Sonic Frontiers is Evolving
Summary
TLDRThe video script discusses the second major DLC update to 'Sonic Frontiers,' highlighting new features like festive cosmetic options, a new game plus mode, and the highly anticipated 'spin dash' ability. The script praises the addition of challenging platforming segments and the impact of the spin dash on gameplay, while also critiquing aspects like the 'action chain' challenges and the limitations of New Game Plus. The review concludes by commending the Sonic team for improvements based on player feedback.
Takeaways
- 🎮 The Sonic's birthday DLC for 'Sonic Frontiers' introduced new cosmetic options and festive themes to celebrate Sonic's birthday.
- 🎶 A new playlist featuring bouncy tunes from the franchise was added, but可惜的是 none of these are available in the Jukebox.
- 🆕 The update included a new game plus mode that allows players to start a new game with all abilities unlocked after beating the final boss.
- 🎵 Players can now toggle the background music in cyberspace to avoid distortion when boosting, enhancing the ability to hear the soundtrack clearly.
- 🔧 The dynamic camera during combat skill use can be disabled, which was a feature some players had modded in before but has mixed reception.
- 🌐 The difficulty of Ria Island's tower climbing challenges was reduced in easy mode, making it more accessible but also less challenging.
- 🏰 New platforming segments and Coco challenges were added, offering more challenging level designs that test Sonic's abilities.
- 🌐 The action chain challenge 'silup' was introduced, encouraging players to score as many points as possible within a time limit by performing various actions.
- 🌟 The spin dash ability was added as a significant upgrade, allowing for greater mobility and environmental interaction, greatly enhancing the gameplay experience.
- 🔄 The Boost now carries over into jumps, addressing a major control issue and improving the overall pacing and flow of movement in the game.
- 🎖️ Completing all challenges and achieving 100% completion in 'Sonic Frontiers' rewards players with a cosmetic item, although the reward may not be as satisfying as the effort required.
Q & A
What is the main focus of the video script?
-The main focus of the video script is discussing the second major DLC update to 'Sonic Frontiers', including new features, improvements, and the impact of these updates on gameplay.
What are the new cosmetic options introduced in the 'Sonic's birthday bash' update?
-The new cosmetic options include festive re-skins for a majority of game assets, such as Sonic and friends, Cocos, the HUD, open Zone elements like grind rails, platforms, and balloons, as well as a playlist of bouncy tunes from the franchise.
What is the significance of the 'Guardian songs' in the game's music?
-The 'Guardian songs' take precedence over other music in the game, indicating that they are likely the main or most important theme songs for different areas or characters.
What new feature was added to the game with the new update that allows players to start a new game with all abilities unlocked?
-A new game plus feature was added, which unlocks after beating the final boss and allows players to start a new game with all abilities unlocked, marked by an emblem on the save file.
How does the new update change the dynamic camera setting during combat?
-Players can now disable the dynamic camera when using skills in combat, allowing them to keep their eyes focused on the action without the camera angle being automatically adjusted.
What is the 'Action Chain Challenge' and how does it work?
-The 'Action Chain Challenge' is a new feature where players must perform a series of actions like springs, dash pads, wall running, wall jumping, rail grinding, tricks, boosting, and combat within a time limit to score as many points as possible.
What is the 'spin dash' and how does it improve the gameplay experience?
-The 'spin dash' is a new ability that allows Sonic to curl into a ball and dash at high speeds, maintaining momentum and enabling new ways to navigate the game environment, making the gameplay more fluid and dynamic.
How does the new update address the issue of jumping killing speed in the game?
-The new update introduces a feature where boosting carries into jumps, allowing players to maintain their speed when jumping, which was a significant criticism in the original game.
What are the new platforming segments added to each island with the update?
-The new platforming segments are challenging level designs that test Sonic's abilities, often taking place high up in the sky with obstacles requiring precise timing and little 2D platforming.
What is the player's recommendation for playing the game on 'easy mode'?
-The player suggests trying the game on 'normal' difficulty first to experience the intended challenge and fun of the tower climb, and only changing to 'easy mode' later if desired.
What does the player think about the new 'Coco' challenges and their impact on the game?
-The player finds the new 'Coco' challenges to be some of the best platforming in the game, offering elaborate and longer designs that make them more engaging and enjoyable than before.
Outlines
🎮 Sonic's Birthday Bash Update Overview
The script introduces the Sonic's Birthday Bash DLC for Sonic Frontiers, highlighting its release on Sonic's birthday. It discusses the addition of festive cosmetic options that reskin game assets, new music from the franchise, and a new game plus mode. The update includes adjustments to the game's mechanics, such as the ability to toggle the background music and disable the dynamic camera during combat. The script also mentions easier tower climbing challenges in easy mode and the introduction of new platforming segments with Coco challenges on each island.
🌟 New Platforming Challenges and Coco's Additions
This paragraph delves into the new platforming challenges added to Sonic Frontiers, emphasizing the originality and difficulty of the levels designed to test Sonic's abilities. It describes the elaborate level designs, the use of obstacles, and the precision required for the challenges. The script also touches on the creative structure of some challenges, the use of enemies to create necessary springs, and the issues with the climbing mechanics, particularly the recovery animation that can hinder precise movements.
🔄 Reflections on Gameplay Mechanics and Controls
The script reflects on the gameplay mechanics and controls of Sonic Frontiers, discussing the impact of the spin dash and its ability to maintain speed while airborne. It mentions the ability to charge the spin dash mid-air and the new setting for jump deceleration. The paragraph also covers the benefits of the spin dash for exploration and the changes it brings to the game's movement dynamics, including its application to all islands and the ability to bypass large portions of 2D sections.
🎉 Spin Dash's Impact on Sonic Frontiers
This paragraph focuses on the transformative impact of the spin dash feature in Sonic Frontiers. It discusses how the spin dash changes the way players interact with the game's environment, allowing for new shortcuts and methods of traversal. The script also highlights the spin dash's ability to enhance the gameplay experience, making it more exhilarating and providing a sense of freedom in movement.
🛠 Adjusting to the New Movement Mechanics
The script talks about the necessity to adjust to the new movement mechanics introduced by the spin dash and the boost carrying over into jumps. It mentions the improvements to the 3D sections of the game, making them more enjoyable, and the challenges faced in 2D sections due to the lack of speed increase with boosting. The paragraph also addresses the need to unlock the spin dash at the end of the game and the implications for New Game Plus mode.
🏆 Post-Game Content and Challenges
The final paragraph discusses the post-game content and the process of achieving 100% completion in Sonic Frontiers. It details the various tasks needed for completion, such as defeating Guardians, collecting Cocos, and S-ranking action chains. The script also expresses a desire for more rewarding post-game content and the potential for further improvements in the final update of the game.
Mindmap
Keywords
💡Sonic Frontiers
💡DLC Update
💡Cosmetic Options
💡Game Plus
💡Cyberspace
💡Dynamic Camera
💡Tower Climbing Challenges
💡Cocoa
💡Action Chain Challenge
💡Spin Dash
💡New Game Plus
Highlights
Introduction of new cosmetic options for Sonic's birthday, re-skinning game assets for a festive occasion.
Addition of new game plus feature, allowing players to start a new game with all abilities unlocked.
Option to toggle the background music in cyberspace to avoid distortion during boosting.
Introduction of difficulty adjustments in Ria Island's tower climbing challenges, especially on easy mode.
Addition of new Coco challenges with original platforming segments testing Sonic's abilities.
Inclusion of new island themes in the game's music, allowing players to customize their auditory experience.
Reduction in difficulty for easy mode tower climbing by adding springs, changing the gameplay experience.
Discussion of the impact of disabling the dynamic camera during combat skills, affecting gameplay perspective.
Introduction of the spin dash ability, fundamentally changing the game's movement mechanics.
The ability to carry boost momentum into jumps, addressing a major control issue from previous gameplay.
Addition of the action chain challenge, encouraging players to score points through various actions.
Discussion on the transformation of Chaos Island with the introduction of the spin dash, improving the level design.
Reflection on the game's homogeneous world design and its impact on player's ability to recognize level intricacies.
Critique of the game's 2D sections, where boosting does not increase speed, affecting gameplay flow.
The spin dash's ability to bypass many 2D sections, providing a significant gameplay advantage.
The necessity to play through the game at least once to unlock the spin dash, influencing player's second playthrough.
Final thoughts on the game's improvements and the potential for future updates to further enhance the experience.
Transcripts
I've been playing a lot of Frontiers
lately frankly more than anyone should I
walked outside earlier saw a tree and
thought about siluping it and quickly
ran back inside terrified of what I'd
become
welcome to my channel Sonic's birthday
bash is the second major DLC update to
Grace Sonic Frontiers and with two
simple additions has taken Everyone by
storm you may already know what I'm
talking about but before getting into
that let's start with the small stuff
being released on Sonic's birthday there
are new cosmetic options that re-skin a
majority of game assets to be more
festive for the occasion Sonic and
friends Cocos the HUD open Zone elements
like grind rails platforms and balloons
there's even a playlist of appropriately
bouncy Tunes taken from the franchise
that auto place some pretty deep cuts on
here too chaotic Sonic R Advanced Free
Riders this is not your typical mix and
it's over half an hour sadly none of
these are available in the Jukebox so
you'll have to wait for your favorite
song If you want to hear it maybe
they'll change that one day who knows
ah the second coming of De Nuvo I see
what were added to the Box were the
island themes so now you can listen to
Kronos on Ares Chaos on Ria Etc or if
you enjoyed a certain movement over the
others that can be your main it's a nice
feature Guardian songs still take
precedent though so keep that in mind
oh the music stopped
there we go there's a new game plus that
unlocks after beating the final boss
marking your save file with an emblem
letting you start a new game with all
your abilities unlocked I'll be coming
back to this later since it applies to a
pretty important upgrade you can toggle
the background music of cyberspace to
not be distorted when boosting so you
can actually hear the soundtrack
I feel like I'm starting a Minecraft
Let's Play you can disable the dynamic
camera when using skills in combat to
keep your eyes focused on the action a
lot of people modded this one in before
I'm 50 50 on it some attacks are better
off not stealing the camera angle like
Sonic Boom Stomp and loop kick
ah yes but wild rush for example can be
really awkward when it jerks the
perspective around these animations were
all curated to have specific framings
that complemented them so when you take
those away things can get weird cross
slash looked really good with a close-up
but pulled back it becomes a static pose
with a lot of reduced flare Cyclone kick
and spin slash lack the in-your-face
pizzazz that justified such a long
animation and the Titan fights are
significantly less spectacular when the
Grand Slam can only be seen through a
telescope you can always toggle it back
on before you fight one so it's still a
good addition to have but the rough
edges still have yet to be sanded off
[Music]
wow not even mad I'm impressed an
unexpected change was Ria Island's tower
climbing challenges all having their
difficulty reduced on easy mode which is
really just a code name for add Springs
everywhere hope you like homing attack
chains because that's the whole thing
now just a barrage of Bounce pads and
balloons I barely even touched the
analog stick even the light speed dash
at the end of the first tower has them
it's actually less automated to take
that there are moments of cool
implementation where a chain of balloons
functions like an alternate path but
nearly all of it is a skip button that
takes away control confrontation is
optional I think the most baffling part
was a spring that sends you into a loop
of other Springs
it's already automated dude you take the
dash pads and go through but that wasn't
enough you need more
you want to automate the automation I'm
gonna be sick look I get it that's the
point of easy mode I'm glad they're at
least making it more distinct from the
other difficulties but this is easier
than some of the stuff you do earlier in
the game and is so clearly a Band-Aid
for the unpolished mechanics wall
climbing is almost entirely skipped over
and while that does take away most of
any potential frustration because let's
be honest it is super Jank
but it also sucks out all the fun of
being a climactic tower climb with a
semblance of risk for that reason I
wouldn't recommend playing this uneasy
at least try it on normal first you can
always change it later excuse me sir do
you have the time but now we get into
the big stuff one of my favorite
additions is the new Coco and their
accompanying challenges completely new
and original platforming segments have
been added to each island with a cocoa
waiting for you at the end
oh God I'm too late these are meant to
be extra challenging level designs that
put Sonic's abilities to the test for
the players who wanted something more
there are eight per Island often taking
place high up in the sky where falling
is a major concern filling the screen
with obstacles that require precise
timing and barely any 2D to speak of
these aren't 5 Second forgettable
distractions either where all you do is
homing attack and grind a rail the
designs are more elaborate and usually a
bit longer my favorite parts of the
original open Zone were always the ones
that flung me high up anyway and had me
timing my movements so the fact that all
32 of these are basically that makes
them collectively some of the best
platforming in the entire game yeah it's
still a bunch of floating rails and
platforms that don't have any artistic
cohesion so visually it's not an
improvement but I'm happy they're at
least embracing it with better gameplay
launching off a ramp to get within range
sometimes you have to do a bit of
searching to find a sneaky route that
takes you to the underside of a
waterfall this puzzle Tower in the sky
where you have to hit switches had a lot
of people stumped all because you have
to collect every ring that appears to
make the next PATH open but not once in
the game have we done anything remotely
similar to that so here I was jumping
around for 15 minutes ignoring the Rings
because I was already maxed out when you
figure that out though it's a fun set
piece I'd say the most creative
structure of them all we don't see stuff
like this sometimes enemies are thrown
into the equation to make a necessary
spring appear a quick stepping section
where jumping is disabled so you have to
participate unfortunately this also
emphasizes how delayed the quick
stepping still is from forces it is not
a responsive tool to use except
ironically in Squid where it's all about
it
don't you freaking dare
no
okay good there's a very intricate
climbing challenge with Moving Wall
fragments and rotating spikes to cut you
off getting more intense the higher you
go but like I said back on Ria the
climbing mechanics aren't the greatest
the big problem being this recovery
animation that Sonic goes into every
time you stop running it's a detrimental
inconvenience when you want to precisely
stop short of a spike ball and continue
once it passes maxed out while running
speed is pretty hard to control so not
being able to stop and go on my command
feels really unintuitive for this type
of stop and go objective there are ways
to save yourself if you fall so it's not
all bad I like the setup I just wish the
control was better while climbing
parkour has a lot of potential but feels
like it's barely keeping itself together
at times
sir I don't mean to alarm you but I'm
literally living rent free in your head
finally we've got another tricky to find
skyrail segment with a blue ninja inside
well you've got my attention and another
ramp launching sequence with a pretty
crazy view the ones on Aries are about
as good navigating around tall chasms
doing the typical Antics while avoiding
nearby snipers glad to see those enemies
get better use my favorite was this
scary midair grind where you have to
carefully land on rail rings then get
past a harder version of the jellyfish
with a lot more red drones another
precise high in the sky free fall where
you have to land in the pink Rings these
ones even move around for an added
challenge I love to see that kind of dkc
barrel interaction Free Fall Again into
a tower full of lasers and spikes that's
not gonna make it is it God then wall
run your way back up from a 2d
perspective that's a really clever use
of 2D it doesn't feel tacked on or like
a budget decision it's a way to
experience the same content twice and
have it feel totally different both ways
the odd one out is this Cowboy Coco
tucked away in a corner it has barely
any platforming leading up to it so I
guess it's more about the finding aspect
there's a section where you're grinding
rails just under the canyon tops but
still over the water in a cool middle
ground it felt like a secret mission
under the radar got some classic
rotating platforms that you have to stay
ahead of with plenty of shortcut
opportunities using a daring boost or a
foolish one that's always an option and
a simple but effective 2D section of
spikes and light speed dashes a lot of
these felt like Unleashed DLC stages
they're kind of spammy with the assets
but remarkably investing given their
Simplicity chaos Island though has some
of my favorite segments there's this
really fun secret agent laser grid
pathway that's a blast to take shortcuts
in depth perception can be unclear but I
didn't find it too problematic there's
another exciting stretch where you can
either wall run at a safe Pace or
continue rail jumping for a seamless
ride if you can handle it which I think
is a nice dichotomy rewarding skill with
a faster time is always nice to see
these signs have rotating spikes around
them so you can't go too fast or too
slow and side looping them you kind of
have to wiggle around to manage the
space it's interesting it made me think
about how I was side looping in a way
that I never had before then we get a
bunch of Spike pillars hiding switches
that are require very careful navigation
I don't mind when Sonic slows down like
this every now and then because the
danger is so high and I can always whip
out a time saving air boost if I have
the confidence this next one was super
fun it plays with a lot of Airborne
Freedom letting you soar over gaps light
dashes to keep the pace up skinny
geometry to scare you and since the
whole island takes place above the
clouds it amplifies that tension of
being really high up more Spike jumps
and hopping around laser Fields throwing
in some City Escape poles jumping and
moving Hoops to get across again
although this one was a bit too short if
you ask me by the grace of a pebble you
can chaos Island your way up the whole
thing too same with this one here I
could have played a full course without
getting bored to me this is wall running
done right mid-air Thrills picking Lanes
getting out in the nick of time it's
fast and exciting I definitely want to
see more of this the last one was kind
of weird though it felt like the most
regular of them all if it weren't for
the Minefield of spikes I would have
mistaken this for a normal memory token
challenge finally we have Uranus and it
goes crazy right off the bat I love it
more extravagant wall running with a lot
of open space so you can save yourself
if you get too Reckless it's great I
love getting to climb walls of my own
volition without it breaking dangerous
rail grinding with fans to boost you up
getting pretty tight later on it was a
good exercise in control and balance
once again playing into the fear of
heights next we have a great 2D section
yeah I know crazy right it's too bad the
Collision took another sick day but for
real I have a lot of fun here I'm always
down for a tower climb air boosting is
effective for shortcuts you're not just
holding a direction the whole time and
we get that cool perspective shift of
going inside the very thing we were
climbing this next one though oh baby
long moving hallways that get cut off by
walls you got to go through quick
smaller moving squares that can be
boosted over with an exhilarating leap
the stakes get higher as you do less
terrain to walk on more squares going
upwards you can't skip them even if you
fall it's exciting to recover then we
get our mortar Canyon moment where we
can skip over it and it just feels so
right this one's more focused on timing
with pole jumps and zip lines on and off
of wall running a fun combination that
we don't see often probably for a reason
more wall running but this time it's
about getting into the right spot broken
up by some quick rail grinding Dodges
then they decided to blow my mind by
bringing back the Rooftop Run Act 2
balloon homing attack challenge where
you have to fall within range to fly
back up and expand it upon it this was
beyond exciting for me I always thought
it had potential to give greater
consideration to when and how Sonic's
homing attack could be used and while
it's still a short section that doesn't
fully delve into that potential I was
satisfied with the interpretation and
then we end it with another bridge the
gap Free Fall dodging springs on the way
down only to grind back up Ria Island
style these are all really fun but if I
had to pick one uranos is definitely my
favorite island when it comes to these
challenges and I'm so glad they were
added there are two benefits to
collecting these new cocoa one is that
some of these are worth a lot more than
a single cocoa some can be up to 30
which makes maxing out your speed and
ring capacity a lot more doable without
resorting to Big these guys are so
cuddly too just look at them we got a
king queen crown Cowboy Ninja pirate
yeah take that azoro look alike and a
swordsman with caliburn on his back the
references are coming to life ladies and
gentlemen returning the village leader
previous Elder and King to the Elder
Coco will give you one extra boost gauge
and you do this on every island totaling
to four additional gauges you will never
run out it's just not gonna happen to be
honest though I was never gonna run out
beforehand anyway so this is kind of a
disposable upgrade more of a convenience
than a necessity further compounded by
the infinity sign you could already make
for infinite boost as well so it's not
the most unique something more
platforming focused would have been cool
like a triple jump that would make a new
playthrough fun to tackle
just like to know why the other big
addition is the action chain challenge
silup one of 10 signposts per Island and
the countdown Begins for you to score as
many points as you can before the timer
runs out what gives you points
everything Springs Dash pads wall
running wall jumping rail grinding
tricks boosting combat every action
yields a bonus alongside a score
multiplier that you can max out really
quick by collecting orbs and so long as
you keep doing things it won't drain
back down assuming the game doesn't
randomly decide to mess up in particular
defeating big groups of weak enemies
yield the most points and 2D sections
tend to be far more lucrative since they
have more stuff in them which will no
doubt make you appreciate chaos Island a
lot more
maybe I'm glad that they finally added
some kind of a score attack to this game
it feels a bit more involved than the
other modes and gives a motivation to
play well in the open Zone however it is
still very basic at the end of the day
just pick a direction and pray that you
get enough points if not pick a new one
and take notes on where the jackpots are
it's not about pulling off a bunch of
crazy tricks via skill since these
courses aren't very intricate to begin
with it's finding the right area with
the most stuff in it and playing it
somewhat quick it's like a scavenger
hunt with a time limit when you lose it
wasn't because it was hard you just
didn't find the right spot yet
or yeah the game flips you off I don't
know this is where the homogeneous World
design can start to backfire because
it's hard to recognize where the best
bits of level are when everything is
using the same assets popping in and out
no less you're not intuiting where to go
you're just getting lucky as you
ReDiscover the island signs can be
pretty close to each other too so I
often found myself going back to the
same areas on multiple challenges for
the reliability leading to even more
repetition and similar to battle Rush
the offhand glitch and collision mishap
can make or break a successful attempt
and therefore your spirit consistently
Sile looping the target I'm not facing
had never been so infuriating it needs a
manual lock-on if it's going to behave
like this in snaring a big group of
soldiers and uh hello Mr log one time a
zipline didn't send me far enough so I
dropped dead
well eventually the backwards rail
switching though I have no idea what
this is it barely happens in the whole
game but it's the same places every time
it's like the modern equivalent of
getting rail Canyon this is when I also
found out that you can't homing attack
after a stomp bounce you can't even
punch the whole button is disabled
added to the list of weird control
things I guess overall action chain is
decent not terribly interesting to me
but there is a satisfaction in figuring
it out if you're really struggling with
it you can set the difficulty back to
easy lowering the point requirements and
while that's not a practice I would
normally advocate for getting an S rank
on all 40 challenges will unlock the
spin dash and this is one hundred
percent worth your time
incredible when I heard about the spin
dash coming to Frontiers I didn't know
what to be excited about on paper it
should be functionally identical to a
boost a sudden burst of speed that
propels you forward only now you're in a
ball nothing changes so what could they
have possibly done to make it big
oh
yes
yes allow me to eat my words real quick
how do you make the spin dash better
than boost give it its own physical
properties brilliant aside from pushing
you forward at the same speed as a power
boost spin dashing off of a hill or any
incline will send you no jumping
required you can even charge it midair
like a drop Dash and go through enemies
lower the new setting they added for
jump deceleration to extend your time in
the air and watch the world become yours
fly on over to night you can do it now
behold as I make this Titan disappear
every island is packed with
opportunities to go Airborne taking
shortcuts grabbing memory tokens without
needing to go through the entire
obstacle course getting to areas ahead
of time that would normally require some
prior task or just having fun feeling
the rush of blasting away even some of
the new cocoa challenges have bombastic
workarounds look at this I can skip
right to it this is the definition of a
game changer that's no hyperbole
everything is different now not even
rail launching could let you tackle the
environment in this way and those were
situational utilities this is in your
back pocket at all times and despite the
game not being built with a spin dash in
mind it has a remarkable amount of
application some areas are a little
finicky due to this you'll have to
experiment with what angle and terrain
is best because sometimes it just
doesn't work but man
it usually does and when it does you
feel like you just enabled a cheat code
and not the game breaking kind where all
the fun is taken away you've opened a
door of Destiny soaring high over the
path of mortal man using your own
curiosity to guide you now
let's head to that crater the Boost
isn't rendered obsolete either by the
way you still use it on Rails squid
segments and when you actually want to
stay on the ground not flying off chaos
Island may have a few Choice words for
you but the need is still there it
didn't feel like a total replacement
speaking of chaos Island though
what a transformation if you hated this
place before because of too much 2D and
awkward terrain the spin dash will
completely change your mind the
curvaceous bumpy texture is its greatest
strength now everything is a skate ramp
for you to become one with the Eagles
and if you hold the Boost down while
letting go of the spin dash button
you'll enter the trick animation giving
you even more distance for maximum range
I was able to land on Fortress something
I could have only dreamed of before I
where'd he go some of the adjacent
islands that used to require rail
transportation to reach are now next
door neighbors ring the bell we cut
Sanka like check this out I oh no no get
me out of here look at how effortlessly
I'm able to reach this once upon a time
out of the way location I'm like a beast
and Repose it's beautiful memory tokens
suspended in the air after a lengthy
course are sitting docks if you get the
right angle don't feel like riding all
that spaghetti for a single wrench
we have technology navigating these
islands getting from one task to another
feels great and it did before but you
could tell there was restraint behind
the wheel begging to be cut loose
now it has a completely new lens to view
the gameplay from has been uncovered
that both inspires and rewards
creativity without just being a win
button every token was an opportunity to
critically think about how to grab it
using an alternate method yeah some were
easy but others not so much it was a
spectrum of solutions that proved
continually satisfying to figure out now
it does share the same Button as Sonic
Boom so there was one instance where I
somehow attacked a pole on accidents
like you had to let some aggression out
before continuing but aside from that I
had no configuration problems the only
drawback to this ability
is that you have to unlock it and that
can only happen at the end of your
playthrough when you get to Uranus and
have access to the final 10 challenges
so you have to play through the whole
game at least once without it which may
sound like too little too late but I'm
actually gonna play devil's advocate
here and say that this was kind of a
smart move it guarantees that players
will experience the game normally one
time not skipping too much content and
then have a major incentive to play it
again this time getting a direct
comparison for how powerful the spin
dash is because sometimes you need that
before and after perspective to
appreciate how good A Change Is and you
definitely get that here would it have
been better if you had it from the very
beginning or in the skill tree probably
there's certainly an argument for that
but I think there's Merit and how he
went about it too besides something you
can enable from the beginning is another
new menu option to have your Boost carry
over into a jump
let me repeat that boosting carries into
your jump now the single biggest
unanimous criticism towards the control
in this game was that jumping killed
your speed
and it's gone half the reason why the
spindash is so good is that it flings
you at top speed maintaining a flow
being able to do this in general
movement is just as impactful as what
the spindash can do no you can't take to
the skies in the same way and there are
still random parts of terrain that don't
carry momentum for some reason but you
can cover a lot of distance and still
feel like the world is your oyster and
when you have both of these at your
disposal you're an Unstoppable force not
just for the open Zone by the way these
features apply to cyberspace as well
they even added three new asterisks at
the results screen that's how you know
it's good any moments that required a
homing Dash to feel a semblance of speed
don't anymore
3D sections have been fixed 3-3 might be
my favorite level now all because
jumping doesn't break the pace 3-5 the
most hated stage by a majority of people
isn't just better
it's actually fun I enjoy the movement
still skipping the drift pads of course
and when you throw the spin dash into
the equation even more Shenanigans open
up now most levels don't see an
improvement to that degree rail heavy
ones like two six and four four don't
have you on the ground very much anyway
to use it 4-8 is too brief for any major
tricks to unfold 4-9 barely has you
controlling regular Sonic and the common
hallway structure doesn't always allow
for freedom but the biggest control
issue has still been addressed improving
Universal pacing across Frontiers and
that's a big deal
for 3D anyway 2D is sadly still a
massive slog and that's because boosting
never made you go any faster here it was
the same speed with or without so having
the Boost carry into a jump changes
nothing
I've been continually baffled by this
we're already slowed down so much in 2D
the fact that boosting not even power
boosting makes you go any faster is what
drives me to buy so many weapons
thankfully the spindash can help since
it doesn't have a speed reduction so you
will fly through linear segments that
used to be a crawl the intro to 1 6
being the greatest example loop-de-loops
feels so much closer to how they should
the ending of 2-7 flows way better and
ramps launch you at a comical height
really showing off how unprepared these
level designs were for such a power up
but it's the fun kind of broken that
doesn't unravel the point of playing
which is why 3-4 has inherited the
copper Crown as my least favorite level
with no spin dash usable on Rails
there's nothing redeeming about how I
feel playing this get me out of here I
can feel it spreading and even when you
can spin dash as soon as you jump you
reset to that mediocre default speed so
fingers crossed that they can somehow
bump it up in the final update weirdly
enough there are two 2D sections in the
whole game where an air boost will push
you forward the same distance as if you
were in 3D this spiral climb on chaos
Island and the squid Chase with Knight
these must be programmed differently
because nothing about this constant hot
and cold speed feels intentional I
caught up to squid by mashing it a sight
I never thought I'd see the timing of
the buzz saw got thrown off ending my
career in an instant boosting on Rails
is also the same speed as in 3D for some
reason most importantly the whole
section was a lot faster and more fun
because of it proving that a higher
speed is integral to this gameplay style
now
finish the job and that's why I'm so
grateful that the spin dash lets me
bypass as much 2D as it does its
Effectiveness cannot be overstated my
one and only gripe is how you have to
unlock it every time you start a new
game the only way to have the spin dash
in a new file from the beginning is via
New Game Plus but that also carries all
of your stats over meaning if you're
maxed out you're gonna Crush that early
and mid-game competition into pieces
maybe you want that maybe you don't
being overpowered is only fun for so
long most New Game Plus campaigns treat
it like a secondary hard mode upping the
ante with more difficult enemies
obstacles Etc but in Frontiers it's the
same exact game again and that would be
fine if it didn't cut down on so much
content being maxed out from the get-go
without any adjustments removes all
sense of item progression and what
little challenge there was to begin with
Titan fights go down in a Flash editing
down the music and therefore the appeal
seeds of power and defense from
completing mission objectives and
exploring the open Zone are meaningless
as are the Cocos nullifying any reason
to play the new challenges which as I
said are one of my favorite parts of the
game now so that's a bummer skill points
don't have a use so killing grunt
enemies don't serve you in any way it's
like we're back in extreme mode where
memory tokens and Vault keys are all
that matter minus the extreme part it
still makes you play the tutorial by the
way every pop-up camera pen and
voiceover is forced upon you yet again
it re-unlocks the side Loop even though
you already have it I
look I get it making games is hard but
jeez look at how many menus I'm
bombarded with at the end of it
[Music]
no further comments the only way I can
have my cake and eat it is by playing
through the game yet again this time
staying at level one re-completing all
40 action chains and use that as my new
game plus basis thankfully I have a
couple level one files already but I
really think the spin dash should be
permanently unlocked once you have it or
at the very least give us the option to
customize our stats When selecting New
Game Plus assuming we've already maxed
everything out the sound memories behave
the same way you have to collect them
every time so you never get to play the
game beginning to end with a full
playlist Frontiers isn't the kind of
game where I spend a lot of time running
around after I've beaten it so it feels
counter-intuitive to restrict it this
way the only post game content I did
fully indulge in was 100 completion beat
every Guardian around two times I think
it's kind of vague clear every
cyberspace Mission fish out the entire
Pond watch every side character cutscene
S rank the action chains collect the new
Coco and grab every single memory token
yeah that one took a while I really wish
there was a way to mark all tokens on
the map at once because I had to go back
into the menu to place a new one every
time and that added up quick a lot of
these are really well hidden so going
after them all helped me discover parts
of the game I had never seen before
which I appreciated but I was definitely
motivated by that 100 reward the most
for completing everything in Sonic
Frontiers you get
uh
it's a crown
cyberspace challenge gave the power
boost battle Rush extreme mode action
chain got us the freaking spin dash
but 100 percenting the entire game
gives an accessory cosmetic that you
won't even see half the time because
you'll be curled in a ball like cool I
get to cosplay as Final Mix Sora but
it's a pretty weak rewarding comparison
wouldn't you say how about letting us
wield caliburn game's already part hack
and slash Andy's in the code now he
would fit right in at a couple new
attack animations and boom golden
speaking of an Excalibur Sonic costume
would be incredible too supersonic maybe
where you can free roam imagine if the
islands were all connected on the same
map and you could fly to each one
without loading zones there's a lot of
potential here for something more worth
your time but fantasies aside this
secondary update to Frontiers isn't just
a step up from the first
it redefines a huge portion of the
gameplay for the better it feels great
to run around now making the hiccups and
collision and presentation far more
negligible so what was going on there do
yourself a favor enable boost while
jumping and get the spin dash as soon as
possible you will have no regrets if
that final update pulls through filling
in the story gaps adding fun extra
characters and reshaping the ending for
a satisfying conclusion
I will be so proud and happy I already
am to be fair huge kudos to Sonic team
for taking feedback amongst all the
incoherent screaming and making changes
that considerably improve the product
for everyone
but if they stick that Landing
it's on until then thank you guys so
much for watching and as always don't
forget to check out the next episode
whenever I post it which will probably
be soon
alright
see ya
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