Sonic Frontiers' physics problem (and why it matters)

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Channel Pup

Channel Pup

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Sonic didn't have a rough transition to 3D...but the loop-de-loops did...
#SonicTheHedgehog #Sonic #SonicFrontiers
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Sonic the Hedgehog[a] is a Japanese video game series and media franchise created by Sega. The franchise follows Sonic, an anthropomorphic blue hedgehog who battles the evil Doctor Eggman, a mad scientist. The main Sonic the Hedgehog games are platformers mostly developed by Sonic Team; other games, developed by various studios, include spin-offs in the racing, fighting, party and sports genres. The franchise also incorporates printed media, animations, feature films, and merchandise.
Sega developed the first Sonic game, released in 1991 for the Sega Genesis, to compete with Nintendo's mascot Mario. Its success helped Sega become one of the leading video game companies during the fourth generation of video game consoles in the early 1990s. Sega Technical Institute developed the next three Sonic games, plus the spin-off Sonic Spinball (1993). A number of Sonic games were also developed for Sega's 8-bit consoles, the Master System and Game Gear. After a hiatus during the unsuccessful Saturn era, the first major 3D Sonic game, Sonic Adventure, was released in 1998 for the Dreamcast. Sega exited the console market and shifted to third-party development in 2001, continuing the series on Nintendo, Xbox, and PlayStation systems.
While Sonic games often have unique game mechanics and stories, they feature recurring elements such as the ring-based health system, level locales, and fast-paced gameplay. Games typically feature Sonic setting out to stop Eggman's schemes for world domination, and the player navigates levels that include springs, slopes, bottomless pits, and vertical loops. Later games added a large cast of characters; some, such as Miles "Tails" Prower, Knuckles the Echidna, and Shadow the Hedgehog, have starred in spin-offs. The franchise has crossed over with other video game franchises in games such as Mario & Sonic, Sega All-Stars, and Super Smash Bros.
Sonic the Hedgehog is Sega's flagship franchise and one of the bestselling video game franchises, selling over 140 million units by 2016 and grossing over $6 billion as of 2020. Series sales and free-to-play mobile game downloads totaled 1.5 billion as of 2022. The Genesis Sonic games have been described as representative of the culture of the 1990s and listed among the greatest of all time. Although later games, notably the 2006 series reboot, have received poor reviews, Sonic is influential in the video game industry and is frequently referenced in popular culture. The franchise is known for its fandom that produces unofficial media, such as fan art and fangames.

КОМЕНТАРІ: 167
@daltonharmon1018
@daltonharmon1018 Рік тому
I feel half bad and half good for the people who's first sonic game was sonic chronicles the dark brotherhood
@reverendfatheruncleruckus7059
@reverendfatheruncleruckus7059 Рік тому
It was my first sonic game… I beat it 6 times
@Thebes
@Thebes Рік тому
Surprised to see a mention of this. What’s the good part about it? I’m a certified Chronicles Connoisseur, and love the game. That doesn’t mean it’s an ok game, it’s awful, but I love it. I don’t see how it’s half good to new Sonic players.
@amandaslough125
@amandaslough125 Рік тому
@@Thebes It has the best character art in the whole series. Stylized but structured enough it's a good set of reference images you can show someone outside the series.
@carlostejeda4341
@carlostejeda4341 Рік тому
@@reverendfatheruncleruckus7059 i did the same because I thought that there was a way to get a good ending somehow, just because I saw the intro cinematic with shade battling in mystic ruins.
@dreqdreck7531
@dreqdreck7531 Рік тому
The Sonic series has a buttload of characters, making it great for a turn-based RPG. Sonic Chronicles could've been great had those devs gave a shit.
@sputnikmann6541
@sputnikmann6541 Рік тому
I think what's interesting about the loops in Frontiers, specifically in 3D, is that 90% of them _don't_ have an invisible wall between the two layers of the shuttle loop. You can just jump through to the other side of the loop, bypassing it completely if you can time it right and avoid the script trigger. In this way, they are a different take on the classic loop design. In the classic games, you could jump at the peak of the shuttle loop and be propelled down- and forward by your new momentum. If you're not good enough, you're forced to go around the loop, wasting your time. If you _are_ good enough, you can jump through/off of it for a sometimes-major decrease in run time. You could also do this for many loops in Shadow the Hedgehog, but nobody plays that game so it's not brought up as often.
@evdestroy5304
@evdestroy5304 Рік тому
You can do this in Adventure 2 sometimes as well
@Gnidel
@Gnidel Рік тому
@@evdestroy5304 And then you die because of camera.
@ALeprechaunn
@ALeprechaunn Рік тому
My biggest issue is if you use a drop dash before a loop the momentum clashes with the scripting and you end up stopping mid loop and falling or awkwardly spinning slowly around the loop
@corruptedteka
@corruptedteka Рік тому
wait what, i had a lot of trouble getting around 2D loops in cyberspace at first, kept falling in the middle, but i figured afterwards it was because i stopped holding forward and instead tried to follow the direction of the loop movement. that's weird.
@kao7143
@kao7143 Рік тому
it seems to happen mostly in 2.5D too there's plenty of great drop dashes ive done in cyberspace (take 2-1 for example) but it feels really awkward to just stop completely rolling down a slope or loop
@decas5505
@decas5505 Рік тому
The issue is not the player, but rather how janky the game is .____. Bruh
@sonicdml4175
@sonicdml4175 Рік тому
@@corruptedteka Loops have always been like that since the first game.
@corruptedteka
@corruptedteka Рік тому
@@sonicdml4175 I bet, but it just so happens i hadn't played those. It's the newbie curse.
@WasifBoomz
@WasifBoomz Рік тому
Frontiers actually contains values inside of the Player Parameters that determine how much speed Sonic gains/loses depending on the slope, which they don't really use, as far as I remember, Slope Up is set to 0, as in NO speed change.
@WasifBoomz
@WasifBoomz Рік тому
Many physics mods change this, such as Beatz Physics.
@kao7143
@kao7143 Рік тому
@@WasifBoomz problem is i don't care if someone makes the perfect physics to fix it i appreciate when modders fix that stuff but i need to see if SEGA is willing to go the extra mile to fix it themselves
@arjunmenon1796
@arjunmenon1796 Рік тому
I always loved the loops in adventure 2, especially rolling down them to gain extra speed.
@SuperSonic68
@SuperSonic68 Рік тому
One element that naysayers will argue is: "what's the point of a loop in 3d? I can just jump from one base to the other, or walk around it." While, yes, that's true, loops can be much more than an obstacle in the right hands. Players can run up a loop, then ROLL down the second half, gaining, overall, a speed net positive. What's more, with frontiers structure, all you'd need to do is put a collectable on the peak of the loop and, bam. Incentive.
@ChannelPup
@ChannelPup Рік тому
Also the loop could always be in the form of a tube.
@SuperSonic68
@SuperSonic68 Рік тому
@@ChannelPup true, but I was trying to stay in the headspace of the traditional shuttle loop and how it can be applied
@isodoubIet
@isodoubIet 11 місяців тому
@@SuperSonic68 It could also start below the level at which you exit so you can't jump across. The spark series is a great example of this. There are loops you can make across, and loops you can't. An experienced player will know which ones to take and which ones to skip.
@lugbzurg8987
@lugbzurg8987 Рік тому
It doesn't even have to be just loops. I'd love to see corkscrews, in-line-twists, and barrel rolls and the like!
@pattik_
@pattik_ Рік тому
your idea for a new loopty loop is incredible they should make something like that
@pennyandsuch
@pennyandsuch Рік тому
this brings me back to sonic 4
@leonsmith4845
@leonsmith4845 Рік тому
In sonic fan games with momentum make it so that the camera follows sonic through the loops so that they are not automated
@arjunmenon1796
@arjunmenon1796 Рік тому
Sonic gt does this well.
@toonman5099
@toonman5099 Рік тому
Personally, I would like it if they COULD marry the pinball physics with the more modern insta-speed aspect with the boost. I feel like some kind of Metroidvania where you have to relearn all of Sonic's abilities he's gained over the years could help jumpstart this idea. Plus it would just be cool to have a 3D style Metroidvania game. Granted I think it would be fine if the speed pads or the Spider-Man "stick to the wall" aspect was still kept, but have them be relegated to easier difficulties &/or depending on what abilities you have in your "skill loadout", sort of take a page and expand on Generation's skill loadout mechanic. And for abilities you don't have active on you but you've unlocked, have each enemy and level object be contextual to automatically perform the action for a player if they're on an easier difficulty or don't have/can't build the skill needed to utilize it for some areas. Sort of be a more in-depth take on the "Action or High Speed style" choice at the start of Frontiers when you start a New Game. Another thought with this is to be able to map out your buttons to choose what each can do, like as an example, if someone has only played the classic games, they can customize the buttons to sort of mimic that layout, like having all the face buttons on your right thumb all be a jump button, try to allow for that level of accessibility. Give a sort of "What game have you played before?" checkbox option and the controller and ability layout defaults to what you might be used to depending on what games you've played or are familiar with. Granted it framed as which one's you're more familiar with and not just "have you played it" because someone may have played a previous Sonic game but don't remember squat about the controls. But this would also come along with a controller on the screen as a visual guide while you look through each game control layout. Basically try to make a "homogeneous layout" if you've played EVERY game beforehand. Basically to give new players an accessibility edge, but also give veteran players fun self-made challenge modes to play with. Like that sounds fun to me in a perfect setting: "Play this 3D Sonic with Classic Style controls only".
@PilaCiu
@PilaCiu Рік тому
I can't blame Frontiers' physics for anything, they are good enough for me. Each person will have their own opinion and I understand some of the problems you pointed out. It doesn't change the fact that I love this game and personally haven't experienced any issues.
@NynyLemon123
@NynyLemon123 Рік тому
4:43 Sonic, your 06 is showing.
@Drby2
@Drby2 Рік тому
The slope walking thing happens in various games Sonic 4, Sonic 06, Frontiers and even Rush so it's been there for quite a while
@strangelove1434
@strangelove1434 Рік тому
And as we all know Sonic 4 and 06 were universally praised for their physics
@TheComemnter
@TheComemnter Рік тому
@@strangelove1434 Don't hate me, but I think Sonic 4 had perfect physics.
@strangelove1434
@strangelove1434 Рік тому
@@TheComemnter Not one to hate for opinions lol. Just stating the general consensus really
@Handepsilon
@Handepsilon Рік тому
@@strangelove1434 4 and 06, I can totally get behind. What of Rush though? Wasn't that at least liked by some people?
@strangelove1434
@strangelove1434 Рік тому
@@Handepsilon I personally like Rush and from what I understand most people do too. Rush wasn’t nearly as physics based as the classic style or the adventure style though, so it didn’t make much of a difference. I actually had no idea Rush also did this
@logan_dacat
@logan_dacat Рік тому
I see those momentum mods and I wish I had a pc. But then I look at what I have and I'm content.
@KaleBennett
@KaleBennett Рік тому
I think ever since Sonic 2 introduced the spin dash, loops had lost a lot of the reward factor of getting around it, but they still required your own speed to get across. Spectacle wise for the 3D games, I feel like camera work is a major factor of even automatic loops still looking cool, and I feel like Kishimoto games (Colors, Lost World, Forces, Frontiers) have some of the weaker camera work in the series due to how jarringly the camera moves and how weightless it feels via sudden cuts or shifts between positions. Unleashed and Generations are peak camera work to me since I feel like they had cameras that felt like an actual cameraman was following you at all times, thanks to the more shaky movement when running or how it sped up and slowed down at the beginning and end of transitions between 2D and 3D. The only games I've played in the last month were Generations and Frontiers so maybe I'm misremembering something, but they're still traits I would consider beneficial to the impact of a loop and Sonic games in general.
@arjunmenon1796
@arjunmenon1796 Рік тому
Thing is, even in sonic 2, spindashing didnt ruin it because you would have to stop your flow to spindash. So you'd have to get good to go through them without stopping.
@projectbat7465
@projectbat7465 Рік тому
Lmao adventure 1 have scripted loops as well
@Deathsyth-ks8uz
@Deathsyth-ks8uz Рік тому
BRO, im so impressed with your videos lately!!! im dealing with a break in....my switch got stolen ( had 19 games on it....) your videos have made this ordeal so much easier man, thanks!+
@Boykee1
@Boykee1 Рік тому
Yikes
@ChannelPup
@ChannelPup Рік тому
Sheesh I'm sorry that happened! I'm glad to be of help.
@Deathsyth-ks8uz
@Deathsyth-ks8uz Рік тому
@@ChannelPup love ya dude!! i know content creation and ideas can be hard but your creativity knows no bounds! merry chtristmas!!!
@Mikeprower
@Mikeprower Рік тому
Fun fact,the pyramid at the last island where it's like a beacon for the 6th emerald,on the purple part you can just run/walk on it freely without momentum gain
@ld-service8534
@ld-service8534 Рік тому
My first was Generations, it was like made for me, it even came out the same year I was born.
@whomstedery
@whomstedery 7 місяців тому
I am genuinely flabbergasted on how they screwed up sonic frontiers physics sonic forces was bad but they manually went in there made it like this it would have been easier to have just kept the decent physics from unleashed from what I know all of these games run on the hedgehog engine they physically went in their and changed things they put effort into changing what wasn't broken from unleashed imagine how much more development time they would have had if they didn't waste time doing this
@cnk9822
@cnk9822 Рік тому
Some one at Sega look at Sonic 4 and said: this is peak sonic physics.
@Noobing764
@Noobing764 Рік тому
I wasn't even born in the 90's and my first game was technically still the original Sonic trilogy (counting "Sonic 3" and "Sonic & Knuckles" as "Sonic 3 & Knuckles")
@TheKingofsonic-dr8cb
@TheKingofsonic-dr8cb Рік тому
Boost games could have momentum physics like if they make the boost like a roll and you go even faster down hill which would be incredible of how fast u would go
@ToxiChaos
@ToxiChaos Рік тому
I agree
@snakey888
@snakey888 Рік тому
Automation has held the series back ever since it went 3d, constantly preventing it from reaching greatness. Sega needs to stop treating that aspect of the series so nonchalantly. Even other projects, such as Sonic speed simulator has way better physics, and the loops actually require speed to pass. And it feels great to play.
@isodoubIet
@isodoubIet 11 місяців тому
100%. I'll never understand the people who want the game to play itself.
@nezanic5571
@nezanic5571 Рік тому
That spot in the city escape cyberspace level looks so bad, i never noticed it just cuz i never went at that incline slowly.
@dravenmartinez6311
@dravenmartinez6311 Рік тому
Nice video they should fix cyberspace physics
@Cooler_FHD
@Cooler_FHD Рік тому
No shit sherlock
@niwi7642
@niwi7642 Рік тому
I have nothing to add, i agree with you Loops should not only look good, they should also play good! I hope they will get it right next time, because having Loops or Halfpipes in the Openzone sounds very fun (Just imagine in how many different ways the player could use them!)
@sonicdml4175
@sonicdml4175 Рік тому
@@kevin_kevinson Those are pretty scripted, that's not a problem, but it's pretty much the same as in most of the games.
@sonicdml4175
@sonicdml4175 Рік тому
@@kevin_kevinson That game does use scripting, you can barely move to the sides while going through loops. Think about this: If you run into a loop at power boost speed (which is REALLY fast), do you really think you could control that the entire way, especially around corkscrews? Scripting is pretty much essential for the kind of speeds you run at in these games, and it also allows for cool cinematic setpieces (which do have actual value) Also removing all 2D camera angles is a terrible idea.
@sonicdml4175
@sonicdml4175 Рік тому
@@kevin_kevinson The only way manual loops would work is if they were massive (a cool place to run through is an archway above a Caterpillar spawn on Oranous Island, but having loops that big is impractical)
@sonicdml4175
@sonicdml4175 Рік тому
@@kevin_kevinson That comment makes it look like you are just trying to bait, but I'll bite. Even Sonic Unleashed had 2D sections. I like the idea of a fully-3D game (like the adventure series), but you have to design those levels with no 2D in the first place, just taking out 2D from an existing level will ruin so many aspects, many Cyberspace stages stop existing, many of the Open-Zone platforming stuff stops existing too. It's called a 3D game, but that's because it has a focus on 3D, not because it's purely 3D. Unleashed, Generations, and Colors all have 2D and 3D, but many people consider those some of the best 3D sonic games in existence (although Colors is more 2D focused from the looks of it) Also there is no inherent problem with 2D in the first place, please provide an actual reason as to why 2D has no place in this game.
@PopularNoise
@PopularNoise Рік тому
literally: sonic speed simulator in roblox. that makes running through loops soooo much fun at the right speed
@Handepsilon
@Handepsilon Рік тому
I don't think loop de loop's challenge being nullified is the only problem with the 3D loop de loop. There are several more problems I'm seeing with it. But here are the most glaring parts I can see 1. Because of the existence of Z Axis, some games actually allows you to just skip past looping about. The oldest I can think about is Sonic R with snow on. You actually race much faster if you ignore the loop-de-loop. 2. In 2D titles, failing loop de loop only puts you back where you were before. However, in 3D titles, most of these failures result pretty much in death, or at best, derailment from your current road. This is unfortunately a hard problem to fix in the first place. These 2 things are probably why the loops are so scripted in 3D titles. The introduction of Z Axis causes so many room of error. The scripted event that was loop de loop probably was considered to be a necessary evil back then, although that kinda carries to the present day
@MSCLeap75
@MSCLeap75 Рік тому
Maybe the reason why they rely on dash panels often in the 3D games, is cause they make very large loops which requires Sonic to have a lot more speed to get thru vs the classics games that mainly have small loops that don't require much speed so they can be spammed more.
@snakey888
@snakey888 Рік тому
The more likely explanation is that Sonic team doesn't have the will and/or competence to make interactive loops. Sonic team seems content making automated spectacle based games ever since the jump into 3d.
@MSCLeap75
@MSCLeap75 Рік тому
@@snakey888 Yea they wanted to focus more on speed & action in linearity than exploration which the classic had more emphasis on for the sake of trying to collect all the chaos emeralds via special stages.
@snakey888
@snakey888 Рік тому
@@MSCLeap75 Nah, it's not about speed and action vs exploration. It's gameplay vs automation. Even a speed focused game can have none automated gameplay.
@Swagpion
@Swagpion Рік тому
@@snakey888 exept in the roblox game for some reason, the only scripting there is to not have you fall off above a certain speed, you still have free side to side movement.
@CaptainSwag
@CaptainSwag Рік тому
​@@snakey888 Sonic Adventure 1 has very little automation, but ok
@MSB_394
@MSB_394 Рік тому
I agree with you sir 😌 Fix it sega and sonic team
@isodoubIet
@isodoubIet 11 місяців тому
"can the play make it onto platforms without jumping now?" Yes. It's called the homing attack. Sonic games have been playing themselves since they went 3d.
@mazkeraid4039
@mazkeraid4039 Рік тому
If there was any room of improvement the next time the game is made above things else is better management from SEGA, they did a good job for other projects so this series should have no excuse. Heck, I would easily keep the boost less bulldozer like and more like an ability when Sonic himself gained enough speed be it dashpad or constant interaction with the environments that has its own theme.
@rollingarchives
@rollingarchives Рік тому
i love the multi-lane giant loop idea
@o2xygen717
@o2xygen717 Рік тому
You can jump over the dash pads in front of the corkscrew on Island 5 and run around it manually. It works really well.
@icesonic358
@icesonic358 Рік тому
I can tell you this right now, Sonic Team most likely didn't spend much time on Cyberspace nor did they even really care. I can tell that Sonic team are tired of making boost levels to where they don't care about the physics of them that much. They had more fun with the open zone concept and even are experimenting with momentum with the rails. They most likely want to test with momentum in the next game in my opinion.
@apollyon6855
@apollyon6855 Рік тому
It's understandable, do the same thing for years and eventually you'll stop enjoying it.
@amandaslough125
@amandaslough125 Рік тому
@@apollyon6855 Doesn't hold up when Forces levels were made by two rookies.
@kingnewgameplus6483
@kingnewgameplus6483 Рік тому
They didn't even "make" the boost levels, 99% of the cyberspace levels are copy pasted from older games.
@icesonic358
@icesonic358 Рік тому
@@kingnewgameplus6483 I mean it kinda helps with my argument of them tired of making the levels, but that's just me. Also if my message seems sloggy it's cause it's like 2:00 in the morning so I'm off to sleep after typing this, night.
@snakey888
@snakey888 Рік тому
If we judge it by physics, then Sonic team hasn't cared about Sonic for quite some time.
@johanstenfelt1206
@johanstenfelt1206 Рік тому
Hm, fair and valid points and opinions, i hope this gets better in the future.
@artistanthony1007
@artistanthony1007 Рік тому
Any thoughts on the Loop Water Slides in Aquatic Capital and Tempest Waterway?
@aidanshowers8366
@aidanshowers8366 Рік тому
I think loopy loops should be more like the classics where you have to gain speed in order to get through them. And you have to use the abilities given (the boost and drop dash in this case) in tandem with each other to get through it. The only issue is that these could be skipped without invisible walls preventing the player from just jumping through them.
@andersonsansonowski5644
@andersonsansonowski5644 2 місяці тому
the discription is 100% right
@artistanthony1007
@artistanthony1007 Рік тому
Btw in Sonic Riders Zero Gravity, you can actually just stand on a vertical slope seen in Crimson Tower and its counterpart without falling.
@100organicfreshmemes5
@100organicfreshmemes5 Рік тому
Between the lack of player agency and automation of sections like those mentioned in the video and the combat being dumbed down the point it isn't even remotely challenging until the final island, it really seems like Sonic Team has no confidence in the players and just wants to handhold them through everything.
@colbyboucher6391
@colbyboucher6391 Рік тому
Camera issues in Adventure spook them to this day.
@degamer5336
@degamer5336 Рік тому
I don't know exactly how to describe it but if there were loops on the open zone (not the floating ones... well at least a few ones) I would like the camera to get closer and behind Sonic like in some fangames, or more traditionally like the camera on racing games The player would just need to hold forward and/or boost Sonic to get around the loop, even that "simple approach" would be good enough in my opinion
@sebastianperezboeff985
@sebastianperezboeff985 Рік тому
Loops work in the open zone ukposts.info/have/v-deo/l3pqnZ1wnJd_2IE.html
@Magicghost23
@Magicghost23 Рік тому
🦔🦔🦔
@BigKillaJoke
@BigKillaJoke Рік тому
Man... I feel like... I kinda agree with your concern for a new player, but in truth the problem seems to be the opposite. Some of frontiers design philosphy and placement of certain things.. They encourage slower movement. and during streams I would hear "Remember everyone number one rule of sonic games. Gotta play slowly and methodicly!" Like one of the ring challenges in the dessert area... Someone was trying to boost and make use of their speed. And then a single comment came up. "try going at it slower." And the streamer decides "OH sure you know what let's try and do this slowly..." And then without boosting or gaining speed just casually walking along... clears the puzzle they struggled with. And their response truly created this bitter resonation "Man I do love having solutions based around moving slow in a game meant to be about going fast!" The loopty loop feels like something that only veterans of the series would care about because newcomers can atleast recognize his gimmick. "gotta go fast." they want too... But there's oddly enough... a bunch of puzzles that go against that...
@Canalbiruta
@Canalbiruta Рік тому
i mean, playing overly fast and reckless is discouraged even in the first games for the genesis. If the person is trully getting annoyed by the fact that they can't be go fast everytime, it doesn't show a problem with the game and more a lack of understanding of the franchise. Ppl till this day still think sonic's catchy line is gotta go fast lol
@Mentalbox52
@Mentalbox52 Рік тому
You should play spark 3, the physics and game play are a phenomenal take on the modern formula comparable to sonic utopia in the way it handles loops
@Hugo-yz1vb
@Hugo-yz1vb Рік тому
It matters because 🎶it Doesn't Matter, what will happen, I will never-GIVE UP THE FIIIIIIGHT!~🎶
@cybersonic8472
@cybersonic8472 Рік тому
Dor me it's the controls, I grew up on classic sonic, and the simplicity of his controls made it easy to pick up hard to master but I'm having such a hard time having the jump and homing attack button be different that it makes this game feel like a chore rather than fun. And after 12 hour work shifts I don't want to do chores
@WiiZ_OSC
@WiiZ_OSC Рік тому
Hey what happened to your sonic fan game video? It inspired me when trying to me games
@jesuspernia8031
@jesuspernia8031 Рік тому
I can say it could handle these type of pinball and slope physics better. But sonic team does listen to the fans and are even making updates to the game like the final boss. I’m sure if we do reach out, they would be open to give it better pinball and slope physics.
@3lH4ck3rC0mf0r7
@3lH4ck3rC0mf0r7 Рік тому
There are a number of major changes I'd make to the Frontiers open-zone physics if I could: - Momentum-based physics, and making it so that Sonic doesn't need most dash panels and scripted speed elements. This one is so obvious modders have done a lot of it already. But perhaps I'd even experiment with a player-controlled slow-mo power of short duration that increased Sonic's maneuverability by a wide margin and allowed the player to perform tight platforming challenges while maintaining max speed. Like Franklin's special driving ability in GTA V. - Try to figure out jumping controls again, trying to make them tight and readable enough in 3D to make jumping on enemies feel good again instead of using the spin attack. I'd experiment with having the game assist on the alignment slightly with a sort of "magnet effect" and by increasing enemies' jump hurtboxes fairly generously. Also take a note from 3D Mario's playbook and force Sonic's shadow to be cast right below him, as though he was lit straight from the top. - Allow ANY slope in the terrain to launch Sonic into the air if approached at a high enough speed. - Remove moon gravity when launched by a slope in acrobatics mode. In fact, I feel like gravity for Sonic should at least double in the air if the A button is released after a jump. However, this stronger gravity when releasing a jump or being launched off a slope in the open zone areas should only apply if there is ground under Sonic that he can stand on. - Remap the slope launching acrobatics to motion control shaking, Mario Kart style, and leave the left stick mapping untouched to maintain the player's ability to control in mid-air without hitting the jump button. Even cap the falling speed if falling to your death in a manner that is still recoverable. - Make every surface in the open world area that isn't ground, upside-down or a story-progression-checking invisible wall climbable. BoTW just got this right, and gives the player freedom to explore anywhere. - Lock 2D sections to Cyberspace. 2D lock has no place in the open zone areas.
@gamejitzu
@gamejitzu Рік тому
Kind of reminds me of the wall-running mechanic... Maybe there's something there
@bilbobaggins9167
@bilbobaggins9167 4 місяці тому
My issue is that you talk about people disingenuously using this point to prove the game is bad, while simultaneously claiming this is the one, single flaw the game has and that every other aspect of it is great. The physics are just the tip of the iceberg. Also, I don't think it's the lack of loop-de-loops that make the islands not look like they belong in a Sonic game so much as that they don't really have much of *anything* on the surface. They're mostly just generic, wide open spaces with a bunch of ugly, disconnected floating obstacle courses pasted randomly all over the sky. This is beyond video game logic, it's just lazy. I know Sonic levels don't always make sense (like the roads in City Escape and Radical Highway for example), but they didn't even try with this one.
@Thebes
@Thebes Рік тому
There’s actually a surprising amount of games that do loops “wrong”, and I’ve only realized after playing through the Sonic games. I believe they already ruined the loops a bit in the games directly following Sonic 1 16-Bit (Sonic 1 8-Bit and Sonic 2 8-Bit). I don’t even think there are loops in Sonic 1 8-bit.
@BIIIIIGMAN
@BIIIIIGMAN Рік тому
Its like Sonic 4 all over again
@tadaokou4919
@tadaokou4919 Рік тому
I agree, but I think this problem is not as big as you make it out to be. At least not in the boost games, due to the boost basically being an instand ,,get around the loop"-button. It doesn't really matter that loops are not an obstacle in the boost games (Frontiers included) due to max speed always being available with the push of 1 button. Now, if that is a good thing or not is up to debate, but I personally love Unleashed and Generations and even like Colours...so...I think these games are good as they are. BUT! If we ever get another game without the boost loops should work as an obstacle for new players. Personally, I hope we never lose the boost gameplay style completely, but I also don't want it to stay as the main gameplay style forever. I think they should slowly fade the boost out into spin-off games and make the Frontiers style the main style, but with physics instead of boosting. BUT! Just to repeat myself shortly: I think loops being no obstacle is fine for games in which the boost is available.
@deslardesslok
@deslardesslok Рік тому
4:37p.m. 12/10/2022
@mayflowernatsume64
@mayflowernatsume64 Рік тому
I don't think it's that big a problem. Having none in the open zone reinforces the idea that Sonic is outta place, and be realistic if you're approaching the loops that slowly you probably shouldn't be playing Sonic. Even if you're new, you're not leisurely strolling through the game
@snakey888
@snakey888 Рік тому
The problem is more than just the loops, it's large part of game being played automatically, which hurts the overall playability and makes for an overall shallow experience.
@CJ2315
@CJ2315 Рік тому
Where the game needs improvement? Chaos Island lmao. Forces you into annoying 2d segments, the terrain is a headache to traverse with the separate islands, and the fact there’s a volcano that you can’t go into.
@xiiiunmetal
@xiiiunmetal Рік тому
My headcanon is the physics within cyberspace are simply weird as hell, even to Sonic.
@Aperson-62
@Aperson-62 Рік тому
Being able to just walk around the loop isn't particularly great and doesn't really make sense with the concept. But said speed does hinder you from being able to go fast, I can see that some designers might see it as a quality of life feature. The Freedom Planet games have exactly these types of loop physics and they seemingly doubled down on this movement style in the sequel.
@sonic5993
@sonic5993 Рік тому
I liked this game, but the subpar controls really kind of took me out of it. When Sonic is just running on flat ground, he controls perfectly fine. But the second you have to do any platforming is when the cracks show. And it just baffles me this series is still doing this two decades later. All I hope is that the devs are seriously looking at the constructive criticism towards this game and taking it into consideration. Otherwise this is gonna be another Colora situation where everyone praises their mediocre game and then show they didn't learn anything until everyone gets sick of it.
@sleepy9102
@sleepy9102 Рік тому
Sonic unleashed had it too?
@user-gk6nt5gi5n
@user-gk6nt5gi5n Рік тому
A musophobia warning would have been nice
@user-gk6nt5gi5n
@user-gk6nt5gi5n Рік тому
@PhantomLee fear of rats
@isaacrogers4174
@isaacrogers4174 Рік тому
Bruh, it’s Sonic 4 again…
@CassiusStelar
@CassiusStelar Рік тому
Love this game. Wont defend the 06 loops tho
@artistanthony1007
@artistanthony1007 Рік тому
Sonic Riders Zero Gravity let's you stand on vertical slopes in Crimson Tower & counterpart AND Corkscrews without falling so this gravity thing and able to just stand on the surfaces is not a 06 thing.
@CassiusStelar
@CassiusStelar Рік тому
@@artistanthony1007 Riders ZG is a racing game and also has a canonical reason why you can do gravity defying stunts and stop on vertical surfaces like that. The Arks literally give you antigrav.
@kao7143
@kao7143 Рік тому
@@CassiusStelar ZG wasn't the best example but this problem is definitely not exclusive to 06
@CassiusStelar
@CassiusStelar Рік тому
@@kao7143 what other game besides those two lets you stand upside down on a loop? 06 was the first and worst game to have such an oversight
@deslardesslok
@deslardesslok Рік тому
1 HOUR LATE SQUAD WHERE YOU AT?!?!?!?!?!?!?!?!?
@justoneherofortheworld667
@justoneherofortheworld667 Рік тому
From hit that big beautiful subscribe button. hit that cute subscribe button, I didn't mean hit that way.
@Mark---W
@Mark---W Рік тому
Yea the pinball slope physics are bad...
@Evixyn
@Evixyn Рік тому
Games currently are made for everyone to be able to experience said game. Cup head had did it correctly.
@VC21831
@VC21831 Рік тому
When I play the.momentum tweak mod I feel like it’s overpowered so I’ve tried a lot that are too fast and I finally found. One that I like
@SonicTheCutehog
@SonicTheCutehog Рік тому
Loops would have been pointless in the open zone since the player could either ignore it or will be forced to go through it and limit the freedom
@surgeeo1406
@surgeeo1406 Рік тому
I wouldn't be surprised to find out that Open Zone and Cyber Space started off as two attempts that ended up being clumped together to make the finished game...
@amandaslough125
@amandaslough125 Рік тому
Based on ancient leak rumors, the cyberspace levels were made by the forces team and another team (generations?) focused on the open zones. Early play testers hated the glitchy open zone physics so they made sure to refine them really hard so the zones were fun to play.
@lilsoonerfaninmo
@lilsoonerfaninmo Рік тому
I'm gonna keep things 100% here, some of this video REALLY rings with Under The Mayo pistol energy (if you know, you know) But to keep things short, it's playing in a self choice matter, and (at least in Frontiers' case) a completely discouraged play style, and then blaming the game as if you're forced into it just cause you can do it, and pretending that there's no reason to engage in the way the game wants you to I don't intend to start anything with you, as you do say some stuff I agree with (namely what Sonic is all about, using speed and maintaining it to get good times and good ranks), it's just that one thing that makes me raise an eyebrow
@ChannelPup
@ChannelPup Рік тому
Respectfully disagree, I still think it's a matter of quality to have all bases covered. But...main thoughts...with a phrase like "Under the mayo pistol" I NEED to know what the origin of that is.
@lilsoonerfaninmo
@lilsoonerfaninmo Рік тому
@@ChannelPup The tldr is that there's a user on YT called Under the Mayo who said a game like Ultrakill (a game with infinite ammo) can be beaten with just the pistol and complains it's the games fault that he's playing in a boring matter, and is punishing you for playing like that I just bring it up cause that's the kinda mindset I see on display with stuff like 'You can just walk up walls', although credit where it's due, this video is the least offensive in that regard I will agree it's miniscule in it all, and I respect your take, this is just the only thing I think I disagree on
@colbyboucher6391
@colbyboucher6391 Рік тому
​​​@@lilsoonerfaninmo While I get what you're saying, the difference is that Ultrakill doesn't fake things. When you do something cool, it's because you did something cool. It's honest about your ability to just play in a fairly lame way and they rabidly discourages you from doing so by being irresistibly cool. When a Sonic the Hedgehog game tries to trick you into thinking "wow, I can run up walls because I'm so fast!" when in reality there's no requirement for doing that at all, that sucks. It's such obvious smoke n' mirrors. It's not a cool thing you did, it's the devs patting you on the back for nothing. It's patronizing. Personally running up walls is smoke n' mirrors in the first place since it's hard-coded rather than being a natural thing that happens in the engine, but that's just me.
@jalontillmon2807
@jalontillmon2807 Рік тому
I don’t care about momentum , games are fun that’s all it matter to me
@jalontillmon2807
@jalontillmon2807 Рік тому
@PhantomLee look, I get it but if sonic team could and they will, but it will take time to develop it but no thanks to Sega
@jalontillmon2807
@jalontillmon2807 Рік тому
@PhantomLee but honestly, I don’t care I just like to have fun with the games
@jalontillmon2807
@jalontillmon2807 Рік тому
@PhantomLee sorry not my style and I don’t have pc
@os9077
@os9077 Рік тому
This video is a nitpick. No one cares about loop de lopes they are stupidly fun spectacles. And no one cares about momentum too.
@os9077
@os9077 Рік тому
@PhantomLee cap
@snakey888
@snakey888 Рік тому
Sonic fans care.
@os9077
@os9077 Рік тому
@@snakey888 only classic fans
@snakey888
@snakey888 Рік тому
@@os9077 Fans of good game design as well.
@os9077
@os9077 Рік тому
@@snakey888 yeah only classic fanboys like you
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