just launch the Black Arm alien at the bottom straight to the timer up there, saves a lot of time.
I would rather these smaller but in depth open worlds than what frontiers give us as this avoids the issue of pop ins. A full game with maybe 6 worlds like these and 2 levels with a boss in each would be perfect
Nah this gameplay formula just works so well with shadow.He plays in this better compared to sonic 06 and shadow 05
Game is so good I only wish there was more. They managed to perfect the boost levels which I thought they couldn’t do after Forces and Frontiers. And they also improved on the open zone design from Frontiers. I’m very excited for the next game
Looks cool but that boost needs to be faster personally
Edit: or at least a way to adjust the speed, since I’m sure it’s for accurate platforming
>Boost needs to be faster
Never thought I'd hear that about a boost Sonic game.
Something made me remember Omens looking at this.
I hope they did this kind of games more in the future for the boost games
i like the sonic x shadow generations shadow hub world a lot because it's better than chaos island on sonic frontiers and it's not even confusing and boring at all.
I wish modern sonic control were as polished as shadow. Modern sonic is so wonky and even walking and not using boost he just goes out of control.
Hope someone mods shadows wings to work like the mario 64 wing cap lol, would be so fun in hub world
I feel like the boost should go a tad faster. Idk it feels like shadow is hauling a trailer behind him
Is it me, or does Shadow seem to run a bit slow,even while boosting?
Haven't seen anyone else point this out, so I want to know if he does move that slow or faster than I think.
yes, shadow is not equal with sonic gens's speed so hunting the notes in the hub world needs a little bit of strategic thinking where it will go and sometimes traversal also feels not fast enough for my taste but modders will do their own thing
Shadow with wings is something else.
Still havent reached mephilis as og writing this, so I wont watch this in order to dodge spoilers. But I love what they did with this dlc pack. Metal Overlord was a great balance in difficulty and scale, and that goes for the hub world and levels too
It reminds me a lot of Bowser’s Fury or Sonic Frontiers.
They should of recreated the hub for sonics campaign , dont nobody think this game was the perfect opportunity to have 2p races back 😢😢 the shadow gameplay is undeniably good i will have to admit 😊
This makes me hope the next Sonic game gets rid of the combat, it really wasnt needed to begin with, its such a flow destroyer when enemies break out into full on fights.
The music alone has got me 😩😩
Sonic frontiers 2 better be like this if not better
So chaos spear gives you more air time? Interesting
wow I didn't know you could extend your jump with the spears, I'll try that later
Did you know that these also have a ranking system....you need 10 seconds to get the GREAT!
its like having a 5th island with shadow but better
Not sure if it’s just me but from some of the gameplay footage I’ve seen, a lot of the levels in shadow generations kinda give me spark the electric jester 3 vibes with how many options you have in getting through a level. I wonder if sonic team were partially inspired by that game?
It needed more stages and a few bosses and perfect
Makes the Frontiers islands look like ass. This is what they should've been doing with those.
Yes, because Fronteis went through a lot of development problems, such as deadlines and a smaller team than SA2
It's obvious that Shadow Generations is better, besides the game having had a lot more to be done, it can receive feedback on what went right and wrong on the frontiers.
Can we play music in the open zone?
Next we need shadow frontiers
Why are you throwing Chaos Spears? (Sorry for asking, I don’t know the meaning since the Switch doesn’t give the digital deluxe early access. 😑)
Trowing chaos spears while in the air preserves your speed i think
I wasn't able to get the game i time but id like to know if the sonic frontiers speedrun tech is still in the game
Yeah, the Homing Dash/Magnet Dash is not here sadly since Shadow teleports to the enemy instead.
In my strong honesty opinion this is the best sonic game we ever had this year… unlike sonic superstar
They did amy year badly
Completely different games, but okay.
sonic frontiers islands for me are just confusing, fun and i only enjoyed the first three islands and i kinda like chaos island and i'm stuck at chaos island on frontiers and i can't finish the game at all because i don't know where to go now.
Why are you randomly throwing out chaos spears.
Haven't played the game yet but it looks like it keeps him the air longer
It keeps your jump momentum longer
Why is the boost limited in the Hub World?
Have you done a video on the action chain challenge in Frontiers? Thanks in advance.
@@sevensvn5391 No. I do think the action chains are fun but a bit unbalanced as doingnair tricks easily raises the multiplier
Blue Falcom to Blue Falcon
Incredible.
The only problem I have with the hub world is that boosting feels slow
Probably because of the pulled back camera, as well as balancing the playability of the levels and hub world without breaking them
as far as I can tell, boosting seems to be broken in the hub world and doesn't actually increase speed.
Wait so does Sonic get the same hub world? Or is it like the old one?
Nah, Sonic has his old 2D one sadly. Shadow on the other hand gets a fancy 3D one.
I wat to experience this also why does shadow seem slow here?
Want*
For some reason i hate that Shadow has wings in this game. It's just my opinion though
I just wish it was faster. A little too slow
I dunno, he's unreasonably slow tbh.
I like sonic
I just wish Shadow was faster. The boost formula is inherently _chaotic_ and hard to _control_ as showcased by the Rush games and Unleashed most of all. It shouldn’t be hard to see why the mechanic fits Shadow. It also shouldn’t be hard to see why mastering such an intense gameplay formula and unlocking it’s potential for player experimentation is key for the *ultimate* Shadow experience.
I was almost thinking are we going to upgrade his speed like Frontiers, only to be disappointed that wasn't the case.
Zooming a billion miles an hour struggle to control your movement isn't fun lol. Doesn't matter if it takes "a while to master" or whatever. Shadow is fast enough here to where it is controllable yet not too slow to where it doesn't feel like a boost. This is boost mixed with Adventure style gameplay, this isn't the raw boost formula like Unleashed and base Gens.
@@IAmInfinitus208It doesn't need to be, he's fast enough as is
@@chrange9714 as for me I wished the controls were as snappy as frontiers open zone controls (with inertia ofc, I feel like shadow is kinda stiff at times)... Having the snappy frontiers open zone controls with the polish of shadow gens is what I hope they do for the next game
@@Miaou98 Shadow never feels stiff idk what you're on about, he feels just like Sonic did in the Open Zone of Frontiers if slightly tweaked a little. They don't need to change anything for the movement, it's all very snappy.
Tru
Eh, looks bland. But it's badass seeing shadow in the frontiers engine
At least it's less bland than frontiers
@Lonelysum not even. Don't get me wrong, frontiers was bland with the fact they jumbled stuff together for us to bs with but the scenary was amazing. I guess I'm let down because I was expecting a radical highway themed hub world
@@ayobeemo8117 that's exactly how I felt about the design for the hub world it didn't sit right with me
@@LonelysumI like the hub world here. Gives me Nier Automata Copy City vibes.
@@LonelysumOkay you are just an out of touch goof that just want to shit on frontiers. It was a good game. The feed back and sells proves it.
No one cares what a nobody like you think. Just another goof jumping on an nonsensical bandwagon
This game was aight but shadows story was very short and overrated, can’t even go super like you can with both Sonic’s, let alone Sonic Doesent even look remastered, I swear this game did not deserve a 9/10, fun game but highly overrated
>"can’t even go super like you can with both Sonic’s"
...Have you seen Doom's Wing???? Did you even play the game lol????
@@the1whoplayzdooms abilities vs super shadow, u pick 💀 I have played the game, bro sparking zero was a better game
@@xenaduxyozora9988
>"dooms abilities vs super shadow,"
you have not played the game bruh, stop cappin. If you did, you'd know that the Doom Wing functionally acts as a Super transformation (needing 50 rings and drains every second.)
>"sparking zero was a better game"
...ok? tf does a fighting game have to do with a platformer?
I only agree on the point that it's short. But they had to make a game the same size as Sonic Generations, so there wasn't much they could do.
@@xenaduxyozora9988 you seem very dense
the mods will be insane💀