Shamar night will always be my favourite werehog stage for the mystery of why it was basically cut in half (similar case to Chun Nan and Empire City night) it’s so odd they cut the second half of this stage to me because they didn’t even use that part of the stage for missions when the other unused parts had been used for missions. At least the unused part of the stage got to be used as DLC so at least the vision of the stage is there somewhat. They were super mean with the beta stage though admittedly holy crap lol I guess that’s why it’s close to the end of the game though.
Re: weird unfinished alternative route. If I were remaking this game, I'd make it so the "Kaizo trap" room actually unlocked that route. This could be a very very unfinished element to the level. That's just speculation though.
I can see why they didn't go through with it though It's useless as a shortcut and would really only serve a purpose if it had a medal or special item in it, cuz otherwise, it's faster to do the altar puzzle, cuz the Kaizo trap goes way longer than it'd take to drag each stone to their respective altar
It surprises me that they waited until the last minute to realize the level ran way too long. Did they not do much playtesting? Apparently Frontiers was the first time they really did any aggressive playtesting. On another note, I wish the werehog levels were just a lot of the Ristar-esque swinging and platforming without the health-bar-based battles. That wouldn't shortened the expected runtime of levels, sure, but the platforming / swinging were in my opinion the fun parts of the werehog gameplay.
I don't think they didn't do playtesting, don't really have much info about dev process but they probably did. The stage can be completed in 8:00 with a decently leveled up werehog, around the same time as Holoska night (that is why i compared earlier). I think the problem is that the level design in the October beta is still a bit rough, but they could have polished it i think. As for why they split we two possibilities. 1) that they effectively didn't have time to polish the enemy encounters in the fifteen days left of development or 2) that the stage was split to include the second half of the DLC
Sadly like most sonic games this game was rushed in certain areas. Most DLC stages were meant to be in the base game but were pushed back to be, well, DLC stages.
Honestly, I am glad this was taken out of the final game to become DLC. I couldn't imagine how much harder it would be for those wanting to S Rank this without dying. Also is it just me, or did that Deep Nightmare (that caught itself on fire and ran into the water) perform in unused animation I don't remember seeing before? (Timestamp 7:28)
One thing I would have loved for these stages would be to have the unused parts as actual next acts like how Act 2 here continues from act 1 Not only would it narratively progress the game/story, but would also be remniscent of the classic games, where the next acts would be a direct continuation of the former (S3&K and Mania specifically, not sure how Superstars do it) Also, after you finish the Unleashed videos, do you plan on doing the same for Colors Wii or is there someone else who already did an in-depth analysis of the old versions where the stages were still one?
Skmaric's video "The Truth Behind the Stages of Sonic Colours" pretty much covers all there is to Colours Wii, though a couple of the small "acts" do have some unused objects out of bound which you might be able to find videos on, Aquarium park act 3 is one I believe.
Ok these last 2 fights at 11:49 and 12:52 kinda feel like enemy spam. Like why would you need 3 wizard-type enemies in 1 area? I can tell why these fights were toned down in the DLC version.
This level always bugged me because of how enemy heavy it was. When the beta area was discovered, it made sense that maybe they shoved all those enemies into the first part of the level. Good to know that, no, that wasn't the case, and that, yes, whoever designed this level was just plain mean and evil with the enemy spam. Were they concerned about level length time?
Hello buddy! In terms of extension beta Arid Sands night is not that much longer than other night stages, i'd say it is comparable to the extension of Holoska night for example. As for the enemy encounters, there was definitely a level design problem, mostly in the beta area, there are just to much fire masters. I believe they had some major beats of the LD okay though, as they fixed it for the DLC by replacing some of the fire masters. As for the retail area, i believe the issue is that it was poorly handled. I am sure that AS 1, even when cut in half, was the longest night stage for all the players. But that is because we all struggled with the altars puzzle and we all falled in the upstairs trap. I think that if the level was better developed with a more organic level design, embracing the labyrinthian nature of the shamarian streets, we could have had an unique and fun stage. Look at the fountain room in the city portion, it is barely utilized despite being very detailed
@@synchronizerman Actually in the october prototype the final few areas are devoid of almost all objects (there's just enough to reach the goal) I'm surprised they didn't make that a beta area giving how little time they had left.
I miss the objects in Jungle Joyride and this level that collapse after hitting them (the tree and the monolith). Were they considered glitchy? They were removed in the DLC areas.
We don't know really why they were removed, there are a ton of unused objects and animations that were or are in process of being discovered (Storm is contributing a lot to the investigation)
@@Tangoreploid But they were "done." Granted, the animations do look a little under-developed. I can imagine some bugs resulting from accidentally landing on the objects or standing on them during the animations ... what other kinds of objects are you discovering, if you don't mind sharing?
I think the man (Storm) should speak for himself, but there is the javelin, the spider web, the bomb, the clock mechanism, the balancing beam that moves up and down and many more that he can probably explain better than me lol
@@synchronizerman yeah, the day stages seem to be fully realized. There are some minor suspicious things in some side stages, but not really that much What is missing from the day stages are the hard and very hard layouts, which have been partially restored in a mod by combining the scraps we have, but most of the stuff is missing, likely bc they were not completed
Babe wake up, The Storm UA-cam uploaded a new Sonic Unleashed video
Shamar night will always be my favourite werehog stage for the mystery of why it was basically cut in half (similar case to Chun Nan and Empire City night) it’s so odd they cut the second half of this stage to me because they didn’t even use that part of the stage for missions when the other unused parts had been used for missions. At least the unused part of the stage got to be used as DLC so at least the vision of the stage is there somewhat. They were super mean with the beta stage though admittedly holy crap lol I guess that’s why it’s close to the end of the game though.
Me encantan tus videos sobre Sonic Unleashed y su contenido temprano, espero obtengas mas reconocimiento
Re: weird unfinished alternative route. If I were remaking this game, I'd make it so the "Kaizo trap" room actually unlocked that route. This could be a very very unfinished element to the level. That's just speculation though.
If only we had the second disc for the August preview build, we may get more answers from it. I like that idea.
I can see why they didn't go through with it though
It's useless as a shortcut and would really only serve a purpose if it had a medal or special item in it, cuz otherwise, it's faster to do the altar puzzle, cuz the Kaizo trap goes way longer than it'd take to drag each stone to their respective altar
It surprises me that they waited until the last minute to realize the level ran way too long. Did they not do much playtesting? Apparently Frontiers was the first time they really did any aggressive playtesting.
On another note, I wish the werehog levels were just a lot of the Ristar-esque swinging and platforming without the health-bar-based battles. That wouldn't shortened the expected runtime of levels, sure, but the platforming / swinging were in my opinion the fun parts of the werehog gameplay.
I don't think they didn't do playtesting, don't really have much info about dev process but they probably did. The stage can be completed in 8:00 with a decently leveled up werehog, around the same time as Holoska night (that is why i compared earlier). I think the problem is that the level design in the October beta is still a bit rough, but they could have polished it i think.
As for why they split we two possibilities. 1) that they effectively didn't have time to polish the enemy encounters in the fifteen days left of development or 2) that the stage was split to include the second half of the DLC
Sadly like most sonic games this game was rushed in certain areas. Most DLC stages were meant to be in the base game but were pushed back to be, well, DLC stages.
Pero que ambicioso iba a hacer Sonic unleashed
I didn't know nightmares had a jumping into water animation when they get in flames
Me neither until someone pointed it out in the comments.
@@TheStormsChannel it's a shame we never get to see those animations too often.
Honestly, I am glad this was taken out of the final game to become DLC. I couldn't imagine how much harder it would be for those wanting to S Rank this without dying.
Also is it just me, or did that Deep Nightmare (that caught itself on fire and ran into the water) perform in unused animation I don't remember seeing before? (Timestamp 7:28)
Oh wow I never noticed that before, it's not often enemies get set on fire, especially with water puddles around.
@@TheStormsChannel Next mission/analysis video: Unused Animations on enemies getting fueled from the Flames of Disaster 🔥
One thing I would have loved for these stages would be to have the unused parts as actual next acts like how Act 2 here continues from act 1
Not only would it narratively progress the game/story, but would also be remniscent of the classic games, where the next acts would be a direct continuation of the former (S3&K and Mania specifically, not sure how Superstars do it)
Also, after you finish the Unleashed videos, do you plan on doing the same for Colors Wii or is there someone else who already did an in-depth analysis of the old versions where the stages were still one?
Skmaric's video "The Truth Behind the Stages of Sonic Colours" pretty much covers all there is to Colours Wii, though a couple of the small "acts" do have some unused objects out of bound which you might be able to find videos on, Aquarium park act 3 is one I believe.
Imagine if there if you can make a mod that you can fight a big arena to fight two titans and two big mothers
Well with the debug mode in the prototype you can spawn enemies with the set editor.
Ok these last 2 fights at 11:49 and 12:52 kinda feel like enemy spam. Like why would you need 3 wizard-type enemies in 1 area? I can tell why these fights were toned down in the DLC version.
Yeah the beta shamar layout is pretty BS
This level always bugged me because of how enemy heavy it was. When the beta area was discovered, it made sense that maybe they shoved all those enemies into the first part of the level. Good to know that, no, that wasn't the case, and that, yes, whoever designed this level was just plain mean and evil with the enemy spam. Were they concerned about level length time?
Hello buddy! In terms of extension beta Arid Sands night is not that much longer than other night stages, i'd say it is comparable to the extension of Holoska night for example.
As for the enemy encounters, there was definitely a level design problem, mostly in the beta area, there are just to much fire masters. I believe they had some major beats of the LD okay though, as they fixed it for the DLC by replacing some of the fire masters.
As for the retail area, i believe the issue is that it was poorly handled. I am sure that AS 1, even when cut in half, was the longest night stage for all the players. But that is because we all struggled with the altars puzzle and we all falled in the upstairs trap. I think that if the level was better developed with a more organic level design, embracing the labyrinthian nature of the shamarian streets, we could have had an unique and fun stage. Look at the fountain room in the city portion, it is barely utilized despite being very detailed
@@Tangoreploid Holoska has a "beta area" extension? I thought this one was complete in the final.
@@synchronizerman Nono, Holoska is complete in retail, i mean that the full Shamar is as long in terms of extension as Holoska night
@@synchronizerman Actually in the october prototype the final few areas are devoid of almost all objects (there's just enough to reach the goal) I'm surprised they didn't make that a beta area giving how little time they had left.
@@TheStormsChannel Holoska night?
I miss the objects in Jungle Joyride and this level that collapse after hitting them (the tree and the monolith). Were they considered glitchy? They were removed in the DLC areas.
We don't know really why they were removed, there are a ton of unused objects and animations that were or are in process of being discovered (Storm is contributing a lot to the investigation)
@@Tangoreploid But they were "done." Granted, the animations do look a little under-developed. I can imagine some bugs resulting from accidentally landing on the objects or standing on them during the animations ... what other kinds of objects are you discovering, if you don't mind sharing?
I think the man (Storm) should speak for himself, but there is the javelin, the spider web, the bomb, the clock mechanism, the balancing beam that moves up and down and many more that he can probably explain better than me lol
@@Tangoreploid So it's mostly the night levels that have incomplete sections. I rarely see anything on the day stages.
@@synchronizerman yeah, the day stages seem to be fully realized. There are some minor suspicious things in some side stages, but not really that much
What is missing from the day stages are the hard and very hard layouts, which have been partially restored in a mod by combining the scraps we have, but most of the stuff is missing, likely bc they were not completed