I think why unleashed also controls better at low speeds is because unleashed had hub worlds unlike generations. Sonic had to at least control well in the hub worlds which is something generations got rid of.
The best thing Frontiers did was giving the boost gauge a cool down; the meter will refill for a few second rather than having the player refill it manually.
Yeah, I haven't played the game, but his examples are him just simply not playing well. The fact that someone who hasn't played the game like me can see that he just had a skill issue is a problem. EDIT: I should clarify, I did play Gens when I was really young, but I barely remembered it. After playing it in Sonadow Gens I can confirm it was 100% a skill issue.
My response that no one asked for about gens is that I agree to a point but unleashed was way too slippery at high speeds. You physically can not slow down quickly, and idk how you consider sonic's turn while boosting to be tight. The platforming sections were a bit jank, but so were unleashed's, and I don't want to come off as rude here, but it doesn't take much practice to become proficient in even those sections.
Unleashed platforming barely existed but when it was did it was indeed pretty jank. I'd say generations is easy to get to a decently high level of playing simply because of how well constructed the physics are for high level players. whereas Unleashed didn't really have much thought put into the actual physics
Idk. I’ve always preferred unleashed controls favourably since I was younger. Even after revisiting the game when I was older, it just feels better to me. Yeah it was slippery but I’d take that any day over the tanky sonic we got in gens. When I first played gens I enjoyed it but it was so tanky, it felt so weird. There is a reason why people still want an unleashed port to PC despite there being a 1:1 recreation of all of the unleashed stages excluding Eggman land
@@SoniaSpectrum Eh, Unleashed had more sophisticated physics than any other 3d Sonic game, including Generations, although they are similar. Also, Unleashed had plenty of platforming, even if most of it was in side acts.
In Colours, the boost is used more as a burst of speed, and knowing when and where you need that burst of speed to get across platforms is quite interesting. Sonic's aerial momentum in Colours is so nice as well, the double jump tying things together as you find the best way to blitz across the level design.
agreed. the control in frontiers is great in the open world but once you get into cyberspace it controlls so badly, million times worse than the previous boost games (not including forces because obviously). If they could do anything is to have the boost similar to colours as i am certain that there wont be a game that controls in boost as well as unleashed and generations. colours runs of a different physics engine and has just different physics but if they could extract the colours level of boost control at least to the cyberspace stages it would be almost a perfect game for me.
I find Colors to be the third best boost game, it's only my opinion but I like Generations and Unleashed more, this video did say that there would be some opinions in it which is fine by me but a lot of them came off as being true when it's not as black and white.
I think that the Frontiers jump shouldn't be that hard to fix without taking control from the player. I think that Sonic Team should bring back the short hop from Gens and Unleashed (the little jump that happens when you slightly press jump) but instead of making it like it’s either a short hop or a full jump they should make it where the longer you hold the jump Sonic loses more speed but gains more height and vice-versa, and make an animation with Sonic going from a short hop to the Spin Jump so the player can easily see when they should let go of the jump so they reach their destination, in this case Sonic doesn't lose speed immediately like Frontiers and isn't a nightmare to control like Forces.
@@marguya4643 "Look at this clip, the controls are so bad" and shows a clip of him running to a death pit in planet wisp where he could just jumped and boosted, like, wtf
@@maomax8922 That was a very fraudulent act on his part, anytime I play that level you can pass that short bottomless pit by doing a Boost and a short hot and it's really rewarding to do.
The thing I really like about this channel is talking about the little but huge things new gen sonic players don't really talk about game mechanics and level of detail! keep up the good work OreoGod!
Generations is kinda mid,why?level taken from the past so the originality is 0,ok about level design wtf is so great about it?there is nothing to enjoy like unleashed ,the levels are to easy to master no S ranks to grind for,the boost is super wrong it feels so slow,2D sections all over the place and so on and color wisp....really?
Exactly for frontiers could completely agree, but the one thing that annoys me is it has no hit on enemies in cyberspace and doesn't feel fast at all in it too since all enemies are one hit. Other than that love the vid keep up the great work
Why does nobody talk about how the Boost Formula was a concept from _NiGHTS into Dreams?_ The Drill Dash in that game is basically the boost - it speeds up the player and attacks enemies.
So... About Forces. Sonic Forces, for some ungodly reason, has 8-direction movement. This means that Sonic is unable to do a full circle like in Unleashed and Frontiers. This also messes up the entirety of Sonic's control and the avatar as well. I still have no idea why SEGA thought 8-directions movement was a good idea.
Gens had the best controls just because frontiers has awful feeling speed. The controls were still always good for the level design they aimed for. The point of the boost was exactly that you can't control your speed easily, but you can go fast instantly
You can have physics while also not feeling like Sonic is entirely out of your control The Adventure games do this well The classics do this well Colors does this well It’s just that Unleashed, Generations, and Forces all feel stiff, anti-platforming, restrictive, heavy, tanky, stilted, and unwieldy. I want Sonic to move away from that kind of control for future boost games, and I'm glad Frontiers is doing that.
2:31 After playing Sonic X Shadow Generations (mainly most of the sonic part of it), I 100% agree with what this guy is saying. Now don't get me wrong, I still like Sonic Generations, but the thing that is really holding me back from really liking it is it's fricking controls. Sonic just feels awful to control in this game man, especially his turning, my god it felt like a nightmare. And his acceleration also felt horrible as well, where it just made it felt more awkward to play and sometimes lead me straight to death. Classic Sonic doesn't control better either, he almost feels sluggish as Modern Sonic. To be fair they both do control better then they did in Forces, but that really isn't a high bar in my opinion.
I would love to hear your response since it honestly opens up my mind to more information so take this as somewhat of a question but statement at the same time. If you ask me, I honestly think Unleashed is my favorite boost game since not only was it my first but the one I played the most, but in a completely unbiased term it's hard to say which is the best between Generations and Unleashed, I feel like some of the criticisms made towards Generations in this video were pretty biased, now yes he did make some good points like how the 2D platforming felt awkward and somewhat sluggish but then he makes statements like how the movement as a whole feels bad when that's kind of not true, the movement was practically one to one with Unleashed but expanded upon it like having a better drift and not to mention the level design supporting the fast paced gameplay of Gens. I still want to hear your opinion though and I promise to respect it even if I don't completely agree 👍
@@cringlord1920 see here's the thing. I actually prefer the drift in unleashed. It's just satisfying once you master it. Generations actually made the drift worse and it's a little too tight. The light dash is just awful in generations i will say that. The stomp in unleashed keeps your velocity keeping your flow while in generations it puts you to a complete stop.
@@aahiljcat There is no reason to master it when it doesn't even do its purpose correctly. Take Skyscraper Scamper for example. Theres this one part where you leave a tunnel and need to drift to get to another one, the problem is that the drift doesn't work since you can't make the right turns that the level design is made for. I'm starting to think that people are purposely making stuff up just to try and win the argument, even the drift which is undoubtedly better in Gens is being called worse than Unleashed, I'm having a hard time believing that you actually think the drift in Unleashed is better and not just making it up just to have an argument
Sonic frontiers update 2 fixed the issue of jump killing your momentum by changing it so you can now toggle an option to keep your boost going, preventing your aerial momentum from dying.
my take on sonic in the boost formula is that sonic works better with open controls in an open area, but vice versa is also true sonic works in unleashed because the levels are built with sonic's stricter controls in mind, and the open zone of frontiers is the opposite of this personally, I don't like careening off the edge of the stage due to my controls being either too sensitive or tight (thanks, start of 1 - 2 )
also on top of that, mapping the boost to the right trigger on controller is honestly such a great idea for frontiers & i hope sega continues that for future games
Oh thank GOD. I thought I was the only one who could see how sluggish and awkward Generations feels to control. Especially in levels like Planet Wisp or that extra mission in Sky Sanctuary with Knuckles.
Honestly, the only issue I have with Sonic's control in Generations is when you have the power ups equipped that increase his acceleration and top speeds. Running around slowly in circles just isn't all that important in a game that's all about maintaining high speed forward momentum, and using those power ups makes him feel so slippery in that regard. And the jumps themselves aren't the problem, but the way the levels are designed around them. Every gap or raised platform is positioned in such a way that your jump has just enough height and/or distance to clear it, but nothing else, so you can't really take advantage of positioning or speed to make better jumps. Those yellow blocks in Chemical Plant shown at 3:12 are a perfect example of this. You just have to jump each block one at a time instead of being able to jump over multiple or clear the entire set through skillful play. It'll even sometimes look like you're just shy of making some extra progress with a jump, but it always ends in disappointment and having to repeat the same platforming challenges in the same way every time.
Yeah that’s why I could never get behind the controls of it, it just felt a bit too clunky for me, haven’t really replayed it much in the last couple years because it’s one of the first things I think of
I feel like boosting works a lot like moving a car at full speed, turning is hard when moving faster but its normally much easier to go left and right when you arent boosting
The base controls in Generations are ass no doubt about it but if you get the speed-up perk it improves it ten fold, I have no idea why they made him so slow smh
Those are Generations base speed and controls dude! Equipping him with skills like Speed up, Acceleration, Power Break, Athleticism, etc makes the controls shit on Unleashed.
@@TheJmack90 That take weak me to be honest. Imagine saying Generations controls almost as bad as Forces💀💀💀 and it's definitely a skill issue on the guys part as he was playing crisis city act 2 which is one of the most challenging levels in Generations and it's one of my favourites to Speedrun. If you're bad at Generations platforming then just don't play that level as it requires skillful play 🗿🗿🗿
Exactly - the skills make a ton of difference. Personally, I feel that, while "controllable", Frontiers feels extremely unnatural. Like, Sonic can IMMEDIATELY turn in any direction no matter his speed, he can IMMEDIATELY stop at any moment if you let go of the left stick (which is very annoying, because in every other game he slowly decelerates, he only brakes if you push the stick in the opposite direction). It feels *way* too arcade-y. Generations with skills, on the other hand, feels "just right". Tight enough, controllable enough, on-the-rails enough, floaty enough, sharp enough, NATURAL ENOUGH. Especially his jump is the best it's ever been in the series, so, I don't know why they disliked the jump at all. To each their own, surely, but it's a significant hot take.
I think they made the controls slippery in generations to account for the drift quick step and stomp and they made his homing attack shorter for platforming soooo yeah
The thing is in frontiers sonic feels nice in the overworld but in the boost stages he feels absolutely terrible to control to the point it brought the game down and made me not want to play those stages or the game again
Trying to do a super Sonic run in crisis city act 2 made the controls being bad very apparent as I tried to get as many rings early on with them being spread across tiny platforms. He couldn’t turn or gain enough momentum to go around a very small platform and was just very stiff.
Bruh Sonic Generations is one of my favourite Sonic games yet I still agree that the controls feel heavy and slippery. Edit: also after reading the comments it looks like almost everyone agrees that Generations controls feel like trash, glad it wasn't just me.
Honestly? I prefer the way the boost games handle to the Adventure games. Blasphemy I know, but I always found him too be too floaty and sensitive in SA1 and 2. In the boost games it felt like he had actual weight, and you had to put effort into steering yourself and managing your speed. It reminded me more of the Classics than the Adventure games did.
Hmm that’s fair, from what I’ve seen the adventure jump seems really high and bouncy, not sure how it translates to gameplay but that’s definitely interesting!
Generations is so slippery it’s like sonic put soap on his shoes. SOAP SHOES LOL
Год назад+1
I love when Sonic controls like a motherfucking sovietic tank. So much potential velocity stored in such little hedgehog. But I don't blame anyone for not liking it, its not comfy for a platformer. But this isnt a platformer, its a boost game B). But aside from that IDK why making a good jump was so hard for them. At least doesnt have the Frontiers problem of the Mario 64-esque full 360 degree rotation instead of air braking when changing direction.
To be fair, games featuring the boost have the most amount and most intricate platforming as far as 3d Sonic games go. And it usually feels better than in the other 3d Sonic games.
Forces air boost was awesome! Truly one of the best things about that game. Yet, Sonic Team with their usual 180 turns, decided to scrap yet another good idea from a bad game. (With the "usual 180 turns" I mean how, after a bad game, they decide to scrap everything about it altogether. For example, Sonic 06 was a bad game but Shadow's story and character was perfect. After 06, they completely revamped Shadow into an unnecessary edgelord and he was ruined.)
Okay saying generations controls is almost as bad as sonic forces is just wrong imo. That there is a skill issue diamond, even tho I do agree on the light speed dash being limited to specific lines of rings is dumb. imo generations jump is the best single jump, and it suits the level design of generations which adds more platform elements than unleashed
With Gens you can correct Jumps with the Homing Attack as a extra bit and of Jump, 2D platforming feels pretty fine like whenever theirs wall jumping that’s so satisfying & easy to do in Gens but I found myself yesterday pretty much slipping of platforms in crisis city
for me the best controlling boost game is unwiished, the controls in that game feel really tight, even at very high speeds, i keep finding myself drifting just to slightly adjust my position and it feels great! the one thing that i don’t like in unwiished is that at lower speeds it feels awful to control, although the game very rarely has you slow down to do some platforming, especially if you take the fastest route
I agree with how stiff as heck Generations and Forces are after playing a lot of Frontiers. I swear I thought I was delusional and playing a different game but nope. Glad to know I wasn't the only one to see the difference after Frontiers. (Also, nitpicking here but wish you got higher quality footage since there are some footage that are stuck in 2007 240p.)
Yeah gens honestly doesn’t feel too great, but also on the video quality that’s because I’m a switch player and that’s all I can really do, the other footage in this video is from other RUclipsrs, I’m pretty poor lol
guess its different for everyone, but i really had no problems with generations, don’t see how you could go so far as to compare it to forces. the jumping is kinda meh tho
It's nice to see someone share my complaints about how crappy Gens feels to control. Its a shame really, if it wasn't for that I'd probably still play vanilla Generations boost stages. Thank goodness mods are a thing though, because I cant deal with a game that controls like Gens. (The same goes for classic sonic too).
@OctoOOZ Imagine Unleashed Controls but with even slower turning, an half-uncontrollable jump that requires you to be a whole Sonic's height a platform to actually land on it, an air boost that can't transition to the ground and sends you way too far to be used effectively, a stomp that can hardly cancel your momentum and at half Unleashed's speed and a general feeling of an artificial controlling of Sonic. By that I mean he doesn't feel smooth to control, even down to how animations transition between each other make him feel clunky. He also bounces off walls on the side like a pinball, which is a pain in stages like sky sanctuary and crisis city. Now in Unleashed, this may not be that bad. But imagine if all the levels I Unleahed had the same focus on tight platforming as Dragon Road's third spinning platforming section. It would be hell. Yet that is how half the 3D sections in Gens work. Painful platforming.
@@jazzy_burrito all of the problems you mentioned are problems with unleashed as well, and the one's concerning a lack of controll in my and many others opinion are much worse in unleashed
@The Friendly Default But Unleashed understands and accommodates this(I'll admit, not in the entrance stages), but Gens just doesn't. I still think that besides the drift, Unleahed controls better in every aspect. I do have one nitpick with Unleashed tho, and that's when you can't boost during certain scripted sections. Like whenever you land on a Dragon in Dragon Road.
@OctoOOZ It's something you more feel when playing than just watching, but if you watch Unleashed gameplay and Gens gameplay back to back, you could see things such as how odd a short hop or landing from a jump or landing from a rail switch (the rail switch one is the most offensive one honestly) looks in Gens. It's really a small nitpick that people who have only played either game wouldn't really notice, but as someone who has extensively played both and does some animation of their own, It bothers me a bit, particularly because Unleashed got it all right.
@@jazzy_burrito funny you metion side jumping of of a rail to running because that has one of the largest fraim counts for transition animations for both games
Frontiers has Good Ground controls but being able to Smoothly run in a Circle doesn’t automatically make amazing controls. It has so many other Problems, ESPECIALLY in 2D which you didn’t talk about. The 2D controls in Frontiers are HORRENDOUS, they’re so bad that it makes Forces 2D Controls feel AMAZING. Though that might just be because FORCES LEVEL DESIGN IS ACTUALLY MADE WITH ITS CONTROLS IN MIND!
That’s true actually, frontiers I think is maybe a bit worse in 2D, I go more in depth on how he controls in 2D in my review, but for sure I hate how when you jump in 2D, momentum is killed even more than it already is in 3D
@@oreogod1985 After watching some Sonic 4 gameplay, You’re right. It’s truly incredible how Sonic Doesn’t completely come to a Stop when you let go of the analog stick, or how Sonic KEEPS (😱) his momentum after Jumping into an Enemy. What’ll Sonic Team think of next, Speeding up when Going Downhill? The light Speed Dash keeping your momentum? The Quick Step not having input Lag or straight up not working sometimes?
Frontiers' Cyber Space controls are completely different than Open Zone controls. Even Open Zone's 2D feels bad but Cyber Space's 3D AND 2D feels much, much worse than Forces, worst Sonic controls in any game
Sonic and the secret rings was technically the first boost game coz there was a ability which gave you a huge burst of speed for I think 2 or 3 seconds.
@@rennaqui I think SR and rush released the same year but idk which one released first Edit: you are right, secret rings was 2007 and rush was 2005. I’m sure SR was the second boost game.
Frontiers control suffer from lack of momentum, he stops on a dime and does hairpin turns as if there's no momentum. It's incredibly jarring and feels wonky to control. Something Sega really needs to address in a follow up game.
Tbh I didn't like how Frontiers felt. Stopping on a dime felt very unnatural, the lightspeed dash stops abruptly, the 3 jump button presses to drop dash didn't really bother me though lol. I still feel like the adventure games control better than Frontiers. My main problem with the way Frontiers and Adventure both control is the sensitivity when at high speeds. Hitting some obstacles will kill your speed completely, and that was something the likes of Unleashed/Colors/Gens somewhat fixed by making Sonic more stiff at high speeds. Overall, I think they're getting closer to the best possible controls, but the Adventure games rule supreme in this regard so far imo
Huge +1 to this. Frontiers Sonic is the most controllable, but this doesn't mean good or natural. Stopping instantly, turning instantly, while good for controllability, feels very weird.
Unleashed had better controls than generations, why didn't anyone tell me. I never played either but people said Sonic generations had best controls, either A. They Modded it to make it feel better or B. because game journalists crapped on Unleashed so much no one took the time to appreciate that game's controls
I finished unleashed 2 days ago, and I have to say You feel a lot more in control in gens while unleashed is more fast and frenetic, it's actually scary to mess up in unleashed Also, unleashed has a lot of bugs, that is specially noticeable in the end part of savannah citadel All in all, i enjoy more unleashed controls because is more challenging
Don't let this video deceive you. I've played and 100% both, I even speedrun both and all I have to say is play Dragon Road act 1 in Unleashed... After that play it in Generations with the Unleashed Project on PC and you will see what I'm saying. Generations shits on Unleashed in terms of controls, the drift in Unleashed barely works, The stomp carries horizontal velocity in Unleashed which makes you dies if you decide to stomp at high speeds in a platforming section, the controls in Unleashed are wayyy to slippery, the person that complained in the video probably has a skill issue as it really shocked me when he compared if to Sonic Forces of all games and I'm not even sure he played his Generations with a "Skill set" like Speed Up, Blast off, Acceleration, Power Break etc which makes his controls even better.
I love frontiers but the air boost is terrible in that game, you jump and boost and barley move over and inch, I'm not saying make it op like in unleashed but make it so you actually gain distance.
It's because the collision is broken. You know, Sonic jumps up and down and all around when you're running, sometimes blasts off a slope and sometimes hits rock bottom. If you were going in a straight line and not through rocky/mountainous terrain, it'd feel much better.
Looking through the comments you will find many people who agree gens doesn’t control good. The guy is a smash bros god there’s no way he of all people would have a skill issue lol
Frontiers has better controls than in Forces… until Cyberspace is involved. I find his controls compared to Forces to be very VERY stiff for the button inputs.
@@superizillian957 I don’t know! I’ll give credit to Forces, it at least felt a hell of a lot more snappy and responsive compared to this game. I hate the downgraded Boost to. The most that should’ve happened is to not damage enemies. I played through a few of the open zones with an infinite Boost Code… it’s a hell of a lot more fun and it flows better imo.
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PK, Diamond, who could be next?
@@Itz_Kwame we’ll see what happens!
@@oreogod1985 What about cyberspace physics. Yes, Cyberspace physics. Also there is drift in cyberspace 3-5
you never had to invite diamond to the video 💀
but everything else you did a pretty good job
The one thing that I don’t like about the momentum when you jump your momentum is just is killed after you jump
SEGA was so confident in Sonic's controls for Frontiers that they made one of the biggest gimmicks running in circles
That's eggactly what I was thinking!
"EGG"
is this a good or a bad thing🤔?
@@waytoolazyy Good 😁
after watching the video half way thru. i realized that it is a good thing
3:42 Huge thanks for your friend bro!!
It was getting pretty cold here, but that hot take warmed up my whole house.
Good one lol
I think why unleashed also controls better at low speeds is because unleashed had hub worlds unlike generations. Sonic had to at least control well in the hub worlds which is something generations got rid of.
"better" isn't exactly how I'd put it but that's highly dependent on level design
@@SoniaSpectrumhi
@@SoniaSpectrumagree
@@RameNoodlshey!
The best thing Frontiers did was giving the boost gauge a cool down; the meter will refill for a few second rather than having the player refill it manually.
Yeah the boost got buff and nerf which is good
And they made it better on update 2🎉
You can actually have infinite boost by drawing a sideways 8 with that said boost
@@granfill…you mean an infinity sign?
It wouldn't work in Frontiers because rings are non existent
5:20 “He just…shuffles”
Missed opportunity for a joke there
Technically the boost has been a thing since 2005 with sonic rush
Yeah but it was sonic unleashed was the first boost game that was 3d.
If we're taking about technicalities, there was still 3D in Rush. You're not boosting during these sections, but semantics.
Even more technically, since Sonic Advance 2.
Heroes?
Sonic heroes, 2003, with the special stages
That dude talking about generations had skill issue 💀
nah he's telling facts
Yeah, I haven't played the game, but his examples are him just simply not playing well. The fact that someone who hasn't played the game like me can see that he just had a skill issue is a problem.
EDIT: I should clarify, I did play Gens when I was really young, but I barely remembered it. After playing it in Sonadow Gens I can confirm it was 100% a skill issue.
@@yoboi8972I don't really agree, besides some of the platforming being ass, every statement he made was somewhat false and or just a skill issue.
@@cringlord1920what about the boost makes you feel so slow?the game is mid not gonna lie
The Forces in Sonic Forces makes sense now, they meant the force of my controller hitting my monitor due to the shitty controls! Bravo SEGA!
Bro😂
My response that no one asked for about gens is that I agree to a point but unleashed was way too slippery at high speeds. You physically can not slow down quickly, and idk how you consider sonic's turn while boosting to be tight. The platforming sections were a bit jank, but so were unleashed's, and I don't want to come off as rude here, but it doesn't take much practice to become proficient in even those sections.
Facts
Unleashed platforming barely existed but when it was did it was indeed pretty jank. I'd say generations is easy to get to a decently high level of playing simply because of how well constructed the physics are for high level players. whereas Unleashed didn't really have much thought put into the actual physics
Idk. I’ve always preferred unleashed controls favourably since I was younger. Even after revisiting the game when I was older, it just feels better to me. Yeah it was slippery but I’d take that any day over the tanky sonic we got in gens.
When I first played gens I enjoyed it but it was so tanky, it felt so weird. There is a reason why people still want an unleashed port to PC despite there being a 1:1 recreation of all of the unleashed stages excluding Eggman land
@@jamrah8713 what do you meen by tanky
@@SoniaSpectrum
Eh, Unleashed had more sophisticated physics than any other 3d Sonic game, including Generations, although they are similar. Also, Unleashed had plenty of platforming, even if most of it was in side acts.
I cannot lie the amount of times I've died at that light speed dash section in chemical plant during speed runs is insane.. it's so unresponsive
Sonic unleashed, colors, and forces,: yeah, we be moving fine, just going straight
Sonic frontiers: CIRCLE
In Colours, the boost is used more as a burst of speed, and knowing when and where you need that burst of speed to get across platforms is quite interesting. Sonic's aerial momentum in Colours is so nice as well, the double jump tying things together as you find the best way to blitz across the level design.
agreed. the control in frontiers is great in the open world but once you get into cyberspace it controlls so badly, million times worse than the previous boost games (not including forces because obviously). If they could do anything is to have the boost similar to colours as i am certain that there wont be a game that controls in boost as well as unleashed and generations. colours runs of a different physics engine and has just different physics but if they could extract the colours level of boost control at least to the cyberspace stages it would be almost a perfect game for me.
I find Colors to be the third best boost game, it's only my opinion but I like Generations and Unleashed more, this video did say that there would be some opinions in it which is fine by me but a lot of them came off as being true when it's not as black and white.
I think that the Frontiers jump shouldn't be that hard to fix without taking control from the player.
I think that Sonic Team should bring back the short hop from Gens and Unleashed (the little jump that happens when you slightly press jump) but instead of making it like it’s either a short hop or a full jump they should make it where the longer you hold the jump Sonic loses more speed but gains more height and vice-versa, and make an animation with Sonic going from a short hop to the Spin Jump so the player can easily see when they should let go of the jump so they reach their destination, in this case Sonic doesn't lose speed immediately like Frontiers and isn't a nightmare to control like Forces.
They could add a toggle for air momentum. The game starts with inertia turned off by default, but the player can enable it in the menu.
@@bluestar5812they added that
Resuming the Generations part:
Skill issue
Accurate. I felt like dying when he compared the controls to Forces and said he hates the game.
@@marguya4643 "Look at this clip, the controls are so bad" and shows a clip of him running to a death pit in planet wisp where he could just jumped and boosted, like, wtf
@@maomax8922 That was a very fraudulent act on his part, anytime I play that level you can pass that short bottomless pit by doing a Boost and a short hot and it's really rewarding to do.
fr
yea
The thing I really like about this channel is talking about the little but huge things new gen sonic players don't really talk about game mechanics and level of detail!
keep up the good work OreoGod!
Thanks so much! The little details always interest me so it’s nice to be able to be vocal here!
Did he just criticize Generations??? Never thought the day would come where I see that happen...
Ik bro i js wouldnt let that slide.
Generations is kinda mid,why?level taken from the past so the originality is 0,ok about level design wtf is so great about it?there is nothing to enjoy like unleashed ,the levels are to easy to master no S ranks to grind for,the boost is super wrong it feels so slow,2D sections all over the place and so on and color wisp....really?
@@TascaBeni No originality?..
BUDDY ITS A ANNIVERYSIARY GAME DUHHH.
@@Tht1SonicFan so?wasted opportunity to make something original and something good,not as boring as this
@@TascaBeniliteral your opinion, and ur allowed to have that. However, there's a reason why most ppl like Generations...
Exactly for frontiers could completely agree, but the one thing that annoys me is it has no hit on enemies in cyberspace and doesn't feel fast at all in it too since all enemies are one hit.
Other than that love the vid keep up the great work
Yeah and when you hit enemies the time it takes to actually move again takes a WHILE
Thank you!
Why does nobody talk about how the Boost Formula was a concept from _NiGHTS into Dreams?_ The Drill Dash in that game is basically the boost - it speeds up the player and attacks enemies.
I didn’t actually know about that, but also because nights isn’t sonic
So... About Forces.
Sonic Forces, for some ungodly reason, has 8-direction movement. This means that Sonic is unable to do a full circle like in Unleashed and Frontiers. This also messes up the entirety of Sonic's control and the avatar as well. I still have no idea why SEGA thought 8-directions movement was a good idea.
Wait are you fucking serious. A 3D game with 8 direction movement. Holy shit that’s…the worst decision I’ve ever heard of oh my god
Can't go a month without hearing some insane development decision behind Forces lmao
@@gamejitzu forces really is somethin else
@@oreogod1985 Yeah I'm unfortunately serious. One of the most downloaded mods for Forces on GameBanana is "Full 3D Movement" which attempt to fix it.
@@KingTvlip and I’m guessing even that mod has flaws
You want jump momentum in Frontiers? No problem. Update 2 of Sonic Frontiers is here to cover exactly that.
Should be mentioned that Frontiers gets some bonus points for the extra control sliders it provides in the settings
Oh definitely
Gens had the best controls just because frontiers has awful feeling speed. The controls were still always good for the level design they aimed for. The point of the boost was exactly that you can't control your speed easily, but you can go fast instantly
You can have physics while also not feeling like Sonic is entirely out of your control
The Adventure games do this well
The classics do this well
Colors does this well
It’s just that Unleashed, Generations, and Forces all feel stiff, anti-platforming, restrictive, heavy, tanky, stilted, and unwieldy. I want Sonic to move away from that kind of control for future boost games, and I'm glad Frontiers is doing that.
6:38
Oh Oreogod! I think it’s fixed in the new update!
2:31 After playing Sonic X Shadow Generations (mainly most of the sonic part of it), I 100% agree with what this guy is saying. Now don't get me wrong, I still like Sonic Generations, but the thing that is really holding me back from really liking it is it's fricking controls. Sonic just feels awful to control in this game man, especially his turning, my god it felt like a nightmare. And his acceleration also felt horrible as well, where it just made it felt more awkward to play and sometimes lead me straight to death. Classic Sonic doesn't control better either, he almost feels sluggish as Modern Sonic. To be fair they both do control better then they did in Forces, but that really isn't a high bar in my opinion.
Finally someone with the same opinion on generations as me. I still love generations
I would love to hear your response since it honestly opens up my mind to more information so take this as somewhat of a question but statement at the same time. If you ask me, I honestly think Unleashed is my favorite boost game since not only was it my first but the one I played the most, but in a completely unbiased term it's hard to say which is the best between Generations and Unleashed, I feel like some of the criticisms made towards Generations in this video were pretty biased, now yes he did make some good points like how the 2D platforming felt awkward and somewhat sluggish but then he makes statements like how the movement as a whole feels bad when that's kind of not true, the movement was practically one to one with Unleashed but expanded upon it like having a better drift and not to mention the level design supporting the fast paced gameplay of Gens. I still want to hear your opinion though and I promise to respect it even if I don't completely agree 👍
Actually scratch that... Forces was my first boost game.. actually no.. Scratch that, it was my FIRST Sonic game...
@@cringlord1920 see here's the thing. I actually prefer the drift in unleashed. It's just satisfying once you master it. Generations actually made the drift worse and it's a little too tight. The light dash is just awful in generations i will say that. The stomp in unleashed keeps your velocity keeping your flow while in generations it puts you to a complete stop.
@@aahiljcat There is no reason to master it when it doesn't even do its purpose correctly. Take Skyscraper Scamper for example. Theres this one part where you leave a tunnel and need to drift to get to another one, the problem is that the drift doesn't work since you can't make the right turns that the level design is made for. I'm starting to think that people are purposely making stuff up just to try and win the argument, even the drift which is undoubtedly better in Gens is being called worse than Unleashed, I'm having a hard time believing that you actually think the drift in Unleashed is better and not just making it up just to have an argument
@@cringlord1920 I'm not even making stuff up. I can make every turn properly in unleashed
"up until Sonic Frontiers"
*Shadow Generations creeping right in*
Sonic frontiers update 2 fixed the issue of jump killing your momentum by changing it so you can now toggle an option to keep your boost going, preventing your aerial momentum from dying.
my take on sonic in the boost formula is that sonic works better with open controls in an open area, but vice versa is also true
sonic works in unleashed because the levels are built with sonic's stricter controls in mind, and the open zone of frontiers is the opposite of this
personally, I don't like careening off the edge of the stage due to my controls being either too sensitive or tight (thanks, start of 1 - 2 )
That was interesting. Frontiers’s control is pretty much peak gaming lol. Great video! 👍
In Frontiers, hold the boost button down while jumping and you won't quickly lose momentum.
also on top of that, mapping the boost to the right trigger on controller is honestly such a great idea for frontiers & i hope sega continues that for future games
Oh thank GOD. I thought I was the only one who could see how sluggish and awkward Generations feels to control. Especially in levels like Planet Wisp or that extra mission in Sky Sanctuary with Knuckles.
6:52 I am sorry but, SEEING SONIC FRONTIERS ON THE SWITCH HURTS MY EYES!!!!!
2:31 the Doomsday Music lmao
Finally someone feels the same way about sonic generations as I do. Good level design but it’s bogged down by the bs controls.
Me everytime I play a sonic game: "I hate how he feels I wish he was like my previous sonic game."
I think the same thing about "the previous game."
Honestly, the only issue I have with Sonic's control in Generations is when you have the power ups equipped that increase his acceleration and top speeds. Running around slowly in circles just isn't all that important in a game that's all about maintaining high speed forward momentum, and using those power ups makes him feel so slippery in that regard. And the jumps themselves aren't the problem, but the way the levels are designed around them. Every gap or raised platform is positioned in such a way that your jump has just enough height and/or distance to clear it, but nothing else, so you can't really take advantage of positioning or speed to make better jumps. Those yellow blocks in Chemical Plant shown at 3:12 are a perfect example of this. You just have to jump each block one at a time instead of being able to jump over multiple or clear the entire set through skillful play. It'll even sometimes look like you're just shy of making some extra progress with a jump, but it always ends in disappointment and having to repeat the same platforming challenges in the same way every time.
Yeah that’s why I could never get behind the controls of it, it just felt a bit too clunky for me, haven’t really replayed it much in the last couple years because it’s one of the first things I think of
"Which has technically been a thing since 2008".
Uh, Sonic Rush rang.
I feel like boosting works a lot like moving a car at full speed, turning is hard when moving faster but its normally much easier to go left and right when you arent boosting
That's how it works in general, not just cars.
Hot take: unleashed feels better to play than frontiers
The base controls in Generations are ass no doubt about it but if you get the speed-up perk it improves it ten fold, I have no idea why they made him so slow smh
How did they make Sonic slow? He's basically the same speed as Unleashed Sonic and is definitely faster than Colors, Forces and Frontiers
@@cringlord1920bruh just boost and you will see how sonic is so slow in gens fr
Those are Generations base speed and controls dude! Equipping him with skills like Speed up, Acceleration, Power Break, Athleticism, etc makes the controls shit on Unleashed.
Yeah bro was trippin saying it feels almost as bad as Forces. That’s a WILD take
@@TheJmack90 That take weak me to be honest. Imagine saying Generations controls almost as bad as Forces💀💀💀 and it's definitely a skill issue on the guys part as he was playing crisis city act 2 which is one of the most challenging levels in Generations and it's one of my favourites to Speedrun. If you're bad at Generations platforming then just don't play that level as it requires skillful play 🗿🗿🗿
@@marguya4643 It’s like saying Sonic Mania feels almost as bad to control as Sonic 4. Your credibility would be shot lol
@@TheJmack90 Very
Exactly - the skills make a ton of difference.
Personally, I feel that, while "controllable", Frontiers feels extremely unnatural. Like, Sonic can IMMEDIATELY turn in any direction no matter his speed, he can IMMEDIATELY stop at any moment if you let go of the left stick (which is very annoying, because in every other game he slowly decelerates, he only brakes if you push the stick in the opposite direction). It feels *way* too arcade-y.
Generations with skills, on the other hand, feels "just right". Tight enough, controllable enough, on-the-rails enough, floaty enough, sharp enough, NATURAL ENOUGH. Especially his jump is the best it's ever been in the series, so, I don't know why they disliked the jump at all. To each their own, surely, but it's a significant hot take.
The contorl for unleashed and frontiers is so good I just hope that SEGA doesn’t make the contorl for the next game
The boost in sonic frontiers feel like the run button from lost world
Because my gosh sonic is a snail in those game
Diamond woke up and choose violence
I really think u should've added Unwiished to this cus THAT 1 is interesting to say the least
This was really interesting, so weird that they changed Sonic's movement so much over the span of a couple of games
BOOST YOUR SPIRIT OFF THE GROUND *continue*
IMA SPARK THAT WONT GO OUT
WE CAN GO MUCH HIGHER NOW
GRAVITY CANT HOLD US DOWN!!!
WE’RE ONLY AT THE BEGINNING OF THIS ONE WAY DREAM
IGNITE
Well now jumping doesn’t halt his momentum which is good
I think they made the controls slippery in generations to account for the drift quick step and stomp and they made his homing attack shorter for platforming soooo yeah
I like how Frontiers boost isn’t overpowered
The thing is in frontiers sonic feels nice in the overworld but in the boost stages he feels absolutely terrible to control to the point it brought the game down and made me not want to play those stages or the game again
I have to disagree with Generations. That game has some of the best controls in my opinion.
The doomsday zone music in Diamond's speech made me feel his aggression
1:22 I agree with you.
Also u missed the first update u can do it in cyber space it’s really fun in frontiers
2:46 I've only played Generations before Frontiers and I always thought the turning is that bad in the other 2 games prior LMAO
I find that the boost ANIMATION in forces is the best of them all
Trying to do a super Sonic run in crisis city act 2 made the controls being bad very apparent as I tried to get as many rings early on with them being spread across tiny platforms. He couldn’t turn or gain enough momentum to go around a very small platform and was just very stiff.
I've been playing both unleashed and gens for a long time and always felt gens controls to be way worse, i think i know the reason now
OreoGod in 3000:
Ranking every ring in sonic games
There may or may not be a certain video planned for April 1st👀
Bruh Sonic Generations is one of my favourite Sonic games yet I still agree that the controls feel heavy and slippery.
Edit: also after reading the comments it looks like almost everyone agrees that Generations controls feel like trash, glad it wasn't just me.
Your videos are pretty fun
Sonic forces is really hard to control and for me as well the characters are so so slippery
Honestly? I prefer the way the boost games handle to the Adventure games. Blasphemy I know, but I always found him too be too floaty and sensitive in SA1 and 2. In the boost games it felt like he had actual weight, and you had to put effort into steering yourself and managing your speed. It reminded me more of the Classics than the Adventure games did.
Hmm that’s fair, from what I’ve seen the adventure jump seems really high and bouncy, not sure how it translates to gameplay but that’s definitely interesting!
@@oreogod1985 you should try them out if you haven't already,
Geez, Diamond had a big rant. Good topic!
Your videos are always so good! You deserve at least another 30k subs!
Keep gong and keep improving!
Thanks so much! I’m gonna keep working hard!
Great video as always, man! 👍👍
Generations is so slippery it’s like sonic put soap on his shoes. SOAP SHOES LOL
I love when Sonic controls like a motherfucking sovietic tank. So much potential velocity stored in such little hedgehog. But I don't blame anyone for not liking it, its not comfy for a platformer. But this isnt a platformer, its a boost game B). But aside from that IDK why making a good jump was so hard for them. At least doesnt have the Frontiers problem of the Mario 64-esque full 360 degree rotation instead of air braking when changing direction.
To be fair, games featuring the boost have the most amount and most intricate platforming as far as 3d Sonic games go.
And it usually feels better than in the other 3d Sonic games.
Crisis City Modern is some of the least-fitting level design for Sonic's controls in Generations.
@@beeeffgee10k
Not really, seeing as the controls fit perfectly well with the challenges that the level provides.
i alwaysed loved air boosting in forces but tbh the sonic rush trilogy I believe handled boosting the best
Forces air boost was awesome! Truly one of the best things about that game. Yet, Sonic Team with their usual 180 turns, decided to scrap yet another good idea from a bad game.
(With the "usual 180 turns" I mean how, after a bad game, they decide to scrap everything about it altogether. For example, Sonic 06 was a bad game but Shadow's story and character was perfect. After 06, they completely revamped Shadow into an unnecessary edgelord and he was ruined.)
As a Sonic Frontiers player in 2024, I can confirm that the momentum cancel has been fixed
Okay saying generations controls is almost as bad as sonic forces is just wrong imo. That there is a skill issue diamond, even tho I do agree on the light speed dash being limited to specific lines of rings is dumb. imo generations jump is the best single jump, and it suits the level design of generations which adds more platform elements than unleashed
Lost World is my favourite sonic game
With Gens you can correct Jumps with the Homing Attack as a extra bit and of Jump, 2D platforming feels pretty fine like whenever theirs wall jumping that’s so satisfying & easy to do in Gens but I found myself yesterday pretty much slipping of platforms in crisis city
for me the best controlling boost game is unwiished, the controls in that game feel really tight, even at very high speeds, i keep finding myself drifting just to slightly adjust my position and it feels great!
the one thing that i don’t like in unwiished is that at lower speeds it feels awful to control, although the game very rarely has you slow down to do some platforming, especially if you take the fastest route
I agree with how stiff as heck Generations and Forces are after playing a lot of Frontiers. I swear I thought I was delusional and playing a different game but nope. Glad to know I wasn't the only one to see the difference after Frontiers.
(Also, nitpicking here but wish you got higher quality footage since there are some footage that are stuck in 2007 240p.)
Yeah gens honestly doesn’t feel too great, but also on the video quality that’s because I’m a switch player and that’s all I can really do, the other footage in this video is from other RUclipsrs, I’m pretty poor lol
@@oreogod1985 Switch gameplay is alright, I'm just saying for the other footage in this video lol
@@JadtheRad really? At which time stamp lol just wondering what footage not to use
@@oreogod1985 Unleashed Cool Edge
@@JadtheRad ohh yeah that’s one I gotta delete lol
Bruh Generations controls PERFECTLY and there’s literally nothing wrong with it
Except the light speed dash, it could’ve been better
guess its different for everyone, but i really had no problems with generations, don’t see how you could go so far as to compare it to forces. the jumping is kinda meh tho
It's nice to see someone share my complaints about how crappy Gens feels to control. Its a shame really, if it wasn't for that I'd probably still play vanilla Generations boost stages. Thank goodness mods are a thing though, because I cant deal with a game that controls like Gens. (The same goes for classic sonic too).
@OctoOOZ Imagine Unleashed Controls but with even slower turning, an half-uncontrollable jump that requires you to be a whole Sonic's height a platform to actually land on it, an air boost that can't transition to the ground and sends you way too far to be used effectively, a stomp that can hardly cancel your momentum and at half Unleashed's speed and a general feeling of an artificial controlling of Sonic. By that I mean he doesn't feel smooth to control, even down to how animations transition between each other make him feel clunky. He also bounces off walls on the side like a pinball, which is a pain in stages like sky sanctuary and crisis city.
Now in Unleashed, this may not be that bad. But imagine if all the levels I Unleahed had the same focus on tight platforming as Dragon Road's third spinning platforming section. It would be hell. Yet that is how half the 3D sections in Gens work. Painful platforming.
@@jazzy_burrito all of the problems you mentioned are problems with unleashed as well, and the one's concerning a lack of controll in my and many others opinion are much worse in unleashed
@The Friendly Default But Unleashed understands and accommodates this(I'll admit, not in the entrance stages), but Gens just doesn't. I still think that besides the drift, Unleahed controls better in every aspect. I do have one nitpick with Unleashed tho, and that's when you can't boost during certain scripted sections. Like whenever you land on a Dragon in Dragon Road.
@OctoOOZ It's something you more feel when playing than just watching, but if you watch Unleashed gameplay and Gens gameplay back to back, you could see things such as how odd a short hop or landing from a jump or landing from a rail switch (the rail switch one is the most offensive one honestly) looks in Gens. It's really a small nitpick that people who have only played either game wouldn't really notice, but as someone who has extensively played both and does some animation of their own, It bothers me a bit, particularly because Unleashed got it all right.
@@jazzy_burrito funny you metion side jumping of of a rail to running because that has one of the largest fraim counts for transition animations for both games
Frontiers has Good Ground controls but being able to Smoothly run in a Circle doesn’t automatically make amazing controls. It has so many other Problems, ESPECIALLY in 2D which you didn’t talk about. The 2D controls in Frontiers are HORRENDOUS, they’re so bad that it makes Forces 2D Controls feel AMAZING. Though that might just be because FORCES LEVEL DESIGN IS ACTUALLY MADE WITH ITS CONTROLS IN MIND!
That’s true actually, frontiers I think is maybe a bit worse in 2D, I go more in depth on how he controls in 2D in my review, but for sure I hate how when you jump in 2D, momentum is killed even more than it already is in 3D
@@oreogod1985 Not “just a bit” worse, I’d argue it’s the worst 2D Controls in the series
@@Terminal_Apotos …now that you mention it I think you’re right. Even sonic 4 wasn’t this bad
@@oreogod1985 After watching some Sonic 4 gameplay, You’re right. It’s truly incredible how Sonic Doesn’t completely come to a Stop when you let go of the analog stick, or how Sonic KEEPS (😱) his momentum after Jumping into an Enemy. What’ll Sonic Team think of next, Speeding up when Going Downhill? The light Speed Dash keeping your momentum? The Quick Step not having input Lag or straight up not working sometimes?
Frontiers' Cyber Space controls are completely different than Open Zone controls. Even Open Zone's 2D feels bad but Cyber Space's 3D AND 2D feels much, much worse than Forces, worst Sonic controls in any game
Great video as always but the first ever sonic game that uses the boost formula was sonic rush which was released on 2005.
Sonic and the secret rings was technically the first boost game coz there was a ability which gave you a huge burst of speed for I think 2 or 3 seconds.
Nah, it was actually Sonic Rush
@@rennaqui ok
@@rennaqui I think SR and rush released the same year but idk which one released first
Edit: you are right, secret rings was 2007 and rush was 2005. I’m sure SR was the second boost game.
Mom no time for a bath, Oreo God uploaded!
Frontiers control suffer from lack of momentum, he stops on a dime and does hairpin turns as if there's no momentum. It's incredibly jarring and feels wonky to control. Something Sega really needs to address in a follow up game.
I agree with everything except for the level design argument on Gens. W vid
Tbh I didn't like how Frontiers felt. Stopping on a dime felt very unnatural, the lightspeed dash stops abruptly, the 3 jump button presses to drop dash didn't really bother me though lol. I still feel like the adventure games control better than Frontiers.
My main problem with the way Frontiers and Adventure both control is the sensitivity when at high speeds. Hitting some obstacles will kill your speed completely, and that was something the likes of Unleashed/Colors/Gens somewhat fixed by making Sonic more stiff at high speeds.
Overall, I think they're getting closer to the best possible controls, but the Adventure games rule supreme in this regard so far imo
Huge +1 to this. Frontiers Sonic is the most controllable, but this doesn't mean good or natural. Stopping instantly, turning instantly, while good for controllability, feels very weird.
The sa games also suffer from poor momentum implementation similar to Frontiers.
Unleashed had better controls than generations, why didn't anyone tell me. I never played either but people said Sonic generations had best controls, either A. They Modded it to make it feel better or B. because game journalists crapped on Unleashed so much no one took the time to appreciate that game's controls
I finished unleashed 2 days ago, and I have to say
You feel a lot more in control in gens while unleashed is more fast and frenetic, it's actually scary to mess up in unleashed
Also, unleashed has a lot of bugs, that is specially noticeable in the end part of savannah citadel
All in all, i enjoy more unleashed controls because is more challenging
Don't let this video deceive you. I've played and 100% both, I even speedrun both and all I have to say is play Dragon Road act 1 in Unleashed... After that play it in Generations with the Unleashed Project on PC and you will see what I'm saying. Generations shits on Unleashed in terms of controls, the drift in Unleashed barely works, The stomp carries horizontal velocity in Unleashed which makes you dies if you decide to stomp at high speeds in a platforming section, the controls in Unleashed are wayyy to slippery, the person that complained in the video probably has a skill issue as it really shocked me when he compared if to Sonic Forces of all games and I'm not even sure he played his Generations with a "Skill set" like Speed Up, Blast off, Acceleration, Power Break etc which makes his controls even better.
@@octoooz1539 I know how to do it already. But it's just nonsense how the game doesn't teach you that
I love frontiers but the air boost is terrible in that game, you jump and boost and barley move over and inch, I'm not saying make it op like in unleashed but make it so you actually gain distance.
It feels especially terrible during Knights introduction Gameplay section
Unleashed and generations will probably be the best sonic boost game forever
Well, I hope they manage to make something better lol
That Gens Control slander was pretty harsh like d a m n
Another amazing video 🗿🍷
Amazing vid! Personally, I hate the power boost in frontiers I think it makes Sonic go too fast and makes him hard to control.
It's because the collision is broken. You know, Sonic jumps up and down and all around when you're running, sometimes blasts off a slope and sometimes hits rock bottom. If you were going in a straight line and not through rocky/mountainous terrain, it'd feel much better.
3:38 felt extremely forced tbh. I have never seen anyone else die there.
2:59 DAWG YOU'RE JOKING BRUH :/
I like the Unleashed, Frontiers, Generations, and Unleashed Wii/PS2 controls.
I don't know man, to me that generations control rant sounds like a *skill issue*
Looking through the comments you will find many people who agree gens doesn’t control good. The guy is a smash bros god there’s no way he of all people would have a skill issue lol
Please tell Diamond to never cook again bc he damn near killed my whole family by leaving the oven on.
Frontiers has better controls than in Forces… until Cyberspace is involved.
I find his controls compared to Forces to be very VERY stiff for the button inputs.
Why did they even change the controls for cyberspace in the first place?
@@superizillian957
I don’t know! I’ll give credit to Forces, it at least felt a hell of a lot more snappy and responsive compared to this game.
I hate the downgraded Boost to. The most that should’ve happened is to not damage enemies. I played through a few of the open zones with an infinite Boost Code… it’s a hell of a lot more fun and it flows better imo.