Discussion in 'General Sonic Discussion' started by MykonosFan, May 27, 2021.
Well really the only real change is... well ya know.
It's a warp ring you jump into at the start of Ouranos. If you ignore that, everything about the original ending is untouched.
Basically the original ending can be considered the "Good Ending" and this one is the Golden Ending.
Amy feels a lot better to play when you realize her single jump is very high and easy to control.
Knuckles with the Infinite Glide is also better but that's a patch up to a problem. I'm especially confused on why his Stomp Attack has such a disturbingly long wind up. Him and Tails too.
Tails seems to be the most popular character because you can just skip all of his segments lmao.
Cyclone Boost is so unashamedly broken. It's just... infinite, 360 degrees flight. Not even expensive to get
"I'm so happy that I don't have to play the game" is a pretty big indictment imo.
Breaking the game is fun because it's simply fun to violate the intended design and still succeed without it feeling like a glitch. That doesn't mean they're happy to not play the game.
My favorite part about the game is just as much "how can I use the character's abilities to get that reward" as it is going to that reward.
Rarely have I skipped parts because I don't want to deal with the standard route. I do it because it's fun to do and makes me a bit clever.
The Cyclone Boost is fun because it's basically just debug mode, lol
Loved that one giant gauntlet platforming challenge to get the Chaos Emerald for Tails. I just flew over it with level 1 abilities. Some guy spent days designing that segment and I'll never see it.
Yeah I looked up a guide eventually because god knows how you’re meant to figure that out on your own when the game has been conditioning you to do a certain way the whole time.
Now I have the joy of contending
with King Master’s boss rush with a 400 ring limit and no checkpoints! These bosses were never meant to be played like this. They weren’t designed around a perfect party and there’s little you can do to optimise your DPS because combat in Sonic Frontiers is fundamentally low skill floor, low skill ceiling.
Count me among the camp who doesn’t believe this was playtested. It’s galling that this is what we’ve got to show for a year of waiting.
I'm starting to like this. It makes a pretty poor first impression but it gets better as it goes along. The new Cyber Space levels are fantastic, and I'm starting to weirdly like how cock-and-ball torture the difficulty is.
The people LOVE Cock-and-Ball torture. Remember how 1-2 popped off on Social Media? And that was an optional challenge if you weren't interested in S-Ranks.
I think the franchise could benefit in having more optional post game hard modes from the start and not via DLC.
I got to Sonic's first like tower challenge and they went "lmao. You're back to level 1 and have to fight endgame enemies that do the annoying thing where they turn into pillars and you have to cyloop them to hurt them." I just stopped and will go back today. But also, I forgot how much I hate the combat sometimes.
You played it wrong the whole time and now you're not prepared for the challenge. If you want to git gud in this game, follow these easy steps:
1. Focus your playthrough on collecting memory tokens, Kocos (as many as you can) and defeating the guardians
2. Once you cleared the map, enter cyberspace
3. Collect Chaos Emeralds
4. Only THEN visit the fishing pond (catch all fish and then move on, spend everything on everything)
5. Talk to the elder Koco and the hermit Koco
6. Beat the titan and go to the next island
By the time you arrive at Ouranos Island, you'll be underleveled, but know how to deal with stronger enemies. The rest of the game will be a cakewalk.
Can't wait to get my ass kicked.
Lol. If only you knew.
I think its unfair that toggling the difficulty to Easy makes barely any difference in the DLC content. Despite being told this mode is for those who just want to "enjoy the story", I was still dying constantly and needed to play skillfully in order to progress. The difficulty mode seemingly only applies to combat, as the other challenging aspects of the DLC, like climbing those towers or clearing those Koco trials are unchanged.
Yeah after passing that one by sheer luck and giving up on the second after about 15 tries, I'm really not looking forward to the rest, but I'll manage somehow. The hitboxes of the white soldiers' attacks seem incredibly wonky, like I'll be parrying right in front of them and their attack will go through me, so I let go of the shoulder buttons and parry again, and then one of the others gets a hit in before I can. It's really inconsistent what happens when you try to combo them too. On my final attempt, I just so happened to knock enough of them into the air that I could keep them up there and continue attacking, but my strategy was the same as it was the first dozen or so times - try to follow them so I'm in range, but not too close, parry when I can, and eventually I'll get rid of them all in time. Again, I really did get by on sheer luck, and I feel like that's what it's going to take to beat the rest.
Best of luck with the second one, by the way. It absolutely fucking blows. I don't understand padding out a free alternate ending DLC with artificial difficulty and near frame-perfect combat and time trial requirements, but who knows, maybe Sonic Team got really into streamers playing Mario Maker levels or something over the last year.
I want to see the Sonic Frontiers rage compilations
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