namelessWrench

The Only Rotten Dollhart Webring

A hideous fruit, disgracing itself.

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kuraine
@kuraine

i'm not ready to write a full blog on this yet BUT

but

prefacing this with i've only 100%'d the first island & beat its boss, so i'm definitely still "early" in sonic frontiers. however, i just beat the first boss & my initial impressions of what a "level" package is (island + cyber space levels + minibosses + big boss) makes me feel really positively about what frontiers does for the promise of a "sonic" game.


getting out of the way the fact that game is janky as hell (all of them have been, in one way or another. it's just a thing.) like, yeah, there's inconsistencies in how weird it controls, reacts, etc etc. however!

i think the game understands on a deep level why, conceptually, people like me have been drawn to the sonic franchise. i don't even think the original genesis sonic games really got it on a design level. they were fast, sure, and there were ways to navigate its levels in optimal ways if you memorized them, but there were very few tools to route your way through the levels in a way that felt good as a casual player. ultimately it boiled down to holding a direction disrupted by enemies, walls, or slow platforming.

but what they did was establish a setting that inspired comics, cartoons, and fans to imagine what the ideal might be. that's continued basically ever since, with fan games pouring out of the community & former fans now effectively running the franchise.

but getting back to frontiers: it delivers the promise of what i longed for after watching the animated intro to Sonic CD. it gives you a vast space to run through, winding your way across environments, utilizing the various rube goldberg machines to thread through optimal routes to new spaces. and yet at the same time, it also gives small, focused levels to sprint through as fast as humanly (hedgehogly?) possible. it brings to mind neon white earlier this year, where each level is short enough to memorize, experiment, retry, dive off a cliff, shave off some seconds... i honestly think the next logical step would be to implement leaderboards much like 'white before it. maybe for the next one. maybe for a patch. either way, it takes the conceptual idea behind "Sonic Level Design" as has been developed in the 2D and then 3D games, but places them in a small enough package to fully digest and iterate on. that's how it should be!!

so you have the promise of sonic the game design, you have the promise of sonic the experience...and the final piece:

big THE cat is back!!!

okay no actually that's not it. the real final piece is the absolute adrenaline of the first major boss fight. i won't spoil it, and like everything else it is JANKY. but!!! (i keep saying this. but!!!!) going head to head against this ridiculous encounter with this ridiculous music and its ridiculous QTEs and the PHASE CHANGE, and the FINAL FINISHING BLOW?? i literally yelled. because sonic is goku, you NEED sonic to just be goku sometimes. you need it!! frontiers understands.

anyway this did end up being a full blog. i'll have more to say once i'm further into the game. but, hey. sonic the hedgehog huh.


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in reply to @kuraine's post:

yeah exactly! it's something i can't like, recommend to anyone not already goin in for some sonic wonkiness, but i am eating it up!! it really does feel like it continues the lineage of the Adventure series, which is also where i left off on actually getting really into them

I missed out on Sonic CD as a kid, but I remember the unlockable Sonic Into Dreams mode from Christmas Knights and that captures my feeling about this game in a similar way.

I'm also excited for how they're going to iterate on this, especially if they start introducing other playable characters besides Sonic and catering the open environments to their unique abilities. Sonic himself always comes first of course, but the thought of flying through the sky as Tails between floating islands or gliding around and climbing cliffs as Knuckles has me super giddy!

i think the big thing that i'm loving is that it's just...fun. it's really fun to run around and go zoom zoom and fling yourself from one platforming section to the next, and then using the homing attack to slam directly into some loser at 10000 miles per hour. it's a sort of freeflowing feeling that sonic hasn't had in a while, where the world is designed to accommodate your speed instead of constantly throwing stuff in your way to slow you down.

yeah i think that's the big thing for me, it really lets you get into a flow & it's easy enough to recover by just boosting again instantly that even small setbacks don't feel like a huge deal