22 Reviews liked by Adolion


This was technically a better game than the first one. They fixed a lot of the jank. All of the changes to the battle system were welcome; though the game was laughably easy until the last two dungeons, so I didn't get to enjoy the changes to their fullest. The alchemy system was improved. All in all, this is a much more polished game than the first. Yet, I still ended up liking this less than the first game.

The biggest mistake was making Fi the emotional linchpin of the story. Fi is fine in small doses, but he got very annoying very quickly. Also, the game was paced poorly. It's great that the game gives you so much content, but it seemed like everywhere you went you would trigger a new cutscene about some sidequest or secondary character. It made progressing through the main plot a chore.

My head says this is a three star game, but my heart says three and half. I've grown to like most of these characters and the basic gameplay loop is fun and very addictive.

Positives
- detailed and colorful character models for the main and supporting cast
- good soundtrack; with Birds Over the Valley being a personal favorite
- engaging combat that encourages the usage of specific elemental attacks, buffs and debuffs
- playable characters are well balanced, allowing any team combination to be successful
- items are not consumed when used, removing any hesitancy in utilizing them
- fantastic crafting system that is simple to execute, but rewards mastery with incredibly powerful items and equipment
- essences, evolution link and reinforcement are all terrific new additions

Negatives
- explorable areas occasionally feel cluttered because of the excessive number of enemies and gathering points
- voice acting is limited to only Japanese
- mostly uninteresting main story and characters
- optional cutscenes are intrusive, frequently interrupting crafting sessions or attempts at making a manual save
- several cutscenes provide no meaningful character insight or world building and often feel disjointed from the main story
- the majority of sidequests are monotonous and yield lackluster rewards
- enemy variety is severely lacking
- inventory management is cumbersome due to the vast amount of items

While it brings a lot of positives from Ryza 1 back, they really pushed harder (not as hard as in 3...) for the whole fanservice appeal. That's fine, but it clearly detracted from the game as it became a main focus and the story became sort of just a way to experience that fanservice. More importantly though, this game drags like crazy, it always feels like every step in the story is hours longer than it needed to be and it ends up really difficult to bother finishing. A step down from Ryza 1, and a huge step down from things like Ayesha and Sophie (especially Sophie 2 but it wasn't out when this had released).

For years I put this series off because it just seemed to “kiddy.” I mean a kid with a key sword with a party of Donald and Goofy go through the worlds of Little Mermaid and z Winnie the Pooh while mixing it with very dumbed down Final Fantasy characters. Not something teen me wanted anything to do with. 34 year old me though said sure it has to have a rabid fan base for a reason, right.

The first hour or so my teen self was right. The characters have corny lines and there are way too many 3rd grade level scenes. However once you first leave traverse town and head to the world of Alice and Wonderland the game flips and clicked for me. It becomes a highly enjoyable action RPG with simple but solid and enjoyable battles, wonderful Disney characters and worlds to explore, and some of the greatest music video games have been blessed with. The gameplay is as I said simple but fun. It is never overly complicated as you have a regular attack with a few combos and 4 elemental spells, a heal spell, a defense spell, and a stop spell. It easy enough for anyone to pick up but designed well enough for it to be entertaining for anyone as well.

The worlds of Disney while fairly small are vibrant and fun to explore. It is fun interacting with all of the lovable Disney characters as well as the stripped down version of Final Fantasy characters. The story was surprisingly very good. I have always heard how confusing the story gets and was happy to see it doesn’t get overly confusing right off the bat in the first game. I was also glad to see it was a story was it’s own thing based around Sora Riku and Kairi involving the Disney and Final Fantasy characters and not just some kind of Disney or Final Fantasy regurgitated story.

The star of the first game for me was the music. Every single track oozes with charm and creativity matching the story, world, character, or moment. This game will definitely be added to my list of favorite OSTs list.

I know most people that wanted to play this game already has but if you haven’t and you are a fan of Disney or action RPGs stop what your doing and play this classic wonderful gem.

Games of 2024 ranked.
https://www.backloggd.com/u/DVince89/list/games-i-played-in-2024-ranked-1/

I loved every second of it. The world variety was so good, every world had something unique to it. Like for example in Halloween Town that your outfit changes was so cool. There is so much you can do in this game, it‘s crazy thinking that this game is over 20 years old now. I think the combat system is very solid, it is just the clunky camera that‘s annoying sometimes. I had little to no problems with it tho. To the story and plot, I mean of course it can be kinda corny sometimes with all that power of friendship stuff but it’s still a game made for kids. I‘m cool with it tho. I think every age group can play this. There are still so many plotholes so I really am hyped to play all the other games, I just dont know where to continue hahaha. All in all I‘m surprised that I like this game that much, it really made me feel like a little kid again going to all the diffrent Disney Worlds. Looking forward to the other games ;)

This review contains spoilers

Brief recap on my feelings regarding the base game of Frontiers (www.backloggd.com/u/SunlitSonata/review/560239/). Despite its jank and extraneous systems like stats and a skill tree, I liked it and fondly think back on how distinct an experience it felt. I liked that we were getting a weightier plot in a Sonic game for the first time in a long time that feels aware of how much fans spent time with these characters over the decades, and an open world that gave players numerous directions and microchallenges to quickly jaunt between. Elements like combat and the Cyberspace stages weren’t very deep but they added variety as quick segways outside of the open world exploration to keep the experience fresh despite its repetitive core structure. They each had their moments; combat shining in the more Sonic Adventure-esque boss encounters and Cyberspace shined when you could properly plan movement across the stages but neither were pushed that hard over the run. The first two additional updates bringing legacy Sonic songs to find in the worlds, high score challenges and most importantly a spin dash elevated the exploration and focus on world movement to a satisfying degree; Cyberspace practically got a new layer with how fast you were. So, I was looking forward to how the last update would continue to play with the foundation.

With that being the case, oh boy is this update split in quality. There’s stuff that’s incredibly fun to play around with and exciting to imagine expansions for, and then there’s stuff I seriously question what was going on with putting Frontiers’s existing game systems up to the task, sometimes in the same place! It’s wild. Thinking more about what the update means for Sonic’s future instead just what’s here as a free expansion to an already released game, I’m more positive than most on here but it more than ever highlights the biggest strengths and weaknesses that exist in Frontiers’s current foundation.

One of the most attention-grabbing points I’ve seen going around is just how ludicrously difficult this update apparently is, like the game suddenly turned into Kaizo Frontiers or The Lost Levels or something like that due to its challenging tower climbs and trials attached to them. I’ll be honest though, while a few can be challenging the only tower that annoyed me with it was Tower 2 because part of it required nudging Sonic very slightly with the analog stick to balance on the narrow tops of platforms which is the opposite of speed. You had boxes on your first go to propel you up but they wouldn’t respawn upon a fall off, forcing players to inch their way forward if they fall below even once
(Update: This was fixed in a patch to make the pink blocks reappear if you cause them to despawn so you no longer have to incur a load screen, neat).
It’s also the only one that had a challenge involving thinking of enemy behavior in a specific way beyond being able to tank hits and spamming retaliation moves so while initially frustrating getting it down was fairly satisfying, not unlike a Devil May Cry secret mission.

There’s been quite a few comparisons made to KH3’s Re:MIND DLC. While weighed down by charging $30 compared to this being free, they’re both very conceptual addons that feed into stuff the fans wanted and pushed the game to its limits. The big difference though is that KH3’s main verb was its combat system and the fanbase was more than willing to get smacked in the face by superbosses even if game journalists weren’t. The reason Kingdom Hearts II Final Mix went on to be seen as the peak of the series for at least a decade was because of its superboss challenges. Fans adored Lingering Will and the Data Organization and hoped for something like that for years to fairly test their meddle after subsequent games dropped the ball there. KH3 had some clunk when it first launched, but the updates made a lot of Sora’s varied attacks feel smoother and more kinetic while the extra bosses genuinely topped what Kingdom Hearts II’s battles had to offer in terms of spectacle, music and even challenge while still being fair. The fanbase was prepared and even excited to be walloped.

Meanwhile, Sonic games have been incredibly easy for the past 14 years, so I can believe a lot of the fanbase was just lulled into thinking they never would test players meddle to this extent and got skill issued from most of the stuff here, especially with the option to switch to Easy Mode alleviating a lot of it (Extreme is a bad difficulty but that’s independent of this expansion). But the bigger issue in Frontiers specifically is that the combat worked best as a drive by occurrence to occasionally break up exploration and battle phases, not an actual system. The first, third and fourth challenges are all a cakewalk if you can just tank the hits and mash away with the canned animations. The fifth and final trial prior to the new final boss is to fight the first three bosses with only 400 Rings, Level 1 attack and a practically frame perfect parry on anything besides Easy Mode and to me this very thoroughly missed the point on one of the base game’s most beloved components.

In the base game of Frontiers, the first three Titan fights were the culmination of an entire island of exploration. Sage threatened you with the might of one at the start of each island, Sonic was on the back foot trying to get away from them, and the island progressed as Sonic collected Chaos Emeralds, helped reassure his friends, whilst the island music grew intense and bombastic, leading into the explosive action, cinematic moments with hard af metal vocals as payoff for the gradually building mundanity before. They were a surprisingly great example of setup and payoff communicated through all aspects of the game working in harmony.

In this, your incredibly tight timer means it’s harder to enjoy the spectacle and instead you must think about which interchangeable move deals damage the fastest while watching the same cinematic animations over and over for every new attempt. Getting up to Wyvern’s level once in the base game was epic. Doing it multiple times when retrying gets very tedious and stale very fast as you hear the same lyrics and see the same animations again and again. Before even battling Knight he jankily spins around and spawns a quick spike shield to knock you down. Not too bad in the base game since you’d likely increased your rings plenty for protection at that point but in this challenge it’s a death sentence since there’s no shot you’ll have enough rings left after taking a hit there. Thus, sending you to do the first two battles again just to get back there. It’s the one mandatory portion of the DLC I would call outright bad and seriously question how much playtesting it got.
(This ALSO got patched to make the challenge more fair and less tedious, tho not sure how it affects difficulty levels other than Easy Mode, your get out of jail free card is at least more easy to grab at the door).

The alternate ending in Frontiers is just that; an alternate ending. The plot of this scenario more thoroughly carries tension compared to the entirety of the final island in the base game, and if you didn’t like the original ending bc it didn’t feel epic enough compared to games like Sonic Adventure 2 or Unleashed, here you go. There’s some sick soul stuff going on here if you’re willing to deal with a camera constantly getting stuck on trees, a finnicky targeting reticle and adjusting to a much stricter parry (less strict post the December 6th patch), but it does fundamentally alter the mood of Frontiers’s final moments to something closer to most prior 3D Sonics. One worry I had going in was that this ending would effectively patch out the original ending invalidating anyone who liked that conclusion but no. It’s contextually presented as another choice Sage could have suggested before heading into the base game’s final battle. In that regard, this would’ve best fit as a dialogue option right after clearing Rhea, but I can also imagine it would be too much to ask players to create new saves just to get back there when most people interested in this have clear files.

The main passion and thought I see in this update in regard to the future went toward the three new characters and the Cyberspace stages, funny enough.

Amy’s pretty fun to run around with in this game and if there's anything I'll go back to beside the Cyberspace challenges it's playing as her. Some people wish she used her hammer more often than her Tarot cards, but looking at her kit from a functional perspective I appreciate what was done with her here. Giving her the highest basic jump of the cast is a great way to differentiate her from the rest and tie into her Adventure 1 and Rise of Lyric movesets, without a doubt the biggest influences here. Once you unlock them it’s fun to bounce around for insane height as she flips around in the air to do a short hover that feels pretty smooth. She also has a cute variation on the multihoming attack from Lost World which was neat to see from an animation/speed perspective, as well as a more seamless variant on her hammer spin move from Sonic Adventure 1. It helps too that Amy is the most similar to Sonic at her core among the three new characters so her moves largely feel seamless in Frontiers’s foundation with a specific focus on vertical height. Honestly, Peak 3D Amy.

Tails takes a bit to get used to. He’s the only one of the cast with no homing attack, instead having a projectile as a weapon and his flight working like an initial horizontal motion followed by a big jump. I like how in classic Tails fashion you can easily kiss the level design goodbye hopping in his Sonic Adventure 2 plane I was genuinely shocked they brought back here. The plane replacing his boost can be annoying at max rings if you just want to get more speed while grounded since there’s still no option to turn skills off but you can unlock a spin dash so it isn’t too bad if you get him to that point. Any moment where you need to jump on a spring is questionable given the lack of homing, but it is compensating for Tails being the only character to consistently hold air position if you want him to. I could see him working in the future if speed was handed to him more by the environment or using his laser cannons were faster but there’s a foundation to do so and challenges playing to his uniqueness.

Knuckles. . . really needs more work. Gliding and attacking isn’t close to as seamless as it was back in Sonic Adventure 2 twenty-two years ago, with a second delay every time you start a glide and stopping in the air before doing a slower divebomb, compared to SA2’s quick and instantaneous drop. Even gliding itself is initially stiff to get used to, not nearly as bad as 06 Knuckles since the downward arc is more natural and you can reliably jump off the walls, but something you need to get used to.
(Update: A recent patch made Knuckles’s glide turning a lot less stiff than it once was on top of removing the second delay when pressing the jump button which is well appreciated. But you still can’t swap characters without going to one spot on the map over and over, somehow).

He’s saved by the actual challenges themselves, testing the player to glide carefully and think about wall climb travel. His skill tree has some fitting quirks but nothing to fit the enemies on the island at all with their overtuned speed and crazy beefy health bars. The fact that even HIS moveset, for the guy known for being the muscle of the group, barely attempts to make combat interesting or exciting makes me wonder if Sonic Team even wants the combat experiment to continue.
(Update: Strength parameters have been adjusted so leveling actually means more, but giving the characters stats at all was still a bad idea, even thought this about Sonic in the base game).

Still, I hope not; the fun of base Frontiers and even this expansion was using the various character abilities to seamlessly explore, not stopping for combat over a long period nudged by mostly vestigial stats.

But the Cyberspace stages, surprisingly, are a real highlight and the biggest straight up BUFF over the base game. In the base game, Cyberspace levels could often be fully 2D, not being particularly fast. The levels were very short and even with multiple objectives including a ring count check, time and Red Ring collecting a lot of them were one and dones. There were only two stages that changed up the gameplay and one of them (drifting) worked terribly without evolving on a base mechanic. Now, introducing Sonic’s sprawliest 3D only level design since Sonic 06, objectives that require exploring the stages, gimmicks that complement speed in interesting ways and game design built around speed tech like your insane spindash and magnet dashing. I really hope we see more level designs along these lines in the future because I liked every single one I attempted. The biggest issue here is that by the very nature of exploring you’re never incentivized to go to any of them. If you’ve been Cylooping the various glowing ground spots as the characters, you’ll get more than enough Lookout Koco to never even think about trying these. And sure, you COULD get vault keys in the original game from Big the Cat, but that was a choice to avoid exploration and use currency in a specific way, not a consequence of being curious. But I’m glad the team realized the inherent potential these could have as a side order to the main game and I hope this is where they expand on particularly, perhaps even incorporating aspects of this design into the maps themselves.

Overall, this update was perfectly acceptable and carried by its fun character movement, new level/world designs, and general fact that it is free, but I feel like certain aspects, such as the high difficulty outside of Easy Mode, or the incredibly poorly thought out fifth trial are VERY wrongly seen by some as being a transfer into the next game. Sonic Frontiers being in the position that it is would only be this hard when it’s feeding into the existing audience playing the game months after launch, not the general gaming public buying it for the first time after seeing reviews from major publications. I hope the focus on more sprawling sequence breaky level design remains alongside the varied methods for traversal and alternate characters in dense worlds more in Sonic’s typical vibrant art style for the next game’s tone and I’ll look forward to what modders can accomplish with the new toys they were given to play with in the meantime.

As is often the case, the music hit pretty hard. The new Final Boss theme is much more bombastic than the version in the base game and is pretty in line with the hyper anime energy Sonic used to have, the chapter themes for each of the main characters can get repetitive but are pretty atmospheric, the Cyberspace remixes are really rad and more intense to fit with the crazier stage layouts, and the particular theme that plays when you first switch back to Sonic, excellent stuff right there. With that in mind. . .

For the love of god Sonic Team, P L E A S E, PLEASE fix the pop-in for the next game! It’s more jarring here than in the base game because the new characters have some form of flight. Switch 2 is on the horizon so make the mandatory Nintendo representation only be on that platform. We don’t need the PS5 game held back by its Switch limitations any further when this style of game could look exciting to explore when so many platforms and objects aren’t appearing right in your face the moment you approach them.

Aged way better than it has any right to be. Decent tension and atmosphere, great backgrounds. The camera is designed in a way that's not too annoying or grating and feels purpseful. Its not perfect and it still has a lot of mediocre design but overall provides a very classic horror experience with some genuinely haunting moments. Its not amazing but it has a lot of effort put into it.

Played this game on stream, someone redeemed a fart sound while I was heading down a staircase to a spooky part of the mansion and I jumped up from my seat at the sound of the wet fart that ripped through my speakers...

Las peleas, los gráficos, la música e incluso las cinemáticas al más puro estilo de los juegos de Sega Génesis le han dado excelente puntuación para muchos. Sin embargo, para mi el bajón radica en el escaso desarrollo de personajes y del argumento. Sentí que estaba viendo una caricatura sindicalizada de sábados por la mañana.

Cosmic Star Heroine made me realize that relying on pure creativity and energy doesn't work for a video game. Anyone who is a fan of Rick & Morty (and not a part of the crazy fandom) is probably aware that the main reason the show has hit a stride is due to its blatant creativity- it's not that the stories are particularly original (although a number of them certainly are), it's more that the animators beautifully pastiche so many cool visual gags/action beats into a single 23 minute episode that you can't help but admire the fiesta on screen!

The same applies for movies. Avatar is most notorious for this, but how many films have garnered high praise (or at least strong cult followings) for their imaginative bliss despite not being the best storywise? The answer is a lot, even for flicks I genuinely love like Dredd.

Cosmic Star Heroine tries to do the same. In a lot of ways, I consider it a 2D version of Mass Effect 1. Both are space operas centered around a galactic law enforcement officer; both feature vast mythologies and races; both contain narratives/gameplay systems reliant on building a team, and both contain elevator loading screens!

But it's really that second one that hammers home my point. Drawing a comparison to Mass Effect is a big thing, and I stand by it 100%. CSH may very well be the most creative 2D turn-based RPG I have ever had the privilege to play. It throws set-piece after set-piece at you; artistic monstrosity after artistic monstrosity; new setting after setting. It truly lives up to the first two words in its title. And yet, it just isn't fun. The comparisons to Mass Effect are purely aesthetic as the gameplay and story don't equate at all.

Let's begin with the narrative. CSH casts you as Alyssa L'Salle, a member of a law enforcement agency called the API. Like an atypical cyberpunk tale, L'Salle is sent on a mission that causes her to question the API and her part in it. Story developments happen and a grand conspiracy is revealed, sending L'Salle and her comrades on an intergalactic journey to discover the truth.

I'm being vague to avoid spoilers, but the story ultimately isn't anything to write home about. Part of the issue is it plays all its cards within the first act- in Mass Effect, you were kept in the dark about Saren until well past the halfway point. In CSH, you'll already know what everyone is up to (or at least have a very strong idea based on past tropes/tales implemented in other games of this nature).

The bigger flaw, however, has to do with how short the game is. You should expect a minimum of 50 hours from a JRPG, even with the grinding aside. CSH has no grind, but it clocks in at less than 17 hours (the amount of time I took anyway- others may vary). This is not even close to the clock needed to expand on the world or side characters.

With the former, that's a big issue overall as CSH isn't really interested in fleshing out any of its aspects. You'll see tens of new concepts, races, species, abilities, pieces of lore, histories, etc...and only get glimpses into their intricacies. To be fair, Mass Effect did the same, but it made up for this by providing an encyclopedia and side missions/characters whose dialogues expanded upon these things when the main narrative didn't. CSH doesn't have an encyclopedia, and its NPCs give quick blurbs. Things like the Nuluupian's views on the afterlife, the existence of vampires, the logic behind gunmancy (all character powers in general), or the desolate history behind Araenu are barely imparted to you.

Your partners are the biggest letdown. Zeboyd Games was so focused on making all of them likable that it forgot to give them distinct personalities. They're either bland smartasses or bland straight-shooters, with no in-between. In Mass Effect, you were encouraged to seek your partners throughout the ship via their personalities being so distinct, enjoyable, and interesting. I didn't have that same draw here, with the exception of a cool bounty hunter who joins later on. This hurts considering that most of them give information about a new side mission - information that is time-sensitive.

But the gameplay is what the majority of JRPG fans will be most interested in, and that's sadly where CSH falters the most. I mentioned that there was no grind, which may remind some folks of Chrono Trigger- a title that was acclaimed for removing the grinding nature atypical of its genre (especially at the time). It did it through providing just enough enemies in an area that you could level up comfortably, as well as making boss fights strategy-based over bullet sponges.

CSH fails to do both. There are no respawning enemies: when you clear an area, it remains cleared unless a new narrative threat is brought in down-the-line. In its place, you have monsters that are essentially bullet spongey. Status affects like poison, stun, and charm exist, but most of these beings contain a resistance factor that negates this ability. And even if it does hit, it only lasts one turn, barely giving any advantage, especially if you're up against multiple thugs (poison being the exception- it lasts the entire battle [minus heals], but it barely does any damage on its own, so it doesn't matter). There's really no strategy to any fights the way there was in Chrono Trigger- you essentially have to use most of your team members to attack whilst the other one(s) heals. Even elemental advantages (which hovering over an enemy reveals) maybe rack up an extra 200 damage max, which is peanuts for these fights.

The only other option is buffing. To clarify, CSH has a charge or style meter that builds up over each character's turn- if it fills up, your character's damage is extended (not even inherently doubled, although it can be depending on external factors like element). You can increase a character's attack power through partner boosts or item boosts, thereby buffing them to do a ton of damage. But again, this is a one-time thing, and the enemy will more than likely have more than enough health to batter you.

It's not that CSH heroine is hard, it's that it's only hard or easy. There are 4 difficulties: the bottom two make the game way too simple and the top 4th makes it too hard. The middle ground is theoretically the 3rd (which is what I did it at for most of my playthrough), but you will run into so many parts during the game (particularly after the first third) wherein a miniboss or specific group of enemies are capable of spamming high damage on ALL your members, causing you to get mowed down easily. Your only choice? Turn down the difficulty. While CSH lets you restart a battle from there, you are only able to turn down the difficulty outside of the battle mode. And considering the spikes are inconsistent, you could very well not plan your saves well, meaning it's best to just save after every major encounter. Oh, and unlike Chrono Trigger, you’re unable to do combo-attacks between characters (L’Salle is the only exception, but she requires a specific item to be equipped on her).

Each character has a diversity of unique powers at their disposal that can make fights fun if only to try them all out, and leveling up gives you new abilities that you swap around (7 slots total per a character). Enemies, on the other hand, are very limited outside of boss fights- they'll have 1, if you're lucky 2, attacks, showcasing a surprising lack of initiative from a team that was brimming from head-to-heel with imagination.

Overall though, this combat system is very frustrating and makes fights not fun. I like a challenge in my games, but when you have no way to either strategize or grind to level-up, it leaves you with a system full of difficulty spikes that can only be alleviated by permanently keeping the difficulty low, which makes the game too easy! And considering there is no New Game+ mode, I don't see how it is possible to play CSH at higher difficulties. Hell, there is even a dungeon that is insanely hard on the EASIEST mode. With no way to level up, how in the world are you expected to beat it on any difficulty?

The short length of the game provides an additional harbinger onto the story- throughout the 13 chapters, you’re often forced to take on a new partner who, while matched to your current level, has abilities that flat-out suck in the battle scenario. Yet you’re forced to use them over the other partners you have been dedicating time to upgrading/customizing.

The loot/equipment system is abysmal as well. It's ridiculously old-school in that every new planet you explore contains a store with the latest equipment, meaning you'll want to buy it out to give your characters the best of the best. Or will you? See, immediately continuing the story/exploring after visiting that store will, 9 times out of 10, give you a weapon that is EVEN BETTER than the one you just bought from the store. I have no idea what the developers were thinking here. Thank goodness money (credits) is easy to come by, otherwise this would be a serious design flaw. Also, some idiot decided to put an Arete lootbox in the very last level (when you play the game, you’ll realize why this is idiotic).

Equipment can provide decent stat boosts, but it’s usually minimal (and doesn’t change the character sprite on-screen). You can also recruit people onto your ship that provide team boosts, but the majority of their recruitment is shoved into the third act, and there’s no way of knowing how to get them besides revisiting past planets Metroidvania style and TALKING to them (which you probably won’t be inclined to do since the majority of them don't stand out).

Graphically, the game is very beautiful. I loved the anime-esque style utilized for the human characters, while the aliens are all unique- again, it really is a 2D Mass Effect. Unfortunately, CSH has a serious problem with portraying 3D spacing, particularly verticality (read my review of Verdant Village and imagine that verticality issue 3x worse [https://www.flickeringmyth.com/2020/09/video-game-review-verdant-village/). Also, for all the creativity of the different cities/societies, I couldn’t help but feel that the color palette was lacking at times. Araenu is the one exception- every other place tends to be built around a three-hue scheme max.

The music OST is good- it tends to not stick out much, but when it does it’s excellent and when it’s not it’s soothing. The problem is there isn’t enough- a lot of areas, especially later in the title, have the same motifs playing through multiple stages despite them being different parts visually. Also, the battle theme is kept the same sadly.

Sound effects, on the other hand, are very lacking. The same elemental sound is reused for every attack of the same nature, despite them being radically different (ex. a laser sounds like a slap).

So yeah, overall I did not enjoy Cosmic Star Heroine. It has a lotta zaniness going for it, and throws so many things at you that you’re bound to be invigorated by the action viscera. But it doesn’t have a story strong enough to carry your interest (with an ending that tacks on a potential sequel), the characters are likable but bland, and the combat system gets atrociously inconsistent and, with the lack of strategy, VERY repetitive. And considering you’ll have to go out of your way to find the side missions, it sucks that there is no motivation to go out and talk to people, especially those on your ship (and even then it’s time-sensitive, and without in-game journal to jot down what the character said, you’ll have to write it up separately lest you forget it and lose out on a semi-invigorating action beat).

Like I said, it took me around 17 hours to beat it (Steam shows 19, but I fell asleep for about 1.5-2 of those hours, meaning they don’t count). This includes me going out of my way to find the side content (or rather, looking up how to find it since the game is so obtuse with regards to directions). Regardless, at $15.00, you’re getting your money’s worth since there is definitely at least 8 hours from the story alone.

But my issue here isn’t with the amount of content, it’s with the lack of funness. CSH wasn’t enjoyable because of all the reasons listed above, and due to that, I personally cannot recommend it.

Después de haberlo terminado no sabría decir si lo recomiendo. Las primeras 7 horas son increíbles, con un buen ritmo, personajes interesantes, diferentes, el combate se va complicando con cada habilidad o estilo de pelea diferente que consigues... Todo bien. Pero según vas avanzando se te empiezan a unir más y más personajes, a cada cual más circunstancial y que le dedican menos peso. Además, la trama que empezó tan bien, acaba descarrilando poco a poco hasta un completo desastre. Es como si hubiesen querido meter muchísimas cosas y se les acababa el tiempo o el dinero para el desarrollo. Pues no las metas deprisa y corriendo porque sale... esto.

Llegado un punto consiste en llegar a un lugar con muchos NPCs que te dicen un par de frases, combate, combate, combate, combate, combate, combate, combate, boss y vuelta a empezar. Y aunque el combate sea bueno y tenga unas ideas muy interesantes, muchas de las nuevas habilidades que consigues son tan situacionales que nunca te las pones ocupando un espacio.

Para acabar con lo malo, existe una mecánica hecha para farmear (si juegas en normal no es muy necesaria), donde puedes revivir los combates contra lo que acabas de pelear. Sería una buena idea si no fuesen siempre exactamente los mismos bichos donde ya sabes a la perfección como va a ir el combate, así que es tedio más que algo medio interesante. Sin añadir que por alguna razón que no entiendo, me ha parecido que los bichos de este sistema de daban menos experiencia que los que te acababas de cargar "en el mundo real" aun siendo exactamente iguales. Me fui antes del final a la zona que acababa de visitar, y el monstruo del farmeo me dio una cantidad ínfima de exp aun costándome poco menos tiempo que la primera vez que lo enfrenté haría 15 minutos.

Pero pasemos a las cosas buenas y a porque, pese a todo, lo recomiendo. Todo el apartado artístico, desde construcción de mundo, banda sonora, gráficos... todo esto es genial indiscutiblemente. El inicio como he dicho es potentísimo, si llega a mantener ese nivel no tendría NADA que envidiarle a los grandes del género. Y ya. Parece poco, pero en esas primeras 7 horas me estaba flipando todo, como se iba desarrollando y los personajes.

Sinceramente, creo que su mayor fallo con diferencia, es que en un JRPG no puedes descuidar tantísimo la historia y meterte chorrocientos personajes jugables a los que no les das desarrollo, porque hacen bulto y molestan. Mejor 6 bien definidos que 3 definidos, y 9 con dos pinceladas.

this was gonna be 3 1/2 stars, presentation and score is beautiful and flawless and i COULD get used to the clunky combat system and bad team ai but wow i just tried to save my game and it gave me an error, losing my progress of about 1 hour of story and grinding x)
why do we put out games w/o autosave in the year of our lord 2019

One of the most lovably goofy games I've ever played. Yes, it's janky in places, the cutscenes are so bad they're hilarious, the camera can get in your way and yes Big the Cat is a stupid idea (although his section can be over in less than half an hour), but there's a lot of fun ambition and experimentation in the level design that pays off with how strong Sonic's core control feels

Sonic, as a franchise, has three particulars about it that really stood out to me from back when it started, three core tenants that SEGA have been routinely trying to work out how to translate forward whenever a new game comes out, and despite the initial reactions to Frontiers being a stark separation from what came before, I think it’s interesting to look at what we have in the game and how Sonic Team chose to tackle these challenges in a new way.

1. An adaptation of SEGA’s arcade score-based philosophy brought to a home console experience.
2. A response to the trends of its time period (originally inversely to Mario)
3. A means to harness what was possible with technology to be a showcase for a style of play few others have dared to replicate.

For the first point, although Sonic started as a franchise on home consoles, minus a few arcade games here and there, the first games still had a score to keep track of with ways to balance earning more by the end of levels, limited lives and continues. The highscore stuck around for years, with Sonic Adventure 2 making it a gameplay objective to earn a highscore for the mastery ranks of every level. But it’s been because of this arcade style philosophy that most modern Sonic games end up with short, elaborate zones holding levels designed to be beaten in only a few minutes but designed to be replayed over and over.

Sonic Frontiers answers this by peppering its open zones to have bite-sized challenges at around every corner. There’s very little downtime in Sonic Frontiers, which I think helps keep the pace up. Almost everywhere you look there’s a rail or a spring or a dash panel, with islands 2 and 3 in particular having a lot more height structures and being fairly large in size. Despite pop in, seeing larger, vast structures in the distance does inspire wanting to find out what’s at the top of the challenge, and there’s sometimes a bit of level fun along the way. The game has a lot of quick engagements with several rewards at the end of them, and the open zones being a flow to get from setpiece to setpiece I think is a solid gameplay loop, provided the terrain supported the potential with player expression, but more on that issue later.

Cyberspace is also there as an answer to the high score replayability of past titles, and I think conceptually they’re solid. They’re spread far enough around the world that finding one actually feels like a bit of a surprise, short enough to feel like a quick change of pace and you’ll not need to play many of them just to progress. But, to get the elephant out of the room, the only momentum these have is managing to boost off of the halfpipes and there’s only four themes to go around. It would’ve been SICK to have Eggmanland as a fifth theme, surely, they have Unleashed assets hanging around somewhere to reuse, but alas. The 2D ones I got something out of, mainly due to the bounce to air boost combo giving you some additional height and fixing the insanely speedy acceleration from Forces, but 3D feels very wrong; air control is directionally locked when trying to make platforming which leads to a lot of slippery turning and falling off the sides. I really wish they would’ve kept the Open Zone controls in these; THOSE I think felt pretty comfortable after some tinkering and it’s the main disconnect from what’s otherwise being an incredibly cohesive full experience. This concept is sound, but I hope gets an overhaul for a supposed sequel.

When it comes to being in touch with current trends, it’s far from a secret Sonic’s existence was born of attitudes from the early 90s, but continuing that down the line, Sonic Adventure 1 was constructed as an elaborate tech demo for the Dreamcast complete with an entire campaign to show off its capability for fishing. Sonic Adventure 2, and specifically the creation of Shadow the Hedgehog, feel almost prophetic for what would be viewed as “cool” during the 2000s, the kind of nu-metal emocore cool bouncing off the more spunky ATTITUDE Sonic himself was created under. Sonic 06 was trying to adapt too many things in its rushed development, the increased focus on real time worlds, physics systems, hubs full of NPC sidequests and the grandiose storytelling not overly dissimilar to the Final Fantasy X’s of the world. Since then, we’ve had Sonics focused on dual world gameplay, God of War combat, motion control sword swinging, Mario Galaxy level tubes and custom characters.

Sonic Frontiers’s hat to throw in this ring is player freedom. Past 3D Sonics have often had the issue of containing multiple different gameplay styles or arbitrary conditions players HAD to power through in order to get through to important content across the game. Sonic Unleashed was a particularly egregious example of this with its medal collecting blocking progression and often necessitating backtracking through levels. Frontiers in comparison is refreshingly loose in progressing across the world. Multiple small missions exist in Frontiers to bridge story gaps, but they’re quick and aren’t terribly taxing so players should get back into it fairly fast. That players can use a fishing minigame to help bypass walls of whichever kind of progression they don’t want to deal with the most I find to be pretty funny, when considering how the fishing minigame back in Sonic Adventure is viewed as a primary case of out of place content being outright required to finish the main story of the game. That “repeated content” in an open world game is presented mainly through quick bits of speed and platforming and light map opening puzzles instead of overly elaborate sidequests which I think, again, largely keeps the pace of the game up. Everything you can see (aside from plot progression doors) is something to be toyed with immediately, even if I wish there were more creative ways to finish sequences beyond air boosting to reach character tokens early.

There’s also a skill tree combat system, and it’s a mixed bag. The many moves can look cool and have satisfying sound design but combat itself is very simplistic, to where mini bosses need to have their own gimmick to spice things up. I like MOST of these (the Shark goes on for too long) for giving certain enemy encounters a distinct feel. It’s a combat system that’s very drive-by, in a way not unlike the classics, prioritizing efficiency and style and not effective use of button combos. You see an enemy, do the thing to make them vulnerable, get a thing and then keep running. I still prefer this to locking you in rooms within levels like a lot of the 2000s Sonic’s liked to do, yet it’s hardly deep. But I do appreciate how for the first time ever in a modern Sonic, said combat moveset is actually transferred through during the Super Sonic battles. Those go insanely hard; you have to babysit the camera to keep track of your onscreen position, but they’re the incredibly satisfying and raw energy Sonic’s been losing since the turn to more lighthearted games. The metal music tracks for these are prime workout music in what even without them is Sonic’s most varied soundtrack since 2008.

What surprised me while playing was how this freedom aspect actually ties into the plot of the game, and more specifically, the character of Sage. She’s an AI created by Eggman that routinely attempts to halt Sonic’s progress using the world’s technology, while at the same time questioning what his unfettered morals are to her black and white understanding. This parallels with Sonic’s, and in turn the player’s tenacity to go about the open zones accomplishing objectives, helping your friends recover their memories, and standing up to the giant bosses and mini-bosses. It’s through the player’s sense of progression through the world and Sonic’s interactions with his friends (for the first time in over a decade feeling genuine and not like an excuse for comedy skits) that Sage begins to question her purpose and whether Sonic’s intentions are pure despite also wanting to please her master, his longtime enemy. An actual CHARACTER ARC conveyed through the player’s gameplay in the open worlds, and I find that neat. The rest of the plot was light but pretty pleasant to experience due to Ian Flynn’s character dialogue and….some of the animations. The canned NPC animations are very stilted, but the actual hand animated cutscenes are headed back in a more actioney camera direction with expresses as much as can out of these models, with even some concept art used for flashbacks expanding the lore. The Sonic gameplay Vs Sonic lore video only got more wider after this game.

Beyond the story, there’s also what Frontiers is trying to accomplish on a tech level. As much as blast processing and lock-on technology could be seen as marketing buzzwords today, SEGA adopting them represents trying to push Sonic, and by extension themselves, as being on top of what technology can be. In 2D, the best Sonic level design still had to have branching and a sense of speed blasting through the levels, but it could be said to have been easier to craft it all considering the games were sprite based and only so much needed to be on a screen at once. Going into 3D made it harder to manage creating an innumerable amount of unique assets the player would speed by in seconds, from multiple angles and setpieces, rather than only following the sandbox trend other platformers found more comfortable. There’s few things truly like what a 3D Sonic game is capable of, but it’s a difficult beast to manage and polish.

Sonic Frontiers finally takes the step of making sandboxes the core tenant of the game while also retaining the sense of speed. While the first island is fairly small, the second island is incredibly spread in terms of content and all the nooks and crannies within the canyon of the biome while the third island is a vast set of separated landmasses. If there’s one major pro I can give the open zones in Sonic Frontiers, it’s that, with the right capabilities, you really do FEEL fast while exploring in a way that no other open world type game has even tried to accomplish. Using the Drop Dash to slide down the many slopes, power boosting to cross large portions of the map in seconds, and jumping rails at the right angle to hurdle forward through the air like a slingshot.

That being said, there are two issues with this approach. The first is pop-in, which can be incredibly apparent even on the next gen consoles where the game does genuinely have moments of looking quite stunning otherwise, with the day/night cycle. It can be a pretty jarring immersion breaker that makes it harder to gauge where to land on sometimes, even if such is thankfully less apparent during the 2D segments and cyberspace. Seeing it had me wonder if this is more an engine limitation or an actual programming issue?

The second issue is more annoying because of the potential for fun movement in the world: inconsistent reactions to the terrain. Inconsistency is something that could be said to have been associated with Sonic games for years, and as much as Frontiers earnestly tries to have the most fluid 3D Sonic experience out of all of them (never had any bugs while playing aside from briefly flinging off a structure one time) it’s hard to tell, in the game’s current form, what terrain will let Sonic fly through the air and the player subsequently trick their way across platforms, and to what terrain Sonic will cling to and fall like a rock. It can be fun when it happens, but it’s rarely of your intention. I hope this is something they’re better able to delineate in a followup.

I’m glad Sonic Frontiers earnestly looked at these core elements of Sonic to make something I think has done a lot to understand what me and many other Sonic fans personally adore about the brand despite all its ups and downs, but the future continues to be uncertain. I want them to go further, stabilize the control, make terrain more consistently reactive to your movement, have more vibrantly Sonic aesthetic open areas as the new indulgent playgrounds and if Cyberspace is still going to exist have more variety or consistent 3D handling with the worlds. But I also don’t want them to drop the format they’ve created, more serious yet still cheeky tone, Ian Flynn’s understanding of the characters and the more animesque plotting/spectacle.

But this is Sonic Team, or more specifically, SEGA glaring at them near constant. You never know when they’ll live and learn.

(ps. Someone at Sonic Team really liked Ikaruga)

This is my second time playing through Ni no Kuni, a replay that I though would never come after my disappointment with the game back on PS3.

I had dozens of gripes with the clumsy combat system, requiring real-time navigation of janky menus. The wasteful, borderline suicidal party AI, without any serious ability to tailor their combat habits, felt consistently like a liability unless overleveled to the point of forced competence. Most of the content aside from the story - unironically named Errands - were transparent filler content and enormously tedious, but big spikes in difficulty at various bosses recommended their completion for the rewards and experience, unless you'd rather grind. Ridiculously poor narrative pacing and an endless number of new story gimmicks and wacky events, marred above all by the continuation of the story after the emotional climax - the battle with Shadar - deflated the charm of the characters and excellent voice acting and dialogue. Above all, else, though, I was disappointed in the world - it felt so empty and robotic and static for a game about a wizard who can manipulate environments and mend broken hearts. I dropped it at Perdida, about 80% of the way through, because my well of patience had run dry.

My revisit was played alongside my girlfriend, both of us tempted by the presentation and score from Studio Ghibli. She picked it up for Switch and I had an untouched Steam copy, so I thought why not return to it, try to put our heads together and knock it out. We both played on easy mode, and the remaster comes with a ticket for a Griffin which is one of the best familiars in the game. Surely it would be more straightforward, with less busywork and more of the charms of the characters and setting, but the end result could not have been further from expectations. My partner had never been more agitated with a video game before. The combat system, more pointedly the insipid party AI, drove her to the edge, and she dropped it about halfway through. It's been a few days and she still talks about how it might be the single worst game she's ever played.

I struggle so much to explain my feelings about this game because everything I felt so bitter about in my first playthrough was validated twice over. But I must admit I had a better time than before, and saw it through to the end. I met the game on its terms, and it almost worked. I picked easy mode to avoid the grindfest in normal. I knew that the side quests were designed with completion in mind, because they give you better rewards than you can farm or buy in shops, so I completed all of them. The result was a breezier experience, one I got through much faster than i ever would've guessed, but to my pleasant surprise still required pretty careful team construction and tactical foresight. I actually let go of my starters, who quickly dropped off in power, and ended up using many more familiar archetypes than before, including aggro-drawing tanks and status effect inflicters focused on damage over time. In general, I was just better at the game, experimenting more thoroughly with how my party should approach encounters.

I don't know how to feel about this, though. I did feel a sense of accomplishment and satisfaction, but does that deserve praise when it's only because of my extremely narrow approach to the game, and go about things in a stricter, more devoted manner? Should you not be able to opt in and out of the game's nominally optional content at your leisure, in the same way that the game recommends various levels of difficulty for those who play for different reasons? What is to be made about the two casual playthroughs between my partner and I - both in the exact target demographic as Pokemon and Ghibli fans that like more cheerful experiences - ending in a cascade of distraught and frustration?

My unfortunate conclusion is that I am simply the kind of person that is more accepting of tedium for the sake of completion and dangling rewards, unable to refuse low-hanging fruit promising bundles of gold and EXP. While my impulse control can be overwhelmed in the moment, I would never afford these sorts of design decisions any credence or value. After the flicks of dopamine, grappling with the time spent, lost from other parts of life, can be nauseating.

I want to recommend Ni no Kuni because of its beauty, but how could I after wallowing in the aftertaste? It takes a specific type of unflinching patience and a dutiful commitment to the full breadth of the systems to get almost anything out of the experience, and that's a real shame. I don't think most rational people would agree such an endeavor is worth their time.