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Difference between revisions of "Sonic Unleashed (Xbox 360 preview build)/Comparisons"

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* Sonic the Hedgehog makes an annoying sound everytime he slides. He also exclaims "WOO!" everytime he [[Stomp]]s.
 
* Sonic the Hedgehog makes an annoying sound everytime he slides. He also exclaims "WOO!" everytime he [[Stomp]]s.
 
* The visual effect for boosting is a work in progress.
 
* The visual effect for boosting is a work in progress.
* The camera is much less dynamic, zooming out less while boosting. It creates a placebo effect of daytime feeling much slower, despite Sonic the Hedgehog having identical speed values to the final game.
+
* The camera is zooms out less while boosting. This creates a placebo effect of daytime feeling much slower, despite Sonic the Hedgehog having identical speed values to the final game.
 +
{{comparison
 +
| image1=SWA preview camera.png
 +
| image2=SWA final camera.png
 +
| game1=Preview Build
 +
| game2=Final game
 +
| desc=The title screen has a different background. It also uses the same sound effect for pressing {{Start}} as in the 2006 ''[[Sonic the Hedgehog (2006 game)|Sonic the Hedgehog]]'' game.
 +
}}
 
* The physics are overall much less refined. Sonic the Hedgehog has less air drag, feels even more slippery than the final, and cannot turn as effectively. Sonic the Werehog is slow, and lumbering. Both of them feel worse to play.
 
* The physics are overall much less refined. Sonic the Hedgehog has less air drag, feels even more slippery than the final, and cannot turn as effectively. Sonic the Werehog is slow, and lumbering. Both of them feel worse to play.
 
*  
 
*  
Line 47: Line 54:
 
* In-game cutscene music continues into stages and hub worlds when skipped. This does not apply to FMVs.
 
* In-game cutscene music continues into stages and hub worlds when skipped. This does not apply to FMVs.
 
* Sonic the Hedgehog is even slower in the hub worlds, and slides around in a neutral stance when paused.
 
* Sonic the Hedgehog is even slower in the hub worlds, and slides around in a neutral stance when paused.
 +
* The transformation cutscenes for Sonic changing between forms in hub worlds is a WIP.
 +
[[cdn:File:Early sonic to werehog transformation cutscene.mp4|Sonic transforming into the Werehog (Preview)]]
 +
 +
[[cdn:File:Early werehog to sonic transformation cutscene.mp4|Werehog transforming into Sonic (Preview)]]
 +
 +
[[cdn:File:Final sonic to werehog transformation cutscene.mp4|Sonic transforming into the Werehog (Final)]]
 +
 +
[[cdn:File:Final werehog to sonic transformation cutscene.mp4|Werehog transforming into Sonic (Final)]]
 
* Neither of Sonic's forms play an intro animation at the beginning of stages. The only exception is Cool Edge Act 1 (Daytime).
 
* Neither of Sonic's forms play an intro animation at the beginning of stages. The only exception is Cool Edge Act 1 (Daytime).
 
* Sonic the Hedgehog's quickstep is much less powerful outside of dedicated quickstep sections, barely moving Sonic at all.
 
* Sonic the Hedgehog's quickstep is much less powerful outside of dedicated quickstep sections, barely moving Sonic at all.
 
* The global illumination is much higher resolution than the final game. It looks better, and doesn't have any noticeable impact on performance.
 
* The global illumination is much higher resolution than the final game. It looks better, and doesn't have any noticeable impact on performance.
 
* Despite the GI being higher resolution, the lighting is overall worse on the majority of stages. Most likely because compiling the advanced lighting could take days, and it'd be far too much effort to go through for every single minute layout change.
 
* Despite the GI being higher resolution, the lighting is overall worse on the majority of stages. Most likely because compiling the advanced lighting could take days, and it'd be far too much effort to go through for every single minute layout change.
* Entrance stages use the same UI as action stages, having a timer counting down along with a score counter during the daytime.
+
* Entrance stages use the same UI as action stages.
 
* Entrance stages all have their stages laid out in the beginning of them, likely for playtesting purposes.
 
* Entrance stages all have their stages laid out in the beginning of them, likely for playtesting purposes.
* The transformation cutscenes for Sonic changing between forms in the hub worlds is not present.
 
 
{{comparison
 
{{comparison
 
| image1=SWA preview werehog fur.png
 
| image1=SWA preview werehog fur.png
Line 73: Line 87:
  
 
==Stage comparisons==
 
==Stage comparisons==
'''[[Apotos]]'''
+
{{Main|{{PAGENAME}}/Stage comparisons}}
 
 
'''Windmill Isle Day Act 1'''
 
{{Bobscreen|SWA preview windmill isle act 1 day.png|width=360}}
 
*Nearly identical to the final game
 
*Slightly buggier collision, Sonic is able to get hitched on stray collision occasionally.
 
*The only SET data difference is that the final Quickstep section lacks spikes.
 
 
 
'''Windmill Isle Day Act 2'''
 
{{Bobscreen|SWA preview windmill isle act 2 day.png|width=360}}
 
*Same as Act 1, this stage is nearly indiscernible from the final game.
 
*There are a few minor SET differences
 
*Camera angles are slightly different during the Rail Grinding segments.
 
 
 
'''Windmill Isle Day Act 3'''
 
{{Bobscreen|SWA preview windmill isle act 3 day.png|width=360}}
 
*This level has finalized lighting and geometry.
 
*The SET data is very incomplete.
 
*The camera is far too zoomed in to see properly while playing.
 
*This stage lacks any music.
 
 
 
'''Windmill Isle Night Act 1'''
 
{{Bobscreen|SWA preview windmill isle act 1 night.png|width=360}}
 
*Geometry and lighting are finalized
 
*SET data has minor differences such as ring placements and enemy varieties
 
 
 
'''[[Spagonia]]'''
 
 
 
'''Rooftop Run Day Act 1'''
 
{{Bobscreen|SWA preview rooftop run 1 day.png|width=360}}
 
*Nearly identical to the final.
 
*Some scripting is unfinished, leading to occasional unfortunate deaths or fails.
 
*Some of the camera angles are a work-in-progress.
 
 
 
'''Rooftop Run Day Act 2'''
 
{{Bobscreen|SWA preview rooftop run 2 day.png|width=360}}
 
*The scripting for the 2D section is completely broken, so the player has to use [[Debug Mode]] to break into 3D to explore the level.
 
*The SET data is completely unfinished, and the level is near impossible to traverse.
 
*The lap counter hasn't been implemented here yet so the stage isn't even beatable.
 
*No music plays.
 
 
 
'''Rooftop Run Day Act 3'''
 
{{Bobscreen|SWA preview rooftop run 3 day.png|width=360}}
 
*The [[Chao]] aren't present, so the level cannot be beaten.
 
*The SET data is unfinished, with most platforms, enemies, and rings not put into the stage yet.
 
*No music.
 
 
 
'''Rooftop Run Day Act 4'''
 
{{Bobscreen|SWA preview rooftop run 4.png|width=360}}
 
*The lighting is unfinished.
 
*There's no scripting to speak of, so Sonic isn't locked into a Quickstep section, and the loop-de-loop can bug out sometimes.
 
*There are no [[Aero-Chaser]]s present, just a bunch of [[Egg Fighter]]s littered about the stage.
 
*No music.
 
 
 
'''Rooftop Run Day Act 5'''
 
{{Bobscreen|SWA preview rooftop run 5 day.png|width=360}}
 
*The concept for the level is here, but the SET data is completely different.
 
*The level design just... stops, at one point, and Sonic gets dumped off of a grind rail into a pit.
 
*There's no goal ring present, so the stage is unbeatable even if you use Debug Mode.
 
*No music.
 
 
 
'''Rooftop Run Night Act 1'''
 
{{Bobscreen|SWA preview rooftop run act 1 night A.png|width=360}}
 
{{Bobscreen|SWA preview rooftop run act 1 night B.png|width=360}}
 
*The skybox parameters seem to have been set incorrectly, so there are low-poly buildings from the skybox littered throughout the level.
 
**Thankfully, they have no collision so the player can press onward without worry.
 
*The goal ring is present directly at the beginning of the level, however the rest of the level is explorable.
 
*The SET data is incomplete.
 
**There are swinging hammers littered about the level's first third, they can't hurt you but they're just.. there.
 
**There are no enemies in the level.
 
**The Clocktower has no gears or platforms inside of it, so the level ends there if you don't have debug mode.
 
**There are buttons to open doors in place of what are supposed to be puzzles.
 
 
 
'''Rooftop Run Night Act 2'''
 
{{Bobscreen|SWA preview rooftop run 2 night.png|width=360}}
 
*The game immediately crashes the second the player takes a step forward.
 
**You are able to pan the camera around briefly, however.
 
*The stage seems to just have incomplete SET data from what's able to be gleamed.
 
*No music.
 
 
 
'''[[Mazuri]]'''
 
 
 
'''Savannah Citadel Day Act 1'''
 
{{Bobscreen|SWA preview savannah 1 day.png|width=360}}
 
*Nearly identical to the final game.
 
*Some SET data is slightly different, stage specific gimmicks are all WIP.
 
*Scripting is early on, can lead to deaths occasionally.
 
 
 
'''Savannah Citadel Day Act 2'''
 
{{Bobscreen|SWA preview savannah 2 day.png|width=360}}
 
*Geometry and lighting are final, but level is incomplete otherwise.
 
*Lap counter isn't implemented yet, so the goal ring is just sitting directly behind the starting point.
 
*No music.
 
 
 
'''Savannah Citadel Day Act 4'''
 
{{Bobscreen|SWA preview savannah 4 day.png|width=360}}
 
*SET data is barren.
 
*The level ends early, and past the goal ring objects are even sparser.
 
*No music.
 
 
 
'''Savannah Citadel Night Act 1'''
 
{{Bobscreen|SWA preview savannah 1 night A.png|width=360}}
 
{{Bobscreen|SWA preview savannah 1 night B.png|width=360}}
 
*There are less enemies throughout the stage, and the enemies that are present are of more menial varieties than the final.
 
**This is most likely because the Werehog deals a pitiful amount of damage and attacks extremely slowly in this build.
 
*SET data is unfinished, with most puzzles not being properly implemented yet.
 
**As such, most doors are either impassable or opened with simple switches. You need to use Debug Mode to complete the stage.
 
 
 
'''Savannah Citadel Night Act 2'''
 
{{Bobscreen|SWA preview savannah 2 night.png|width=360}}
 
*Geometry is incomplete. The balancing rails just stop halfway through the level so you can't pass any further.
 
**Unbeatable via normal means due to this, you need to use Debug to get to the goal ring.
 
*No music.
 
 
 
'''Savannah Citadel Night Act 4'''
 
{{Bobscreen|SWA preview savannah 4 night.png|width=360}}
 
*Lighting, geometry, and SET data are all very unfinished.
 
*0 scripting is present, and thus Sonic can't even grab onto ledges.
 
*No goal ring is present.
 
*No music.
 
  
'''[[Holoska]]'''
+
==Hub comparisons==
 +
''Something to note about all Hubs is that NPCs will use placeholder dialogue when loaded in from the Debug menu, as Sonic will lack a story state. All hubs do have proper dialogue if Sonic does have a story state, however.''
 +
===[[Apotos]]===
 +
'''Town'''
 +
{{Bobscreen|SWA preview apotos town.png|width=360}}{{Bobscreen|SWA preview apotos night town.png|width=360}}
 +
*Mostly finalized, however there are more NPCs walking around than the final.
  
Something to note about this country is that all stages lack their ice physics.
+
'''Entrance Field'''
 +
{{Bobscreen|SWA preview apotos entrance.png|width=360}}{{Bobscreen|SWA preview apotos entrance night.png|width=360}}
 +
*Lacks any objects besides the entrance stages which are in placeholder positions.
 +
*For some reason, exiting the field will not take the player to the town, but rather starts the game from the beginning, playing the opening FMV.
 +
*The nighttime field lacks music.
 +
===[[Mazuri]]===
 +
'''Town'''
 +
{{Bobscreen|SWA preview mazuri town.png|width=360}}{{Bobscreen|SWA preview mazuri night town.png|width=360}}
 +
*There are more NPCs walking around than the final game.
 +
*Otherwise, final.
  
'''Cool Edge Day Act 1'''
+
'''Entrance Field'''
{{Bobscreen|SWA preview cool edge 1 day.png|width=360}}
+
{{Bobscreen|SWA preview mazuri entrance.png|width=360}}{{Bobscreen|SWA preview mazuri night entrance.png|width=360}}
{{Bobscreen|SWA preview cool edge 1 dayB.png|width=360}}
+
*Daytime has early geometry.
*Some sound effects for the stage gimmicks such as the whale are missing.
+
**Nighttime has geometry that's slightly further along, but still unfinished.
*The sled physics aren't quite there yet, so it can be a little harder to maneuver the sled areas than the final.
+
*Stage placements are early.
*Mostly complete SET data for the first half of the level.
+
*Camera is closer to Sonic the Hedgehog than the final game.
*Halfway into the stage, the goal ring appears early.
+
===[[Spagonia]]===
**If you bypass the goal ring using Debug, the rest of the level seems to have finalized geometry, but with unfinished SET data and scripting.
+
'''Town'''
 +
{{Bobscreen|SWA preview spagonia town.png|width=360}}{{Bobscreen|SWA preview spagonia town night.png|width=360}}
 +
*Early lighting at both times of day
 +
*There are more NPCs walking around than the final.  
 +
*If you walk into Professor Pickle's lab from the town, it will cause the Professor kidnapped cutscene to play, giving Sonic a proper story state.
 +
*The rails still use their Action Stage physics, relying on momentum physics rather than automatically sending Sonic forward like the final game's hub.
 +
**This leads to the rails being incredibly hard to use, as unlike the Action Stages, Sonic is much slower and you cannot rely on the Boost.
 +
*There are draw distance issues at nighttime, leading to [[Sonic Frontiers]]-esque pop-in.
  
'''Cool Edge Day Act 4'''
+
'''Entrance Field'''
{{Bobscreen|SWA preview cool edge 4 day.png|width=360}}
+
{{Bobscreen|SWA preview spagonia entrance.png|width=360}}{{Bobscreen|SWA preview spagonia entrance night.png|width=360}}
*SET data is very basic, only having rings and jump panels.
+
*Early geometry, only the first room of the field is present.
*Lighting is basic.
+
*No objects besides the day/night hourglass.
*The water looks strange.
+
*There are severe draw distance issues, meaning you're able to see into the skybox.
*Grind Rails work incorrectly, as Sonic seems somehow magnetized to them, unable to jump from rail to rail.
+
**The draw distance issues are even worse at night.
*The gimmick where the player has to go through the level a second time in reverse hasn't been implemented, and thus the stage ends early.
 
*No music.
 
  
'''Cool Edge Night Act 1'''
+
'''Professor Pickle's Lab'''
{{Bobscreen|SWA preview cool edge 1 night.png|width=360}}
+
{{Bobscreen|SWA preview spagonia pickles.png|width=360}}{{Bobscreen|SWA preview spagonia night pickles.png|width=360}}{{Bobscreen|SWA preview spagonia pickles B.png|width=360}}
*For some reason, this level, and only this specific level, is capped at 30 FPS. The rest of the game is uncapped.
+
*Finalized geometry, however the camera angle is different.
*The SET data is very early on. There are sparingly few objects present, and no rings.
+
**The daytime lighting is different, however the lighting at nighttime is finalized.
**The majority of puzzles aren't implemented, as such, the majority of doors open with a simple switch.
+
*When loaded from the Debug menu, Pickle uses generic dialogue, but Tails says "Clear all the trials without falling and become a legend! Clear all the trials without falling and become a legend!". Strange, isn't it?
*No enemies are present, making the stage feel very lonely.
+
===[[Chun-nan]]===
*Despite being so early on, this stage is beatable via normal means.
+
'''Town'''
 +
{{Bobscreen|SWA preview chun nan town.png|width=360}}{{Bobscreen|SWA preview chun nan night town.png|width=360}}
 +
*There are water lanterns floating about the creek that illuminate at nighttime, which are absent in the final game.
 +
**The final game instead has flowers and lily pads populating the water.
  
'''[[Chun-Nan]]'''
+
'''Entrance Field'''
 +
{{Bobscreen|SWA preview chun nan entrance.png|width=360}}{{Bobscreen|SWA preview chun nan entrance night.png|width=360}}
 +
*Early geometry, the majority of the platforming is absent or early.
 +
*The water is pure white.
 +
*Nighttime has draw distance issues, causing entire buildings to pop-in.
 +
*Early object placements, all stages are laid out at the entrance.
 +
===[[Holoska]]===
 +
'''Town'''
 +
{{Bobscreen|SWA preview holoska town.png|width=360}}{{Bobscreen|SWA preview holoska town night.png|width=360}}
 +
*Daytime has early lighting.
 +
**Nighttime lighting is final, however.
 +
*Geometry is also unfinished, but the layout is done.
 +
*More NPCs than the final.
  
'''Dragon Road Day Act 1'''
+
'''Entrance Field'''
{{Bobscreen|SWA preview dragon road 1 day.png|width=360}}
+
{{Bobscreen|SWA preview holoska entrance stage.png|width=360}}{{Bobscreen|SWA preview holoska night entrance.png|width=360}}
*A very complete stage, this stage just has minor SET differences and a few models are slightly different.
+
*Completely placeholder, all that exists of this field is a small ice cave.
**Most notably of the changed models, the "pie-piece" platforms are hollowed out rather than full like the final.
+
*The area lacks a skybox, and as such the void is clearly visible.
*The water running portions of the stage are significantly more difficult, as Sonic cannot drift on water in this build.
 
  
'''Dragon Road Day Act 2'''
+
==Boss comparisons==
{{Bobscreen|SWA preview dragon road 2 day.png|width=360}}
+
'''Egg Beetle'''{{ref|1=https://www.youtube.com/watch?v=exkk4Strm18}}
*Probably the most complete sub-act, both the lighting and geometry are finalized.
+
{{Bobscreen|SWA preview egg beetle.png|width=360}}
*However, the SET data is a lot less polished and the scripting breaks extremely easily.
+
*Similar to the final game
**It's very easy to break out of 2D and die.
+
*Missiles fall down much more slowly
*Still, the looping function works properly and the level is actually properly completeable.
+
*Current boss attack phase is visible as debug text
*No music.
 
  
'''Dragon Road Day Act 5'''
+
'''Egg Devil Ray'''{{ref|1=https://www.youtube.com/watch?v=Guwe4nj0qRI}}
{{Bobscreen|SWA preview dragon road 5 day.png|width=360}}
+
{{Bobscreen|SWA preview egg devil ray.png|width=360}}
*Unfinished geometry and lighting.
+
*Similar to the final game.
*The water seems to be using a placeholder texture despite Act 1 using the final texture.
+
*2D sections have a different arrangement of lasers.
*Level is has very few objects, and the looping function isn't implemented so you cannot complete the stage.
+
* 3rd phase has a laser grid attack not seen in the final.
*As with Act 1, the lack of a water Drift makes the level a lot harder.
+
* Rings don't respawn.
**Despite this, the stage layout makes a lot more sense due to this as in the final game you can simply drift past the majority of the layout. Not possible here.
 
*No music.
 
  
'''Dragon Road Night Act 1'''
+
'''Dark Gaia Phoenix'''{{ref|1=https://www.youtube.com/watch?v=AJv8wHhHnK0}}
{{Bobscreen|SWA preview dragon road 1 night.png|width=360}}
+
{{Bobscreen|SWA preview dark gaia phoenix.png|width=360}}
{{Bobscreen|SWA preview dragon road 1 night boss arena.png|width=360}}
+
*A goal ring is present at the start
*This is probably the most incomplete out of all the main stages, with early lighting, geometry, and barren SET data.
+
*Water barrels take longer to respawn
*The entireity of the sectioned-off area from the final game is explorable and has collision. There are even enemies and doors present.
+
*The boss's colors completely glitch out when the fire is extinguished.  
**This area was later repurposed for Dragon Road Act 1-2, but was supposed to be apart of the main stage.
 
*The geometry for the [[Dark Gaia Phoenix]] battle is present, but has no collision. Could this imply that the boss was originally supposed to be apart of the level itself?
 
  
'''Dragon Road Night Act 2'''
+
'''Dark Moray'''{{ref|1=https://www.youtube.com/watch?v=MrkQFqkenXo}}
{{Bobscreen|SWA preview dragon road 2 night.png|width=360}}
+
{{Bobscreen|SWA preview dark moray.png|width=360}}
*Incomplete lighting.
+
*A goal ring is present at the start
*No scripting has been done yet.
+
*The ledge cannot be grabbed, debug is required to get up there, or a well times uppercut attack.
*No music.
+
*Have to defeat much more smaller enemies, around 4, 6, and 8 per phase respectively
 +
*Ice spheres home in much more aggressively.
 +
*No Music
  
 
==References==
 
==References==

Latest revision as of 18:55, 3 June 2024

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General comparisons

Preview Build TitleScreen SU.png
Preview Build
SonicUnleashed title.png
Final game

The title screen has a different background. It also uses the same sound effect for pressing Start as in the 2006 Sonic the Hedgehog game.

  • The claw slash effect doesn't play in the main menu.
  • The loading screen is different for both nighttime and daytime.

Gameplay comparisons

SWA preview jumpball.png
Preview Build
SWA final jumpball.png
Final game

Sonic the Hedgehog's jump animation is different, being much more transparent.

SWA preview werehog hud.png
Preview Build
SWA final werehog hud.png
Final game

Sonic the Werehog's HUD is unfinished, and identical to the one seen at E3 2008[1].

  • The game runs at an uncapped framerate. This is fine on hardware, but produces poor results on emulators using powerful computers, as the game's physics start breaking at framerates above 60. You need to cap it using external software.
  • The player cannot Drift by pressing B or holding Right Trigger - they have to brake, then make a sharp turn. Much harder to pull off, and makes snaking much harder to do.
  • Sonic the Hedgehog makes an annoying sound everytime he slides. He also exclaims "WOO!" everytime he Stomps.
  • The visual effect for boosting is a work in progress.
  • The camera is zooms out less while boosting. This creates a placebo effect of daytime feeling much slower, despite Sonic the Hedgehog having identical speed values to the final game.
SWA preview camera.png
Preview Build
SWA final camera.png
Final game

The title screen has a different background. It also uses the same sound effect for pressing Start as in the 2006 Sonic the Hedgehog game.

  • The physics are overall much less refined. Sonic the Hedgehog has less air drag, feels even more slippery than the final, and cannot turn as effectively. Sonic the Werehog is slow, and lumbering. Both of them feel worse to play.
SWA preview homing reticle.png
Preview Build
SWA final homing reticle.png
Final game

The lock-on reticle for the Homing Attack is different.

  • Sonic begins the game with all of his moves, and the upgrade system is not present.
  • At the end of a level, S Ranks are always achieved no matter what.
  • There's a 'replay' button on the end of level screen. This is missing in the final, but returned in Sonic Generations.
  • In-game cutscene music continues into stages and hub worlds when skipped. This does not apply to FMVs.
  • Sonic the Hedgehog is even slower in the hub worlds, and slides around in a neutral stance when paused.
  • The transformation cutscenes for Sonic changing between forms in hub worlds is a WIP.

Sonic transforming into the Werehog (Preview)

Werehog transforming into Sonic (Preview)

Sonic transforming into the Werehog (Final)

Werehog transforming into Sonic (Final)

  • Neither of Sonic's forms play an intro animation at the beginning of stages. The only exception is Cool Edge Act 1 (Daytime).
  • Sonic the Hedgehog's quickstep is much less powerful outside of dedicated quickstep sections, barely moving Sonic at all.
  • The global illumination is much higher resolution than the final game. It looks better, and doesn't have any noticeable impact on performance.
  • Despite the GI being higher resolution, the lighting is overall worse on the majority of stages. Most likely because compiling the advanced lighting could take days, and it'd be far too much effort to go through for every single minute layout change.
  • Entrance stages use the same UI as action stages.
  • Entrance stages all have their stages laid out in the beginning of them, likely for playtesting purposes.
SWA preview werehog fur.png
Preview Build
SWA final werehog fur.png
Final game

Sonic the Werehog's fur is a slightly different coloration. He resembles the textures used in the Wii version far more than the final game.

SWA preview claw colors.png
Preview Build
SWA final claw colors.png
Final game

Sonic the Werehog's claws use white trails, rather than the purple used in the final game.

  • M-speed is much easier to pull off, requiring less precision.
  • Sun and Moon Medals are not present, however the UI for them still exists.
  • Motion blur is significantly less intense.

Stage comparisons

Sonic Retro emblem.svg Main article: Sonic Unleashed (Xbox 360 preview build)/Comparisons/Stage comparisons

Hub comparisons

Something to note about all Hubs is that NPCs will use placeholder dialogue when loaded in from the Debug menu, as Sonic will lack a story state. All hubs do have proper dialogue if Sonic does have a story state, however.

Apotos

Town

SWA preview apotos town.png
SWA preview apotos night town.png
  • Mostly finalized, however there are more NPCs walking around than the final.

Entrance Field

SWA preview apotos entrance.png
SWA preview apotos entrance night.png
  • Lacks any objects besides the entrance stages which are in placeholder positions.
  • For some reason, exiting the field will not take the player to the town, but rather starts the game from the beginning, playing the opening FMV.
  • The nighttime field lacks music.

Mazuri

Town

SWA preview mazuri town.png
SWA preview mazuri night town.png
  • There are more NPCs walking around than the final game.
  • Otherwise, final.

Entrance Field

SWA preview mazuri entrance.png
SWA preview mazuri night entrance.png
  • Daytime has early geometry.
    • Nighttime has geometry that's slightly further along, but still unfinished.
  • Stage placements are early.
  • Camera is closer to Sonic the Hedgehog than the final game.

Spagonia

Town

SWA preview spagonia town.png
SWA preview spagonia town night.png
  • Early lighting at both times of day
  • There are more NPCs walking around than the final.
  • If you walk into Professor Pickle's lab from the town, it will cause the Professor kidnapped cutscene to play, giving Sonic a proper story state.
  • The rails still use their Action Stage physics, relying on momentum physics rather than automatically sending Sonic forward like the final game's hub.
    • This leads to the rails being incredibly hard to use, as unlike the Action Stages, Sonic is much slower and you cannot rely on the Boost.
  • There are draw distance issues at nighttime, leading to Sonic Frontiers-esque pop-in.

Entrance Field

SWA preview spagonia entrance.png
SWA preview spagonia entrance night.png
  • Early geometry, only the first room of the field is present.
  • No objects besides the day/night hourglass.
  • There are severe draw distance issues, meaning you're able to see into the skybox.
    • The draw distance issues are even worse at night.

Professor Pickle's Lab

SWA preview spagonia pickles.png
SWA preview spagonia night pickles.png
SWA preview spagonia pickles B.png
  • Finalized geometry, however the camera angle is different.
    • The daytime lighting is different, however the lighting at nighttime is finalized.
  • When loaded from the Debug menu, Pickle uses generic dialogue, but Tails says "Clear all the trials without falling and become a legend! Clear all the trials without falling and become a legend!". Strange, isn't it?

Chun-nan

Town

SWA preview chun nan town.png
SWA preview chun nan night town.png
  • There are water lanterns floating about the creek that illuminate at nighttime, which are absent in the final game.
    • The final game instead has flowers and lily pads populating the water.

Entrance Field

SWA preview chun nan entrance.png
SWA preview chun nan entrance night.png
  • Early geometry, the majority of the platforming is absent or early.
  • The water is pure white.
  • Nighttime has draw distance issues, causing entire buildings to pop-in.
  • Early object placements, all stages are laid out at the entrance.

Holoska

Town

SWA preview holoska town.png
SWA preview holoska town night.png
  • Daytime has early lighting.
    • Nighttime lighting is final, however.
  • Geometry is also unfinished, but the layout is done.
  • More NPCs than the final.

Entrance Field

SWA preview holoska entrance stage.png
SWA preview holoska night entrance.png
  • Completely placeholder, all that exists of this field is a small ice cave.
  • The area lacks a skybox, and as such the void is clearly visible.

Boss comparisons

Egg Beetle[2]

SWA preview egg beetle.png
  • Similar to the final game
  • Missiles fall down much more slowly
  • Current boss attack phase is visible as debug text

Egg Devil Ray[3]

SWA preview egg devil ray.png
  • Similar to the final game.
  • 2D sections have a different arrangement of lasers.
  • 3rd phase has a laser grid attack not seen in the final.
  • Rings don't respawn.

Dark Gaia Phoenix[4]

SWA preview dark gaia phoenix.png
  • A goal ring is present at the start
  • Water barrels take longer to respawn
  • The boss's colors completely glitch out when the fire is extinguished.

Dark Moray[5]

SWA preview dark moray.png
  • A goal ring is present at the start
  • The ledge cannot be grabbed, debug is required to get up there, or a well times uppercut attack.
  • Have to defeat much more smaller enemies, around 4, 6, and 8 per phase respectively
  • Ice spheres home in much more aggressively.
  • No Music

References


Sonic Unleashed (Xbox 360 preview build), prototype version of Sonic Unleashed
Preview Build TitleScreen SU.png

Main page | Comparisons | Hidden content

Part of Sonic Unleashed development