It seems that there was a time when Kronos, Rhea and Ouranos weren't split into 3 islands. Sonic Team was nice to us and left in the files for this state of Kronos in the switch version of the files. This a ported of version of those files running on the PC version. Sadly not all object data is visible at the moment due to some file differences between the switch and PC versions. I'll make a new video once every object is in this ported version of the map. The promised follow up video is now out: ✪ ruclips.net/video/Sp1iJfPQrjo/видео.html Check out my twitter for more content: ✪ twitter.com/DeaThProj Here are the following timestamps to key points of this showcase. Please keep in mind that there's things to see beyond this, however, as an example, I was not willing to mark every purple coin location as a timestamp. [00:00] Kronos Island - Tutorial Area Exploration [01:47] Kronos Island - Main Land Exploration [02:25] Kronos Island - Early Tile Puzzle Layout #1 [04:41] Kronos Island - Different Spring Creator at 1-7 [05:27] Kronos Island - Cyloop Puzzle where a Quickstep Challenge would be [07:54] Kronos Island - Early Tile Puzzle Layout #2 [09:51] Kronos Island - Looking at the Landscape [11:29] Kronos Island - Different Puzzle Close To Yellow Emerald [12:28] Kronos Island - Different Puzzle Next To Waterfall [13:00] Kronos Island - Heading Into the Waterfall [13:13] Kronos Island - Landing at the top of the waterfall [13:18] Rhea Island - Path Generator Puzzle #1 [15:24] Rhea Island - Main Land Exploration #1 [19:02] Rhea Island - Path Generator Puzzle #2 [21:53] Rhea Island - Main Land Exploration #2 [22:11] Rhea Island - Final Game's Spawn Point in Rhea [22:33] Rhea Island - Scaling the Tower [23:16] Rhea Island - Looking at the Landscape [25:47] Ouranos Island - Main Land Exploration #1 [29:36] Ouranos Island - Unfinished 2D Section from Final Game [30:15] Ouranos Island - Main Land Exploration #2 [37:12] Ouranos Island - Pyramid Exploration [38:39] Ouranos Island - Different Route up the Pyramid [40:17] Ouranos Island - Floating Eggman Terrain [41:00] Kronos Island - Giganto's Arena [41:39] Ouranos Island - Main Land Exploration #3 [42:49] Ouranos Island - Final Game's Spawn Point in Ouranos [43:02] Ouranos Island - Path Generator Puzzle [44:40] Ouranos Island - Main Land Exploration #4 [46:00] Rhea Island - Path Generator Puzzle #3 / Lake Platforming [50:59] Rhea Island - Main Land Exploration #3 [53:37] Rhea Island - Ramp Back Into Kronos
I find it interesting that it's usually the Switch or PC version of some game that have the most leftovers, I love looking at cut contents and leftover
@@thealandude9146 What's interesting to me here is that they went to the effort to completely gut out anything related to this old version of Kronos from the PC versions files. Meanwhile the switch version just ships it.
@@cosmiceternity2033 If this means literally anything, it means that it was finished first. And that means relatively jack squat.(Remember how Colors began development after Gens, but finished earlier?)
Sonic Lost World I believe was also found to have cut acts and zones too. This is likely why the final zones in Lost World recycle assets from earlier zones too.
Now I understand why playtesters called it empty This shows how Sonic Team actually took notes from them, as the final game isn't empty AT ALL, so I appreciate it a lot.
As I said in the pinned comment and the description, not all of the object data is present here, due to not being able to convert all of it to the PC version just yet from the Switch release. Kronos' layout, including all the floating platforms and all, is mostly present here, only things changed are very minor (some boxes missing here and there, different cameras, etc). I'll be making another video once these can be properly converted. The pop-in is also not anywhere near as present as in the final game, which I'll be also showing off once we can get that part of the object data working properly in the PC release.
@@DeaThProj_HUN so theoretically using part of the code of how this beta island renders paltforms and object we could make a mode that increases draw distance for them right?
The scale of this original Kronos is absolutely marvelous, reminiscent of Elden Ring almost. Really wish it never got cut up, Rhea ended up being such a waste of beautiful terrain...
@@jacobulbikas1016 Yea, but there's literally nothing to play with there unfortunately lol They just send you from tower to tower and that's that. Having all 3 parts connected and rich in content would really bolster the feel
1. I'm noticing that almost every challenge or bit of platforming has an environmental context to it. The final game has lots of floating platform objects making up its world, and it seems like the game at one point really _was_ just empty running between combat and challenges with little to no elaborate platforming. That's a lot worse, but it also explains why the size difference is so prominent between original Kronos and the other islands: it didn't used to matter as much. 2. The lighting seems different throughout the whole video, but I noticed it starts during the day, but never stops being night when the time changes. What's up with that? 3. While this is obviously all unrefined and early, I'm wondering if something like this is closer to the game we would've gotten without the delays and listening to playtest feedback. While the final game is far from perfect, I think they made the best decisions they could've given what they had to work with. 4. I'm wondering if, given how we know this game's development went, the knowledge of what the final product ended up being will lead to the eventual Frontiers followup having more Sonic-esque terrain in its design from the beginning, along with more evenly-sized worlds. I certainly hope so.
1. Kronos parts have nearly all of the platforming that you see in the final but we can't convert those objects yet properly to work on the PC version, hence why they aren't shown in this video just yet. 2. I have no idea why the time stops progressing after a certain period. 3. Kinda answered it with 1 already. 4. I do hope they don't have to cut so many corners in the next game, even tho I greatly enjoyed this (besides cyberspace).
@@DeaThProj_HUN Ah, I didn't know that all the Kronos platforming was already there. That ironically is more worrying, but I guess we don't have a concrete date on this version. Does this mean there's stuff on Rhea or Ouranos we're not seeing too?
@@DeepDiveDevin Rhea and Ouranos sadly not much else is there from what I've noticed. There's another object data file (has some portals, emerald vaults and that's about it) for this terrain, I'll show that off at another time, more than likely.
@@DeaThProj_HUN It seems to me like it either came down to fear that players would be sick of the grass environment long before they got to Ares or feedback that things were just too large and spaced out for the first island, or that they couldn't match that for the other two islands, and they simply didn't have the time or budget to finish fleshing it out. One thing that really stuck out to me is there is no Super Sonic transition to Rhea and that Ouranos basically has no transition at all lol. And that the fourth titan feels the least unique of all of them, while the third titan feels like it could have easily originally been the final boss. Either way, in the final game Rhea feels kind of like a ghost town in a world that already has no life on it lmao. This huge open world with creepy empty sections and enemies only surrounding the objective towers.
After watching this video its very apparent that near the 3rd year of development, they only had this version of Kronos and Ares island finished, and was only halfway done on Chaos Island before needing that extra year to put all these floating platforms(which is why Chaos has mostly 2D sections and spaced out islands) and Sega deciding to split Kronos up.
This was obvious already, the end of the game feels rushed. Especially like you said the 2D sections in the last islands. One island is just a bunch of towers.
I love finding beta content but at the same time am disappointed that Rhea is basically unused (save those 6 towers) and that Ouranos was split off. Thanks for this video it really shows off how the islands used to be connected.
Okay, this is exciting, because these unfinished islands are basically the best playground for modders to use, they can add structures to their liking and make maps out of it or something
Oh my gosh. This makes the map feel so big for sonic, the 3 meadow islands into 1. This is crazy. I love it, it messes with my head so much with how different it looks
damn they really intended on doing more with that path generator puzzle huh? really wish that got implemented more. aside from that the alternate puzzles are interesting though arbitrary and yeah it's really sad how it seemed like there was much more meant for what ended up being rhea island. lake area in particular seems very wasted. either way very interesting video
There's something insanely spooky about all of this. None of this terrain feels like it wants you here, it feels like you don't belong here. I honestly really dig it.
If you finished the game I'll tell you here: SPOILER ALERT it is kinda true that this terrain doesn't want you, the entity we had to fight, The End, surely considered Sonic a huge threat since he was the only one able to escape it with his own power, this entity then decided to use him, or us the player, for probably study a way to defeat him and also to study the Chaos Emeralds' powers while throwing him at the titans that the entity could not fight alone
@@thatguyzerg I know in story you're not wanted here, I'm just talking about that weird ephemeral feeling that empty video game areas give you. This is what this gives me and I think it's cool.
And it was stated by play testers that all of kronos island looked empty. So it was probably the best idea to split them into their own separate islands
@@the_stranger833 best idea? Nah, it ain't the best idea to split ouranos and rhea. And SEGA had the nerve to say that it was a unique island. Imo, the playtesters were dumb and had no idea what an open world game is supposed to be like But frontiers was good anyways
A couple days ago I glitched onto Rhea from Kronos and was surprised that I saw some cocos, guess they didn't cut everything from the island's previous layout
it definitely feels like it ended up this way because from what we know, playtesters called the game empty and there was a lot of problems with it. Iizuka ended up begging for another year as he said in another interview, so at that point they scrapped a lot of plans including the supposed 4th island and went on by refining the islands they have by adding more to it, and then cut off the Rhea and Ouranos parts of Kronos and made it the 4th and 5th "islands". Kronos and Ares are fine, but by Chaos Island you can easily tell that drop in quality and its just sad to see that this ended up being another game rushed in some way. I hope the success of this game wakes Sega up to give Sonic Team more time and resources. I saw your twitter on stuff that you mentioned about the 4th island from datamining, would be cool to see a video on it
There's not much left about the original 4th island sadly besides the mention for it's ID in the stagedata.lua file. Hopefully one day we get concept art of it, if it even got to that phase.
@@jacobulbikas1016 the fact that every platform section was basically in 2D, that exploration is way more linear and feels less free, which is a huge issue for an open world game, it felt very limiting for the free roam aspect, after I finished the game each time I wanted to play it a little I ran around the other 4 islands but never touched Chaos island because your movements are limited way too much by the enviroment itself, by the lava and the ice that you can "climb" by only drop dashing
So, from what I can glean, this explains a lot of the problems with the final game. The reason why there are so many floating platforms and rails that clash with the art design so much is because the game originally was just the base islands, with little to no platforming in the open world. That's also why there's so much pop-in, the game wasn't designed with all of these floating structures in mind, and by the time they decided to add them the engine they were using was already set in stone. I have a feeling that if they'd been given an extra year, they could've integrated these elements into the world more seamlessly, but they had to fight so hard for their first delay into 2022 just to incorporate them in the first place, so I assume it really just wasn't in the cards with them already on management's bad side.
As I said in the pinned comment and the description, not all of the object data is present here, due to not being able to convert all of it to the PC version just yet from the Switch release. Kronos' layout, including all the floating platforms and all, is mostly present here, only things changed are very minor (some boxes missing here and there, different cameras, etc). I'll be making another video once these can be properly converted. The pop-in is also not anywhere near as present as in the final game, which I'll be also showing off once we can get that part of the object data working properly in the PC release.
@@Ersa_ Rhea and Ouranos sure, as they were just unfinished in this object data. With everything in Kronos would feel just as filled in as the final game.
there IS still a weird sort of elegance to seeing these vast naturalistic plains with some ancient structures to explore and discover...but yeah it would get old in minutes.
Kronos parts of the island is much more complete, with minor changes from final, it's just that we can't display all the data properly in PC yet. Other two are pretty unfinished tho, yeah.
@@DeaThProj_HUN if the other two are more barren.. do you think it's possible this version of the map is from in the middle of the split, as opposed to before it?
@@DeaThProj_HUN I think rhea and Ouranos had already been complete with Kronos, just they split it to increase game time and to market the game into 5 islands
So this has me thinking all the pop-in floating platforms were added during the year delay. Maybe they were worried the game was too empty and slapped all those in. Which would explain the pop-in, since the game wasn't originally made with the intent of having a bunch of floating platforms everywhere
I remember Takashi Iizuka mentioned how he had to fight with the higher ups to get more time for development and yet, even with an extra year. They still had to cut some cut some corners. I'm not trying to bash the devs behind Frontiers, far from it. It's just that it feels like SEGA wasn't giving Sonic Team enough resources to make it the best it can be. Which may I remind you. ALSO KILLED THE FRANCHIES, TWICE! (Well kinda since Sonic Boom was mostly SEGA pulling strings behind the devs backs) It's baffling that even after all these years. Sonic seems to get the short end of the stick compared to other SEGA IP's.
Honestly wish that you could use that path generator puzzle to fight Giganto. It would've been cool to be able to reconnect Kronos, Rhea, and Oranous after you beat the game. Like in the game something broke them apart and you have to reconnect them to fight the final boss. Imagine what Sonic team could've done with more time. This 3 would be 1 Island and Ares and Chaos would be MUCH bigger. Rhea would also be finished.
Hope this gets put into frame with the new 2023 DLC that's been revealed along side the new playable charecters! (Perhaps this will appear in the new story! Something will probably cause all islands to combine... OH COULD YOU IMAGINE!!!
this is really cool, hoping theres more early stuff like this in the files this version of the map also really reminds me of what we saw during the IGN first look, but i'm assuming this is a little earlier than the build shown in IGNs videos from June
Actually that part of the top right map I accessed yesterday with the hsp glitch and it looked SO FREAKING GOOD there’s even that one location from the original trailers with the waterfall and a bunch of ruins it just looks so COOL
The amount of detail put into this map is incredible! I do hope that Sonic Team is able to make use of it in future updates/DLC if only to ensure their efforts weren't wasted...
It's such a bizarre decision that feels like it was done more to slap "5 huge islands" as a selling point on the game box, rather than what's good for the game itself. In the final game, the way they seperate the islands feels so last minute, and Rhea gets shafted and left empty. I find it so hard to believe that within five years, SonicTeam hadn't had the time to make the game in the vision they wanted it in, and were forced to cut corners.
It was a team of around 60 people, and that's _including_ the voice actors. Just for comparison, GTA 5 took about 3 years of development with a team of roughly 1000. Elden Ring took over 4 years and while the specific size of the dev team is currently unknown, FromSoftware has well over 300 employees.
@@MG_Spy I recognize that SonicTeam is smaller compared to them. Thing is, why make a giant first island and split it into three smaller ones? Why make Rhea have nothing more than giant towers, and be empty outside of them? The assets were already made, so without knowing from the devs directly, it just comes across very counterproductive to their own efforts. They're doing additional work, and effectively neutering their own content. All for what? Better selling points? To make the game appear longer?
@@vani-lla one word: SEGA There’s a reason a lot of their best staff left to go to square Enix or Nintendo after Gens. That company is fucked from top to bottom. It’s a mess. That’s why although I’m happy frontiers is “good”, I’m still cautious if they’ll really one up the next game knowing how sega is
i like the direction they went with the game instead of making 1 big daunting island. helps keep it fresh - this was likely just scrapped based on feedback.
@@RackerTheRascalMashup it's not like they wouldn't be able to find a workaround or something… could be a big fog, overpowered enemies or an unhealthy atmosphere, or anything that makes the player want to go back to safety. Open-world games have been doing this for years. Besides, there IS already an invisible wall separating Kronos and Rhea, so my idea would be to simply remove it after some point in the game.
Yup. Play tester leaks from 2020 said that this game looked empty and not fun to play. And I can definitely tell in this. If this is what they played back then, I’m not surprised that they changed it
YOOOOO Okay, now if someone can restore this fully as a mod for the PC version, then have us come to a modified version of this same map for "Rhea", then skip straight to Supreme and The End, we could get what SonicTeam originally intended before shit went sideways. All the additional floating structures are very interesting, they help convince you that the Ancients really did build Sky Sanctuary I'm really glad the team implemented at least some proper collision maps for the environment, here it's like Sonic's just running on the model itself, which doesn't pair well at all with the physics. I do wish that the collision mapping was done for all the islands and tested thoroughly though, Chaos is especially bad. Not as bad as beta Kronos but you can still just trip over a pebble and send yourself flying for seemingly no reason
Great work figuring out the texture weirdness. Is there a reason why collision seems a little odd? Is that just the state that the original map was in, or is that a limitation of the tools available to us for the time being?
It's the latter. My theory is that whatever collision properties (what type of material Sonic is running along) were assigned to it in development, those values no longer correspond to the proper values from this (sometimes the ground is just treated as a water puddle for example). If we can figure that out it should be fixable.
I'm curious about the objects that do exist in this video. Are the occasional rail puzzles, challenges, platforms, rings, and springs seen the objects that have been ported from the Switch's format so far? or do some object types work on PC without any changes? I also noticed that some of the terrain for Ouranos' areas were less finished looking than Kronos and Rhea's. Is that due to bugs when the map was put on the PC version, or is it how the map is put together due to being an earlier version left by Sonic Team? I'm really excited for this discovery cause I thought the Kronos we got in release was so dull when I first played it, and I still hadn't bothered to explore Rhea since there's no reason to. Once I realized/found out they were split, I've been reeling that we lost what could've been the definitive version of the Kronos we saw in early promotion and hoped some modder would just stitch the current split islands together into one map. Insanely lucky to have this so no one has to go through that trouble. Can't wait until everything gets ported and something gets released!
The objects visible here work properly just with a copy paste from the Switch version to PC. Sadly due the platform different alignment, (switch compiler only does padding before written values not before and after like msvc, if this means anything to anyone reading) so any file with a path object in it becomes broken when copy pasted (for example rails become distorted and hardly usable). The terrain in Ouranos behaves the same way on the Switch as well, so it seems it was just that unfinished at the point of time that this map was being worked on, and abandoned by Sonic Team.
I know that a lot of this is because we don't have all the objects here yet, but I honestly prefer the emptier-looking island. It would've been way better in my opinion if each island was just an open playground of terrain features that you traverse between bigger setpiece platforming challenges like the two on Ares. All the bite-sized ones don't scratch that itch for me.
It's odd seeing kronos, rhea and Ouranos all as one island. It feels so massive compared to how many final islands in the game are. It does make me sad that Rhea went virtually unused, but I'm kinda glad the 3 were split. One huge island like that seems confusing to memorize, but maybe with plenty of time playing it we would've been fine. Either way, there should've been more rail-maker puzzles in the game.
IMO it wouldve been cool if the start was all three islands execpt you couldnt get to ouranos and rhea towers werent activated once they are activated you head back to rhea/kronos to take out the towers then form a bridge or something to get to ouranos and finish the game
The switch version of the game contains some early map and object data (even more than what I've shown here). I then took these assets from the switch version and put them into the PC version.
@@TimurSokol As I said in the description/pinned comment, not everything is possible to be converted to the PC version at the moment. I don't have a modded switch and the emulators can't run it all that well at the moment, so I don't have a good way to show you what I mean. Best I can say is keep up with my twitter because as this progresses that's the first place I'll be posting on.
This is probably the version of the game we would’ve gotten if it came out in 2021 like it was supposed to. And idk maybe this is sonic rangers footage but this is cool
The scale of this really makes me wish they kept working on this as one single huge island to explore rather than splitting it in 3. I get they probably did not have the resources nor the time to do that but god damn having different puzzles lead to different locations in this huge consistent world map looks amazing.
A part of me feels like the main reason they were separated is because Kronos seemed to big compared to ares and chaos and probably didn’t have time to make ares and chaos bigger so they split Kronos into 3
I'd love to see a full drawing of the complete, uncut map to better appreciate its magnitude, and see where each bit sections off, because trying to piece it together from the 3 maps the game gives us is a headache...
What I find most unsettling about this is that none of the guardians are their. Really gives the it the “uninhabited island” feel that is brought in the games marketing and in the game itself. All those structures and no one living there? Not even a bunch of robots? Now that’s spooky. Edit: there’s also the Koco. I didn’t see that much of them in the video. Elder and Hermit were there, but the video didn’t really focus on them. There’s also no ghost versions of Sonic’s friends or Sage.
Someone should compare the original 4chan leaks with this data. I recall the original leaks mentioning there would be 4 playable islands (the final game has 5). This actually led to some people questioning the validity of the original leaks but given it had every other data point correct years before it was official, it was likely there were only 4 islands originally.
If the Kronos split didn't happen and they had enough time to finish it the final game would have had 4 islands instead of 5 as there's a commented out ID for world 4 in the stagedata.lua file. There's also the fact that Rhea/Ouranos events and voice lines recycle from world 4's events and voice lines.
I've said it before, this game's state right now reminds me a lot of FromSoft's cut content from the Soulsborne titles, and now that we have a full-on scrapped version of the first island that point is proven further. I feel the reason it was split up for the final game was because playtesters agreed that the world felt too empty and devoid of any substance. So they decided that the best course of action would be to add more platforming and traditional gameplay into the mix. However, it's likely that trying to spread that across such a large island made a hefty tax on the consoles, particularly switch, so they split the island in two (and a half) to keep it intact. The Rhea providence they likely thought was far too barren (or they ran out of funding/time) to really do much with, so they relegated it to the Tower-scaling section at the end.
No, all the stuff is there in an early form and largely similar to the final game on the Kronos-portion(except that it has enemy types that only appear on later islands in the final game). The reason why nothing is here is that the data of the object-placements couldn't get converted yet.
Now I wonder If islands weren't split from each other, would they be the one huge island only in the first part of game? I mean in that case there would be only 3 islands in entire game, and Chaos island be the final one. Or maybe we could get back at the Kronos-Rhea-Ouranos at the end?
I think you would come back, yes, but instead of being islands with other names, they really were the same island and you only unlocked another part of it
I'm curious if the Rhea part was suppose to include elements from the normal game loop (mini bosses, cyberspace portals etc) instead of just the towers. The puzzles in this old version seem pointless unless otherwise, right?
And they said that this version of kronos island was "too big", the playtesters are dumb if krouranos was too big! Like ofc every open world game has to be big. The playtesters knew nothing
What are thos floating platforms in the sky? At 9:50 you can see two of them before you jump off. Another thing is that the corkscrew on ouranos wasn't automated. Otherwise there's not much to add other than i wish this was one map.
Anyone can copy over the files from the switch version for themselves, so that I do not plan for making a public release for. However there's some interesting things that I can do with this leftover data, make it more interesting and release it that way, which is the plan.
@@DeaThProj_HUN out of curiosity which files would you need to copy over to experience a very broken version of this? as I'm interested in just running around in it
@@DeaThProj_HUN Doing this makes kronos crash for some reason. Rhea works but it'd be nice to be able to run around without those huge towers in the way. Is there any way to fix that? Edit: Nevermind was dumb and didn't put 2 and 2 together
Here's what I don't understand: Im pretty sure that during this phase, Frontiers still had momentum, since Kishimoto said that momentum was implemented before it got cut, and the playtester from 4chan said that he could access cyberspace by building up speed via momentum. So why are the cyberspace portals still there?
Don't trust whatever 4chan says, most of them are fake even if it matches somethings, although building speed to get into cyberspace could be a very early mechanic
Alright just gonna say it, this looks so much more fun to play in than in the final game. The lack of random floating rails and obstacle courses that takes away control from you 90% of the time really made the game look less appealing in the final product. Here, all the landscape looks completely natural and I love that. I don’t understand why they went out of their way to split island 1 apart, when they could’ve just had 3 big islands and have you return to island 1 later. Game is still super fun but I wish they stuck with this instead
@@flamingoodness4923 sorry. I tought u had something about the krono island split up in 3 sets. I hate it. Why not 1 big island. Instead off cutting the islland in 2 and made a new one
Now we just need a mod that replaces Krnos island with this version and removes Rhea and Quaranos island from the island selection screen. Also my guess to why they split the islands is because a island this big would be difficult to run on certaint devices.
no, the game was supposed to have 4 islands, but not only could they not make all islands as big as kronos, they only had 3 islands ready. as such the 4th island was cut, and they split kronos in half to match the scope of the other islands.
Would have been so much cooler if all maps werw still 1. I mean, yeah, they needed to fill out Rhea and Ouranos more, which at least Ouranos is finished in the final product. Imo, having Rhea still be more or less...empty might not have been a bad thing. Gives players a spot to take a break from random encounters lmao. But just thinking of what could have been sucks lmao.
Is it me, or does the time of day simulation seem smoother in the unfinished build? I was on Ares island on the PC version, and the shadows casted by the terrain over time was like watching a second hand trick instead of a smooth slide like in PSO2 NGS. They should really port over the smooth scrolling time of day system of that game, as well as DLSS and FSR. This game would look amazing with DLSS or FSR. Until then, I’ll have to find an alternative. Are there any apps that run beside games that have the same effect as FSR or DLSS?
Can someone explain? I know that Kronos and Ouranos started as one island in development, but when you're actually playing the game, and you're on Ouranos, you can't actually see Rhea or Kronos, so why are all 3 attached in this video? in the game, you can see Rhea and Kronos together, but not Ouranos.
Ouranos was properly split off in development and likely much earlier than the decision to reuse the Rhea parts of Kronos was made (this is supported by the fact that Kronos is ID'd w1r03, Ouranos is w1r04 and Rhea is ID'd w1r05 in the game files). If you launch yourself up into the sky with the DSS/HSP speedrunning technique in Kronos/Rhea you can see the outline of Ouranos north of the island in the water as a different shade of blue. The same can be done on Ouranos to see Kronos/Rhea's outline. The switch version of the game shipped the files where these 3 islands were still fully connected and that's what you see partially ported to PC here.
Please can you eventually make a mod that patches the last 2 island into the 1st like intended, and port all the missions, enemies and objects into the last 2?
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Yeah but how did you get past those barreirs, oh Kronos and Reha were husband and wife and Ouranos was the father to Kronos so that's why they are linked I am assuming.
It seems that there was a time when Kronos, Rhea and Ouranos weren't split into 3 islands. Sonic Team was nice to us and left in the files for this state of Kronos in the switch version of the files. This a ported of version of those files running on the PC version. Sadly not all object data is visible at the moment due to some file differences between the switch and PC versions. I'll make a new video once every object is in this ported version of the map.
The promised follow up video is now out:
✪ ruclips.net/video/Sp1iJfPQrjo/видео.html
Check out my twitter for more content:
✪ twitter.com/DeaThProj
Here are the following timestamps to key points of this showcase. Please keep in mind that there's things to see beyond this, however, as an example, I was not willing to mark every purple coin location as a timestamp.
[00:00] Kronos Island - Tutorial Area Exploration
[01:47] Kronos Island - Main Land Exploration
[02:25] Kronos Island - Early Tile Puzzle Layout #1
[04:41] Kronos Island - Different Spring Creator at 1-7
[05:27] Kronos Island - Cyloop Puzzle where a Quickstep Challenge would be
[07:54] Kronos Island - Early Tile Puzzle Layout #2
[09:51] Kronos Island - Looking at the Landscape
[11:29] Kronos Island - Different Puzzle Close To Yellow Emerald
[12:28] Kronos Island - Different Puzzle Next To Waterfall
[13:00] Kronos Island - Heading Into the Waterfall
[13:13] Kronos Island - Landing at the top of the waterfall
[13:18] Rhea Island - Path Generator Puzzle #1
[15:24] Rhea Island - Main Land Exploration #1
[19:02] Rhea Island - Path Generator Puzzle #2
[21:53] Rhea Island - Main Land Exploration #2
[22:11] Rhea Island - Final Game's Spawn Point in Rhea
[22:33] Rhea Island - Scaling the Tower
[23:16] Rhea Island - Looking at the Landscape
[25:47] Ouranos Island - Main Land Exploration #1
[29:36] Ouranos Island - Unfinished 2D Section from Final Game
[30:15] Ouranos Island - Main Land Exploration #2
[37:12] Ouranos Island - Pyramid Exploration
[38:39] Ouranos Island - Different Route up the Pyramid
[40:17] Ouranos Island - Floating Eggman Terrain
[41:00] Kronos Island - Giganto's Arena
[41:39] Ouranos Island - Main Land Exploration #3
[42:49] Ouranos Island - Final Game's Spawn Point in Ouranos
[43:02] Ouranos Island - Path Generator Puzzle
[44:40] Ouranos Island - Main Land Exploration #4
[46:00] Rhea Island - Path Generator Puzzle #3 / Lake Platforming
[50:59] Rhea Island - Main Land Exploration #3
[53:37] Rhea Island - Ramp Back Into Kronos
I find it interesting that it's usually the Switch or PC version of some game that have the most leftovers, I love looking at cut contents and leftover
@@thealandude9146 What's interesting to me here is that they went to the effort to completely gut out anything related to this old version of Kronos from the PC versions files. Meanwhile the switch version just ships it.
@@cosmiceternity2033 Not really, all this is proof of is that the PC version was cleaned out of leftover files more than the switch version lol
@@cosmiceternity2033 If this means literally anything, it means that it was finished first. And that means relatively jack squat.(Remember how Colors began development after Gens, but finished earlier?)
Will you release the ported version of the map so we can explore it ourselves?
Kronos Island got the Colors treatment by being split up in more acts lmao
Same director
Sonic Lost World I believe was also found to have cut acts and zones too. This is likely why the final zones in Lost World recycle assets from earlier zones too.
Now I understand why playtesters called it empty
This shows how Sonic Team actually took notes from them, as the final game isn't empty AT ALL, so I appreciate it a lot.
As I said in the pinned comment and the description, not all of the object data is present here, due to not being able to convert all of it to the PC version just yet from the Switch release. Kronos' layout, including all the floating platforms and all, is mostly present here, only things changed are very minor (some boxes missing here and there, different cameras, etc). I'll be making another video once these can be properly converted. The pop-in is also not anywhere near as present as in the final game, which I'll be also showing off once we can get that part of the object data working properly in the PC release.
@@DeaThProj_HUN so theoretically using part of the code of how this beta island renders paltforms and object we could make a mode that increases draw distance for them right?
What WHAT!!!! Plz, this better be something frontiers gotta go!
Yea, as empty it sounds, it looks less jarring than the final version because of the rails and platforms in the sky
Wait huh i must be living under a rock because literally no one said that
The scale of this original Kronos is absolutely marvelous, reminiscent of Elden Ring almost. Really wish it never got cut up, Rhea ended up being such a waste of beautiful terrain...
Regarding platforming and discovering maybe, but the island still can be explored.
@@jacobulbikas1016 Yea, but there's literally nothing to play with there unfortunately lol
They just send you from tower to tower and that's that. Having all 3 parts connected and rich in content would really bolster the feel
@@radar4104 Perhaps some day we'll see a mod that adds more interesting things to Rhea!
If I hear that damn game’s name again I swear to God…
1. I'm noticing that almost every challenge or bit of platforming has an environmental context to it. The final game has lots of floating platform objects making up its world, and it seems like the game at one point really _was_ just empty running between combat and challenges with little to no elaborate platforming. That's a lot worse, but it also explains why the size difference is so prominent between original Kronos and the other islands: it didn't used to matter as much.
2. The lighting seems different throughout the whole video, but I noticed it starts during the day, but never stops being night when the time changes. What's up with that?
3. While this is obviously all unrefined and early, I'm wondering if something like this is closer to the game we would've gotten without the delays and listening to playtest feedback. While the final game is far from perfect, I think they made the best decisions they could've given what they had to work with.
4. I'm wondering if, given how we know this game's development went, the knowledge of what the final product ended up being will lead to the eventual Frontiers followup having more Sonic-esque terrain in its design from the beginning, along with more evenly-sized worlds. I certainly hope so.
It kind seems to me they were focusing more of the terrain than adding platforming, in this phase of the development
1. Kronos parts have nearly all of the platforming that you see in the final but we can't convert those objects yet properly to work on the PC version, hence why they aren't shown in this video just yet.
2. I have no idea why the time stops progressing after a certain period.
3. Kinda answered it with 1 already.
4. I do hope they don't have to cut so many corners in the next game, even tho I greatly enjoyed this (besides cyberspace).
@@DeaThProj_HUN Ah, I didn't know that all the Kronos platforming was already there. That ironically is more worrying, but I guess we don't have a concrete date on this version. Does this mean there's stuff on Rhea or Ouranos we're not seeing too?
@@DeepDiveDevin Rhea and Ouranos sadly not much else is there from what I've noticed. There's another object data file (has some portals, emerald vaults and that's about it) for this terrain, I'll show that off at another time, more than likely.
@@DeaThProj_HUN It seems to me like it either came down to fear that players would be sick of the grass environment long before they got to Ares or feedback that things were just too large and spaced out for the first island, or that they couldn't match that for the other two islands, and they simply didn't have the time or budget to finish fleshing it out. One thing that really stuck out to me is there is no Super Sonic transition to Rhea and that Ouranos basically has no transition at all lol. And that the fourth titan feels the least unique of all of them, while the third titan feels like it could have easily originally been the final boss. Either way, in the final game Rhea feels kind of like a ghost town in a world that already has no life on it lmao. This huge open world with creepy empty sections and enemies only surrounding the objective towers.
After watching this video its very apparent that near the 3rd year of development, they only had this version of Kronos and Ares island finished, and was only halfway done on Chaos Island before needing that extra year to put all these floating platforms(which is why Chaos has mostly 2D sections and spaced out islands) and Sega deciding to split Kronos up.
This was obvious already, the end of the game feels rushed. Especially like you said the 2D sections in the last islands. One island is just a bunch of towers.
@@fatnugs3925 apparently not obvious enough considering a bunch of idiots still believe it's just them being lazy
I love finding beta content but at the same time am disappointed that Rhea is basically unused (save those 6 towers) and that Ouranos was split off. Thanks for this video it really shows off how the islands used to be connected.
Okay, this is exciting, because these unfinished islands are basically the best playground for modders to use, they can add structures to their liking and make maps out of it or something
only notable (pretty big) issue is that the floor colission is buggy as hell, sonic will slide and bounce back on nothing 80% of the time.
@@meowmaro if modders can tweak the games momentum I'm pretty sure they can add collision and walls and fix that, all they need is time
@@KittAnimations It's really just collision flag issues is why Sonic is constantly sliding and trying to climb on the floor.
I think you're pretty good amazing
Oh my gosh. This makes the map feel so big for sonic, the 3 meadow islands into 1. This is crazy. I love it, it messes with my head so much with how different it looks
damn they really intended on doing more with that path generator puzzle huh? really wish that got implemented more. aside from that the alternate puzzles are interesting though arbitrary
and yeah it's really sad how it seemed like there was much more meant for what ended up being rhea island. lake area in particular seems very wasted. either way very interesting video
I really wish they used the rail generator puzzles more 😩
Ive been searching everywehere for a video showing this. Im really interesting to see what other things can be found from the development phase
And I'll be posting more as we get more of it working on PC.
There's something insanely spooky about all of this. None of this terrain feels like it wants you here, it feels like you don't belong here. I honestly really dig it.
That's kinda the point
Exactly
Every copy of Sonic Frontiers is personalised.
If you finished the game I'll tell you here:
SPOILER ALERT
it is kinda true that this terrain doesn't want you, the entity we had to fight, The End, surely considered Sonic a huge threat since he was the only one able to escape it with his own power, this entity then decided to use him, or us the player, for probably study a way to defeat him and also to study the Chaos Emeralds' powers while throwing him at the titans that the entity could not fight alone
@@thatguyzerg I know in story you're not wanted here, I'm just talking about that weird ephemeral feeling that empty video game areas give you. This is what this gives me and I think it's cool.
Fun fact: you can see the same layout in the TGA trailer so this must of been cut very near the games release
And it was already the split by the time IGN First started covering it. (Can be figured out due to the Pyramid not being visible from Kronos.)
Hi bubble
And it was stated by play testers that all of kronos island looked empty. So it was probably the best idea to split them into their own separate islands
@@the_stranger833 best idea? Nah, it ain't the best idea to split ouranos and rhea.
And SEGA had the nerve to say that it was a unique island.
Imo, the playtesters were dumb and had no idea what an open world game is supposed to be like
But frontiers was good anyways
Bro I wish this was in the game, like after you finished the game It would be unlocked or something. That would have been so cool
A couple days ago I glitched onto Rhea from Kronos and was surprised that I saw some cocos, guess they didn't cut everything from the island's previous layout
koco's are randomly placed around the zone's which is why finding em doesnt matter for a 100% completion asides from finding em in containers and such
How’d you do it
Woah, did you record that?!
it definitely feels like it ended up this way because from what we know, playtesters called the game empty and there was a lot of problems with it. Iizuka ended up begging for another year as he said in another interview, so at that point they scrapped a lot of plans including the supposed 4th island and went on by refining the islands they have by adding more to it, and then cut off the Rhea and Ouranos parts of Kronos and made it the 4th and 5th "islands". Kronos and Ares are fine, but by Chaos Island you can easily tell that drop in quality and its just sad to see that this ended up being another game rushed in some way. I hope the success of this game wakes Sega up to give Sonic Team more time and resources.
I saw your twitter on stuff that you mentioned about the 4th island from datamining, would be cool to see a video on it
There's not much left about the original 4th island sadly besides the mention for it's ID in the stagedata.lua file. Hopefully one day we get concept art of it, if it even got to that phase.
I'm sorry. Where was the drop in quality on Chaos Island?
@@jacobulbikas1016 the fact that every platform section was basically in 2D, that exploration is way more linear and feels less free, which is a huge issue for an open world game, it felt very limiting for the free roam aspect, after I finished the game each time I wanted to play it a little I ran around the other 4 islands but never touched Chaos island because your movements are limited way too much by the enviroment itself, by the lava and the ice that you can "climb" by only drop dashing
So, from what I can glean, this explains a lot of the problems with the final game. The reason why there are so many floating platforms and rails that clash with the art design so much is because the game originally was just the base islands, with little to no platforming in the open world. That's also why there's so much pop-in, the game wasn't designed with all of these floating structures in mind, and by the time they decided to add them the engine they were using was already set in stone. I have a feeling that if they'd been given an extra year, they could've integrated these elements into the world more seamlessly, but they had to fight so hard for their first delay into 2022 just to incorporate them in the first place, so I assume it really just wasn't in the cards with them already on management's bad side.
As I said in the pinned comment and the description, not all of the object data is present here, due to not being able to convert all of it to the PC version just yet from the Switch release. Kronos' layout, including all the floating platforms and all, is mostly present here, only things changed are very minor (some boxes missing here and there, different cameras, etc). I'll be making another video once these can be properly converted. The pop-in is also not anywhere near as present as in the final game, which I'll be also showing off once we can get that part of the object data working properly in the PC release.
@@DeaThProj_HUN i feel like even with the missing stuff being put in it would still feel kind of empty
@@Ersa_ Rhea and Ouranos sure, as they were just unfinished in this object data. With everything in Kronos would feel just as filled in as the final game.
Some stuff is just missing
If THIS is what playtesters played back in 2019... I don't blame them.
there IS still a weird sort of elegance to seeing these vast naturalistic plains with some ancient structures to explore and discover...but yeah it would get old in minutes.
Kronos parts of the island is much more complete, with minor changes from final, it's just that we can't display all the data properly in PC yet. Other two are pretty unfinished tho, yeah.
@@DeaThProj_HUN if the other two are more barren.. do you think it's possible this version of the map is from in the middle of the split, as opposed to before it?
@@samcandles My guess what's in Rhea and Ouranos is what they had finished before moving onto the split idea.
@@DeaThProj_HUN I think rhea and Ouranos had already been complete with Kronos, just they split it to increase game time and to market the game into 5 islands
So this has me thinking all the pop-in floating platforms were added during the year delay. Maybe they were worried the game was too empty and slapped all those in.
Which would explain the pop-in, since the game wasn't originally made with the intent of having a bunch of floating platforms everywhere
The platforms are there just not in this footage because not all object data is convertable yet properly.
@@DeaThProj_HUN makes sense
I remember Takashi Iizuka mentioned how he had to fight with the higher ups to get more time for development and yet, even with an extra year. They still had to cut some cut some corners. I'm not trying to bash the devs behind Frontiers, far from it. It's just that it feels like SEGA wasn't giving Sonic Team enough resources to make it the best it can be. Which may I remind you. ALSO KILLED THE FRANCHIES, TWICE! (Well kinda since Sonic Boom was mostly SEGA pulling strings behind the devs backs) It's baffling that even after all these years. Sonic seems to get the short end of the stick compared to other SEGA IP's.
Honestly wish that you could use that path generator puzzle to fight Giganto. It would've been cool to be able to reconnect Kronos, Rhea, and Oranous after you beat the game. Like in the game something broke them apart and you have to reconnect them to fight the final boss. Imagine what Sonic team could've done with more time. This 3 would be 1 Island and Ares and Chaos would be MUCH bigger. Rhea would also be finished.
I kinda wish it was just 3 islands Rhea and Ouranos just felt like padding
Sega was padding
@@marcxworld5708 Yep Sega definitely made that decision close to launch
So this is the version that they use in the game awards trailer
Hope this gets put into frame with the new 2023 DLC that's been revealed along side the new playable charecters! (Perhaps this will appear in the new story! Something will probably cause all islands to combine...
OH COULD YOU IMAGINE!!!
I cannot wait if they do!
this is really cool, hoping theres more early stuff like this in the files
this version of the map also really reminds me of what we saw during the IGN first look, but i'm assuming this is a little earlier than the build shown in IGNs videos from June
Actually that part of the top right map I accessed yesterday with the hsp glitch and it looked SO FREAKING GOOD there’s even that one location from the original trailers with the waterfall and a bunch of ruins it just looks so COOL
good stuff, that waterfall puzzle is really cool, wish it didn't get cut from the final game
The amount of detail put into this map is incredible! I do hope that Sonic Team is able to make use of it in future updates/DLC if only to ensure their efforts weren't wasted...
Its still used
Ah, I should've been more specific. I meant used as in things like the rail puzzles and other smaller things throughout the map.
It's such a bizarre decision that feels like it was done more to slap "5 huge islands" as a selling point on the game box, rather than what's good for the game itself.
In the final game, the way they seperate the islands feels so last minute, and Rhea gets shafted and left empty.
I find it so hard to believe that within five years, SonicTeam hadn't had the time to make the game in the vision they wanted it in, and were forced to cut corners.
It was a team of around 60 people, and that's _including_ the voice actors. Just for comparison, GTA 5 took about 3 years of development with a team of roughly 1000. Elden Ring took over 4 years and while the specific size of the dev team is currently unknown, FromSoftware has well over 300 employees.
@@MG_Spy I recognize that SonicTeam is smaller compared to them.
Thing is, why make a giant first island and split it into three smaller ones? Why make Rhea have nothing more than giant towers, and be empty outside of them?
The assets were already made, so without knowing from the devs directly, it just comes across very counterproductive to their own efforts.
They're doing additional work, and effectively neutering their own content.
All for what? Better selling points? To make the game appear longer?
@@vani-lla one word: SEGA
There’s a reason a lot of their best staff left to go to square Enix or Nintendo after Gens. That company is fucked from top to bottom. It’s a mess. That’s why although I’m happy frontiers is “good”, I’m still cautious if they’ll really one up the next game knowing how sega is
Lucky for us Sega is actually hiring more people yep just right they will make sonic team a big dev team
i like the direction they went with the game instead of making 1 big daunting island. helps keep it fresh - this was likely just scrapped based on feedback.
Putting an invisible wall that stays there until after completing Chaos Island would give the same result as the final product
@@sh1myuu it would make you feel like you're limited in what you can explore, 100% limitation in the players face doesn't feel good
@@RackerTheRascalMashup it's not like they wouldn't be able to find a workaround or something… could be a big fog, overpowered enemies or an unhealthy atmosphere, or anything that makes the player want to go back to safety. Open-world games have been doing this for years. Besides, there IS already an invisible wall separating Kronos and Rhea, so my idea would be to simply remove it after some point in the game.
Yup. Play tester leaks from 2020 said that this game looked empty and not fun to play. And I can definitely tell in this. If this is what they played back then, I’m not surprised that they changed it
YOOOOO
Okay, now if someone can restore this fully as a mod for the PC version, then have us come to a modified version of this same map for "Rhea", then skip straight to Supreme and The End, we could get what SonicTeam originally intended before shit went sideways.
All the additional floating structures are very interesting, they help convince you that the Ancients really did build Sky Sanctuary
I'm really glad the team implemented at least some proper collision maps for the environment, here it's like Sonic's just running on the model itself, which doesn't pair well at all with the physics. I do wish that the collision mapping was done for all the islands and tested thoroughly though, Chaos is especially bad. Not as bad as beta Kronos but you can still just trip over a pebble and send yourself flying for seemingly no reason
Great work figuring out the texture weirdness. Is there a reason why collision seems a little odd? Is that just the state that the original map was in, or is that a limitation of the tools available to us for the time being?
It's the latter. My theory is that whatever collision properties (what type of material Sonic is running along) were assigned to it in development, those values no longer correspond to the proper values from this (sometimes the ground is just treated as a water puddle for example). If we can figure that out it should be fixable.
feels like we could have another mario 64-type mandela effect for this game if this video gets popular
Look at what they took from us
This should've stayed in the game imo. With some more platforming things you can do, it would've been so much better
I'm curious about the objects that do exist in this video. Are the occasional rail puzzles, challenges, platforms, rings, and springs seen the objects that have been ported from the Switch's format so far? or do some object types work on PC without any changes? I also noticed that some of the terrain for Ouranos' areas were less finished looking than Kronos and Rhea's. Is that due to bugs when the map was put on the PC version, or is it how the map is put together due to being an earlier version left by Sonic Team?
I'm really excited for this discovery cause I thought the Kronos we got in release was so dull when I first played it, and I still hadn't bothered to explore Rhea since there's no reason to. Once I realized/found out they were split, I've been reeling that we lost what could've been the definitive version of the Kronos we saw in early promotion and hoped some modder would just stitch the current split islands together into one map. Insanely lucky to have this so no one has to go through that trouble. Can't wait until everything gets ported and something gets released!
The objects visible here work properly just with a copy paste from the Switch version to PC. Sadly due the platform different alignment, (switch compiler only does padding before written values not before and after like msvc, if this means anything to anyone reading) so any file with a path object in it becomes broken when copy pasted (for example rails become distorted and hardly usable).
The terrain in Ouranos behaves the same way on the Switch as well, so it seems it was just that unfinished at the point of time that this map was being worked on, and abandoned by Sonic Team.
aww i really wish they weren't split up
I know that a lot of this is because we don't have all the objects here yet, but I honestly prefer the emptier-looking island. It would've been way better in my opinion if each island was just an open playground of terrain features that you traverse between bigger setpiece platforming challenges like the two on Ares. All the bite-sized ones don't scratch that itch for me.
i wonder if this was truly cut due to development time or if they just wanted to rebalance the game and make kronos more condensed
Maybe both lol
It's odd seeing kronos, rhea and Ouranos all as one island. It feels so massive compared to how many final islands in the game are. It does make me sad that Rhea went virtually unused, but I'm kinda glad the 3 were split. One huge island like that seems confusing to memorize, but maybe with plenty of time playing it we would've been fine. Either way, there should've been more rail-maker puzzles in the game.
this desrcibes everyones first impressions of the game when it was first announced, no story, no puzzles, just an empty blank map to run around on
I wonder if this is also why Sage tokens are just Amy tokens. They didn’t bother making a unique one for Sage.
Yeah
IMO it wouldve been cool if the start was all three islands execpt you couldnt get to ouranos and rhea towers werent activated once they are activated you head back to rhea/kronos to take out the towers then form a bridge or something to get to ouranos and finish the game
I always wondered how it would look like, is the weird collision fixable?
It should be, just needs more research to be done on that part.
It looks way better without those random platforms and rails imo
I hope the sequel implements more "natural" platforming sections
Ayo can someone explain how this was modded together (or brought back from the original files, idk), cause this looks so sick
The switch version of the game contains some early map and object data (even more than what I've shown here). I then took these assets from the switch version and put them into the PC version.
@@DeaThProj_HUN what do you mean there is more
@@TimurSokol As I said in the description/pinned comment, not everything is possible to be converted to the PC version at the moment. I don't have a modded switch and the emulators can't run it all that well at the moment, so I don't have a good way to show you what I mean. Best I can say is keep up with my twitter because as this progresses that's the first place I'll be posting on.
@@DeaThProj_HUN Alright can't wait
So I was playing on Rhea and found out that the outline for ouranos is still in the water, you can see it if you do the hsp glitch
You can do the same thing on Ouranos and see Kronos/Rhea in the water.
This is probably the version of the game we would’ve gotten if it came out in 2021 like it was supposed to.
And idk maybe this is sonic rangers footage but this is cool
sonic rangers IS sonic frontiers
Something creepy about this. It doesn't feel like you are supposed to be here!
I wonder what this looks like from the map screen
The scale of this really makes me wish they kept working on this as one single huge island to explore rather than splitting it in 3. I get they probably did not have the resources nor the time to do that but god damn having different puzzles lead to different locations in this huge consistent world map looks amazing.
A part of me feels like the main reason they were separated is because Kronos seemed to big compared to ares and chaos and probably didn’t have time to make ares and chaos bigger so they split Kronos into 3
I'd love to see a full drawing of the complete, uncut map to better appreciate its magnitude, and see where each bit sections off, because trying to piece it together from the 3 maps the game gives us is a headache...
It looks like sega again didn't give enought time for development
What I find most unsettling about this is that none of the guardians are their. Really gives the it the “uninhabited island” feel that is brought in the games marketing and in the game itself. All those structures and no one living there? Not even a bunch of robots? Now that’s spooky.
Edit: there’s also the Koco. I didn’t see that much of them in the video. Elder and Hermit were there, but the video didn’t really focus on them. There’s also no ghost versions of Sonic’s friends or Sage.
Oh my god...... the open world really was rushed
Dang it man, the next half of the island looked awesome
Someone should compare the original 4chan leaks with this data. I recall the original leaks mentioning there would be 4 playable islands (the final game has 5). This actually led to some people questioning the validity of the original leaks but given it had every other data point correct years before it was official, it was likely there were only 4 islands originally.
If the Kronos split didn't happen and they had enough time to finish it the final game would have had 4 islands instead of 5 as there's a commented out ID for world 4 in the stagedata.lua file. There's also the fact that Rhea/Ouranos events and voice lines recycle from world 4's events and voice lines.
@@DeaThProj_HUN I’m honestly shocked they didn’t do a winter themed island. Seems to be a Sonic staple at this point.
This looks a lot better without the disgusting floating rails
No it actually looks way more empty
It's just without the objects loaded
I've said it before, this game's state right now reminds me a lot of FromSoft's cut content from the Soulsborne titles, and now that we have a full-on scrapped version of the first island that point is proven further.
I feel the reason it was split up for the final game was because playtesters agreed that the world felt too empty and devoid of any substance. So they decided that the best course of action would be to add more platforming and traditional gameplay into the mix. However, it's likely that trying to spread that across such a large island made a hefty tax on the consoles, particularly switch, so they split the island in two (and a half) to keep it intact. The Rhea providence they likely thought was far too barren (or they ran out of funding/time) to really do much with, so they relegated it to the Tower-scaling section at the end.
No, all the stuff is there in an early form and largely similar to the final game on the Kronos-portion(except that it has enemy types that only appear on later islands in the final game). The reason why nothing is here is that the data of the object-placements couldn't get converted yet.
I like how the rails are generated by those data things, which would explain why they are there.
I have a modded Switch, which files must I replace to get this version of Kronos up and running?
Now I wonder If islands weren't split from each other, would they be the one huge island only in the first part of game?
I mean in that case there would be only 3 islands in entire game, and Chaos island be the final one.
Or maybe we could get back at the Kronos-Rhea-Ouranos at the end?
I think you would come back, yes, but instead of being islands with other names, they really were the same island and you only unlocked another part of it
Why is Sonic always laughing ?
Is he drugged ?
According to the early leaks that were right, the final boss was like a tree thing, I wonder if that’s still in the game somewhere
Giganto is the “Tree-Like” Boss the leaks were talking about.
I'm curious if the Rhea part was suppose to include elements from the normal game loop (mini bosses, cyberspace portals etc) instead of just the towers. The puzzles in this old version seem pointless unless otherwise, right?
More than likely Rhea was never meant to have the towers and you were never meant to return (for story progression) to Kronos.
And they said that this version of kronos island was "too big", the playtesters are dumb if krouranos was too big!
Like ofc every open world game has to be big.
The playtesters knew nothing
What are thos floating platforms in the sky? At 9:50 you can see two of them before you jump off. Another thing is that the corkscrew on ouranos wasn't automated. Otherwise there's not much to add other than i wish this was one map.
Floating Structures seem to be for some reason from Chaos Island in the files of this version of the map. No idea why.
@@DeaThProj_HUN Maybe they intended on having one big map?
i swear I remember before the game launched we were teased with a free roaming map being in the clouds, does anyone else remember this?
@@TrueHDR no
@@traktor420 *dies*
Will it get a public release eventually?
Anyone can copy over the files from the switch version for themselves, so that I do not plan for making a public release for. However there's some interesting things that I can do with this leftover data, make it more interesting and release it that way, which is the plan.
@@DeaThProj_HUN out of curiosity which files would you need to copy over to experience a very broken version of this? as I'm interested in just running around in it
@@JDWMGB w1r02 files need to be copied over and the stagedata.lua in scripts/script_resident.pac needs to be changed to load w1r02 instead of w1r03
@@DeaThProj_HUN How do you edit the Lua script in a pac file?
@@DeaThProj_HUN Doing this makes kronos crash for some reason. Rhea works but it'd be nice to be able to run around without those huge towers in the way. Is there any way to fix that?
Edit: Nevermind was dumb and didn't put 2 and 2 together
bro what is that thumbnail lmao
dw I feel disgusted for making it 🤣
Here's what I don't understand: Im pretty sure that during this phase, Frontiers still had momentum, since Kishimoto said that momentum was implemented before it got cut, and the playtester from 4chan said that he could access cyberspace by building up speed via momentum. So why are the cyberspace portals still there?
Don't trust whatever 4chan says, most of them are fake even if it matches somethings, although building speed to get into cyberspace could be a very early mechanic
Alright just gonna say it, this looks so much more fun to play in than in the final game. The lack of random floating rails and obstacle courses that takes away control from you 90% of the time really made the game look less appealing in the final product. Here, all the landscape looks completely natural and I love that. I don’t understand why they went out of their way to split island 1 apart, when they could’ve just had 3 big islands and have you return to island 1 later. Game is still super fun but I wish they stuck with this instead
Gametesters: "the game feels empty and not fulled with life"
They said that.blame the testers
@@Kraken1Kid I don’t see how that has anything to do with what I said
@@flamingoodness4923 sorry. I tought u had something about the krono island split up in 3 sets. I hate it. Why not 1 big island. Instead off cutting the islland in 2 and made a new one
it's the missing Chao garden....
Sonic fan go 0.2 seconds without mentioning the chao garden challenge
My only question is how the heck did you get the terrain shadows to shift smoothly
It works like this by default idk what to tell ya lmao
@@DeaThProj_HUN weird cause they're super choppy for me.
Seing Rhea with stuff to do kind of hurts me.
Now we just need a mod that replaces Krnos island with this version and removes Rhea and Quaranos island from the island selection screen.
Also my guess to why they split the islands is because a island this big would be difficult to run on certaint devices.
The reason Kronos was split was due to the fact that it was too big for a first island.
@Texel76 its the fact it was too big to compare to the other 2 islands
I wonder if they split the islands up because of how much loading it would take.
no, the game was supposed to have 4 islands, but not only could they not make all islands as big as kronos, they only had 3 islands ready. as such the 4th island was cut, and they split kronos in half to match the scope of the other islands.
@@stanzacosmi wasn’t the 4th island also while they were making the split
Would have been so much cooler if all maps werw still 1. I mean, yeah, they needed to fill out Rhea and Ouranos more, which at least Ouranos is finished in the final product. Imo, having Rhea still be more or less...empty might not have been a bad thing. Gives players a spot to take a break from random encounters lmao. But just thinking of what could have been sucks lmao.
Which files do I replace in the PC version to make this work?
Very interesting!
This ver also looks like it has momentum cool.
Is it me, or does the time of day simulation seem smoother in the unfinished build? I was on Ares island on the PC version, and the shadows casted by the terrain over time was like watching a second hand trick instead of a smooth slide like in PSO2 NGS. They should really port over the smooth scrolling time of day system of that game, as well as DLSS and FSR. This game would look amazing with DLSS or FSR. Until then, I’ll have to find an alternative. Are there any apps that run beside games that have the same effect as FSR or DLSS?
Tbh, I prefer Kronos island with Rhea and Ouranos
Can someone explain? I know that Kronos and Ouranos started as one island in development, but when you're actually playing the game, and you're on Ouranos, you can't actually see Rhea or Kronos, so why are all 3 attached in this video? in the game, you can see Rhea and Kronos together, but not Ouranos.
Ouranos was properly split off in development and likely much earlier than the decision to reuse the Rhea parts of Kronos was made (this is supported by the fact that Kronos is ID'd w1r03, Ouranos is w1r04 and Rhea is ID'd w1r05 in the game files). If you launch yourself up into the sky with the DSS/HSP speedrunning technique in Kronos/Rhea you can see the outline of Ouranos north of the island in the water as a different shade of blue. The same can be done on Ouranos to see Kronos/Rhea's outline. The switch version of the game shipped the files where these 3 islands were still fully connected and that's what you see partially ported to PC here.
@@DeaThProj_HUN Thank you for answering!
Interesting.
that thumbnail tho 💀
40:21 what is with all of that floating crap?
I'm still wondering what's that thing on the sky
Please can you eventually make a mod that patches the last 2 island into the 1st like intended, and port all the missions, enemies and objects into the last 2?
Yeah but how did you get past those barreirs, oh Kronos and Reha were husband and wife and Ouranos was the father to Kronos so that's why they are linked I am assuming.
Is there a way to enable the Beta map on pc wayout needing off a Switch?
6:19p.m. 11/25/2022
How did you manage to accses and play this unfinished version? Could you tell me how to get the game to load it?
Platforming saved this game
2 DAYS LATE SQUAD WHERE YOU AT?!?!?!?!?!?!?!?!?!?!?!?
Just because they divided it into individual islands doesn't mean it's unfinished vro
It said unused
@@aigeneratedwauigi2696 what even is your username
30 seconds of the original video were unused.
Is there a mod for this?
DLC??
😳😳😳😳😳😳😳😳😳😳😳😳😳😳😳😳😳😳😳😳😳😳😳😳😳😳😳😳😳😳😳😳
This gameplay ass, but the islands are cool
Ngl, this looks pretty bad