Sonic Frontiers is Evolving

bickuribox12
16 Sept 202327:38

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

  • ๐ŸŽฎ The Sonic's birthday DLC for 'Sonic Frontiers' introduced new cosmetic options and festive themes to celebrate Sonic's birthday.
  • ๐ŸŽถ A new playlist featuring bouncy tunes from the franchise was added, butๅฏๆƒœ็š„ๆ˜ฏ none of these are available in the Jukebox.
  • ๐Ÿ†• 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.
  • ๐ŸŽต Players can now toggle the background music in cyberspace to avoid distortion when boosting, enhancing the ability to hear the soundtrack clearly.
  • ๐Ÿ”ง The dynamic camera during combat skill use can be disabled, which was a feature some players had modded in before but has mixed reception.
  • ๐ŸŒ The difficulty of Ria Island's tower climbing challenges was reduced in easy mode, making it more accessible but also less challenging.
  • ๐Ÿฐ New platforming segments and Coco challenges were added, offering more challenging level designs that test Sonic's abilities.
  • ๐ŸŒ The action chain challenge 'silup' was introduced, encouraging players to score as many points as possible within a time limit by performing various actions.
  • ๐ŸŒŸ The spin dash ability was added as a significant upgrade, allowing for greater mobility and environmental interaction, greatly enhancing the gameplay experience.
  • ๐Ÿ”„ The Boost now carries over into jumps, addressing a major control issue and improving the overall pacing and flow of movement in the game.
  • ๐ŸŽ–๏ธ 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

00:00

๐ŸŽฎ 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.

05:01

๐ŸŒŸ 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.

10:01

๐Ÿ”„ 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.

15:01

๐ŸŽ‰ 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.

20:02

๐Ÿ›  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.

25:04

๐Ÿ† 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

๐Ÿ’กSonic Frontiers

Sonic Frontiers is an open-world action-adventure game developed by Sonic Team and published by Sega. It is the main theme of the video as the script discusses various aspects and updates of the game. The game is known for its expansive environments and the ability to explore as the character Sonic the Hedgehog, with the script highlighting new features and improvements in the DLC updates.

๐Ÿ’กDLC Update

DLC stands for 'Downloadable Content,' which are additions to a video game that can add new content, missions, or features. In the context of the video, the script discusses the second major DLC update to Sonic Frontiers, which has significantly enhanced the gameplay experience with new features such as cosmetic options and additional challenges.

๐Ÿ’กCosmetic Options

Cosmetic options in video games refer to changes in the appearance of characters or elements within the game that do not affect gameplay but serve to customize the visual experience. The script mentions that the Sonic's birthday DLC update introduced new cosmetic options that re-skin game assets to be more festive.

๐Ÿ’กGame Plus

Game Plus is a feature in some video games that allows players to start a new game with certain advantages, such as retaining abilities or items from a previous playthrough. The script discusses the introduction of a new game plus in Sonic Frontiers, which marks the save file with an emblem and allows for a new game start with all abilities unlocked.

๐Ÿ’กCyberspace

Cyberspace, in the context of Sonic Frontiers, refers to a virtual environment within the game where Sonic can explore and engage in combat. The script mentions an update that allows players to toggle the background music in Cyberspace to avoid distortion when boosting.

๐Ÿ’กDynamic Camera

A dynamic camera in video games is one that automatically adjusts its position and angle to frame the action in an optimal way. The script discusses an update that allows players to disable the dynamic camera during combat skills, providing a more focused view on the action.

๐Ÿ’กTower Climbing Challenges

Tower climbing challenges are a type of gameplay mechanic where players must ascend a tower by overcoming various obstacles. The script mentions that the difficulty of these challenges in Ria Island's tower was reduced in easy mode, making it more accessible but also altering the control dynamics.

๐Ÿ’กCocoa

In Sonic Frontiers, Cocoa are non-playable characters that offer challenges to the player. The script discusses new Cocoa and accompanying challenges that have been added to the game, providing additional platforming segments and tests of Sonic's abilities.

๐Ÿ’กAction Chain Challenge

The Action Chain Challenge is a new feature in the Sonic Frontiers DLC where players must perform a series of actions within a time limit to score as many points as possible. The script describes this as a score attack mode that adds a new layer of challenge and engagement to the game.

๐Ÿ’กSpin Dash

The Spin Dash is a move in the Sonic games where Sonic curls into a ball and spins rapidly to charge forward at high speed. The script highlights the introduction of the Spin Dash in Sonic Frontiers as a game-changing feature that enhances the gameplay by allowing for greater mobility and exploration.

๐Ÿ’กNew Game Plus

In the context of the video, New Game Plus refers to starting a new game with certain advantages or unlocked features from a previous completion. The script discusses the limitations of the New Game Plus mode in Sonic Frontiers, such as having to replay the game to unlock the Spin Dash and the impact on game progression and challenge.

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

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I've been playing a lot of Frontiers

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lately frankly more than anyone should I

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walked outside earlier saw a tree and

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thought about siluping it and quickly

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ran back inside terrified of what I'd

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become

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welcome to my channel Sonic's birthday

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bash is the second major DLC update to

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Grace Sonic Frontiers and with two

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simple additions has taken Everyone by

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storm you may already know what I'm

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talking about but before getting into

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that let's start with the small stuff

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being released on Sonic's birthday there

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are new cosmetic options that re-skin a

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majority of game assets to be more

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festive for the occasion Sonic and

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friends Cocos the HUD open Zone elements

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like grind rails platforms and balloons

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there's even a playlist of appropriately

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bouncy Tunes taken from the franchise

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that auto place some pretty deep cuts on

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here too chaotic Sonic R Advanced Free

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Riders this is not your typical mix and

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it's over half an hour sadly none of

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these are available in the Jukebox so

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you'll have to wait for your favorite

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song If you want to hear it maybe

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they'll change that one day who knows

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ah the second coming of De Nuvo I see

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what were added to the Box were the

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island themes so now you can listen to

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Kronos on Ares Chaos on Ria Etc or if

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you enjoyed a certain movement over the

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others that can be your main it's a nice

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feature Guardian songs still take

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precedent though so keep that in mind

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oh the music stopped

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there we go there's a new game plus that

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unlocks after beating the final boss

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marking your save file with an emblem

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letting you start a new game with all

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your abilities unlocked I'll be coming

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back to this later since it applies to a

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pretty important upgrade you can toggle

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the background music of cyberspace to

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not be distorted when boosting so you

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can actually hear the soundtrack

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I feel like I'm starting a Minecraft

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Let's Play you can disable the dynamic

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camera when using skills in combat to

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keep your eyes focused on the action a

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lot of people modded this one in before

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I'm 50 50 on it some attacks are better

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off not stealing the camera angle like

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Sonic Boom Stomp and loop kick

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ah yes but wild rush for example can be

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really awkward when it jerks the

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perspective around these animations were

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all curated to have specific framings

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that complemented them so when you take

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those away things can get weird cross

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slash looked really good with a close-up

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but pulled back it becomes a static pose

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with a lot of reduced flare Cyclone kick

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and spin slash lack the in-your-face

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pizzazz that justified such a long

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animation and the Titan fights are

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significantly less spectacular when the

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Grand Slam can only be seen through a

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telescope you can always toggle it back

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on before you fight one so it's still a

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good addition to have but the rough

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edges still have yet to be sanded off

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[Music]

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wow not even mad I'm impressed an

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unexpected change was Ria Island's tower

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climbing challenges all having their

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difficulty reduced on easy mode which is

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really just a code name for add Springs

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everywhere hope you like homing attack

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chains because that's the whole thing

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now just a barrage of Bounce pads and

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balloons I barely even touched the

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analog stick even the light speed dash

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at the end of the first tower has them

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it's actually less automated to take

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that there are moments of cool

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implementation where a chain of balloons

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functions like an alternate path but

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nearly all of it is a skip button that

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takes away control confrontation is

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optional I think the most baffling part

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was a spring that sends you into a loop

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of other Springs

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it's already automated dude you take the

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dash pads and go through but that wasn't

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enough you need more

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you want to automate the automation I'm

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gonna be sick look I get it that's the

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point of easy mode I'm glad they're at

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least making it more distinct from the

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other difficulties but this is easier

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than some of the stuff you do earlier in

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the game and is so clearly a Band-Aid

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for the unpolished mechanics wall

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climbing is almost entirely skipped over

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and while that does take away most of

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any potential frustration because let's

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be honest it is super Jank

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but it also sucks out all the fun of

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being a climactic tower climb with a

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semblance of risk for that reason I

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wouldn't recommend playing this uneasy

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at least try it on normal first you can

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always change it later excuse me sir do

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you have the time but now we get into

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the big stuff one of my favorite

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additions is the new Coco and their

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accompanying challenges completely new

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and original platforming segments have

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been added to each island with a cocoa

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waiting for you at the end

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oh God I'm too late these are meant to

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be extra challenging level designs that

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put Sonic's abilities to the test for

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the players who wanted something more

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there are eight per Island often taking

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place high up in the sky where falling

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is a major concern filling the screen

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with obstacles that require precise

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timing and barely any 2D to speak of

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these aren't 5 Second forgettable

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distractions either where all you do is

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homing attack and grind a rail the

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designs are more elaborate and usually a

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bit longer my favorite parts of the

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original open Zone were always the ones

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that flung me high up anyway and had me

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timing my movements so the fact that all

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32 of these are basically that makes

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them collectively some of the best

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platforming in the entire game yeah it's

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still a bunch of floating rails and

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platforms that don't have any artistic

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cohesion so visually it's not an

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improvement but I'm happy they're at

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least embracing it with better gameplay

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launching off a ramp to get within range

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sometimes you have to do a bit of

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searching to find a sneaky route that

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takes you to the underside of a

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waterfall this puzzle Tower in the sky

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where you have to hit switches had a lot

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of people stumped all because you have

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to collect every ring that appears to

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make the next PATH open but not once in

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the game have we done anything remotely

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similar to that so here I was jumping

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around for 15 minutes ignoring the Rings

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because I was already maxed out when you

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figure that out though it's a fun set

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piece I'd say the most creative

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structure of them all we don't see stuff

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like this sometimes enemies are thrown

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into the equation to make a necessary

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spring appear a quick stepping section

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where jumping is disabled so you have to

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participate unfortunately this also

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emphasizes how delayed the quick

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stepping still is from forces it is not

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a responsive tool to use except

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ironically in Squid where it's all about

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it

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don't you freaking dare

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no

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okay good there's a very intricate

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climbing challenge with Moving Wall

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fragments and rotating spikes to cut you

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off getting more intense the higher you

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go but like I said back on Ria the

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climbing mechanics aren't the greatest

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the big problem being this recovery

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animation that Sonic goes into every

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time you stop running it's a detrimental

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inconvenience when you want to precisely

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stop short of a spike ball and continue

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once it passes maxed out while running

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speed is pretty hard to control so not

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being able to stop and go on my command

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feels really unintuitive for this type

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of stop and go objective there are ways

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to save yourself if you fall so it's not

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all bad I like the setup I just wish the

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control was better while climbing

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parkour has a lot of potential but feels

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like it's barely keeping itself together

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at times

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sir I don't mean to alarm you but I'm

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literally living rent free in your head

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finally we've got another tricky to find

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skyrail segment with a blue ninja inside

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well you've got my attention and another

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ramp launching sequence with a pretty

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crazy view the ones on Aries are about

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as good navigating around tall chasms

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doing the typical Antics while avoiding

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nearby snipers glad to see those enemies

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get better use my favorite was this

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scary midair grind where you have to

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carefully land on rail rings then get

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past a harder version of the jellyfish

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with a lot more red drones another

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precise high in the sky free fall where

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you have to land in the pink Rings these

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ones even move around for an added

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challenge I love to see that kind of dkc

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barrel interaction Free Fall Again into

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a tower full of lasers and spikes that's

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not gonna make it is it God then wall

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run your way back up from a 2d

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perspective that's a really clever use

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of 2D it doesn't feel tacked on or like

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a budget decision it's a way to

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experience the same content twice and

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have it feel totally different both ways

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the odd one out is this Cowboy Coco

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tucked away in a corner it has barely

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any platforming leading up to it so I

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guess it's more about the finding aspect

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there's a section where you're grinding

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rails just under the canyon tops but

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still over the water in a cool middle

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ground it felt like a secret mission

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under the radar got some classic

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rotating platforms that you have to stay

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ahead of with plenty of shortcut

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opportunities using a daring boost or a

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foolish one that's always an option and

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a simple but effective 2D section of

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spikes and light speed dashes a lot of

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these felt like Unleashed DLC stages

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they're kind of spammy with the assets

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but remarkably investing given their

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Simplicity chaos Island though has some

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of my favorite segments there's this

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really fun secret agent laser grid

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pathway that's a blast to take shortcuts

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in depth perception can be unclear but I

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didn't find it too problematic there's

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another exciting stretch where you can

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either wall run at a safe Pace or

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continue rail jumping for a seamless

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ride if you can handle it which I think

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is a nice dichotomy rewarding skill with

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a faster time is always nice to see

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these signs have rotating spikes around

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them so you can't go too fast or too

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slow and side looping them you kind of

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have to wiggle around to manage the

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space it's interesting it made me think

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about how I was side looping in a way

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that I never had before then we get a

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bunch of Spike pillars hiding switches

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that are require very careful navigation

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I don't mind when Sonic slows down like

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this every now and then because the

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danger is so high and I can always whip

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out a time saving air boost if I have

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the confidence this next one was super

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fun it plays with a lot of Airborne

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Freedom letting you soar over gaps light

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dashes to keep the pace up skinny

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geometry to scare you and since the

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whole island takes place above the

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clouds it amplifies that tension of

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being really high up more Spike jumps

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and hopping around laser Fields throwing

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in some City Escape poles jumping and

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moving Hoops to get across again

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although this one was a bit too short if

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you ask me by the grace of a pebble you

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can chaos Island your way up the whole

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thing too same with this one here I

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could have played a full course without

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getting bored to me this is wall running

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done right mid-air Thrills picking Lanes

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getting out in the nick of time it's

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fast and exciting I definitely want to

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see more of this the last one was kind

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of weird though it felt like the most

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regular of them all if it weren't for

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the Minefield of spikes I would have

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mistaken this for a normal memory token

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challenge finally we have Uranus and it

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goes crazy right off the bat I love it

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more extravagant wall running with a lot

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of open space so you can save yourself

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if you get too Reckless it's great I

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love getting to climb walls of my own

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volition without it breaking dangerous

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rail grinding with fans to boost you up

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getting pretty tight later on it was a

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good exercise in control and balance

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once again playing into the fear of

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heights next we have a great 2D section

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yeah I know crazy right it's too bad the

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Collision took another sick day but for

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real I have a lot of fun here I'm always

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down for a tower climb air boosting is

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effective for shortcuts you're not just

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holding a direction the whole time and

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we get that cool perspective shift of

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going inside the very thing we were

play09:54

climbing this next one though oh baby

play09:57

long moving hallways that get cut off by

play09:59

walls you got to go through quick

play10:00

smaller moving squares that can be

play10:02

boosted over with an exhilarating leap

play10:04

the stakes get higher as you do less

play10:06

terrain to walk on more squares going

play10:08

upwards you can't skip them even if you

play10:10

fall it's exciting to recover then we

play10:12

get our mortar Canyon moment where we

play10:13

can skip over it and it just feels so

play10:16

right this one's more focused on timing

play10:18

with pole jumps and zip lines on and off

play10:20

of wall running a fun combination that

play10:22

we don't see often probably for a reason

play10:24

more wall running but this time it's

play10:26

about getting into the right spot broken

play10:28

up by some quick rail grinding Dodges

play10:30

then they decided to blow my mind by

play10:32

bringing back the Rooftop Run Act 2

play10:35

balloon homing attack challenge where

play10:36

you have to fall within range to fly

play10:38

back up and expand it upon it this was

play10:40

beyond exciting for me I always thought

play10:42

it had potential to give greater

play10:43

consideration to when and how Sonic's

play10:45

homing attack could be used and while

play10:47

it's still a short section that doesn't

play10:48

fully delve into that potential I was

play10:51

satisfied with the interpretation and

play10:52

then we end it with another bridge the

play10:54

gap Free Fall dodging springs on the way

play10:56

down only to grind back up Ria Island

play10:58

style these are all really fun but if I

play11:01

had to pick one uranos is definitely my

play11:03

favorite island when it comes to these

play11:05

challenges and I'm so glad they were

play11:06

added there are two benefits to

play11:08

collecting these new cocoa one is that

play11:10

some of these are worth a lot more than

play11:12

a single cocoa some can be up to 30

play11:14

which makes maxing out your speed and

play11:16

ring capacity a lot more doable without

play11:17

resorting to Big these guys are so

play11:19

cuddly too just look at them we got a

play11:21

king queen crown Cowboy Ninja pirate

play11:24

yeah take that azoro look alike and a

play11:27

swordsman with caliburn on his back the

play11:29

references are coming to life ladies and

play11:31

gentlemen returning the village leader

play11:32

previous Elder and King to the Elder

play11:34

Coco will give you one extra boost gauge

play11:37

and you do this on every island totaling

play11:39

to four additional gauges you will never

play11:43

run out it's just not gonna happen to be

play11:45

honest though I was never gonna run out

play11:47

beforehand anyway so this is kind of a

play11:49

disposable upgrade more of a convenience

play11:51

than a necessity further compounded by

play11:53

the infinity sign you could already make

play11:54

for infinite boost as well so it's not

play11:56

the most unique something more

play11:58

platforming focused would have been cool

play11:59

like a triple jump that would make a new

play12:01

playthrough fun to tackle

play12:05

just like to know why the other big

play12:06

addition is the action chain challenge

play12:09

silup one of 10 signposts per Island and

play12:12

the countdown Begins for you to score as

play12:14

many points as you can before the timer

play12:15

runs out what gives you points

play12:17

everything Springs Dash pads wall

play12:20

running wall jumping rail grinding

play12:22

tricks boosting combat every action

play12:24

yields a bonus alongside a score

play12:26

multiplier that you can max out really

play12:28

quick by collecting orbs and so long as

play12:30

you keep doing things it won't drain

play12:31

back down assuming the game doesn't

play12:33

randomly decide to mess up in particular

play12:35

defeating big groups of weak enemies

play12:36

yield the most points and 2D sections

play12:39

tend to be far more lucrative since they

play12:40

have more stuff in them which will no

play12:42

doubt make you appreciate chaos Island a

play12:44

lot more

play12:45

maybe I'm glad that they finally added

play12:47

some kind of a score attack to this game

play12:48

it feels a bit more involved than the

play12:50

other modes and gives a motivation to

play12:52

play well in the open Zone however it is

play12:54

still very basic at the end of the day

play12:56

just pick a direction and pray that you

play12:58

get enough points if not pick a new one

play13:00

and take notes on where the jackpots are

play13:02

it's not about pulling off a bunch of

play13:03

crazy tricks via skill since these

play13:05

courses aren't very intricate to begin

play13:07

with it's finding the right area with

play13:09

the most stuff in it and playing it

play13:10

somewhat quick it's like a scavenger

play13:12

hunt with a time limit when you lose it

play13:14

wasn't because it was hard you just

play13:16

didn't find the right spot yet

play13:18

or yeah the game flips you off I don't

play13:20

know this is where the homogeneous World

play13:21

design can start to backfire because

play13:23

it's hard to recognize where the best

play13:25

bits of level are when everything is

play13:27

using the same assets popping in and out

play13:29

no less you're not intuiting where to go

play13:31

you're just getting lucky as you

play13:32

ReDiscover the island signs can be

play13:34

pretty close to each other too so I

play13:36

often found myself going back to the

play13:37

same areas on multiple challenges for

play13:39

the reliability leading to even more

play13:41

repetition and similar to battle Rush

play13:43

the offhand glitch and collision mishap

play13:45

can make or break a successful attempt

play13:47

and therefore your spirit consistently

play13:49

Sile looping the target I'm not facing

play13:51

had never been so infuriating it needs a

play13:53

manual lock-on if it's going to behave

play13:55

like this in snaring a big group of

play13:56

soldiers and uh hello Mr log one time a

play13:59

zipline didn't send me far enough so I

play14:01

dropped dead

play14:02

well eventually the backwards rail

play14:04

switching though I have no idea what

play14:06

this is it barely happens in the whole

play14:08

game but it's the same places every time

play14:10

it's like the modern equivalent of

play14:11

getting rail Canyon this is when I also

play14:13

found out that you can't homing attack

play14:14

after a stomp bounce you can't even

play14:16

punch the whole button is disabled

play14:18

added to the list of weird control

play14:19

things I guess overall action chain is

play14:22

decent not terribly interesting to me

play14:24

but there is a satisfaction in figuring

play14:26

it out if you're really struggling with

play14:27

it you can set the difficulty back to

play14:29

easy lowering the point requirements and

play14:31

while that's not a practice I would

play14:32

normally advocate for getting an S rank

play14:34

on all 40 challenges will unlock the

play14:38

spin dash and this is one hundred

play14:41

percent worth your time

play14:44

incredible when I heard about the spin

play14:46

dash coming to Frontiers I didn't know

play14:48

what to be excited about on paper it

play14:50

should be functionally identical to a

play14:52

boost a sudden burst of speed that

play14:54

propels you forward only now you're in a

play14:56

ball nothing changes so what could they

play14:58

have possibly done to make it big

play15:01

oh

play15:03

yes

play15:05

yes allow me to eat my words real quick

play15:07

how do you make the spin dash better

play15:09

than boost give it its own physical

play15:11

properties brilliant aside from pushing

play15:13

you forward at the same speed as a power

play15:15

boost spin dashing off of a hill or any

play15:17

incline will send you no jumping

play15:20

required you can even charge it midair

play15:22

like a drop Dash and go through enemies

play15:23

lower the new setting they added for

play15:25

jump deceleration to extend your time in

play15:27

the air and watch the world become yours

play15:29

fly on over to night you can do it now

play15:31

behold as I make this Titan disappear

play15:34

every island is packed with

play15:37

opportunities to go Airborne taking

play15:39

shortcuts grabbing memory tokens without

play15:41

needing to go through the entire

play15:42

obstacle course getting to areas ahead

play15:44

of time that would normally require some

play15:45

prior task or just having fun feeling

play15:49

the rush of blasting away even some of

play15:51

the new cocoa challenges have bombastic

play15:52

workarounds look at this I can skip

play15:54

right to it this is the definition of a

play15:57

game changer that's no hyperbole

play15:58

everything is different now not even

play16:01

rail launching could let you tackle the

play16:03

environment in this way and those were

play16:04

situational utilities this is in your

play16:07

back pocket at all times and despite the

play16:09

game not being built with a spin dash in

play16:11

mind it has a remarkable amount of

play16:13

application some areas are a little

play16:15

finicky due to this you'll have to

play16:16

experiment with what angle and terrain

play16:18

is best because sometimes it just

play16:20

doesn't work but man

play16:22

it usually does and when it does you

play16:24

feel like you just enabled a cheat code

play16:27

and not the game breaking kind where all

play16:28

the fun is taken away you've opened a

play16:30

door of Destiny soaring high over the

play16:32

path of mortal man using your own

play16:34

curiosity to guide you now

play16:37

let's head to that crater the Boost

play16:39

isn't rendered obsolete either by the

play16:41

way you still use it on Rails squid

play16:42

segments and when you actually want to

play16:44

stay on the ground not flying off chaos

play16:47

Island may have a few Choice words for

play16:48

you but the need is still there it

play16:50

didn't feel like a total replacement

play16:51

speaking of chaos Island though

play16:54

what a transformation if you hated this

play16:58

place before because of too much 2D and

play17:00

awkward terrain the spin dash will

play17:03

completely change your mind the

play17:04

curvaceous bumpy texture is its greatest

play17:07

strength now everything is a skate ramp

play17:09

for you to become one with the Eagles

play17:11

and if you hold the Boost down while

play17:13

letting go of the spin dash button

play17:14

you'll enter the trick animation giving

play17:16

you even more distance for maximum range

play17:18

I was able to land on Fortress something

play17:21

I could have only dreamed of before I

play17:24

where'd he go some of the adjacent

play17:26

islands that used to require rail

play17:27

transportation to reach are now next

play17:29

door neighbors ring the bell we cut

play17:31

Sanka like check this out I oh no no get

play17:33

me out of here look at how effortlessly

play17:35

I'm able to reach this once upon a time

play17:37

out of the way location I'm like a beast

play17:39

and Repose it's beautiful memory tokens

play17:41

suspended in the air after a lengthy

play17:43

course are sitting docks if you get the

play17:45

right angle don't feel like riding all

play17:47

that spaghetti for a single wrench

play17:49

we have technology navigating these

play17:51

islands getting from one task to another

play17:54

feels great and it did before but you

play17:57

could tell there was restraint behind

play17:59

the wheel begging to be cut loose

play18:02

now it has a completely new lens to view

play18:04

the gameplay from has been uncovered

play18:06

that both inspires and rewards

play18:08

creativity without just being a win

play18:10

button every token was an opportunity to

play18:12

critically think about how to grab it

play18:14

using an alternate method yeah some were

play18:16

easy but others not so much it was a

play18:18

spectrum of solutions that proved

play18:20

continually satisfying to figure out now

play18:22

it does share the same Button as Sonic

play18:24

Boom so there was one instance where I

play18:26

somehow attacked a pole on accidents

play18:27

like you had to let some aggression out

play18:29

before continuing but aside from that I

play18:31

had no configuration problems the only

play18:33

drawback to this ability

play18:35

is that you have to unlock it and that

play18:37

can only happen at the end of your

play18:39

playthrough when you get to Uranus and

play18:41

have access to the final 10 challenges

play18:43

so you have to play through the whole

play18:45

game at least once without it which may

play18:47

sound like too little too late but I'm

play18:50

actually gonna play devil's advocate

play18:51

here and say that this was kind of a

play18:53

smart move it guarantees that players

play18:55

will experience the game normally one

play18:57

time not skipping too much content and

play18:59

then have a major incentive to play it

play19:01

again this time getting a direct

play19:03

comparison for how powerful the spin

play19:04

dash is because sometimes you need that

play19:06

before and after perspective to

play19:08

appreciate how good A Change Is and you

play19:10

definitely get that here would it have

play19:12

been better if you had it from the very

play19:13

beginning or in the skill tree probably

play19:16

there's certainly an argument for that

play19:17

but I think there's Merit and how he

play19:19

went about it too besides something you

play19:21

can enable from the beginning is another

play19:22

new menu option to have your Boost carry

play19:25

over into a jump

play19:28

let me repeat that boosting carries into

play19:31

your jump now the single biggest

play19:34

unanimous criticism towards the control

play19:36

in this game was that jumping killed

play19:39

your speed

play19:40

and it's gone half the reason why the

play19:42

spindash is so good is that it flings

play19:44

you at top speed maintaining a flow

play19:46

being able to do this in general

play19:47

movement is just as impactful as what

play19:50

the spindash can do no you can't take to

play19:52

the skies in the same way and there are

play19:54

still random parts of terrain that don't

play19:55

carry momentum for some reason but you

play19:57

can cover a lot of distance and still

play20:00

feel like the world is your oyster and

play20:02

when you have both of these at your

play20:03

disposal you're an Unstoppable force not

play20:06

just for the open Zone by the way these

play20:08

features apply to cyberspace as well

play20:10

they even added three new asterisks at

play20:13

the results screen that's how you know

play20:14

it's good any moments that required a

play20:16

homing Dash to feel a semblance of speed

play20:19

don't anymore

play20:20

3D sections have been fixed 3-3 might be

play20:24

my favorite level now all because

play20:25

jumping doesn't break the pace 3-5 the

play20:28

most hated stage by a majority of people

play20:30

isn't just better

play20:32

it's actually fun I enjoy the movement

play20:34

still skipping the drift pads of course

play20:36

and when you throw the spin dash into

play20:37

the equation even more Shenanigans open

play20:40

up now most levels don't see an

play20:42

improvement to that degree rail heavy

play20:44

ones like two six and four four don't

play20:46

have you on the ground very much anyway

play20:47

to use it 4-8 is too brief for any major

play20:49

tricks to unfold 4-9 barely has you

play20:51

controlling regular Sonic and the common

play20:53

hallway structure doesn't always allow

play20:55

for freedom but the biggest control

play20:57

issue has still been addressed improving

play20:59

Universal pacing across Frontiers and

play21:01

that's a big deal

play21:04

for 3D anyway 2D is sadly still a

play21:08

massive slog and that's because boosting

play21:10

never made you go any faster here it was

play21:12

the same speed with or without so having

play21:14

the Boost carry into a jump changes

play21:16

nothing

play21:17

I've been continually baffled by this

play21:20

we're already slowed down so much in 2D

play21:22

the fact that boosting not even power

play21:24

boosting makes you go any faster is what

play21:27

drives me to buy so many weapons

play21:28

thankfully the spindash can help since

play21:30

it doesn't have a speed reduction so you

play21:32

will fly through linear segments that

play21:34

used to be a crawl the intro to 1 6

play21:36

being the greatest example loop-de-loops

play21:38

feels so much closer to how they should

play21:40

the ending of 2-7 flows way better and

play21:42

ramps launch you at a comical height

play21:45

really showing off how unprepared these

play21:46

level designs were for such a power up

play21:48

but it's the fun kind of broken that

play21:50

doesn't unravel the point of playing

play21:51

which is why 3-4 has inherited the

play21:54

copper Crown as my least favorite level

play21:55

with no spin dash usable on Rails

play21:57

there's nothing redeeming about how I

play21:59

feel playing this get me out of here I

play22:01

can feel it spreading and even when you

play22:02

can spin dash as soon as you jump you

play22:04

reset to that mediocre default speed so

play22:06

fingers crossed that they can somehow

play22:08

bump it up in the final update weirdly

play22:10

enough there are two 2D sections in the

play22:12

whole game where an air boost will push

play22:14

you forward the same distance as if you

play22:17

were in 3D this spiral climb on chaos

play22:20

Island and the squid Chase with Knight

play22:22

these must be programmed differently

play22:24

because nothing about this constant hot

play22:26

and cold speed feels intentional I

play22:28

caught up to squid by mashing it a sight

play22:30

I never thought I'd see the timing of

play22:32

the buzz saw got thrown off ending my

play22:34

career in an instant boosting on Rails

play22:36

is also the same speed as in 3D for some

play22:38

reason most importantly the whole

play22:40

section was a lot faster and more fun

play22:42

because of it proving that a higher

play22:44

speed is integral to this gameplay style

play22:46

now

play22:48

finish the job and that's why I'm so

play22:50

grateful that the spin dash lets me

play22:52

bypass as much 2D as it does its

play22:54

Effectiveness cannot be overstated my

play22:56

one and only gripe is how you have to

play22:59

unlock it every time you start a new

play23:01

game the only way to have the spin dash

play23:03

in a new file from the beginning is via

play23:06

New Game Plus but that also carries all

play23:08

of your stats over meaning if you're

play23:09

maxed out you're gonna Crush that early

play23:12

and mid-game competition into pieces

play23:15

maybe you want that maybe you don't

play23:16

being overpowered is only fun for so

play23:18

long most New Game Plus campaigns treat

play23:21

it like a secondary hard mode upping the

play23:23

ante with more difficult enemies

play23:24

obstacles Etc but in Frontiers it's the

play23:27

same exact game again and that would be

play23:29

fine if it didn't cut down on so much

play23:32

content being maxed out from the get-go

play23:34

without any adjustments removes all

play23:36

sense of item progression and what

play23:38

little challenge there was to begin with

play23:40

Titan fights go down in a Flash editing

play23:43

down the music and therefore the appeal

play23:44

seeds of power and defense from

play23:46

completing mission objectives and

play23:47

exploring the open Zone are meaningless

play23:49

as are the Cocos nullifying any reason

play23:51

to play the new challenges which as I

play23:53

said are one of my favorite parts of the

play23:54

game now so that's a bummer skill points

play23:56

don't have a use so killing grunt

play23:57

enemies don't serve you in any way it's

play23:59

like we're back in extreme mode where

play24:01

memory tokens and Vault keys are all

play24:02

that matter minus the extreme part it

play24:05

still makes you play the tutorial by the

play24:06

way every pop-up camera pen and

play24:08

voiceover is forced upon you yet again

play24:10

it re-unlocks the side Loop even though

play24:12

you already have it I

play24:14

look I get it making games is hard but

play24:16

jeez look at how many menus I'm

play24:18

bombarded with at the end of it

play24:24

[Music]

play24:27

no further comments the only way I can

play24:29

have my cake and eat it is by playing

play24:31

through the game yet again this time

play24:33

staying at level one re-completing all

play24:35

40 action chains and use that as my new

play24:38

game plus basis thankfully I have a

play24:40

couple level one files already but I

play24:42

really think the spin dash should be

play24:43

permanently unlocked once you have it or

play24:45

at the very least give us the option to

play24:47

customize our stats When selecting New

play24:49

Game Plus assuming we've already maxed

play24:51

everything out the sound memories behave

play24:53

the same way you have to collect them

play24:54

every time so you never get to play the

play24:56

game beginning to end with a full

play24:58

playlist Frontiers isn't the kind of

play24:59

game where I spend a lot of time running

play25:01

around after I've beaten it so it feels

play25:03

counter-intuitive to restrict it this

play25:05

way the only post game content I did

play25:07

fully indulge in was 100 completion beat

play25:10

every Guardian around two times I think

play25:12

it's kind of vague clear every

play25:13

cyberspace Mission fish out the entire

play25:15

Pond watch every side character cutscene

play25:18

S rank the action chains collect the new

play25:19

Coco and grab every single memory token

play25:24

yeah that one took a while I really wish

play25:26

there was a way to mark all tokens on

play25:28

the map at once because I had to go back

play25:29

into the menu to place a new one every

play25:31

time and that added up quick a lot of

play25:33

these are really well hidden so going

play25:34

after them all helped me discover parts

play25:36

of the game I had never seen before

play25:37

which I appreciated but I was definitely

play25:39

motivated by that 100 reward the most

play25:42

for completing everything in Sonic

play25:44

Frontiers you get

play25:49

uh

play25:51

it's a crown

play25:54

cyberspace challenge gave the power

play25:56

boost battle Rush extreme mode action

play25:58

chain got us the freaking spin dash

play26:01

but 100 percenting the entire game

play26:04

gives an accessory cosmetic that you

play26:07

won't even see half the time because

play26:08

you'll be curled in a ball like cool I

play26:10

get to cosplay as Final Mix Sora but

play26:13

it's a pretty weak rewarding comparison

play26:15

wouldn't you say how about letting us

play26:17

wield caliburn game's already part hack

play26:19

and slash Andy's in the code now he

play26:21

would fit right in at a couple new

play26:22

attack animations and boom golden

play26:24

speaking of an Excalibur Sonic costume

play26:26

would be incredible too supersonic maybe

play26:28

where you can free roam imagine if the

play26:30

islands were all connected on the same

play26:32

map and you could fly to each one

play26:33

without loading zones there's a lot of

play26:35

potential here for something more worth

play26:36

your time but fantasies aside this

play26:39

secondary update to Frontiers isn't just

play26:41

a step up from the first

play26:43

it redefines a huge portion of the

play26:46

gameplay for the better it feels great

play26:48

to run around now making the hiccups and

play26:50

collision and presentation far more

play26:52

negligible so what was going on there do

play26:55

yourself a favor enable boost while

play26:57

jumping and get the spin dash as soon as

play26:59

possible you will have no regrets if

play27:02

that final update pulls through filling

play27:04

in the story gaps adding fun extra

play27:06

characters and reshaping the ending for

play27:08

a satisfying conclusion

play27:10

I will be so proud and happy I already

play27:13

am to be fair huge kudos to Sonic team

play27:15

for taking feedback amongst all the

play27:17

incoherent screaming and making changes

play27:19

that considerably improve the product

play27:21

for everyone

play27:23

but if they stick that Landing

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it's on until then thank you guys so

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much for watching and as always don't

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forget to check out the next episode

play27:31

whenever I post it which will probably

play27:32

be soon

play27:34

alright

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see ya

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