Love the level design in most of the levels, they did a superb job. My favorite being 4H. The gimmicks go a long way on making each level design feel unique. Also carrying flickies and finding the secret goal rings remind me of SA2 missions! Hoping next game has level design like this but with original themes and organic environments (instead of blocks).
amazing video, i was a bit (TOTALY!) lost when i first entered the cyberspaces of this DLC, and now it will be more fun for me thanks to you, BTW im not sure at all about it but could you check if the Master King Koco isn't the one keeping the reward for completing the game 100%? it's hard to think that there is no special end-game reward after all these Gigantic efforts. RESPECT👍
Interesting 🤔 They realized that with the new momentum physics the players can just ignore most of the level, so they added small missions for you to do to promote actually exploring the areas. Also, are 2D segments gone??
@@That_Guy- they were nice in Umleashed, Colors kinda had no choice but to limit a lot of levels to 2D because of the Wii (I guess) and 2D was unnecessary for Modern Sonic because we had Classic Sonic in Generations.
So basically Sonic Colors when I was younger I thought Super Sonic in Colors was either a mod or wasn't even in the Wii version at first because I seen people using Super Sonic on the Xbox port but later realized you had to get all the red rings to unlock him.
Even if I wasn’t the biggest fan of this batch of cyberspace levels, I do appreciate them. They clearly tried doing something different, all the levels (even if they use the normal cyberspace as a base) have unique level design in a fully 3-D environment. Even though the levels felt a bit gimmicky, I still appreciate you tend to mix it up. I also appreciate that these levels are completely optional. The Koco you collect from these can also be found around the map, so you can choose whether you want to engage in them or not. I also can’t wait to see what the modding community does with some of these level gimmicks: You could re-create levels from Sonic Forces, and use the rocket boost to represent the double boost section. If there’s some levels based on sonic heroes, they could place the Flickies in areas the Chaotix had to traverse to find objects. The hidden portal could very easily be used for levels that have multiple exits (like lava shelter from shadow the hedgehog) Oh, the level with the low gravity gimmick could easily be used for any space themed environment. The Phantom Tails could be swapped out with literally any rival that you want sonic to race (like Metal Sonic.) The list goes on. So, even though I think cyber space in this DLC was a bit of a mixed bag, I still appreciate what it was going for and I think it was overall a fun experience and something that can be expanded on in later games (honestly, that sums up my feelings on update three in general. It’s not perfect but I like what they were going for and I think it was overall fun)
I thought the same thing: "the Frontiers physics are really not suited to this kind of high-speed platforming; what if there were instead the Forces physics?" If that were the case, Forces may have been one of my favorite Sonic games. I think that with the release of the movies, Sonic Team has really felt the need to get their act together to create a product that can compete on things other than brand recognition. I would not be surprised if the amazing financial success of Frontiers has brought a host of new talent into the studio, creating level design that literally made my jaw drop. While I stand by my opinion that the base game is one of the least interesting and perhaps worst Sonic games, these stages have really changed my mind on Sonic Team as a whole. There are still too many gimmicks, but it is surreal to see levels in an official Sonic game that reward the intelligent use of game mechanics, including *combining them* -- almost like we're playing a game -- and making it a challenge to get to the best route instead of almost just serving it to the player.
@@njsynthesisthe forces physics suck ass. Worst physics I’ve ever played. Sonic is stiff as a statue and barely even keeps momentum. This is way better
@@njsynthesisLmao then you turn around and bash these levels after saying they changed your mind. There aren't too many gimmicks at all, there's just the right amount to make each level feel fun and fresh and the base game of Frontiers is FAR from the least interesting or worst Sonic games, fuck outta here.
I love these stages, even if im not good at them (4b took me 18 tries to get the perfect run). With some more original level themes and better controls ths could be some of the best sonic stages of all time, it's very close for me!
Players: "Cyberspace is nothing but a bunch of copy and pasted level assets." Kishimoto probably: "I'll show you copy and pasted!" *highlight object: car, CTRL C, CTRL V, CTRL V, CTRL V...*
they usually are quite a lot easier due to several paths in the level, and probably quite a bit more fair than those, since Sonic controls a lot more precise than Unleashed race car and has basically every ability unlocked in them (no hate to Unleashed, those controls work great in main game)
@lo974 I think the overworld stuff makes up for the shorter levels. Plus, the level design in these DLC levels is far more fun than the DLC for the day levels
I was trying to get through these levels on my own but my friend I was getting headaches trying to find all the things. I only managed to get through the first and second level. I'm glad to have found your video. ❤
Am I the only one finding it weird that Sonic carries the critters behind his back? I guess its easier for player to tell you're carrying one but all I can think of is the mass of quills there... ouch.
I love the Sonic vs hologram tails Cyberspace levels because it reminds me of the classic two-player mode in Sonic the Hedgehog 2 on the Sega Genesis/Megadrive. 💙🦔💙 🧡🦊🧡
4-F is my favorite song in the game. Nothing tops it. Really fits the moniker of “Hype Street” much more than the original song. And that was one of my favorite songs from the base game
Wow, Cyberspace got an overhaul. They really decided to make everything just a little better in the game. I really hope this is the direction the series goes in with level design
27:08 I found that if you take the left branch instead you can use the small ramp for spin dash and make it straight to the top of the box sections from there, bit of a time save there at least maybe.
I feel they should add a rewind button (for when you fall off, get hit or you need to reach an area but fail) or checkpoints for these new stages. It's really getting on my nerves, esp Sonic's cranky controls😅
Probably not exactly what you're looking for, but if you (on PlayStation) do L2+R2+Sensor bar then the stage starts over automatically no matter what's going on.
Even with the help of this video it still gonna take me dozens of retries to get everything. Tell me, has anyone ever gotten PTSD after 100%ing just one Sonic game?
Just got the CD soundtrack for this games 3rd update The Final Horizon the mail today at 2:34p.m. and it's the Sonic Frontiers Expansion Soundtrack: Paths Revisited CD and I'm listening to it while watching this! 6:20p.m. 12/19/2023
So funny story... on 4A, I S tiered it, forgetting I had spin dash till the very LAST run I did, and I never found the normal exit. I spent 30 minutes on that.
I feel like I'm disconnected from the Sonic community. The spin dash should be a tool to help you go faster in smart ways using proper momentum and placement, but instead it's single button press to skip EVERYTHING by launching yourself into the skybox. They also just give it to you outright in the new DLC story. It's not a spin dash, it's hyperdrive :U Can someone help me understand why so many people like this when it feels like you are sidestepping and breaking the game?
You were almost able to do the exact same thing in SA1 One of the best things to do in that game is to find intuitive ways to skip major chunks of the level by doing a Spin Dash jump over gaps that weren't intended by the devs. They knew most of us wanted that feeling of freedom so they locked the Spin Dash behind the Action Chain Challenge as a final reward for playing Frontiers the intended way. Now you can break the map to your hearts content. In this 3rd update. Every character gets to unlock the Spin Dash, and Sonic gets his by default. The new Cyberspace stages are now designed around it, meaning well timed Spin Dash jumps can net you new pathways and shortcuts
@frankpro53 But SA1 spin dash was not as powerful, and while you could break the game with it, it still felt more intentional to use. Especially since you didn't have other tools like a double jump and boost combined with it. In Frontiers, I tap the button and I fly over entire sections of the cyberspace stages. I understand the comparison you're trying to make, but it feels so unrestrained now that the mindset is how much can you avoid playing the actual stage. I think I'm starting to see it's use a bit more in the open zone, because at least in that case it's more of a puzzle to figure out the most effective ways to traverse these large islands.
update 3 is designed entirely around it so it's fine. like it didn't take much from the experience even in the base game cyberspace levels. the only place it'd be a problem is back in the original challenges for the first four islands.. which you're almost certainly required to complete before you unlock the spindash. and aside from all of that we just like the freedom it gives us lmao. the thing about sonic games is you'd always search for ways to go faster and faster even if the methods you use to do so aren't intended. it's just something inherent in these games. and anything that could help us reach that speed is appreciated
4:57 Rather than the Shadow Self of Tails be something Sonic would race against, wouldn't it not have worked better as an actual antagonist for Tails to overcome? Especially when the fox cub said it told him he was just a lackey who couldn't do anything by himself, and having Tails finally stand up to it would see him actually earn his new found self confidence for himself. Instead of it a peptalk from Sonic that would set him straight. Not that I'm saying don't have the peptalk from Sonic, but I really do think if the Shadow Self was actually worth anything, it'd be right back out there looking at pouring poison back into Tails' ear, instead of being, "well butter my biscuits! I guess that's me licked."
@@eggbreakerdotexe the whole Final Horizon seemed like a wasted opportunity to be honest, given they could have actually made the cyber corruption scene memorable and have it's tag line of "rewrite your story" mean something. Because I do think that the Shadow Self could have been the final obstacle for Tails to overcome as him and Amy and Knuckles battle to save Sonic's soul. But instead given how blink and you miss it is, the cyber corruption remains, "actually it's going to be super easy, barely an inconvenience." I mean even 06 presented some genuine stakes for when they lost Sonic, as well as allowing us to play as the other characters as they played their part to bring him back. But Frontiers is like 06 only in less steps, and even less gameplay. 🙄
@@DemonDethchaseYeah, the difference is that this characters aren't complete dogshit to play now Hell, less gameplay sounds better than just "More but everything is broken"
These stages is fairly long if you play it normally. Even better. This is the kind of duration I want in the next Sonic game. All I want Sega and Sonic Team do is make something like this: I want both the Boost and Adventure formula to be together in one with combat. 1) Longer stages. In normal play, maybe at least 3 or 4mins. Long stage duration like Unleashed or o6. 2) Original environments and level designs. 3) Stages should be a little open. 4) Less automation, and more freedom. 5) Better controls and physics. 6) Add both high speed platforming and combat arenas. First section where you go fast, and second section where you do combat, and vise-versa. In concept, I think Eggmanland in Sonic Unleashed works(eventhoughIhaveneverplayedSonic Unleashed). You switch between Modern Sonic or Werehog Sonic. One for high speed platforming, and the other for combat. 7) Add collectables that are fairly hard to find for more replay value. 8) A well written story about the stages in concept.
When do we get to unlock these levels I've started new horizon I got to play with all the characters and made it to the spot where sonic has to reach to the top of the first tower but haven't seen these levels anywhere
I'm very confused about the 4G REv Boost? I get to the hidden goal area where you're running down and for some reason Sonic slows to a crawl and I can't gain speed even if the spedometer is at max. Can someone explain why that happens?
Its likely due to it being somewhat scripted and cutscene like. I don't exactly know myself, but it's very clearly a side step section where they want to give you a chance to react to everything that's happening. They probably slowed sonic down to give the player an opportunity better chances to avoid the obstacles.
God the design of these levels are so cool. I mean aesthetically it sucks they just reused the box platforms but the design is mad fun to fuck around with
Uh they don't just reuse box platforms at all, you blind? It's all aesthetically really cool looking and fits with the themes, they used a bunch of assets for this.
I dont mid these levels at all, its just the tedious side quests ruin the experience. The wonky controls kind of taint the gameplay, especially when collecting the animals.
The challenges are a bit as annoying as Forces, what with the number rings and the moon rings. I haven’t exactly played The Final Horizon, but it’s going to be tiresome