For those levels, they probably reused older levels a lot so the new level designers know what makes a good Sonic level and then they used that knowledge to create more original stages toward the end of the game.
Severely underrated comment, dude! These names are awesome and super clever! Combining the names of the levels they're inspired from is genius! Why didn't Sega come up with this?
Cyberspace in frontiers is supposed be tailored to sonics memorys/past levels just a lil distorted, lost in time. But in a way they’re our memories too bc we’ve been here before, we’ve experienced a good amount of these levels. Going back thru them finding out what each level reminds of, what game their taken from will be fun to experience.
Well *supposed* to be tailored to sonic’s past. I’ve already spotted a stage based on sky rail and it’s a stage that (to my knowledge) sonic has never been to before. Only logical explanation I can come up with is “in the *VERY EARLY* trailers of sa2 sonic was the one who went through sky rail instead of shadow” which, cool reference *but* still not an in universe explanation
Yeah! It's so cool how those levels aren't specifically just one area! (Maybe Speed Highway too?) So... Why didn't they do that with the other level aesthetics? It would've been so cool if the "green hill" levels were like a mix of Green Hill, Emerald Hill, and Palmtree Panic or something like that! Y'know, if there was only going to be 4 distinct level aesthetics in the game XD
@@amytheprettyweirdfangirl3786 you know the answer, but it's because they're just using generations textures and generations didn't have those levels.
yes, so they were able to reuse the assets of it. how could they reuse the assets of the one I responded to's suggestion if the only assets are 16 bit? @@MickeyMouse-lw9hg
Anyone noticed at 5:10 (or green hill classic stage 1-6) The choppers jump out of non-existent water then Classic Chemical plant (stage 4-6) is devoid of any rising water hazard, when anyone who's played chemical plant knows it's a water hazard level given the levels are based on sonic's memories it seems he's repressed any memory of any water hazard at all!
I love these levels so much.. the song gives me 2000s nostalgia and all that stuff floating in the background makes it feel like a dream I would have. It's beautiful
Biggest problem with these levels is that they're indistinguishable from each other. The aesthetics, the music, it all just blends together. They don't even have _names._ just numbers.
Making the stage less memorable and appealing since there is no name, the most memorable thing in the stages are the music the level design however is easily forgotton since they are a re-used and far more inferior to the originals. *BUT* i really like 1-7 in frontiers it really support the gameplay style.
Not as good as Unleashed, but surely fun ! In combinations with the open zones, and the great music, it's definitely one of the best sonic games in my opinion.
I’d say much better than Colors and Forces but not as good as Generations or Unleashed. However there are some levels in cyberspace that do reach that unleashed level quality.
@@stevensanchez8061 Imma have to do a Colors replay or something. Maybe I’m exaggerating how hard it “fell off” but I just don’t like it nearly as much as I did before. Unlike Forces though, I did have enjoyment from Colors.
Cyberspace looks short but fun, looks lazy but visually stunning, looks repetitive but the music slaps and, overall, is good enough for have some good time.
@@HobbZyV3 Not entirely, but I wasn't able to recognize any of the layouts myself and I haven't found anyone that's figured them out yet. Hence why I didn't list them.
man I thought it was amazing some levels are inspired by Sonic generation levels in the classic and modern part I loved it because Sonic generation is the first game I played in my life
It's so nostalgic because you watch to see all the references and tell someone I wish I could play this game again and again but when four months pass my dad will give me a pc
@@semu8030 well yeah, but that’s what it’s supposed to be. The other stages hand out S ranks to anyone without even having to try. This one is what an S rank SHOULD BE. It requires mastery of the level design. The other stages don’t.
Normally I would rage and shout in anger, but it was so fun that I would go “NOOOO I WAS SO CLOSE” and start laughing afterwards. It made me rage, in a good way
@@tehCostHD yes, I don’t want to just be given an “s” rank, no I don’t want to do a speedruner and obsess over shaving *MILLISECONDS* for something that should have been a reward for mastery of a level and not LITERAL PERFECTION
I love Green Hill Zone ❤ I hope they make MORE GREEN HILL ZONE !!!! I'm emailing the Sonic Team to add more Green Hill Zone to the next game. I wish every single Sonic game had a Green Hill Zone ❤❤❤
Let's see aside from the Generations and/or original versions of the four stages here, others I could find were: Metal Harbor Green Forest Radical Highway Sky Rail Savannah Citadel Dragon Road Possssibly sections that reminded me of Rooftop Run and Network Terminal but they didn't seem quite the same? Also may have missed a few others
@@sonicboy678 as the first boost level in the mainline sonic games introduced in Unleashed Windmill isle has 3 levels represented in frontiers. 1-1 is The tutorial Level 1-2 is the main 3D stage (of act 2) 1-3 is the 2D section (also from act 2) along with Green Hill, Chemical Plant and Sky Sanctuary (the classic zones) these levels have 3 seperate levels in cyberspace (Generations 2D/3D and classic)
Hmmm. Stages and game play looks goods but... All I see is Green Hill, Chemical Plant, Sky Sanctuary and Speed Highway. I would hoped that frontiers would have variety levels than this. Hopefully if Sega have enough money to add DLC, add different stages like Roof Top, Planet Wisp, Dragon Road or other levels from classic Sonic games. I don't mind if the invisibility have been replaced while boosting. Perhaps while boosting Sega would've add a spin dash for limited time to plow off enemies. That should keep the action thrilling going. That's my only two concerns so far. It just my opinion
The city Cyber Space levels themselves are actually just generic with no clear level of them being based on. Granted, a lot of the levels themselves tend to evoke past levels layouts such as specific segments from Windmill Isle, City Escape, etc., but yeah, it's just Green Hill Zone, Chemical Plant Zone, and Sky Sanctuary Zone. Smells like rose-tinted nostalgia pandering mandates.
People in the comments see original level design and level design used from Sonic Unleashed, Sonic Generations, and Sonic Adventure 2. After researching these games, I think I see why these 3 games were picked for level design. Sonic Unleashed and Sonic Generations had great 2D and 3D sections, and apparently they made the 2D and 3D sections separated. Sonic Adventure 2, while it didn't use this Boost formula, it still had levels where you went from A to B and it was more linear than other games. While it would be cool to see representation from a broader spectrum of 3D Sonic games, I don't see this happening because some 3D games I researched about aren't really built for this style. I do however wish that there were more level themes from the series (I'm especially hoping for the remaining themes from Generations) and the current themes we have in the base game had more "flare" I guess. Maybe tunnels in Chemical Plant? Maybe different weather in the stages for each theme? And also tune up Sonic's controls more without making him overpowered. Other than that, these are some critiques I have from what I've seen.
29:35 I learned this after many failed attempts (and finally after watching this) : You IMMEDIATELY hit that X button the moment Sonic gets in that cannon, or it won't fire him high enough to reach the ledge... Thank you, Shadiochao, for this video.
I find interesting how most of these level layouts are taken from Unleashed and the first 3 levels of Generations..... and then you have the Adventure 2 layout, which is the only game outside of the other two which layouts were taken, I wonder why
@@destoryah nah it's all unleashed gens and sa2, the 3 games generally considered by fans to have the best sonic level design, either the devs agree or they hear us
Can you drop dash in cyberspace? It'd be nice if you could, since they nerfed boost so much. I really enjoyed spin dashing through enemies in the older sonic games. In the boost games, if you find yourself in front of an uphill slop or wall and your gauge is empty, you'd have to either go back and find some enemies, or start the whole level over if there are none; where as with the Genesis and Adventure games, you could just spin dash.
Yes you can, but the drop dash in this game feels akward to use, not because it has bad control, but because there is rarely (or even barely) use for it.
@@foto-nio2913 drop dash is useful for Classic Sonic because he usually has shit acceleration and a quick burst of speed is needed. Modern Sonic usually has Boost which is far more versatile and gives him more speed than a spin/drop dash would. Furthermore in this game you are able to upgrade his boost to go even faster
Didn't get to play them myself, but they look kinda repetitive, yet fun somehow. Maybe that's what they were thought of: a short break from the open world. The only thing is that they seemed to lack creativity in importing the references, being limited to not only but mostly Green Hill, Chemical Plant, Speed/Radical Highway and Sky Sanctuary, aside from the original ones, which compose only a few. Hope they'll think about incrementing their diversity in a future DLC. Also, why the boost feels so lame here lol? It doesn't feel like he's boosting at all.
Yeah, it’s great to see that despite becoming mainly open world, Frontiers did not ditch the traditional “reach the goal” gameplay style that defined the series and gave it to cyberspace
Try blindly boost jumping at every possible instance in order to see which portions are skippable where, then experiment to see which boost jump skips get your times down the most.
Wow, 1-3 looks so pretty. Thank god I have 27 GODAMN SCREENSHOTS OF IT, BECAUSE MY XBOX CONTROLLER DECIDED THE BOOST BUTTON SHOULD TAKE STEAM SCREENSHOTS ALL OF A SUDDEN, DO YOU KNOW HOW HARD IT IS TO PLAY A SONIC LEVEL WHILE TRYING NOT TO BURST OUT LAUGHING FROM THE STEAM SCREEN SHOT SOUND EFFECT PLAYING EVERY OTHER SECOND. IT'S REALLY HARD.
As much as i like Frontiers and as much as I think Cyberspace is pretty good, speedrunning these stages is pain compared to Generations. Cyberspace speedruns are basically "avoid game mechanics to go faster", homing attack slows you down, drifting in that one level slows you down, drop dash(created specifically to maintain momentum) ironically slows you down, everything
I just feel like they are trying to do the same as sonic generations with these cyberspace levels I was expecting maybe something cool like longer tracks I always feel like they make the tracks so short
Only done first too. (Just brought it ) Quite fun. Still little gutted about short length but I like how it’s small “okay here’s normal sonic gameplay sprinkled in”. But yeah we need a break form greens hill after this game Controls really off to me at first too. Sonic feels so artificially slow just so we can’t clear them in like twenty seconds
I find it funny that no one mentions that the red star rings placement it's most of the time pretty worthless since they are just lying out in the open or are require behind dummy easy challenges, without exploration or even a small sense of creativity.
to sum up: green hill zone, sky sanctuary, chemical plant, and maybe speed highway? serioulsy, that's it? different versions, different music, but the levels are far too short and far too samey. couldn't we have a city escape? a touch of sand ocean? perhaps the egg fleet? that one would have fit well, or twinkle park?
Honestly? I really love this video,why? Because it showed me something i wanted to confirmed,the cyberspaces are just a little extra,barely 5% of the entre game,so reusing stuff from the past and only 4 level theme's doesn't annoy me at all,because i don't have a reason to give a fuck about cyberspace in the first place besides getting vault keys quick XD
The most annoying thing about some of the cyberspace levels is that sonics boost doesn’t feel like a boost just a very slight increase in speed. Like having a fraction of bread, a paper thin piece instead of getting a full piece.
I think sega was too scared to make the boost effective Beaucse well... The boost was too broken in sonic forces to the point it made the game look easy.
I boycotted it on release but now I was thinking wat happened to Sonic Frontiers I literally forgot about the game, ngl I hate the fact that there is no drift or sidesteps that's literally the best part
@@jmcfar03 in the interview they said cyberspace had Green Hill, Chemical Plant, Sky Sanctuary, Rooftop Run, and Metropolis. I assume Metropolis was the city, but I’m confused on where they got Rooftop Run from. Possibly the sunset versions of Sky Sanctuary maybe?
something i want to say is that this isnt the first time sega has reused level layouts, in sonic colors for the wii the game land levels all the (number)-1 levels are just the sonic 1 levels. with the water level there its really noticeable.
i do wonder why 2-4 (Radical Highway) and 2-6 (Sky Rail) are present here when they're shadow's levels. also why is 2-4 chemical plant and not speed highway?
I really hope in the Sonic frontiers sequel,all cyberspace levels' designs will be entirely original and not retreads of familiar levels from past 3d sonic games
It's called a light dash if you actually stayed in the sinic community for more than 2 weeks. Also I have no idea, I've focused on sonic fangames so I forgot the controls of this game.
I wish the physics weren't so weird in cyberspace, the stages are actually incredible but the physics and sonic being slightly slower let's it down a lot
Eh... The stages are pretty neat but man just not the same as the Adventure stages. I just love the music and way you can explore a stage in SA1 and 2, find hidden stuff etc. These are all so short. :( Not a buy for me
Seriously bruh all the level themes are reused from old boost games Green Hill - Sonic Generations Chemical Plant - Sonic Forces & Generations Sky Sanctuary - Sonic Generations City - Sonic Unleashed & Forces
Trying to S rank these levels made me realize just how incredibly flawed Sonic’s movement and physics are in Cyberspace It’s so weird because this shit want present in the overworld
Wow, SEGA managed to make boost levels look slow. Even levels are just level layouts ripped from previous games and bonus stages. And I thought Forces was going downhill bad...
Making the pace slower is a good thing if you ask me. In Unleashed (and sometimes Gens) Sonic went so fast that he was hard to control, and during slow sections his handling is very bad. The spectacle of going incredibly fast at all times meant levels are harder to make and overall we got less actual content, because Sonic covers more ground in such a short time (Unleashed has a small amount of daytime stages and most of them beyond Act 1 are entirely boxed in 2D). Forces was just cutscene levels, nothing to say on that. At least with Frontiers, even if some of Cyberspace looks bland, the slower pacing means more effort put into platforming and deliberate movement, which is what Sonic was about from the beginning (look at the classics, or look at the Adventure games).
Sonic frontiers is good asf, bosses, open world. Cyberspaces are actually fun ounce you actually play it yourself. I felt the same over frontiers just watching it on RUclips but as a sonic fan long awaiting sonic on Xbox I had to buy it and I don't regret it at all.
El control del cyberespacio si es algo torpe, pero son solo estos niveles, la zona abierta es más libre en movimiento, al cyberespacio solo le tienes que agarrar práctica
Sonic team's creativity when designing cyberspace: Throw brain in trash Think of the good old day back when women didn't have right And think about green hill Chemical plant Sky sanctuary Road rails Forgot how to design a level since the brain is in trash Reused layout from sonic unleashed generation color and probably force Since they didn't have a brain to think of a new layout And boom this is how we got cyberspace
@@tuangaming4910 the few original cyberspace stages show that sonic team very much can design levels still, they were some of the best in the game, despite the extension they still didn't have the time, money, or man power to fully flesh this out and that's ok, they knew where to focus and we still got some of sonics greatest hits regardless
Fun fact, 7 out of 9 levels on Ouranos Island are entirely original. You can really tell the difference in quality there.
I've noticed too, they are really fun to play compared to just remaking old stages that are not tailored to the controls of this game
iirc the two non original ones are based on Metal Harbour and Generations Chemical Plant Act 1
Yeah I really enjoyed Ouranos island and the higher quality and quantity of cyberspace definitely contributed to that.
For those levels, they probably reused older levels a lot so the new level designers know what makes a good Sonic level and then they used that knowledge to create more original stages toward the end of the game.
It's funny how pretty much everything else declines in quality for Ouranos, but the Cyberspace suddenly starts going hard
Here's my suggestions for proper names for these stages:
1-1 - Green Isle
1-2 - Sanctum Stretch
1-3 - Astral Avenue
1-4 - Sunset Hill
1-5 - Chemical Factory
1-6 - Sprawling Hills
1-7 - City Sprint
2-1 - Bridge Heights
2-2 - Sanctuary Road
2-3 - Action Station
2-4 - Facility Highway
2-5 - Sky Climb
2-6 - Rail Spire
2-7 - Floating Runes
3-1 - Loop Rush
3-2 - Green Rock
3-3 - Sky Citadel
3-4 - Roundabout Railway
3-5 - Drifting Hills
3-6 - Ruin Run
3-7 - Chemical Chamber
4-1 - Metal Depot
4-2 - Manic Metro
4-3 - Chemical Core
4-4 - Skyline Heights
4-5 - Green Gorge
4-6 - Plant Pipes
4-7 - Nightside Run
4-8 - Obelisk Overhang
4-9 - Street Stunts
SEGA, hire this dude!
Severely underrated comment, dude! These names are awesome and super clever! Combining the names of the levels they're inspired from is genius! Why didn't Sega come up with this?
Metal Deport just like Sonic Battle
And Sunset Hill for Advance 3
@@ThisisTheUltimate
And Sky Citadel from Rise of Lyric.
@@DaveMan1K Oh, that one too! I didn't even had noticed
I like how they didn’t change perspectives with these levels. They’re either completely 3D or completely 2D
@@thomasobrien1841 would be better if they were all completely 3d...
I really hate the change from 3d to 2d in levels in generations or forces or any boost game, it cuts the rythm
Cyberspace in frontiers is supposed be tailored to sonics memorys/past levels just a lil distorted, lost in time. But in a way they’re our memories too bc we’ve been here before, we’ve experienced a good amount of these levels. Going back thru them finding out what each level reminds of, what game their taken from will be fun to experience.
Seems like an excuse to use the same locations again and again
Dude, it is not that deep. You sound slow in the head.
Ah yes just like every game in the 2010s.
Well *supposed* to be tailored to sonic’s past. I’ve already spotted a stage based on sky rail and it’s a stage that (to my knowledge) sonic has never been to before. Only logical explanation I can come up with is “in the *VERY EARLY* trailers of sa2 sonic was the one who went through sky rail instead of shadow” which, cool reference *but* still not an in universe explanation
@@aigeneratedwauigi2696 yeah, but this time with a reason to use green hill unlike forces
I love how the city levels are Empire City, City Escape, Radical Highway, and Crisis City elements all combined into one.
Yeah! It's so cool how those levels aren't specifically just one area! (Maybe Speed Highway too?) So... Why didn't they do that with the other level aesthetics? It would've been so cool if the "green hill" levels were like a mix of Green Hill, Emerald Hill, and Palmtree Panic or something like that! Y'know, if there was only going to be 4 distinct level aesthetics in the game XD
@@amytheprettyweirdfangirl3786 you know the answer, but it's because they're just using generations textures and generations didn't have those levels.
@@stanzacosmi It had City escape and Crisis City tho
yes, so they were able to reuse the assets of it. how could they reuse the assets of the one I responded to's suggestion if the only assets are 16 bit? @@MickeyMouse-lw9hg
Anyone noticed at 5:10 (or green hill classic stage 1-6)
The choppers jump out of non-existent water
then Classic Chemical plant (stage 4-6)
is devoid of any rising water hazard, when anyone who's played chemical plant knows it's a water hazard level
given the levels are based on sonic's memories
it seems he's repressed any memory of any water hazard at all!
Makes sense since he can't swim he would dred having to relieve those experiences.
That and also they probably didn’t want to program water for the cyber space levels.
LOOL
Taking Go Back 2 Your Roots a little too literally there
Once again, sonic fans making excuses to sonic team's laziness
I love these levels so much.. the song gives me 2000s nostalgia and all that stuff floating in the background makes it feel like a dream I would have. It's beautiful
It’s funny how all of cyberspace’s runtime is only 30 minutes short of all of the sonic forces stages
They have almost the same amount of levels and theres still a 30 minute gap
Biggest problem with these levels is that they're indistinguishable from each other. The aesthetics, the music, it all just blends together. They don't even have _names._ just numbers.
Making the stage less memorable and appealing since there is no name, the most memorable thing in the stages are the music the level design however is easily forgotton since they are a re-used and far more inferior to the originals.
*BUT* i really like 1-7 in frontiers it really support the gameplay style.
@@ramadhanadriano7650 I don't remember which one 1-7 was and I'm too lazy to look it up
@@PilloTheStar the escape the city one, see even you didn't remember
@@ramadhanadriano7650 that's what I said, they all blend together
Well they’re all part of cyberspace so naturally they’d be similar
Not as good as Unleashed, but surely fun ! In combinations with the open zones, and the great music, it's definitely one of the best sonic games in my opinion.
I’d say much better than Colors and Forces but not as good as Generations or Unleashed. However there are some levels in cyberspace that do reach that unleashed level quality.
@@jesuspernia8031 I agree but idk about colors. I do like most of the stages in that game. Then again there was a lot of filler so I can see why tbh.
@@stevensanchez8061
Imma have to do a Colors replay or something. Maybe I’m exaggerating how hard it “fell off” but I just don’t like it nearly as much as I did before. Unlike Forces though, I did have enjoyment from Colors.
Better than forces? Of course
@@jesuspernia8031 Colors is better than this
Fun fact: at 6:46 when you are in the tunnel it’s actually a reference to the first action stage on sonic adventure2
The whole stage is
Dude
Bruh
Cyberspace looks short but fun, looks lazy but visually stunning, looks repetitive but the music slaps and, overall, is good enough for have some good time.
I'll take this over Forces travesty any day.
@@brandondyer6546 Sonic controlled better in Sonic Forces.
@@bakedbeans5494 🤡🧢🧢
@@bakedbeans5494That’s because sonic didn’t control at all
@@bakedbeans5494absolutely fucking not lmao
Here's each of the stages these are based on, assume all Unleashed level are day stages (will update once I figure more of these out):
*Kronos*
1-1: Unleashed - Windmill Isle Act 1
1-2: Unleashed - Windmill Isle Act 2 (3D sections)
1-3: ??? (Original? Possibly.)
1-4: Generations - Green Hill Act 2 (3D sections)
1-5: Generations - Chemical Plant Act 2 (3D)
1-6: Generations - Green Hill Act 1
1-7: Adventure 2 - City Escape
*Ares*
2-1: Generations - Green Hill Act 2 (2D)
2-2: Unleashed - Dragon Road Act 3
2-3: ??? (possibly based on Unleashed's Rooftop Run Act 1)
2-4: Adventure 2 - Radical Highway
2-5: Generations - Sky Sanctuary Act 2 (2D)
2-6: Adventure 2 - Sky Rail
2-7: Generations - Sky Sanctuary Act 1
*Chaos*
3-1: Adventure 2 - Green Forest
3-2: Unleashed - Savannah Citadel Act 1 (2D)
3-3: Generations - Sky Sanctuary Act 2 (3D)
3-4: Unleashed - Windmill Isle Act 3
3-5: Original (Shares similarities to Unleashed - Savannah Citadel Act 2)
3-6: Unleashed - Rooftop Run Act 2
3-7: Generations - Chemical Plant Act 2 (2D)
*Ouranos*
4-1: Adventure 2 - Metal Harbor
4-6: Generations - Chemical Plant Act 1
All the other 4- levels are original? You sure
@@HobbZyV3 Not entirely, but I wasn't able to recognize any of the layouts myself and I haven't found anyone that's figured them out yet. Hence why I didn't list them.
@@DeskoDev The snowboard sections of the last level (4-9) look like they were pulled from Sonic 06, though I'm not exactly sure.
Pretty sure 1-3 is 2D sections of Windmill Isle Act 2.
Nah, 4-2 is entirely original
man I thought it was amazing some levels are inspired by Sonic generation levels in the classic and modern part I loved it because Sonic generation is the first game I played in my life
It's so nostalgic because you watch to see all the references and tell someone I wish I could play this game again and again but when four months pass my dad will give me a pc
I never hated a level more than 1-2 in this game. It's so hard to get the S rank
Yeah, that’s why the stage is good lol
@@tehCostHD I mean, it's so tight to get the S rank that many other people think the same, it's a generalized topic
@@semu8030 well yeah, but that’s what it’s supposed to be. The other stages hand out S ranks to anyone without even having to try. This one is what an S rank SHOULD BE. It requires mastery of the level design. The other stages don’t.
Normally I would rage and shout in anger, but it was so fun that I would go “NOOOO I WAS SO CLOSE” and start laughing afterwards.
It made me rage, in a good way
@@tehCostHD yes, I don’t want to just be given an “s” rank, no I don’t want to do a speedruner and obsess over shaving *MILLISECONDS* for something that should have been a reward for mastery of a level and not LITERAL PERFECTION
I love how Green Hill, Chemical Plant, and Sky Sanctuary re-use assets and visuals from Generations
I love game companies reusing assets too bud
I love Green Hill Zone ❤
I hope they make MORE GREEN HILL ZONE !!!!
I'm emailing the Sonic Team to add more Green Hill Zone to the next game.
I wish every single Sonic game had a Green Hill Zone ❤❤❤
They should add an emerald coast cyberspace level if they ever do a dlc
Let's see aside from the Generations and/or original versions of the four stages here, others I could find were:
Metal Harbor
Green Forest
Radical Highway
Sky Rail
Savannah Citadel
Dragon Road
Possssibly sections that reminded me of Rooftop Run and Network Terminal but they didn't seem quite the same? Also may have missed a few others
The first one is Windmill Isle Act 1, only simpler in design.
@@sonicboy678 as the first boost level in the mainline sonic games
introduced in Unleashed
Windmill isle has 3 levels represented in frontiers.
1-1 is The tutorial Level
1-2 is the main 3D stage (of act 2)
1-3 is the 2D section (also from act 2)
along with Green Hill, Chemical Plant and Sky Sanctuary (the classic zones)
these levels have 3 seperate levels in cyberspace (Generations 2D/3D and classic)
the level with the boost ring and canon jumping (my god I hate that level)
is a level in rooftop run.
1-7 is Golden Bay/City escape
@@TheHammerGuy94 1-3 is original,
3-4 is act 3
Hmmm. Stages and game play looks goods but... All I see is Green Hill, Chemical Plant, Sky Sanctuary and Speed Highway. I would hoped that frontiers would have variety levels than this. Hopefully if Sega have enough money to add DLC, add different stages like Roof Top, Planet Wisp, Dragon Road or other levels from classic Sonic games. I don't mind if the invisibility have been replaced while boosting. Perhaps while boosting Sega would've add a spin dash for limited time to plow off enemies. That should keep the action thrilling going. That's my only two concerns so far. It just my opinion
Facts we need a space theme if possible like Death Egg or Final Rush/Crazy Gadget
OH yeah that too!!! Aquarium park, Starlight Carnival, Sweet Mountain, City Crisis, Arid Sand etc. Sega have enough memory to add those as well.
The city Cyber Space levels themselves are actually just generic with no clear level of them being based on. Granted, a lot of the levels themselves tend to evoke past levels layouts such as specific segments from Windmill Isle, City Escape, etc., but yeah, it's just Green Hill Zone, Chemical Plant Zone, and Sky Sanctuary Zone. Smells like rose-tinted nostalgia pandering mandates.
Why not original designs?
I mean what's so wrong with them re using old stages. Maybe alot of fans don't mind seeing old classic stages in a newer way. Lol
People in the comments see original level design and level design used from Sonic Unleashed, Sonic Generations, and Sonic Adventure 2. After researching these games, I think I see why these 3 games were picked for level design.
Sonic Unleashed and Sonic Generations had great 2D and 3D sections, and apparently they made the 2D and 3D sections separated.
Sonic Adventure 2, while it didn't use this Boost formula, it still had levels where you went from A to B and it was more linear than other games.
While it would be cool to see representation from a broader spectrum of 3D Sonic games, I don't see this happening because some 3D games I researched about aren't really built for this style.
I do however wish that there were more level themes from the series (I'm especially hoping for the remaining themes from Generations) and the current themes we have in the base game had more "flare" I guess. Maybe tunnels in Chemical Plant? Maybe different weather in the stages for each theme?
And also tune up Sonic's controls more without making him overpowered.
Other than that, these are some critiques I have from what I've seen.
29:35 I learned this after many failed attempts (and finally after watching this) : You IMMEDIATELY hit that X button the moment Sonic gets in that cannon, or it won't fire him high enough to reach the ledge... Thank you, Shadiochao, for this video.
If they would chain these together into full-length stages and sell it for $29.99 or less, I would buy this now.
I hope they will add more cyberspace stages and new islands in next update!
Same
This is a completed game what do you think it is? A demo?
@@evilpico2642 well dlc is a thing and you won't believe what there doing in this game
This didn't aged well
@@TheRebelTitan55It aged better than you thought
I find interesting how most of these level layouts are taken from Unleashed and the first 3 levels of Generations..... and then you have the Adventure 2 layout, which is the only game outside of the other two which layouts were taken, I wonder why
and lost world and colors i think
@@destoryah nah it's all unleashed gens and sa2, the 3 games generally considered by fans to have the best sonic level design, either the devs agree or they hear us
Can you drop dash in cyberspace? It'd be nice if you could, since they nerfed boost so much. I really enjoyed spin dashing through enemies in the older sonic games. In the boost games, if you find yourself in front of an uphill slop or wall and your gauge is empty, you'd have to either go back and find some enemies, or start the whole level over if there are none; where as with the Genesis and Adventure games, you could just spin dash.
Yes you can, but the drop dash in this game feels akward to use, not because it has bad control, but because there is rarely (or even barely) use for it.
@@foto-nio2913 drop dash is useful for Classic Sonic because he usually has shit acceleration and a quick burst of speed is needed. Modern Sonic usually has Boost which is far more versatile and gives him more speed than a spin/drop dash would. Furthermore in this game you are able to upgrade his boost to go even faster
@@iam4026 I was very excited when I heard the drop Dash was going to be in sonic frontiers and I love how it’s controlled but I almost never use it
7:18 you can hear sonic unleashed "cool"
SONIC SKATEBOARD
Homie why didn’t they make the themes based on the actual levels? It’s like mega lazy sonic generations 2
SHUT
@@DonaldVale agreed
Right! They could have done a Death Egg/Final Rush theme and even a snow theme would have been nice!
@@DonaldVale ?
Didn't get to play them myself, but they look kinda repetitive, yet fun somehow. Maybe that's what they were thought of: a short break from the open world. The only thing is that they seemed to lack creativity in importing the references, being limited to not only but mostly Green Hill, Chemical Plant, Speed/Radical Highway and Sky Sanctuary, aside from the original ones, which compose only a few. Hope they'll think about incrementing their diversity in a future DLC. Also, why the boost feels so lame here lol? It doesn't feel like he's boosting at all.
Yeah, it’s great to see that despite becoming mainly open world, Frontiers did not ditch the traditional “reach the goal” gameplay style that defined the series and gave it to cyberspace
there is no speed highway actually, its original
curiously it has 30 levels just like forces
Curiously, that's called a coincidence
Sonic games references :
1-1 Windmill Isle Act 1 (Apotos day) (Sonic Unleashed)
1-4 Green Hill zone act 2 (Sonic Generations)
1-5 Chemical Plant act 2 (Sonic Generations)
1-6 Green Hill zone (Sonic the Hedgehog)
1-7 City Escape (Sonic Adventure 2)
2-1 Green Hill zone act 2 (Sonic Generations)
2-2 Dragon Road Act 3 (Chun-nan day) (Sonic Unleashed)
2-4 Radical Highway (Sonic Adventure 2)
2-6 Sky Rail (Sonic Adventure 2)
2-7 I think this is Sky sanctuary act 1 (Sonic Generations)
3-1 Green Forest (Sonic Adventure 2)
3-2 Savannah Citadel act 1 (Mazuri day) (Sonic Unleashed)
3-3 Sky sanctuary act 2 (Sonic Generations
3-4 Windmill Isle Act 3 (Apotos day) (Sonic Unleashed)
3-5 Savannah Citadel act 2 (Mazuri day) (Sonic Unleashed) [I guess]
3-6 Rooftop Run Act 2 (Spagonia day) (Sonic Unleashed)
3-7 Chemical Plant act 1 (Sonic Generations)
4-1 Metal Harbor (Sonic Adventure 2)
4-6 Chemical Plant act 1 (Sonic the Hedgehog 2)
That's all level I recognized. If I missed some, please tell me.
4-9 is original
@@TheBlueTyphoon17loosely based on city escape skateboarding sections
1-6 and 4-6 are the classic stages from generations
2-5 is also Sky Sanctuary modern
how did they make boost gameplay slow? oh god I just want more good levels like unleashed or generations.
They took out the boost lol
@@TheMaliciousOne767 They still have the boost. They just took most of the boost out of the boost. XD
"I just want good levels like Unleashed or Generations" my brother in Christ most of these levels ARE from Unleashed and Generations
@@lakotapruitt5773 not exactly, physics and speed are different
@@MCmetaluke Bruh, the 'levels' are the same.
I think the SA2/Original stages really show that this format *can* work. Hope the next mainline game is a direct follow up to Frontiers.
I’ve been stuck on 3-6. Unless I am playing it wrong, I am having a real hard time completing the stage in 2:55. Damn.
Try blindly boost jumping at every possible instance in order to see which portions are skippable where, then experiment to see which boost jump skips get your times down the most.
Wow, 1-3 looks so pretty. Thank god I have 27 GODAMN SCREENSHOTS OF IT, BECAUSE MY XBOX CONTROLLER DECIDED THE BOOST BUTTON SHOULD TAKE STEAM SCREENSHOTS ALL OF A SUDDEN, DO YOU KNOW HOW HARD IT IS TO PLAY A SONIC LEVEL WHILE TRYING NOT TO BURST OUT LAUGHING FROM THE STEAM SCREEN SHOT SOUND EFFECT PLAYING EVERY OTHER SECOND. IT'S REALLY HARD.
all the cyberspace levels look like levels from other sonic games but a bit distorted
That's kinda the point alot of people are missing. Lol
The Drum N Bass songs fits very well. But Jun Senoue pop rock still my favorite.
with the fixed cam, did they put a jet fly by sound effect for sonic? 30:47
All of these cyberspace levels can be S Ranked in under a minute if you're fast enough!
As much as i like Frontiers and as much as I think Cyberspace is pretty good, speedrunning these stages is pain compared to Generations. Cyberspace speedruns are basically "avoid game mechanics to go faster", homing attack slows you down, drifting in that one level slows you down, drop dash(created specifically to maintain momentum) ironically slows you down, everything
@@reubensalter8125check how long ago the comment was made
I just feel like they are trying to do the same as sonic generations with these cyberspace levels I was expecting maybe something cool like longer tracks I always feel like they make the tracks so short
But they have to be short because they're fragments
Only done first too. (Just brought it )
Quite fun. Still little gutted about short length but I like how it’s small “okay here’s normal sonic gameplay sprinkled in”.
But yeah we need a break form greens hill after this game
Controls really off to me at first too. Sonic feels so artificially slow just so we can’t clear them in like twenty seconds
I find it funny that no one mentions that the red star rings placement it's most of the time pretty worthless since they are just lying out in the open or are require behind dummy easy challenges, without exploration or even a small sense of creativity.
Yeah, even the red rings from Forces was harder than this...
Well...
I never liked collecting those red star rings sooo
to sum up: green hill zone, sky sanctuary, chemical plant, and maybe speed highway? serioulsy, that's it? different versions, different music, but the levels are far too short and far too samey. couldn't we have a city escape? a touch of sand ocean? perhaps the egg fleet? that one would have fit well, or twinkle park?
We do have city escape wym?
@@OscarSanchez-vo9dx do you see any Victorian houses?
@@draco0rex nope but I do see the alleys, pits and the loop into vertical drop down onto a pole
@@OscarSanchez-vo9dx radical highway and speed highway both fit that bill too
@@draco0rex radical highway is also in the game
8:35 THE M WORD
Morning?
But won’t streaming frontiers make the videos get copyright problems?
41:12 Sonic!?
El cyber Space es decepcionante
They should have did a mushroom hill cyber space stage
Honestly? I really love this video,why? Because it showed me something i wanted to confirmed,the cyberspaces are just a little extra,barely 5% of the entre game,so reusing stuff from the past and only 4 level theme's doesn't annoy me at all,because i don't have a reason to give a fuck about cyberspace in the first place besides getting vault keys quick XD
Fishing is probably faster
I dunno about you guys, but it all looks like Green Hills, Chemical Plant, Speed Highway, and Sky Sanctuary to me.
I'mma Watch This Vid Multiple Time And List What Cyberspace Level Are Copy And Are Original
please tell us later
@@fazelfarrokhi1998 A Small RUclipsr Did It Check The Vid
The most annoying thing about some of the cyberspace levels is that sonics boost doesn’t feel like a boost just a very slight increase in speed. Like having a fraction of bread, a paper thin piece instead of getting a full piece.
I think sega was too scared to make the boost effective
Beaucse well...
The boost was too broken in sonic forces to the point it made the game look easy.
@@zizo3132 that makes sense
I'm surprised that they didn't add a sky sanctuary variant that was a original stage.
I boycotted it on release but now I was thinking wat happened to Sonic Frontiers I literally forgot about the game, ngl I hate the fact that there is no drift or sidesteps that's literally the best part
Didn’t IGN say in an interview that Rooftop Run would be a stage theme?
they probably thought the city was rooftop run lmao
@@jmcfar03 in the interview they said cyberspace had Green Hill, Chemical Plant, Sky Sanctuary, Rooftop Run, and Metropolis. I assume Metropolis was the city, but I’m confused on where they got Rooftop Run from. Possibly the sunset versions of Sky Sanctuary maybe?
@@MrShamui That's interesting seeing as a few of the stages are based on Rooftop Run. Unless that's what they meant.
they should have kept the forces walljump, honestly it was better
something i want to say is that this isnt the first time sega has reused level layouts, in sonic colors for the wii the game land levels all the (number)-1 levels are just the sonic 1 levels. with the water level there its really noticeable.
In colors gameland it's bonus content & not the main game so i don't care unlike frontiers which the cyberspace are the main stage
@@mecxu761Ummm actually the main stage is the open world
@@reubensalter8125 i mean the cyberspace look live old sonic levels like unleashed/gen & adventure 2 worst
@@mecxu761 But they're still better
@@reubensalter8125 how !? there no way ! 🤮🤦☠️
The shortest levels ever in the entire franchise
No way Sonic Forces 2?!?!?! 😳😳😳
Nah
@@chris_124 aw man 😭😭😭😭😭😭
Anyone here would rather play these levels than forces levels?
Is it just me but every sonic game speed levels like these get shorter and shorter
QTE: The Game
i do wonder why 2-4 (Radical Highway) and 2-6 (Sky Rail) are present here when they're shadow's levels. also why is 2-4 chemical plant and not speed highway?
These are sonics and his friends past memory's but are distorted with time and corrupted.
While Sonic can't normally access Radical Highway or Sky Rail alone, he can in a race against someone else, even on the Dreamcast.
@@zionwyl7993 That still doesn't work since Shadow isn't even in this game.
Maybe Radical Highway is here because Sonic went to it in Generations 3DS?
@@seansilv25 That doesn't really address the problem, as it's _the same problem._
I really hope in the Sonic frontiers sequel,all cyberspace levels' designs will be entirely original and not retreads of familiar levels from past 3d sonic games
How to collect rings in air?
I can't complete some missions
It's called a light dash if you actually stayed in the sinic community for more than 2 weeks.
Also I have no idea, I've focused on sonic fangames so I forgot the controls of this game.
Care to make a video of all the Guardian Mini Bosses?
I wish the physics weren't so weird in cyberspace, the stages are actually incredible but the physics and sonic being slightly slower let's it down a lot
Seriously, couldn't they make more than 4 stage biomes that are just Copy+Paste of Generations/Forces?
Eh... The stages are pretty neat but man just not the same as the Adventure stages. I just love the music and way you can explore a stage in SA1 and 2, find hidden stuff etc. These are all so short. :( Not a buy for me
Is it bad that I miss the Unleashed Boost style, where if you're not careful, you'll fall?
niceeee
Maybe the these are the only stages that matter to the story
On steam on pc steam deck & xbox one
Seriously bruh all the level themes are reused from old boost games
Green Hill - Sonic Generations
Chemical Plant - Sonic Forces & Generations
Sky Sanctuary - Sonic Generations
City - Sonic Unleashed & Forces
The 5th islands contain most of original stages lol
@@tuangaming4910 there’s cyberspace levels on the 5th island??
@@bowlofsoup2213 yes lol, many of them are original and gave actual challenge
@@bowlofsoup2213 the 4th island don't have any cyberspace btw
@@tuangaming4910 oh yea I thought it ended at the 4th that’s interesting
Trying to S rank these levels made me realize just how incredibly flawed Sonic’s movement and physics are in Cyberspace
It’s so weird because this shit want present in the overworld
I hate 1-6
Im surprised a lot of ppl don't like frontiers.
But sonic Frontiers is well received from the fans
Definitely not a fan of the cyberspace stages especially the 2d ones but the original stages are cool ngl
Wow, SEGA managed to make boost levels look slow. Even levels are just level layouts ripped from previous games and bonus stages. And I thought Forces was going downhill bad...
yeah
Imagine bitching about less than 5% of the full game,could not be me ;)
Atleast the levels are fun this time
Making the pace slower is a good thing if you ask me. In Unleashed (and sometimes Gens) Sonic went so fast that he was hard to control, and during slow sections his handling is very bad. The spectacle of going incredibly fast at all times meant levels are harder to make and overall we got less actual content, because Sonic covers more ground in such a short time (Unleashed has a small amount of daytime stages and most of them beyond Act 1 are entirely boxed in 2D). Forces was just cutscene levels, nothing to say on that. At least with Frontiers, even if some of Cyberspace looks bland, the slower pacing means more effort put into platforming and deliberate movement, which is what Sonic was about from the beginning (look at the classics, or look at the Adventure games).
@@MechaKnuckles So wrong.
Ash Ketchum: You Can Run Pokémon Worldwide Fans. But You Can’t Hide.
Generations and unleashed are so much better
No shit
Cyberspace levels are not the whole game but whatever.
I'll pass on frontiers... I'm better off wait for next Sonic game to come out.
SpongeBob Announcer: 5 Years Later
The open zone is 96% of the game this can be optional
Sonic frontiers is good asf, bosses, open world. Cyberspaces are actually fun ounce you actually play it yourself. I felt the same over frontiers just watching it on RUclips but as a sonic fan long awaiting sonic on Xbox I had to buy it and I don't regret it at all.
Then leave, just leave and go play mario, nobody would care.
Que Geneal
This makes the game look more clunky than I thought it was.
El control del cyberespacio si es algo torpe, pero son solo estos niveles, la zona abierta es más libre en movimiento, al cyberespacio solo le tienes que agarrar práctica
Sonic Heroes look more fun than this...
No way you just said that
Average sonic fan criticism:
Is funny, now defeating the Badniks means NOTHING most of the time!!!
Sonic team's creativity when designing cyberspace:
Throw brain in trash
Think of the good old day back when women didn't have right
And think about
green hill
Chemical plant
Sky sanctuary
Road rails
Forgot how to design a level since the brain is in trash
Reused layout from sonic unleashed generation color and probably force
Since they didn't have a brain to think of a new layout
And boom this is how we got cyberspace
You didn't admit that the original stages are good
What even is this comment
Except replace sonic team with sega
@@tuangaming4910 the few original cyberspace stages show that sonic team very much can design levels still, they were some of the best in the game, despite the extension they still didn't have the time, money, or man power to fully flesh this out and that's ok, they knew where to focus and we still got some of sonics greatest hits regardless
hilarious and original
For some reason this game looks so soulless
Explain.
This is the worst part of this game.
Soundtrack wise. No
Gameplay wise. Maybe
looks uninspired... and soundtracks sucks
I agree it looks uninspired. But I kinda fuck with the soundtrack. There’s a few bangers here admins there
Lol you might as well say you just hate the game in general. This game looks sick and the sound track is nice.
Fake criticism
Be honest atleast
@@bluemike1215 It's honestly my subjective perspective. As your's is deeming my criticism "fake", whatever that's supposed to mean.
@acalavidyaraja you call this comment "criticism" nah it's more like you just hate sonic in general.