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  • Sonic Frontiers: Skill Trees, Storylines, Linear Levels & More in New Preview

    "There's still work to be done" but the game "appears to be on a solid track".

    We finally got a bunch of new Sonic Frontiers details today, but…not from the place we were expecting. While today’s Sonic Central gave us a brief look at a single boss, IGN’s hands-on of Sonic Frontiers has finally given us an idea of what the game will actually be.

    First of all, the impressions themselves: the previewer, Mitchell Saltzman, said he played the game for about four hours. He was mostly pretty positive about his experience, saying “This early build answered the one question I had on my mind: will Sonic’s one-of-a-kind game play translate to an open world? The answer is a resounding absolutely.” He did encounter a lot of pop-in, however, and also noted that there were still bugs that needed to be quashed, though he also pointed out that this was all from an early build of the game.

    The large bosses were the roughest part of his experience: he was thrown off the boss’s arms far too often, and sometimes didn’t have enough momentum to actually attack the boss’s head despite reaching the top.

    Sonic-Frontiers-Horn-Enemy.jpeg

    In addition to his hands-on impressions, we also got a lot of details on the game itself. The game’s story starts with Sonic, Tails and Amy being sucked through a wormhole. Sonic then finds himself alone on a mysterious island. Sonic’s only companion appears to be an AI voice, which tells Sonic to gather the chaos emeralds. According to Saltzman, Sonic Team is intentionally going for a “mysterious mood.”

    Smaller, linear, more traditional bite-sized levels were also confirmed. These levels are accessed by obtaining “portal gears,” which are dropped by the game’s giant bosses. The levels have optional goals, including collecting red rings and beating them within a certain time limit. Completing these goals will earn players “vault keys,” which are needed to unlock the chaos emeralds. Yes, this does appear to be details on Frontiers’ game play loop!

    Saltzman elaborated on this via Twitter, stating “The flow of the game is basically: Explore open world > solve puzzles to open up map > find collectibles to improve stats > fight world bosses to earn portal gears > use portal gears to unlock linear Sonic levels > complete linear Sonic levels to unlock chaos emeralds.”

    image-9.png

    Finally, Saltzman also went into detail on the game’s combat. We got a name for that move where Sonic runs around enemies (the cyloop), and we now know that Sonic can also perform dodges and parries. Many of the enemies can be defeated in a variety of ways. In the example he gave, he stated one enemy could either be attacked when it left itself open to attack, or Sonic could create an opening by either using the parry or his cyloop move. He also confirmed that the game will have a exp and a skill tree. When talking about the skill tree specifically, he said the game had a nice sense of power progression, even during the four hours he had with it.

    You can watch IGN’s hands-on impressions below:

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    It may also imply that the formula doesn't work, it tries to do something new and it looks solid, but as you said it's likely the game is not finished yet, or maybe even the formula needs to be tweaked. It could be both.

    But as a description? It doesn't scream "doom and gloom".

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    I mean, we've got a significant group of people saying that the game's foundation is bad, and whoever wrote the IGN description says "it's on a solid track", which means the foundation (in their opinion) is...not bad. We've already discussed the problems that are clearly visible in the footage so far, and fixing those...would be "work to be done".

    You can think Frontiers looks however you like, but there's no reason to take this description as meaning anything more significant than "the technical issues need to be fixed".

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    Yeahhh let’s wait for the video to become available first before dooming and glooming it already based on a description. And that’s coming from someone who’s not exactly loving the look of this game lol.

    Anyway, I’m interested to see IGN’s impressions. 

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    Jovahexeon Jax Joranvexeon

    Posted

    Yeah, preaching gloom and doom based off of that description is foolhardedly jumping the gun.

    Given the context of what we know, from the builds apparently progressing forward in time with each one that we've seen, the phrase, "work to be done" isn't some automatic deal breaker in the sense that those who have already condemned the game in their minds may think.

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    11 minutes ago, Jovahexeon Jax Joranvexeon said:

    Yeah, preaching gloom and doom based off of that description is foolhardedly jumping the gun.

    Given the context of what we know, from the builds apparently progressing forward in time with each one that we've seen, the phrase, "work to be done" isn't some automatic deal breaker in the sense that those who have already condemned the game in their minds may think.

    It more or less says the obvious 

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    IGN guy talking during footage and explaining what’s going on and experiences…that was needed.

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    Well, I'm not a fan of the term "bite-sized" used to describe the cyberspace levels, but if there's multiple objectives then maybe they're more open then I thought?

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    Honestly. That hands on impressions was very promising sounding to me. 

     

    The worst is just the description of bumpers and stuff.

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    Yeah this video has done so much more to impress than anything else they've done so far. I don't remember everything from the leaks, were we aware of the timed missions getting from one end of the map to the other? Its not original but its the perfect concept for Sonic in an open map.

    I'm wary of how he stated he was constantly running into springs, rails and dash pads though. He tried to make it sound like a positive but that's a red flag to me. Of course we could tell this from the footage but it seemed like extra confirmation that its pervasive evrywhere and not just the very first area.

    Still, it left me more optimistic than last week, I can say that much. It'll take a lot more to convince me to buy it though.

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    I mean, we don't know exactly what he played either, but I'm guessing he was suggesting that you're always close to one path or another, not that you aren't able to avoid them.

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    25 minutes ago, Zadent said:

    IGN guy talking during footage and explaining what’s going on and experiences…that was needed.

    100% agree. It genuinely improved my impression of the game significantly. IGN guy did great job providing more context to gameplay and explaining what is actually going on. He also provided really good criticism with which I agreed completely. I am glad that he publicly stated that criticism, because it is very likely that SEGA would address it.

    It looks like the game is not that bad, BUT SEGA definitely is messing up the marketing

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    Ryannumber1gamer

    Posted

    17 minutes ago, Shaddy Zaphod said:

    I mean, we don't know exactly what he played either, but I'm guessing he was suggesting that you're always close to one path or another, not that you aren't able to avoid them.

    We know what he played was significantly different to what we were shown - there was a tweet floating around where he said the gameplay SEGA cooked up wasn't nearly like what he played, and he'd done a ton of cool of other things.

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    8 minutes ago, Jovahexeon Jax Joranvexeon said:

    What a weird thing to reference with that boss of all things.

    It's probably not that.

    image.png.f1b0d100af7dea68728a430d1b690421.png

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    7 minutes ago, Razule said:

    It's probably not that.

     

    According to datamines, the island is called Cronus which is titan and god in Greek mythology. They definitely intentionally borrow and reference different mythologies/folklores.

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    As the game is being described, and thinking about that old 4chan leak. This game sounds a lot more like Mario Odyssey than Breath of the Wild. Large open sandboxes, but not THAT large, filled with side rooms with more linear tasks. The new sandbox then opens up after meeting the requirements of collectables to move on.

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    Okay, one really important thing in there in terms of Sonic's combat.

     

    First and foremost, Sonic has a parry ability. That is a pretty big deal for a game with a fighting mechanic and is even something the Werehog lacked back in the day. A parry is important because it both adds a higher skill ceiling to combat; and provides an additional way to dispatch with each enemy you encounter.

     

    With just that dome blade robot, we've already seen that you can

    1. Remove his shell via spincycle to reveal weakspot

    2. Parry blades to reveal weakspot

    3. Bait out frisbee attack to reveal weakspot

     

    The more ways you have to fight an enemy, the less time you have to spend waiting around for predictable fight patterns and repetitive functions. With multiple ways to make your own openings, you've inherently cut down on the monotony of these fights and have rewarded creativity. Thats a big win. The parry should work on more of less all the smaller baddies, so this game's fighting system gets a nice leg up off of that alone.

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    Jovahexeon Jax Joranvexeon

    Posted

    It's honestly quite baffling that SEGA didn't think to show this level of combat,  given the builds they chose to show us.

    It's something of a relief, but still, worthy of a face desk with how SEGA'S been handling the marketing of Sonic Frontiers. 

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    IGN liked the game, and most of what they showed was a early build, and many features were not shown. What the fuck is wrong with SEGA's marketing team lmao.

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    21 minutes ago, phobs said:

    According to datamines, the island is called Cronus which is titan and god in Greek mythology. They definitely intentionally borrow and reference different mythologies/folklores.

    Kronos is also the Titan of time in Greek mythology. It fits with the focus on the Chaos Emerald's origin this game seems like it will have.

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    https://imgur.com/EM8y8R5

    Phew. Finally found the classic physics. We're all safe now and can rest easy.

    WUWIh0k.gif

     

    But yea, it's interesting that parrying is actually in the game despite never being shown off despite being kiiiiinda integral. I don't know why they wouldn't just show that off to show that these enemies aren't just mooks waiting to get slapped up, but whatever. We know now.

    I also found it interesting that it actually is possible to go up those "Asura's" now without the use of those dash rings. Sonic magnetizes on them the same way he does on those scripted walls on the towers where I thought it'd only just be for those walls since they look "magnetic" themselves. Makes me wonder if that is a skill tree ability in of itself.

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