Man sa2 is what got me diving into game dev, this project is so cool i feel like a kid again. just watching the life spark out from the screen; all the stage changes, animations added. I sincerally hope this project continues on, good job!
Yeah the PS2 release will always be the real version of the game for me. The bloom is just the tip of the iceberg. There’s certain parts of the 360 release that you can tell were rushed & was based off an earlier build of the game (one example being the takedown SFX missing). Thanks to the Burnout modders, Revenge looks amazing with the 360 textures ported to PS2 + all the emulation codes 😳
@@TheeMentorDex Yeah, I'm playing Burnout Revenge on both PCSX2 and Xenia, and on the former with all the mods and enhancements, it looks beautiful. On the flipside, despite not being fond of the overuse of bloom in the 360/Xenia version, I think Burnout Revenge controls better there. I think it's because it's just more natural using triggers for throttle/brake and boosting with A, but I also noticed you have more influence over your car when jumping in the 360 version compared to the PS2 version. It's really a give and take. I'd wish the PCSX2 version would have a controller mod that allows for analog triggers and a control scheme similar to the 360 verison.
I’ve been loving this project so much. Please take your time and make sure to keep having fun with it. ALL of yall watching should be subbed to all of these insane modders making these things for YOU. The level design and animations are definitely my favorite part and they’re so on point. Only thing I think is still a bit busted is the physics (no disrespect!). They are just so generous that it takes away a lot of skill required to master it in the long run. building up and maintaining speed in adventure games is supposed to take kastery and understanding but the physics gives it to you the result so easily. Acceleration after the spamdash too high, and the air speed after a homing attack is so generous that homing attack chains are really easy now. rail acceleration especially on flat rails like radical highway is too generous, it used to take skill to time your bounce/homing attack to save time with those rails but it just gives you a boost for no reason now. Even on the new level design you’ve added, your physics are so overpowered that none of it seemed to required you to “lock in” like you’d typically have to as well as you accidentally overshooting things like on ramps. Though those things might be because you still give the option for vanilla physics, which i greatly appreciate (I appreciate the flexibility of your mod with accommodating so many people’s preferences in general!) I think it would be helpful if: -air speed after homing attack can stay the same, but I think the initial delay should be brought back -if you want to take away rail balancing (it IS modern sa2) I think that’s fine, but there are many opportunities to get that rail speed naturally, I don’t think that auto accelerate/boost needs to be there -momentum/pinball physics don’t need to be so strong -that Mach speed after a spindash shouldn’t be reached unless you fully charge it. There are a lot of scenarios where you’d want that accel boost from an uncharged/slightly charged spindash, like if you get hit in a more cramped space and just want to hurry and get to normal run speed again The physics are a WAY bigger improvement then they used to be though so I know this project still gonna be a banger.
Honestly I am so excited for this!!! I hope you eventually are able to remake all the cutscenes… (bear in mind I understand that this has already been an OVERWHELMING amount of work. Would love a Sonic Adventure 1 version of this as well in years to come haha.
If you everadd level design to any of the mech stages (they’re actually peak), there are 3 that specifically need touch ups, all for similar reasons: prison lane, lost colony, and cosmic wall all have ubskippable elevator/cart sections that are super tedious. If you could ever put a pulley, springs, or somehow make the elevators faster in prison lane and lost colony that would be AMAZING. Or if you wanna go the extra mile, a green forest type platforming challenge would fit in those stages I think. Iron gate is fine cause the elevator goes down and you can just jump down. Cosmic wall has like 2 cart sections which are annoying and the cool boss one at the end. Making the carts faster would be such a blessing goodness. If there could ever be shortcuts made for the cart sections that would be awesome. Only other mech stuff that really could use updates: make the doors in prison lane open faster, make the rock walls in the desert stages take like 2 hits instead if 3-5. Iron gate (best mech stage) and the others are perfect as is
If these games existed then the Sonic adventure games would’ve definitely been in a better light in the 2010s and IGN maybe would’ve been a little more nicer
Looking at the work you've put on this project, all of a sudden I don't want an SA2 remake; I know that sega can finally put their A-team on these games, hence shadow gens, but the look you went for with this, I don't think will ever be replicated, or topped with an official remake... I don't know how to feel about that. 😕
This project looks amazing, but is there a possible way to add/increase ambient lighting for the characters? Sonic looks kinda photoshoped in green forest. 3:08
Will this mod work with the old mod loader the new one doesn't recognize my copy of sa2 probably cause I renamed my exe file but that's because strangely it fixes the special effects not loading glitch I had in the base game lol
You need the new mod manager for this + SA2 Render Fix has fixed that issue with rendering effects so you can use that and revert the name change to sonic2app.exe.
hey so i accidentally added this mod without a 100% save file for it to work properly and now i cant open sonic adventure 2 at all without mods and with mods know any solution its my favorite sonic game
All songs in this video can be searched on UA-cam! When the song changes, you may have noticed a “Dex Trax” popup. Search the name and you’re golden. For True Story remix: m.ua-cam.com/video/VsQd5dW3NnU/v-deo.html&pp=ygUUZm9yIHRydWUgc3RvcnkgcmVtaXg%3D
@@TheeMentorDexwill you at least have your voice actors dub over the cutscenes so it will be consistent or do you not think it’s worth it? And if not, will there be an option to keep the original voices for similar reasons?
Again, as covered at 01:55, that’s gonna involve paying people which I can’t do. Our VAs would be spending a lot of time on cutscene lines, so that won’t be happening.
Hello Mentor, Big fan BTW, I want to make a PC version of my game in Dreams onto UE5, but I am having a bit of trouble replacing some parts of the model and importing custom animations. Do you think you can help me?
He has cartoony features, ofc he’s gonna be over animated, but i see what you mean, but it looks better then the animations we have today in modern sonic games
Ay I appreciate the fact that you gave me a chunk of this video man! Hoping to future collabs! :)
Yo um tuga fã de SA2?? Temos q jogar o 2P um dia!
@MIGAS32000 um tuga?? Onde?? 👀
I love rouge’s lore accurate “polygons”
Man sa2 is what got me diving into game dev, this project is so cool i feel like a kid again. just watching the life spark out from the screen; all the stage changes, animations added.
I sincerally hope this project continues on, good job!
Great mod man, keep it up and remember to take breaks!
Oh you best believe we’ve been taking our breaks! Been chilling this whole time bro 😂 Thank you for the support my g 🤝
2:52 They went overboard with the bloom in Burnout Revenge sadly, hence whyvI prefer the game on PS2/PCSX2
Yeah the PS2 release will always be the real version of the game for me. The bloom is just the tip of the iceberg. There’s certain parts of the 360 release that you can tell were rushed & was based off an earlier build of the game (one example being the takedown SFX missing). Thanks to the Burnout modders, Revenge looks amazing with the 360 textures ported to PS2 + all the emulation codes 😳
@@TheeMentorDex Yeah, I'm playing Burnout Revenge on both PCSX2 and Xenia, and on the former with all the mods and enhancements, it looks beautiful.
On the flipside, despite not being fond of the overuse of bloom in the 360/Xenia version, I think Burnout Revenge controls better there. I think it's because it's just more natural using triggers for throttle/brake and boosting with A, but I also noticed you have more influence over your car when jumping in the 360 version compared to the PS2 version.
It's really a give and take. I'd wish the PCSX2 version would have a controller mod that allows for analog triggers and a control scheme similar to the 360 verison.
Thanks for the Resynced mention!
I’ve been loving this project so much. Please take your time and make sure to keep having fun with it. ALL of yall watching should be subbed to all of these insane modders making these things for YOU.
The level design and animations are definitely my favorite part and they’re so on point. Only thing I think is still a bit busted is the physics (no disrespect!). They are just so generous that it takes away a lot of skill required to master it in the long run. building up and maintaining speed in adventure games is supposed to take kastery and understanding but the physics gives it to you the result so easily.
Acceleration after the spamdash too high, and the air speed after a homing attack is so generous that homing attack chains are really easy now. rail acceleration especially on flat rails like radical highway is too generous, it used to take skill to time your bounce/homing attack to save time with those rails but it just gives you a boost for no reason now. Even on the new level design you’ve added, your physics are so overpowered that none of it seemed to required you to “lock in” like you’d typically have to as well as you accidentally overshooting things like on ramps. Though those things might be because you still give the option for vanilla physics, which i greatly appreciate (I appreciate the flexibility of your mod with accommodating so many people’s preferences in general!)
I think it would be helpful if:
-air speed after homing attack can stay the same, but I think the initial delay should be brought back
-if you want to take away rail balancing (it IS modern sa2) I think that’s fine, but there are many opportunities to get that rail speed naturally, I don’t think that auto accelerate/boost needs to be there
-momentum/pinball physics don’t need to be so strong
-that Mach speed after a spindash shouldn’t be reached unless you fully charge it. There are a lot of scenarios where you’d want that accel boost from an uncharged/slightly charged spindash, like if you get hit in a more cramped space and just want to hurry and get to normal run speed again
The physics are a WAY bigger improvement then they used to be though so I know this project still gonna be a banger.
Honestly I am so excited for this!!! I hope you eventually are able to remake all the cutscenes… (bear in mind I understand that this has already been an OVERWHELMING amount of work. Would love a Sonic Adventure 1 version of this as well in years to come haha.
Looks fucking awesome but I was really hoping for the ranking system to be time based bc of the speedrunning aspect of sonic
*I love the black ops Rouge thumbnail*
gotta say I'm so excited to see what you've got cooking for knuckles
I can't wait for the full release
I’m so glad shadow generations didn’t go for the stiff animations in base gens but didn’t go all out motion cap like an 06 but a nice blend
Its cool to see all the effort that goes into a mod like this. Well done! Also is that fucking V1? 9:18
Is there a way to play this while disabling the OST changes, jingles, and voice acting? Basically keeping the audio but modern look
I'm genuinely debating on finally buying SA2 on pc just to try this mod out it looks so fun.
I can't wait until it's finished
SA2 is the BEST! Keep up the good work!
Appreciate it lass, thank you! 🙏🏼
PLEASE ADD A HOMING ATTACK RETICLE PLEASE and also make shadow's homing attack a teleport just like in shadow generations
The levels with explorable side routes is the most based thing in gaming
God tier fan creation
If you everadd level design to any of the mech stages (they’re actually peak), there are 3 that specifically need touch ups, all for similar reasons: prison lane, lost colony, and cosmic wall all have ubskippable elevator/cart sections that are super tedious. If you could ever put a pulley, springs, or somehow make the elevators faster in prison lane and lost colony that would be AMAZING. Or if you wanna go the extra mile, a green forest type platforming challenge would fit in those stages I think. Iron gate is fine cause the elevator goes down and you can just jump down.
Cosmic wall has like 2 cart sections which are annoying and the cool boss one at the end. Making the carts faster would be such a blessing goodness. If there could ever be shortcuts made for the cart sections that would be awesome.
Only other mech stuff that really could use updates: make the doors in prison lane open faster, make the rock walls in the desert stages take like 2 hits instead if 3-5. Iron gate (best mech stage) and the others are perfect as is
0:37 The real question is, why WOULDN'T this be in a Sonic game?
amazing job, my only complaing is about the hud, an option to have the classic hud would be amazing
If these games existed then the Sonic adventure games would’ve definitely been in a better light in the 2010s and IGN maybe would’ve been a little more nicer
Looking at the work you've put on this project, all of a sudden I don't want an SA2 remake; I know that sega can finally put their A-team on these games, hence shadow gens, but the look you went for with this, I don't think will ever be replicated, or topped with an official remake... I don't know how to feel about that. 😕
MAKE SURE YALL SUBBED
This project looks amazing, but is there a possible way to add/increase ambient lighting for the characters? Sonic looks kinda photoshoped in green forest.
3:08
Is that Meshuggah in the bachground?
Call of Duty Zombies tracks bro
i think instead of new voice actors you can just clean up the audio mixing in the cutscenes as alot of the voices blend in the background music...
Shaddatic’s “SA2 Volume Controls” already does this + MSA2’s voice files have the dialogue timed correctly, thanks to RusGG.
Will this mod work with the old mod loader the new one doesn't recognize my copy of sa2 probably cause I renamed my exe file but that's because strangely it fixes the special effects not loading glitch I had in the base game lol
You need the new mod manager for this + SA2 Render Fix has fixed that issue with rendering effects so you can use that and revert the name change to sonic2app.exe.
another let down for shadows running animation, SA2 had the best. anything beyond that has been terrible.
sonic dream team has good animation (same for unleashed imo but dream team has good animation)
5:46 proof
Exclusive behind the scenes content on my non-existent Onlyfans 😳 🤫
hey so i accidentally added this mod without a 100% save file for it to work properly and now i cant open sonic adventure 2 at all without mods and with mods know any solution its my favorite sonic game
I'm poop
I thought I flushed you down the toilet? How did you come back? 😭
@@TheeMentorDex Into the Aquatic mine
@MentorDex Hey, I can hear a remix of For True Story. Is there a link to it that you can provide me?
All songs in this video can be searched on UA-cam! When the song changes, you may have noticed a “Dex Trax” popup. Search the name and you’re golden.
For True Story remix: m.ua-cam.com/video/VsQd5dW3NnU/v-deo.html&pp=ygUUZm9yIHRydWUgc3RvcnkgcmVtaXg%3D
Does this mod change cutscenes? Or not yet
Answered at 01:55. Please watch this part.
@@TheeMentorDexwill you at least have your voice actors dub over the cutscenes so it will be consistent or do you not think it’s worth it? And if not, will there be an option to keep the original voices for similar reasons?
Again, as covered at 01:55, that’s gonna involve paying people which I can’t do. Our VAs would be spending a lot of time on cutscene lines, so that won’t be happening.
Hello Mentor, Big fan BTW, I want to make a PC version of my game in Dreams onto UE5, but I am having a bit of trouble replacing some parts of the model and importing custom animations. Do you think you can help me?
you didnt have to put that much effort on rouge's one polygon
where's msa2 knuckles?
Next release 🤫
@@TheeMentorDexI will keep my eye out for the GOAT
1:42 9:24 imagine thinking that the interpretation of the characters we have now arent cool
Shadow Gens has brought the cool factor back. Hopefully the rest of the games follow on 🙏🏼
Are you gonna make a tutorial on how to download the game??
SA2 has been available on Steam for PC since 2012. Tutorial finished 😂
Is this not compatible with Nintendont? Just curious.
Steam release only.
Awww, dang. Ok. Do you think it could possibly be compatible with Nintendont?
@CybertronHallOfRecords Nah no chance bruv. Modern SA2 requires code to have the new models working. This mod crashes on consoles.
@TheeMentorDex I thought so. Thanks.
#MakeRougeTitsBigAgain
No tails?
sonic is too animated. his quills look like tentacles rather than hair or actual quills flowing in the wind.
There’s a few animations that are over-animated and the models look a bit weird. 3.1 update is addressing this so dw, ya boi knows what’s up 😎
He has cartoony features, ofc he’s gonna be over animated, but i see what you mean, but it looks better then the animations we have today in modern sonic games
1:19 looks worse. Just add a shitty rainbow in there for meme points.
Are you special? This looks so much better
this would have been great if it didn't had modern shadows gay animation
LOOOOOOL 😂
yo
hoiii