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Sonic Frontiers Thread - PS4, PS5, Xbox, Switch, PC

Discussion in 'General Sonic Discussion' started by MykonosFan, May 27, 2021.

  1. Sneekie

    Sneekie

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    I know what you're talking about, the classics do it too as well, and it was a problem that never really made sense in the first place lol. People would follow the direction according to the loop due to how the loop is designed, so I don't blame anyone for holding that direction.

    I've learned that in a loop, you just let Jesus take the wheel.
     
  2. Patrolman

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  3. jubbalub

    jubbalub

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    Sonic Mania: The Misfits Pack, The Binding of Isaac: Deliverance
    Also this serves as CONCRETE PROOF of the dreaded M-word for those people who care about it so much.

    Side tangent: I hate how one of the biggest pieces that makes classic Sonic so fun, momentum-based physics, has now become a buzzword for weirdos to explain why non-classic Sonic is objectively flawed and wrong and stupid. Really fun stuff there.
     
  4. charcoal

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    Impressions on the game by a decent sized Sonictuber.
     
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  5. Snub-n0zeMunkey

    Snub-n0zeMunkey

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    I know it's not perfect but I'm honestly impressed because so far these rolling physics look more impressive than Forces or even Generations.
     
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  6. Starduster

    Starduster

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    Put me in the boat of those optimistic that this will be rectified by launch day. We don’t know what this demo is dated, yet apparently there are fixes compared to the Gamescom demo and I don’t think there’s been any announcement of the game having gone gold yet? That said, I don’t think that’s something SEGA has historically done, and I think games usually have such announcements made a fair bit before this point in relation to release, so that last point may be moot.

    With all the said, I’m not really excited either way on rolling. The drop dash is neat and I can see the purpose of rolling and potentially the spindash as a protective but slower manoeuvre compared to the now nerfed boost, but I wasn’t really of the opinion that this game would live and die by rolling and such in the first place. Also, is it just me, or rolling look kind of odd? I’m not sure whether it’s the animation simply just being the jump ball rather than an actual curled up Sonic, but it looks…unrefined in a way.
     
  7. Sneekie

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  8. charcoal

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    Wow, what an asshole! That's actually a hilarious enemy idea, though. I just hope they aren't incessant, because that could get really annoying really quickly.
     
  9. Starduster

    Starduster

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    Honestly I really hope Frontiers has an enemy that’s memetically threatening to the point of the best strategy at first being to get the hell out of dodge as soon as you see it (like the Orne or Tempura Wizard from Kid Icarus Uprising), but can be very rewarding to fight and demands mastery of the game’s mechanics to the point where sufficiently experienced players can make a mockery of it (like the Lynel in Breath of the Wild). I feel like having such an enemy would be really great for showing player progression.
     
  10. RikohZX

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    I'm hoping there's a solid enemy variety in the first place. Nothing would suck more about the combat than if I ended up fighting like twelve enemies and a few recurring minibosses all game long but now they're scaled up for more health and damage every island.
     
  11. Sneekie

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    I actually hope there's more "scaled up" versions of bosses, I feel like there will be, especially for ones like Ninja. Imagine it smarter, faster, maybe two of them.

    That said, Soldier seems to be the only recurring enemy in the whole game, and even then the one on Ares has shields and a spike field attack, so if enemies are recycled, they'll have something distinct about them.

    EDIT: And yeah, the problem with the loops is that you need to be holding right.

    https://twitter.com/LeemerBean/status/1573801088624590848
     
    Last edited: Sep 24, 2022
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  12. Hopefully that isnt the case, would kinda make the whole marketing angle of "can play however you want" a total lie
     
  13. MontiP

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    I'm fairly certain there are other ways to gain XP outside of combat; like doing Air Tricks, for example. And even then, much of the skill tree appears to be combat focused, so for those who don't care about it, maybe don't bother with it :V

    Besides, if it's true that rescuing Amy rewards the player with the Bounce Attack/Jump Stomp, then that could mean that more, multi-purpose skills are unlocked through story progression, which hopefully includes the Spin Dash/Free Rolling and... uh- I dunno, dying, I think?

    Also, the speed stat is upgraded through Koco collecting, right?
     
  14. Jason

    Jason

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    I've been kind of quiet on here waiting for some candid gameplay from competent players to finally start trickling out. It's shocking how much better this looks compared to the original IGN previews.

    My big concern remaining is that standard Sonic level design accoutrement, ie loops and corkscrews, appear to be non-existent in the open zone sections, and still a little wonky in the cyberspace sections. The flagrant repurposing of assets and level design for them is disappointing. The Cyloop abuse of just running in circles until you get the faster boost is frankly hilarious.

    Despite my misgivings, this seems to be a more competent package than Forces was. I just hope my PC can handle it at a decent frame rate and resolution, considering the console targets.
     
  15. SystemsReady

    SystemsReady

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    I can't believe I'm feeling a flutter of hype in my chest reading through this. Hot damn.
     
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  16. Ritz

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    This honestly looks WAY better than Unleashed or Generations to me at this point. It's stunning how much more appealing the game is when you can move in directions other than forward. They seem to have captured the feeling of spindash-jumping around Mystic Ruins while meaningfully adapting it to actual gameplay. There's no dead air, these players keep flowing straight into setpieces like it's one long action stage. Even if it's on rails, the Squid being this scenic tour of the map that you can just jump onto and off of at any time is really cool. 90s techno makes me not hate GHZ.

    I don't know, am I deluding myself? Am I so detached from the ideal 3D classic game I can imagine so clearly that I'm ready to just eat the slop? Maybe the appeal of the old physics model was just that it enabled freedom of movement in general, and a high speed open world is sufficient enough an alternative that I'm willing to buy in again. It really doesn't take all that much to make a decent game.
     
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  17. The Deleter

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    Regarding the 2D GHZ rolling footage, it looks off putting from a glance with how many hitches in the stage the player hit, physics-wise. But considering another player managed to clear the loops while rolling by holding forwards instead, this might be the most functional the roll has ever been in a 3D Sonic game? Considering Generations had those same loops in the level design yet would fail to clear them without a spam dash.

    Kinda wild to think about tbh
     
  18. jubbalub

    jubbalub

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    Sonic Mania: The Misfits Pack, The Binding of Isaac: Deliverance
    You're just a normal person who sees something they like and gets excited for it. You're not a terminally online, holier-than-thou prick who thinks the game isn't "Pure Sonic" or "not what the creators intended" or "objectively antithetical to Sonic design" or whatever people use to say any game that isn't the classics are inherently bad.

    Stop thinking about what other people think about the game and just worry about what YOU think about it. Your experience will be all the better for it.
     
  19. RikohZX

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    Still kinda bothers me that it's Forces / 4 syndrome of "it only works if you hold forwards, otherwise Sonic assumes you actually want to slow down and grinds to a halt", but at this rate I can't expect anymore so I should just roll with the flow.
     
  20. Ritz

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    This guy hasn't seen any of my 4,000 other posts lmao