SEGA’s Rolling Out A Sonic Frontiers Patch Update

It isn’t available on all platforms yet, but Sonic Frontiers is in the middle of receiving its first major patch update. There’s no new content, but there is a large number of bug fixes and performance improvements.

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Sonic Frontiers Marks a Paradigm Shift in Sonic Game Storytelling

Editor’s Note: MASSIVE STORY SPOILERS are in this article.

I loved Sonic game stories when I was a kid. I loved their bigness, the way they gave the game world a sense of history and tragedy. As someone who hadn’t yet played any JRPGs, they were unlike anything I had ever experienced in a game before. It was so cool being taken into the past and seeing Knuckles’ people, the chaos emeralds and the strange creature that once protected them, the young echidna girl who befriended that creature, and the tragic way it all ended. And while Sonic Adventure 2’s story didn’t dig nearly as deep into the world’s past, I loved the tragedy of Shadow, Maria, and Gerald, the mysteriousness surrounding the Ark and its own connections to Chaos and the emeralds, and how it ended with everyone coming together and putting a stop to a sympathetic revenge plot 50 years in the making. That was then, of course.

These days, it’s much more difficult for me to enjoy those stories without rose-tinted glasses. And the stories that came after…never held the same magic for me. Heroes, Shadow, Sonic 06 were all terrible, and on the rare occasion they weren’t (such as the Rush games) they felt smaller. Maybe I was growing out of them, but I think the real answer is far simpler: Sonic’s stories never had cohesion or direction from game to game, and that ultimately caused them to fall apart. But just as Sonic games were hitting what felt like their narrative low point with Sonic the Hedgehog 2006, I was in the midst of being enthralled by Archie Sonic’s newest headwriter: Ian Flynn.

Flynn worked some absolute magic with that comic. I had been a reader since 1995, but by 2006 I had dropped the comics due to my displeasure with where the stories were going. Ian Flynn managed to impress with his very first issue, 160, and from that point on he rarely produced a dud throughout his run. Over the course of a year, he repaired years of damage done to the comic’s narrative. He recontextualized poorly written characterization, retroactively turning it into part of a character’s arc, or using it to fuel drama that simultaneously makes it feel in-character and gives it a satisfying conclusion. Sonic, Tails, and Sally were all major benefactors of this, but nearly everyone in the comic’s cast got a moment.

Archie Tails had been on the receiving end of some bad stories for a few years before this

I hadn’t seen these characters written this well in years, and I felt like I was welcoming old friends home.  “Why can’t the games be written like this?” I began to ask myself, “Why can’t they just hire Ian Flynn?” Extraordinarily, 15 years later, I have finally gotten my wish. And just as I had hoped, Ian Flynn has done the same thing for the games that he did for the comics all those years ago. Sonic and company are back. No, scratch that: they have finally arrived.

Sonic Frontiers is easily the most well-written Sonic game I’ve ever played. The dialogue has that patented Flynn charm, with solid interactions between Sonic and everyone he comes into contact with. We’ve got genuinely funny jokes, extraordinarily well-written heart-felt moments, and an overall tone that can still be light, but is often quite somber. On top of all that, every character aside from Sonic himself gets some sort of arc. 

Character arcs have never really been a strong suit of Sonic games. While they certainly happen, they can often be poorly written and are only occasionally well-executed. That Frontiers has five of them, and that they are  mostly  well done, is certainly a feat. They each leave the characters in a different place from where they’ve been for years, or even decades.

At the start, everyone is more or less where you’d expect them to be. Amy and Tails are tagging along with Sonic, Dr. Eggman is focused purely on his next take-over-the-world scheme, and Knuckles just wants to guard the Master Emerald. Over the course of the game, through their interactions with the Koco and Sonic, Amy, Tails and Knuckles all go through a change. The Kocos, which are essentially spirits of an ancient race trapped and troubled by the struggles they faced before death, act as conduits for character development, their arcs reflecting the struggles of Sonic’s friends.

Amy, who was once long characterized by her one-sided love-affair with Sonic, is driven to help a Koco find their lost love. By the end of it, she sees a love that transcended time, and decides she needs to share her own love with the world by going on her own adventure away from Sonic. Knuckles helps an army of Kocos trying to fight “the enemy.” Upon witnessing the destruction of their civilization he makes the connection between the Koco and his own people’s tragic past. For the first time I can recall, Knuckles expresses genuine regret over his lonely lot in life as the last of his kind. Sonic pulls him out of his funk by reminding him that he’s got his friends, leading to a truly heartfelt conversation that ends in Knuckles deciding to try out Sonic’s more adventurous lifestyle. Finally, we have Tails, who’s Koco…basically experiences Tails’ story in Sonic Forces. Yeah: this game’s story decides to deal with Tails’ worst moments in the franchise.

I think it’s fair to say the games haven’t really done much with Tails since the original Sonic Adventure, which saw him overcoming his fears, facing down Eggman, and saving Station Square from him. Since then…Tails has more or less remained static, rarely leaving Sonic’s side after Sonic Adventure 2 and more or less returning to the “sidekick who follows him around” role. But then we had Forces, where we go from character stagnation to character  regression. Here, Tails “lost it” after Sonic’s defeat and Eggman’s near total takeover of the planet, something which effectively reversed one of the only bits of development Tails ever got. 

So when it came time for Frontiers to give Tails his arc, Flynn pulled the same hat trick that worked so well in Archie: he took Tails’ decades of stagnation, his low point in Forces, and the many times he came through and melded it all together into Tails’ growth into a hero. This all ends up giving him the strongest and most defined arc in the game, and the plot’s best moments. Tails’ entire arc is him dealing with the fact that despite the strides he’s taken to be his own hero, he still messes up and can still fall back into his own comfort zone. Tails essentially experiences imposter syndrome, ignoring everything he’s done to  earn  his place by Sonic’s because all he can think about are his own mistakes.

This just feels so right for Tails, a character who started out as a lonely bullied kid. It makes him feel more human and complex, something I don’t think I’ve ever seen in a Sonic game character before. The best and most interesting character arcs are the messy ones, the ones where characters get to mess up, regress, relearn lessons, and genuinely struggle to become the better version of themselves they want to be. With Tails’ arc put in that context, it effortlessly became the best part of Frontiers’ narrative. And what’s really wild is that this simply wouldn’t be possible without Forces’ terrible, terrible story. 

Outside of Sonic’s friends, the most well-defined arc in this game belongs to Dr. Eggman’s AI creation, Sage. While her arc is pretty thin and the weakest part of the entire game, she is able to do one thing no other Eggman companion has: bring out a different side of him. Indeed, I’d say one of Sonic Frontiers other  major accomplishments is showing us a side of Eggman we’ve only gotten brief glimpses of before within the games.

Dr. Eggman isn’t  just  a guy with designs of world conquest, after all. He is a world class genius, a man of science, history, and engineering. Sonic Frontiers lets us see this other side of him, largely through its unlockable “Egg Memos.” The Egg Memos are the best contributions any game has given to Eggman’s character: he marvels at the Ancient’s technology, figures out the Starfall Islands’ numerous technological and archeological mysteries, develops a fatherly affection for Sage, and he even gives his honest thoughts on Sonic, Amy, Knuckles and Tails. We get to hear him talk himself into accepting that Sage is alive, because of course he is smart enough to create life! He even talks about his cousin Maria, and the jealousy he felt over her being given love from his family that he was denied, despite her being gone. These memos manage to give Eggman more depth than three decades of games ever did.

What’s even better about all this is that it feels very much in character for him. He still often talks about future schemes for world conquest, laughs maniacally, has a  very  high opinion of himself, disregards the insane risks his own plans pose, and even briefly, excitedly contemplates stealing a defenseless Master Emerald before remembering he’s trapped. His affection for Sage and feelings towards Maria and his own family feel like extensions of the Eggman we briefly saw at the end of Sonic Adventure 2, when he reminisced over his Grandpa Gerald and how he inspired him to become a scientist. Eggman was never a man totally incapable of love; it’s just something the games have almost never explored before. 

Unfortunately, as I said before, Sage’s own arc is thin. She shares just three-and-a-half minutes of screentime with Eggman, leaving their relationship feeling a pretty undercooked, though throwing the memos into the mix does help. But Sage’s relationship with Sonic fares a little better, as most of her actual development comes from observing and interacting with him. Sonic has brought many former adversaries into the fold, but Sage is one of the only ones whose change felt somewhat earned by the plot. Sage is consistently surprised by Sonic’s perseverance, moved by his friendships, and over the course of the game her interactions shift from cold indifference, to curiosity, to genuine respect. Unfortunately, the bulk of Sage’s interactions with Sonic still boil down to her telling him resistance is futile and refusing to explain anything to him, which can get a bit repetitive and boring.

Sonic Frontiers is, in many ways, the Sonic game story I’ve been waiting for for decades. It’s got the lore building of the Sonic Adventure games, the quality vocal performances expected of a modern game, and the writing of Flynn-era Archie and IDW comics. It’s still not entirely where I want it to be: Sage’s story is a bit weak, the tone of the story overshoots and is a little too serious and somber, and the lack of a larger cast leaves the world feeling empty. Future games will need to be willing to have longer cutscenes that give non-player characters like Eggman and Sage the screen time they need. They need to more effectively balance darker, more serious scenes with lighter moments and humor. Finally, future games  need  to have a larger cast, with more supporting and secondary characters in a livelier, more populated world. 

Despite these issues, Sonic Frontiers truly feels like the start of a golden era of Sonic game storytelling. The potential this game opens up for future stories has me genuinely excited! Just stick with Ian Flynn, SEGA, and maybe bring other IDW writers like Stanley and Barnes into the mix too. Give Sonic Team the budget to realize a story with even greater scope. Let what’s been built here flourish and grow, and most importantly, follow through on what this game sets up and let these characters change! 

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Yuji Naka Has Been Arrested For Insider Trading – Updated Dec. 7

Fuji News Network is reporting that Yuji Naka, former Sonic Team head, has been arrested for insider trading in relation to his time working at Square Enix.

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Sonic Frontiers Is Big, But It Isn’t Very “Open”

I wandered Kronos Island for about three hours, defeating bosses, grinding on rails, and plucking collectables from the map. I periodically stopped at the Elder and the Hermit to convert my stash into gains, then popped over to an Amy or Sage point to get a few lines of characters self-reflecting. When I defeated the Titan of the region, I had to acknowledge a feeling that had been nagging me the whole time: “Is that all there is?”

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Netflix Shows a Little More Sonic Prime in New Trailer

We’ve got a new trailer for Netflix’s upcoming Sonic cartoon, Sonic Prime! This one shows even more alternate dimensions, and gives us some more hints at the exact nature of the story. We also get to hear a little more from the new cast!

Check it out below:

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Japan Charts: Sonic Frontiers Becomes Fastest-Selling Mainline Game in 20 Years

Sonic Frontiers has smashed series sales records in Japan, with today’s Famitsu charts reporting that the blue blur’s latest adventure has racked up a total of 46,276 unit sales across all platforms. It’s the highest a Sonic game has ever sold in its opening week since Sonic Adventure 2’s original release on the Dreamcast.

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Sonic Frontiers To Receive Multiple Free Content Updates Into 2023

Sonic Frontiers’ Monster Hunter DLC pack will be the first of several free downloadable content packs for the game. This news comes via a German language press release from PLAION, the PR firm that works for SEGA Europe, which confirmed that these DLC releases will continue into 2023.

The exact nature of these content updates have not been clarified, but the Japanese version of the game has already received downloadable content that includes a collaboration with Hololive Vtuber Inugami Korone and an emote animation that lets Sonic pretend to play football with the Koco.

You can find the full press release here.

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SEGA Hiring For Sonic Game Development

Just a week after the release of Sonic Frontiers, SEGA’s looking to hire new developers to work on future games in the franchise.

SEGA of Japan’s Twitter account made the announcement yesterday, saying it was “looking for people to work on the Sonic the Hedgehog series,” before linking to a job listing.

Whether this is an expansion of existing development capability, or filling in existing positions, is currently unknown.

via Twitter

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Digital Foundry Tests the Performance of EVERY Version of Sonic Frontiers

Digital Foundry, the internet’s prominent game graphics and performance testing site, recently went hands on with every major console version of Sonic Frontiers, including the Switch and each major hardware step of the Playstation 4/5 and Xbox X/S/One.

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Sonic Frontiers Monster Hunter DLC Out Now

The Monster Hunter DLC for Sonic Frontiers is now available across all platforms! The DLC is free, and contains the Rathalos and Felyne Rathalos armor, as well as a meat cooking mini game. The mini game can be accessed via Big the Cat’s fishing spots.

Check out some video footage below:

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Sonic Frontiers Smashes Series Record for Concurrent Players on Steam

Boy, it seems like people were really eager to play Sonic Frontiers! The game has reportedly smashed the record for most concurrent players for a Sonic the Hedgehog game on PC platform Steam.

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What I Want From Sonic Frontiers DLC

Sonic as a franchise has always been…strangely averse to DLC. In an era where a lot of single-player games can get loads of post-launch content, SEGA has remained rather stingy when it comes to Sonic. Maybe we get some level packs reusing in-game assets, or cosmetics, or if we’re really lucky, some new characters or a couple brand new levels, but we’ve never really gotten anything substantial, even when you’d think a game was built for it. I mean, who wouldn’t have wanted more classic levels re-imagined in Sonic Generations or Sonic Mania?

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How Sonic Frontiers (Mostly) Gets Sonic Combat Right

Sonic has a…messy history with combat. Starting with Sonic Heroes, the franchise has made multiple attempts to make Sonic work in more combat-oriented games, often with disastrous results. Theoretically, having the player stop to fight enemies during a stage could be an effective way to add some variety to the gameplay while also extending playtime. In practice, however, focus on combat has served to do little more than break the pace of of any game they’re in, by forcing the player to stop and fight hordes of enemies with underbaked combat mechanics before they can progress. 

Sonic Frontiers is the first mainline Sonic game in more than a decade to have a focus on combat. Starting with Sonic Unleashed, Sonic Team (wisely) began to excise combat from Sonic’s platforming stages. By Sonic Colors, nary an enemy lifebar could be found outside of boss encounters, and that was how Sonic Team kept it until, well, now. As Sonic Frontiers seeks to yet again redefine what a Sonic game is, combat has again taken center stage, and for the first time ever…it is genuinely satisfying.

Sonic Frontiers gets a lot right in its combat: it’s polished, discourages button mashing, has solid defensive options, makes use of Sonic’s speed, let’s Sonic feel powerful, looks cool, and most importantly it feels good to play. At its most basic, mashing the X-button for Sonic’s basic combo gets the job done, at least for the easiest enemies. But as enemies become more complex in their capabilities and moves, that very quickly becomes not enough.

Aside from the basic combo, I personally like to divide Sonic’s combat options into four categories: offensive, defensive, ranged, and flashy. “Flashy” moves generally just add some visual variety and power to Sonic’s basic combo, such as the phantom rush (which happens automatically when the combo bar fills up) and wild rush. Ranged moves, like sonic boom, are good for hitting enemies from a distance while staying out of range of some of their attacks, and is good against enemies with area attack moves. 

The cyloop is the game’s offensive move: it allows you to quickly tear down enemy defenses, or delivery damage to multiple enemies without needing to hit them. It’s required for certain, defensive-centric enemies. Later, you can unlock an “auto-cyloop” which lets you pull off cyloops in the middle of combos to quickly take down a single enemy’s defense. Finally, we have the defensive moves: the dodge and the parry. The parry is easy to pull off, and can even be done in mid-air: just hold L1 & R1 and when the enemy attacks you’ll deflect them automatically. Dodges, meanwhile, let you avoid attacks all together, and when timed correctly, allow Sonic to dodge an attack, and move in quickly to deliver a combo attack. While there are certain situations which require these moves, the way you use these moves can also effect your overall playstyle.

For instance, if you like to play offensively and risky, like I do, you can use the cyloop a lot to not just take down enemy defenses, but keep them vulnerable to combos while delivering damage. However, using the cyloop can leave you vulnerable to attack, which can make a fight harder if you make a mistake. Cyloops can also interrupted by uneven terrain, or by area attacks, making it difficult or impractical in certain situations. Likewise, focusing on dodging and parrying, and only pulling off cyloops or combos when an enemy gives you an opening, can be easier, but also slower.

What I appreciate about Frontiers’ combat is that it gives you a decent amount of variety. It forces you to use all of its required moves, while also leaving you room for variety and strategy in how you approach any given enemy encounter. It feels like, for the first time ever, Sonic Team has genuinely put a lot of thought into how Sonic should fight. Even better: the encounters with the non-boss enemies are often quite short, once you rise above the base levels, meaning that combat rarely feels like a slog. And since it’s mostly optional, with none of the infamous enemy rooms of past games, you are largely free to set your own pace.

So the combat has variety, some amount of depth, and FEELS GOOD. So why do I say “mostly?” Well…much like Frontiers as a whole, while the combat is a lot of fun, it also feels like the foundation for something better. While I’m not a huge fan of the Unleashed werehog, it does get one thing right about its combat: it maps two separate kinds of attacks to different buttons, which can be used for a multitude of combos. I don’t really think Frontiers needs anything on the level of the werehog, but somewhere between that and where it is now would be a good sweet spot for the game’s combat, I think. More depth, to keep things from getting repetitive, but not so much so that the combat becomes too dense for people who are here for the platforming action and open world. It seems pretty clear that one goal with the combat was accessibility, since there’s even an unlockable autocombo option for more casual players.

As it stands, Frontiers has the most enthralling combat system I’ve ever experienced in a Sonic game. It blew away my (admittedly low) expectations, and I look forward to seeing what future Sonic games do with these mechanics. While I do think there is some value in keeping the combat more simplistic then, say, Bayonetta (this game doesn’t need to be an outright brawler), I do hope Sonic Team expands on this game’s combat with new moves and more complex combos in the future. Good on you, Sonic Team, you finally made Sonic combat fun! I will no longer look upon an enemy lifebar with dread.

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Official ‘Sonic Frontiers’ Premium Wall Art On Sale 9 November

Sonic Frontiers is finally here, and UK-based art gallery Moor Art is teaming up with SEGA to celebrate, by offering a number of limited edition set of premium wall arts featuring the game’s key artwork.

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First 4 Figures Amy Rose Now Available for Pre-Order

If you’ve got a few hundred dollars burning a hole in your pocket, high-end statue designer First 4 Figures has opened pre-orders for their latest Sonic entry, this time featuring Amy Rose!

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TSS REVIEW: Sonic Frontiers

They say that a work of art tends to be a reflection of the thoughts and feelings of the artist who made it. If that’s the case, then Sonic Team has been a studio seemingly crushed with anxiety for the last five years, because Sonic Frontiers is a game uncharacteristically drenched in melancholy, introspection and sadness.

From the wistful empty fields and abandoned temples of Kronos Island, to the hauntingly isolationist undertones of the soundtrack and even the narratives driving Sonic and his friends (no spoilers here, don’t worry), there’s something strangely unsettling about the vibe of Sonic Frontiers.

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SEGA Releases Ares Island Studio Recording and Tomoya Ohtani Interview Videos

With Sonic Frontiers’ release inching ever closer, SEGA has yet another sampling of the OST, this time highlighting Ares Island, and an interview with the man behind this and many other modern Sonic soundtracks.

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Knuckles Investigates a Precursor Civilization in Sonic Frontiers Prologue: Divergence

After much anticipation, today marks the release of Sonic Frontiers Prologue: Divergence, a Knuckles-focused animated short announced during the most recent Sonic Central presentation.

The short focuses on Knuckles in an introspective moment as he contemplates his own isolation. With surprising directness, the story ties itself to the events of Sonic Adventure, as well as the precursor civilizations that exist on the fringes of Sonic lore. For Sonic continuity buffs, the short certainly suggest that the tendrils of the Starfall Islands have a very wide, very old reach.

As with Sonic Frontiers proper, the short was written by Ian Flynn with consulting from Evan Stanley, with the animation itself handled once again by Tyson Hesse and Powerhouse Animation Studio. Dave Mitchell returns as Knuckles, though with significantly more nuanced dialog than in his prior performance in Team Sonic Racing. And to round out the veritable who’s who of official Sonic projects, Tee Lopes composed the short’s original music.

Divergence gives a much heartier taste of Sonic Frontiers’ story than Prologue: Convergence and plays into the tone that Frontiers on the whole has established. This isn’t pure goofball Knucklehead, but the short strikes a balance of not being overly serious either. It builds itself upon the existing Sonic world, both classic and modern, while seeding Frontiers’ own mysteries.

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