@@EternallyEmberKin bro they always have dudes play these demos that don’t know what the heck they’re doing LMAO watching the person that didn’t boost legit annoyed me to no end
I was so hyped and happy watching this gameplay, WHAT?! THIS IS NOTHING LIKE FORCES! WHAT ARE SONIC FANS ON ABOUT?! THE LEVEL WENT OVER 4 MINUTES EVEN IN THAT OPTIMIZED RUN AND HOLY THERE ARE MORE ALTERNATE PATHS THAN I THOUGHT THERE WERE, THIS LEVEL DESIGN IS ON PAR WITH UNLEASHED AND GENERATIONS, THE GAMEPLAY FEELS GOOD, AND THE BEST PART, IT'S NOT A 1:1 REUSED LEVEL DESIGN WE'RE SO BACK!!!!
I wouldn’t say on par, you have to remember that Gens and Unleashed had the drift, wall jumping, light dash, etc. Go back and watch boost levels from that era & you’ll notice that the mechanics are a bit more engaging, even modern Green hill and Apotos day but I’m hoping that we start seeing those old mechanics in other levels because the level design in Shadow Generations is really good!
@@jordanelliott0408I'd argue that wall jumping is not a very good mechanic as it breaks the flow of the game, unless if done in 3d. In Unleashed & Gens, we mostly see in only 2d, so I don't mind not being here. But the rest I agree with you
Id compare this to a sa2 with boost cause it controls like that with some boost stuff, tho i gotta say the level design exceds gens and unleashes and actually has less hallways than those so this game is definitely not like forces at all, also i can see momentum is back
@@jordanelliott0408tbh, fair, however, I always thought that the simplified boost gameplay from Forces and Frontiers could work well in a good level design (In Frontiers it even works considerably well) and it could have benefits since you have less things to worry about, but you're still right I'm just so glad the level design in this game doesn't look horrible, when the first gameplay was released by VGC I was so afraid, it looked so boring, with no alternate paths and challenges, and so much linearity, but after this gameplay, I'm VERY happy with how this level design looks and I hope the rest of the game has a level design quality like this And who knows about the other abilities? Maybe they could be here, I do agree with you they add a lot and are fun to use, Forces and Frontiers had a wall jump, and Frontiers was going to have a drift (that maybe would be good to use) but ended up just being that awful gimmick in 3-5, even if not in this game, maybe in the next mainline game (if they don't change the gameplay back to the Adventure Formula that is, since Kishimoto said he wanted to give that a try) And even without those abilities I still do think the game looks on par with the other ones, for different reasons, but I'm hoping this game will join along the other good Boost games such as Unleashed, Colors, Gens, Frontiers (and the 2D ones too)
Lets not forget that the length of the FIRST level is more than 4 minutes including the fact that chaos control stops time momentarily (making the actual gameplay length more than 5 MINUTES) Whilr noting that Fadel is using shortcuts and trying to hit that S rank score. In these 5 minutes you can play through 4 sonic forces stages back to back by playing normally. THEY COOKED
forces level desing my ass, this looks Unleashed quality... even more I dare to say for a first level Edit: I enjoy seeing people debate and talk and such, but Im thinking that maybe making this comment was a mistake? I mean, yeah, maybe the rest of the game will have forces level desing, we dont know But guessing for this very first level (yeah, first level, we got tutorial rings and such explaining how to jump, boost, homming attack, chaos control, etc), is way more complex level desing wise, cinematic and with cool cutscene-gameplay transitions. Which other first level from another boost game have this?
And yet it has Forces animations, such as his spin jump, a double jump (which I don’t like personally), no hop, and even the homing cursor SFX. Edit: length-wise, it does look like Unleashed design, with a more Generations level design because there’s a lot of action besides simply running (or in this case “skating”), though it seems more Forces-esque especially with the fixed camera angle
I can’t really judge much since I haven’t played it but this does not look like Unleashed quality. At least it seems a lot better than Forces and Cyberspace. I’m up for it!!
@@DSmith3279fr, 2d is alright when it doesn't interrupt the gameplay flow at least, a point in case being crisis city/planet wisp act 2 in gens. It's only a problem imo when it stops you dead in your tracks to do tedious or slow normal platforming rather than complimenting the speed like in generations' GHZ act 2 or the majority of unleashed's day stages
Yeah this is definitely FoRCes lEVeL DesIGN. Bro this is probably some of the best Level design we've seen since gens. I would say its even better in some aspects.
@@Yes-jk9bf Well forces on the visual aspect isnt bad at all. The shadow model is really good and has good animations, it might be me but i like the jump ball.
@@Mr.WheeIerso you’re saying “running” while falling is a good animation? Dude, Modern Sonic and the Avatar have the exact same animations when they’re falling; even walking over a ledge without jumping looks stiff and doesn’t look natural
2:43 bro whoever thinks this level design is like forces is stupid, like this big open sectio would be something u see in the AVDENTURE GAMES, like sonic team cooked hard they have so many multiple paths and they got the physics and animation right, they cooked all the way just like i thought they would, imagine whats next for fromtiers 2 and beyond, like their ready for sa3
@@Nickika Yeah, if you look at SA2's actual design, it's really kinda a Boost game, it's not all THAT different from Boost game design, it's just that it uses a different control scheme/moveset taken from Sonic Adventure that's more similar to the classics.
Something I like is that they made running out of boost a real threat. It's tied to only one resource: rings. So if you want to keep your boost you have to go out of your way to collect them. I think they've hit upon a really good flow here.
Bro, this game looks SO DAMN FIRE. If this is gonna be what the new mainline Sonic games will he like for now on, I am all here for it. And not related, but they should really just have Ian Flynn as the main writer for Sonic games. Idk what the hell they were doing in the 2010's
They were trying to avoid the serious shonen Sonic of the 2000s because all they saw as far as Sonic Adventure to Sonic and The Black Knight was the critics making fun of the stories. They didn't see merit, just every critic going "Sonic still can't seem to stop making stories as dark as him getting the lip lock on with a Princess... While dead." Even when the gameplay was good, the only thing that could be taken away from some of them was "Man, Sonic will never just be what it was in the 90s".
@@An0therBurner94 And that's kinda a bs way to change the writers in the 2010's. I love the 2010 Sonic games but the story just sucked major dick. Thank god they're fixing Sonic like he should've been
@@ThemightyTelevisionit really isnt that much of his fault, directors do give the lead story designer directions, i bet he wants to make good original stories but the games direction could be preventing him from doing the stuff he wants to do. And i'd take him any week of the day if it means pontac doesnt come back.
Fadel said it feels like cyberspace and you can see that in gameplay. He said he feels a little heavy in midair and the sort of ‘flying’ physics where you get enough speed to go off a ramp look virtually identical to Frontiers
If every level is this long and is this good, then we might actually have an amazing little game here. What are the chances Shadow Generations is longer than the entirety of Forces lmao
@@Pakigi716there are three confirmed levels so far, and it’s also confirmed that each stage will have 2 acts, so that’s six levels already, and I doubt they’ll stop there
@@Pakigi716I’ve been worried about that too, but the fact they already showed us 3 stages and one boss gives me hope, since remember how they were trying so hard to hide cyberspace. If we get a full 6 stages/zones and at least 3 bosses I’ll be satisfied. If they surprisingly make it equal to Generations and give us 9 I would be blown away. 2 acts have been confirmed since we see the Ark will also have a stage with both 2D and the new wings
@@SonicTheHedgehogX15I think this would hardly be on the same level as Gens, and Unleashed no less, since they use Forces animations, which are already terrible as they are. Regardless, the in-game cutscenes give it a winning edge
Bro this shows the level at full it has more than unleashed first level this is a good sign, imma get this game deluxe edition its worth it, might be the best sonic game if they fix gens story
Well that’s not a good comparison because unleashed’s first level is purely a tutorial since it was the first instance of boost in the mainline games this game is not only the 6th boost game but also includes a whole other game that people who’ve never played generations should play first. Also we haven’t included the cutscenes (Which are good so I have no problem with them but they still pad out the time.) TLDR: this level is made with the assumption you already know how to play the game.
I dunno who spent all that money on that space station but I don't think they're gonna get their deposit back if a hedgehog kicks massive missles back at it
Is there a setting in the menu to disable those "Speed lines". Y'know, when you boost you get lines going outward at the edges of the screen? I've always thought those things looked ugly.
My only complaint is how far away the level is detached from the Ark. It was always portrayed being relatively close to Arks "stalactite sky scraper" like structures(assuming this is the take on the final chase level). Kinda seems like it's in orbit around the Ark. Otherwise it looks amazing. Looks like it's the distance of the levels "mad space" and "meteor herd"
sonic team remembered how to make a good boost game, this shit looks lit! also liking the length of the level, not to short but doesn't overstay its welcome either while going at max speed for 90% of it. Hopefully more of the levels are like this
Alright, so what im thinking from all the different gameplay ive seen is that this stage is great for optimization and speed running, but not exactly the best for a casual run though, where it feels like not much is really going on I know that mind sound obvious, but i think Generations did a good job of being entertaining regardless of how you play by having a good amount of platforming, high speed momments, and unique level gimmicks Hopefully, later levels ask more from the player. More platforming, more stuff to dodge, etc. I'm hopeful since this is just the first level
I just noticed that there's a dash ring at 1:27. Were you unable to notice it or react in time? And does it skip that Chaos Control platforming section? Edit: after deep observation, I realised that the boost gauge can only be filled with rings, while attacking enemies only fills the Chaos Control gauge
The level design is easily the best since Colors, but I just cant get over how many missing mechanics there are as opposed to Sonic's Gameplay, like Rainbow Hoop Tricks, Drifting, Light Speed Dash and more. It wouldn't bother me if it was a standalone game, but if it comes as part of Generations, it should be essential for them to have those mechanics, especially since FRONTIERS has them.
@@miadatenshi9903 They literally have the same gameplay mechanics in SA2, Sonic Heroes, Sonic Forces. Even Tailstube says that Shadow can do everything Sonic can respectively and then some.
@@bottomtext593 they want to make them different, last i checked sonic in generations cannot stop time using chaos control like shadow shows that he can do here or use chaos spear to hit enemies at long range even his homing attack is different since shadow uses chaos snap to teleport to his targets and yes said teleport is a real teleport that allows him to bypass certain obstacles, Fadel doesnt show it here but you can use chaos snap in that section with the fake chaos to bypass the lasers without needing to wait for them to deactivate
@@carso1500 Yeah I get that they have some separate mechanics and I get that. But I can't get over the fact basic things like drifting, wall hopping and lightspeed dash isn't in the game.
@@bottomtext593 you dont really need drifting if you can actually turn while boosting which as far as we have seen it seems to be the case in shadow generations, shadow can practically spin in place and even mid air his control seems to be pretty fluid lightspeed dash could still be in the game as an ability that you either get or have to buy, we know shadow gains new abilities through the game but lightspeed dash is rarely an ability that you from the start or it has limitations (in generations you can only use it in certain ring paths for example) same with wall hopping
Even though it looks like there are a lot of features and formulas from Forces in this gameplay that are a little unpleasant for my taste, there are deffo a lot of care and improvements that makes this game look worthy of my money... Can't wait ❤️
IKR? And especially since Shadow uses the same animations as Forces, I mean we already saw his boost in the rival battle, why not use that instead? Then there’s missing moves like the hop and drift, as well as tight corners which you need to slide under (a good feature for players to react quickly to)
I have a theory What if the endings from shadow the hedgehog turn up in this game, like each ending was a different timeline and he experiences them too
Forces levels automated a lot of things I feel like that’s not true because In forces control was often taken in sections were it didn’t have to just to you. Could boost for. A couple seconds after There where full 40 seconds of no control in 1 min stages This game may have a decent bit of automation but the levels don’t take as much control form you look at the ark level
Maybe I have just been too spoiled by the likes of Generation, Mania, and SRB2 but I am not really seeing what has people praising this game’s level design so far.
@@technicallyinept2120 mfer, I've played it and replayed, I have it downloaded on my phone too, still, the level design is shitty, it relies too much on your memory and muscle memory, if you get off the path good luck trying to find it again, stop assuming people don't play the stuff they criticize.
@@ThemightyTelevision I literally have no idea what you’re talking about as far as finding the levels difficult to navigate, but that is not the first time I have heard that complaint.
@@technicallyinept2120 exactly what I'm saying, that game wants you to be lost every chance it gets, almost every stage is stupidly hard to navigate, i don't like it.
The GameSpot trailer did this game so dirty, whether it was them or Sega playing it. It looks WAY better here. … I see jumping still murders your momentum, tho… can’t win them all, I guess.
I love how the level stull takes over 4 minutes (no insult to Fadel). This looks promising!
Adding onto that Chaos Control also stops the timer so it's actually even longer
@@thealandude9146 DANG
@@thealandude9146 Fucking hell I didn't even notice that!!
Nah Fadel knows how to play a Sonic game unlike these npc game journalists.
So yeah the levels are not minute long yay
@@thealandude9146The DETAIL!!
Really glad to see someone use that route at 2:32, was wondering where it went.
This looks so much better with someone that knows how to play Sonic 😂😂
I WHOLEHARTEDLY AGREE LMAO
@@EternallyEmberKin bro they always have dudes play these demos that don’t know what the heck they’re doing LMAO watching the person that didn’t boost legit annoyed me to no end
@@EternallyEmberKin what’s your favorite sonic game? Mine is SA2 easy
Looks good, but need more gameplay of other stages
Bro you se that shortcut00:10!?holyyyyyyyy shit 2:43 that shortcut was CRAZY!!!!!!this is game is gonna be amazing!!!
I was so hyped and happy watching this gameplay, WHAT?! THIS IS NOTHING LIKE FORCES! WHAT ARE SONIC FANS ON ABOUT?! THE LEVEL WENT OVER 4 MINUTES EVEN IN THAT OPTIMIZED RUN AND HOLY THERE ARE MORE ALTERNATE PATHS THAN I THOUGHT THERE WERE, THIS LEVEL DESIGN IS ON PAR WITH UNLEASHED AND GENERATIONS, THE GAMEPLAY FEELS GOOD, AND THE BEST PART, IT'S NOT A 1:1 REUSED LEVEL DESIGN
WE'RE SO BACK!!!!
I wouldn’t say on par, you have to remember that Gens and Unleashed had the drift, wall jumping, light dash, etc. Go back and watch boost levels from that era & you’ll notice that the mechanics are a bit more engaging, even modern Green hill and Apotos day but I’m hoping that we start seeing those old mechanics in other levels because the level design in Shadow Generations is really good!
Drift is a completely useless feature in this game because you can actually turn lmao@@jordanelliott0408
@@jordanelliott0408I'd argue that wall jumping is not a very good mechanic as it breaks the flow of the game, unless if done in 3d. In Unleashed & Gens, we mostly see in only 2d, so I don't mind not being here. But the rest I agree with you
Id compare this to a sa2 with boost cause it controls like that with some boost stuff, tho i gotta say the level design exceds gens and unleashes and actually has less hallways than those so this game is definitely not like forces at all, also i can see momentum is back
@@jordanelliott0408tbh, fair, however, I always thought that the simplified boost gameplay from Forces and Frontiers could work well in a good level design (In Frontiers it even works considerably well) and it could have benefits since you have less things to worry about, but you're still right
I'm just so glad the level design in this game doesn't look horrible, when the first gameplay was released by VGC I was so afraid, it looked so boring, with no alternate paths and challenges, and so much linearity, but after this gameplay, I'm VERY happy with how this level design looks and I hope the rest of the game has a level design quality like this
And who knows about the other abilities? Maybe they could be here, I do agree with you they add a lot and are fun to use, Forces and Frontiers had a wall jump, and Frontiers was going to have a drift (that maybe would be good to use) but ended up just being that awful gimmick in 3-5, even if not in this game, maybe in the next mainline game (if they don't change the gameplay back to the Adventure Formula that is, since Kishimoto said he wanted to give that a try)
And even without those abilities I still do think the game looks on par with the other ones, for different reasons, but I'm hoping this game will join along the other good Boost games such as Unleashed, Colors, Gens, Frontiers (and the 2D ones too)
Okay Fadel, looking like a pro
😂😂
Lets not forget that the length of the FIRST level is more than 4 minutes including the fact that chaos control stops time momentarily (making the actual gameplay length more than 5 MINUTES) Whilr noting that Fadel is using shortcuts and trying to hit that S rank score. In these 5 minutes you can play through 4 sonic forces stages back to back by playing normally. THEY COOKED
yeah I feel like people are gonna be beating this level in 2-3 minutes on release
Im just glad to see you actually boosting. That official gameplay video annoyed me with those quick tap boosts.
The dude was like "don't screw it, don't screw it, you are recording"
the guy playing is gamescage, this is a twitter reupload
forces level desing my ass, this looks Unleashed quality... even more I dare to say for a first level
Edit: I enjoy seeing people debate and talk and such, but Im thinking that maybe making this comment was a mistake?
I mean, yeah, maybe the rest of the game will have forces level desing, we dont know
But guessing for this very first level (yeah, first level, we got tutorial rings and such explaining how to jump, boost, homming attack, chaos control, etc), is way more complex level desing wise, cinematic and with cool cutscene-gameplay transitions.
Which other first level from another boost game have this?
TRUE,the amout of shortcut this have is INSANE
The movement reminds me a lot more of Cyberspace than Unleasehed, in a good way. It’s a lot about clever air movement.
And yet it has Forces animations, such as his spin jump, a double jump (which I don’t like personally), no hop, and even the homing cursor SFX.
Edit: length-wise, it does look like Unleashed design, with a more Generations level design because there’s a lot of action besides simply running (or in this case “skating”), though it seems more Forces-esque especially with the fixed camera angle
@@leonardowynnwidodo9704 That has nothing to do with the level design.
I can’t really judge much since I haven’t played it but this does not look like Unleashed quality.
At least it seems a lot better than Forces and Cyberspace.
I’m up for it!!
Oh my God, it's actually a 3D Sonic level. It has no 2D sections, it hasdiverting paths and platforming in 3D. I can't believe my eyes
Literally what everyone wanted
The game will still have 2D levels and 2D sections in levels. After all, this is a 2D/3D hybrid gameplay style. There's nothing wrong with 2D.
@@DSmith3279fr, 2d is alright when it doesn't interrupt the gameplay flow at least, a point in case being crisis city/planet wisp act 2 in gens. It's only a problem imo when it stops you dead in your tracks to do tedious or slow normal platforming rather than complimenting the speed like in generations' GHZ act 2 or the majority of unleashed's day stages
Yeah this is definitely FoRCes lEVeL DesIGN. Bro this is probably some of the best Level design we've seen since gens. I would say its even better in some aspects.
The only forces design I see is in Shadow’s model and dash
@@Yes-jk9bffr
@@Yes-jk9bf Well forces on the visual aspect isnt bad at all. The shadow model is really good and has good animations, it might be me but i like the jump ball.
@@Mr.WheeIer I’d disagree, but that’s just mainly cause I fell in love with the Generations and Unleashed boost. Layout wise look pretty solid
@@Mr.WheeIerso you’re saying “running” while falling is a good animation? Dude, Modern Sonic and the Avatar have the exact same animations when they’re falling; even walking over a ledge without jumping looks stiff and doesn’t look natural
2:43 bro whoever thinks this level design is like forces is stupid, like this big open sectio would be something u see in the AVDENTURE GAMES, like sonic team cooked hard they have so many multiple paths and they got the physics and animation right, they cooked all the way just like i thought they would, imagine whats next for fromtiers 2 and beyond, like their ready for sa3
That's only SA1, SA2 is very linear, and it almost never opens up, I know because I just beat SA2 a few days ago
@@Nickika True except for stages like final escape/chase where you can cheese the level by jumping off to branching rails, etc.
@@Nickika Yeah, if you look at SA2's actual design, it's really kinda a Boost game, it's not all THAT different from Boost game design, it's just that it uses a different control scheme/moveset taken from Sonic Adventure that's more similar to the classics.
@@Codyslx Yeah, those are really easy to abuse, I do all all the time.
I hope we can see more of these!
I didn’t see all these pathways before ngl this looks like really fun level design ❤😮
God it's so dynamic and smooth. I can tell the control is really good from this
Something I like is that they made running out of boost a real threat. It's tied to only one resource: rings. So if you want to keep your boost you have to go out of your way to collect them. I think they've hit upon a really good flow here.
Bro, this game looks SO DAMN FIRE. If this is gonna be what the new mainline Sonic games will he like for now on, I am all here for it. And not related, but they should really just have Ian Flynn as the main writer for Sonic games. Idk what the hell they were doing in the 2010's
Ian Flynn would be a goated writer. This quality of a game put together with his writing would make an AMAZING game both storytelling and visually.
They were trying to avoid the serious shonen Sonic of the 2000s because all they saw as far as Sonic Adventure to Sonic and The Black Knight was the critics making fun of the stories. They didn't see merit, just every critic going "Sonic still can't seem to stop making stories as dark as him getting the lip lock on with a Princess... While dead."
Even when the gameplay was good, the only thing that could be taken away from some of them was "Man, Sonic will never just be what it was in the 90s".
@@An0therBurner94 And that's kinda a bs way to change the writers in the 2010's. I love the 2010 Sonic games but the story just sucked major dick. Thank god they're fixing Sonic like he should've been
It really depends tho, if Ian just keeps writing references non-stop imma ask him to leave, bro.
@@ThemightyTelevisionit really isnt that much of his fault, directors do give the lead story designer directions, i bet he wants to make good original stories but the games direction could be preventing him from doing the stuff he wants to do.
And i'd take him any week of the day if it means pontac doesnt come back.
How do Shadow's physics compare to the Generations and Cyberspace physics?
It looks like forces boost and frontiers physics
@@hassanch5866no it doesnt, the boost is fast and controllable like if sa2 had boost, and the physics have mometum like sa2 with open zone controls
@@SonicTheHedgehogX15 More like sonic frontiers max rings boost in open zone. It is also fast and controllable.
Fadel said it feels like cyberspace and you can see that in gameplay. He said he feels a little heavy in midair and the sort of ‘flying’ physics where you get enough speed to go off a ramp look virtually identical to Frontiers
@@SonicTheHedgehogX15It has that cartoony filter on the corners of the screen when he’s boosting. That’s in Forces.
If every level is this long and is this good, then we might actually have an amazing little game here. What are the chances Shadow Generations is longer than the entirety of Forces lmao
I think this is the best game ever it comes close to sa2 and already beat unleashed and gens tbh with that level desigm
@@Pakigi716there are three confirmed levels so far, and it’s also confirmed that each stage will have 2 acts, so that’s six levels already, and I doubt they’ll stop there
@@Pakigi716I’ve been worried about that too, but the fact they already showed us 3 stages and one boss gives me hope, since remember how they were trying so hard to hide cyberspace. If we get a full 6 stages/zones and at least 3 bosses I’ll be satisfied. If they surprisingly make it equal to Generations and give us 9 I would be blown away. 2 acts have been confirmed since we see the Ark will also have a stage with both 2D and the new wings
@@SonicTheHedgehogX15I think this would hardly be on the same level as Gens, and Unleashed no less, since they use Forces animations, which are already terrible as they are. Regardless, the in-game cutscenes give it a winning edge
Just noticed that,when shadow used chaos control it slow down time level too. That so cool details
Wouldn’t be surprised as that’s the nature of Chaos Control
Level design looks good. Love the cinematic moments!
Bro this shows the level at full it has more than unleashed first level this is a good sign, imma get this game deluxe edition its worth it, might be the best sonic game if they fix gens story
Of course they won't fix generation's story. They haven't touched the old content, only the shadow stuff is new.
I see the level design is close to like adventure 2 with a mix of adventure 1 but I do like it and it’s promising for the shadow generation campaign
Well that’s not a good comparison because unleashed’s first level is purely a tutorial since it was the first instance of boost in the mainline games this game is not only the 6th boost game but also includes a whole other game that people who’ve never played generations should play first. Also we haven’t included the cutscenes (Which are good so I have no problem with them but they still pad out the time.) TLDR: this level is made with the assumption you already know how to play the game.
Epic gameplay! Now shadow's speed in this is undeniably awesome!
This is nothing like forces it's literally more like actual generations level design/lenght what are people on💀
I guess the thing it's most similar to forces in is the dynamic ingame cutscenes/action scenes. that was like the only good thing about forces
@@sasasutumiand the animations
Forces gave people PTSD
I dunno who spent all that money on that space station but I don't think they're gonna get their deposit back if a hedgehog kicks massive missles back at it
The government funded it.
These shortcuts and alternate paths are insane
Glad to see the new sonic team is getting way more comfortable designing levels, honestly their evolutions from forces to this has been awesome.
Wow a fully 3D level…we might actually be back this time
Just saying we had this in frontiers too although they weren’t as long as this
@@TYP2K. true true
Let’s go this shit looks fun as hell
Is there a setting in the menu to disable those "Speed lines". Y'know, when you boost you get lines going outward at the edges of the screen? I've always thought those things looked ugly.
Game's not even out yet and we already got a speedrun leaderboard
How did Sonic Team COOK!? WHO LET THEM COOKED!? NOW I'M EXCITED FOR THE NEXT SONIC GAME IF IT'S THIS GOOD!!!
It only took Sega about an entire decade to relearn how to make good boost levels :V
Oh my god this game looks great
Over 4 minutes... full rush? Holy shit This is GOAT
My only complaint is how far away the level is detached from the Ark. It was always portrayed being relatively close to Arks "stalactite sky scraper" like structures(assuming this is the take on the final chase level). Kinda seems like it's in orbit around the Ark. Otherwise it looks amazing. Looks like it's the distance of the levels "mad space" and "meteor herd"
This is the first act, the second act might be closer to the ark.
This looks fantastic
sonic team remembered how to make a good boost game, this shit looks lit! also liking the length of the level, not to short but doesn't overstay its welcome either while going at max speed for 90% of it. Hopefully more of the levels are like this
Does anyone know if the way it controls feels similar to cyberspace (turning mostly) just curious because i haven't heard anyone mention it.
So Shadow's gameplay is basically Adventure with boost?
This gameplay reminds me of Mortar Canyon from Forces, only longer and more interesting. This looks promising!
This dude is an absolute monster. He always takes the high path.
Oh my god, the amount of quality in this stage is tremendous! So hyped for this game!!!
This is like an adventure level design, I love it.
Finally, someone got to show off an S Rank.
I've been waiting to see compotent play behind the wheel.
I'm in love
Alright, so what im thinking from all the different gameplay ive seen is that this stage is great for optimization and speed running, but not exactly the best for a casual run though, where it feels like not much is really going on
I know that mind sound obvious, but i think Generations did a good job of being entertaining regardless of how you play by having a good amount of platforming, high speed momments, and unique level gimmicks
Hopefully, later levels ask more from the player. More platforming, more stuff to dodge, etc. I'm hopeful since this is just the first level
That's a you thing, because from what I've seen it actually looks like you have to interact with the whole controller even on a casual run.
@@ThemightyTelevisionI haven't seen any need to use the slide, stomp, quickstep and chaos spear
I wouldn’t really recommend more platforming, except if Chaos Control is used, cause then Shadow’s momentum is decreased from all the jumping
@@Aktedya1-jt7vwfor Chaos Spear, you can use it during the fight with the Biolizard
@@leonardowynnwidodo9704 Well yeah, that's the tutorial for it
EL NIVEL CASI PERFECTO SIN TRABAS DURA 5 MINUTOS, como en SONIC Unleashed casi. no como el de Forces que cada unbo dira 1 MINUTO y medio o 2
I just noticed that there's a dash ring at 1:27. Were you unable to notice it or react in time? And does it skip that Chaos Control platforming section?
Edit: after deep observation, I realised that the boost gauge can only be filled with rings, while attacking enemies only fills the Chaos Control gauge
maybe you should just use the air boost
@@antony3213I kinda guessed that’s how one is supposed to reach it, but it doesn’t answer my questions
18 whole years between this video and Sonic 06 at E3 yet somehow this is literally the same quality 💀
Looking at the official press gameplay this looks much better than the graphics from 06
The level design is easily the best since Colors, but I just cant get over how many missing mechanics there are as opposed to Sonic's Gameplay, like Rainbow Hoop Tricks, Drifting, Light Speed Dash and more. It wouldn't bother me if it was a standalone game, but if it comes as part of Generations, it should be essential for them to have those mechanics, especially since FRONTIERS has them.
Shadow ≠ Sonic
@@miadatenshi9903 They literally have the same gameplay mechanics in SA2, Sonic Heroes, Sonic Forces. Even Tailstube says that Shadow can do everything Sonic can respectively and then some.
@@bottomtext593 they want to make them different, last i checked sonic in generations cannot stop time using chaos control like shadow shows that he can do here or use chaos spear to hit enemies at long range
even his homing attack is different since shadow uses chaos snap to teleport to his targets and yes said teleport is a real teleport that allows him to bypass certain obstacles, Fadel doesnt show it here but you can use chaos snap in that section with the fake chaos to bypass the lasers without needing to wait for them to deactivate
@@carso1500 Yeah I get that they have some separate mechanics and I get that. But I can't get over the fact basic things like drifting, wall hopping and lightspeed dash isn't in the game.
@@bottomtext593 you dont really need drifting if you can actually turn while boosting which as far as we have seen it seems to be the case in shadow generations, shadow can practically spin in place and even mid air his control seems to be pretty fluid
lightspeed dash could still be in the game as an ability that you either get or have to buy, we know shadow gains new abilities through the game but lightspeed dash is rarely an ability that you from the start or it has limitations (in generations you can only use it in certain ring paths for example)
same with wall hopping
The earth model is straight up one to one with the frontiers earth model
Thats because it was given by NASA themselves.
Huh?
If it ain’t broke don’t fix it
Even though it looks like there are a lot of features and formulas from Forces in this gameplay that are a little unpleasant for my taste, there are deffo a lot of care and improvements that makes this game look worthy of my money... Can't wait ❤️
Agreed. I still hate how the gameplay looks similar to Forces, and especially the animations, but the level design is just as great
@@leonardowynnwidodo9704 if there's one thing I'd love for them to change is that damn ball-jump animation lol
@@ZTS-93 100%. IMO it looks childish, while the Unleashed spin jump looks better
The ony thing throwing me off is the fact that Shadow and Sonic use different engines. Gameplay is great but it is jarring.
IKR? And especially since Shadow uses the same animations as Forces, I mean we already saw his boost in the rival battle, why not use that instead? Then there’s missing moves like the hop and drift, as well as tight corners which you need to slide under (a good feature for players to react quickly to)
Bro look at that boost i literally get an adrenaline rush every time he uses it, i can FEEL the speed
*_Chaoooos..._* CONTROL!!
I legit had a dream about this game
I have a theory
What if the endings from shadow the hedgehog turn up in this game, like each ending was a different timeline and he experiences them too
I'm not good at explaining it but it's just an idea that could be interesting
Pro tips
they should have fadel play for every sonic showcase
This is the best sonic game full stop.
damn they really cooked with that level design
I see, so you’re not just a Hedgehog?!?!
You have to be on some next level zaza to think this looks like forces.
Well the animations are from Forces, so that’s one
Bro is getting speedruns in before the game even drops lol
Wait, it released already?
Ermm cleanup in isle my pants
How did you always play in that game?
Source? Tryna see some good quality here.
ua-cam.com/video/j9FWx1AdYxY/v-deo.htmlsi=PYapPS9IINueam8w
Chaos Control
FANS DE SONIC CUANDO VEN UN PASILLO: 😭 (ES SONIC FORCES)
those are like 4 forces levels lol
Game wasn’t that bad better than colors
@@TreadywayYT there are things to enjoy in any bad game. hell, my favorite megaman x game is the worst one lol
Forces levels automated a lot of things
I feel like that’s not true because
In forces control was often taken in sections were it didn’t have to just to you. Could boost for. A couple seconds after
There where full 40 seconds of no control in 1 min stages
This game may have a decent bit of automation but the levels don’t take as much control form you look at the ark level
@@TreadywayYTForces was not better than Colors.
Force isn’t even better than any mainline Sonic game.
@@Ilikecats731 don’t wanna hear it some of y’all not even cultured just be following what the internet say
if you think this runs like forces you need help
Well besides using Forces animations and moves, I’d say the level looks a bit Forces-esque
Maybe I have just been too spoiled by the likes of Generation, Mania, and SRB2 but I am not really seeing what has people praising this game’s level design so far.
I don't see what's so good about the level design of srb2 either.
@@ThemightyTelevision Then you haven’t played it.
@@technicallyinept2120 mfer, I've played it and replayed, I have it downloaded on my phone too, still, the level design is shitty, it relies too much on your memory and muscle memory, if you get off the path good luck trying to find it again, stop assuming people don't play the stuff they criticize.
@@ThemightyTelevision I literally have no idea what you’re talking about as far as finding the levels difficult to navigate, but that is not the first time I have heard that complaint.
@@technicallyinept2120 exactly what I'm saying, that game wants you to be lost every chance it gets, almost every stage is stupidly hard to navigate, i don't like it.
So no drifting?
you don't need to drift if your controls aren't stiff
@@beeeffgee10kthat rhymed
@@beeeffgee10kStill a cool addition among other mechanics missing.
@@beeeffgee10kthen better make more windy roads, cause that seems like a better level design
Anyone who thinks this is Forces tier, please reassess your IQ
The GameSpot trailer did this game so dirty, whether it was them or Sega playing it. It looks WAY better here.
… I see jumping still murders your momentum, tho… can’t win them all, I guess.
nice lol