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  • TSS REVIEW: Sonic Frontiers: Final Horizon

    A disappointing finale that doesn’t stick the landing.

    I get the impression that Sonic Frontiers director Morio Kishimoto is a good, honest bloke. He just wants to make people happy. The poor fella has been on a mission over the last year to not only expand the base game’s content three times over, but make that content free for fans as well.

    It’s a really noble thing to do, and Sonic Team should definitely get praise for the generous amount of effort and time they have put into this whole project. But sadly, for all the ambition and hard work that has clearly gone in here, the only people that I can see enjoying Final Horizon - a story-based expansion presented as an alternate ending - will be speed-runners and comic/lore enthusiasts.

    For almost everyone else, this finale will be mostly a confusing, frustrating and tedious mess.

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    A Little Help From My Friends

    Things start off well enough. A massive warp ring appears within the open zone, and you have the option to enter it or go about your merry way playing through the base game. If you opt to have Sonic leap through it, you’re treated to a preamble involving a new plan to fight back mysterious foe, The End. A plan with odds for success so infinitesimally small that Sage never thought to bring it up before. Given what you’re about to go through, she probably should have kept it to herself, really.

    Sonic realises he can’t finish the fight alone, and so his pals Tails, Knuckles and Amy offer to lend a hand in hunting for the Chaos Emeralds dotted around Ouranos Island. From here, you periodically swap between characters as you work through various challenges to re-reveal the map - both from the familiar “red markers” and by reaching newly-introduced (and colour-coded) “Map Koco”.

    Gameplay here is pretty inoffensive (with some glaring exceptions which I’ll go into later). Just like playing Sonic Frontiers itself for the first time, there’s a lot to discover and distract yourself in the open zone, and you’re given the space to just go at your own pace. This kind of casual platforming action built into massive playgrounds was one of the best things about the game, so I was very happy to indulge in “more of the same” with some brand new playable characters - despite some of the open zone puzzles being a little bit irritating to complete.

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    While it’s great to finally be able to play as Amy, Tails and Knuckles again, there are some finicky control issues with all three of them that turns things into a bit of a grind. Amy and Tails are generally fine, apart from some weird turning circles and unpredictable inertia. But there are techniques you can deploy to make things easier for yourself. Amy in particular has a very useful double-jump and glide ability that can allow her to cheese certain parts of an annoying puzzle.

    Tails can also unlock an insanely cool boost mod which has him enter the Cyclone Tornado from Sonic Adventure 2, and this doubles as a plane that can take you to high altitudes. I definitely used this to skip an entire chunk of mid-air challenges required to progress through the story, and I definitely had a massive grin on my face while doing it.

    Knuckles… is weird. I have no earthly idea how they managed to nerf the Master Emerald guardian so much in this. The first thing I did when I assumed control of him was try to glide towards a laser puzzle. I immediately died (and I immediately laughed) because for some inexplicable reason he has a second-long “priming” animation before he actually glides anywhere. When you’re being asked to engage in some pretty difficult platforming challenges, immediate character responsiveness is an absolute must, and this design decision instantly makes Knuckles a complete dump to play.

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    Even crazier is that the red porcupine on the block with the buff chest can’t climb on any surface that’s not specifically cyber-coloured in red. That has caused some hilarity when falling towards the ocean and your only tactic is to keep gliding in vain against a nearby cliff, unable to latch on but still slowly descending towards your imminent doom. But it's just another gameplay choice that takes you out of the experience - not that the climbing is any good when you are able to grab on to something, as Knuckles constantly clips off of surfaces and spins out from walls at the most inconvenient moments.

    The third strike against Knuckles’ gameplay here is his sheer inability to fight any of the Guardians that loiter about the island. To be fair, all three characters here have this problem - you’ll never be strong enough to make a dent on most foes - but with Knuckles it’s especially outrageous given that his fighting proficiency is a defining character trait. Instead, combat with Amy, Tails or Knuckles is an utterly miserable experience and is best avoided.

    Trump Towers

    Despite the above frustrations, though, you can run through the open zone sections as the three ‘amigo’ characters and still get a fair amount of enjoyment from all the exploration. This all changes when you find the Chaos Emeralds and hand control over to Sonic, though. The game completely flips on a dime and presents a gauntlet of some of the most unnecessary and poorly-executed challenges this side of S-Ranking Crisis City.

    I should be absolutely clear at this point, that the problem with Sonic Frontiers: Final Horizon is not that it is ‘difficult’. There's nothing inherently wrong with an increased challenge. The problem is that the increased challenge has amplified all of the worst facets of Sonic Frontiers, bringing to the fore all of its control and gameplay flaws, while failing to inform you of the new twists and gimmicks that are key to success. Almost every activity is a total chore to accomplish.

    Take, for example, the series of high-rise towers that Sonic is tasked with climbing. On the face of it, these platforming puzzles are nicely designed to scale, with more bumpers and gimmicks thrown in the harder you choose to play. When the game isn't fighting your control, climbing these towers can offer moments of exhilaration and satisfaction the higher up you go.

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    Unfortunately, at the end of the day, you are still just dealing with Sonic Frontiers' excessively janky physics and camera, all of which is present and incorrect - from the wonky inertia and the crooked jumps, to the unpredictable turning circles and lack of perspective that prevents you from landing your leaps correctly.

    As a result, these otherwise well-designed sections often become a source of intense frustration and unnecessary risk, as you constantly try to course-correct your trajectory mid-air using erratic double jumps and desperately-deployed boosts.

    Instead of being exhilarating, it's just anxiety-inducing - if you fall, you have to start all over again from the bottom. Checkpoints could have easily taken the edge off of this, but incredibly Sonic Team chose not to include these at any point during the expansion, even on Easy mode.

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    Bringing down the difficulty to Easy removes a lot of the pressure, of course (and from what I understand there's no story penalty in doing so this time around). But it also swings things too much the other way during tower climbs, placing a large number of springs and boosters that cut entire sections of platforming action, if not the whole thing (and even then I've still fallen down due to glitches!).

    It’s a crying shame, because I love platforming puzzles and the towers would have undoubtedly been the best thing about the Final Horizon DLC for me… but all of the fun of the climb has been sucked out of it, thanks to both a challenge that is not balanced and a lower difficulty that amounts to an automated ride to the top. It’s sadly unsatisfying on both counts.

    Fighting Through Cyberspace

    The same balancing issues are prominent throughout the new combat challenges and Cyberspace stages as well. Already the two worst and forgettable parts of Sonic Frontiers, we really didn’t need any more focus on these - but here they are, back with a vengeance. And Sonic Team even had the stones to make all of the combat stuff mandatory, so there’s no way around it.

    Enemies are stronger, faster, cheaper. On higher difficulty modes, you are given no time to respond to telegraphed attacks, and you spend most of your time flying onto the ground spilling rings. The first combat challenge - unlocked when you eventually manage to scale one of the towers as Sonic - is especially brutal, with no chance of completing a Cyloop to break one enemy's defences without another one scuttling over and beating you senseless. It’s downright insufferable to play and you will be forgiven for wanting to just delete the game and forget about ever completing it.

    Perhaps the most criminal things here are the new “ultra-hard” Cyberspace stages. As I mentioned in my original review, Cyberspace was just dire - a series of monotonous late-stage ‘Boost Era’ challenges based on broken Sonic Forces-style mechanics, only made passable by being mercifully short and “easy” to complete.

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    But this time, Sonic Team took both of those saving graces away, making these new action stages longer, less forgiving and more complex, with several collectibles and side-objectives distracting you while the stage throws incredibly tedious curveballs at you in the name of “difficulty”. All of which are Not Very Good Things.

    In just one of the Cyberspace stages I played, 4-B, I had a weird ghost-Tails racing against me, five moon coins littered about an early glitchy part of the level, three animals to rescue (which suddenly removes Sonic of his ability to perform any moves other than a single jump - that’s fun to discover when plummeting down a pit) AND five numbered gates to run through in order - all happening while having to survive a series of falling platform challenges that became more ridiculous as the stage went on; the dickhead camera insisting that I had no chance of seeing where I was jumping and where I was about to land. Talk about sensory overload! 

    Oh, and if you die (and you will die), you have to do the entire thing all over again - no checkpoints.

    There are some thrills to be found in discovering shortcuts in these levels, if YouTube is any indication - with Sonic utilising Spin Dash, Boosts and various technical tricks to launch into the stratosphere and cut huge sections of track (indeed, it certainly seems like the real fun of Cyberspace lies in trying to play as little of it as possible!). But while it’s nice watching someone else do it, it’s a miserable experience when playing this yourself.

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    There are no real environmental clues that inform or inspire you to break off the beaten path, besides the odd ramp that, if Spin Dashed, could lead you absolutely anywhere (or nowhere). The poor draw distance makes it difficult to spot any far-off platforms and plan a route (and I’m amazed that there is this amount of pop-in for stages that barely have any geometry in them in the first place). The art of finding a shortcut amounts to spotting a curious platform, spin-dashing off of it, yanking Sonic in a random direction and hoping you find something during your leap of faith.

    Linear action stages certainly have their place in the Sonic series, but not like this. Cyberspace stages have been built to be less about skilful jumps and thoughtful environmental puzzles, and more about keeping your vehicle on the race track and getting to the finish line as quickly as possible. The Sonic Adventure games, while not perfect, already managed to balance platform challenges with rewarding speed tracks incredibly well. It’s high time we got some of that level design philosophy back.

    Knowledge is Power

    Direction is a problem in Sonic Frontiers: Final Horizon. Whereas the base game assumed you knew nothing, bombarding you with hints on which button makes you jump, Final Horizon assumes you know everything - offering absolutely no guidance on the chaotic tornado of new gimmicks, key items or combat strategies that are suddenly thrown at you.

    New open zone collectibles like the Map Koco and Lookout Koco are not explained. I’m still not sure what the latter is for, despite having beaten the whole thing. You're not told that your skill levels as Amy, Tails and Knuckles start at 1, and that basic attacks need to be unlocked, which can lead to some messy early scenarios with impossibly-powered Guardians. Even the practically-free Cyloop ability needs to be specifically unlocked in the menu first to use it, which is just pointless busywork. Why is it not unlocked for you at the start? It's small things like this which build up player frustration (and eventually impatience) with the game's broader design choices.

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    It's in combat where the lack of guidance becomes the most fatal issue. If you fail a combat trial one too many times, you are asked if you'd like to draw down the difficulty level. But this is no comfort to players who are struggling to understand exactly what they are doing wrong (or not doing right). Being politely called a dumbass when you're completely unaware of the existence of things like perfectly-timed parries - a concept that is only explained in vague terms during the final trial - is a little bit insulting.

    Similarly, the Titan Boss Rush trial relies on the use of skills and attack combos that you may never have engaged with on your main story playthrough. Using the Quick Cyloop during stun windows is required knowledge for this challenge, even on Easy mode, but it was something I never really thought about doing because I chose, when playing the main game, to largely ignore much of the combat.

    Even when I swotted up on the combat skills suite, I was not making good time. I should not have to research online to figure out how to do a boss battle on the simplest difficulty mode! If you’re stuck, like I was for a good couple of days, here's a tip: spamming the Stomp move is your friend.

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    Once you fight through the insanely unbalanced Towers and Combat Trials as Sonic, you’re finally given the opportunity to take on the new endgame boss. And while it is quite the spectacle (and thankfully offers the right level of difficulty in general, in spite of some camera-hogging trees!), the lack of any clear targets, indicators or suggested strategy means that you’ll be spending more time than necessary wondering exactly what to do. And that is a heartbreakingly frustrating experience to have on such an important set-piece as this.

    In spite of this, I was able to enjoy Supreme/The End anyway because by that point, after all that I had been through, I suspected that some kind of obtuse nonsense was going to happen so I looked up a guide (and I’ll link it here in case you’re curious too). I don't usually spoil games for myself when playing for the first time, but the situation definitely called for it, and I can say now that I made the right choice. I don’t want to spoil anything here, but suffice to say that if I had not known the strategy going into that final fight, I might have actually thrown myself into a wall in sheer despair. 

    Flashy Final Fight

    Although the new ending sequence is pretty cool and enjoyable to watch, generally speaking the storytelling and writing throughout the DLC is pretty clumsy this time around. Sonic’s characterisation is entirely off throughout (including some weird passive-aggressive energy towards the Koco leaders that - we’re now being told - he directly endangered with his actions in the main story), the scripting around the series of combat trials at the mid-point is not convincing and the dialogue in general is a bit of a dud.

    More disappointing is that this expansion does not appear to offer much in the way of meaningful plot development, or context to the main story mode. Tails, Amy and Knuckles aren’t given any real space to further explore the insecurities they were battling in the base game - it would have been interesting to have seen the results of these characters’ personal challenges integrate more into their otherwise-mundane Chaos Emerald hunt.

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    The End has been stripped of seemingly all dialogue during the new final boss fight, which is a little bit of a buzzkill despite the rest of the boss battle being quite flashy. While I wouldn’t say the quiet mumbling in the original was better (or even good), I think conceptually The End’s gaslighting taunts did add an almost haunting tone, and bringing some of that over to Final Horizon would have helped stay in keeping with the overarching themes of ‘insecurity’ that underlined the rest of the game.

    We’re also none the wiser on some of the mysteries outlined in the original ending - did those glyphs ever get explained in a meaningful way? I’m wondering if there actually was an explanation and my brain just checked out, but it’s not a good sign that I don’t remember. Not for the game and certainly not for my memory - I need to get that looked at.

    Music Makes The People Come Together

    Once again, the music of Sonic Frontiers: Final Horizon has proved to be the DLC’s highest point. Mirroring the colossal effort that the rest of Sonic Team put in on this expansion, sound director Tomoya Ohtani has gone above and beyond with the soundtrack to Final Horizon, offering a full-blown record’s worth of new material to cover all of the content.

    And while it might all sound a bit experimental for a Sonic game, it definitely suits the mood - Amy’s melancholic “Maybe If...” setting the perfect tone right from the start. It’s a shame the Cyberspace stages are utterly avoidable, because the remixed tracks serve some serious beats.

    Ohtani-san gets better with each game he works on, and Final Horizon is another step up for the composer. I also have to thank Ohtani once again for the hard rock sounds of the Titan boss battles, without which I no doubt would have lost my mind on the fiftieth run-through of the Master King Koco Combat Trial. 

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    Summary

    Sadly, Sonic Frontiers: Final Horizon is an unbalanced and frustrating affair in the gameplay department, amplifying the very worst elements of the game's original release while offering little in reward. As a story, it bumbles along but it does offer a delightfully fantastic set-piece for the final boss. That payoff is almost not worth taking the tedious, unbalanced and frankly unfinished ride to get there, though. Your mileage, ultimately, may vary.

    Sonic Team deserves our thanks (and a good long rest) for serving the fans for so long after the original release of Sonic Frontiers. The effort and commitment made here, across all three DLC expansions, should be celebrated. It’s just a shame that with this ambitious finale, the studio couldn’t quite stick the landing.

    Die-hard speed runners, and those who masochistically enjoy Kaizo-style games, may find enjoyment here, but for anyone else I would recommend you watch the final boss and ending on YouTube. Think of it as an animated comic, and you'll get everything you need from it.


    This review was based on the PlayStation 5 version of the game.

    The Sonic Stadium may link to retailers and earn a small commission on purchases made from users who click those links. These links will only appear in articles related to the product, in an unobtrusive manner, and do not influence our editorial decisions in any way. All proceeds will go to supporting our community and continued coverage of Sonic the Hedgehog. Thank you in advance for your kind support!
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    Savage... and I kinda agree on every point. It's weird to have both you and I on the same wavelength about something.

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    I feel pretty differently about some of the observations made here, mostly pertaining to the Tower Climbing and new Cyberspace levels, which I both loved. But otherwise this is a very well-worded review that does a great job cutting deep into the issues holding this game back, and why Final Horizons' reception has been all over the place.

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    35 minutes ago, Dreadknux said:

    We’re also none the wiser on some of the mysteries outlined in the original ending - did those glyphs ever get explained in a meaningful way? I’m wondering if there actually was an explanation and my brain just checked out,

    It was touched upon at least once, but it was done so in one of the cutscenes in the over-world when you come across one of the other characters - so it was something most people probably missed.

    Spoiler

    If your playing as Amy, head to the entrance of the giant pyramid structure to find Sage standing near the entrance. She will tell you the Ancients see the symbol as their god, and that its appearance in the sky when the Koco die leads her to suspect that this god is still out there, somewhere.

     

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    There is something I wish to say Dreadknux...

    While it is true that something like this is all subjective, I will say that whether or not you had any fun, I have to admit that the flaws are still there, and need to be addressed to Sonic Team. By the looks of it, you took your time noticing the flaws and pointing them out, and if you did have any fun whatsoever, you did not let it stop you from pointing out these flaws, nor did you let any fun you might have had, if any, stop you from giving the update the score you ended up giving it.

    I could be wrong, but if that was your intention, then I really must applaud you. I mean, it takes real guts and the right state of mind to not let any potential fun you might have had keep you from knowing about the update's flaws and how bad they were. I am guessing you did not have that much fun, but still, I felt like this should be said, anyway.

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    15 minutes ago, Sega DogTagz said:

    It was touched upon at least once, but it was done so in one of the cutscenes in the over-world when you come across one of the other characters - so it was something most people probably missed.

    For that being... like, so core to the way they were literally marketing the game, that's a bad way to have that come up.

    Like, HeyShadowIKnowYou'reFightingTheFinalBossButIUsedARobotToSaveYouAfterSA2KayThxBye bad.

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    Just now, GX -The Spindash- said:

    For that being... like, so core to the way they were literally marketing the game, that's a bad way to have that come up.

    Like, HeyShadowIKnowYou'reFightingTheFinalBossButIUsedARobotToSaveYouAfterSA2KayThxBye bad.

    Its stupid.

    Marketing aside (which I will also point out that it was impossible for anyone to decipher what it meant), that symbol popped up several times in the base game, and the story never offered more than a shrug of what it could be - despite it appearing in important moments. Even this explanation is somewhat unsatisfactory, as it creates more questions than the one it answers and at best is a sequel bait.

     

    Looking back on the third expansion as a whole, I am left with a familiar feeling that Sonic Team always seems to circle me around back to.

    "Who Playtested this thing?"

    The lack of even basic quality controls is astonishing. Anyone; and I do mean anyone; can pick up a controller in the final fight against The End and immediately see the problem with the trees in about 5 seconds. Putting the titans head so close to the ground should have been enough of a signal that the camera would need more room to pan. Its one thing to miss that from a development standpoint, but its like no one ever put their hands on the finished product to see if it works. They just slapped it together and called it a day.

    They introduce the perfect parry and offer no way to practice it. No way to prepare for the mandatory gauntlet which demands its usage. They don't even tell you that lowering the difficulty increases the parry window - even for the perfect parry, which in that case becomes an oxymoron.

    They litter the island with OP guardians, but neglect to tell you that even at their max levels, those fights aren't particularly designed to be beaten by the amigo characters. At lower levels most are just a death wish.

    Some of the challenges in the tower climb don't respawn if you fall - which is mind numbing considering how many times you will fall.

    The game doesn't explain basic collectables like the Lookout Koco. Like ever.

     

    I could go on and on how a lack of any real quality control or playtesting seriously hurt the end result here. Which is a shame because I actually enjoyed sandboxing around with Amy Tails and Knux and the End is exactly the final boss fight we were clamoring for in the base game.

     

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    1 hour ago, Dreadknux said:

    Die-hard speed runners, and those who masochistically enjoy Kaizo-style games, may find enjoyment here, but for anyone else I would recommend you watch the final boss and ending on YouTube. Think of it as an animated comic, and you'll get everything you need from it.

    Honestly, I think this being in the official TSS Review solidified my decision to do just this.

    I REALLY enjoyed running/flying around the island as Tails, Knuckles, and Amy and really hope I get to play as them again in the near future, but besides that I really didn't care for the new gameplay challenges. I've been playing on easy, because I'm mostly here for the opportunity to play as the other characters and enjoy the new story, and even then I've been pretty frustrated throughout; mainly due to the camera which made even the easy mode version of the towers too difficult for my liking. I've gotten to the boss rush and while I'd love to get to the final boss on my own eventually, I just am not having fun attempting it (haven't been able to get past Wyvern) and don't want to keep waiting to get to see the finale which people keep saying is one of the best parts of the update. These easy difficulty settings have a godsend for a casual player like me, so hopefully in the future they can find a better way of giving people that want this extra challenge what they're looking for while allowing those like me to not feel locked out of story content. I also hope that the mixed reception doesn't make them give up on the other characters being playable - some minor choices aside I genuinely loved playing as all three of them and hope there won't be another 17 year wait between their next playable appearances in a 3D platformer.

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    I have yet to finish the last trial and I don't think I ever will. Not worth the gray hairs. 

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    I won't lie, for Master Koko's trial I just cheated and turned off the "do not lose rings" mod. Couldn't get the hang of perfect parrying every time, especially against Wyvern. That being said I've enjoyed the DLC quite a bit, granted I modded out the weird priming animation thing with Knux as well. The difficulty spike is real though, definitely takes some getting used to. As the review says, the exploration and music are where this DLC really shines. If you'd have fun flying around the map as Tails in the Cyclone, it's definitely worth the time spent I think!

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    the update wasn't that bad to me, but I have to agree on these points tho. It DID tick me off on the upgrades, the towers, and Amy not using her hammer barely, but other than that, I like this update.:ok:

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    1 hour ago, Sega DogTagz said:

    Marketing aside (which I will also point out that it was impossible for anyone to decipher what it meant), that symbol popped up several times in the base game, and the story never offered more than a shrug of what it could be - despite it appearing in important moments. Even this explanation is somewhat unsatisfactory, as it creates more questions than the one it answers and at best is a sequel bait.

    XD It was so "important," they put it on the dang promotional car!

    Ffdy-0HXkAAy6dg-1059652698.thumb.jpg.defea8ce731624b6b986e78a828a4f05.jpg

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    For those of you having issues with the titan boss rush, and just want to get around it, there are several things you can do to make it passable even for casual players. If you crank down the difficulty and spam the most effective moves, each of the titans can easily be felled in less than 100 rings apiece, which leaves that last 100 as a healthy cushion for mistakes.


     

    Spoiler

    #1 turn the difficulty to easy. The perfect parry is much more forgiving and has a longer up time. Its not quite the OP parry from the base game, but its still extremely forgiving.

    #2 Remember that the Phantom Rush and the Cyloop restraints significantly buff Sonic's DPS. Use the spin cycle or Sonic Booms to quickly build to Phantom Rush during DPS phases, and extend it with the quick cyloop. You can often do nearly double the damage if both are in effect.

    #3 When you are dealing the most damage, Stomp is your friend. Its high damage combined with how fast Sonic can pull it off make it your best friend - particularly against Wyvern. Punch, stomp, punch, stomp, - you can melt the bosses.

    #4 The "grand slam" is often not worth it. It usually means the end of your DPS phase for fights like Wyvern and it doesn't do enough damage to justify its usage. Best to keep wailing on him with normal attacks and stomps and ignore using the big cinematic blows.

     

    The formula for beating each titan is very similar. Get in close, build Phantom Rush / Quick Cyloop meter, Enter max DPS phase, immobilize via Cyloop to extend phase, melt with stomp. Each titan can be whittled down to their pinch phase in one go, and the killed in the next. (When in pinch mode, the titan will retaliate once when cylooped, which can be parried, and then you are free to punish unhindered)

     

    There are other more advanced things you can do to shave off seconds (like dodging Giganto's mouth laser by spamming parry) but fighting each titan once or twice and learning their specific attack patterns is all that is really necessary.

     

     

     

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    I have officially given up on just my first trial. I just don't have the combat knowledge in my brain anymore, if I ever had it. It's just not fun. I was really looking forward to The End fight and talking with all the characters, but I'm going to have to give up. At least, until Update 4 fixes Update 3...

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    Hm, pretty fair and and concise. Having finished the DLC myself I agree with mostly everything you've said. Though, I find Cyclone Kick to Homing Shot to be the best combo to chock down the Titans Hp.

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    9 hours ago, Spooky Gems said:

    There is something I wish to say Dreadknux...

    While it is true that something like this is all subjective, I will say that whether or not you had any fun, I have to admit that the flaws are still there, and need to be addressed to Sonic Team. By the looks of it, you took your time noticing the flaws and pointing them out, and if you did have any fun whatsoever, you did not let it stop you from pointing out these flaws, nor did you let any fun you might have had, if any, stop you from giving the update the score you ended up giving it.

    I could be wrong, but if that was your intention, then I really must applaud you. I mean, it takes real guts and the right state of mind to not let any potential fun you might have had keep you from knowing about the update's flaws and how bad they were. I am guessing you did not have that much fun, but still, I felt like this should be said, anyway.

    I appreciate what you're saying, and I do think there are some fun elements in there as I wrote in my review.

    It's not like I go out looking for flaws to pick at though - I have forgiven/looked to justify a LOT in my time reviewing Sonic games - and honestly, if the balancing wasn't so damn off I might have been a bit more appreciative of the whole DLC. As it happened, sadly the Towers and Titan Trials really soured my experience - like, I really really tried but the sheer unfairness of it all absolutely broke me - and I don't think I ever recovered from that. By the time I reached Supreme/The End, I was just not in the mood and wanted the whole thing to just be done. That's not an experience anyone wants from a game.

    I guess there are a couple reasons I have been so verbose about the DLC's flaws:

    1. I used to be a game reviewer / critic by profession, so I am interested in looking at products as a whole entertainment experience

    2. I learned a long time ago how important it is to fully illustrate your opinions (especially if negative) when it comes to reviewing Sonic games for the Sonic community... :)

    I will say, as others have said in this thread, that I did enjoy the amigo open zone action and the final boss (once I knew how to beat it). And the ending sequence may be worth the trouble of Sonic's combat/platforming trials... but it also largely may not. It definitely deserves to be seen though, which is why I suggest watching it. I definitely had more fun watching people play Cyberspace and climbing the towers than playing it myself! 😅

    9 hours ago, Sega DogTagz said:

    It was touched upon at least once, but it was done so in one of the cutscenes in the over-world when you come across one of the other characters - so it was something most people probably missed.

      Hide contents

    If your playing as Amy, head to the entrance of the giant pyramid structure to find Sage standing near the entrance. She will tell you the Ancients see the symbol as their god, and that its appearance in the sky when the Koco die leads her to suspect that this god is still out there, somewhere.

     

    Oh, so they Shadow The Hedgehog'd us. Lovely.

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    A great review, thanks for taking the time to post it. It was a good read and will certaimly encourage debate and dissusion.

    You have summed up my experiences of it perfectly tbh. I just got to trial 2 as sonic and so far i've set it down to easy just to get it done. Even then the camera is a bugger, and that, along with no lock on for Tails has resulted in quite a bit of frustration. 

    Suprisingly, I liked Knuckles' playstyle the best...once i got my head around the 1 decomd glide delay I had some fun.

    But as a whole...I want to finish the  Forbidden West Burning Shores DLC more than I do this. And I consider myself a pretty hardcore Sonic fan. Shame really, but I am happy we had it too

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    Good read. I can certainly relate to the frustrations outlined in the review. While I was hoping this final update would be better in some aspects, I am enjoying it overall. I just beat the final boss last night, haven't done the Cyber Space stages yet. From my experience, I really enjoyed the difficulty when climbing the towers (did on Extreme). While certainly frustrating at times, that feeling on accomplishment when reaching the top is great and something I haven't felt from a Sonic game in a long time (as main games have been too easy as of late). I made it to the King's Trial on extreme, but that's when I had to retreat and redo on an easier difficultly. lol  I feel like the perfect parry almost wasn't meant to be that precise for the Titans, especially with the Wyvern and the missiles. But maybe I just don't want to practice as doing all the bosses AGAIN isn't exactly what I call a fun time, but that's just me. The final boss was good, although figuring out what to do was harder than it should've been. I almost wish that Supreme/The End was phase 2, and main story's The End was phase 3. Sage could've piloted Supreme after Sonic disconnected it from it's power source to start Phase 3. I missed the dialogue and thought the original The End was a difficult challenge which was fitting as a final boss. So overall, I am enjoying the update, but it sure has it's flaws that I can't wait for Sonic Team to take note of and improve on in the future. 

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    I'm glad you're enjoying it, @CalmCha0s! 🙂 Man, I was only playing it on Hard before I knocked it down to Easy for the second tower... can't imagine what Extreme would have been like!! 😅

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    1 hour ago, Dreadknux said:

    I'm glad you're enjoying it, @CalmCha0s! 🙂 Man, I was only playing it on Hard before I knocked it down to Easy for the second tower... can't imagine what Extreme would have been like!! 😅

    According to some people on Twitter, you DON'T want to do it on Extreme. It might even be Undefeatable (pun entirely intended) to not some, but many. I do think I remember one person on Youtube posting a video showing that he beat it on Extreme, though. I still don't think many can do so, and not even I have the patience to do that.

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    This is the least amount of fun I've had on a 3d Sonic game. Almost everything about this DLC feels broken. The amount of deaths I faced due to control errors, glitches or losing progress due to infinite load screens on the Switch... the draw distance and lack of shadows on Switch mean platforming is more luck than skill. The base game was fine but not great, I haven't been fussed at all about revisiting since launch.

    I really hope Sonic Team move back to the boost formula and just give us a game with say 20 stages in a Generations 3D/Unleashed Daytime style (with none of the linearity/shortness/gimmicks of Forces)

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    1 hour ago, Spooky Gems said:

    According to some people on Twitter, you DON'T want to do it on Extreme. It might even be Undefeatable (pun entirely intended) to not some, but many. I do think I remember one person on Youtube posting a video showing that he beat it on Extreme, though. I still don't think many can do so, and not even I have the patience to do that.

    Yeah, little did I know what I was getting into. Haha I thought Eggmanland’s hot dog missions were the worst we would see but that’s nothing compared to this!

    Proud I made it up to the King’s Trial, but it was already borderline too difficult and the King’s Trial put that waaaay over the top. Especially since you get nothing for it, the others are right, don’t do it.
    Having to redo the beginning of the story to get back to the King’s Trial sucked too since you can’t change the difficulty from extreme. They should’ve warned that it’ll be reallly hard this time, unlike the main game. At least you can get through collecting the emeralds pretty quick. Looking forward to going back and completing the map. 

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    10 minutes ago, CalmCha0s said:

    Yeah, little did I know what I was getting into. Haha I thought Eggmanland’s hot dog missions were the worst we would see but that’s nothing compared to this!

    Proud I made it up to the King’s Trial, but it was already borderline too difficult and the King’s Trial put that waaaay over the top. Especially since you get nothing for it, the others are right, don’t do it.
    Having to redo the beginning of the story to get back to the King’s Trial sucked too since you can’t change the difficulty from extreme. They should’ve warned that it’ll be reallly hard this time, unlike the main game. At least you can get through collecting the emeralds pretty quick. Looking forward to going back and completing the map. 

    You get nothing from it? Well, you do get Sonic's corruption turned into power from the trial. (This is a joke, please don't hurt me)

    But yeah, what do you think players should have received from doing that trail? I am curious to know.

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    6 hours ago, Spooky Gems said:

    You get nothing from it? Well, you do get Sonic's corruption turned into power from the trial. (This is a joke, please don't hurt me)

    But yeah, what do you think players should have received from doing that trail? I am curious to know.

    True, you got me. Well played 😜 As bad as it sounds... nothing too grand, as you gotta keep in mind that the vast majority of players may not do it and you don't want them to miss out on anything significant. I would say something solely for bragging rights. That could be a special icon on the save file, unlocking a special achievement, or even

    Spoiler

    giving crowns

    to Amy, Knux and Tails. A special new combat move is an idea, too. Just something a little special. Didn't say it would be worth the hassle though, haha! 

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    1 hour ago, CalmCha0s said:

    True, you got me. Well played 😜 As bad as it sounds... nothing too grand, as you gotta keep in mind that the vast majority of players may not do it and you don't want them to miss out on anything significant. I would say something solely for bragging rights. That could be a special icon on the save file, unlocking a special achievement, or even

      Hide contents

    giving crowns

    to Amy, Knux and Tails. A special new combat move is an idea, too. Just something a little special. Didn't say it would be worth the hassle though, haha! 

    Ah, very good ideas, ClamCha0s!

    By saying "the vast majority of players may not do it", though, you mean those players may not want to do it? Which is understandable, even though they do not have to do it on hard difficulty. With that, either way, with the difficulty spike across all four levels of difficulty, it might not be worth the hassle as you said, even with extra awards. LOL

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    Ming Ming Hatsune

    Posted

    Not going to lie, I hated this DLC. Even on easy mode I struggled really bad.

    That Snake trial actually required me to go to Google to figure out how to beat it, and I shouldn’t do that.

    No hints, no tutorials…who playtested this?

    A casual player will have a MISERABLE time in this DLC.

    I loved the original Cyberspace levels despite the flaws. In the DLC, I hate them. No checkpoints and have to start over if I die. I died plenty of times while I was holding flickies because I only had single jump.

    What in the world Sonic Team? This difficulty spike isn’t fun at all. I was pissed off on how you turned my view on Frontiers a great game to a frustrating one.

    I had to remind myself though it’s just the DLC and you can ignore it in the base game so it is not too bad.

    It was fun to play as Amy (although you can’t cancel the float anytime so it was frustrating in some puzzles)…Knuckles? The fact you can’t climb anywhere…what a poor design choice, and even climbing on certain platforms I didn’t feel comfortable and secure, sometimes I just fall off for no reason.

    Also when I first played Knuckles I was fascinated on how I cannot punch any enemy. It was until I discovered by accidentally pressing the touchpad button that “OH! You need to upgrade Knuckles skills before he can punch!”…wait WHAT? LOL.

    Tails, no homing attack so apart from flying and some challenges, he’s not that great to use him…

    And this applies to all of the 3 characters, I had to avoid those mini bosses like Ninja+ and Tank+. (And I hate the Ninja because if you encounter it, if not fast enough he will slice and dice you even from afar). These characters are simply not strong enough to beat those. Again who playtested this.

    A good shoutout to the BGM, one of the strong positives from the DLC. But instead of replaying the DLC listening to it I ended up streaming the sounds via Apple Music. Better off. 

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