Do you prefer when Sonic is faster with less control (like in the boost games), or slower with more control (like in Adventure 1/2/Frontiers)? Also, HUGE thank you to Raycon for sponsoring this video! Go to buyraycon.com/chaomix for 15% off your order! Brought to you by Raycon.
A mix between the two, maybe where the boost is a bit slower and harder to get, but you still travel at a fast speed. Although it would be very cool if there was a mix of boost and slower gameplay with actual M O M E N T U M.
I think that they could mix it like the Mach speed sections from 06 like the truck chase in generations but for like the middle or even start of the stage. To me it’ll be a cool stage into
The Sonic Advance games are some of my favorites for this reason. The afterimages, gradually shifting running animations, and outrunning the camera feel exhilarating.
I would also add one thing: striped terrain. Stripes create a point of reference for our eyes, a kind of measurement, so when we see that we pass a lot of stripes, then our brain knows that we passed huge distance. It creates much better effect than running on a surface with flat colors or little details that would get blurred at high speeds anyway. Checkerboards and things around the track work for that effect too. Those stripes and details don't have to be on the entire road, they can for example be in the middle, like on real roads. Objects next to road can also be in 2D games as background and foreground elements. That's why the start of Luminous Forest feels so bland even if Unleashed did the same stretches of nothing but felt better. It has objects on the side, but they are far away (road is wide) and they are dark, so they don't feel that fast.
It was also a way to simulate motion blur before that was technologically possible since our brains automatically blur the stripes into one blurry igurw
honestly the CD intro and Unleashed intro are on par for me in terms of how fast they make Sonic feel but can we take our time to mention the Sega Saturn intro version of 3D Blast?
Of course it’s easier to really show his speed when your not in control like he said more speed means less control so they have to walk a fine line between the two in gameplay the Sonic CD intro really makes Sonic feel fast
@@MariusUrucu A voice heard in the distance gives me a hint One by one like-minded people are standing up Lets overturn all the everyday, monotonous things I'm ready, are you ready? A shiver spreads through my body, violently ringing stomping Constantly stirring in me, it calls me, catching that unchanging, never wavering, Come on! Come on! Everybody stand up! Today's the best time to get up! Before my eyes you still don't stop, speed hunter Everyone is a victim to that attraction, Yeah! (Come on!) Everybody Hands up! It's the highly anticipated Hero's Come Back! Hold up your fingers and count down Let's go, 3-2-1 make some noise! Are you ready for a few risks? You have to get up no matter how many times you fall (Get it on!) It's not some conspiracy, just a paper-thin session The pent up feelings turn into a crystal The rising cheers will become your courage So stand up now, no matter how much pain you feel But in the end I'm sure you'll laugh Everything will be swept away in victory and cheer Everybody stand up! Today's the best time to get up! Before my eyes you still don't stop, speed hunter Everyone is a victim to that attraction, Yeah! (Come on!) Everybody Hands up! It's the highly anticipated Hero's Come Back! Hold up your fingers and count down Let's go, 3-2-1 make some noise!
I think Sonic Frontiers did amazing to make Sonic fast, feeling very precise and easy to control but also very fast. I never fast traveled because it just felt so good and quick to zoom across the environment
I think there are downsides and upsides to both. While I love blasting through the levels destroying everything, its annoying to move Sonic precisely. The Adventure games feel great but at times feel slow. Frontiers does it really well I think, with the boost and spindash being a thing. Also great video man. Love watching you and your content!
For me, what makes a Sonic game's speed work for me is when speed is your reward In the momentum based titles, the reward is baked into the momemtum- if you are moving fast and can continue to move unimpeded, you will move faster. You are rewarded for keeping your speed with... More speed The boost games, however, give you access to that top speed at every moment, and thus design levels so that if you do not use that speed correctly you will run into an obstacle or fall from a ledge and squander your speed Both reward the player's handling of their speed with the continued rush of speed, so a masterful player can maintain that top speed continously and feel the intense satisfaction of high speed and an understanding that they are very good at the game. In my opinion the Adventure titles vs Ubleashed+Gens are two different ways to reach that same point, just starting from different ends of the spectrum
One thing worth noting for the boost is that in the 2 Rush games does the boost meter run out far faster and finding ways to constnatly refill it while keeping the high pace is another thing to take into concideration.
@@rynobehnke8289 Yup, spamming tricks, seeking out boost capsules, running through enemies and of course, finishing the trick chain in rush adventure really keep you busy. It's all to reach that beautiful overboost, but once you lose overboost, you go back to one meter of boost. The infinite high is smashed by a deep low. Therefore, you have to keep seeking out boost generating elements, which levels of course, provide in bounds. Man i love sonic level design.
@@justascarecrow6988same, infact I really don't know why they didn't keep that style in 3ds colors. The thrill and satisfaction of just accomplishing such a feat in a fast paced game such as sonic, really makes it *feel* different. A different satisfaction if you will. Thank you for coming to my TEDtalk.
Glad you mentioned how audio plays into this. One of my favorite bits of it is in Dragon Road Act 1 in Sonic Unleashed. The rapid pitter-patter of Sonic's feet on the wood of the spiraling dragon always gets me.
I'm currently making a Sonic fan game that will most likely be a metroidvania, so seeing what elements help make Sonic feel fast is awesome! Thanks dude!
@@chuckymunsterstudios The team has designs for the characters, but no music and nothing playable yet. I’m still coming up with the story, which is going to determine the levels, music, etc.
I have always loved and appreciated the camera angles and the speed of sonic because all of this when it comes together makes sonic feel fast and also I feel like (if the music sounds fast lol) it could also be the music that shows sonic speed to that I also love! I also love the camera angles in the game also because I can mentally feel the speed on how fast sonic is going AND I LOVE IT! Thanks so much Chaomix for this video and can't wait for more as always! :)
i suggest changing the music based on Sonic's speed: when he doesn't run fast, the music plays at normal speed. when he runs fast, the music plays a bit faster and the drums play more often. also the instruments could sound more calm at slow speeds than at high speeds. i'm sure this has never been used in a Sonic game, but game developers who know the value of adaptive music (there should be much more of them in my opinion) 𝘸𝘰𝘶𝘭𝘥 do this.
chugging through your back catalague and been enjoying the recent deluge of sonic back in my life after a few years of avoiding it. must be hard to keep up with a new fresh topic for a new video at this point tho Dx
Visual design of the levels can also contribute to making Sonic feel faster. Like the checkered pattern in Green Hill or the speed arrows in Speed Highway. If these level elements were replaced with just a single colour terrain, the levels would not feel as fast Automation is another aspect of level design that contributes to Sonic feeling fast. Of course if it's overdone, which is often done by Sonic Team (i.e. 06, Forces), the player will feel like they aren't in control of Sonic. But in 06, the automated sections are practically the only times where Sonic feels fast apart from the mach speed sections
Fantastic insight on how Sonic can feel fast! At the start of the video, I was thinking "yeah, level design is the massive factor" but never considered the sound effect and visuals! Learned something new here, thanks Chaomix!
I think Sonic is a rare game where the advantage of being overwhelmingly faster than other games becomes an obstacle. He's hard to specialize in action like Mario or Megaman
No but he is actually going slower, if you look at the speedometer in the bottom left corner its half full. Its always like that for those scripted parts in unleashed.
Sonic unleashed's day stages were arguably my favorite in the series (night stages can go rot lol) Especially with the M-Speed and D-Speed glitches where holding the control stick only slightly in the desired direction followed by series of hops and boost taps for some reason builds up massive amounts of momentum which is way faster than the intended illusionary speed. A+Start has a few old videos on these tricks. Unleashed was pretty much the only game I ever tried my hand at speedrunning because of how much I practiced and tried out the tricks in it. I never got within even recognizable times that could make it onto leaderboards, but I was quite proud of some of my times!
Your look a really great fan of Sonic. I saw some of your videos about it and it's really intersting and really relevant ! Really good job ! - From another fan of Sonic -
One thing to point out, a lot of what we call Sonic's "speed" might be more about flow either of his physics, his intertia, weight, and .....yes momentuem itself, or about quickly shifting from one state to another. Either through trying to build up and maintain a flow (Classics, Adventure) Gaining speed quickly and working to keep it through action chains and strategic bursts (Boost Games) or level decision the focuses on quickly flowing from one state to another (Adventure 2, 06 if it wasn't a mess, ergo P-06)
I still feel like the Adventure games met the ideal compromise between speed and control, all while emulating that classic momentum-based feeling of Sonic.
Not that you would check , a day after posting , but it doesn't really matter. Speed gets people worked up , the theatrical satisfaction is want defines the games. The games need to dispel the idea of continuity , the Zelda headache. There's a good reason why Colors was said to have good writing , it was self contained.
I think sonic generations/unleashed is the fastest we’ll ever get to feel and experience sonic in a game. The sense of speed in those boost games is unmatched which is why they’re my favourite.
Interesting video! I feel like the key can really be just the camera itself that can do everything. If it’s closer and in a specific angle, it can change everything like with Unleashed(even can make a snail look fast like you said lol) It’s probably why games like Forces doesn’t feel as satisfying since the camera is a lot further.
part of making sonic feel fast, as you said, is making sonic have to earn his speed a big thing that can be done to make sonic have to earn his speed is to make the level design be treacherous enough that new players will have to play the levels slowly and methodically so that they don't fall off of a platform and have to take the slow and low path, or fall into a death pit and die something far more important to making sonic feel fast, however, is to make the game NOT be a rollercoaster of little set pieces, such as spring chains, rails, and floating rings that boost you forwards into the air when you go through them, all of which constantly rob sonic of his agency; give the player the agency to move around freely, and with 100% free camera movement, for at least 75% of the level, and save the stuff that takes away your agency for gimmicks that add variety to the level design without hogging up much of the level, and then give the player some degree of those agency within those gimmicks while you're at it it's okay to have a big set piece here and there, but I was talking about the little set pieces SRB2 is the only example of a 3D sonic game that I know of that does this stuff, and movement in that game feels fantastic in high-level and even mid-level gameplay
If there's one thing I wish they incorporated more into Sonic for the idea of feeling fast, which they actually have tested the waters with in Marza Animations and Frontiers Combat, is squash-and-stretch animation. Sonic's body stretches and compresses, which makes Sonic feel like even if we're freeze-framing, he's moving so fast that our footage even when enhanced only can catch some parts, while the rest is a blur. Sonic Prime is really the only aspect of Sonic that tries to match this, and I wish it was used in the games more. Ironically a game that does it really well and consistently is the hit game Shadow the Hedgehog with Shadow's movements (Ironic how the game about being edgy and serious has the best cartoony movement)
Does someone here has a video or a site that EXPLAINS HOW SONIC MOVES THAT FAST WITHOUT having the game crash !? Because I’ve search and the Hedgehog Engine is only used for the interaction of light with the objects that’s it , so not on the generation of the objects at high speed or how sonic moves
I did play some of the sonic games when I was younger, I though the Adventure games was fast until I played unleashed for the first time and was blown away how fast sonic runs in that game. I remember playing the burnout games and got that dopamine kick once you hit max speed with nitro, clearing streets in seconds just to crash into a wall at max speed, the sonic games also gives that kick once you go through those super speed running stages just like in unleashed.
Hey chaomix, I love your videos and they're as high quality as always, but can you bring your videl figure back into frame when you're recording you in your room? She's one of my favorite dbz characters and I loved seeing her figure in your older videos, but ever since you redecorated your room, she's gone:( can you bring her back? I love you
Chaomix this is completely off topic but i think you would look really good with a body wave perm bro like some loose purple rods or peach rods all around to give you that nice body wave curl would look good on you bro! I’m just saying because i had super straight hair just like you and i did it and it looks pretty good and i’m thinking you would look pretty sick with it bro keeping keeping bulk near the ears and in the the back and getting it lined up maybe to the back of your neck with scissors not clippers… even a middle part bro you would look pretty good
One problem I have with boosting in relation to this topic is that it feels like you’re going really fast when you first start boosting, but as it goes on, it feels like Sonic slows back down, so I find myself, at least in Frontiers’ hub worlds, constantly hitting the boost button instead of just holding it down.
I see someone's visited Hersheypark recently. That aside, I think it's worth noting that a lot of the tricks that convey the feeling of speed are also present in racing games as well. Since both have speed as a huge draw in terms of game feel.
The logo for Chaomix always looks like “Chadmix” to me because the Chao antenna on the “o” is off to the side instead of just up in the middle. I get it. It’s like if the Chao is facing semi-profile. But still. Maybe the looking like “Chadmix” thing was on purpose. Because he’s a Chad. lol
Sonic didn't use Blast Processing. There are zero known games making full use of BP. Most emulators don't have it at all and you can't even tell. But it sounds cool so SEGA used it in all their marketing.
I'll always prefer speed games that priortize control over speed. For me, speed itself is not fun or exhilarating. It's how the speed is used that makes it fun and the games that do it best are ones that faclitate precise and tight manuvering while maintaning speed. I hate when games lower your control when going fast. Widening your turning radius based on your speed makes something as simple as just running in a circle feel obtuse. If you don't want the speed to feel too slippery, a better solution is to decelerate the character based on how quickly they turn. Same can be said for momentum as well. I don't like the idea of building momentum and then just letting it carry you as you watch your character move fast in a linear fashion. It's just as unengaging as holding a button for instant speed. I get the sense of speed feels more rewarding when you work for it, but the difference in thrill is about the same as letting a toy car roll down a slope vs pushing it down the slope, one is simply more instantly gradifying than the other. Navigating a remote controlled car through obstacles with sharp maneuvers is more enganging than either of those options. The pace is entirely dictated by you which makes the speed feel more rewarding knowing you were in control the whole time.