It's interesting to see how there's way more platforming sections in Generation's Modern stages than what Unleashed usually offers in raw speed testing reaction times and alternate path decisions [plus QTEs], while Generations, even though it has stuff adjusted to be more friendly both in controls and level signaling [you know you're treading over air when you see those red Sonic signs], will make you trip over hazards or even bottomless pits pretty easily if you try to blindly boost through the later stages without previous knowledge of when it's time to boost through and when it's time to actually...take your time platforming.
If you don't see it yourself but have access to both games, play through Rooftop Run on Unleashed and then see for yourself how much more vertical platforming that stage has in it's reimagining at Sonic Generations.
It's funny how you can go through three boost stages if you feel like doing those first...and then gotta pull up to the Classic stages for proper progression, which itself is kind of a loose interpretation of classic Sonic gameplay - which I don't mind too much but you definitely feel the guy being heavier and that spindash being really cracked. I guess that it just feels a bit more plain than how Unleashed has main acts between hub worlds and the longer Werehog...but of course it is more palatable even if maybe a bit cheaper feeling to have Generations's no-nonsense hub world and somewhat simpler progression compared to medal hunting on a first Unelashed playthrough.
Is it just me or are the Doppelganger times for boost stages using a bit tighter times than what S-Ranks in Act 2 stages usually require?
In other news, Shadow's rival fight was ridiculously fast to do lol - although to be fair to it...the one before that, Metal Sonic, was ALSO possible to cheese quite quickly even in the supposed Hard Mode it has.