I think this is an improvement in an inverse way from Project 06 actually, because P06 kept the stages the same and fixed everything else, while this is almost the complete opposite
@@lordx8844 I wouldn't even say Forces had a good idea in theory, if you really look at what the actual narrative of Forces is, what its various plot points actually were, as well as its beta name "Sonic Wars," it becomes clear that their "idea" for Forces was just..."we don't know what to do, so let's just rip off Star Wars almost completely, and throw in whatever random gameplay things it sounds like people said they liked in the previous games, hopefully that pleases someone" and that's kinda it, sadly.
I would like Metropolitan Highway to add the beta introduction: Sonic jumps out of a resistance ship and runs along a track to enter a building where the level begins. Also that the Red Gate Bridge extension is a reference to Radical Highway, a level on the bridge. It would be awesome. I really love this project
yeah and for egg gate instead of that big rail grind section make it how overclocked did it and make you run around all the astroids with a big battle going on in the backround (since the resistence is on the death egg)
Its fun being able to directly compare which stages were made before and after some of the bigger modding leaps and ambitious updates. The game is looking good! Stuff like this always leads me to wonder if the game would bave been better-received if it was like this on release.
I believe so, but it's still a ways from being a great game, storywise. Just like with Sonic 06 and P-06. You can fix bad gameplay, but you can't fix a flawed story.
If I had to chime in on some suggestions for the stages in terms of extensions... Lost Valley: Definitely needs an extension in the beginning. Not a crazy long one, but something that will serve as a much better tutorial than what we actually got, because there really isn't much you can do to fix the existing layout. Something that would serve as a cool visual to as I see Sonic starting off in a more "enclosed" environment before opening up to the withering Green Hill Zone. I see it still being linear and basic, but at least there's more going on. Spaceport: I think it the extension could have the Avatar go in and out of the Chemical Plant as a 3D version of Network Terminal's Interior before sliding out of a tube and into the outside portion. Open to multiple pathways for the Wispons and even borrowing a bit from Overclocked with train dodging. Prison Hall: It should start at the Death Egg Hangar and have the Avatar go in and out through the detention buildings with outer space sections in between. Kind of like A Reverse Egg Gate. (To Be Continued)
Egg Gate: Should be the exact opposite with Sonic rushing through the Prison Hall Interior before jumping out into the open space sections with the ships being more of a threat. Luminous Forest: The bombers in the background should play more into the stage in terms of the environment. I see Sonic running through the patches of jungle that are engulfed in flames as one stage unlike Overclocked being separated into two stages. Not a "Gameplay Changer", I see more Green Forest vibes for Luminous Forest to fit the "Gotta Hurry" vibes of the stage. Park Avenue: I know you "technically" have an unused layout for an extension, but It would be cool to have the Avatar run out of the "Resistance Base" and into hoards of enemies to destroy before going into the main stage. I am looking forward to everything regardless.
If Null Space had a route for every Wispon it might be the best level in the game. I'd love to see something like that, not to mention... an actual Null Space stage.
Seeing what’s been done with the metropolis secret stage makes me excited for the remade capital city and metropolitan highway, not to mention null space!
OG Forces was my first main-line Sonic game and helped me through Middle School, so I'm a lot nicer to it than most Sonic fans because of nostalgia-tinted glasses, but even I'll admit that this version is a million times better than what we got.
''This is gameplay footage of a leaked 2016 build of Sonic Forces, which has yet to be released. I don't exactly trust the source of this, but, i can safely say that this game looks very promising, despite the repetitive looks of most of the levels.''
The sad thing is that mediocre as this game is, it was actually a functional game. With a little creativity and love this game could have been much more memorable and great.
I disagree. They tried to make a boost game out of the Lost World engine and it's just a Frankenstein mashup of Lost World control with boost, it just doesn't work and even in Frontiers it feels weird and janky.
@furynvm Not really, base game controls decent-ish. Not as good as Shadow Generations though. With enough tinkering, the game would have felt much better to control at the very least.
Looks great! I have a couple of suggestions. Could you rename Classic GHZ and CPZ to their song names? "Faded Hills" and "Chemical Flow". Also could you add a stage intro for sunset heights?
I think for luminous forest in the begining it should have a 30-40 sec of sonic running though the burning forest with the planes with bombs in sunset heights come and try to kill you with more emphasis on the treetops of the forest then transitioning to the begining of the og start of the level For egg gate you should use the big rail grinding section in the middle of the level and replace it with 50 secs of more platforming around astroids and lazers trying to kill the player making the level have more of the outside section since i think it's cool while also making the level longer i think these levels deserve extensions but not on the same length as aqua road or sunset heights
It’s great to see this mod make a return but I do have a question about it. In a comment a few months ago on gamebanana you said there was going to be 10 to 12 stage extensions and in the current version of the mod there’s 6 stages with extensions those being Arsenal Pyramid, Aqua Road, Sunset Heights, Guardian Rock, Network Terminal and Park Avenue though I could be wrong about that last one but anyway what I want to know is what stages do you plan to extend in future releases? The only stage that I think is confirmed is Red Gate Bridge as I saw that on the todos list before you removed it from the gamebanana page (i’m assuming that was done to clean it up a bit). If I were to suggest a stage to be expanded then I would really like to see Motor Canyon get an extension as it’s such an epic scene that can be skipped over by the simple action of pressing A and holding X. But whatever you decide to do with this project i’m on board and looking forward to The future of this project as i considerate in the top 3 of best forces mods (The other 2 being CSIM and Overclocked though not in an exact order as I still can’t decide). Also sidenote is there a Twitter account or something I can follow to get updates on what’s going on with the mod?
Red Gate Bridge and Null Space are definitely going to be extended, but I haven't made a firm decision on what other levels will be quite yet. Mortar Canyon and Metropolitan Highway are strong possibilities though. Also I don't use Twitter anymore so the main place to keep tabs on the project is this channel itself. I've posted updates about the state of the mod in the community tab a few times recently, along with generally making videos whenever there's something worth showing off.
@@brandonj_300 Great to hear, the music in Red Gate Bridge can finally play for longer than 6 seconds it’s miracle! However the mention of Null Space gives me another question, are you going to extend the actual Null Space part of the level or the Metropolis portion? I ask this because I can’t imagine null space itself self being easy to expand since there’s not many assets dedicated to it. Also I cannot blame you for not using Twitter lmao.
@@furious_pie466 I'm actually planning on expanding the Null Space part, the original Metropolis area will stay mostly the same as the original level aside from the usual object layout changes. It'll require a decent amount of custom geometry but at the same time the whole area being a floating void will probably make doing the background design easier since developing a fully coherent environment isn't necessary.
@@brandonj_300 I hope that you will consider doing Final Judgment too. It's the final level of the game, and I think it would be good to have something better than a short autorun level with a mediocre miniboss at the end to close out the game. I also love the music that plays during the first part, and I would love if the level were long enough to let it play for a few minutes. This mod is amazing, and I'm excited to see what you'll do next. Keep up the amazing work!
@@brandonj_300 If I could make a suggestion, I think an east level to make an extension for is Imperial Tower What we already have there is actually pretty decent, it just needs a strong 3D section put before the base level to really tie it all together, as for the base level itself not much would need to be changed, imo the only necessity would be to put more hazards on the higher paths you can take with the Burst and Hover wisps, as those paths are just filled with a bunch of Rings and it's frankly quite pathetic for an endgame level
As cool as this is the fundamental problems of forces is still here, very short, very linear. Automation has been cut down though. With the exception of a couple levels
A few questions about this mod: 1. If I download and install this current update to my Steam game, will it erase my saved progress in terms of red rings/number rings/silver moon rings? 2. Will my own custom avatar still work in this mod?
Okay so something i notice with arsenal pyramid rework is that the ground in the beginning has no grass. It looked weird to me but then i saw the original beginning and seeing the grass confirmed why it was so plain.
Would it be possible for you to add some visual elements and hazards from the Actual Normal Mode mod? maybe to mix some difficulty into the branching paths and have more story related events in the levels
I've thought about integrating some of the visual elements before, but I feel that the difficulty increase in those edits is kind of overkill compared to what I'm generally trying to do with re-imagined
can you make it toggleable to have the full stage list including unedited stages? I like to use stage mods like Mortar Canyon remastered and Actual Normal Mode levels alongside it and having to turn on and off mods in the manager between levels is inconvenient.
Every level is accessible in this build, even non-edited ones; I just focused on the edited levels in this video for the sake of clarity about which stages are actually being modified in this build
I think you need to do more to Lost Valley's second 3D section. The only change you made is that now you have to jump and slide which doesn't make it much more interesting. It would be could if: The top path from the 2D second lend to a new path in the 3D section where go on top of the loop and grind down to a later part of the bridge. The sand waterfall requiered more effort then just going to the left. The sand waterfall was interactive. Maybe doing some quick stepping in ordering do hit some boosters. Added some spetical to the ending to make feel less anticlimactic. I think these changes could help feel less boring after the 2D section.
Don’t exactly know what you mean by a “better camera” And there’s already a few unleashed model mods out there with animations (though apparently they mess up the cutscenes due to rigging differences so i just use the Forces Overclocked model)
I'm using vanilla physics for all of the characters in this video, but I'd say some of the layout changes that were done to the classic stages make them a bit smoother to play
Hey, so I know you remade Metropolitan Highway as well looking at the mods people have uploaded, but why didn’t you put it in this modpack? Because from a level design standpoint it looked pretty good.
Not sure what you're referring to here since the only notable edits i've done for that level were for Overclocked and that got scrapped years ago. I was planning on potentially reusing some parts of that to make an extension for this mod, but its probably going to be a while before I get around to doing that.
@@brandonj_300 well six years ago, you uploaded a video for Sonic Forces Hard mode, and honestly, with the way it was designed, I thought it could fit in with Sonic Forces Reimagined because of how distinct it comparably was to the original level.
@@Rehan.DBL_YT Right I forgot about that one, I did actually include it with some older builds of Re-imagined but ultimately removed it since I felt it was poorly designed and overly reliant on object spam and the like
This mod is purely focused on improving the games level design so the story won’t be touched though some levels do have added things in the background and easter eggs which do add to the story and world building.
Though if you want a mod that tries to change the story then I’d recommend either Sonic Forces Re-translated Or Sonic Forces Rewritten Sonic Forces Re-translated re-translates the games original Japanese script into English so it’s basically the same story however some things are removed like the mention of Sonic being tortured for months which works a lot better since there’s never any follow up with that idea Sonic Forces Rewritten tries to improve the story beyond the Japanese script and while it’s not perfect I do still think it’s a pretty good attempt with stuff like explaining why the chaos emeralds aren’t available to the characters
Glad to see you still chippin' away at this! Between this and Overclocked, you're fixing Forces similar to ChaosX and Project 06.
Meh
I think this is an improvement in an inverse way from Project 06 actually, because P06 kept the stages the same and fixed everything else, while this is almost the complete opposite
06 had a good concept sloppy execution forces had good idea in theory but ended mediocre not having anything to salvage
@@lordx8844 I wouldn't even say Forces had a good idea in theory, if you really look at what the actual narrative of Forces is, what its various plot points actually were, as well as its beta name "Sonic Wars," it becomes clear that their "idea" for Forces was just..."we don't know what to do, so let's just rip off Star Wars almost completely, and throw in whatever random gameplay things it sounds like people said they liked in the previous games, hopefully that pleases someone" and that's kinda it, sadly.
We stan the sonic community salvaging these great game concepts
I would like Metropolitan Highway to add the beta introduction: Sonic jumps out of a resistance ship and runs along a track to enter a building where the level begins.
Also that the Red Gate Bridge extension is a reference to Radical Highway, a level on the bridge. It would be awesome.
I really love this project
yeah and for egg gate instead of that big rail grind section make it how overclocked did it and make you run around all the astroids with a big battle going on in the backround (since the resistence is on the death egg)
that's what we're gonna do for Metropolitan Highway
@@user-bh5mf6eh7gsame level designer so it'll probably not be that again
@@ethanwayne6973 oh really didnt know that
Its fun being able to directly compare which stages were made before and after some of the bigger modding leaps and ambitious updates. The game is looking good! Stuff like this always leads me to wonder if the game would bave been better-received if it was like this on release.
I believe so, but it's still a ways from being a great game, storywise.
Just like with Sonic 06 and P-06. You can fix bad gameplay, but you can't fix a flawed story.
These designs are such a massive improvement and have come a long way from their initial look. The new paths blend right in!
This and overclocked really helped make forces worth it, great job
I literally bought the game just for these 2 mods
Sunet City is such a better name than just
City
Also canon according to IDW
I love how Arsenal Pyramid was handled. I can finally hear the music for more than 15 seconds😭
Fr it was rly cool seeing how much they changed in that level
If I had to chime in on some suggestions for the stages in terms of extensions...
Lost Valley: Definitely needs an extension in the beginning. Not a crazy long one, but something that will serve as a much better tutorial than what we actually got, because there really isn't much you can do to fix the existing layout. Something that would serve as a cool visual to as I see Sonic starting off in a more "enclosed" environment before opening up to the withering Green Hill Zone. I see it still being linear and basic, but at least there's more going on.
Spaceport: I think it the extension could have the Avatar go in and out of the Chemical Plant as a 3D version of Network Terminal's Interior before sliding out of a tube and into the outside portion. Open to multiple pathways for the Wispons and even borrowing a bit from Overclocked with train dodging.
Prison Hall: It should start at the Death Egg Hangar and have the Avatar go in and out through the detention buildings with outer space sections in between. Kind of like A Reverse Egg Gate.
(To Be Continued)
Egg Gate: Should be the exact opposite with Sonic rushing through the Prison Hall Interior before jumping out into the open space sections with the ships being more of a threat.
Luminous Forest: The bombers in the background should play more into the stage in terms of the environment. I see Sonic running through the patches of jungle that are engulfed in flames as one stage unlike Overclocked being separated into two stages. Not a "Gameplay Changer", I see more Green Forest vibes for Luminous Forest to fit the "Gotta Hurry" vibes of the stage.
Park Avenue: I know you "technically" have an unused layout for an extension, but It would be cool to have the Avatar run out of the "Resistance Base" and into hoards of enemies to destroy before going into the main stage.
I am looking forward to everything regardless.
The game is meant to be linear in the first place
If Null Space had a route for every Wispon it might be the best level in the game. I'd love to see something like that, not to mention... an actual Null Space stage.
Seeing what’s been done with the metropolis secret stage makes me excited for the remade capital city and metropolitan highway, not to mention null space!
Man you made sunset heights look like such a fun level and incorporating shadow was just…👌
OG Forces was my first main-line Sonic game and helped me through Middle School, so I'm a lot nicer to it than most Sonic fans because of nostalgia-tinted glasses, but even I'll admit that this version is a million times better than what we got.
“I’m here for the classic stages” 💀💀💀😭😭😭
I've waited for so long... it is HERE!!!
Even if it's not much new content, I'm so glad!!
42:59 Spinning Platforms 1
44:38 It's just Fire Cannon 2
46:23 Spinning Platforms 2
48:20 Vanishing Act (Reverse Block 1 + vanish panels)
''This is gameplay footage of a leaked 2016 build of Sonic Forces, which has yet to be released. I don't exactly trust the source of this, but, i can safely say that this game looks very promising, despite the repetitive looks of most of the levels.''
Where could it be located.what is the video called
I'm excited to see what you do with Metropolis, that area is so unbelievably cool and deserves a stage as cool as these ones.
the alternate path at 9:21 is really clever
23:44 is this a reference to Spring Yard? If so, that's so cool!
its looking better than ever
Oh shit, I thought this was canceled! Can't wait to buy this game JUST to play the mods.
Just like I did for frontiers and partly generations
The sad thing is that mediocre as this game is, it was actually a functional game. With a little creativity and love this game could have been much more memorable and great.
I disagree. They tried to make a boost game out of the Lost World engine and it's just a Frankenstein mashup of Lost World control with boost, it just doesn't work and even in Frontiers it feels weird and janky.
@furynvm Not really, base game controls decent-ish. Not as good as Shadow Generations though.
With enough tinkering, the game would have felt much better to control at the very least.
Literally the case with every game man sega needs to get a bit more creative in their heads
Keep going bro! Super excited for this mod!
Looks great! I have a couple of suggestions. Could you rename Classic GHZ and CPZ to their song names? "Faded Hills" and "Chemical Flow". Also could you add a stage intro for sunset heights?
stage intro is planned but there are currently issues
I like Faded Hills, but Chemical Flow doesn’t really sound like a place, not a big deal tho
This is great. One thing i do wish for is that Lost Valley was longer tho.
24:30
LET THE CHAO OUT!
#chaodeservefreedom
I think for luminous forest in the begining it should have a 30-40 sec of sonic running though the burning forest with the planes with bombs in sunset heights come and try to kill you with more emphasis on the treetops of the forest then transitioning to the begining of the og start of the level
For egg gate you should use the big rail grinding section in the middle of the level and replace it with 50 secs of more platforming around astroids and lazers trying to kill the player making the level have more of the outside section since i think it's cool while also making the level longer
i think these levels deserve extensions but not on the same length as aqua road or sunset heights
Looking good, one thing though I think those extra obstacles at the end of lost valley should be sandy to match the environment better.
24:05
Me: Wow this level is really different from the original
27:05
Plot twist of the year.
0:48 What if you put after that someone hits that spring it send them through 1 or 2 air boost rings?
i can`t wait to speedrun your own style stages.
Whenever I play Arsenal Pyramid, the game does not register my X input for the Double Boost, but X does work for normal boosting.
Casino Forest is a good stage now? Goddamn
Imagine if it’s on consoles this would be really fun! ^^
It’s great to see this mod make a return but I do have a question about it.
In a comment a few months ago on gamebanana you said there was going to be 10 to 12 stage extensions and in the current version of the mod there’s 6 stages with extensions those being Arsenal Pyramid, Aqua Road, Sunset Heights, Guardian Rock, Network Terminal and Park Avenue though I could be wrong about that last one but anyway what I want to know is what stages do you plan to extend in future releases? The only stage that I think is confirmed is Red Gate Bridge as I saw that on the todos list before you removed it from the gamebanana page (i’m assuming that was done to clean it up a bit).
If I were to suggest a stage to be expanded then I would really like to see Motor Canyon get an extension as it’s such an epic scene that can be skipped over by the simple action of pressing A and holding X.
But whatever you decide to do with this project i’m on board and looking forward to The future of this project as i considerate in the top 3 of best forces mods (The other 2 being CSIM and Overclocked though not in an exact order as I still can’t decide).
Also sidenote is there a Twitter account or something I can follow to get updates on what’s going on with the mod?
Red Gate Bridge and Null Space are definitely going to be extended, but I haven't made a firm decision on what other levels will be quite yet. Mortar Canyon and Metropolitan Highway are strong possibilities though. Also I don't use Twitter anymore so the main place to keep tabs on the project is this channel itself. I've posted updates about the state of the mod in the community tab a few times recently, along with generally making videos whenever there's something worth showing off.
@@brandonj_300 Great to hear, the music in Red Gate Bridge can finally play for longer than 6 seconds it’s miracle! However the mention of Null Space gives me another question, are you going to extend the actual Null Space part of the level or the Metropolis portion? I ask this because I can’t imagine null space itself self being easy to expand since there’s not many assets dedicated to it. Also I cannot blame you for not using Twitter lmao.
@@furious_pie466 I'm actually planning on expanding the Null Space part, the original Metropolis area will stay mostly the same as the original level aside from the usual object layout changes. It'll require a decent amount of custom geometry but at the same time the whole area being a floating void will probably make doing the background design easier since developing a fully coherent environment isn't necessary.
@@brandonj_300 I hope that you will consider doing Final Judgment too. It's the final level of the game, and I think it would be good to have something better than a short autorun level with a mediocre miniboss at the end to close out the game. I also love the music that plays during the first part, and I would love if the level were long enough to let it play for a few minutes.
This mod is amazing, and I'm excited to see what you'll do next. Keep up the amazing work!
@@brandonj_300 If I could make a suggestion, I think an east level to make an extension for is Imperial Tower
What we already have there is actually pretty decent, it just needs a strong 3D section put before the base level to really tie it all together, as for the base level itself not much would need to be changed, imo the only necessity would be to put more hazards on the higher paths you can take with the Burst and Hover wisps, as those paths are just filled with a bunch of Rings and it's frankly quite pathetic for an endgame level
As cool as this is the fundamental problems of forces is still here, very short, very linear. Automation has been cut down though.
With the exception of a couple levels
Peakest Forces mod has finally been updated
A few questions about this mod:
1. If I download and install this current update to my Steam game, will it erase my saved progress in terms of red rings/number rings/silver moon rings?
2. Will my own custom avatar still work in this mod?
The mod won't affect your save file and any avatars you have will work with it as well
I’m starting to think that sega wanted those Sonic games to fail so the fans can have fun modding and fixing the heck out of them.
Man it's been a while since I've seen anything Sonic Forces
Okay so something i notice with arsenal pyramid rework is that the ground in the beginning has no grass. It looked weird to me but then i saw the original beginning and seeing the grass confirmed why it was so plain.
something about the original start of arsenal pyramid feels like Sega gave it some secret sauce that is somewhat hard to be replace or filled
Would it be possible for you to add some visual elements and hazards from the Actual Normal Mode mod? maybe to mix some difficulty into the branching paths and have more story related events in the levels
I've thought about integrating some of the visual elements before, but I feel that the difficulty increase in those edits is kind of overkill compared to what I'm generally trying to do with re-imagined
can you make it toggleable to have the full stage list including unedited stages? I like to use stage mods like Mortar Canyon remastered and Actual Normal Mode levels alongside it and having to turn on and off mods in the manager between levels is inconvenient.
Every level is accessible in this build, even non-edited ones; I just focused on the edited levels in this video for the sake of clarity about which stages are actually being modified in this build
Amazing! i might do a video on this Mod!
Looks amazing so far! I just wish Final Judgement and Virtual Reality get extensions, I think they deserve it!
You said this would be bundled with the classic sonic improvement mod once it’s done right?
I always asked myself a question with each Sonic game, Eggman or where does he take all this money to build bases and robots each time?
I like the Aqua Road stage. 😭 (But strange, I haven't see you rescuing a bunch of chaos... 🤔)
I think you need to do more to Lost Valley's second 3D section. The only change you made is that now you have to jump and slide which doesn't make it much more interesting. It would be could if:
The top path from the 2D second lend to a new path in the 3D section where go on top of the loop and grind down to a later part of the bridge.
The sand waterfall requiered more effort then just going to the left.
The sand waterfall was interactive. Maybe doing some quick stepping in ordering do hit some boosters.
Added some spetical to the ending to make feel less anticlimactic.
I think these changes could help feel less boring after the 2D section.
All it needs now is better camara, unleashed model and animations
Don’t exactly know what you mean by a “better camera”
And there’s already a few unleashed model mods out there with animations (though apparently they mess up the cutscenes due to rigging differences so i just use the Forces Overclocked model)
Unleashed? Why Unleashed?
I can’t wait for metropolitan highway!!!
What levels from the base game still have to be done?
Is this compatible with the Classic Sonic Improvement Mod?
凄すぎる!
是非メトロポリタンハイウェイのリメイクもお願いします!
Are classic sonics physics changed? It looks more natural than the base forces
I'm using vanilla physics for all of the characters in this video, but I'd say some of the layout changes that were done to the classic stages make them a bit smoother to play
is it that much worth it to buy the game ?
0:16 look like generations :>
Hey, so I know you remade Metropolitan Highway as well looking at the mods people have uploaded, but why didn’t you put it in this modpack? Because from a level design standpoint it looked pretty good.
Not sure what you're referring to here since the only notable edits i've done for that level were for Overclocked and that got scrapped years ago. I was planning on potentially reusing some parts of that to make an extension for this mod, but its probably going to be a while before I get around to doing that.
@@brandonj_300 well six years ago, you uploaded a video for Sonic Forces Hard mode, and honestly, with the way it was designed, I thought it could fit in with Sonic Forces Reimagined because of how distinct it comparably was to the original level.
@@Rehan.DBL_YT Right I forgot about that one, I did actually include it with some older builds of Re-imagined but ultimately removed it since I felt it was poorly designed and overly reliant on object spam and the like
@@brandonj_300 ah fair enough
Will this also fix the story?
This mod is purely focused on improving the games level design so the story won’t be touched though some levels do have added things in the background and easter eggs which do add to the story and world building.
Though if you want a mod that tries to change the story then I’d recommend either
Sonic Forces Re-translated
Or
Sonic Forces Rewritten
Sonic Forces Re-translated re-translates the games original Japanese script into English so it’s basically the same story however some things are removed like the mention of Sonic being tortured for months which works a lot better since there’s never any follow up with that idea
Sonic Forces Rewritten tries to improve the story beyond the Japanese script and while it’s not perfect I do still think it’s a pretty good attempt with stuff like explaining why the chaos emeralds aren’t available to the characters
@@furious_pie466 guess people will have to mix this mod with one of those
Old times 13:16
I think the physics engine of this game is awful and just Sonic feels worse than all the other boost games, but man this is such a huge improvement!!
TAKE NOTES SEGA!!!!🤨🤨🤨🤨
These remade levels look really good. Shame the music still isn’t 😂
haces que mi compra a Sonic forces valga la pena
pov: sonic team if they decided to actually work on forces (wish the story was better, sm wasted potential)
doesnt really do much when the controls are still terrible
NOOOO GEN ALPHA BRAINROT IN THE NAME I HATE YOU GO WATCH COCOMELON
Looks really meh
just like forces
@@PepasJalea5000 facts
People here giving full step by step instructions on what they want, 😭
I'm just gonna say amazing job and do what you want with the project.