Available because November 8 (Xbox Series X, Xbox Series S, Xbox One, PS4, PS5, PC, Nintendo Change), Sonic Frontiers divided the press. Indeed, if some media applauded the open-world approach for which the Sonic Group decided, others on the other hand, this is our case and have been sorry for that deep space of the video game is frantically empty. Our associates from Sector just recently had the opportunity to talk with Takashi Izuku, the studio boss, and pointed out to him that Sonic Frontiers could work as a new design for future episodes. You are perfectly right, he responded. Similar to with Sonic Adventure [which was launched on Dream cast in 1998, and is an advancement of traditional 2D episodes, editor's note], our goal with Sonic Frontiers was to develop a Game that works as the basis for future Sonic games. This is an entire brand-new method, but we have actually ensured to stay loyal to the DNA of the franchise: this sensation specific to Sonic need to be present.
In his Sonic Frontiers test, Alex says: It's undeniable, Sonic Frontiers makes up a genuine risk-taking on the part of the Sonic Team groups and a breath of freshness also in assured terms on the side of this same studio. Ennui, it's That the game, as good as it is controller in hand, experiences much too redundant mechanics, an actually too dated technical strategy, from graphics oscillating in between the ideal and the mediocre, without ever causing watch and pays at the high immensity price of his world, haven of flexibility however oh so empty, despite the dances ramps, the air rails and the number (a little) growing Dennis over its intrigue.
Takashi Izuku assures that he was mindful to the feedback from players who, it should be stated, were not warm before the release of Sonic Frontiers. Whatever the series, altering the gameplay is constantly something ambitious, and even more for a franchise such as Sonic.
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