I love how you do these explanations before you go into the gameplay and just hooking us up for what changed so people would understand whats happening in mods. Amazing Job Blue Vivacity!
What the Cyberspace levels in a future game need: -enhanced controls and physics -original layouts and overall better level design -original level themes,we haven't had unique stuff since Colors! -keep the homing dash because it's a fun trick I know some of these ideas are unlikely to happen,but I would still like to see them
@TheWhiteWolf I prefer sa2s linear design but considering it's now 2023 and more space can be filled up in a stage I wouldn't mind more open paths to take and what not
@TheWhiteWolf the new fangame sonic calamity looks to have a good design for what we should be getting nowadays. Minus the graphics of course but the movement and flow looks perfect
I know it’s conventional to say that the mod is better than the official game but I truly mean it here. Just watching the gameplay on display makes it seem infinitely more fun and rewarding than normal cyberspace, and not just from haphazardly implementing open zone controls like some other mods I’ve seen. It’s still a control scheme unique to cyberspace, just way more polished and easier-looking to handle. Excellent job to the modder(s).
I really love how you do these explinations before you go into the gameplay and just hoopking us up for what changed, so the Sonic community would understand what's happening in the mods, and It's very incredible how the mod for Sonic Frontiers attempts to expand the levels to feel so much more Alive and expansive with just proper movement, and while, I think these changes are awesome, they might be a bit overtuned at least, Stil this mod is so much better thaan what we got in the base Frontiers game, Hopefully Sega looks at stuff like this for some inspiration for the Sequel of Sonic Frontiers, but anyways, these controls are so amazing in my opinion alongside with this mod, and as always, Great Video Blue Vivacity! Stay Safe!
I hope this goes well with the merge mod tool cause this would make cyberspace so much better (I use Supercharge combat mod for Combat and Trackers physics mod for Open Zone Gameplay)
@@SonicAdventureEnjoyer SEGA's deadline was a pain for them. It took them 4 years to make Giganto alone. But Morio said that he will be considering all the stuff people have been suggesting to him in twitter.
@@ridingatractor7616 4 years for a mediocre/piss easy boss fight with a badass design? Yeesh and secret rings had less development time and had decent bosses (except for the final form of Erazor Djinn) but im glad Morio is. I'll look forward to see what he comes up with
Great job on explaining the details in your videos it really helped! Now all we need is an extended remaster of cyberspace stages. They may have not been perfect, but they were leaking with potential and I just wish they were a bit longer.
My main problem is how much you can skip a few portions of the stages with ease now, you don't need to use the Magnet Dash even. But that's only the problem in 3D honestly, it still looks fun to control, especially in the 2D stages.
im glad the modder is gonna fix some things because this honestly just seems so overpowered to me it kind of breaks stages the physics, drop dash and homing attack are fine but that momentum jump is kind of odd the boost being a simple dash in 2D is a neat idea tho
I recognize that reusing assets streamlined cyberspace development a lot, and I would have liked to see new environments too, but at the same time I have to admit I never get tired of how beautiful these stages are, and the visual presentation is very strong. Something about these infinitely stretching familiar roads and grass paths is so nostalgic. I think it worked with the themes well. I look forward to new things.
Just tried it, it's pretty fun to play with! Only real thing is that 2d still feels. Sticky. And bad. I don't think this is something the author of the mod can deal with though because a lot of the time when you roll or drop dash you're stopped in your tracks for no good reason. I feel like the onus is on Sega to maybe have Sonic Team make the splines in the 2d stages less restrictive, or at least fix them to make the roll work with them. I found my flow in the 2d levels often halted because of these little things and I'd really like to see those fixed.
That would require changing the way Sonic interacts with geometry in 3D to begin with, considering the 2D sections are just a transitions from that into a forced perspective.
These physics makes sonic way too overpowered in the cyberspace stages with just his arial drift, so I can see why they didn't do that, but otherwise he seems to control much better rather than the stifness we have in vanilla. If they just gave him island gameplay turning on ground and air it would be perfect imo, we still have magnet dashing to break levels after all but it's not a main mechanic of the game so it's fine.
They exactly show why the sonic team didn't improve some things, as we can see here, Sonic is SKIPPING the ramps and as we can see in 1-5 they literally skip most of the level in one piece! Also i don't really agree the fact that the boost metter runs out in 0.1 seconds The only things i agree they have to change is the turning, the homing delay and in some cases the speed in stages like 1-6, 3-6 and some others
While I think these changes are awesome, they might be a bit overtuned. Still this direction is so much better than what we got in the final product, hope SEGA looks at stuff like this for inspiration on the next one!
Hm, this game may be worth re-visiting. There were some technical mishaps that put me off just enough to play some other games instead. Thanks for the vid
Watching you play these levels in these physics makes frontiers look SOOO fun, now all we needed was for the levels to be 2 minutes longer and frontiers would be a 9/10
And just more unique level aesthetics. The only original aesthetic level that isn't just Green hill, Chemical plant, Sky sanctuary is only used 3-4 times the entire game and its criminal because it looks so awesome
The problem is that Sonic Team implemented the open world controls with the Cyper Space levels. I felt they should’ve revert back to the Generation mechanics in the Cyper Space levels.
I appreciate modders and their modifications to things like the Open Zones and Cyberspace, but I still think that every mod involving physics tweaks makes Sonic overpowered, whether it's slightly or very overpowered. I'm still in the camp that believes both the Open Zones and Cyberspace are not built with some of these tweaks in mind. While both control options could be better, these levels and open spaces seem to be built with the base game's control options. Am I the only one who thinks this way?
Hmm... For the 2D sections, I don't think I'd like immediately running out of Boost after doing a quick dash forward. I'd prefer it the way it was, plus the momentum from letting off the boost.
This looks like Trackers Physics Tweaks mod taken to the extreme, I have no clue if it is trying to perfect cyberspace or add more to it which can change the views of this game style a bunch. Looks a little too easy tbh.
"Better" maybe but here it breaks the level design and makes the level ultra easy :o but good work it looks more comfortable to play with the good level design
As much as I love these improvement, I personally feel that the cyberspace stages are still really slow and lack momentum, if that improves cyberspace will be perfect
lol well i understand why they didn't put the flip jump in the cyberspace levels. practically breaks them and makes them unfun. plus the levels aren't built around the flip jump either.
Whats this shows is that its not that sonic team can’t create proper physics, its that they choose not to because they don’t want to make big levels. It’s easier to make smaller levels and limit player freedom.
This is really good but I do think that boosting off of ledges gives Sonic just a bit too much distance. It would be nice if the speed stayed the same but he dropped faster. Other than that, this is pretty sick.
The homing delay is the worst feature. I don't know why it's even in the game. Everyone hated it in forces so they added it to frontiers and made it longer. Why?
Bad move on the 2D boost, like insanely bad move. Reducing his vertical mobility by making it so he can't even do a full airdash, absolutely awful. All the other changes are great, honestly the cyberspace controls should've just been the open world controls.
Terrible boost in the 2D, press the boost button and you hear the depletion sound every single time. I swear the only people who think this is good design are adventure fans.
I love how you do these explanations before you go into the gameplay and just hooking us up for what changed so people would understand whats happening in mods. Amazing Job Blue Vivacity!
Even it just a small change can make the video a lot more entertaining.
What the Cyberspace levels in a future game need:
-enhanced controls and physics
-original layouts and overall better level design
-original level themes,we haven't had unique stuff since Colors!
-keep the homing dash because it's a fun trick
I know some of these ideas are unlikely to happen,but I would still like to see them
Basically adventure gameplay is what it needs. Cause that's already what open zone is for the most part.
@@kevin_kevinson agreed, but which? Adventure 1's open structure or Adventure 2's linear structure?
@TheWhiteWolf I prefer sa2s linear design but considering it's now 2023 and more space can be filled up in a stage I wouldn't mind more open paths to take and what not
@TheWhiteWolf the new fangame sonic calamity looks to have a good design for what we should be getting nowadays. Minus the graphics of course but the movement and flow looks perfect
@@kevin_kevinson haven't heard of it. I'll check it out. Thanks for letting me know. It sounds interesting.
1:01 the sync with the beatdrop was PERFECT
I know it’s conventional to say that the mod is better than the official game but I truly mean it here. Just watching the gameplay on display makes it seem infinitely more fun and rewarding than normal cyberspace, and not just from haphazardly implementing open zone controls like some other mods I’ve seen. It’s still a control scheme unique to cyberspace, just way more polished and easier-looking to handle. Excellent job to the modder(s).
The level design gets soooo much better with proper physics! I love this!
I really love how you do these explinations before you go into the gameplay and just hoopking us up for what changed, so the Sonic community would understand what's happening in the mods, and It's very incredible how the mod for Sonic Frontiers attempts to expand the levels to feel so much more Alive and expansive with just proper movement, and while, I think these changes are awesome, they might be a bit overtuned at least, Stil this mod is so much better thaan what we got in the base Frontiers game, Hopefully Sega looks at stuff like this for some inspiration for the Sequel of Sonic Frontiers, but anyways, these controls are so amazing in my opinion alongside with this mod, and as always, Great Video Blue Vivacity! Stay Safe!
I hope this goes well with the merge mod tool cause this would make cyberspace so much better (I use Supercharge combat mod for Combat and Trackers physics mod for Open Zone Gameplay)
It’s genuinely baffling how Sonic Team created the most smooth feeling Sonic in the past 20 years and then proceeded to ruin it for Cyberspace
Lol
at least they'll be improving it in one of the dlc's. From what I've heard.
@@ridingatractor7616 should of been base game, Older sonic games didn't have the luxury of dlcs and they're better than Cyberspace by a landslide
@@SonicAdventureEnjoyer SEGA's deadline was a pain for them. It took them 4 years to make Giganto alone. But Morio said that he will be considering all the stuff people have been suggesting to him in twitter.
@@ridingatractor7616 4 years for a mediocre/piss easy boss fight with a badass design? Yeesh and secret rings had less development time and had decent bosses (except for the final form of Erazor Djinn) but im glad Morio is. I'll look forward to see what he comes up with
Great job on explaining the details in your videos it really helped! Now all we need is an extended remaster of cyberspace stages. They may have not been perfect, but they were leaking with potential and I just wish they were a bit longer.
My main problem is how much you can skip a few portions of the stages with ease now, you don't need to use the Magnet Dash even. But that's only the problem in 3D honestly, it still looks fun to control, especially in the 2D stages.
im glad the modder is gonna fix some things because this honestly just seems so overpowered to me it kind of breaks stages
the physics, drop dash and homing attack are fine but that momentum jump is kind of odd
the boost being a simple dash in 2D is a neat idea tho
YOU GUYS EVEN ADDED THE DROP DASH OMG IM HAPPY
Drop dash has always been in Sonic Frontiers, just hold the jump button after a double jump.
Bro that literally has always been in the game...
@@sonicdml4175 oh
I never understood the purpose of that delay in the homing attacks. It just messes up the flow of my actions.
Great vid. Man, this makes cyberspace look way more fun to play.
Thanks so much for the showcase!
I loved the intro and the editing on this one great work and keep it up👍👍👍👍
I recognize that reusing assets streamlined cyberspace development a lot, and I would have liked to see new environments too, but at the same time I have to admit I never get tired of how beautiful these stages are, and the visual presentation is very strong. Something about these infinitely stretching familiar roads and grass paths is so nostalgic. I think it worked with the themes well. I look forward to new things.
Very cool! Let’s hope @sonicteam implement these
Just tried it, it's pretty fun to play with! Only real thing is that 2d still feels. Sticky. And bad. I don't think this is something the author of the mod can deal with though because a lot of the time when you roll or drop dash you're stopped in your tracks for no good reason. I feel like the onus is on Sega to maybe have Sonic Team make the splines in the 2d stages less restrictive, or at least fix them to make the roll work with them. I found my flow in the 2d levels often halted because of these little things and I'd really like to see those fixed.
That would require changing the way Sonic interacts with geometry in 3D to begin with, considering the 2D sections are just a transitions from that into a forced perspective.
Clearing those large gaps looks extremely satisfying to pull off
Imagine if they keep the ability to hit the griddy (homing dash) in the next game
I like how this video isn't showing level1 level2 level3, but different levels throughout the game.
These physics makes sonic way too overpowered in the cyberspace stages with just his arial drift, so I can see why they didn't do that, but otherwise he seems to control much better rather than the stifness we have in vanilla. If they just gave him island gameplay turning on ground and air it would be perfect imo, we still have magnet dashing to break levels after all but it's not a main mechanic of the game so it's fine.
wow this mod is pretty cool
They exactly show why the sonic team didn't improve some things, as we can see here, Sonic is SKIPPING the ramps and as we can see in 1-5 they literally skip most of the level in one piece! Also i don't really agree the fact that the boost metter runs out in 0.1 seconds
The only things i agree they have to change is the turning, the homing delay and in some cases the speed in stages like 1-6, 3-6 and some others
This is very close to adventure format, amazing.
Dudes movin Smooth as butter
Can't get enough of those long jumps in 3-3 absolutely orgasmic
This form of gameplay is awesome
While I think these changes are awesome, they might be a bit overtuned. Still this direction is so much better than what we got in the final product, hope SEGA looks at stuff like this for inspiration on the next one!
Let’s hope this is how it plays in the future update or even the sequel
Looks like as a side effect to using the open zone control system all the springs and other level gimmicks changed to their open zone counterparts
Hm, this game may be worth re-visiting. There were some technical mishaps that put me off just enough to play some other games instead. Thanks for the vid
Wow,didn't know this video was released in my birthday
On pc, but not on video game consoles?
Im loving these New Controls for sonic frontiers blue!
Watching you play these levels in these physics makes frontiers look SOOO fun, now all we needed was for the levels to be 2 minutes longer and frontiers would be a 9/10
And just more unique level aesthetics. The only original aesthetic level that isn't just Green hill, Chemical plant, Sky sanctuary is only used 3-4 times the entire game and its criminal because it looks so awesome
Frontiers have a lot of problems outside the cyberspace, this only makes it a 8/10 lmao
You had me at fixed homing attack delay
Holy shit these changes in a future sonic game with levels designed around it would be great FUCK
great! nice moveset
Man if the cyberspace levels played like that I would dislike them a lot less
The problem is that Sonic Team implemented the open world controls with the Cyper Space levels. I felt they should’ve revert back to the Generation mechanics in the Cyper Space levels.
I appreciate modders and their modifications to things like the Open Zones and Cyberspace, but I still think that every mod involving physics tweaks makes Sonic overpowered, whether it's slightly or very overpowered.
I'm still in the camp that believes both the Open Zones and Cyberspace are not built with some of these tweaks in mind. While both control options could be better, these levels and open spaces seem to be built with the base game's control options.
Am I the only one who thinks this way?
this is exactly what the streets needed. now i gotta cop sonic frontiers on PC too 😂
All we need now is the blue power boost! Hope there are some modders who've figured it out
Flip jump be like: "Talk about low budget automation? I'm outta here!"
Timestamps: 1:07, 2:41, 2:49, 3:27, 4:19, 5:57, 6:07.
Hmm... For the 2D sections, I don't think I'd like immediately running out of Boost after doing a quick dash forward. I'd prefer it the way it was, plus the momentum from letting off the boost.
This looks like Trackers Physics Tweaks mod taken to the extreme, I have no clue if it is trying to perfect cyberspace or add more to it which can change the views of this game style a bunch. Looks a little too easy tbh.
"Better" maybe but here it breaks the level design and makes the level ultra easy :o but good work it looks more comfortable to play with the good level design
Nice Video
I gotta respect the modding community for always fixing the little things in Sonic games, even when they're not broken.
I think if this was implemented into the game from the beginning it would have made Cyberspace a lot more fun
Oh my god, cyberspace is…
ACTUALLY FUNCTIONAL NOW?!
OMG PROTO MADE THIS? I KNOW HIM LOL HES MY FRIEND LETSGOOO
If they did this In sonic frontiers that is golden
Un-wiished boost is based, I like how this man is smart.
8:00 sonic is still not capable of carrying his momentum in this loop jesus that's bizarre
Why did they do that to the boost in 2D?
What was wrong with it before?
bro i want this mod so badly the thing i could do in cyberspace
Wait looking at the beginning of the video and so the jump carries your momentum but the flip jump doesn't? Interesting.
Did they update the game recently? Haven’t played it in ages.
Oh lord, that momentum destroying jump is gone
Great new controls.
you put the timestamps twice my guy
As much as I love these improvement, I personally feel that the cyberspace stages are still really slow and lack momentum, if that improves cyberspace will be perfect
I think the "momentum" here is a bit too overpowered
lol well i understand why they didn't put the flip jump in the cyberspace levels. practically breaks them and makes them unfun. plus the levels aren't built around the flip jump either.
Whats this shows is that its not that sonic team can’t create proper physics, its that they choose not to because they don’t want to make big levels. It’s easier to make smaller levels and limit player freedom.
Did you change Sonic's shoes or am I bugging?
Once again, the devoted Sonic fanbase shows they can provide a much needed light of positivity even in the darkest, lowest points.
The flip jump should seriously be a mainstay.
AGREE
The only sad thing is still you can’t boost through enemies
Sega: *faz um jogo do Sonic*
Fans: faz aí que depois a gente conserta oque não gostar XD
Heee's Baaaack !!!👀😄
Have these tracks been recently added?
Because they are 🔥🔥🔥
No, they're from the game
pretty mid tbh but I can respect it for the "cyberspace" theme
The improved controls are great, but the Cyberspace level design suffers for it because the levels are so short.
It's not the same without the boost filter
What about different stage layout?
This is really good but I do think that boosting off of ledges gives Sonic just a bit too much distance. It would be nice if the speed stayed the same but he dropped faster. Other than that, this is pretty sick.
Are these mods or SEGA updated this?
Bro I wish I could just download this onto my Xbox copy. Modders need console support at this point to fix these damn games XD
I love it
it only took like bijillion 3d sonic games (and mods) to get it right!
shit that should have been there day one
airboost was nerfed tho lol
Fuck me this should be in the live game....
Lmao fr
Cool
Where do i download
These cyberspace stages turned from exploration stages to fucking rollercoasters!!!!
Link to the mod?
Now the question is does this work on the switch?
No mods can only be used for the steam version of Sonic Frontiers
@@ALegendaryBlueHedge dang that's so sad that i buy the switch version well i have a laptop but i doubt it can withstand the mods and the game it self
is this mod or real cus if real then im going back to 100 percenting the game
The homing delay is the worst feature. I don't know why it's even in the game. Everyone hated it in forces so they added it to frontiers and made it longer. Why?
I guess bc some parts of the physics engine of frontiers are build on from forces but super heavily modified.
Wow
Bad move on the 2D boost, like insanely bad move. Reducing his vertical mobility by making it so he can't even do a full airdash, absolutely awful. All the other changes are great, honestly the cyberspace controls should've just been the open world controls.
Showcasing levels with mods is not for you. * Proceeds to skip half the level *
😁😁😁
Blue your so good
Terrible boost in the 2D, press the boost button and you hear the depletion sound every single time. I swear the only people who think this is good design are adventure fans.
So sick of the edm music sonic has started leaning toward in games nowadays.