![]() ![]() Most other collectibles suffer this fate, too, becoming surplus once you’ve completed an island. That renders your accumulating skill points, well, pointless. You’ll likely fill out Sonic’s skill tree of abilities before you’ve even finished the second of five islands. At a certain point, Sonic Frontiers’ collectibles become largely redundant. Though, if you are aiming for 100% completion, don’t hope for a big payoff for doing so. Plus, you can fast-travel between islands if you want to shoot for full completion. You’ll need to fulfill a collectible quota, but once you have, you’re free to progress whenever you like. Think of each island as a large playground. At roughly 20 hours (pushing 30 if you’re going for 100% completion) it doesn’t overstay its welcome. Throw in miniature puzzle challenges – pushing you to press buttons in a certain order or maintaining an extra long boost – and you’ll find that each island will keep you busy.ĭespite all this activity, Sonic Frontiers never feels overwhelming or overstuffed. You’ll need to take down a good number of these to access Cyber Space portals in the first place. Each requires a different strategy to overcome, and they’re surprisingly different from one another. Then there are the colossal mini-bosses scattered throughout the map. Areas are littered with platforming challenges that you’ll spring, slide, boost and grind through to obtain Memory Tokens that’ll unlock story scenes with the game’s various characters. Cyber Space portals are just the tip of the iceberg. The same can’t be said for Sonic Frontiers’ islands. I hope future DLC will add new Cyber Space levels with more interesting visuals, but as it stands, it’s pretty barren. You’re getting stalwarts Green Hill, Chemical Plant, Sky Sanctuary, and City Escape. They do fall short in visual variety, though. I love blasting through each one, setting S rank times, and collecting Red Star Rings to earn a greater share of Vault Keys (the ‘currency’ you’ll use to obtain Chaos Emeralds). Completing at least some of these is required to collect Chaos Emeralds and progress.Ĭyber Space levels are great fun, offering satisfying, bite-sized platforming challenges. These short stages use classic Sonic zones as a backdrop, occasionally calling in the unique gimmicks of those zones, too, like Green Hill’s sweeping loops or Sky Sanctuary’s crumbling floors. You’ll find a handful of portals dotted across each island, all containing one Cyber Space level. The Cyber Space realm itself is incorporated into Sonic Frontiers smartly, too. This makes the litany of Cyber Space stages feel fast and intense while simultaneously being visually readable at all times. While I miss the face-meltingly fast boosting of Unleashed and Generations, in Frontiers there’s a perfect balance between speed and a clear view of obstacles ahead. The returning Boost mechanic finally feels like it’s got its speed just right. It’s an awesome quality-of-life addition that lets you fine-tune your hog if the default isn’t to your liking. Want to increase his turning speed or even lower his running speed? The game will let you do that. Even better, Sonic Team has gone one step further and allowed players to change some elements of Sonic’s physics and speed in the options menu. The hedgehog controls wonderfully, feeling more responsive than ever in a 3D setting. Sonic’s transition to a 3D open-world is reassuringly smooth, as Sonic Frontiers is almost always pure joy to play. ![]()
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