Jump to content
Awoo.

Search the Community

Showing results for tags 'gameplay'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Calendars

  • Official Release Dates
  • On This Day
  • Community Calendar
  • In-Game Events
  • Streaming Schedule
  • SSMB Community Game Night!'s Events

Categories

  • Sonic
    • Games
    • Comics
    • Media
    • Merch
    • Fandom
  • SEGA
  • Features
    • Reviews
    • Previews
    • Interviews
    • Opinion
  • Videos
    • Livestreams
    • Shows
  • Sonic Stadium
  • Sonic Deals

Categories

  • Games
    • Mainline Sonic Games
    • Sonic Spin-offs
    • Compilations & Minor Releases
    • Mobile Games
    • Amusement Machines
    • Cameos & Collaborations
    • Sonic Team Games
    • Prototypes and Betas
    • Bootleg Games
  • Game Universe
    • Game Characters
    • Game Bosses
    • Game Items & Objects
    • Game Locations
  • Comics
    • IDW Publishing Universe
    • Archie Comics Universe
    • Sonic the Comic Universe
  • Media
    • AoStH Universe
    • SatAM Universe
    • Sonic Underground Universe
    • Sonic X Universe
    • Sonic Boom Universe
    • Sonic Movie Universe
    • Sonic Prime Universe
  • Merchandise
    • Books
    • Music
    • Toys & Figures
    • Fashion
    • Food & Drink
    • Beauty Products
    • High Art & Prints
    • Experiences
  • Community
    • Sonic Stadium
    • Influential People
    • Websites
    • Fan Events
    • Fan Media
  • People
    • Companies
    • Performers
    • Game Industry
    • Comic Industry
    • TV / Film Industry
  • Site Help
    • Achievements

Categories

  • Games
    • Mainline Games
    • Sonic Spin-offs
    • Compilations & Spinoffs
    • Mobile Games
    • Sonic Team Games
  • Movies
    • Sonic the Hedgehog (Movie)
    • Sonic the Hedgehog 2 (Movie)
    • Sonic the Hedgehog 3 (Movie)
  • Comics
    • Archie Comics
    • Sonic the Comic
    • IDW Comics
  • Animation
    • Adventures of Sonic the Hedgehog
    • Sonic the Hedgehog (SatAM)
    • Sonic Underground
    • Sonic X
    • Sonic Boom (TV Series)
    • Official Web Series
    • Sonic Prime
  • General Official Sonic Artwork
    • Character Artwork
    • Sonic Channel Artwork

Forums

  • Sonic Discussion
    • Sonic News
    • Sonic Chat
  • Non-Sonic Discussion
    • Video Games
    • General Discussion
  • Community Central
    • Site Updates & Announcements
    • Community Chat & Feedback
    • Fan Showcase
  • Merch Hunters Anonymous's Topics
  • Raisin' Chao's Topics
  • SSMB Community Game Night!'s Topics
  • Skylanders: Dimensions [Roleplay]'s Thieves' Den (Fan Gallery)
  • Skylanders: Dimensions [Roleplay]'s Club Penguin (Main Roleplay Forum)
  • Skylanders: Dimensions [Roleplay]'s Database (Supplemental Material)
  • Skylanders: Dimensions [Roleplay]'s Command Room (General Discussion)
  • Skylanders: Dimensions [Roleplay]'s Dojo (RP Mechanics and Guidelines)
  • Skylanders: Dimensions [Roleplay]'s The Spell Punk Library (Main Story/Episode Archive)
  • Dragon Ball Z: Dokkan Battle's Topics
  • Shadow the Hedgehog fans's Topics
  • The Eggman Empire's Topics
  • Sonic Racing Squad's Topics
  • The Sonic Animation Association's Topics
  • The Jackal Squad's Topics
  • Sonic Superstars: Battle Mode Lobby Invites's Superstars Battle Mode Lobby
  • Jacks pacific collectors club's Your jakks collection
  • Final Fantasy Fan Club's Topics

Blogs

  • Fan Reviews
  • Stadium Staff Blog
  • Sonic Soapbox
  • Jake's Blog O' Thoughts
  • Sonic's Beginning
  • Reviewing Everything Sonic the Hedgehog!
  • Fan Creations
  • NiGHTS and NiGHTS accessories
  • Maria's Blog of Thoughts
  • Dreadknux's Gaming Shack
  • Ryan's 52 Game Challenge - Expanded Thoughts on Everything I Play!
  • Don't Get Me Started: A Pokemon/Fandom Blog
  • Failin's Post Game: Reviews On My Games For The 52 Game Challenge... AFTER the 52 Game Challenge!
  • Road To 4: A Skylanders Dimensions Retrospective
  • Favorite Sonic Games
  • Azula's Wonder Blog
  • Unbe-MapleLeaf-able Scoops
  • Test's Blog
  • Sonic: Circuit Intensity's Dev Log

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

  1. If you're looking to keep spoiler-free ahead of Sonic Dream Team's release tomorrow, then you should probably come back to this story in a few days' time - because a video has been published today showcasing the opening stages of the game (including cutscenes and menus). The video runs through the tutorial and the first Zone of the game, titled Scrambled Shores. It looks like there's a lot of opportunity to perform parkour-like tricks when running through the wide open tracks, and there seems to be quite satisfyingly simple to pull off light speed dashes and other abilities. It's also the first time we get to hear Roger Craig Smith's 'Sonic' voice post-Frontiers, where he was famously directed to drop down his vocal range for the role. Will Sonic still sound older? Check out the videos below and find out, if you're curious! It's worth noting that a lot of news outlets have tried to take ownership of the video without mentioning the source, but the footage actually comes directly from SEGA HARDlight content creator SonicWindBlue, who posted a 30-minute video to his YouTube channel a day ahead of the game's official release. If you just want to watch the cutscene in question, check out the video above from another YouTuber that isolated the scene from the rest of the gameplay. If you don't mind spoiling yourself, you can check out SonicWindBlue's video in full embedded below. Sonic Dream Team arrives on Apple Arcade tomorrow.
  2. If you're looking to keep spoiler-free ahead of Sonic Dream Team's release tomorrow, then you should probably come back to this story in a few days' time - because a video has been published today showcasing the opening stages of the game (including cutscenes and menus). The video runs through the tutorial and the first Zone of the game, titled Scrambled Shores. It looks like there's a lot of opportunity to perform parkour-like tricks when running through the wide open tracks, and there seems to be quite satisfyingly simple to pull off light speed dashes and other abilities. It's also the first time we get to hear Roger Craig Smith's 'Sonic' voice post-Frontiers, where he was famously directed to drop down his vocal range for the role. Will Sonic still sound older? Check out the videos below and find out, if you're curious! It's worth noting that a lot of news outlets have tried to take ownership of the video without mentioning the source, but the footage actually comes directly from SEGA HARDlight content creator SonicWindBlue, who posted a 30-minute video to his YouTube channel a day ahead of the game's official release. If you just want to watch the cutscene in question, check out the video above from another YouTuber that isolated the scene from the rest of the gameplay. If you don't mind spoiling yourself, you can check out SonicWindBlue's video in full embedded below. Sonic Dream Team arrives on Apple Arcade tomorrow. Sonic News Tips Credit: Merry Gems Original Post Content: View full story
  3. We don't often post *really* messy runs on here, but this felt like the best way to demonstrate this stage. It has a VERY complex layout, and this video demonstrates all those different paths while I eventually find the optimal route. Recorded off of a #PS5 #sonicfrontiers
  4. We don't often post *really* messy runs on here, but this felt like the best way to demonstrate this stage. It has a VERY complex layout, and this video demonstrates all those different paths while I eventually find the optimal route. Recorded off of a #PS5 #sonicfrontiers View full story
  5. We beat Sonic's first trial tower from the Final Horizons DLC. Recorded off of a PS5. Beware spoilers, of course. #sonicfrontiers #PS5 View full story
  6. We beat Sonic's first trial tower from the Final Horizons DLC. Recorded off of a PS5. Beware spoilers, of course. #sonicfrontiers #PS5
  7. We get to Tails' first part of the DLC. #sonicfrontiers #ps5 View full story
  8. We get to Tails' first part of the DLC. #sonicfrontiers #ps5
  9. We take Knuckles for a spin in #sonicfrontiers The Final Horizon DLC. Recorded on a #PS5. View full story
  10. We take Knuckles for a spin in #sonicfrontiers The Final Horizon DLC. Recorded on a #PS5.
  11. We show you how you first access Knuckles in #sonicfrontiers. #PS5 View full story
  12. We show you how you first access Knuckles in #sonicfrontiers. #PS5
  13. We take Amy for a spin in the new Sonic Frontiers DLC. Recorded on a PS5. View full story
  14. We take Amy for a spin in the new Sonic Frontiers DLC. Recorded on a PS5.
  15. We start Sonic Frontiers: The Final Horizon DLC! Recorded off of a PS5. View full story
  16. We start Sonic Frontiers: The Final Horizon DLC! Recorded off of a PS5.
  17. This morning, IGN premiered their new Sonic Frontiers footage, noting that the month will see further updates, but for now, we've got 6 minutes of edited gameplay footage: The video shows off Sonic running through the rocky grasslands area we've seen, but there's much more interaction with the environment. In fact, unlike yesterday's 30 second clip, this one has no combat whatsoever, just world traversal. Sonic doesn't have many new moves, but the one that is shown off is the ability to draw circles by running, causing an updraft. Meanwhile, Sonic maintains his standard 3D moveset of running, boosting, grinding, air dashing, air dropping, sidestepping, and wall running for good measure. While Sonic seems to only be able to run (and climb, apparently) on vertical surfaces with a specific glowing texture, he can take rock slopes and ridges with ease by maintaining speed. If you were worried (as I was) that moving to an open world might mean less actual level design, the video is full of small instances of speed and platforming challenges, be it scaling a tall tower dotted with springs and homing points, or just finding paths made of boost rings and grind rails. There's even a few simple puzzles thrown into the mix. Rest assured, we'll be picking this apart over the next few days, but for now, go enjoy some tranquil vistas at intense speed.
  18. After Wednesday's world navigation trailer, today's new gameplay footage from IGN First shows off Sonic Frontiers' combat mechanics: Much like the previous gameplay reveal, the video is entirely show-don't-tell. Sonic performs homing attack combos on a robot made of several balls, uses his new updraft ability to remove the armor of another baddy before attacking, and shows off a ranged air-kick move that looks right out of anime. Even the sidestep, a move previous Sonic games used to setup quick lane changes in long corridors, has some combat dodging potential here. The enemy designs have bizarre and varying designs, from bipedal robots that turn into spears, to weird legged stalks with a heavy armor ring around them, to the massive three-armed pillar teased last year. Different enemies are susceptible to specific attacks, and to ascend a titan, Sonic used an updraft around one of its legs to throw it off balance, and needed to wall-run using only blue boost gates and avoiding red ones. Upon reaching the top, Sonic attacks giant spikes on its head to destroy its arms. While we still have very little context around the game's upgrade system, rewards for combat, and even its basic premise, today shows off a few new moves added to Sonic's modern moveset and more variety in combat than previous combat-heavy Sonic games had. Here's hoping the rest of June brings further revelations on Frontiers mechanics and mysteries.
  19. So, Sonic Frontiers gameplay has finally been unveiled, thanks to two videos this week that outlined two key concepts; exploration of the open world, and advanced combat techniques. Now that we’d had a chance to digest and absorb all the information, our gut reaction is… we didn’t… hate it? While Sonic Team seemed to have stumbled a little bit with its exploration video back on Wednesday, the community appeared to rally a little bit behind the game again with today's combat reveal. There's a bit more of a positive buzz around the upcoming platforming game now, and while it's still up in the air as to exactly what direction SEGA wants to take Sonic with this title, our team of expert Sonic influencers are in agreement that the right approach here is to be cautiously optimistic. Here are the impressions of the Sonic Stadium team, share your thoughts on the week's reveals in the comments section below. Dreadknux After watching both the exploration and the combat gameplay video, I am left a little puzzled as to what kind of fan Sonic Team is wanting to target with Frontiers. It seems to want to be a game that goes back to the heart/root of Sonic gameplay, but there doesn't seem to be any recognisable scenery, gimmicks or physics-based play at all. Classic fans looking for something like momentum-based world traversal won't be impressed with having to constantly use infinite grind rails and speed boost rings to get around. With an open world, it is clearly trying to satisfy Unleashed fans who enjoy simply running from point to point, but at this early stage the overworld feels sparse and it's difficult to imagine those particular fans wanting to stop in order to complete a puzzle for minutes at a time. Despite developer talk of wanting to reinvent the action, it appears like we're looking at Sonic Forces-style movement and abilities - with combat enhanced to take advantage of one-two punch combos and special attacks. That might scratch the itch for Forces (or Werehog) fans, but much like the puzzles I'm not sure if fans will generally want to spend their time punching a bubble robot sixteen times over to unlock a gate. Chances are many players will want to run right past these guys. That's not to say I'm feeling too down on the game as it stands - there are some interesting ideas in here. It's about time Sonic explored an open world and used his abilities to unlock more areas/zones and collectibles. I like the multiple ways a player can traverse the same area in the overworld, with rewards for trying out new pathways. And if Sonic's abilities can be upgraded in a way that enemies can be dealt with in only one or two hits, then maybe using the cool-looking mid-air dash attack and projectile moves won't feel too much like a chore. I have no doubt that there is way, way more to see than just this tiny morsel of gameplay, so as always I am going to reserve complete judgement until the final game is out and in my hands. Having said that, some of my concerns about Sonic Frontiers are unlikely to be addressed between now and release because I expect they may be conceptual in nature. For years now I've been hoping that Sonic Team would finally pick up design learnings from Sonic Mania (or even the upcoming Origins) and build a 3D environment that draws on the iconic art style that 90s Sonic games are known for, while integrating momentum-based physics play. It doesn't seem like Frontiers will be that game, sadly, so I will maybe have to wait another five years for that. All in all, for all the talk of drawing from past games, it's looking more like the game that Sonic Team is aiming to mimic the most here is Sonic Boom: Rise of Lyric, with its platform-combat style approach. Let's hope, with more reveals to come, it can make more of a success of that pitch than Big Red Button did. @Dreadknux Nuckles87 I have been coming at Sonic Frontiers from a place of trepidation since its premise was unveiled last year. “An open world Sonic game, huh,” I thought to myself, “that sounds like a fun idea that could go terribly, horribly wrong.” Three game play videos later and I’m feeling…somewhat more optimistic? On one hand, its not the complete retooling of Sonic’s moveset that I was hoping for. Rather than a brand new moveset tailor made for Sonic’s first open world experience, Frontiers seems to have instead retooled the moves Sonic’s had since Unleashed. The boost, stomp, and classic homing attack are all here, with Lost World-esque parkour also thrown in to the mix for the very first time. In addition to that, the landscape we’ve been shown looks kind of…plane. There are no loop-de-loops or any of the other sorts of wild, fantastical geography Sonic is normally associated with. Instead, it’s all more grounded, which is certainly not how I ever imagined an open world Sonic game to be. On top of that, the game seems to have a focus on puzzles, which mostly look pretty easy and basic. But…I’d be lying if I said it didn’t look fun. The boost games are among Sonic’s best after all, so having that moveset adapted to an open world isn’t exactly an awful thing. The game is also loaded with all the classic 3D Sonic traversal options, like springs, grind rails, and wallrunning segments. Putting aside how we’ve seen the game played, the world simply looks like a fun place to explore, and I’m itching to check out all the stuff the player zoomed by in the demo. And easy puzzles that only took a few moments to solve are probably a better fit for Sonic than longer, more involved puzzles. And the combat…this is the first time combat in a Sonic game has ever looked genuinely fun. There are loads of combat options, different enemies requiring different tactics, and this is clearly the deepest Sonic combat has ever gotten. This is also the first time Sonic’s combat in the games has ever been depicted as having real power behind it. The titan battles look especially impressive, both in terms of scale and game play! Ultimately…my feelings have gone from “this could be a disaster” to “this could be Sonic Forces-esque mediocrity.” The first game play preview certainly had its slow bits. I get why people think the game looks boring. Really, what I need to see is the game’s overall game play loop. We’re being shown a bunch of things out of context, when whats most important to the game is the interplay between all these different systems. How does it feel to run through this environment, explore, solve puzzles, and fight the various enemies all together? How does each activity flow to the next? Until I see that, I cannot make any bigger judgements. I can at least say its no Sonic 2006, though. @nuckles87 SSF1991 I'm loving what I'm seeing so far! There are a few graphical issues, like draw distance pop-in stuff, but nothing that really ruins the game for me. The gameplay is very ambitious, something I think Sonic has needed for a while now. Overall, I'm really hyped and can't wait to see more! @SSF1991 GX I didn't know what to expect from the broad concept of "Sonic Open World," but from what I've seen, I've been pleasantly surprised. Sonic himself is still very much in the moveset style of Unleashed/Colors/Generations/Forces, but removing the directed A-to-B path and filling the world with a bunch of tiny moment-to-moment challenges is very much my jam. Frontiers looks to have the three core elements you need in an open world game: a satisfying way to get around, lots of corners and alcoves to explore, and a variety of things to do at any given moment. I noticed plenty more paths and points of interest that the player in the video didn't go see, and when the focus did need to be a bit more directed, well, the comedic number of grind rails are certainly an effective way to get that done! It's not an aesthetic that immediately excites me, but it's still pleasant and interesting when you transition from sprinting through a field to a forest to a creek to a waterfall. It's the kind of thing that isn't... eyecatching in the same way Sonic Generations or Lost World were, but I can at least understand the choice. It's sustainable over many hours of play, and it sets a tone. I still have quite a lot of unanswered questions about the mechanics, but I'm certainly interested enough to see where they ultimately go with this new direction. I'm not ready to plop $60 down on the game right this second from the 15-ish minutes of unannotated footage, but I absolutely want to see more. @GX -The Spindash- Shigs I’ll admit, the exploration aspect didn’t sell me on the game initially. It felt like they just dropped Sonic and some assets onto a completely different game. That said, the combat has sold me on the game all on its own. None of the enemies are one-hit pushovers, and Sonic has a huge variety of abilities and ways of taking them out. Whether it’s that zig-zag air dash, his tornado from Sonic Heroes, or my favorite, the air blades, Sonic is given a wide variety of strategies and ways of taking them out. I love it! The animation and pop-in still needs some work, but the foundation of what Sonic Frontiers is becoming has gotten me hyped. @Jason Berry T-Bird Expectations have been high for the opening salvo of the Sonic Frontiers gameplay reveals via IGN. Fingers have been crossed that we would have been treated to an overflowing cornucopia of facets and features that would get the average Sonic fan salivating; after all, the function of these teasers should be to drive anticipation for a launch that fans have been waiting 5 years for. So far, we have received two rather underwhelming demonstrations of mechanics that appear unfinished, in a sprawling landscape devoid of features; more importantly, with an absence of elements that are intrinsically Sonic, excepting the odd ramp or spring. More fundamentally, there seems to be a lack of motivation or direction to this game play (to date the IGN footage has had little narration). Had this been a tech demo there might have been a more positive response, but this is a sneak preview of a title 6 months from launch. One would hope this might be an artefact of IGN’s drip-feeding of information across June and the best is yet to come, but in all honesty, I have a bad feeling this is not the case (I would be delighted to be proven wrong). Like the lazy kid who didn’t do his homework, SEGA have looked over the shoulders of their classmates, replicating their tower ascent challenges and alien puzzles, to create something they can hand in for a passable grade. The frustration here (as has been the case for too long now) is that Sonic is a franchise that has at its core some of the most recognisable aspects in all of video game history, from aesthetics to sound, and yet SEGA seem reluctant to expand upon this; instead we are once again seeing a reinvention of the wheel, in the hopes that gold will be struck with the next triple-A game brought to the table. In a year where it feels like a release of a tie-in title around the release date of the Sonic movie would have been such an easy win, and with no sign of a Sonic Mania follow-up, you have got to wonder what the strategy is here. That's what our team thinks about the game! What are your thoughts? Let us know in the comments section below! View full story
  20. So, Sonic Frontiers gameplay has finally been unveiled, thanks to two videos this week that outlined two key concepts; exploration of the open world, and advanced combat techniques. Now that we’d had a chance to digest and absorb all the information, our gut reaction is… we didn’t… hate it? While Sonic Team seemed to have stumbled a little bit with its exploration video back on Wednesday, the community appeared to rally a little bit behind the game again with today's combat reveal. There's a bit more of a positive buzz around the upcoming platforming game now, and while it's still up in the air as to exactly what direction SEGA wants to take Sonic with this title, our team of expert Sonic influencers are in agreement that the right approach here is to be cautiously optimistic. Here are the impressions of the Sonic Stadium team, share your thoughts on the week's reveals in the comments section below. Dreadknux After watching both the exploration and the combat gameplay video, I am left a little puzzled as to what kind of fan Sonic Team is wanting to target with Frontiers. It seems to want to be a game that goes back to the heart/root of Sonic gameplay, but there doesn't seem to be any recognisable scenery, gimmicks or physics-based play at all. Classic fans looking for something like momentum-based world traversal won't be impressed with having to constantly use infinite grind rails and speed boost rings to get around. With an open world, it is clearly trying to satisfy Unleashed fans who enjoy simply running from point to point, but at this early stage the overworld feels sparse and it's difficult to imagine those particular fans wanting to stop in order to complete a puzzle for minutes at a time. Despite developer talk of wanting to reinvent the action, it appears like we're looking at Sonic Forces-style movement and abilities - with combat enhanced to take advantage of one-two punch combos and special attacks. That might scratch the itch for Forces (or Werehog) fans, but much like the puzzles I'm not sure if fans will generally want to spend their time punching a bubble robot sixteen times over to unlock a gate. Chances are many players will want to run right past these guys. That's not to say I'm feeling too down on the game as it stands - there are some interesting ideas in here. It's about time Sonic explored an open world and used his abilities to unlock more areas/zones and collectibles. I like the multiple ways a player can traverse the same area in the overworld, with rewards for trying out new pathways. And if Sonic's abilities can be upgraded in a way that enemies can be dealt with in only one or two hits, then maybe using the cool-looking mid-air dash attack and projectile moves won't feel too much like a chore. I have no doubt that there is way, way more to see than just this tiny morsel of gameplay, so as always I am going to reserve complete judgement until the final game is out and in my hands. Having said that, some of my concerns about Sonic Frontiers are unlikely to be addressed between now and release because I expect they may be conceptual in nature. For years now I've been hoping that Sonic Team would finally pick up design learnings from Sonic Mania (or even the upcoming Origins) and build a 3D environment that draws on the iconic art style that 90s Sonic games are known for, while integrating momentum-based physics play. It doesn't seem like Frontiers will be that game, sadly, so I will maybe have to wait another five years for that. All in all, for all the talk of drawing from past games, it's looking more like the game that Sonic Team is aiming to mimic the most here is Sonic Boom: Rise of Lyric, with its platform-combat style approach. Let's hope, with more reveals to come, it can make more of a success of that pitch than Big Red Button did. @Dreadknux Nuckles87 I have been coming at Sonic Frontiers from a place of trepidation since its premise was unveiled last year. “An open world Sonic game, huh,” I thought to myself, “that sounds like a fun idea that could go terribly, horribly wrong.” Three game play videos later and I’m feeling…somewhat more optimistic? On one hand, its not the complete retooling of Sonic’s moveset that I was hoping for. Rather than a brand new moveset tailor made for Sonic’s first open world experience, Frontiers seems to have instead retooled the moves Sonic’s had since Unleashed. The boost, stomp, and classic homing attack are all here, with Lost World-esque parkour also thrown in to the mix for the very first time. In addition to that, the landscape we’ve been shown looks kind of…plane. There are no loop-de-loops or any of the other sorts of wild, fantastical geography Sonic is normally associated with. Instead, it’s all more grounded, which is certainly not how I ever imagined an open world Sonic game to be. On top of that, the game seems to have a focus on puzzles, which mostly look pretty easy and basic. But…I’d be lying if I said it didn’t look fun. The boost games are among Sonic’s best after all, so having that moveset adapted to an open world isn’t exactly an awful thing. The game is also loaded with all the classic 3D Sonic traversal options, like springs, grind rails, and wallrunning segments. Putting aside how we’ve seen the game played, the world simply looks like a fun place to explore, and I’m itching to check out all the stuff the player zoomed by in the demo. And easy puzzles that only took a few moments to solve are probably a better fit for Sonic than longer, more involved puzzles. And the combat…this is the first time combat in a Sonic game has ever looked genuinely fun. There are loads of combat options, different enemies requiring different tactics, and this is clearly the deepest Sonic combat has ever gotten. This is also the first time Sonic’s combat in the games has ever been depicted as having real power behind it. The titan battles look especially impressive, both in terms of scale and game play! Ultimately…my feelings have gone from “this could be a disaster” to “this could be Sonic Forces-esque mediocrity.” The first game play preview certainly had its slow bits. I get why people think the game looks boring. Really, what I need to see is the game’s overall game play loop. We’re being shown a bunch of things out of context, when whats most important to the game is the interplay between all these different systems. How does it feel to run through this environment, explore, solve puzzles, and fight the various enemies all together? How does each activity flow to the next? Until I see that, I cannot make any bigger judgements. I can at least say its no Sonic 2006, though. @nuckles87 SSF1991 I'm loving what I'm seeing so far! There are a few graphical issues, like draw distance pop-in stuff, but nothing that really ruins the game for me. The gameplay is very ambitious, something I think Sonic has needed for a while now. Overall, I'm really hyped and can't wait to see more! @SSF1991 GX I didn't know what to expect from the broad concept of "Sonic Open World," but from what I've seen, I've been pleasantly surprised. Sonic himself is still very much in the moveset style of Unleashed/Colors/Generations/Forces, but removing the directed A-to-B path and filling the world with a bunch of tiny moment-to-moment challenges is very much my jam. Frontiers looks to have the three core elements you need in an open world game: a satisfying way to get around, lots of corners and alcoves to explore, and a variety of things to do at any given moment. I noticed plenty more paths and points of interest that the player in the video didn't go see, and when the focus did need to be a bit more directed, well, the comedic number of grind rails are certainly an effective way to get that done! It's not an aesthetic that immediately excites me, but it's still pleasant and interesting when you transition from sprinting through a field to a forest to a creek to a waterfall. It's the kind of thing that isn't... eyecatching in the same way Sonic Generations or Lost World were, but I can at least understand the choice. It's sustainable over many hours of play, and it sets a tone. I still have quite a lot of unanswered questions about the mechanics, but I'm certainly interested enough to see where they ultimately go with this new direction. I'm not ready to plop $60 down on the game right this second from the 15-ish minutes of unannotated footage, but I absolutely want to see more. @GX -The Spindash- Shigs I’ll admit, the exploration aspect didn’t sell me on the game initially. It felt like they just dropped Sonic and some assets onto a completely different game. That said, the combat has sold me on the game all on its own. None of the enemies are one-hit pushovers, and Sonic has a huge variety of abilities and ways of taking them out. Whether it’s that zig-zag air dash, his tornado from Sonic Heroes, or my favorite, the air blades, Sonic is given a wide variety of strategies and ways of taking them out. I love it! The animation and pop-in still needs some work, but the foundation of what Sonic Frontiers is becoming has gotten me hyped. @Jason Berry T-Bird Expectations have been high for the opening salvo of the Sonic Frontiers gameplay reveals via IGN. Fingers have been crossed that we would have been treated to an overflowing cornucopia of facets and features that would get the average Sonic fan salivating; after all, the function of these teasers should be to drive anticipation for a launch that fans have been waiting 5 years for. So far, we have received two rather underwhelming demonstrations of mechanics that appear unfinished, in a sprawling landscape devoid of features; more importantly, with an absence of elements that are intrinsically Sonic, excepting the odd ramp or spring. More fundamentally, there seems to be a lack of motivation or direction to this game play (to date the IGN footage has had little narration). Had this been a tech demo there might have been a more positive response, but this is a sneak preview of a title 6 months from launch. One would hope this might be an artefact of IGN’s drip-feeding of information across June and the best is yet to come, but in all honesty, I have a bad feeling this is not the case (I would be delighted to be proven wrong). Like the lazy kid who didn’t do his homework, SEGA have looked over the shoulders of their classmates, replicating their tower ascent challenges and alien puzzles, to create something they can hand in for a passable grade. The frustration here (as has been the case for too long now) is that Sonic is a franchise that has at its core some of the most recognisable aspects in all of video game history, from aesthetics to sound, and yet SEGA seem reluctant to expand upon this; instead we are once again seeing a reinvention of the wheel, in the hopes that gold will be struck with the next triple-A game brought to the table. In a year where it feels like a release of a tie-in title around the release date of the Sonic movie would have been such an easy win, and with no sign of a Sonic Mania follow-up, you have got to wonder what the strategy is here. @T-Bird That's what our team thinks about the game! What are your thoughts? Let us know in the comments section below!
  21. Things have been a little quiet for Sonic Superstars news this month. Other than an appearance at San Diego Comic Con, most of the time spent with Sonic Superstars news has been simply waiting for when SEGA and Sonic Team are ready to reveal more on the game. Today, however, has changed that with the publishing of a new issue of Game Informer magazine, complete with loads of new information on the game. First, let's check out the amazing cover artwork for the latest GameInformer issue, created by none other than Mark Hughes - aka @thesketchsector! So, where to begin with the information itself, then? Well, first things first, we now know the names of the first 7 zones of the game. Bridge Island and Speed Jungle, we've seen plenty of in the past month. Game Informer, however, introduces us to 4 more. Sky Temple, inspired by Sky Sanctuary from Sonic 3 & Knuckles, occurs after Speed Jungle and one act that goes for 9 minutes long. The next zone is Carnival Pinball, which we briefly saw in the Nintendo Direct footage from last month. Lagoon City then follows, which seems to be the game's water zone. This is followed by Sand Sanctuary, a desert zone. The final zone that Game Informer mentions is Press Factory, but we know little about it because it was the moment the zone's name appeared that Game Informer's time with the game concluded. There is also a zone called Golden Capital, but it isn't known where it fits in the zone order. In fact, the name may have been accidentally confirmed via the names of screenshots Game Informer uploaded of the zone. There are still 5 unknown zones, and there are some of levels, including the one seen in the reveal trailer where we got to see the characters become pixelated, that don't immediately seem to have association with any of the named zones. What we do know, however, is that there are exclusive acts. For example, Sonic has an exclusive act in Act 2 of Speed Jungle. Amy Rose receives an exclusive act in Act 2 of Lagoon City, and there's an interesting part in the very end of the level where Amy escorts Trip to safety. What is, perhaps, the most interesting part of these exclusive acts is that Game Informer says that they're "seemingly optional". You don't necessarily have to do Sonic's exclusive act, for example, as the game will asking you after clearing a level if you want to do his exclusive act next, or a regular one. Oh, but that's not all. Not even close. According to Game Informer, the game has a world map, which they describe as "reminiscent of Sonic Generations' hub where you are running around a 2D plane and selecting your zone". Speaking of selecting Zones, Game Informer seems to be suggesting that you don't have to do multiple full playthroughs of the game just to play all the levels again with a different character. You can now apparently change characters on the fly in between playing zones and pick up where you left off to your own heart's content. It sounds similar to Sonic Mania's Encore Mode, but it's now the main game. So, with all that said, now we have to talk about the emerald powers. We already knew of Avatar, which causes a bunch of clones of your character to appear, so nothing new to report there. We already knew of Water, which allows Sonic to swim up waterfalls. But Game Informer and Takashi Iizuka revealed that this ability isn't limited to just waterfalls. It can be used to swim underwater too! Vision, an emerald power we learned in the Nintendo Direct, does exactly what we thought it was. It allows us to see hidden stuff. Iizuka, however, told Game Informer that there's an indicator that will let players know that there's any interesting stuff that's hidden in their general area. What makes this information particularly interesting is that, not only did we get new details about emerald powers we already know, we finally know all of the other emerald powers. Bullet, an ability where you can blast a character in a any direction you want, was revealed. Ivy allows your character to grow a vine where they stand and direct its growth in a certain direction. Slow, well, slows everything down on the screen. And the 7th emerald power may be the most interesting of all. It's an ability that is exclusive to each character. Sonic gets a Homing Attack, Knuckles gets a Punch, Amy can throw her hammer, and Tails can create a tornado (Tornado Spin) that will follow the ground and take out enemies in its way. There's also an 8th emerald power that all the characters can use, but we'll refrain from saying much more about it to avoid spoilers. You can probably guess what it is though! The final major bit of information we got, other than descriptions of the various bosses Sonic and his friends will encounter (for example, Carnival Pinball features Eggman in a roulette wheel), is that we finally know what collecting those gold medals do. There's a shop on the world map that will allow you to purchase various cosmetics for your characters. They include cosmetic parts for the head, body, arms and legs. There are also patterns, colors, accessories, and something that Game Informer says is called "prototype". That is all we know, unfortunately, as Game Informer isn't entirely sure how it will work, and they said that Takashi Iizuka "played coy" whenever they asked him about it. And that's everything. The game still has a "Fall 2023" release, but it's safe to say that it probably won't stay this way for much longer. Not only has Game Informer stated that they will have more Sonic Superstars-related news to share, but Gamescom is next month. So, it's very likely that we'll know by the end of August. So, we'll just have to wait and see. In the meantime, all this news from Game Informer came with a lot of screenshots. You can see them all in the gallery below. Via Game Informer
  22. I wandered Kronos Island for about three hours, defeating bosses, grinding on rails, and plucking collectables from the map. I periodically stopped at the Elder and the Hermit to convert my stash into gains, then popped over to an Amy or Sage point to get a few lines of characters self-reflecting. When I defeated the Titan of the region, I had to acknowledge a feeling that had been nagging me the whole time: “Is that all there is?” Thankfully, I felt a little better about Sonic Frontiers once I was able to approach the game on its own terms, but even now there’s a sprinkle of disappointment in my experience. Open game design, be it full open world like Breath of the Wild, Spider-Man, Forza Horizon, or less standard open structures like Mario Odyssey or Bowser’s Fury, light a fire in my brain. I want to chase tasks, I want to discover things I wasn’t expecting, I want to see cool places and meet interesting characters, I want to subvert the expected and find bizarre solutions. I want to feel curious and surprised and rewarded for my efforts. … and Sonic Frontiers has none of that. Kishimoto’s “Open Zone” doesn’t really feel like a zone. It doesn’t feel like a playable world map. And, honestly, it doesn’t feel especially “open.” There are a number of reasons for this, from the collectathon-driven progression, to Sonic’s limited and incremental upgrades, to the fact that they built a cosmetics system solely for purchase bonuses and marketing collaborations. But by far the biggest contributing issue is the one that has long dogged the series, automation. When Sonic entered 3D, it found itself in a constant fight between functionality and spectacle where spectacle most often won. Grind rails, directional springs, and the homing attack allowed for a pace of experience that felt like it could fall apart at any minute, but somehow still held together. Automating loops let the camera zip out to dramatic angles, and boost pads nudged Sonic along the expected path so that you could reasonably escape an orca or military truck while blindly running towards the screen. It’s a different type of experience: whereas Genesis Sonic asks you to master curves and momentum like a city-wide skatepark, 3D Sonic straps on a jetpack and asks, “Hey, you wanna see something cool?” But as a video game, the series struggles to find a solid balance between showing the player something cool, and letting the player do something cool. This imbalance comes to a head in 2017’s Sonic Forces, a game that would very much like to show you some mid-level cutscenes, and doesn’t really want you mucking them up with full player input. Sonic Frontiers is better about this, but it still can’t seem to abandon yanking the player by the hand, as if the gravest sin it can commit is letting the player ruin a perfectly good action sequence. This is a typical platforming challenge in Sonic Frontiers: You find a dash pad on the ground. It zips you to a spring. The spring bounces you to one of the many rails floating in the sky. The rail loops around dramatically and leads you to a boost ring, thrusting you ever higher so that you can homing-attack some balloons and land on a platform with a memory token. Challenge complete. What was your input in all of this? Well, you found a boost pad and pressed the homing attack button a few times. Perhaps you even held the directional stick forward throughout. There are a thousand variations of this across the span of the game, incorporating a few additional mechanics like wall jumping and air boosting, but it always comes back around to chaining basic inputs in flashy ways. Any challenge the game offers is very guided and very controlled, which feels antithetical to modern open design. This game may have copied Breath of the Wild’s homework, but where Breath of the Wild gives you a playground of mechanics and minimal direction, Frontiers is terrified to let you go outside the boundaries of what it wants you to do and how it wants you to do it. To give my most disheartening example, the third island contains a drawbridge you will eventually lower in a story event… except the raised end is on your side, giving you a massive ramp that you can absolutely boost off of. If you try to jump the bridge before that story moment, you'll hit an invisible wall surrounding the island on the other side and fall to your death. The game is clearly saying, "You will not go here until we tell you to go here, no matter how achievable it looks." Open game design is built around exploration and discovery, but the game quickly teaches you that it doesn’t have any secrets or surprises up its sleeve. It has springs that lead to grind rails that lead to tiny rewards, and there isn’t much emotional difference between spring-to-rail at the beginning of the game and spring-to-rail 30 hours later. Like I said, I eventually came around to the game for all its faults, and there are several bright spots. As the game progresses, the complexity of the level design starts to make up for its limited toolset, asking the player to chain more complicated actions to complete the micro-challenges. The wide plains of Kronos Island give way to negotiating cliffs and sub-islands on Ares and Chaos. Combat encounters are diverse and unique, with some enemies needing a strict beat-down and others demanding you to master a specific mechanic. Sonic’s dash and air control feel better tuned to balance pace and precision. And perhaps most importantly, Sonic’s Cyloop represents the best of open design: it’s an analog mechanic that plays into the character’s core abilities and can be used for multiple purposes throughout the game. There’s room to build more Okami-esque line drawing puzzles around it, but it’s a solid idea that makes sense for what Sonic games are about, and I hope it makes a return in future games. If we’re to believe Kishimoto saying that this is a generational change for the series, there is a solid foundation here that is going to need a lot of work to live up to its peers. For now, Frontiers is not the revolutionary jump it’s being pitched as, and in some places, it’s not evolutionary either. What we have feels more like a proof of concept. A successful proof of concept, but not a fully developed idea built around open game design. If the series isn't an A-to-B action movie anymore, then the franchise needs to get beyond leading the player by the hand, and instead build more open-ended scenarios around Sonic’s skills. There are certain aspects of this game that feel better than they ever have before, but Frontiers’ open world aspirations can’t shine while they remain shackled to the series’ automated sequences and repetitive challenges.
  23. Sonic Team's Yuji Naka and Takashi Iizuka sat down for an interview with the official Xbox website at E3 2003, and revealed some more details about how the different teams in Sonic Heroes will play - including how each set of characters will have their own storylines in the game as well. The game's director, Iizuka, said that Sonic Team intentionally only showed gameplay of the Team Sonic (Sonic, Tails and Knuckles) at E3 to focus attention on the action side of the game. But when you play as the other Teams, each will have their own play style. Iizuka-san also talked about the game's overall story, and how each Team's adventure crosses over with one another: Iizuka was very keen to stress the importance of gamer choice in Sonic Heroes as well - not just in terms of choosing your Team but in choosing your path during levels and deciding which character skill you want to rely on the most. Finally, Iizuka was asked about the Xbox itself and he said, "through 12 years of Sonic history, our themes have been speed and cool gameplay. The Xbox is a very high-performance console. I would like Xbox users who have never experienced Sonic to experience two things: the speed, and the cool comfortable feeling you get when you really catch [how to play] the game." Naka-san, for his part, talked mostly about the Sonic franchise as a whole, saying, "we want to make this year the year of Sonic... For Sonic's twelfth anniversary, we've decided to release an animated series and a new game. We really want to extend our audience for Sonic to the Xbox and multiple platforms." You can read the rest of the interview on Xbox.com right here.
  24. Some fresh gameplay videos and previews of Sonic Battle have surfaced following the GBA fighting game's appearance at E3 2003, giving us all a bit more detail on how the mechanics work and how blindingly fast it runs. The following videos are from IGN, who recently posted three short clips from direct feed gameplay, along with a longer, more official SEGA promotional video. And a new report from Kikizo outlines the objective of this Super Smash Bros-looking spinoff. 2003-video-battle-may1.mp4 According to Kikizo, in Sonic Battle you "battle it out in an almost isometric style playing field against three opponents at the same time. The object of the game being that the first 10 KOs in two minutes wins, so you'll have to focus on knocking down your opponents as much as possible in this all out brawl and avoid being knocked off your feet as much as possible." 2003-video-battle-may2.mp4 As if that time limit wasn't fast enough, you can see that the game itself runs at mach speed. Each character appears to have their own combo punch and kick attacks, along with special aerial moves that can either lift, juggle or slam down your opponents. Sonic has his homing dash and a spin attack that can send foes upward, while Knuckles can perform a move that can close a gap quickly on the ground while punching their enemies to oblivion. We already know of Sonic, Tails, Knuckles, Amy and Shadow forming part of the character roster, but these videos also showcase some new faces. Cream the Rabbit can use Cheese the Chao to direct attack commands, and we can see Rouge the Bat performing roundhouse kicks alongside E-102 Gamma launching electric attacks. There's also a new robot character that we haven't yet seen before... 2003-video-battle-may3.mp4 The arenas all pull from the usual library of Sonic environments, from a colourful beach stage to a cityscape and a pinball table. To mix up the play, it appears there will also be loadouts that can be configured every time you spawn, which could help you keep your opponents on their toes. 2003-video-battle-may4.mp4 Kikizo's preview overall wasn't very positive - the writer called the action "very fast, sometimes a bit too annoyingly fast that it makes it difficult to keep track of the tiny sized characters and the moves they perform. Even with the image blown up on a decent sized TV screen the characters were still quite small, making a need to play the Gameboy Advance with a microscope." "The character move set seemed to be quite limited to just a few overly simplistic moves that could be easily triggered by repeatedly tapping a single button to victory... The graphics were average at best and the sounds were pretty simplistic and generic sounding for the most part." We'll hold judgement until we play it for ourselves, but from the videos we've seen here we can say we're very intrigued. The more we learn and understand about how Sonic Battle plays, the better! For more images and information, check out our previous news story here.
  25. Nuckles87 and GX take a look at the new Sonic Origins Plus DLC. A technical error necessitated the stream be cut in two. Streamed from a PS5 on June 22, 2023 View full story
×
×
  • Create New...

Important Information

You must read and accept our Terms of Use and Privacy Policy to continue using this website. We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.