I have never not understood your issues with gameplay my dude. Don't assume that people talking about the story don't care about the gameplay, as most of the time those 2 things go hand in hand. Black Knight gets praise as a spinoff getting characters right, not as the way to have the gameplay be built around (even if fun and an improvement over Secret Rings, it would work as a spinoff at best, and releasing it a few months after Unleashed on the same console was not wise).
I find the way Sonic handles in the Adventure games more solid than in the boost games, because the later is just built for spectacle in my opinion. No flexibility, no way to go slow.
Least favourite Advance was the first one.
More a fan of the second one (minus those bosses— hey get back here—) and the third one especially~.
Though, I kinda started from the last one and ended with the first one. ^^;;;
Suddenly a prologue comic for Sonic Frontiers!
Part 1 of a 2-part digital comic is coming this Tuesday!
And yes, we're still getting that prequel animation!
Edited by TargetmasterJoe on Oct 14th 2022 at 11:20:01 AM
To be clear...
There is a prequel Comic AND a prequel animated short.
Rules of the Internet 45. Rule 45 is a lie. Check out my art if you notice.I'll throw negativity here quickly.
I'm dissapointed these awesome cómics arent in the game and is amazing a licenced Game for a sub brand had the comic inside the Game: Shattered Crystal.
Anyway, back to positivity.
Can't wait, and I really enjoyed playing Sonic Rush. It not only introduced Blaze, but it had a solid and fun gameplay. I especially love the music!
To win, you need to adapt, and to adapt, you need to be able to laugh away all the restraints. Everything holding you back.Honestly, I don’t really love the “Gotta Go Fast” mentality. The Classics work as well for me because they’re more about gaining momentum and maintaining it, not raw speed. Which is why I like Advance 1 the best of the trilogy.
I think this is also why I prefer Adventure 1 and 2 over Unleashed, Colors, Generations, and Forces. You’re not “holding forward to win” in those two games. I still like Colors and Generations but not as much as the Adventure duology.
AAAAUUUUGGGHHHH!!!!![]()
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And the masses pick up, laugh in terms of memedom, and diss the franchise.
I'd say a game which opens up with a Green Hill (not Green Hill tho), where getting speed is easy and looks great, and then proceed into levels where you have to work that up, would work fine.
"The masses want that" doesn't work when that mindset gave us Lost World trying to be Mario.
Edited by Eriorguez on Oct 14th 2022 at 10:45:19 AM
Related but here's a preview of Frontiers from a well known Sonic community member.
Before anyone starts commenting before watching as people love to do, yes he does in fact like the game. He wants the community to acknowledge its flaws so that we can get a better product in the future.
A lazy millennial who's good at what he does.As long it doesn't border on Accentuate the Negative.
"Cynicism is not realistic and tough. It's unrealistic and kind of cowardly because it means you don't have to try."The negatives are already accent-marked.
People wanna hear about the positives now.
Rules of the Internet 45. Rule 45 is a lie. Check out my art if you notice.Or...you could get mods which would provide a "better" dreamcast experience.
Rules of the Internet 45. Rule 45 is a lie. Check out my art if you notice.This was exactly the kind of thing I needed. It's kind of annoying we had to get this sort of info from a reviewer than being able to see it pre-release. The reviewer's note that all of Sega's prerelease content has been from the intro area before all the open world stuff even starts, and that they were intentionally avoiding showing off those parts, is exactly what I feared but hoped wasn't going on.
I was a bit nervous this would be more of an editorial than it was, but it turned out to be a pretty blunt description of how the mechanics of the game work (albeit one zeroes in on its negatives than its positives), so that's neat.
That said, most of his gripes with the game are things he's aware aren't too bad, and he overall describes the game as good, just with some noticeable hitchups. I'll describe some of the stuff he talks about.
To sum up the criticisms in the video (minus Cyberspace): his primary problem across most of his criticisms it that the game often seems too automated. The early boss fights he got a hold of handhold the player so much that there's not much gameplay involved, the setpieces and transversal elements are typically one direction and heavily reliant on boosts that limit the player's ability to use them to explore in versatile ways, etc. In general, there's a lot of design elements from the boost era ported in that don't always line up with the open world design that well.
Most of this stuff is probably going to be YMMV (the one-direction transversal thing in particular is annoying, but having played a few open world games with stuff like that it's not necessarily uncommon), but will most likely impact the enjoyment of players it'll likely impact the enjoyment of players looking for a more robust platforming experience.
To sum up his criticisms of the Cyberspace levels, specifically: he makes it pretty clear first and foremost that he doesn't like the mechanics of boost gameplay in general (which comes up a bit here and there in the review in general), but he tables that pretty quick to talk about the actual, primary problem: speaking of the odd mashup of boost and open world, the cyberspace levels still use the movement physics of the overworld area, despite the design philosophies between both being very different. This leads to the controls in cyberspace being choppy, sometimes not working correctly in the confines of its own design, and generally being frustrating to play.
To sum up the positives he brings up: the activities, puzzles and avenues you can experience in the open world are very varied concept and range, there's lots of them, and he never ran into one he didn't like. His only gripe there is that they're to his eyes too byte-sized to be rewarding on replay, but he notes that it's something that's the same in basically every open world sandbox game (myself playing Genshin a lot right now, it's essentially how chests work in that game). He likes the overworld and main stuff a great deal, and mostly just has smaller issues with the individual aspects of that content. As for the bosses, he notes that there are elements of the bosses that reward independent and creative play, but just bemoans that there aren't enough of them.
Edited by KnownUnknown on Oct 14th 2022 at 11:20:42 AM

Caving to peer pressure instead of working on one's identity is... suboptimal. People have this preconception of Mario as "jumps on turtles and eats mushrooms to grow", yet the games have no fear of deviating from that.
Oh well, Chaos Angel remains one of the better approaches to a final level.