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All Stages and Bosses in Sonic Forces (Spoilers)


The Deleter

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Since all of the stages have been uploaded for Forces, I thought it might be a good idea to compile them together in one place, for convenience's sake, and as a topic to discuss them in general.

Note: EX stages, Special stages, and Secret stages have not been shown off much yet, but this topic is mostly for the story-based and original levels in the game. We don't yet know how many of these stages are in the game, but if you want an example of what one of these missions looks like, here's a "secret" stage.
 

Lost Valley - Stage 1 - Modern Sonic

Space Port - Stage 2 - Avatar

Ghost Town - Stage 3 - Classic Sonic

Prison Hall - Stage 4 - Avatar

Vs. Zavok - Boss 1 - Modern Sonic

Egg Gate - Stage 5 - Modern Sonic

Arsenal Pyramid - Stage 6 - Tag Team

Luminous Forest - Stage 7 - Modern Sonic

Vs. Infinite (part 1) - Boss 2 - Modern Sonic

Green Hill - Stage 8 - Classic Sonic

Vs. Egg Dragoon - Boss 3 - Classic Sonic

Park Avenue - Stage 9 - Avatar

Casino Forest - Stage 10 - Classic Sonic

Aqua Road - Stage 11 - Avatar

Sunset Heights - Stage 12 - Modern Sonic

Capital City - Stage 13 - Avatar

Vs. Infinite (part 2) - Boss 4 - Avatar

Chemical Plant - Stage 14 - Classic Sonic

Vs. Metal Sonic - Boss 5 - Tag Team

Guardian Rock - Stage 15 - Avatar

Network Terminal - Stage 16 - Modern Sonic

Death Egg - Stage 17 - Classic Sonic

Metropolitan Highway - Stage 18 - Modern Sonic

Null Space - Stage 19 - Tag Team

Imperial Tower - Stage 20 - Avatar

Mortar Canyon - Stage 21 - Modern Sonic

Vs. Infinite (part 3) - Boss 6 - Tag Team

Iron Fortress - Stage 22 - Classic Sonic

Final Judgement - Stage 23 - Tag Team

Vs. Death Egg Robot - Boss 7 - All characters

 

In total:

  • 7 modern levels (+ 2 Boss Battles)
  • 6 classic levels (+ 1 Boss Battle)
  • 7 Avatar levels (+ 1 Boss Battle)
  • 3 Tag Team levels (+ 2 Boss Battles)
  • And 1 final boss battle with every character
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And here I thought that this was going to be the biggest Sonic game ever and yet it's barely got more content than Colors. Even Generations had more diversity in its levels. Biggest disappointment from this game is the lack of content. It feels so incomplete and I doubt the Shadow story DLC will change my mind on that.

The ironic thing is that nearly every single fake "leak" that came out for this game had a much more ideal level list and story than what we actual got.

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18 minutes ago, McGroose said:

And here I thought that this was going to be the biggest Sonic game ever and yet it's barely got more content than Colors. Even Generations had more diversity in its levels. Biggest disappointment from this game is the lack of content. It feels so incomplete and I doubt the Shadow story DLC will change my mind on that.

Over time I learned to have low expectations for Sonic games in general.

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Six Classic Levels? Huh... Guess one got cut mid-development, considering both Modern and Avatar have seven levels. I think it's a solid amount of content personally due to the extra paths you can take in the Classic and Avatar stages, Modern's having fun speed-funning potential and the various Ex stages to unlock. Also, the Shadow DLC comes with three brand new levels + playable in ten modern levels (so that includes bosses seemingly....). 

Between all of that, it's actually a bit meatier then Colors. It's not bad game-length, a game almost consistently in the modern style (also, those tag-team levels are quite expansive, at least the Metropolis one is). 

Really, the only sticking point is that Modern Sonic is the most lacking design wise. Avatar mixes 2D and 3D well while Classic is surprisingly decent level design wise. It's Modern that's lacking the most level design wise. The only interesting Modern Levels are his Death Egg, Eggman Fortress and maybe Chemical Plant. Everything else is very linear and well, that's fine. But I wish the level design took more notes from Generations. 

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22 minutes ago, RK64 said:

Also, the Shadow DLC comes with three brand new levels + playable in ten modern levels (so that includes bosses seemingly....). 

Yay, I get to play 2D Green Hill again except surrounded by boxes.

The only thing I'm hoping this DLC includes is a Chaos fight, otherwise his inclusion would have been the most pointless cameo by far.

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I love that prison hall music. And I think modern metropolis and tag team were one of the better levels but still short.

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I cant believe you guys haven't talked about Mortar Canyon. An fully 3D and open level with multiple pathways.

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15 minutes ago, Ultimate Victory 64 said:

I cant believe you guys haven't talked about Mortar Canyon. An fully 3D and open level with multiple pathways.

I did mention it, as to me, it's one of the best Modern Sonic levels (referred it as 'Eggman Fortress' level). It being fully 3D and really invoking the adventure series was nice. Can't wait to play that personally :). 

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I love the idea of Mortar Canyon. It's fully 3D, has plenty of alternate paths, twists and turns everywhere, and has an "always running downhill" shtick to it, which I've always wanted out of the Sonic series tbh.

It's just... there's no real reason for it?

I love that I have the ability to take any path, don't get me wrong, and it's a breath of pure oxygen in a suffocating room of carbon-linear-dioxide, but... You get all the red rings on the main path, the middle route with the least platforming, springs, and enemies is the fastest, the alternate routes are out of the way and blocky, and they all seem more dangerous... so what reason do you have to explore, exactly?

That combined with the fact that it's only a literal minute long, even less so if you boost through the entire thing perfectly, really doesn't make it seem significant as it should be in the long run. I do appreciate it's presence, but it doesn't do anything that impactful for the game, honestly.

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It looks solid but not earth-shattering as expected. I haven't watched everything just to avoid too many spoilers. I'll play it myself next week.

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Thanks for compiling all this in one place for us!

It's just sad watching the running speed cap hit Classic Sonic. Why is it even there? Mania didn't work like this, and he is supposed to be Mania Sonic now. Sonic 2 didn't work like this, and it let you get big air on Chemical Plant's ramp without rolling. Then, Forces Classic Sonic tries that same ramp and can't even clear the quarter-pipe because he didn't pick up any speed while running. That drowning timer's kicking in awfully quickly, too. Finally, why is there no frost anywhere in Classic's version? I'm convinced they had a different level order at some point and Classic's versions of Green Hill and Chemical Plant came before the other characters' versions.

Classic Sonic getting hung up on that light quarter-pipe at the start of Death Egg because he jumped (around 0:18) is a perfect summary of what's wrong with the physics in this game.

I wonder why they even bothered bringing back wall jumps if it's only used in a single level. I miss Unleashed, where you had the freedom to wall jump and Light Dash anywhere...

Why is there an autoscrolling segment in Classic Sonic's Eggman Empire Tower/Iron Fortress? There is absolutely no hazard that would justify it. Lava Reef's autoscrolling segment was dumb, but it sort of made sense because of the platforms crumbling or being shot down with missiles. Desert Ruins'... didn't quite make sense, because why wouldn't Sonic be able to just go ahead of the tornado slowly creeping up on him? Here, however, there's absolutely no attempt at justification.

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20 hours ago, Auroxen said:

The channel is gone now, I guess SEGA noticed what was happening

A pathetic step. Who wanted to see watched it already and others who didn´t are unspoilt.

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