A big thanks to Tangoreploid for editing this video, there are some typos due to English not being his first language, but he did a great job with it. Over the next few days we will upload the videos for the other beta areas.
@chrishunt1393
3 ай бұрын
Interesting that Dragon Road night was going to have direct continuity with the boss stage. It would explain why it's the only night stage to transition directly into its boss stage. It actually looks a bit like the are of the stage overlooking the boss arena is the same location Sonic is at the start of the pre-boss cutscene.
@KartinX
3 ай бұрын
The goat is back!! 🔥🔥🔥
@spinballproduction9678
3 ай бұрын
Unleashed HD is my favorite game ever made so I appreciate videos like these. Keep up the great work!
@MugApwool
3 ай бұрын
Looking forward to this series! KZitem went great lengths to hide this from me and my sub box haha.
@alescano3504
3 ай бұрын
Great video! Really informative
@superkekimovil1226
3 ай бұрын
De los mejores videos de la beta de Sonic unleashed,muy interesante todo
@degeneratemale5386
2 ай бұрын
Regarding the towers, they might’ve been used as bridges to cross over paths, kinda like the pillars in Shamar. Or you had to knock them down in order to get past, like wooden walls and the like
@TheStormsChannel
2 ай бұрын
I feel that they would be way too large to be used like that, perhaps after being launched from the bendy pole you'd crash into them and they'd fall down.
@ToonyTails
3 ай бұрын
I have a feeling that even Sega themselves were feeling like the night levels were too long but realized it waay too late in development and so that’s why these hap-hazard changes were made. Now as for why Chun-nan specifically was cut in half, I have a feeling that they wanted to make it an “act 2” for Chun-nan but again, it was too late in development to do that so it just had to be left unused.
@Tangoreploid
3 ай бұрын
I have a theory on why this happened but it is kinda long if you want i can comment on it
@ToonyTails
3 ай бұрын
@@Tangoreploid Oh yeah! Sure! Please comment it, I’d love to see someone else’s take.
@Tangoreploid
3 ай бұрын
@@ToonyTails Well, i'll try to be quick. The thing is the following: the day stages started dev around the beginning of 2007. The night stages around mid 2007. The night stages were developed initially to have 1 main act and 1 sub act. When 2008 began the team was pressured with the deadline and the announcement of a DLC. -Because of this, the team starts spliting the night stages to make up for the lack of content. First they split Mazuri (Act 1 and Bao), Chun Nan (Act 1 and 3), Shamar (Act 1 and 3) and Adabat (Act 1 and 2). -Around march we get the first leaks and we see Mazuri already split. We can assume that all the split that placed the halves in separate maps where made around the same time, so we need them to take place before march. -June 2008: Empire City is split for the first time (Act 1 is separated in Act 1 and Act 2) and Adabat for a second time (the beta area is recycled for Act 3). This time they don't have time to put them in separate maps. -August 2008: August beta -October 2008: October beta. -Between the October beta and retail Chun Nan and Shamar are split for a second time, the beta areas are recycled for DLC stages. -Retail game releases -DLC releases, a lot of the cut content is released: beta areas, side acts that were finished from around beginning of 2008 (Spagonia 2, Holoska 2, Empire City 3), and some sections of the first division of the stages (Mazuri 3/4, Chun Nan 3, Shamar 3) As for the SD version, it can be pressumed it was split from the main version between the beginning of 2007 and the middle of 2007, thus why it is so incomplete in terms of the day stages and even lacks two countries. This is highly speculative, but all the pieces sort of fall into place when we consider the different proof: -March leaks -Dates present in the stages in the August beta -Internal order of stages indicates the sequence in which the acts were developed -The SD version being heavily incomplete
@Tangoreploid
3 ай бұрын
I'd like to try to restore most of the HD night cut levels placed in different maps (Mazuri, Chun Nan and Adabat) because i think those stages suffered from the Split. In the case of Shamar i think it was for the best, Shamar 3 is unfinished as hell (it has collissions and walls inside the ruins and above the ruins indicating the section was going to be three times larger) and if it was unified with the main Shamar act the thing would take like 15 minutes to beat for a skilled player
@synchronizerman
3 ай бұрын
I kind of wonder why they seemingly put so much more effort into the night stages than the day stages. These levels are gigantic and intricate. Why wouldn't they realize that their length was very disproportionate with the daytime gameplay? (Well, that's probably why they split the levels.)
@TheStormsChannel
3 ай бұрын
Well in terms of physical size the day stages are way larger, several kilometers long in fact. It's just that day sonic is so fast.
@synchronizerman
3 ай бұрын
@@TheStormsChannel Right. It's challenging to make a lot of daytime content for that reason, and you also need to be skilled at making things look good *while going fast with the specific camera angles* I echo the questions in the video though. Why did they cut this specific level? It's not even that much shorter really. The ending is right there. The Shamar level though... goodness. The best possible version of this game might've made 2 main acts (day/night). For day, instead of those lap/race areas, those probably could've been made into full-length levels.
@TheStormsChannel
3 ай бұрын
Out off all beta area this one makes the least sense to cut, it was pretty much complete, and the stage is very short without it. Shamar and Empire city make sense as those stages can be very long, and the beta layout for shamar was also very unfair. Also the unused javelin mechanic may have played a larger role in Empire City but it was scrapped and they had to re make the entire level design. Adabat was most likely cut as they were unable to finish the water mechanic (though really all they did for the DLC was add a static texture to the water) or they wanted to save the mechanic for a gimmick-based level.
@synchronizerman
3 ай бұрын
@@TheStormsChannel It's a shame. Adabat's DLC never properly animated the water either? I didn't notice, huh. And Empire City Night's original longer layout has been found?
@TheStormsChannel
3 ай бұрын
Nope, it's just a non-animated texture, it also gets applied to the beta area if accessed from act 1 with the DLC installed, which does make since the acts share the exact same terrain. As for empire city we have a very early layout out of bounds of the mission "Play it Cool" which has a unused javelin item, and the layout extends into the Beta area. It is very unfinished. Soon I will upload the Empire City portion of this video which will explain it in more detail (After Shamar)
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