Sonic also has a lot more fighting moves than usual, especially once you’ve unlocked the tiny skill tree, including dodges and a parry, but they don’t overwhelm and are all very easy to use. In terms of structure, the first three worlds are all very similar, although the game does try to mix things up a bit towards the end, with a series of massive towers that very successfully reinterpret classic Sonic platforming into a more modern and slightly more complex form. No enemy ever stays dead permanently though as, despite what Sega claims about this not being influenced by Breath Of The Wild, there’s what amounts to a Blood Moon every half hour or so, that brings them all back to life. The latter is for what may be gaming’s smallest skill tree, which we managed to complete by the end of the second world, leaving us to play the rest of the game with 99+ skill points and nothing to spend them on.Īll these different items are found in the world and dropped from the various enemies that you encounter, which come in two varieties: cannon fodder and what amounts to mini-bosses. This makes for a bewildering array of collectables, that includes different seeds that increase attack and defence, memory items used to restore a different ally in each world, rings (which, as ever, are essentially your health), and skill point fragments. These stats can also be rebalanced by visiting the head Koco, for when you gotta go fast (or gotta have health for a boss battle). The speed and ring capacity run on the same currency, of cute little critters called Koroks Kocos, that can be found dotted around the landscape. Sonic has four stats determining his speed, ring capacity, attack, and defence, which can be increased by one of three different items. It must’ve been a nightmare to design and yet it all connects together extremely well, like the world’s most expansive roller-coaster. The sky is filled with massive loop the loops and other platform elements, creating little pinball vignettes for you to dip into, to either get where you’re going more quickly or have fun picking up collectables. There are dozens upon dozens of these mini-set pieces on every map, with each segment generally only lasting a minute or two until you emerge on the other side. As usual, the script is a peculiar mix of twee Saturday morning cartoon nonsense and grimdark plot details (the genocide of an entire race, in this instance), with very little in the way of knowing humour to keep it ticking over.Įach of the open world areas is rendered in a fairly realistic style but they’re all covered in complex collections of railings and platforms. There is a story to explain all this but it is, as you’d expect, paper thin, with Doctor Robotnik getting trapped in Cyber Space while investigating ancient ruins that may be related to Knuckles’ home of Angel Island. These in turn require a specific number of tokens to enter, which are most commonly obtained by defeating mini-bosses. To get them you need the keys to their vaults, which are primarily gained by playing more traditional, linear 3D Sonic levels via ‘Cyber Space’ portals. The principal one is a series of large, open world environments, where you’re trying to acquire the Chaos Emeralds which, for increasingly unlikely reasons, are snatched away from you as you enter each new world. Sonic Frontiers is split between two very different styles of gameplay.
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