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

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

  1. charcoal


    Be Cool, Be Wild, and Be Groovy Member
    It's pretty funny that Frontiers has support for doing unautomated loops, wall running, etc etc with 0 issues built into it and the actual game just... doesn't use it. Sonic Team is so smart <3
  2. IIRC pretty much every 3D Sonic game has the player controller capable of doing all of that. Sonic Team just never really made use of it after 06.
  3. Sneasy


    Previously Sneekie Member
    Sonic Team avoids natural loops not because they somehow don't know how to make them, but they choose to keep loops as cinematic setpieces and reduce player error involved.

    It's not about being "smart", it was and has always been a deliberate choice ever since, as ArcanaLuna points out, that game where the loops were terribly broken (along with every thing else), and with the games since being more automated and streamlined.

    The Final Horizon Cyber Space stages goes back to using non-automated loops (eh, sort of. There's still automation but it's more "correcting" Sonic than "forcing him to go through the loop"), they're experimenting with levels that encourage more player control as a reflection of the open zone's design.
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  4. Kyro


    Maybe they'll also let individual stages control the same as the open zone next time, too.

    But yeah, those stage mods look incredible, with a few changes to the overall framework of frontiers, I think they'd be even better (small stuff like some jank with staying on slopes while spindashing and homing attacks delay even in cyberspace)