It's primarily a round chamber with platforms that rise with the water level as you reach each new platform and turn the switch, similar to Lost Temple or various Zelda puzzles, with the level's actual original goal ring chamber at the end - since he's actually in the ghost mission, activating the ring results in a failure message. He's putting up a video, but apparently having some problems with his DVD recorder <_<Įdit: not directly related to the above glitches, but another hidden area in Shamar, from Paraxade of TSC 8)Įdit2: DsS has put the video up for the Adabat hidden area. If you can manage the wallwalking glitch, you can get to it by going through the barred door on the right side of the Adabat ghost mission, after which the ordinary goal ring area isn't barred. There's all kinds of ordinarily inaccessible areas that can be romped around, but the most notable is in Adabat: you can reach the area past the goal ring that's normally barred off by a solid gate, and within lies an unused device that changes the water level and a tree that can be knocked down to walk across. Sonic Unleashed HD isn’t perfect, but I’d hold it above Lost World, Generations, Colors, and everything between those games.Click to expand. Same reason I started putting bloopers at the end of my speedrun videos, so you can see some of the entertaining ways I screw up. Speedy” videos for my Youtube channel? It was so I’d have a reference point in the “ugh it’s so easy it just plays itself” argument. You ever wonder why I briefly did a few “ Scenic vs. There have been so many times where I’ve wanted to hand guys like that a controller and told them to play something like Jungle Joyride. I believe at one point he said on the Bombcast that it was “easy” and a “stupid game for little kids.” Leading to guys like IGN’s Hilary Goldstein going, “ Welp, just another bad Sonic game! There’s no sense in wasting my time in learning how to play it, because it can’t be worth the effort.” Jeff Gerstmann played the game literally for twenty minutes one time (long enough to get the first two easiest achievements) and then never touched it again. It was all about expectations, legacy, and whether or not the reviewer in question actually felt like trying to like it. Unleashed HD became “another one of those.” Nothing else mattered it didn’t matter how cheap the production values were on Unleashed SD, it didn’t matter how stiff and awkward the controls were, it didn’t matter that the Werehog levels were 2x as long and 4x as frequent in the SD version, none of that. By giving you a hub world to roam around in Sonic Unleashed, no matter how linear or compact it was, there was a direct reference point back to Sonic 2006. Soleanna in Sonic 2006 was huge, empty, and completely unnecessary. All because of the absence or inclusion of hub worlds. With this as the primary basis, Sonic Unleashed SD reviewed better than Sonic Unleashed HD. Nobody here offers you side missions, though you do get bonus challenges that occasionally crop up later, after you’ve finished the level in question. The once-optional flavor text is now an absolute requirement – you cannot progress anywhere in the game until you go through each and every menu option, one by one, “talking” to all NPCs in that specific location. The SD version of Sonic Unleashed axes walking around hub worlds and replaces them with a menu representing that “area”. They mainly exist as “bonus content.” Point is: these hubs could not be more simple to “explore,” if you could even call it that (that’s just how small they were). There’s something like 20 or 30 of these NPC missions, and I think only three are absolutely required in order to finish the game. Occasionally an NPC would offer a side mission, almost all of which are strictly optional. The HD version had little areas, often one big circular room, where you could walk around, talk to locals, and get some sense of atmosphere and flavor text. The main point of contention in Sonic Unleashed was the hub worlds. Secret Rings ended up semi-well received for its time (especially in contrast to Sonic 2006), and the PS2 had gotten games like Sonic Heroes (which, again, compared to Sonic 2006, looked great). Sonic Unleashed, generally, was more accepted on platforms that had so-called “good” Sonic games on them in the past. Here’s how GameRankings says all of the reviews shake out: I think the best way to visualize that this was Sonic 2006’s fault is to compare how the media treated Sonic Unleashed on the Wii and PS2 (SD) versus Sonic Unleashed on the 360 and PS3 (HD).
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