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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:

    Sonic News Tips Credit:
    DaBigJ

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    45 minutes ago, Sega DogTagz said:

    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.

    Except that two of those options involve waiting for an attack, so.

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    2 minutes ago, Diogenes said:

    Except that two of those options involve waiting for an attack, so.

    The spin-cycle doesn't, so that's a nice new option.

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    6 minutes ago, Diogenes said:

    Except that two of those options involve waiting for an attack, so.

    Just means we need another 1 or 2 ways to beat it still. (Still waiting on that return to sender option for that one)

     

    Although to be fair, the thing is programmed to go into attack mode the second you are +15 ft away from it anyway lol.

     

    It was also nice to see that hurricane kick absolutely shred the orb cluster enemy.

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    Waveshocker Sigma

    Posted

    1092567618_takashiquote.thumb.png.f265cfcf06c118a02417b8dde76ebe0d.png

    Ah, so it's less like Breath of the Wild and more like Mario Odyssey with action combat. Gotcha. Just as I thought from the start considering the "multiple islands" and this being the first one.

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    29 minutes ago, Waveshocker Sigma said:

    Ah, so it's less like Breath of the Wild and more like Mario Odyssey with action combat.

    And I'm all for it, the more similar to Mario Odyssey structure and the less to BotW, the better.

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    Speaking of those "multiple islands", have we had official word that there's only four of them since that initial pitch leak? I know I've been using that as evidence that there's probably around 28 cyber levels, but if we're gonna be comparing this to Mario Odyssey, that game had like, fifteen "islands". Obviously these are quite a bit bigger, but the idea of only four biomes + whatever the cyber challenges are like is a little disappointing, even if the game impresses visually.

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    Yeah, there’s that clip, and then a different color square puzzle in the IGN impressions video that uses the quickstep.

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    Sounds like a fun time overall. Just wanna see what the story is like and I'll probably ignore any remaining media, holding off a few days after release before buying to make sure it isn't another Sonic 06/Rise of Lyric disaster.

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    TSS Classic Comment Bot

    Posted

    Posted By: Greatsong1

    Needless to say something fishy is going behind the scenes when Sega and ST decides to use an early build for a game that is supposed to release soon. Hopefully they show the newer build very soon.

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    Personally, I love the idea of Sonic Frontiers using more an open zoned approach similar to Mario Odyssey. As great as Breath of the Wild was, some of the franchise' core strengths such as dungeons and focused objectives leading up to them were sorely lacking. Ocarina of Time was touted for its incredible world design at its time and yet people still commend the game for its masterful dungeon design which allows players to overcome certain challenges that an open-world experience usually cannot provide. For a platformer, I think Frontiers will benefit from this since it will provide the challenge to players that want it while simultaneously having open zones that lets people "experiment" with Sonic's speed and jump around.

    The problem I'm seeing however is basically what IGN said where you are constantly jumping around bumpers and zipping through rails. This was exactly what was shown in their preliminary footage and I wasn't really impressed. Not necessarily because of the automation but because it felt poorly integrated in the overworld. Super Mario games in general provided challenges and platform elements that blended in with the environment. It's even more bizarre given that past Sonic games such as the Adventure games, Heroes, Unleashed, Generations, etc. were capable of incorporating more natural elements in their game design. In comparison, Frontiers felt as though it just plastered a bunch of rails and bumpers throughout the world. It's kind of an eyesore running around at the speed of sound and seeing odd rails and platforms pop in from a distance. It's completely immersion-breaking which is a shame given how gorgeous it is.

    Overall, I hope they'll improve upon this when the time comes. The game is gorgeous and there are legitimately good ideas at play here. I think the combat looked too basic and simplistic from the onset but I do like how they are experimenting with giving Sonic abilities that make sense and providing a more dynamic feeling to the combat. On that note, anyone else think it's interesting that they're experimenting with combat when combat has been a feature that they've poorly implemented in past games i.e Black Knight, Unleashed Werehog, and Sonic Boom of all things?

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    12 hours ago, Shaddy Zaphod said:

    Speaking of those "multiple islands", have we had official word that there's only four of them since that initial pitch leak? I know I've been using that as evidence that there's probably around 28 cyber levels, but if we're gonna be comparing this to Mario Odyssey, that game had like, fifteen "islands". Obviously these are quite a bit bigger, but the idea of only four biomes + whatever the cyber challenges are like is a little disappointing, even if the game impresses visually.

    Yep 4 big islands is okay but not so much. I am hoping we get the famous 7 zones within cyberspace stages and they have different assets and not just "Cyberspace Zone". I remember a leak from one of Tails Channel in a video saying there were different traditional zones in cyberspace, so that should hopefully have some variety.

    Also the plot premise kinda destroys my theory of 1 friend per island to save, man, I really hope we are getting more than Tails, Amy and Knuckles.

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    TSS Classic Comment Bot

    Posted

    Posted By: Metal

    Ohhh, it’s not an open world game, it just has a big hub world. Thank god, that’s really reassuring to hear.

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    GX -The Spindash-

    Posted

    On 6/8/2022 at 6:54 AM, Greatsong1 said:

    Needless to say something fishy is going behind the scenes when Sega and ST decides to use an early build for a game that is supposed to release soon. Hopefully they show the newer build very soon.

    “Soon” it is not, not in game development terms. There’s still months to basically get cert, and then work on the first patch, which it will absolutely get because Open World…

    Not enough time for dramatic changes, but enough to clean up some of the rough edges.

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