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| author | Xe Iaso <me@christine.website> | 2022-11-19 10:43:44 -0500 |
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| committer | Xe Iaso <me@christine.website> | 2022-11-19 10:43:44 -0500 |
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| download | xesite-1e11fc23e5c4449facf9a0f8d84a001b8058b6a1.tar.xz xesite-1e11fc23e5c4449facf9a0f8d84a001b8058b6a1.zip | |
sonic frontiers review
Signed-off-by: Xe Iaso <me@christine.website>
3 files changed, 346 insertions, 1 deletions
diff --git a/blog/sonic-frontiers.markdown b/blog/sonic-frontiers.markdown new file mode 100644 index 0000000..7dc900d --- /dev/null +++ b/blog/sonic-frontiers.markdown @@ -0,0 +1,301 @@ +--- +title: "My review of Sonic Frontiers" +date: 2022-11-25 +tags: + - sonicFrontiers + - review + - sonicTheHedgehog +--- + +[Sonic Frontiers](https://frontiers.sonicthehedgehog.com/) was released recently +and I've got a lot of thoughts about it. I think that it's a good game with +implementation flaws, but overally it's probably one of the best takes on the +Sonic formula that Sonic Team has done in years. Overall, I give it an 8/10 +score on that arbitrary scale that you expect from reviewers. Here's why: + +## Sonic Adventure 2 + +I've always been a fan of Sonic the Hedgehog since I was exposed to it on the +Nintendo Gamecube with [Sonic Adventure 2: +Battle](https://en.wikipedia.org/wiki/Sonic_Adventure_2). The Sonic game series +is built on the foundation of high-speed momentum-based gameplay. This has been +accented by the latest and greatest technology, allowing you to _run faster than +the camera can scroll_. Over the years, Sega and Sonic Team have been _so +successful_ with this basic formula that Sonic The Hedgehog is about as famous +as Mario from Nintendo. + +<xeblog-conv name="Mara" mood="hacker">Fun xe iaso dot net cinematic universe +lore: The main YouTube channel associated with this blog is so old that it dates +back to when YouTube let you set your own top-level URL off of YouTube.com. That +channel's YouTube URL is +[youtube.com/shadowh511](https://youtube.com/shadowh511). The `shadowh` is a +reference to [Shadow the +Hedgehog](https://en.wikipedia.org/wiki/Shadow_the_Hedgehog), one of the main +characters in Sonic Adventure 2.</xeblog-conv> + +<xeblog-picture path="blog/213610_20221117071425_1"></xeblog-picture> + +Sonic Adventure 2 is nowhere near a perfect game. It has numerous flaws in its +camera control and I don't know if it would review very well if it was released +today. The version I've been playing for years [on +Steam](https://store.steampowered.com/app/213610/Sonic_Adventure_2/) only got a +MetaCritic score of 60 [for the Xbox 360 +version](https://www.metacritic.com/game/xbox-360/sonic-adventure-2). However, +the Steam reviews are overall "Very Positive". I love it. It's one of the games +that I go back to time and time again because I like it. It's in my top games of +all time. + +## Sonic Forces + +Now with that in mind, let's take a look at one of the most recent 3D Sonic +releases: [Sonic +Forces](https://store.steampowered.com/app/637100/Sonic_Forces/). Sonic Forces +was released in 2017 and was the first sign of the "Sonic Cycle" being broken. +Here are the steps in the Sonic Cycle: + +* New Sonic game teasers/trailers get dropped, people say it's going to be + Sonic's comeback +* Hype is generated as more information is released, people start getting + optimistic that this may actually be the comeback of Sonic the Hedgehog +* First reviews of the game drop and they are _terrible_, the fanbase rallies by + saying that reviewers are bad at games and can't rate Sonic games accurately + (this is actually unironically the truth) +* The game drops and everyone's optimism is shattered instantly +* Some people look back at older Sonic games that they hated upon release and + then realize that there's something good there + +The place where the Sonic Cycle was creaking at the seams was that last bit. I +cannot see a world in which Sonic Forces is seen as actually being genius in the +future. Sonic Forces is objectively a terrible game, but the reasons why are +very hard to demonstrate without video. Here is a video of me playing the first +level of Sonic Forces: + +<xeblog-video path="blog/sonic-forces-level-1"></xeblog-video> + +Scrubbing through the video and from my memory of playing through the level, +here are the sins that I see: + +* The first sin is that it's Green Hill Zone. Sonic team has been overusing the + asethetics of Green Hill Zone since it was very popular with Sonic + Generations. At some level, this makes sense from a color theory standpoint. + Sonic is blue and that contrasts very well with the greens, browns and oranges + of Green Hill Zone. It's just that we've seen this aesthetic _so goddamn much_ + over the years. I'm getting sick of it. +* It's worth noting that I chose the "yes I have played a Sonic game before" + difficulty in the menu. I'm still forced to read a help box that explains core + mechanics of the game series that haven't changed since the first game on the + Genesis. +* It's not demonstrated very well in this video, but those enemies that I + boosted through _do nothing_ when Sonic is _standing right in front of them + doing nothing_. At some level I get it, this is the _tutorial level_ and it + attempts to explain the game mechanics in an interactive way, probably a bit + like how Super Metroid has an invisible tutorial at Ceres Station. But overall + it's just a bit bland to have enemies that _do no damage to you_. This should + have been a bad omen for me. +* Sonic and Tails _won't shut up_. This makes sense from a story standpoint, but + I am replaying this level. The story is irrelevant to me at the moment. +* The homing attack reticle shows up _constantly_, even when it's irrelevant + from a gameplay standpoint. Sonic cannot homing attack unless he is airborne. + Showing the reticle like that constantly is just insulting to the player's + intelligence. I can tell there's an enemy there. I don't need to be told that + constantly. +* The level appears to have multiple paths, but it's ultimately a dichotomy of + false choice. The route that I went through is one of the fastest. I also + barely did anything but jump and hit the boost button. I set a record for the + fastest playthrough of that level on my save file. I wasn't even trying. +* The level is over in a minute. Most levels of the game are like this. + +The game doesn't get much better from there. The first level in Sonic games is +usually notable at being the most polished from a QA testing standpoint and in +the Sonic fanbase we've come to see the quality of the first level as an omen +for the quality of the rest of the game. This gave bad vibes. + +The website How Long to Beat is a good benchmark for how long it will take to +complete a game's main story and side content. [They +estimate](https://howlongtobeat.com/game/44859) Sonic Forces to take about 4 +hours. My first playthrough was _three hours long_. At a $40 game, that was an +absolutely awful value for the money. I encountered a bunch of weird bugs and +glitches on the first playthrough too, after consulting with experts we realized +that the PS4 version was actually the most stable one (and probably was their +primary target when developing the game), so I grabbed a copy of that from the +Playstation store and _started my playthrough over three levels in_ and _I still +beat the game in 3 hours_. It is not a long game by any stretch of the +imagination and playing through it again leaves you feeling empty and sad that +the series has stooped to this level. + +Going into it, I knew that Forces was going to be a _garbage fire_ but I didn't +expect the garbage to go supercritical. + +<xeblog-conv name="Cadey" mood="coffee">I also _just know_ that somewhere out +there there's some kid that had Forces be their first Sonic game that made them +fall in love with the series and that will be the standard that they rate future +Sonic games against much like I did with Sonic Adventure 2: Battle. This feeling +makes me have weird thoughts about nostalgia.</xeblog-conv> + +Oh, I forgot this initially, but Sonic Forces was actually tied into another +game released that year, [Sonic Mania](https://store.steampowered.com/app/584400/Sonic_Mania/) +Sonic Mania is an _absolute gem_ of a game. It takes the formula of classic 2D +Sonic games (like Sonic the Hedgehog 3 & Knuckles) and modernizes it without +losing out on the aspects of Sonic that people love. It was a love letter to the +Sonic fandom and the classic 2D Genesis games that is worth picking up and +playing to this day. It was tied into Sonic Forces by a story MacGuffin that is +ultimately not really worth mentioning because of how badly it was used in +Forces. It was also the excuse for Sonic Forces to add "Classic Sonic" style +gameplay to the mix. + +<xeblog-conv name="Cadey" mood="coffee">Don't play Sonic Forces. Not even +ironically.</xeblog-conv> + +## Sonic Frontiers + +By this point, most of the people I know that liked Sonic were anything but +optimistic about the future of the mainline 3D Sonic The Hedgehog series. With +games like Forces and [Sonic Lost +World](https://store.steampowered.com/app/329440/Sonic_Lost_World/) coming out, +who can blame them? It was looking like Sonic Team was utterly devoid of new +ideas and that they would continue to slowly fade into irrelevance as each +release continued to be worse than the previous one. + +I don't think this is going to be the case with Sonic Frontiers. Sonic Frontiers +is actually good. Here's some footage of my favorite level in Sonic Frontiers, +1-7: + +<xeblog-video path="blog/sonic-frontiers-1-7"></xeblog-video> + +As you watch that, take a moment to really let the flow sink in. Sonic has a few +basic moves: jumping, attacking, boosting, and sliding. Every one of these +actions is on separate buttons. Attacking while jumping gives you a homing +attack. Boosting makes you go fast, but in the air it becomes an air boost. +Sliding in the air becomes a stomp, and holding the slide button makes it into a +bounce. Everything flows together from there. This is a stark difference from +games like Sonic Forces or even Sonic Adventure 2 where multiple actions are +shoved on the same button (jumping and doing a homing attack are the same button +as well as an "everything button" that is either to do context-sensitive things +in Sonic Adventure 2 or the boost button in Forces). + +Even though I had to _drastically_ relearn how to play Frontiers compared to +past games, it just _flows_ so nicely. This is how Sonic should control. This is +how you should play these kinds of games. I feel like I am _in control of Sonic_ +without the engine janking me around through scripted sequences. + +Sadly, this is one of the only examples of that in the Cyberspace levels. A lot +of the other Cyberspace levels are copies of level layouts and aesthetics from +older games (with a strangely large amount of them from Sonic Generations) and +they _do not translate well_ to the control scheme and gameplay style of +Frontiers. + +Thankfully these Cyberspace levels are largely optional and mostly used to +unlock Chaos Emeralds. The main focus of the game is on the "open zones". This +takes the standard Sonic the Hedgehog formula and turns it on its side. Instead +of getting to the goal ring with minimum haste, you are _dumped into an open +world_ and told to figure out what you need to do. + +Sonic can climb walls, fight enemies (with an _actual combat system_ that has +_real mechanical depth_), recover Chaos Emeralds to take out Titans, and even go +fishing with Big the Cat. + +<xeblog-toot url="https://pony.social/@cadey/109309523632526075"></xeblog-toot> + +I'm not kidding. There's a fishing minigame with Big the Cat and it _breaks the +game in half_ in the later parts. You can use fishing to skip the Cyberspace +levels you don't like playing through. There are also some surreal and realistic +3D models of fish. It is quite bizarre, but somehow a lo-fi hip hop fishing +simulator was just that little bit of icing on the top that pushed this game +into one that I love. + +Going back to the open zone, here's a small video of me playing around in Kronos +Island (the first open zone): + +<xeblog-video path="blog/sonic-frontiers-kronos-island"></xeblog-video> + +You have _control_ in this game. You can _move_ Sonic to places as opposed to +vaguely influencing his position like in other games. The open zone gameplay +also means that you don't need to be at 100% speed 100% of the time. You can +take your time to _explore_ and walk around the islands you find yourself on. +You can go out of your way to discover things like the Eggman bases scattered +across the islands that you're trapped on for plot reasons or the portal to the +lo-fi fishing vibe zone. + +One of the biggest things that I think Sonic Frontiers is going to end up +solving is the "now what" problem of open world games. After you play through an +open world game for some time, you eventually hit the end of the content in +there. This ends up leaving the world kinda empty and a lot less magical because +those questions you had about "what is over there?" and "what does this do?" +have answers. + +Sonic Frontiers solves this by having the world be kind of empty _out of the +gate_. You look off into the distance and see just about nothing. As you run +around and explore you'll occasionally come across little puzzles. When you +complete them, you unlock more view of your map; but more critically you will +unlock more game objects in the world. This means that completing the game +populates it with rails to grind on, rings to fly through, springs to bounce off +of and targets to hit. Over time this gives you _more things_ to do rather than +the world just being boring. + +This is all accented by the soundtrack. Sonic games have always had _absolute +bangers_ in the soundtrack department. This game is no exception. I can't wait +for the OST to drop in order to add it to my working music playlist. The lo-fi +hip hop beats to relax and fish to are marvelous. + +### The bad + +I've been trying to focus on the good parts of Sonic Frontiers because I'm +trying to be a more positive person in general. All that's left are the +downsides, but please keep in mind that with 20+ years of experience playing +Sonic games I have a much more critical view on this than most would. + +The game isn't perfect. There's huge problems that either are _core to the +movement_ of Sonic or have to do with the level designers _seemingly copying and +pasting layouts and textures from previous games_. The biggest problem is that +they seem to think that Sonic has only ever been in 4 levels: + +* Green Hill Zone +* Sky Sanctuary Zone +* Chemical Plant Zone +* Some Random City Zone + +That's it. The Cyberspace levels only have one of those four themes. It's +excusable for the first level (or the tutorial) to have Green Hill Zone vibes, +but when over _a third of the levels are Green Hill Zone_ something is horribly +wrong. I wish Sega and/or Sonic Team would have a corporate mandate forbidding +the aesthetics of Green Hill Zone. They're creative people. There's surely other +levels they can use the aesthetics from. They did at least give each Cyberspace +level its own song, but overall all of the levels feel like they end too soon. +It's not as bad as Sonic Forces' infamous 45 second level with the player only +having meaningful input for 15 of them, but I wish I could have heard more of +the "Flowing into the light" song in Cyberspace level 1-2. + +That Cyberspace level I took a video of was hilariously cherry-picked. There are +only a few Cyberspace levels that flow that well. That is one of them. Most of +them feel like garbage because they were obviously designed for a different +Sonic than the one they use in Frontiers. + +Sonic also doesn't seem to have any momentum. You can go at a billionty miles +per hour but if you stop pushing the stick forward Sonic stops on a dime. I get +that they did this for making the platforming easier (it really does help), but +I would have preferred the speed rodent to have a bit more weight and momentum +in the equation. At the least I'd like scripted events like homing attack to not +cap my speed and slow me down. + +The other issues I have with the game boil down to implementation details like +Elder Koco not having a good way to upgrade multiple levels of speed and rings +at once. It's an implementation issue, not an issue with the game itself. It's +not really worth mentioning in my book because there's a [PC mod to fix +it](https://gamebanana.com/mods/411443). It will surely be fixed on the other +platforms. Give them time. + +## Conclusion + +Overall, I think that Sonic Frontiers is well worth playing, even if you aren't +historically a fan of Sonic games. I enjoyed my time with it. I can easily see +myself going back to replay it, especially with the final boss fight that it +had. I'd love to see what they can do with this formula next time. There is a +lot of promise in an open-world Sonic game. + +Just please without Green Hill Zone everywhere. + +My clear time was 20 hours. I played most of my playthrough on my Steam Deck. It +ran perfectly. 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