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 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 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.
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
Eu demorei mt pra achar a solução, justamente por isso fiz o vídeo pra ajudar os mano que tão com mesmo problema a resolve sem ter q demorar tanto caçando😅
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.
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.
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
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)
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
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
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"
Premy never said this was like forces level design, stop giving people misinformation. Go watch his video where he talks about how he feels about the level design.(he says it's in the middle of the boost games.)