Saturday, December 10, 2022

New Review: Better than I ever expected it to be, Sonic Frontiers is a fun, addictive, and fully-realized Open Zone Sonic concept that easily approaches greatness

 



Even after over thirty years in existence, Sonic can still manage to surprise. Taking bold cues from modern open world games and incorporating them firmly with boost-style 3D Sonic gameplay, Sonic Frontiers is a game that, despite numerous cut corners and odd storytelling, is a real crowd-pleaser of an action-adventure game. After the almost shockingly underwhelming Sonic Forces, it’s a pleasant surprise to see that Sonic Team is, thankfully, still capable of developing not just a competent entry in the long-running series, but a nearly great one.

The game begins with Sonic and his friends becoming separated, with the blue mascot finding himself alone on a deserted island, and it’s easy at first to spot Frontiers’ obvious Breath of the Wild influences, from the somber piano music to the atmospheric flourishes that hit you almost from minute one. While I feel it would have been better and helped Frontiers feel more original to have had a graphics style and art direction more in the style of the Sonic Universe than the Legend of Zelda, the game still finds a way to differentiate itself in a pretty major way from other open world titles, and a couple hours in, I was fully able to understand what Sonic Team was attempting with their “open zone” concept, and it’s one that, for the most part, completely won me over.

There’s something so addictive about the flow of gameplay with your arrival on each of Sonic Frontiers’ five islands, four of which are fully-realized massive open world playgrounds. (One of them is a bit of a cop out, but is at least pretty fun as far as cop outs go.)  A mission marker guides you to where the game suggests you go next to progress the story, but you can explore the islands and accomplish your goals however you see fit. Similarly to the likes of Breath of the Wild and Immortals: Fenyx Rising, there’s a lot of inherent fun in the idea of completing an objective to fill in a portion of your map, allowing you to see what each area has to offer and exploring it. In the case of Sonic Frontiers, you complete bite-sized puzzles, most of which are simple but fun exercises, and the feeling of satisfaction upon then seeing your visible map expand is hard to put into words but it’s one thing that makes this formula so compelling. Frontiers goes a step further by then changing the world itself, adding a series of roller coaster-like grind rails to the areas that you Reveal, making traversing the island as you fill in your map even faster.

The controls feel great and very fluid, and while Frontiers still uses the boost mechanics that have become fairly tiresome in other recent modern Sonic entries, somehow the open zone setting suits them very well, and getting around, solving puzzles, zipping across the islands on speed boosts and grind rails, along with fighting the various enemies, all feels, for the most part, nearly perfect.  Though the traditional Sonic “levels” exist in the form of the Cyber Space segments (more on those a little later) they’re a fairly small portion of what Sonic Frontiers has to offer, but I was surprised to find that I didn’t miss them as much as I thought I would. In a sense, the world you explore feels almost like a giant Level, and though you follow the same formula upon arriving on almost every island, the feeling of progression, from defeating mini-bosses, to completing the Cyber Space levels, to filling in your map, to leveling up your character, to talking to your friends to progress the story, it all flows very well and feels not only addictive but truly fun.

Cyber Space levels are the closest Sonic Frontiers comes to featuring your typical end-to-end Sonic stages, and though many of them are fairly short, and they all use the same (re-used) visual templates, their platforming is surprisingly fun and very well-paced, with your goal not only to just reach the end of the stage but to complete various objectives, none of which feel like a chore and the short length of the stages works very well in this sense. The music, too, during many of these stages, is almost unspeakably awesome.

Upon collecting all the chaos emeralds, you fight a massive boss encounter before clearing the island and getting to move to the next one. These bosses are huge and are generally fairly fun to play, though there are some frustrations associated with them that I wish had been addressed. You fight each boss as Super Sonic, which means you have a time limit, as the amount of rings you have depletes second-by-second. It’s important therefore to go into each boss battle with a full collection of rings, and dying on a boss and having to retry it doesn’t save this progress, forcing you to collect the rings (and then having to journey back to the boss encounter) all over again. The bosses also include something that I really wish video games would abandon by now, which is the Sudden Death QTE. Yes, failing those dumb QTEs will cause you to lose the boss fight and have to start it all over again, which is as frustrating as it sounds.

As far as puzzles are concerned, most of those featured are quick and fun, though there’s a very difficult puzzle towards the end of the first island that needs to be completed before you can fight the boss, and it’s such a tedious puzzle that I could easily see many, especially younger fans, quitting the game right there and never going back to it, which would be a real shame because it’s the only such puzzle in the whole thing and it happens so early in the story.

As far as the story goes, it’s pretty nonsensical and difficult to follow, eventually reverting to a strange series of flashbacks in a made-up language starring characters who you really don’t get to care much about. The moments with the Sonic characters interacting with each other at least fare a little better, and the series really has come a long way from the days of amateurish voice acting and strange dialogue that used to hamper the modern entries. Oddly though, while the acting’s mostly solid, some of the key roles were recast for unknown reasons, and even the voice actors who stayed on (such as Roger Craig Smith as Sonic) seem to have been instructed to give subdued, “more serious” performances. It all sounds a little weird and had I not known that Roger Craig Smith reprised his role, I’d have assumed that Sonic was being voiced by someone else, given how different the character now sounds. That said, the frequency of the cutscenes and the presence of the overall narrative itself is much greater than I was led to believe from the trailers, which is a good thing and keeps things interesting and well-paced, even if the story being told is, frankly, pretty bad. And the lack of a single boss fight against Eggman is also a little weird, though the character does play a big role in the storyline.

Really Sonic Frontiers’ only major stumbles (aside from the somewhat frustrating boss mechanics) are the obvious development short cuts. Whether budgetary or because Sonic Team didn’t have the time that they needed, evidence of cut corners rear their heads pretty regularly. One of the chaos emeralds you have to collect is basically given to you by each boss, while the enemy types and mini-bosses you face are limited to only a couple per island that you fight over and over again. You’ll fill in Sonic’s skill tree long before the game ends, and the Cyber Space zones aren’t given identities of their own, re-using assets from Sonic Generations and only having a couple variations (Chemical Plant, Green Hill Zone, etc.) It’s too bad because the Cyber Space zones are a lot of fun, and it’d have been cool if they were differentiated from each other by being fully-realized Levels, instead of re-using tired backdrops. Four of the islands look very similar to each other, even though they all play quite differently in terms of exploration, with only the desert really standing out from the pack on a visual level. The fourth island, as mentioned earlier, is basically filler and not at all like all the other ones in terms of things to do and exploration. Pop-in and framerate hitches are pretty rampant (on the PS4 version) and though not as big a deal as I thought they’d be, they do make the game feel a little rough around the edges. The ending, too, really disappoints, with a forgettable final boss that’s far easier than all the others, while the final cutscenes feel incredibly rushed as well. The ending does save itself in literally its final 10 seconds before the credits roll, with an emotional moment that comes across as meaningful, even if everything else feels like it’s on fast-forward.

It should be noted that playing on Hard mode unlocks an additional little “boss fight” during the final boss, but other than the game bizarrely cutting away from the fight on Normal and Easy and jumping right into the ending, I think people who would rather play Sonic Frontiers on Normal or Easy should rest assured that the Hard Mode-exclusive boss is more of a mini-game than a boss, doesn’t add much of anything to the game, and can be played after the fact by switching to Hard Mode after beating the game and trying the boss again. Still, the whole concept and execution of a “final boss” fight exclusive to one difficulty setting comes across as lazy and poorly thought out.

But gripes aside, Sonic Frontiers is a game that’s so much better than I ever thought it would be. It controls like a dream 90% of the time, the mechanics of bouncing around the environments and the Cyber Space levels feel refined and nearly perfect, and the wide array of things to do on each island and the freedom you’re give to do them, not to mention some incredibly good music and solid (if repetitive) graphical presentation, make Sonic Frontiers a near-great game. Had the Cyber Space levels been fully-realized levels and given their own identities, had the game not cut so many corners in terms of mini-bosses and visual design, and had the final boss and ending not been such a (mostly) let down, we’d be looking at a true Sonic classic. But Sonic Frontiers comes close enough and, I have to say, is such a near-great game in its own right, that it’s one I’d fully recommend to fans of the series and one that I’d even encourage non-fans who might be interested to check out. This iteration might not get the critical recognition that it deserves, but next time, if Sonic Team continues down this path, we might have something even more special.

4/5

Note; this review is based on the PS4 version.