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IGN First - Sonic Frontiers: Combat Gameplay


Sonictrainer
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IGN continues their Sonic Frontiers coverage with another video showcasing Sonic's combat abilities.

The video will once again play at Noon EST tomorrow, the same as with the exploration video.

 

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Holy cannoli, that was incredible! Completely changed my mind about this game. This is what Sonic has been missing this whole time! I never want to see a spin-dash again.

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1 hour ago, PC the Hedgehog said:

I don't want combat. I just want Sonic to slam into enemies, and they explode.

why sega

Combat itself isn’t a bad thing, it’s when it’s slow, repetitive, and cumbersome when it’s a problem. (I.e. Heroes and Unleashed’s Night stages)

If we could get Sonic to have stylish combat like in the Devil May Cry series that blends with his speed, I sure as hell wouldn’t complain.

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2 hours ago, PC the Hedgehog said:

I don't want combat. I just want Sonic to slam into enemies, and they explode.

why sega

I mean...that sounds pretty terrible in an open environment.

Enemies are already non-threats in linear games, that should not be the case here if you choose to engage.

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I’m wary on one thing. It can be easy to make enemies more Damage sponge-y. I hope they have a decent enough balance. Or like.. some enemies go down with a homing attack, others take more attacks or specific types of moves. 
 

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Or even the most powerful non-boss enemies take 3 hits at most, instead of topping out at fucking 150 hit points like Heavy Egg Hammers in Heroes.

Or enemies can all go down faster if you target a weak spot, like head-shotting enemies in BOTW with Bows and Arrows.

And also not walling you in specific areas with no way out and forcing you to fight swarms of enemies—even in BOTW, when I was locked in Hyrule’s Castle and ran into a fucking Lynel on accident (I was looking for the cook book), they still left the windows open for me to climb and GTFO the fight.

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Sonic combat has always either felt like it has been a part of the platforming, or less fun than the platforming.  Either do the former or solve the latter and I'm happy.

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Reposting what I saw in the big thread

Just now, Zadent said:

So…I’m liking the variety of moves and how you need different strategies for the enemies. The big boss…so you have to hit the different blue rings to make it up, but it’ll start making red ones to interfere with you and make you dodge them? That’s cool. His attacks feel relatively speedy, which i like

 

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Eh.  Well.  The boss looked fine enough.  The smaller enemies also looked fairly enjoyable to fight.  In both these cases, Sonic seemed to have multiple options available to him, and the boss depending on weaving around and dodging obstacles is platformy enough for my book.

The first two medium sized enemies with somewhat hefty-seeming health bars and no-selling so many of the attacks looked kind of annoying, like whenever these guys pop up you have to fight them this same way every time, waiting for the ball enemy to make itself vulnerable again etc.

At the moment, with no HUD to figure out what attacks are special moves that come with a cost and what can be triggered whenever, makes it kinda hard to judge the systems as a whole.

 

I really wish they had given us some combat music, it's amazing how having that chill track playing makes these fights seem arbitrary and devoid of meaning.

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As expected I'm not into the focus on combat, but for what it is it doesn't look terrible. My main complaints are that it's probably too flashy for its own good, and some enemies like those shielded flower enemies seemed to take WAY TOO LONG to defeat. Sonic's animations also feel too abrupt and don't transition well into each other.

Also good god this game is pretty.

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Definitely has some interesting combat, though that flying kick animation is really disorienting since it pulls the camera away from what you're doing. Compared to games like DMC or other character action games, Sonic Frontiers looks really stiff in how combat works, which doesn't surprise me when the rest of the game also looks as if it's too stiff to control.

Still missing that "something" to make the game click, at least for me.

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Getting really lost from these different Frontiers threads. Quoting what I said in the big one.

  

8 minutes ago, Waveshocker Sigma said:

So there's a faster aerial command version of the paraloop attack and the player seems like they used it completely on accident because they do it once, look around like "What just happened?" and then never do it again. Kinda funny.

Watching this combat feels like every time I'd let my friends play KH2FM or DMC and watch as they have absolutely no idea how to do any of the stuff that isn't just mashing the main attack button. It feels like there's a lot more to it and I REALLY wanna get my hands on it to figure it out myself.

However, Sega. Seriously. More animations for various standard punches and kicks instead of the same one or two, please. Make that look a little more stylish. I do love that Hurricane Kick firing off all the projectiles, though. That was cool. I do like that there's multiple ways to handle the giant enemies if you try out other stuff. Wasn't expecting to be able to attack them on the bottom fo their feet, but I feel like that should've tipped them over on their backs.

All-in-all, that was all pretty neat. Not super impressive, but better than what I expected and has potential for more since I'm sure there will be more attacks you unlock. At least, I certainly hope so.

 

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  • Sonictrainer changed the title to IGN First - Sonic Frontiers: Combat Gameplay

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