HEY! HEY YOU! YEAH YOU!!!! LISTEN UP!!!!! Hi :D! Welcome! I'm Shemp! I cover a variety of topics like Sonic, Spyro, Sonic, Spider-Man, Sonic.... uh.... When I'm not doing that, I'm usually live at Twitch.TV/ShempOfficial And if you're not aware, I'm also the creator of USC - Ultimate Speedrun Championship! A speedrun charity marathon focused on comedy! All info at www.USCEvent.com
Unleashed remaster and one of the biggest selling points is the removal of the night battle theme, and more checkpoints in eggman land, and mayybe the ability to adjust sonic’s movement like in sonic frontiers (i found sonic to be too slippery in unleashed HD versions)
If you wanna add more content to a Sonic Unleashed remake it should probably be through Knuckles. Show us if something happened to the Master Emerald when the Chaos Emeralds lost their power and give us gameplay that merges the speedy day stages, the combat and platforming focused night stages, and maybe has a good way to integrate collectible finding.
games like Sonic are designed with constant replays in mind, over the course of countless runs a two-second “mini cutscene” will turn into an hour spent watching the same thing. every gameplay element should be actually meaningful, not just because meaningful mechanics are fun but so that it isn’t a literal waste of time. automated spectacles may be cool the first or 5th time, but after the 20th run they become intolerable, and make level replays feel punishing. controls can be part of a game’s challenge, this should especially apply to platformers where every element serves to challenge the player’s core movement. for an example like Getting Over It, the entire point is to overcome and master it’s cumbersome controls, and people enjoy it a ton, despite being held fully responsible and disproportionately punished for their mistakes. that challenge literally gives the game it’s meaning, it’s the reason that completing it is so gratifying. there’s meaning to be found in controls that are designed for more than just a means of ‘accessing content’, and there’s a poorly defined idea here on what would be considered skillful in the context of 3D Sonic controls. since they seem to be described like ‘Jank that was never fixed’, as if throughout those 26 years since Adventure, across countless fans and members of Sonic Team, they’ve never had enough of an issue with this formula to ‘fix’ it? (describing fan games as “janky” is really demeaning BTW) while the point of guidance isn’t inherently wrong, you fail to see why these levels are open to begin with, and push for the other extreme. the more choices a player is presented with, and the more a level does to obfuscate which choice is “the right one”, the more it becomes for the player to decide for themselves which paths they feel are right to take. “skips” enhance this, as they go beyond the boundaries of what a level outright presents to you and become a reward for _engaging_ with the level design, by learning it’s layout across multiple runs. they require knowledge to find, along with risk-taking and mechanical skill to pull off. the depth then comes from figuring out what combination of paths / skips are the best to take, they become routes for the player to continually optimize, and they give these games tons of longevity. whether you enjoy this style of Sonic gameplay is a preference, and there are many other 3D Sonic games to play besides these. a huge reason for why game design discussion in the Sonic fandom has become centered around difficulty and “engaging level design”, is because a ton of people have become seasoned players, who over the course of multiple Sonic games have developed the skills to breeze through games like Forces or Frontiers (pre-TFH) on their first playthrough. that lack of challenge and skillful play leads to these games feeling empty and unengaging for them. games don’t exist in a vacuum, they exist within context, and they can exist to serve specific niches. in the case of Rollin’ Rascal and similar games, they exist to appeal to sections of hardcore Sonic fans that can’t find meaningful outlets for skill expression in recent titles. critiques like this video never take into account players like these, who literally cannot find _many_ other recent 3D platformers like Sonic that actually emphasize skill at their core.
it needs a upgrade a super remaster with 4K graphics and better controls and excluding that awefull battle music but not for ps5 consoles are weak and useless, PC ONLY with ray tracoing and all those fancy things
Forces has good presentation, but still doesn't really capture the same level of intense detail of Unleashed. Now part of that is due to the art direction, but the difference is still noticeable nonetheless.
This is why the boost formula is fundamentally flawed and fangames should take more inspiration from the Adventure games. Automation just makes the games boring and lifeless spectacle.
6:09 I *cannot* stand how easy and deliberately intended it is to just skip everything in 3D indie platformers today. Chiefly 3D Sonic games, but it's a lot of them. Skips should not be the alpha and omega of skill expression in a video game and doing so should be hard. Like CONSIDERABLY difficult. Otherwise it defeats the purpose of the genre and is borderline passive play because of how extremely easy and inconsequential it is. But everyone wants a "speedrunner" game that's Twitter gifable making so many of these just feel empty and homogenized.
I think a cool idea for an unleavened remaster would be to add silver as a playable character. And he can have gameplay similar to the werehog, focusing on combat and puzzles, rather than fast paced speed levels.
From walkthroughs of Sonic Unleashed, I already know then and there and this game is truly a masterpiece. If they were to make a remaster, some things need to be fixed. Firstly, the medals. Daytime stages are all about reaching the goal in the blink of an eye which doesn’t fit well with medal and/or collectible searching. I believe that Sonic, both in Hedgehog and Werehog, should earn medals in stages based on his performance, ergo the rank he obtains from each stage; locations for collectibles like recordings and vhs should follow the same format as Red Star Rings in future games. Second, they really need to work on Sonic’s status because collecting EXP is difficult enough as it is, especially for the Werehog stats. Therefore, I recommend that they use a skill tree just like in Frontiers. Having a remaster of Unleashed is going to be a revolution in the Sonic franchise, and I look forward to the day when it can be played in PS5, which I haven’t gotten but wished to have once a remastered Unleashed is launched
I've always loved Sonic Unleashed, it IS my favorite Sonic game after all. Not only that this game is as old as I am! So obviously my first experience with it was on the Xbox One. I definitely had a bit of a hard time understanding why some don't like the game, and now it seems people will have a tough time understanding why I don't like Generations.
I never finished this game. I didn't like the new Sonic voice (to date), it was the first thing i noticed when i played this game. I got tired because of those boring mechanics with the wisps (I really hate them) and every time i saw them in a new Sonic game, it gave me PTSD. It would be a fine Sonic game without the wips mechanic (In my opinion) About the scrip, I don't mind at all the childness dialogs because it was obvious that the game was more oriented for kids. Oh, and one more thing, I love that you could use the Gamecube controller on the Wii's version, and and many others, really apreciated that.
I remember got this game and Sonic Riders Zero Gravity for just 12 bucks each at Walmart. As a kid, I tought it was a great deal. Yes, controls are pretty bad. I had never complete the game at 100%. I just unlock all skills (so I think...). And as a 12y/o kid, I thought music was pretty dope and Darkspine Sonic so badass. Not the greatness Sonic game but i still enjoyed some parts.
I just created an account to leave my comment. When Sonic Unleashed came out, i remember been watching videos about the gameplay but my dumb kid brain didn't realise i was watching a Xbox gameplay. I was atonished about how good the game looks, specially the hub world, i really loved how it looked because it reminded me the adventures titles. Anyway... I only had a Wii... So... I bought the game for the Wii and when i got home and put it on my Wii... I got very disappointed by how it looked haha! I tought; ''well, at leats I still can explore the hub worlds'' (oh, boy, i was so naive...). Not gonna lie, compared to the HD version, it was really bad. I only manage to finish the game 1 time (not even 100%) and never played it again. About the HD version, I have never ever played the HD version of this game, but, since released, I allways belive that it was a great game and it's my favorite despite all the hate from years and beside I have never play the HD version. Anyway... I'm now very happy that people are realizing how good this game was. Maybe on of these days I will able to finally play this game on all his glory.
Put the HD remaster on Playstation and Xbox. Then put the SD remaster on Switch. Probably for the best considering the switch can't handle a remastered HD version as well. We'd get both versions of the game in the best way possible when you think about it.
I liked Orange *for the portability* of one of my favorite IPs. Objectively it's not a great game, but it was decent enough entertainment for killing time on the go when I could take a GBA in my bag. I think more than anything it suffers from an identity crisis. It doesn't know if it wants to be a platformer, a shoot 'em up, The Price is Right, or a sidewalk magician. When I'm only playing for a few minutes here and there, it's not as annoying as if I wanted to give it a two hour session. I don't think it necessarily deserves the hate, many heap on it, but it's certainly not better than D-Tier.
You are absolutly right its better to have it in your hands for many reasons nor only that but physical media can gain value over time i personaly have a large colection a physical media myself and. would 'nt get rid of it for nothing i have movies in dvd and vhs i allsow have cd's and even vinyl record's from the 70's disco music and even cassetts and a sony home theater system and i consider that what i have in my house is gold and a couple of years from now im going to be the envy of many you can bet on that
That's called being subjective. Not objective. The reasons you listed for owning physical media means nothing to the casual fan. I don't watch movies to sell them one day. I don't watch movies to build a collection on shelves. Owning a plastic disc of a movie simply to rewatch it later in the future has zero appeal to me. I don't live off of nostalgia So paying $10 a month to watch a near endless catalogue of amazing movies and TV Shows sounds a whole lot more of a plus than buying a single $10 DVD that I get bored with after a few watches. And judging by the tens of millions of people subscribed to digital media, I'm guessing most media fans don't care about reselling of collecting plastic discs.
I'm a medievil lover and i think the remaster is better than the last insult they releades, but still has BIG changes to the characters and environments that I disliked. Them gameplay is still on point, it's the atmosphere that really got me out of melancholy hill.
guys, the blue blur mod video was removed from the channel that blue blur's link sends too, anyway, i found a video that has the blue blur download link: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-d4xz8tvKyug.html
I have come to agree somewhat more about the whole automation thing with the loop-de-loops and whatnot. I played Sonic Utopia again and couldn’t get over how frustrating it was trying to maneuver through the loops properly at a higher speed without flinging out at the slightest tilt of the analog stick and having to go back and try again. However, I still like the idea of having more control over those obstacles and don’t necessarily think that all control should be taken away at all times, especially if the game takes a more open level design approach. So, I feel like the automation should have levels to it. Essentially, If you’re going through a loop slowly, then the game lets you have full control over that loop, as the loops aren’t too difficult to maneuver through while going at a slower speed. If you’re going at a moderate speed, then the game could create a sort of “on-rails” path for Sonic to follow so that you don’t go flying off the loop at the slightest tilt of the joystick, but it doesn’t put you in a full auto run state. That way you still have some level of control over Sonic and must maintain your speed while running through the loop in order to complete it. Kinda like how in the classic games, you don’t need to change direction at the height of the loop in order to pass through it properly. And lastly, if you’re going through the loop at a high speed, then it becomes fully automated, complete with cool camera angles and whatnot. That way, not only will you pass through the loop at that high speed with ease, but you’ll also be rewarded for maintaining a high speed by being given a bit of cool spectacle.
If Sonic Unleashed is to get a Sonic X Shadow Generations treatment there's one thing I want to see. The return of the old voice actors, Lisa Ortiz as Amy, Amy Plant as Tails, Dan Green as Professor Pickle, and my man Jason Griffith as Sonic.
If they remastered it, that would mean bringing back the Hot Dog missions... And as someone who just recently finally got all achievements for this game. Im gonna give a MASSIVE... HELL NO... Those blasted missions just destroyed my want to ever touch this game again...