Sonic Frontiers was a game I came away from in 2022 feeling pretty good on, all things considered. Maybe it was a combination of losing my job and being in the process of being massively let down by Bayonetta 3 within a short span of time before release that helped soften my viewpoint on it, but in spite of all its issues; from pop-in, a mediocre at best combat system and clumsy Cyberspace stages, I was overall feeling pretty optimistic about the series going forward; something I haven't felt since Sonic Generations, 11 years(!) prior.


So, the game getting a steady string of additional content, completely free of charge, was an incredibly nice surprise, with the final update promising new story, and playable characters. That's the one that caught everybody's eyes, marking the first time someone other than Sonic has been playable in a 3D title since Sonic 06, over 15 years ago. On top of that, it also meant the chance to fix the game's clearly rushed and limp conclusion, so this was only looking to be a net positive for the game on the whole. I was going in expecting that it'd be the push Sonic Frontiers needed to jump from a 7 to an 8.


If the already dry finale of the game was outright replaced by this, in a similar vein to the reworked Metal Sonic fight in Sonic Mania, I'd retroactively drop Sonic Frontiers' score to a 5, maybe even lower.


But let's start with the positives! We do, in fact, have Amy, Knuckles and Tails playable again in full 3D, and they're generally pretty fun! Being able to glide along massive swafts of the overworld as Knuckles is something I thought of from the day Frontiers launched, so seeing it become a reality is really nice, despite the second long delay on every single instance of activation. There's some fun movement options to be had with each cast member, they all have unique puzzles littered throughout the environment, and there's a fair bit to grab from each of their skill trees. The trio all play a bit similarly, but there's some fun to be had, especially with Tails' ability to get the Tornado Walker from SA2.

Honestly, my biggest issues come from the fact that the main campaign just doesn't give you nearly enough time with them. The game's constantly swapping you off of each of them after only a few story beats, forbidding you from swapping freely until the very tail end, and the game's upgrade system gets completely flipped around so levelling the cast up is way more of a slog. I was hoping that it'd just carry over the EXP you had as Sonic, but you're flat zero from the jump and have to find a specific Koco to earn your EXP in what feels like a pointless extra step. The map's also not full out at all by default, meaning that all three of the cast were sat on a whopping level 1 power and defence from beginning to end, because I had no idea where the fucking Koco to upgrade them was. Shame, but what's here is generally pretty alright, aside from the fact you need to unlock the Cyloop and basic melee attack option for every character for some insane reason. I also yearn to play the whole cast in the rest of the game's islands and the Cyberspace stages, because them being locked to the singular island provided feels so limiting, but it wouldn't be a Sonic game if I didn't have that "Maybe next time..." thought in my head.


And in the most bass-ackwards way possible, the Cyberspace stages ended up being a genuine highlight! Didn't wind up uncovering all of them, but from those I played, they're all original levels (design wise, aesthetically we're still on Green Hill, Chemical Plant, Sky Sanctuary and recoloured Speed Highway tile sets), and they're really fun challenges. Having the spin dash unlocked from the offset makes for a lot of fun speedrun skip opportunities, and while these aren't on the same level as a really good Unleashed, Colours, or Generations stage... these are good enough for now. Some weird level design, but they feel like the Unleashed DLC in terms of being designed to push players to the limits. They're also clearly designed more around using the spin dash, and one of them even gives you the traditional boost, allowing you to plow through enemies. That stage is probably the single best to come out of Cyberspace's entire catalogue, for my money.

Though, the challenges genuinely gave me PTSD to the nightmare hellscape of platinuming Sonic Forces, with the inclusion of moon rings and numbered rings, and some of the stages have you racing a holographic Tails to serve as a glorified staff ghost. Kind of a weird shakeup from the original Cyberspace stages, and most of them feel at odds with the designs therein, but having a super tough staff ghost in a Sonic game is something I can jive with.


But then you get to the real trials and tribulations of the environmental puzzles. There's some annoying ones throughout the new cast members, with one particular section as Tails walling me off for an hour because I didn't have his weird cyloop projectile upgrade. The earliest one I ran into with Knuckles, involving laser grids mere inches apart, and bullets that send you meteoring down into a bottomless pit, requires his Cyloop punch upgrade, and I'm sure plenty of other players have had similar instances of trying to circumvent the challenge for minutes at a time to no avail.

But the absolute worst is when the game throws you back in control of Sonic, and asks you to repeat the Rhea Island tower climbing if it was designed to be babby's first kaizo Mario 64 rom hack. From this point on, Sonic Frontiers' difficulty spikes like the dev team were having a bad day and one guy took people criticising the game for being too easy way, way too close to heart. Some genuinely tense platforming that's absolutely undermined by horrible design. Ever wanted to Cyloop on a one square big platform while avoiding two boost pads that'll send you flying off? How about having to fling the camera around mid jump in order to see where you're going, or making incredibly tight jumps onto rails? No? Too bad! Activating easy mode adds a few bandaids over a shotgun wound, by sprinkling a few balloons throughout, but it's also worth noting that a few homing attack points don't respawn if you fall, so it sure is a matter of one step forward and another step back.

And then there's the challenges on the top of each tower, brief combat encounters where Sonic is set to Level 1 and you need to handle fights in specific ways. Half of them are just basic punch-ups with regular Guardians, and the others are incredibly annoying, especially the encounter with the game's ever frustrating shielded enemies. And THEN the game tells you to go fuck yourself, having you fight Giganto, Wyvern and Knight, one after another, from climbing sequence to climax, with Sonic's stats all at level 1, so you do chip damage and only hold 400 rings. Oh, and you get zero rings between fights, and the game decides to only just now change the parry to be a traditional parry, rather than the "Hold forever and win" that anyone who's played the game would've grown accustomed to. A huge middle finger to balancing, and I'd genuinely be shocked if it was playtested at all.

I know you're probably thinking something along the lines of, "Oh, so it sucks because it's hard, then?", and no, that's not what I'm saying at all. Plenty of my favourite games of all time provide a good challenge, but it's a matter of balancing a scaling difficulty. Sonic Frontiers' entire main campaign is a brisk jog; I don't doubt many people found it too easy, but I don't mind an easy time as long as the game is fun. The Final Horizon's an incredibly obnoxious difficulty spike in its current state. It's not a fun challenge that makes you satisfied upon completing it, it's a constant stream of unfun bullshit, and one that I almost feel like the devs are going to have to address ASAP if they want any attempt at salvaging this entire expansion.

The final boss isn't worth all the hassle, either, with an incredibly asinine series of conditions to be met mid-fight, lest you be locked into a constant loop of the bastard healing his entire health bar. I had to actively consult the internet partway through, because the game goes about blocking your progression in incredibly aggrivating ways. One of which involves hitting RB, a button entirely reserved for Sonic quickly moving to the right, to target a separate part of the boss's body, which the game makes zero attempt to inform you of in any capacity, in order to stop him infinitely healing. Combined with constant camera issues throughout plaguing the entire battle, it's almost depressing how badly the climax fails on a gameplay front. And it stinks, because there's some genuinely hype moments! I don't know if I got off lucky or not, but some of the music synced absolutely perfectly with some of the cutscenes, and the climax would've had me losing my shit with hype if it weren't for the depressingly flat gameplay that accompanied it absolutely draining my hype to the point I couldn't even muster a smile.

The worst thing I can say about Final Horizon is that it brings out the worst of Sonic Frontiers, so far out of the honeymoon phase at that. The combat and traversal are both at their absolute worst, and that's the exact opposite of how it should be. It absolutely sucks that this is the note Sonic Frontiers has to go out on, at least for the foreseeable future. Maybe they'll patch it up in a week to be less bullshit, and Kishimoto will make a public apology for everything, but for right now? This is one of the biggest letdowns of the whole year for me, and that's including losing a job I was just getting to enjoy after only 3 days of working there. But, would it really be a Sonic hype cycle without a smattering of disappointment somewhere? Sonic Superstars launches in just about 2 weeks. God, I hope it'll be a nice helping of mouthwash after this and Origins Plus.

Also shoutouts to Sega for conveniently killing off Hyenas, that weird ass hero shooter, and laying off a ton of their staff on the same day this released. Real classy, this is the kind of shit people joke about Nintendo doing all the time, but you don't see anyone kicking in Sega's door about it.

Reviewed on Sep 29, 2023


4 Comments


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8 months ago

Deleted

8 months ago

@DMCameron99

Interesting point I noticed playing. If you switch the difficulty to Easy Mode, the tower challenges effectively become non-challenges with a lot of hop balloons to get you up if you aren’t up for the punishment. Apparently it even makes the perfect parry window slightly more generous when doing the Master Koco trial. You could see it as a band-aid but a lot of opinions on this tend to vary whether or not people think the challenges are bullshit or not on Hard Mode actually becoming Hard or Extreme damn near impossible. I do guarantee the next mainline game will not be nearly as hard as this is on Hard Mode because it has to feed into the broad market again instead of just the superfans of it.

8 months ago

8 months ago

@ZirconiumPants That's actually a really good point. I was there when Sega took down entire YouTube channels worth of Shining Force videos for the sole purpose of promoting a new entry in the series, despite literally having destroyed years worth of free promotion for their own franchise, and even little 13 year old Cameron, who had zero interest or knowledge in Shining Force, thought that was an absolutely insane move. But you'd never hear as much of a fucking peep about that a decade removed. Nor the time Sega shut down the Streets Of Rage fan remake, which is thankfully up and running again as far as I know, and is apparently really damn good, too. The kind of shit Nintendo would get racked over the coals for, but Sega get the blind eye turned to them because Sonic Mania gave them good will in the eyes of the community.

@SunlitSonata Shittttt, I knew I forgot to add something! I was actually writing the first draft of this review at 1AM while on a Discord call with friends fresh off beating the game, but I usually go back to add a few details into reviews like this if I overlook something or if something comes to mind at a later date. Figured a few small updates would be good after toying around with the cast in the open zone just a bit more, as well as more complaints about the final boss, so it gives me an excuse to add a mention of that too, lol.

Genuinely consider me envious of your experience, cause like I said I genuinely wanted this patch to be the push I needed to give Frontiers an 8/10! I wanted it to edge into my top 10 Sonic games, and I don't doubt there's still good stuff I've yet to glean. Haven't done every Cyberspace stage yet but the ones I've gotten my hands on have been pretty stellar, but it really is just the Sonic game standard case of the negatives beating the shit out of the positives in a dark alleyway.