After finishing Sonic Frontiers, I was ready to back up over it, peel out, and leave it in the rear-view. I was done, I was out, I had no obligation to play its insipid DLC much less touch the case, except to move it out of the way for RoboCop: Rogue City, a proper damn video game.

But The Final Horizon, Sonic Frontiers' free story DLC, is a strange thing. Complaints about its difficulty and lackluster implementation of Sonic's friends, who hasn't been playable since Sonic the Hedgehog (2006), are common despite its current 3.0 average. Video guides often depict gameplay set to easy mode, and the first walkthrough I pulled up for the Master Koco Trial - an apparently common point of frustration - leads by calling it "unfairly difficult". I know what you're thinking, Sonic Team fumbling the ball? How could that be!

All this has left me with a nagging curiosity, a growing itch on my back that can only be satisfied by reinstalling Sonic Frontiers and experiencing The Final Horizon first hand. I'm a weak man, a cowardly little creature, and so I found myself sitting in front of Sonic Frontiers' title screen, basking in its stupid weepy music yet again.

Before getting into The Final Horizon, let's briefly talk about the state of Sonic Frontiers a year out from release. Loading up the game hits you with a barrage of notifications about what's changed, including adjustable sliders for speed (as always, sliders go to the right), other little tweaks, and the inclusion of birthday bonuses. I'm not a fan of how obtrusive the birthday UI is, but I do like that you can run around and collect tracks from past Sonic games to put into a playlist. Being able to listen to Palmtree Panic instead of the forgettable noise that comprises Frontiers' soundtrack is a marked improvement, and it's nice that I can put on the theme to the Mystic Ruins considering this game still has the pop-in of a Dreamcast title.

Poor draw distancing was already a major problem in the base game, severely impacting the readability of the open zones and often requiring the player to slowly trace geometry as it draws in. The problem only becomes worse in The Final Horizon as Tails, Amy, and Knuckles are all built around verticality, resulting in objective markers being placed far higher or further outside the island's bounds. This clip of me staring at an objective hovering over the middle of the fucking ocean is a perfect distillation of the Frontiers experience, a riddle solved only by remembering what game you're playing.

I don't care much for Donkey Kong 64's roundabout level design and segmentation of collectables and have been told this might pre-dispose me against collectathons. Well maybe there's a nugget of truth there, because The Final Horizon veers into DK64 territory, segmenting its collectables between Sonic's friends, resulting in the player frequently running by color-coded Koco that cannot be interacted with unless you're playing as the corresponding character, who until the end game is likely locked for story reasons. If anything, I think The Final Horizon should've gone whole hog here, litter the environment with color-coded rings, I might respect it more. Not enough non-euclidian design here, if you ask me!

Sonic's friends just aren't fun to play as, either. Tails' flight, Knuckles' glide, and Amy's Tarot Card Goobercycle all have an initiation delay that makes them feel lousy to jump into, and I don't even know what Amy's cycle is meant to offer considering her faster spindash makes it redundant. Knuckles' climbing feels like maneuvering a tank as 'forward' inputs only seem to register in the direction the camera is facing, resulting in him feeling about as awkward to control as he was in Sonic 2006; his glide is incredibly stiff to the point of near uselessness, too. I am not kidding when I say all of these characters played better in Sonic Adventure, though you can make use of some of their abilities to bypass platforming sections to great effect. I'd usually claw my way up to a collectable and then find that I was high enough to simply fly, glide, or hover-jump over to one or two more without needing to actually platform my way through another obstacle course, and frankly I see that as a positive.

In fact, Final Horizon does address a pretty big complaint I had about the base game automating too many of its platforming sequences. The training wheels have been completely blown off the bike - along with my legs - and this is kind of a double-edged sword. You have to actually engage with the game now, and I think that's where a lot of the perceived difficulty is coming from, especially with the trial towers. Sonic fans being asked to actually play their game instead of drinking in the spectacle as it's played for them, you love to see it happen.

Not that my snide, cynical take should rob anyone of their criticisms about Final Horizon's difficulty, but I think the root of the problem is that Sonic just doesn't control well and is unsuited to platforming in an environment that isn't open or which requires precision. There's a reason Sonic Team chose to affix the player and guide them through platforming challenges, and I believe Final Horizon lays bare why.

I didn't have any trouble with the combat trials and in fact found them to be absurdly easy even on hard mode, but the Master Koco Trial is one of the worst boss rushes I've ever played. I didn't get into it much in my review of the base game, but I think Super Sonic fights are usually the weakest part of any Sonic title, and the fact that all of Frontiers' major bosses are modeled as such made me despise them. So needing to go through them back-to-back, platforming sequences, unskippable cutscenes and all, was just tiresome. You need to perfect parry each boss and trap them in a stunlock using your cyloop which kinda feels like not the way you're supposed to defeat them, but it's certainly the most efficient method. Shoutouts to Knight killing me during the final quick time event because a tiny part of my thumb barely touched the X button enough to register an input, and that's an auto-fail for the entire boss rush. Very cool!

It was about at this point I started to wish Sonic was a Konami franchise, because at least they would've demoted Iizuka to parking attendant years ago.

All of this culminates in a bare-knuckle battle against Sonic's longest, greatest, most deadly adversary: an uncooperative 3D camera. I love to spend the majority of a boss fight requiring perfect parries stuck behind Super Mario 64 trees. At least you get a new Super Sonic form, despite Iizuka refusing to so much as utter the words "Hyper Sonic" in fear that he'd somehow introduce "power creep" to the series, which you might note is literally an insane thing to believe. Mr. Egg Person does finally get a happy ending as he's reunited with his precious daughter, a note that is entirely too sentimental and undeserved for his character. This is a man whose previous years long diabolical plan was to build an amusement park. But, you know, like an evil amusement park, which is bad. I think if Ian Flynn writes hoaky tripe like this regularly then he's just as poor at what he does as Ken Penders, albeit less interestingly so.

I remember people saying that Sonic Frontiers may have issues but it laid out a promising groundwork for things to come. I also remember questioning the wisdom in that and guess what, they followed it up with this.

Reviewed on Nov 16, 2023


13 Comments


5 months ago

That last bit reminded me of this, where the director acts as if the game wasn't released for $60 or something. Haven't played the game, but that didn't bode well for me.

5 months ago

@DeltaWDunn "Morio Kishimoto, doesn't seem to consider Frontiers a finished product"

What a coincidence, neither do I. The optimism on the part of the author is pretty funny too, I'm not sure what it's even founded on considering Sega has always been like this.

5 months ago

i replayed frontiers so i could get to this expansion, and im like the opposite with the music, i almst didnt even wanna listen to the classic songs cause I like those ethereal moods the island movements brought. im a sucker for some good pianos and strings though

5 months ago

@Snigglegros I wouldn't knock anyone for liking it but I just had a way better time running around with the Mystic Ruins theme playing, and was actively disappointed every time I collected a track from Frontiers. I just think the soundtrack lacks any sense of charm or character and it bores me as ambient music. Wound up putting on a podcast series documenting the many crimes of Henry Kissinger for most of my playthrough.

5 months ago

People criticizing you for being biased against collectathons because you didnt like dk64 is...insane.

good review tho, frontiers is weird for me because- while im glad sonic fans got an okay game for once- its also clearly just a botw formula with sonic slapped on top of it. Kinda hard to take it seriously when most of it doesnt feel like the sonic teams actual initiative.

5 months ago

@moschidae I need to change the language there cause that's not my intention, I just want to connect an idea because the way The Final Horizon segments its collectables is very DK64-esque. But thank you. From what I understand, this is very much the kind of game Sonic Team wanted to make.

5 months ago

there's collectathons (ok, fine, whatever) and then there's dk 64 collectathons (affront to life, dizgustin, abominable)

I don't know much about this game other than I'll buy it and hope to like it even tho I've never liked 3D sonic and probably never will. there's a deep desire in me to see sonic team get an exceedingly rare win, and if I have to waste some money to chase that dream.... so be it

5 months ago

@curse I think Sonic Team has had some good wins wins in the past, the problem is that they can never keep the momentum going. Generations was great and then they followed it up with Lost World and Forces. Sonic Mania was fantastic, and now we've got a weak compilation of the old games and Superstars. Even if someone falls into the "Sonic Frontiers is brilliant" camp, I just don't get where the optimism is coming from.

5 months ago

optimism is that sonic is a cool guy

5 months ago

@Weatherby I will say, even though I thought it was a very mid test ground (outside of the REALLY poorly thought out boss rush that really hurts the appeal the Super Sonic fights had in the base game and tried to fit a square peg in a round hole with Perfect Parry), particularly its new cyberspace stages which have me excited if they can have new assets and get the pop-in issue sorted out (see, www.backloggd.com/u/SunlitSonata/review/1060477/) since it’s obvious they had like one work week salary and a prayer to fund this whole thing. I do find it really funny how I noted a perceived inability to click with Collectathons and then SOMEHOW, some fucking how, Sonic Team decided to read that DK64 comment and put all the colored coded block bullshit across the map with only a single swap point instead of just using the d-pad or having any Elder Koco letting you swap instead of just the one, which makes even less sense here!

Like at least DK64 had multiple barrels per stage, near always in front of the shops and had a lot of individual rooms where character swapping wouldn’t make sense without softlocking due to their individual powers instead of a giant no load zone. Chandler managed to provide a great control set that’s helped me a ton through the entire game including platforming up the towers, which I mostly enjoyed, but one of them wouldn’t spawn the homing attack blocks at the beginning upon falling off unless you reload a save which is…………………………………………………….……..….odd.

The one thing I will say is that I feel like even though English was the main priority script, Sage probably wasn’t actually created by Ian Flynn. In general, he seemed to be more about connecting plot beats he was handed by higher ups, compared to writing the entire layout of everything and submitting it for SEGA approval like with the comic books. Perhaps a common reality of game writing, but with the additional factor of across the sea localization and working within the animation budget with a hazy perception on how to block the scenes for that writing.

5 months ago

@SunlitSonata Yeah I'm honestly not sure which I find worse, this DLC or DK64. Like in some ways Horizon segments its content better and in some ways it's worse, but there's a level of similarity there that made me want to twist my head off.

5 months ago

@Weatherby

I mean one of them is a 20-30 hour full game with tons of unique assets and atmosphere and challenge variety for better or worse you’d pay money for (or like me, emulate it even when you’re very young) and probably get a lot of time of as a kid despite running into some shitty minigames here and there, and the other one is a free DLC that feels more like a beta test proof-of-concept plan for future titles with a sliver of a shoestring budget and fitting square pegs into round holes with stuff like the Perfect Parry and difficulty that’s only this level when feeding into an existing audience. The Cyberspace stages and higher challenge of the map puzzles being the most thorough improvement from the base game I don’t know what to say.

I will say that I think DK64’s bosses aren’t anywhere near as jank as New Supreme and do a better job at building a tense atmosphere with the vertex lighting which is kind of sad given it’s nearly 25 years older. Like the crazy jack in the box and cutout K.Rool are genuinely inspired concepts that function as intended. I actually preferred the Ikarauga fight as a more unique final note to leave Frontiers off on with that monologue regarding Sonic’s resilience for all this time and the sacrifice. I have my own thoughts on learning to appreciate some of this in my personal reviews but I’m willing to be a good sport here and say some of this stuff can be really be a drag that feels practically untested and there’s weird control clunk with the extra characters I hope sorts out after this.

5 months ago

Heres what I think needs to happen:

Sonic x GTA.
Let Sonic steal cars, let Sonic have a gun, let Sonic be a drug mule