Sonic Unleashed (360) playthrough – Part 2: Red Chaos Emerald restored
Part 2 of my first playthrough series of Sonic Unleashed on Xbox 360. This video contains where Part 1 ended up to when the red chaos emerald becomes revitalized. No audio commentary. Full and uncut to give a feeling of a live experience. The videos in this series are like a longplay, but not in one single video. The series is done in separate parts because a single video would be too long/large for me, and YouTube limits the features of videos after a certain length.
Thanks to my friend Groudon199 for letting me borrow his Xbox 360 and some games; because of that, I was able to play the HD version of Sonic Unleashed. While this is my first time playing this version of Sonic Unleashed, I have played and beaten Sonic Unleashed on the Nintendo Wii before. My focus here was to play through the entire game and beat it while exploring as much of the game as possible. I take my time and try to collect all of the game’s collectibles, see how the game functions, complete all stages/missions, get S Ranks, etc. I’ve written the timestamps for important parts of the video down (start of stages/missions/etc.) which you can use as a viewing guide, although you will miss a lot of interesting content by solely using the timestamps to navigate through the video. The timestamps start at the final successful completion attempt of each objective in question.
My thoughts about Sonic Unleashed through Part 2: I am not liking this game as much as I first thought as I play it more. I’m finding the loose and slippery controls in the Day stages to be restrictive and annoying to deal with. I also don’t like some of the level design choices for the Night stages when you need to cross areas by using the grab ability of Sonic. I struggled somewhat in Dragon Road Act 1 due to the level design, along with the fact that the camera angles and lack of helpful camera functionality in various parts of these Night stages make the stages harder than they should be. For example, I found that the game puts you in a position where you encounter parts of the level that require you to react quickly to grab a pole or bar, but the game doesn’t give you an idea that this coming up, and when you realize it, you can’t do anything to save yourself. You sometimes can’t look around in the stage to see these upcoming stage layouts either because the camera is restricted in said locations and will not move freely. I also found that the game doesn’t respond to or process controller inputs quickly in this game, as it seems like depending upon where you are in the Night stages, you have to wait more time than necessary for your inputs to be registered. This compounds my prior frustration. As a whole, I don’t like the control scheme or how it is implemented. The game doesn’t feel unfairly designed or hard; the control scheme just makes it more of a trial-and-error session for myself.
For your viewing convenience, here are the timestamps for the start of each objective:
Start of Part 2: 0:00
Rooftop Run Act 1 (Night): 22:00
Barabara’s Exorcism: 01:16:36
Jari-Pekka’s Exorcism (2nd attempt): 01:29:35
Stomping Shoes acquisition: 01:39:35
Cool Edge Act 1 (Day): 01:41:16
Don Fachio’s Holoska, Time Trial Lv. 1 (2nd attempt): 01:54:22
Don Fachio’s Holoska, Time Trial Lv. 2 (3rd attempt): 02:11:34
Interesting death plane glitch: 02:26:20
Wall Jump Shoes: 02:30:48
Dragon Road Act 1 (Night): 02:48:07
Dark Gaia Phoenix: 03:34:29
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