User blog:Pastrami on Rye/Sonic Unleashed: Definitive Edition

Introductions:
So even in 2019, I still think it's safe to say that Sonic Unleashed is still one of the most divisive games in the series. However, even though I personally enjoy the game, I do not think either the HD or the Wii version of the game (the latter I prefer) is the definitive one. The definitive version does not exist, but it can by combining aspects of both versions, which I will do below. Hopefully, at least someone will agree with me here.

Oh, and before we get started, if you want a good explanation/summary of my opinions, then please check out ExoParadigmGamer's XPlatform of Sonic Unleashed. It's worth a watch, provided you don't mind long, multi-part YouTube videos.

Graphics:
Obviously, the HD version wins this round, though if this ever becomes a reality, I'd appreciate it if they improved them some more (as well as the framerate). I'm probably in the minority, but I do not think Unleashed is the best-looking Sonic game.

Hub-Worlds:
Again, these are gonna be carried over from the HD version. I don't know a single person who likes the Wii version's hubs, even among those who like/prefer that version.

Day Stages:
The ones in the HD version are a ton of fun, save for some issues with the control scheme (which I would simply carry over from Sonic Generations), but I also don't think the Wii ones are bad either. So for this definitive edition, I would retain the ones from the HD version, while also porting over the ones from the Wii version, and adding a completely new stage for each continent that would serve as a third act. The mandatory mission-based progression would be scrapped entirely, and the ranking system for these levels would be carried over from the Wii version.

Night Stages:
I want the combat system to be carried over from the HD version, considering it has far more depth, but I also want rankings and upgrades to be handled the way they were in the Wii version. Instead of being spent on upgrades of the player's choosing, EXP would automatically unlock specific upgrades as the player collects more and more of it. With this system in place, all players would be able to have all the good upgrades by the time they reach the end of the game. I would also scrap the long, singular levels from the HD version and instead carry over the multiple, shorter ones from the Wii version, if only for the greater aesthetic variety. However, unlike in that version, no continent will have more than three acts. Combine this with the three daytime acts, and this should make for a much more balanced adventure.

Boss Fights:
These would all be carried over from the HD version, but the Dark Gaia fight would be a different story; I would combine different aspects of it from each version, as follows:
 * 1) The fight would begin with the HD version's Gaia Colossus section, except it only has to be played once instead of three times.
 * 2) Once the player reaches Dark Gaia, the fight would transition into the Wii version's Colossus section.
 * 3) After this, the three Sonic segments would be played back-to-back without a time-limit, as they are in the Wii version.
 * 4) Following the transformation, the third quarter of the battle would play out like it does in the HD version, except now the player has to destroy four dragon heads instead of eight.
 * 5) Once the force-field is down, the QTE sequence plays out like normal, but instead of mashing a button 60 times (seriously, who enjoyed that?), they only have to press it five times.
 * 6) After Super Sonic dashes towards Dark Gaia's face, the fight transitions into the Wii version's third phase, in which the player has to hit each of his eyes.

Sun/Moon Medals:
I've heard a lot of this game's detractors cite the medal system as one of its glaring flaws, but I've also met some people who didn't mind it. So for this definitive edition, the medal system will be a compromise between the two versions. In the daytime levels, the medals are awarded at the end based on the player's rank, but in the nighttime levels, the player must manually collect them via exploration. Collecting medals would unlock challenge rooms in the Gaia Gates, which would be carried over from the Wii version.

Other Changes:

 * Eggmanland would no longer be a hybrid level; instead, it would have three day stages and three night stages, like all the other continents.
 * The Tornado levels would be cut entirely. They're repetitive, not fun, and they even mess up with the story a bit.
 * Concept art and music tracks would still be collectible within the levels and hubs, but cutscenes would now be rewatchable as soon as they're encountered during the playthrough.
 * The story itself would not be revised at all, but the progression would be: after the player rescues Professor Pickle, the rest of the game (with the exception of Adabat and Eggmanland) would open up. Players can now choose which levels and bosses to tackle next, and in what order. This would increase the game's replay value, and also cut down on the tedious routine of going back to Pickle's lab after every few stages.

Conclusion:
That about wraps things up. Feel free to share your thoughts!