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It’s like playing a fan-made game from someone who’s a little too intense about the series. The atmospheric music, decrepit landscapes, and concerned dialogue all become surreal when you remember you’re controlling a bright blue hedgehog who runs fast.
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He’s a fish out of water on the island and that’s something we’ve never really seen in the series before.
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Rather than sounding confident and full of life, Sonic almost sounds like he’s a dazed amnesiac. Instead, Frontiers leans into quiet melodrama. Previous Sonic games play out like a Saturday morning cartoon with bright colors and lots of quips. The most indescribable feeling - the part that makes it so strange - is the game’s tone, which is bizarrely somber. At the end of the demo, I was itching to line back up and see more rides. Open world games are all about jumping between points of interest and Sonic Frontiers makes those visual cues very clear. I’m not sold on the open-zone concept just yet as the edges seem a little rough in the game’s current state, but I see the potential here. The game does include a full skill tree with new moves, so I imagine it gets more complex later, but Sonic’s early toolset feels limited compared to the scale of the world around him. The homing attack feels oddly slow there’s an ever-so-slight pause when Sonic strikes an enemy, emphasizing force over speed.
I was mostly mashing one button to homing-attack enemies of all sizes, from tiny droids to a giant robot that I had to scale via boost rings. That’s how I felt at times, which lines up with other 3D Sonic titles.įrontiers has an increased emphasis on combat too, but it was hard to get a sense of its depth in 30 minutes. Imagine if you were riding a rollercoaster and it just didn’t make it around a loop-de-loop. Similarly, one simple wall-running section became much harder as the camera got pancaked between narrow wall-running spots. I’d often initiate a quick sequence via a bumper or rail grind, only to come to a halt as I struggled to figure out the timing needed to successfully launch into a flying boost hoop. It’s hard to actually keep the momentum up and smoothly complete platforming sections as intended. Sonic Frontiers still feels like it has the same issues as many 3D Sonic titles. What was harder to come to terms with was some of the basics, like controls and camera. It’s like going to a playground and hopping between the jungle gym and the slide. It’s most certainly a little odd at first glance, but I was able to suspend my disbelief quickly enough and just enjoy all the little rides scattered around. The design philosophy has already caused a point of confusion for fans who noted that assets like bumpers just kind of awkwardly hang in the air. At another, I’d homing-attack three stone structures to create a series of climbable platforms.
At one point of interest, I’d race vertically up a tower to grab a collectible. The world is dotted with disconnected micro-puzzles and platforming sections to jump between. Previous Sonic games feel a bit like a rollercoaster with linear levels that feel guided. On one hand, the open-zone formula is a refreshing change of pace. In terms of pure game feel, my short experience was a bit mixed.
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Soon after that, the world opened up and I was free to do whatever I wanted before my demo timer ran out.
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I was dropped into a more linear introduction where I learned the basics of how to move, use my homing attack, and solve simple world puzzles. After a brief second of exposition, it was off to the races. Sonic wakes up in a grassy field after some unexplained occurrence separates him from Tails and Amy Rose. My demo started right at the top of the game. All I can confidently say for now is that Sonic Frontiers is one of the weirdest AAA video games I’ve ever played. Fitbit Versa 3Īfter playing a 30-minute slice of it, I still have no idea what to think.