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  • Sonic Readies for Fisticuffs in the Latest Sonic Frontiers Footage

    Shh. No explanations. Just smackdowns.

    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.

    Sonic News Tips Credit:
    Sonictrainer

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    PC the Hedgehog

    Posted

    I don't want combat. I just want Sonic to slam into enemies, and they explode.

    why sega

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    I already know I'm not gonna watch it, and I'll most likely complain...

    But I'm gonna watch it anyways.

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    Holy cannoli, that was incredible! Completely changed my mind about this game. This is what Sonic has been missing this whole time! I never want to see a spin-dash again.

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    CrownSlayers Shadow

    Posted

    1 hour ago, PC the Hedgehog said:

    I don't want combat. I just want Sonic to slam into enemies, and they explode.

    why sega

    Combat itself isn’t a bad thing, it’s when it’s slow, repetitive, and cumbersome when it’s a problem. (I.e. Heroes and Unleashed’s Night stages)

    If we could get Sonic to have stylish combat like in the Devil May Cry series that blends with his speed, I sure as hell wouldn’t complain.

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    2 hours ago, PC the Hedgehog said:

    I don't want combat. I just want Sonic to slam into enemies, and they explode.

    why sega

    I mean...that sounds pretty terrible in an open environment.

    Enemies are already non-threats in linear games, that should not be the case here if you choose to engage.

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    I’m wary on one thing. It can be easy to make enemies more Damage sponge-y. I hope they have a decent enough balance. Or like.. some enemies go down with a homing attack, others take more attacks or specific types of moves. 
     

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    CrownSlayers Shadow

    Posted

    Or even the most powerful non-boss enemies take 3 hits at most, instead of topping out at fucking 150 hit points like Heavy Egg Hammers in Heroes.

    Or enemies can all go down faster if you target a weak spot, like head-shotting enemies in BOTW with Bows and Arrows.

    And also not walling you in specific areas with no way out and forcing you to fight swarms of enemies—even in BOTW, when I was locked in Hyrule’s Castle and ran into a fucking Lynel on accident (I was looking for the cook book), they still left the windows open for me to climb and GTFO the fight.

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    Sonic combat has always either felt like it has been a part of the platforming, or less fun than the platforming.  Either do the former or solve the latter and I'm happy.

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    Waveshocker Sigma

    Posted

    Heroes is my favorite 3D game in the franchise and the combat in that is super easy for me to breeze through quickly, so I guess I'll be happy if it reminds me of that crossed with either KH, DMC or Bayo.

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    Crossing fingers for no QTEs in the combat. I strongly disliked them in Unleashed and probably won't like them here either.

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    I liked what I saw! Might still be different and might take some getting used to, but I think this can work.

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    Reposting what I saw in the big thread

    Just now, Zadent said:

    So…I’m liking the variety of moves and how you need different strategies for the enemies. The big boss…so you have to hit the different blue rings to make it up, but it’ll start making red ones to interfere with you and make you dodge them? That’s cool. His attacks feel relatively speedy, which i like

     

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    Eh, the moves look kinda cool atleast. Very concerned how damage spongey the enemies look though. 

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    Eh.  Well.  The boss looked fine enough.  The smaller enemies also looked fairly enjoyable to fight.  In both these cases, Sonic seemed to have multiple options available to him, and the boss depending on weaving around and dodging obstacles is platformy enough for my book.

    The first two medium sized enemies with somewhat hefty-seeming health bars and no-selling so many of the attacks looked kind of annoying, like whenever these guys pop up you have to fight them this same way every time, waiting for the ball enemy to make itself vulnerable again etc.

    At the moment, with no HUD to figure out what attacks are special moves that come with a cost and what can be triggered whenever, makes it kinda hard to judge the systems as a whole.

     

    I really wish they had given us some combat music, it's amazing how having that chill track playing makes these fights seem arbitrary and devoid of meaning.

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    As person who likes fighting and combat based games, my opinion of the game improved. However, it is still overall meh

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    As expected I'm not into the focus on combat, but for what it is it doesn't look terrible. My main complaints are that it's probably too flashy for its own good, and some enemies like those shielded flower enemies seemed to take WAY TOO LONG to defeat. Sonic's animations also feel too abrupt and don't transition well into each other.

    Also good god this game is pretty.

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    Definitely has some interesting combat, though that flying kick animation is really disorienting since it pulls the camera away from what you're doing. Compared to games like DMC or other character action games, Sonic Frontiers looks really stiff in how combat works, which doesn't surprise me when the rest of the game also looks as if it's too stiff to control.

    Still missing that "something" to make the game click, at least for me.

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    Waveshocker Sigma

    Posted

    Getting really lost from these different Frontiers threads. Quoting what I said in the big one.

      

    8 minutes ago, Waveshocker Sigma said:

    So there's a faster aerial command version of the paraloop attack and the player seems like they used it completely on accident because they do it once, look around like "What just happened?" and then never do it again. Kinda funny.

    Watching this combat feels like every time I'd let my friends play KH2FM or DMC and watch as they have absolutely no idea how to do any of the stuff that isn't just mashing the main attack button. It feels like there's a lot more to it and I REALLY wanna get my hands on it to figure it out myself.

    However, Sega. Seriously. More animations for various standard punches and kicks instead of the same one or two, please. Make that look a little more stylish. I do love that Hurricane Kick firing off all the projectiles, though. That was cool. I do like that there's multiple ways to handle the giant enemies if you try out other stuff. Wasn't expecting to be able to attack them on the bottom fo their feet, but I feel like that should've tipped them over on their backs.

    All-in-all, that was all pretty neat. Not super impressive, but better than what I expected and has potential for more since I'm sure there will be more attacks you unlock. At least, I certainly hope so.

     

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    This looks dreadfully dull. Damage sponges that take way too long to kill with one note simplistic attacks that don't seem like they could ever be a threat.

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    10 minutes ago, JezMM said:

    I really wish they had given us some combat music, it's amazing how having that chill track playing makes these fights seem arbitrary and devoid of meaning.

    Honestly it feels like another classic Sonic Team overrcorrection to the criticism of the Werehog battle music and instead of just composing a more appropriate less blaring track for combat encounters they just had the same mellow music playing through all of it, it sucks and it lacks energy 

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