![]() My only complaint is that they do blend in with the tiny memory token challenges, since they still use the same assets. It definitely helps most of these are focused on free platforming and use of Sonic's abilities rather than a lot of the base game's more automated challenges, many of them really are a ton of fun. Having these larger, more extensive platforming challenges littered about just make the Open Zones feel that more lively. ![]() The new Koco they added are also all really fun to grab. It's nice that they're everywhere too, just a simple change of your starting location forces you to change your routes and where to got to most efficiently rack up points. Combine that with the new jump not decelerating you in the air (awesome addition btw) and I've been having a ton of fun styling around the islands trying to go for high scores. I've been having a ton of fun playing those action chains, turning Sonic Frontiers into a Tony Hawk game by giving it a trick attack mode is genius. ![]() This was an extremely quality update! Spent a lot of today sinking my teeth into a lot of the content, and I've found it highly enjoyable. These sorts of issues maybe not always be game breaking in and of themselves and how much they bother you is subjective, but is there any argument for these issues to continue to exist? Like, does anyone think that things are better this way than being fixed? They're ignorant and/or incompetent at this point. They just don't seem to actually understand what they're doing wrong. Will Sonic Team ever get it right? I don't think so. The Colours example above is just a particularly egregious example of a low speed being required for the high mark (and it's only present in some acts, as different object layouts have different scripts so it's not even consistent with itself). If he's going above a certain speed, he will launch to the "high mark" level with the rings, and below that speed he'll launch to the "low mark", barely above the ramp itself. Modern games, notably Classic Green Hill in Generations, fake this by having two pretermined launch heights from the ramps. S1 got it right with the iconic set piece in GHZ1 where you come out of the S-tubes and launch into some airborne rings that's entirely dependent on Sonic carrying his momentum through the ramp and into the air. These are states where the player almost can't fail, because the game is playing itself. Ramps and paths that have entirely scripted (fake) physics that don't feel even remotely natural, purely for the sake of forcing an identical set piece every time.Being able to stand perpendicular to any surface less than 90 degrees in S4.Sonic moving backwards if you try to walk slowly up an incline in Frontiers.Other examples of unforgivable jank would include. And I also don't know how the development team or players can see things like this and say "yes, this is okay".Įven if you find the Frontiers spindash to be really fun, which a lot of people clearly do, don't you also want it (and the associated techniques) to make some sort of functional sense? This kind of jank has been tarnishing Sonic games for years for me because I just can't look past it. I respect that Kishimoto is trying to make Frontiers better, but is he not seeing this kind of stuff at all when he develops and directs games? I don't know how else to describe it other than it looking sloppy and incomplete.
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