Sonic Frontiers may finally bring Sonic the Games in line with Sonic the Phenomenon

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Sonic Frontiers
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SEGA’s approach to making Sonic open-world isn’t remotely the slap in the face that some disgruntled fans have feared it to be. In fact, in much the same way as Generations, it seeks to honour and celebrate the past while giving players something fresh and new to sink their teeth into.

And, here’s the fundamental, important thing: it feels good in the hands, like Sonic games should. The sense of raw speed is there. The acrobatic homing attacks, the rail sliding, the easy-to-learn hard-to-master movement where you bounce around pre-planned areas like a pinball collecting power-ups: all present and correct. And much of the additions to his basic moveset make perfect and brilliant sense.

So far, admittedly, there has been precious little for us to go on beyond a short hands-on and a few trailers, but that hands-on has been critical for those of us lucky to have experienced: in many cases (mine included) completely reversing our impressions of a game we had initially written off as an Obviously Bad Idea.

As Alex and I discuss in the above video, Frontiers is cursed by being a difficult game to showcase. It has a variety of biomes, some less vibrant than others, and Sonic’s characteristic speed makes long tracks of empty land a necessity of level design. So, it doesn’t screenshot or trailer as well as SEGA would surely like it to. But, the proof is in the pudding, and from what we’ve managed to play so far, Sonic Frontiers is pretty damn sweet.




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