How Sonic Frontiers Redefined the Franchise



#SonicFrontiers #sonicthehedgehog

Sonic Frontiers came into our lives almost 5 months ago now, and with all that time I’ve been doing my best to put together all of my thoughts and feelings on this massive shift for the franchise. This game has launched Sonic into a new era and although it’s unknown what lies ahead I do know one thing, this game is the breath of fresh air this series has been in desperate need of. So grab your favorite snacks and beverages of choice for today’s video cause it’s a beefy one, today we’re talking about how Sonic frontiers redefined the franchise.

My Socials: https://linktr.ee/ItsNickForShort

Become a Patron: https://www.patreon.com/ItsNickForShort

CHAPTERS
Intro: 0:00-2:05
Story: 2:05-5:08
Cinematography and Structure: 5:08-7:45
Character Arcs: 7:45-18:02
The Endgame: 18:02-27:19
Gameplay: 27:19-34:43
Mini Bosses and Titans: 34:43-36:47
The Open World (Zones): 36:47-43:48
Presentation: 43:48-46:48
My Final Thoughts: 46:48-51:01
Thanks and Ramblings: 51:01-54:24

source

20 thoughts on “How Sonic Frontiers Redefined the Franchise”

  1. 2 things: first, cranking all the sliders up make the game play so much better. second, cyberspace would have played fine if it had the sliders cranked all the way up and kept your speed stat.

    Reply
  2. Bruh I felt like sonic really was going to die on the part where sonic at the end was trying to turn all the Towers off. His body was taking a lotta of damage from that corruption stuff that was trying to kill him

    Reply
  3. The thing is with The End being blander than Infinite – See, i agree with you that The End as a boss or a surprise villain was totally out of left field and it certainly didnt send much clues on what its intentions was

    But here's my take on it – The End is literally the most powerful entity Sonic has ever encountered thus far, (Solaris dont count since you know, non-canon reboot and this game doesnt seem to acknowledge its existence as such)

    Tails says so that its power rivals or perhaps even surpasses Dark Gaia, who was at the time Sonic's most powerful enemy, it is basically responsible for destroying whole planets with little effort, and bringing the chaos emeralds to sonic's world since the ancients used them as a power source to power up the titans – Can infinite do that? No, all he did was create illusions and started a war just because he had a severe mental breakdown after he lost to Shadow

    its said to be infinite, meaning it cannot die so the ancients had to contain it in Cyberspace, its existence is limitless, there's no End, to The End – and if it is truly an unstoppable force, then i can imagine that this wont be the only time we see of it

    But if there's one thing i hated about the end is that its boss battle was arguably one of the worst that sonic games has ever done

    So if anything, the boss had more focus on the implications and hints of its existence rather than what its like on the surface, so thats up to us to picture what its like when it was battling the ancients

    Reply
  4. I would like to think a lot of flaws are due to low budget and time restraints as opposed to laziness. Current Sonic Team seems to be an entirely different team and it seems like they’re still getting the hang of things to. The director is very active with the community and from what he writes in his tweets, it sounds like they didn’t get the time to fully realize all of their ideas.

    Reply
  5. Good video overall, but I think the point at 49:06 is something that needs clarifying.

    If 60 people working on Sonic Frontiers sounds insane, that's because it's not entirely true. That number comes from interviews with Takashi Iizuka that happened well before Frontiers released. Based on the in-game credits, Frontiers' core team was easily the largest of any mainline Sonic game, with over 80 artists, 14 designers, and 40-ish programmers. Yes, there were roughly 60 for the main gameplay aspects (programming and design), but in that case, saying 60 people worked on Sonic Frontiers is like saying 60 people worked on, say, Batman: Arkham Knight. It was probably true at some point, but from what I understand about game development, the team usually starts off small and gets bigger as the game's vision is fully realized.

    …which leads me into what I speculate is the true reason behind Frontiers' cut corners: how long it took for Sonic Team to figure out what they were even making. Iizuka and Kishimoto have stated several times that half of Sonic Frontiers' five-year dev cycle was spent in a state of heavy playtesting and trial-and-error, not knowing exactly how an open-world Sonic game would play and having to restart development at least once. With that in mind, I'm guessing that a lot of the team was brought on very late in development, making the game seem like it had fewer people working on it than it did. (It's worth noting that many members had apparently never worked on a Sonic game and/or were working on Sakura Wars and Puyo Puyo Tetris 2).

    Regardless, Sega has openly said that they'll be giving future games bigger budgets, so I expect the next game to be even better, especially with the clear ways a sequel could improve.

    Reply
  6. The end is supposed to litterally be the physical representation of death, which death and the afterlife is a major theme in the games story. After all, the symbol is a representation of the afterlife. it also hints at that sonic, sage and, the player all see a different version of the end based around how they interpret death, the reason its a moon for the player is cause the moon is a universal symbol of death.

    For example: sonic calls The End, "He", Sage calls The End "It" and the player hears a Female voice for The End

    Also, when it comes to the parry, not requiring timing. Thats actually to the games benefit.. cause It'd be impossible to properly time due to the fast-paced nature of the combat.. your zipping back and forth weaving in and out of attacks.. there's way to much going on for you to focus on when a single attack will land, however due to the combat wanting you to be quick and efficient holding the button down and waiting for an attack isn't really the best strategy however holding it once you see a strong attack start is perfect..

    Reply
  7. you hit every point of happiness and criticism i had EXACTLY on the head! never found anyone that relates as much, especially with how the ending fell flat and i just kind of laughed 🤣

    Reply
  8. see, i actually like the end. in a game all about death and grief, having the final boss literally embody death itself is perfect to me– it isnt an engaging character because it isnt a character, it's a force, it is an entity. in that way, it's a lot like chaos– chaos didn't have much in the way of personality either, but they were engaging as a destructive force of nature.
    also maybe its just because i grew up playing galaga and gradius, but i don't mind the final boss taking the shooter gameplay from the hacking stages haha

    Reply
  9. The main cast all received satisfying arcs that feel all had one thing in common: a new chapter. To their lives, and redefining themselves. Growth. For Eggman and Sage, I believe we see something different: change. Eggman and Sage had changed somewhat throughout Sonic’s exploration of the islands. Sage, upon her interactions with Sonic and the others, became more human, her personality and behavior towards Eggman having an affect on him too. While I do agree, the arc for her and Eggman felt rushed, as we don’t get much time with them, as Sage gained more humanity, Eggman showed a softer side of himself we don’t usually see. But, I do agree that we could have seen more of that in-game. But, if the post credits ending is anything to go on, we may yet see how Eggman and Sage’s relationship evolves in the future DLC and maybe future games, granting time for a deeper understanding of them. In a future comic or game, I feel a scene like Eggman, Sage, and Metal Sonic training in cyberspace to fight a copy of Sonic based on compiled data would be a good example to show how much Sage has affected Eggman since the events of Frontiers. He’s used to doing things in a controlled environment, with data and machines. A field test like testing Sage and Metal’s teamwork to defeat a Sonic copy to train and learn from observation? Eggman isn’t so hands-on as a scientist. The game isn’t perfect, but it’s pretty good. It sets up an exciting new chapter for Sonic, and I’m excited to see where the characters will go from here.

    Reply
  10. Honestly, I think Frontiers nailed the formula, but I feel like the game tried to be more like Breath of the Wild instead of Mario Odyssey.
    I feel like Sonic's world should have more vibrant colors like the recent Sonic Prime Netflix series, but that's a nitpick. Moreso, I found the challenges that unlocked more of the map to be too repetitive. I think Mario Odyssey's Moons are a great example of challenges that Frontiers should have gone for. The Cyberspace levels are wonderful in concept, but they repeated the same few setpieces. I love Green Hill and Chemical Plant as much as anyone, but they shouldn't be half of the linear levels.

    Reply

Leave a Comment