I played 30 minutes of SonicFrontiers at SummerGameFest and I sincerely can not tell you if it is a revelation or a disaster.
Ever since Sonic Frontiers was first revealed, it’s been a bit of a question mark for fans. The Breath of the Wild-like “open zone” gameplay certainly looked like a bold new direction for the franchise, but you can never expect a surefire win when it comes to Sonic and its eclectic history. I personally had no idea what to expect when I sat down for the game for a demo as part of Summer Game Fest; it could have been revolutionary or terrible.
In terms of pure game feel, my short experience was a bit mixed. On one hand, the open-zone formula is a refreshing change of pace. Previous Sonic games feel a bit like a rollercoaster with linear levels that feel guided. Here, it’s more of an amusement park. The world is dotted with disconnected micro-puzzles and platforming sections to jump between. At one point of interest, I’d race vertically up a tower to grab a collectible.
Frontiers has an increased emphasis on combat too, but it was hard to get a sense of its depth in 30 minutes. I was mostly mashing one button to homing-attack enemies of all sizes, from tiny droids to a giant robot that I had to scale via boost rings. The homing attack feels oddly slow; there’s an ever-so-slight pause when Sonic strikes an enemy, emphasizing force over speed.
The atmospheric music, decrepit landscapes, and concerned dialogue all become surreal when you remember you’re controlling a bright blue hedgehog who runs fast. It’s like playing a fan-made game from someone who’s a little too intense about the series.
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