There are some attacks that are from the Beta releases of Sonic Unleashed, so they never made it to the final release...well, until this year! That is what you see in the trailer-unused attacks or moves from that Beta build are now here in full force! - ini
In the base game, there wasn't really a special system or incentive that encouraged you to use more elaborate combos. Does this mod address that problem?
The base game already have incentives for using different combos, such as: - Unique attributes for attacks - Hit Counter score system, keeping a combo chain for score and DGE (dark gaia energy) - Enemy group dynamics and abilities, fending them off via different attacks - Creative uses, such as applications in platforming and traversal. The mod enhances and partly adds/improves onto those mechanics, keeping Sonic Unleashed's combat system fundamentally the same but having more to it.
We recommend paying attention a bit more to what goes on in the combat encounters of the original Sonic Unleashed (HD)-more specifically, the HUD. That is where you can find that the problem you spoke of is already taken care of! - ini
@@lpfan4491 Bit of a long one, however it's worth a read... The problem(s) associated with opting simply for QTE Attacks consist of wasted time on unneeded QTEs, combat encounter duration being drawn out, and (imo) an ultimately boring combat experience. Sure, you'll EVENTUALLY get the S Rank due to how the Ranking System is largely un-biased (an exception being the Time statistic; shorter Time = bigger Bonus Points), however the cost is too great-even for those who aren't inherently fans of the playstyle. So naturally, there's another way. ------------------------------------------------------ Along with the Time Bonus & Strength stat-viewing the Hit Counter & QTEs as complementary tools that work together can also provide a different perspective to combat. Lower-level Strength (Lv. 1 to 4), multi-hit/AOE combos, and taking enemy formation/spacing into account are all huge elements in racking up high Hit Counts-which reward more Bonus Score & Unleash Meter, and total up per encounter in the "Combo" Rank statistic. Finishing off some encounters with selective QTEs on a high-ranking enemy here and there (rather than *every chance you get & every enemy you see*) leads to saved time, adequate Score Gain, and better combat pacing-personally speaking. This-in addition to keeping up with Rings and Crush (destructible objects)-is one way that easily leads to both good Ranks and having a positively engaging experience with the game's mechanics. ------------------------------------------------------ So with all that said, if you were to ask me about any ACTUAL issues/potential improvements... - The QTE Bonus Point hierarchy needs more range-lower ranking enemies should have lower QTE Point payouts. - Additionally, the Hit Counter's Bonus Points ought to be higher (much like how FIS handles it). - Resetting player stats & refunding EXP from said stat should have been a feature in this game, especially considering the Strength stat's impact on both combat and Score Play. - Low Strength = low damage but more Hits & Score, High Strength = more damage but less Hits & Score (both are what the base game does already). - Just as how critiquing the QTE-only method certain players use should be more prominent, so too should critiques of the Ranking System's un-biased nature. - While it only caring about if you have a certain number of points leads to multiple ways of achieving Ranks, it's still a double-edged sword in how it can (and definitely has) end up giving a false impression that poor gameplay w/ a high score is ""skilled""-which the prior history of high Ranks being harder to get in games such as Sonic Adventure 2 and Sonic Heroes play a part in painting what A or S Ranks mean. - Much like DMC2 to 4 (iirc), grading each Rank Statistic from S-to-E separately can lead to a surefire way (and additional layer) of balancing/minimizing certain player actions. So for example: if Enemy Score is thru-the-roof and gets an S, but Combo is severely lacking and gets a D or E, that's grounds for knocking the overall Stage Rank down by one Rank. In all, what the base game has is generally good-just that what it needs, whether it's a fan or official project, is sanding down any rough edges and fine-tuning certain systems to minimize certain extreme methods of play. - ini
How poetic that our mod released on Sonic Unleashed's birthday!
This means a lot to all of us!
Simply wonderful!
werehog gaming
Oh my god, this is actually looking more amazing
YOOOO this is sick! Can't wait for the release!
The mod is now public again. Give it a shot whenever you've got time!
We are SO BACK
Time to get in the lab! 🙏🏻
You know it!
Nice! This looks great!
Awesome
Did you make new attack? /вы сделали новые атаки ? ( ок, круто)
There are some attacks that are from the Beta releases of Sonic Unleashed, so they never made it to the final release...well, until this year!
That is what you see in the trailer-unused attacks or moves from that Beta build are now here in full force! - ini
In the base game, there wasn't really a special system or incentive that encouraged you to use more elaborate combos. Does this mod address that problem?
The base game already have incentives for using different combos, such as:
- Unique attributes for attacks
- Hit Counter score system, keeping a combo chain for score and DGE (dark gaia energy)
- Enemy group dynamics and abilities, fending them off via different attacks
- Creative uses, such as applications in platforming and traversal.
The mod enhances and partly adds/improves onto those mechanics, keeping Sonic Unleashed's combat system fundamentally the same but having more to it.
We recommend paying attention a bit more to what goes on in the combat encounters of the original Sonic Unleashed (HD)-more specifically, the HUD.
That is where you can find that the problem you spoke of is already taken care of! - ini
The issue really isn't a lack of incentive to do combos, but rather that there is an incentive to not do them(The QTE attacks for more points).
@@lpfan4491 They should make where QTE attacks are only activated after successfully chaining a 20 hit combo or something
@@lpfan4491 Bit of a long one, however it's worth a read...
The problem(s) associated with opting simply for QTE Attacks consist of wasted time on unneeded QTEs, combat encounter duration being drawn out, and (imo) an ultimately boring combat experience.
Sure, you'll EVENTUALLY get the S Rank due to how the Ranking System is largely un-biased (an exception being the Time statistic; shorter Time = bigger Bonus Points), however the cost is too great-even for those who aren't inherently fans of the playstyle.
So naturally, there's another way.
------------------------------------------------------
Along with the Time Bonus & Strength stat-viewing the Hit Counter & QTEs as complementary tools that work together can also provide a different perspective to combat. Lower-level Strength (Lv. 1 to 4), multi-hit/AOE combos, and taking enemy formation/spacing into account are all huge elements in racking up high Hit Counts-which reward more Bonus Score & Unleash Meter, and total up per encounter in the "Combo" Rank statistic.
Finishing off some encounters with selective QTEs on a high-ranking enemy here and there (rather than *every chance you get & every enemy you see*) leads to saved time, adequate Score Gain, and better combat pacing-personally speaking.
This-in addition to keeping up with Rings and Crush (destructible objects)-is one way that easily leads to both good Ranks and having a positively engaging experience with the game's mechanics.
------------------------------------------------------
So with all that said, if you were to ask me about any ACTUAL issues/potential improvements...
- The QTE Bonus Point hierarchy needs more range-lower ranking enemies should have lower QTE Point payouts.
- Additionally, the Hit Counter's Bonus Points ought to be higher (much like how FIS handles it).
- Resetting player stats & refunding EXP from said stat should have been a feature in this game, especially considering the Strength stat's impact on both combat and Score Play.
- Low Strength = low damage but more Hits & Score, High Strength = more damage but less Hits & Score (both are what the base game does already).
- Just as how critiquing the QTE-only method certain players use should be more prominent, so too should critiques of the Ranking System's un-biased nature.
- While it only caring about if you have a certain number of points leads to multiple ways of achieving Ranks, it's still a double-edged sword in how it can (and definitely has) end up giving a false impression that poor gameplay w/ a high score is ""skilled""-which the prior history of high Ranks being harder to get in games such as Sonic Adventure 2 and Sonic Heroes play a part in painting what A or S Ranks mean.
- Much like DMC2 to 4 (iirc), grading each Rank Statistic from S-to-E separately can lead to a surefire way (and additional layer) of balancing/minimizing certain player actions. So for example: if Enemy Score is thru-the-roof and gets an S, but Combo is severely lacking and gets a D or E, that's grounds for knocking the overall Stage Rank down by one Rank.
In all, what the base game has is generally good-just that what it needs, whether it's a fan or official project, is sanding down any rough edges and fine-tuning certain systems to minimize certain extreme methods of play. - ini