Eternal Engine is Eternal Suffering

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  • Опубликовано: 26 мар 2023
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Комментарии • 470

  • @zoomzike
    @zoomzike  Год назад +153

    This level was requested a lot, sorry to those that enjoy it lol
    MUSIC'S BANGING THO
    Here's the link to Raid once more! - clik.cc/KdlQv

  • @seematahir5970
    @seematahir5970 Год назад +558

    ZZ is a great example of how fans of older Sonic games aren't always "blinded by nostalgia" or incapable of critical thinking. They can acknowledge the weaknesses and flaws of the games they like, but that doesn't suddenly make those games bad or irredeemable.

    • @moister3727
      @moister3727 Год назад +9

      Sonic Adventure 2 starts to suck hard after the first level. Some of them are good, but the rest in between, nah.

    • @BlueMageDaisen
      @BlueMageDaisen Год назад +39

      @@moister3727 Nah, Sonic Adventure 2 is fantastic and the vast majority of it is great fun, with only a couple dips in quality and only one truly bad level

    • @puseate821
      @puseate821 Год назад

      Tbh that stage is pure dog shit.

    • @CaptainSwag
      @CaptainSwag Год назад +23

      Both Adventure games have a lot of good things, and a lot of flaws as well. But people tend to overshadow the good parts with the few REALLY bad parts. I guess Sonic can't have a break.

    • @Infindox
      @Infindox Год назад +10

      @@moister3727 Not really. Most of Sonic's levels are great (Crazy Gadget the only one making me go "hmmm"). Shadow's are fun. People disrespect the mech levels too much but they generally are fun on both sides with minor gripes. Only levels that are mixed are Knuckles and Rouge's but they also have some decent ones.

  • @___8241
    @___8241 Год назад +131

    the fact that tails' final level goes for more of a pacifist play as opposed to eggman's more destructive counterpart is kind of clever honestly

    • @MisterTTG
      @MisterTTG Год назад +38

      yeah, i always noticed how opposite they were as a kid, very measured, surgical combat versus just going balls-out and blasting everything around you racking up enormous combos
      the problem is, eggman's final level is fun, and tails' final level is also the opposite of that

  • @neonjm8289
    @neonjm8289 Год назад +84

    I have a love/hate relationship with this stage, when it's good it's REALLY good, but when it's bad, OOOH it's bad. Though I think that hatch mechanic is actually pretty cool, it's a risk vs reward thing, since those do add up to your combos, getting a massive combo and making it out of a very tight room full of instant death spots and enemies all over the place is very satisfying, plus you get closer to get the A rank.
    Speaking of which, the A ranks for this level were absolute HELL to get.

  • @amateraceon5202
    @amateraceon5202 Год назад +341

    Man, you can really tell ZoomZike isn’t a big fan of this level just from the harsh tone of his voice as he’s narrating
    I guess you could say he’s feeling On the Edge… for Eternal Engine.

    • @mangaprofilepicture5820
      @mangaprofilepicture5820 Год назад +20

      When it comes to videos like this Thats the Way I Like It…

    • @mangaprofilepicture5820
      @mangaprofilepicture5820 Год назад +16

      for Metal Harbor

    • @ge789
      @ge789 Год назад +13

      I guess one can say that when playing this level, ZoomZike Won’t Stop, Just Go!… For Green Forest

    • @KaiserMattTygore927
      @KaiserMattTygore927 Год назад +6

      A perfect comment.

    • @noahmurad
      @noahmurad Год назад +2

      You have a fine taste in music

  • @ZacSonicMee
    @ZacSonicMee Год назад +83

    Admittedly i remember liking Eternal Engine, but after seeing this i 100% understand why other people don't.

  • @sunlitsonata6853
    @sunlitsonata6853 Год назад +84

    I still have memories of constantly getting all my rings lost to the Artificial Chaos, having to stand in place to hit them with the punch, and that leap of faith jump to the pulley with the floor constantly sucking you down.
    The hallway design really stands out compared to Cosmic Wall’s freedom of movement

  • @ultradol64
    @ultradol64 Год назад +128

    Thank you for taking the time to implement proper subtitles, truly a sign of the quality and care you put into your videos!

  • @orealz
    @orealz Год назад +29

    I love how raid shadow legends is seen as just a milestone in a youtubers journey rather than an endorsement anyone takes seriously and doesn't immediately skip through.

  • @rollinroby4920
    @rollinroby4920 Год назад +143

    Still waiting for Final Rush.
    Definitely agree. Artificial Chaos alone make this stage completely unbearable. The music slaps though.

    • @RickySama240
      @RickySama240 Год назад +4

      Yesss can't wait for Final Rush and especially Speed Highwayyy!~ 😁

    • @levthelion71810
      @levthelion71810 Год назад +1

      I think Final Chase would have some more interesting things to say about it. (Cylinders)

    • @alecthegamergd3960
      @alecthegamergd3960 Год назад

      @@levthelion71810 there’s already a video on it…

    • @spimbles
      @spimbles 8 месяцев назад

      Skill issue

  • @aurafox1
    @aurafox1 Год назад +34

    Not justifying the atrocious level design choices in this stage, but I've noticed there seems to be a thematic focus on how the characters' stages are designed to fit with their personalities and ideals.
    Sonic's stages are more passifist. They're almost all about escaping from danger in some way. He's escaping the MIlitary pursuit in City Escape, Escaping prison in Metal Harbor, getting to Amy and Tails to escape the explosion in Green Forest, rushing to save Amy in Crazy Gadget, and finally moving in to stop the Eclipse Canon in Final Rush.
    This is in contrast to Shadow's stages which are all more aggressive. He's attacking the military in Radical Highway, pursuing Tails in Sky Rail, and moving to stop Sonic in Final Chase. The only odd one out is White Jungle where he's going to save Rouge who got herself trapped, but at the end of the day the whole situation here was due to their plan to blow up the island in the first place.
    Knuckles' stages are generally large, open areas to soar freely through in his search for the Master Emerald. They aren't as significant to the overall narrative, but they are significant due to the importance of the Master Emerald itself. Knuckles is more rash and direct. He's single-minded on retrieving the master emerald so most of the emerald pieces he's able to find are in fairly easy to reach locations. (The Hero side stages are generally easier than the Dark side stages, which is especially fitting for this dynamic.)
    On the flipside, Rouge is more technical. She's a military spy and a thief. While her stages are generally similar to Knuckles', they all require a greater degree of precision and control. She's using a turtle to swim against a current underwater, hiding in the shadows to avoid detection from a patrolling security robot, breaking into vaults, and simply *existing* in Mad Space is a disaster. Not to mention that, as a treasure hunter, she's focused on anything of value to her, not just the Master Emerald.
    And then you have Eggman and Tails. Eggman's stages, like Shadows and Knuckles, are a lot more aggressive and direct. When faced with an obstacle, Eggman would rather blow it up and charge forward. All of his stages are about breaking into heavily secured areas with brute force. Meanwhile Tails' stages are more strategic. While the mech stages are all heavily destruction-focused, Tails is generally more focused on creating a path forward, using brute force where it's necessary rather than going in guns-a-blazing. Functionally, there's no real gameplay difference. You go into the level and shoot everything down either way, but narratively, that's what's happening in all of these levels.
    When looking at the levels through these lenses, it's clear that the final stages of each character are designed to highly emphasize the peaks of their goals. Sonic's trying to save the world by stopping the Eclipse Canon in Final Rush, Shadow's trying to destroy the world by ensuring the Eclipse Canon's activation, Knuckles goes out into space to seek high and low for the Master Emerald pieces that were carelessly ejected and left behind, Rouge capitalizes on that very same mistake, Eggman is closing in to stop Sonic and Tails's plan in Cosmic Wall, and Tails is fighting his way into the Ark to pave the way for everyone else.
    I suppose the logic with the design of Eternal Engine was simply an attempt to apply Tails' intelligence into the mix. He can't just carelessly blow through all the enemies in his path because he has to be wary of traps set up by Eggman. Eggman, on the other hand, has nothing to fear in Cosmic Wall because he practically owns the place by this point. I guess they wanted the two stages to be narrative opposites. Still not a good decision at all, though, and I'm sure there are much better ways they could've designed this stage with a similar concept in mind. It's very evident that Shadow, Rouge, and Tails were all afterthoughts as playable characters. The characters who were planned to be playable from the beginning generally have the far more enjoyable levels.

    • @Blanktester685
      @Blanktester685 6 месяцев назад +2

      i highly doubt playing as shadow was an afterthought considering the whole identity of the game.

    • @aurafox1
      @aurafox1 6 месяцев назад +3

      @Blanktester685 While I'm not sure it's ever been confirmed; Sonic, Knuckles, and Eggman were stated to be the only playable characters in magazines, which lines up with early pre-release material.
      And it makes sense when you look at the levels, too. The only venue for the missing characters' levels that isn't reused from those three's is Radical Highway which could've just as easily been a Sonic stage in place of Mission Street. Knuckles and Rouge are kind of off doing their own things for the majority of the story while Shadow and Tails' stages don't actually have much, if any, narrative significance at all if you pay attention to the context around them. There's a lot of shoe-horning with these stages. I'm not gonna break down the entire story, so I'll just focus on the scenes surrounding Radical Highway. Shadow is standing on top of the bridge and the police are after him. Presumably, this is because he's just robbed the bank and stolen the chaos emerald. If he has the Emerald at this point, then surely he can just Chaos Control away, right? If he doesn't, why are the police after him and Sonic at this point? If they're after Shadow just because he escaped from Prison Island, surely they would know it's not Sonic they're after. If he dors have the Emerald, the only reason he would have to go back into the city would be to attack the military. But when he meets with Sonic, he insists he has "no time for games" and ends up warping aeay to evade the military anyway. Regardless, we're given no on-screen context for Shadow getting the Chaos Emerald. He just shows up with it at the end of Radical Highway when he encounters Sonic for the first time. An iconic cutscene for sure, but one that just doesn't make much sense the more you think about it from Shadow's perspective.
      And it's not just Radical Highway, either. The whole Route 280 and Sky Rail bit has no bearing on anything at all, and isn't even addressed on the Hero side of things. It's just Rouge and Shadow awkwardly floundering, trying to get the emerald from Tails. In the entire game, Shadow only gets three levels. He's also the only character that doesn't have a Desert or interior Ark level.
      I imagine the original idea was to have Sonic, Knuckles, and Eggman have their own stories like in SA1, but ultimately decided on the Hero and Dark story concept when they decided they wanted to make Tails playable.
      That said, I could certainly believe it if they planned to have the Last story secretly allow you to play as Shadow even in that early concept.
      These characters only being made playable later in development actually explains a lot about the awkward storytelling in the game.

  • @almaelma11
    @almaelma11 Год назад +28

    9:15 "There's little incentive to do so, other then score." That's the incentive if you care enough about the game to try to get an A rank towards 100%ing it.
    The TNT count towards the combo so when going for some of this levels A ranks another big part of this level becomes thoughts like:
    "Is it worth it to blow up a rooms worth of TNT and enemys for a perfect combo right now or try for another part later?"
    "Can I get through this section both fast and efficiently for the time bonus points to help with the A rank, or is speeding through here and taking out everyone in one swoop way too risky since death almost always means no A rank"
    "I can get great combo's on the bridge section outside but it means blowing off a ton of path and making it an death pit party! Whats the best way to go about this?"
    Its whats I asked myself anyway, and what I think. I do agree with some of the design choices though like the lazers after the 1-up. Come on Sega.

    • @zoomzike
      @zoomzike  Год назад +14

      I mainly focus on looking at these levels through the perspective of a first-time player and how the level teaches the player those mechanics and expands upon them. While a veteran or someone replaying the level will find value in shooting in Eternal Engine in order to get an A Rank, first-time players are simply focusing on completing the stage, where shooting is hindrance to them and they're better off walking by passively.
      For first-time players that do like racking up points regardless, I don't find the challenges the stage throws at'cha to be too interesting since it reuses the same rooms over and over again. I much prefer the boardwalk section of the level since it gives you a lot more to think about with how you shoot your shots.

    • @almaelma11
      @almaelma11 Год назад +4

      @@zoomzike That's fair, and thanks for the reply! If I could remember my first time 20 or so years ago I'd be able to back that up with my pov but iv played it a ton since then. Maybe young me struggled too haha.
      And who knows, maybe that boardwalk was pushing the dreamcast hard enough at the time so they only made a short section and didnt change it for the port cus port. "This outside is killing the Dreamcast ram. We are only using it once!"

  • @hezmo940
    @hezmo940 Год назад +29

    When I played this stage for the 1st time I hated it, but later I grew to appreciate the challenge and it isn't just spamming the shoot button like in the other stages, you need to be careful what to shoot and I love that type of challenge.

    • @hezmo940
      @hezmo940 Год назад +8

      But The Artificial Chaos do kinda ruin it tho.

    • @KaiserMattTygore927
      @KaiserMattTygore927 Год назад +1

      Same.
      I yelled at my screen back when I first played this stage, it pissed me the hell off the first 2ish times 22 years ago but like what happened with Crazy gadget I actually grew to like it (except those specific arbitrary sections where the dynamite is haphazardly placed with no consistency)

    • @AkameGaKillfan777
      @AkameGaKillfan777 Год назад

      That was never the point of any mech stage. There is not one single point in the game that tells you mashing B is better, you're supposed to get lock-on bonuses.

  • @zechariahcaraballo8765
    @zechariahcaraballo8765 Год назад +4

    one strategy I know is instead of just skipping the rooms out right, target everything, tnt included, so when u get to the end u can safely destroy everything for some extra score

  • @VultureCultureDinty
    @VultureCultureDinty Год назад +35

    Wait, do people not speed through this level? I personally try to still shoot everything I can while playing it, I think it's a fun risk reward mechanic. This level is best imo if you're moving as fast as possible. This is probably my favorite Tails level so it's interesting to hear a different perspective

    • @blueeyesmew
      @blueeyesmew Год назад +6

      I enjoy this level (my fave tails level too), and I think you've captured part of why. If you keep moving you can lock onto more things at once and also get out of harm's way before the dynamite packs explode.

    • @isenokami7810
      @isenokami7810 Год назад +3

      Generally a good play philosophy anyway. Even if they’re objectively the slowest play style, the mechs are still capable of good speed, and like the other two styles, they feel best when you’re at that top speed pushing through everything.
      The mechs are much slower to turn than the other characters, but that’s only a real issue in the infamous Tails vs Eggman 2 fight. In the actual stages it barely if ever comes up.

  • @lolAvalanche
    @lolAvalanche Год назад +13

    You don’t necessarily need to wait for the artificial chaos to emerge to kill them. You can also melee them.

  • @Snakesrcool2003account
    @Snakesrcool2003account Год назад +16

    i think this is the first time ive seen someone kill one of those artificial chaos as a mech without getting hit like i think that is the true achievement in this game

    • @spindash64
      @spindash64 11 месяцев назад +3

      Should have been a steam achievement: “Imperfect Chaos”

  • @DarkKnightofHeaven
    @DarkKnightofHeaven Год назад +15

    still think they made the mechs with eggman in mind and then just slapped them onto tails so there'd be a mech in the dark and hero modes. Eggmans levels are fairly fun or at least thematically enjoyable and Tail's always feel more oppressive and awkward, like the levels are always forcing you to slowdown when you wouldn't need to otherwise or in this case just saying 'don't play the way you've been taught for most of the level'.

    • @justinc.5591
      @justinc.5591 Год назад +3

      This is exactly what happened. The game was originally going to be just Sonic, Knuckles and Eggman, and then the other three characters were added late in development.

    • @catcraze8673
      @catcraze8673 Год назад

      This could also explain why Final Chase is such an awkward final level.

  • @GlaceTheAce2222
    @GlaceTheAce2222 Год назад +3

    The music is the only thing that kept me sane through this stage.

  • @bobbob1876
    @bobbob1876 Год назад +13

    For the double spring room with the large bombs, if you take the left spring, you can hover to the right one to avoid going back to the floor.
    For the Artificial Chaos, if you get close enough and wait just a moment, you can do a melee attack which pierces their defense! I'm not defending them or saying you should've known better before talking about them, just that it's an option. I think they're ridiculously hard to dodge too.
    Also! If you use cheats, you can play as Sonic in this level-- it's one of my favorites to do. You can get all the way to the end before getting stuck because Sonic can't shoot.

  • @collinn9404
    @collinn9404 Год назад +5

    The Raid Shadow Legends ad is the milestone we've all been waiting for

  • @SpeedDeDe
    @SpeedDeDe Год назад +12

    Eternal Engine is the definition of A G O N Y

  • @lance2580
    @lance2580 Год назад +14

    I would love to see an analysis video of how Jade Creek from _Freedom Planet_ manages to make a water level fun! From the game's mechanics not taking away control while swimming, to how it introduces a rival character, to its color palette perfectly matching with Lilac as she performs an intricate prison breakout, Spacey Batotelli knows how to design a water level that does not frustrate the player at all!

    • @zoomzike
      @zoomzike  Год назад +6

      Haven't played Freedom Planet yet but it's on the backlog!

    • @LainWithSweetTea
      @LainWithSweetTea Год назад +1

      ​​​​@@zoomzikegenuinely great game and feels Like a proper love letter to genesis era and Treasure and Segas games while standing on its own merits. Cannot recommend enough!

  • @Boooo
    @Boooo Год назад +4

    honestly I never thought the exploding tubes or dynamite were supposed to not be shot, seeing them explode was satisfying to me and I didn't think of them as that much of a threat

    • @CybeastID
      @CybeastID Год назад

      Lost Chao has a room which definitely helps sink that lesson in.

    • @Boooo
      @Boooo Год назад

      @@CybeastID fair but I dont think I went there on first plauthrough

  • @BigLadStudios
    @BigLadStudios Год назад +6

    I do think it can be a rather unforgiving and miserable time for first time players, and your point against the dynamite pack still stands but I think part of the challenge of this level is hitting the dynamite packs. Not only can the level be played in a way where you are mindful of shooting, but I can be a test of your movement skills and knowledge on how to get longer chains for better scores. I'll usually blast them when I'm past them or just get by as fast as I can, they aren't the be all and end all. Stuff like the hatch infront of the switch, I usually destroy em once I'm leaving the room. It's knowing when to shoot and after playing SA2 all these years, I'm quite fond of the level. It's certainly no Cosmic Wall, but I think there is something going on deeper that can make it fun.
    However, I don't think I've ever seen the fat bombs that GUN Beetle drops near the start and the secret Chao Route is embarrassing. A major mark against the stage since you should be able to get back to the stage no question and it could have easily been circumvented by having a switch under the 1-Up or something.

  • @GenreChowderStudios
    @GenreChowderStudios Год назад +2

    This has quickly become one of my favorite comfort videos. The humor, the well-thought out arguments, and the clear explanations are things I love a good balance of in these types of videos. Plus, I’m very attached to custom captions, so seeing them, including the way they capture changes in your cadence/emphasis, makes me very happy.
    Also, that ad transition was great.

  • @islaamSama
    @islaamSama Год назад +15

    Good morning and happy Ramadan Zoomzike! :] Every new SA2 video really makes my day better. You have such a happy and clean attitude that lights up the living room while I make breakfast with my parents, and Its like waking up on a cozy Saturday morning to see cartoons, even if it is just a Tuesday. :)
    ( 0 0 )
    ANYWAY! Seeing you start off the video with "man screw Eternal Engine" really captures how I feel about some of the Space Colony Ark levels. :L Me, my older brother and my older sister have all died more times in that colony then we can count (God have mercy on me with Crazy Gadget). Well, have a good day Zoomzike and Godbless! Here's hoping SA3 out comes in all our lifetimes.

  • @Jmac5281
    @Jmac5281 Год назад +4

    I cant believe you got me to watch through a raid ad lol much respect

  • @JonnesusButArchive
    @JonnesusButArchive Год назад +2

    The fact that the video length matches the in-game level time displayed at the end is such a cool touch

  • @YourContractHasExpired
    @YourContractHasExpired Год назад +5

    I dropped the game a few times because of this level as a child and the only reason I managed to beat it was because I asked a friend to clear this level for me, who was infinitely better than I am at this game. Honestly, that was such a high raise of required skillcap just to go through, and it being very long doesn't help either

  • @sergeizinovijev99
    @sergeizinovijev99 Год назад +4

    You can actually kill the grounded artificial chaos with the mech's melee punch attack thing even if their head(?) isn't poking out. It's pretty easy to do but I don't think it's mentioned anywhere.

    • @manjackson2772
      @manjackson2772 Год назад

      "Easy" is a strong word. You have to spam your homing shots at them to force them to keep their heads down as you approach, otherwise you get stabbed. And that's basically mandatory for Cannon's Core mission 2.

    • @AkameGaKillfan777
      @AkameGaKillfan777 Год назад

      ​@@manjackson2772 No you don't, just hold the lock-on until you get in front of them.
      For Cannon's Core, hold it until you get behind them.

    • @MetaKaios
      @MetaKaios Год назад +1

      @@manjackson2772 …And what could be easier than just mashing the B button while walking forwards? 🤨

  • @Commander6444
    @Commander6444 Год назад +2

    While it's not exactly Eternal Engine's biggest problem, I do think the level suffers a lot from a lack of atmosphere compared to the other space stages in the game. Eternal Engine doesn't have the cold isolation of Lost Colony, the futuristic thrills of Crazy Gadget, or the playful absurdity of Mad Space. If there were a stage that needed its gameplay to pick up the slack, it would be this one. _But alas._
    Music still slaps, though.

  • @KingdomHeartsBrawler
    @KingdomHeartsBrawler Год назад +17

    I'm going to have to respectfully disagree. I like how challenging the level is and how it turns the Shooting rules on their head. Instead of just blindly shooting, you have to really think about what you're doing. It keeps you on your toes while serving as a nice contrast to all the blowing through enemy forces Robotnik's doing in Cosmic Wall.

    • @CybeastID
      @CybeastID Год назад +2

      UNFORTUNATELY, if you pick up the Laser Blaster.

  • @luigi3276
    @luigi3276 Год назад +1

    Honestly, I like the dynamite mechanic. The way I see it, you can either not shoot the dynamite and play it safe, or you can chain the dynamite with other enemies to rack up more points, but you’re at risk of dying.

  • @Pslamist
    @Pslamist Год назад +2

    Okay honestly, best Raid sponsorship transition I've ever seen. Very nice.

  • @Asakedia
    @Asakedia Год назад

    this video was so enjoyable I was ready for a 2h sit-through. just made myself very comfortable at the 11 minute mark to see it end quickly xD
    great job, I rarely love videos this much!

  • @blackbloom8552
    @blackbloom8552 Год назад +2

    I feel like the inconsistency of dinamite packs could have been solved by just having dinamite chain react with each other if they are close enough so that you could visibly understand that blowing up one pack in a room or bridge is going to blow up the whole thing.

  • @dip.918
    @dip.918 Год назад +6

    Glad to have you back! You and PatMac are the two creators that instantly make my day better when you upload, and these stupidly in-depth level analysis are awesome.

    • @ambleeins_door
      @ambleeins_door Год назад

      Lemme guess the raid ad made your day slightly worse

    • @dip.918
      @dip.918 Год назад +1

      @@ambleeins_door Actually, no. In fact, seeing a small creator I like getting paid for making good content made me even happier.

    • @ambleeins_door
      @ambleeins_door Год назад +1

      @@dip.918 i think its just the fact raid isnt a good game, id love to see zoom support good games and not a game that puts more money into sponsors then itself!

    • @AkameGaKillfan777
      @AkameGaKillfan777 Год назад

      ​@@ambleeins_door Any game that preys on people and anyone who shills for them deserve the backlash they get.

  • @MrMexx2
    @MrMexx2 Год назад

    Your clear time for the leve is the same as the video's length, that's a good touch.

  • @sayronmix
    @sayronmix 10 месяцев назад

    I love your SA2 level design analysis, pointing out both what you like and don't like about it! Hoping to see even more videos on it soon, it's my absolute favorite Sonic game (though I also have a lot of fond feelings for SA1).

  • @alcatrazvongola
    @alcatrazvongola 5 месяцев назад

    I forgot how much PTSD this stage bought me as a kid. I replayed it so many times.

  • @johnwhitten2441
    @johnwhitten2441 Год назад +1

    This level was so difficult growing up that I learned all the tricks, traps, and flaws, and now I A rank the mission basically everytime

  • @GUNUFofficial
    @GUNUFofficial 3 месяца назад +1

    Eternal Engine is a sick name for a train movie or book.
    I'm thinking of snowpiercer, aren't I

  • @obsidianknife427
    @obsidianknife427 Год назад +11

    Congrats on the sponsorship, keep up the great work! :)

  • @trgabrielgf
    @trgabrielgf Год назад +2

    I actually discovered that the real challenge of this level is about WHEN you fire off, rather than IF you fire off. If you target everything in a room and immediately fire off, it's gonna become pretty hard to cross, obviously. But if you target everything in a room while running to end of it, you can avoid all of the hazards and get HUGE point multipliers, which I think is fun.
    That factor doesn't make this level a favourite of mine, I actually still consider it the worst one in the game, but I've at least in found a way to enjoy it more in that way.

  • @Kurayamiblack
    @Kurayamiblack Год назад

    I really appreciate that the level was beaten with 12min-14sec on the clear time and the video length also happens to be 12min-14sec

  • @Vidiocity92
    @Vidiocity92 Год назад

    "How did you know it's a bad level?"
    "Because you just TOLD me, ZoomZike!"

  • @BunstoppableForce
    @BunstoppableForce Год назад +1

    Your level clear time always being the same as the video length is such a 10/10 A+ detail

  • @kuklama0706
    @kuklama0706 Год назад +2

    Perhaps they were looking at Xen from HL1 which forces the player to unlearn everything he learned throughout the game and be careful instead?

  • @ImanFate
    @ImanFate Год назад +2

    ngl eternal engine doesn't tell me to stop shooting. I like that i could die due to my recklessness. puts me on edge even more while trying to rack up points

  • @Elwood7X
    @Elwood7X Год назад

    5:32 I was waiting for someone to talk about this room specifically, talk about a jumpscare.

  • @pikminman13
    @pikminman13 Год назад

    the definition of "i can tolerate anything if the music is good"

  • @HOTD108_
    @HOTD108_ Год назад +6

    If the upcoming Sonic Frontiers DLC doesn't add this stage as a cyberspace level then what's the point?

  • @spindash64
    @spindash64 Год назад +1

    Yeah, EE makes it clear to those who weren’t aware that Tails was actually a later addition to the game than Eggman. While I understand the Mech Gameplay isn’t for everyone, Eggman’s levels tend to play into their strengths much more, focusing on giving you a massive number of targets to lock into at once, and generally keeping the cheap shots to a minimum

  • @JoshuaEisenbart
    @JoshuaEisenbart 10 месяцев назад +1

    I think the most frustrating thing about those dynamite packs isn't that you aren't supposed to shoot them. Making players choose their shots carefully is perfectly fine as far as I'm concerned. The problem is that shooting them is all but unavoidable since they are plastered on every available surface in rooms filled with enemies, even getting directly between you and them, and that the suction on the broken hatches is way too strong. It's not unrealistically strong, in fact it is weaker it would be IRL, but some of the rooms become entirely impassable if you blow up two or three hatches, especially with the mech's clunky movements, because the suction becomes inescapable if you get within a few feet of it. You can't even run past them because you have to run directly away from the hatches to avoid getting sucked into them. The devs should've toned down the suction so that it only became an instant kill if you stepped into the hole itself. Yeah, you could have the mech get pulled a little bit it if you got too close, but do NOT make that pull radius larger than the distance between the hatches in the walls and floor, which would make a hallway LITTERALLY IMPASSABLE if you blew them all up on accident.

  • @anjoliebarrios8906
    @anjoliebarrios8906 Год назад

    the omochao that gets sucked into space over and over again... my beloved

  • @brendantjeerdsma492
    @brendantjeerdsma492 11 месяцев назад +1

    Weirdly enough, this was the stage where it finally clicked how I wanted to play Mech Stages: focusing on combos and high score. This was the stage where I finally felt satisfied and enjoyed SA2. Yes none of the Sonic levels, but Tails's Final Level. I even spent like an hour or 2 restarting the level every time I died.
    Also I see the Dynamite yhat you're not supposed shoot, I saw as high risk, high reward. You'll extend your combo and get more points, while increasing you chance of dying.

  • @TrueStopwatch
    @TrueStopwatch Год назад +2

    It's such a shame that this level ended up being so frustrating, because it does have some fun moments, and some interesting ideas that were just executed sloppily and inconsistently.
    Honestly, it almost feels rushed - like it was one of the last levels in development and they had to quickly wrap it up and slap everything together before the game shipped.

  • @TehGamingMasta
    @TehGamingMasta Год назад +1

    You don't have to wait for artificial chaos to reveal itself, if you walk up to it and use the close range attack it kills it instantly. Not exactly the most well communicated strategy or the smoothest one but hey, it works

    • @TehGamingMasta
      @TehGamingMasta Год назад

      also, I personally always shoot the dynamite because it provides more lock on targets to increase my score, lol

  • @CrazyCyranYT
    @CrazyCyranYT Год назад

    I have a tip for defeating the Artificial Chaos. Keep shooting until you find a weak point and go closer to it as shooting will possibly evade its attacks

  • @lamenwatch1877
    @lamenwatch1877 Год назад

    11:01
    You didn't do anything fancy, yet this piece of editing is brilliant!

  • @themissingbits6375
    @themissingbits6375 Год назад

    “Eternal Engine is fine, you just suck at it” - The Missing Bits

  • @anthonycoolasheck2724
    @anthonycoolasheck2724 Год назад +1

    chao singing while raging needs to be a channel mainstay

  • @pixel4028
    @pixel4028 Год назад

    ZoomZike, I love your channel, is so good to watch your videos. Your videos about +20 minutes about SA2 are very very good. I love them, I love so much SA2 that when I see your videos you explained them with facts and I fcking love, also the escription of your channel is amazing

  • @BahGawdHass
    @BahGawdHass Год назад

    When I finally got all Five A ranks in Eternal Engine, I swore to never play that stage again. Happy to say I've kept my word years later.

  • @faedragonlucy
    @faedragonlucy 4 месяца назад

    I'm still an avid fan of this level now that I'm good at playing it, but I do appreciate that you brought up the fact that the enemy-filled, winding path section was much more enjoyable than the dynamite packs sections. I genuinely don't mind a difficult level that straddles the line between fun and tedious, and Eternal Engine COULD have been just that with a few tweaks.
    I feel as though this level's theme and gameplay represents Miles's kinder, method-driven mindset quite well, forcing the player to balance the risks and make your way to the goal with surgical precision. Juxtapose this to Robotnik's version where his cruel, results-driven mindset is at play as he obliterates everything in sight as he forces his way through to his goal.

    • @faedragonlucy
      @faedragonlucy 4 месяца назад

      Also, fun fact: The Artificial Chaos can be "easily" dealt with with the mech's "melee" attack, as it ignores the deflection property of the enemy.
      Another fun fact? There's a gust of wind in the pit right before the goal ring (like the gusts that save you in Pumpkin Hill), just in case you fall. I only just recently discovered this and I've been playing SA2B since I was five.

  • @HalfEvilTripl3
    @HalfEvilTripl3 3 месяца назад

    The worst part of the hatches on the wall is that the kill plane starts right at the black of space. Even if you save yourself, you still die.

  • @PhantomAarantula
    @PhantomAarantula Год назад

    I've never been so happy to see someone do a Raid: Shadow Legends ad read before now. Happy for you, ZoomZike.

  • @notcorrect
    @notcorrect Год назад

    I think what you are supposed to do is target everything in the room and let go when you are just about to leave the room.
    I mostly like this level because you have to be precise with your shots while Eggman's level wants you to rack up the high scores. I also like the need to wait for artificial chaos to attack before shooting it.

  • @adambriton5394
    @adambriton5394 Год назад +1

    Oh god I'd forgot what a stupid level this was but it's all coming back

  • @justcallmexen
    @justcallmexen Год назад +2

    So... the last parts of the stage is taking the ideas straight out of E-102's Hot Shelter finale.

  • @BobPeterson628
    @BobPeterson628 4 месяца назад

    A stage that discourages blindly spamming the shoot button is actually ingenious level design. It forces you to be more cautious, strategic, and deliberate. I think Eternal Engine is great.

  • @aneess
    @aneess Год назад

    It's funny to me how I completely agree with everything you've just said, but I still love this level

  • @CeruleanHee-ho
    @CeruleanHee-ho Год назад

    You know, I actually find it quite interesting how the video's length ended up being equal to the amount of time he took to finish the stage itself in the video.

  • @Sonicfalcon16
    @Sonicfalcon16 Год назад

    yeah I agree i swear I think the design seemed like they want to lock on to them and the fire after you run past them.

  • @alescano3504
    @alescano3504 Год назад

    I had flashbacks of getting all the A ranks in this stage. Painful memory

  • @mushroomdude123
    @mushroomdude123 Год назад

    I remember the first time I saw the artificial chaos, I was so scared that I had to get my older sister to help.

  • @captainhydrodus4616
    @captainhydrodus4616 Год назад

    I had a fun glitch happen in the tails section with the airlocks where i mansged to fumble my way back in only to be rewarded with a game over for just tapping the death zone without fully flying out

  • @Sneavile
    @Sneavile Год назад

    I think you understate how important score is to the overall enjoyment of the mech levels. Most of the rooms you talk about CAN be walked through without shooting, but the whole point of most of the obstacles in the stage is the risk/reward of getting a larger combo bonus by shooting more dynamite packs, while making the stage more dangerous in the process.
    I do agree that some enemy placements are pretty questionable though, and the standing artificial chaos aren't very fun to fight.

  • @tikkelbikkel
    @tikkelbikkel Год назад

    Love how he cleared the level in 12 minutes and 14 seconds, and that also being the length of the video. Lovely little detail, surely I'm not the only one who noticed

  • @3Katapa
    @3Katapa Год назад

    Love your vids man. You ever play Time Splitters 2? Would love these style of vids for the story levels of that game. Keep up the work though man great vids.

    • @zoomzike
      @zoomzike  Год назад

      Thanks dude, and nah I haven't unfortunately

  • @chelleshocked8666
    @chelleshocked8666 Год назад +1

    I LOVE the music in this level. I just wish playing this stage wasn't so painful 😅

  • @captaincrete3433
    @captaincrete3433 Год назад

    Honestly, the dynamite is a fun risk reward scenario. You can either, not shoot the dynamite and lose out on points but have a safe path or you could take the points in exchange for harder platformimg. I like the rooms too because once you memorize the optimal aim order you can rack up MASSIVE score

  • @darknight1220
    @darknight1220 11 месяцев назад +1

    Idk I always enjoyed eternal engine as a tails level, i think it added challenge and strategy to trying to farm points, stay safe, and move fast all at once but i get where youre coming from

  • @mackthisarrowhearth295
    @mackthisarrowhearth295 Год назад +2

    I think if they made it not instant death, most would have been resolved, and other interesting uses, like actually using dynamite to destroy enemies as combo score or whatever

  • @DataDigi151
    @DataDigi151 4 месяца назад

    I do get the issues with Eternal Engine for newer/lower skilled players but I always loved Eternal Engine. It’s my favorite mech stage with my favorite mech character.
    Being able to target everything in a room, run by while holding the lock-on, then firing once you’re in a safe distance feels fast and rewards you with those usually missed out points for the A rank. I even love trying to challenge myself by shooting the bombs near that one grapple with death below it or near the switch in that one small room.
    I never understood why Eggman’s levels are more loved (other than he was the original mech character). I loathe Weapons Bed and Cosmic Wall for being those levels that desire really high scores for A ranks as well as being slow and frustrating. I mean, Cosmic Wall is 8 minutes long! It over-stays its welcome for a good third of the level.

  • @MechanistGamma
    @MechanistGamma Год назад

    The funny thing about that opening narration is that Eternal Engine is the level that made me quit playing Sonic Adventure 2 permanently when I was younger. I had to wait until I got control improvement mods for the PC version lol - my GameCube version of SA2 lies incomplete still.

  • @JasLamArr91
    @JasLamArr91 Год назад +1

    I tolerated this stage. The one thing that made it bearable was the music.

  • @hdrevolution123
    @hdrevolution123 Год назад

    10:15 that was well timed! Good job

  • @Roshuwah
    @Roshuwah Год назад

    Yeah I feel like a war of attrition is the only reason I got to a point where I didn't mind it. But cosmic was was a way more fun final level. But also I would always use the punching arm thing close up on the artificial chaos that hides its head

  • @Saltyoven
    @Saltyoven 14 дней назад

    I actually love the dynamite packs because it makes the level as challenging as you want it to be. I love the risk reward nature of it.

  • @Jojothejman
    @Jojothejman 9 месяцев назад +1

    ngl, weapons bed just makes me feel like I'm doing chores. There's TOO much shit to shoot at. I appreciated Eternal engine alot more than other mech levels because you get to choose for extra challenge in exchange for extra points, making the level harder only when you're going for the A rank. Hell, with proper timing you can even avoid stuff while still destroying it, which feels rewarding.

  • @Nightmare_52
    @Nightmare_52 Год назад

    ah neat, the level with my favourite life up box and the only miniboss of the game

  • @catcraze8673
    @catcraze8673 Год назад

    The entire level feels like walking on eggshells. Honestly though the music carries the level hard.

  • @lakitu6422
    @lakitu6422 Год назад

    The final time in the level is the length of the video. Nice

  • @thejonbrownshow8470
    @thejonbrownshow8470 Год назад

    5:32 ... I low key thought for a second sonic adventure 2 is having a chaos themed suicide bomber enemy for a second 😅

  • @Guardian-of-Light137
    @Guardian-of-Light137 Год назад +1

    I'd love to see you cover eggman's lost colony level or whatever it's called. Where you have to blast enemies to turn on the lights.

  • @whybother5741
    @whybother5741 Год назад

    Eternal engine is eternally enraging everyone everywhere, ZoomZike in particular.

  • @SlickEvan
    @SlickEvan Год назад +1

    Can't believe I got hit with a for real Raid Ad in 2023

  • @endre7984
    @endre7984 Год назад

    Me and my brother just dubbed this level Eternal Paingine, good to know we aren't the only ones that despise this one