Fans weren’t lying, this really is the best Sonic game we’ve had in years.

If you’re looking for a balanced review of the game, you won’t be finding one here. If you’d like more positive perspectives on the latest Sonic hotness, I’d highly recommend reading Pangburn and MagneticBurn’s written pieces on the game, as well as watching ThorHighHeels and Cybershell’s recent videos on it. This review will not discuss any story spoilers, but will vaguely touch upon the final few bosses.

Initially I had (unfairly) written the game off based on its truly awful press coverage, but it’s not like I had much faith in this franchise’s future anyway after getting a game as vapid as Sonic Forces. Though let it be known that I’m always willing to give something a chance, no matter how little I think I’ll like it. I hadn’t planned on getting to this for a while, but after my brother bought it on Steam out of the same curiosity for the game that I had, I knew I should probably just go ahead and play it. Now that I’m on the other end of the experience I think I’m even more concerned for this franchise's future.

After his last 3D outing this series was bound to take a sharp turn somewhere, but I think this genuinely might be Sonic’s most baffling course correction yet. True to its name, Sonic Frontiers stands as the dividing line between the older boost era of games and whatever empty path the series may decide to take next. This should be cause for celebration as I think everyone was essentially done with standard boost games after Forces, but I’m not convinced this open world zone approach is the right way to go if this series wants to stay on the cutting edge.


Over his career, Sonic has always been nothing if not a trend chaser, and that’s abundantly clear here. Shifting away from a straightforward progression though linear stages, Frontiers dumps you into a huge, empty map and sends you off on your way to do whatever it asks of you, knocking out dozens of menial checkmark tasks on your way to the next Thing. Generally you’ll be bouncing between haphazardly placed waves of enemies, puzzles that feel like they were made by a computer, and traditional boost stages in some of the most shameless methods of content rehashing I’ve seen in a long time. In-between these game-percentage ticks are the vast open fields themselves, letting Sonic stretch his legs a bit and run freely and mindlessly like the little rascal he is. After getting all the chaos emeralds on any given island (a process normally executed by fighting a boss to get a gear, using that gear to open a boost stage, playing the boost stage to collect keys, and using the keys to unlock emeralds), you’ll be thrust into a massive set piece pitting Super Sonic against a massive titan, and after beating the boss you’ll be ejected to the next island where the process begins anew.

It may sound harsh to explain this loop so bluntly and unceremoniously, but it’s not like I’m being totally uncharitable. This is the large bulk of what you’ll be doing during an average playthrough. Even among those who love the game, most would agree that a lot of the content in the open world itself can feel tedious at best or downright poor at worst, and I’d be inclined to agree.

Stopping dead in your tracks while zooming from place to place to complete another copy and pasted “puzzle” to fill out a map you’ve already explored is a recipe for disaster in any Sonic game as far as I’m concerned, and that's before you even consider the quality of the puzzles themselves. I think I’d be more charitable towards these if they were taxing in any way whatsoever, but they genuinely amount to turning your brain off for a variable period of time and getting rewarded with the mild satisfaction that you’re working towards a greater task in some small way. Sometimes you’re holding a button down for 30 seconds, sometimes you’re following a path around an obstacle course, sometimes you’re drawing a circle on the ground, sometimes it may even give you a slightly more valuable trinket as a reward for your hard work, but none of it will meaningfully latch onto you regardless. The game may as well just give you the stat boost / item for finding them (see also: looking at the marker on your map and running from one side of the map to the other to get to it) because the puzzles ultimately add nothing to the experience but provide a shallow time waster between story moments.


Let me slow down for a second, I know that these puzzles aren’t the primary draw of the game and it’d be foolish of me to pretend they are. This is a Sonic game after all, it’s always been more about the journey than the destination. Even the best 3D Sonic games are usually pretty fun to move around in regardless of any extraneous elements that may bog it down, so how is the movement in Frontiers? Well…

I’ll be upfront and admit that boost Sonic has never exactly been my thing, but there was a real opportunity here to transform this style of control into something that not only felt fresh, but managed to hold up the rest of the experience on its shoulders, flawed as the surrounding game may be. Against all odds, the system presented here managed to be possibly the most underwhelming iteration on this formula yet, but it’s not entirely the fault of the physics engine.

There was clearly an effort made here to give Sonic more tools to work with and add extraneous world elements to make field traversal flashier. but ultimately most of your experience will just be spent boosting everywhere if you’d like to get to your destination with any semblace of expediency or natural flow. It feels like most movement options (barring a few niche maneuvers like boost jumping off of a rail or other admittedly interesting speedrunning tricks for the Cyberspace stages) just punish you for trying anything other than the prescribed fun it wants to give you. Gone are the days of empty homing attacking to convert air acceleration into ground speed or spin dash jumping off a slope and shooting into the stratosphere, and in their place lie disconnected setpieces of rails and platforming challenges to stumble into and sit back in awe of. Admittedly, it can be rewarding in its own way to string these setpieces together in a way that can very occasionally bring me back to the beautiful labyrinthian nightmares of Sonic CD, but this type of traversal just is not my thing at all - boosting off a bump in the ground and entering a stiff arc in the air will never scratch the same itch to me as some of the crazy shit you can do in Sonic Adventure.

The elephant in the room regarding the openworld design is Breath of the Wild, a game that not only breathed new life into its own series back in 2017, but inadvertently spawned a wave of imitators that wouldn't pop up for at least a few years after the fact (you can’t make a game like Elden Ring in just a weekend). Sonic Frontiers is clearly drawing inspiration from this title, and while this isn’t a terrible thing on the face of it, I’m intensely bothered by the approach taken by Sonic Team. On the surface, both games are strikingly similar: A desolate, wide open map to explore, exceedingly simple puzzles sprinkled across the land, an emphasis on player growth in its collectables, and short cutscenes that add almost nothing but small moments of character growth to bolster the main plot. A common critique I’ve seen levied at Breath of the Wild over the years is that the land of Hyrule is boring to traverse, that nothing you do ever feels significant and that there’s nothing truly special to be discovered. I obviously resent this notion, but the reason why its crept back up in my mind is how Sonic Frontiers just feels like that imaginary game people have occasionally punched down on for 5 years. While many will bring up these two games in the same conversation primarily as a point of praise for Sonic, I feel like the core of each game couldn’t be any different.

Sure, it may be true that not every single task you perform is Breath of the Wild is exemplary, the secret to their success is one word: freedom. The freedom to go anywhere, do anything, see new sights, play at your own pace, and tie it in a nice bow at the end of it all. There are more granular elements to the game I adore, like how truly alive the world actually feels, but the thing that stands out the most to me in this concoction of fun is how decision making affects the game on such a massive scale. It’s not just that the game gives you a stat boosting item for a large portion of puzzles, it’s that you have to make the choice between boosting health or stamina. The world can be vicious early on with enemy camps dangling good early-game rewards on a string just in your grasp, so upgrading health might be desirable. At the same time, having a higher stamina bar is all but essential to make some of the more treacherous climbs in the game, and may also inadvertently make some combat encounters easier on the defensive if you need a hasty escape plan. While both of these can be mitigated somewhat through clever uses of the cooking system, it’s this consideration for player choice and their long term consequences that really make Breath of the Wild special to me, and go some way towards recapturing what made the original The Legend of Zelda feel like such a magical bolt of lighting on the industry.

No such consideration exists in Sonic Frontiers. Every task feels like it's being done for the sake of itself, rather than acting as a vehicle for interesting engagements with the world. Stat boosting has no bearing on how you play the game and does nothing but make combat slightly less tedious, so those rewards you get for completing puzzles may as well not exist. Enemy encounters similarly feel slapdash, there was not a single fight in my 15 hours of playtime that instilled any excitement in me whatsoever and I was tired of fighting the same mobs and minibosses by the time I saw them more than once. I guess it must appeal to someone that there are hundreds of little things on the map that go in one ear and out the other, but it certainly doesn’t to me. Frankly I don’t feel like this new approach fits the playground philosophy of Sonic in the slightest, and unless they come into the next game with a fresh mind on how puzzles and combat are designed, I think this approach should just be scrapped altogether. If Breath of the Wild was Zelda’s come to Jesus moment, Frontiers is Sonic’s JESUS IS KING moment.

As I’ve tried to lay out so far, I have massive fundamental problems with this game, but what truly breaks my heart is every small crevice of the game that just blows its potential for no good reason. It feels like with every nearly decent idea Sonic Frontiers has, it somehow undermines it and makes you realize the whole thing was built on an extraordinary shaky foundation to begin with. Why go to the effort of divorcing the homing attack from the double jump, only to layer it over another opposing action anyway with the combo button? Why even force a stamina bar on you when it takes two seconds to enable infinite stamina? Why offer me the choice of pumping my stats into ring capacity when you simultaneously benefit massively if you can reach the maximum rings, making an increase in rings tantamount to wasting my time long term? Why dangle a defense stat in my face when I can spawn infinite rings at any point negating every single challenge in the game? Why would you design these massive bosses in a game with combat at the forefront only for me to fight every single one in exactly the same way. Why would you add a mediocre fishing minigame to your laundry list of side activities and skip out on the presentation side of it (the only good reason to have a fishing minigame), completely? Why include Big the Cat in your roster of side characters if Jon St. Jon’s goofy ass voice isn’t the one backing him up? Why include a parry if you can just hold it down indefinitely, defeating the entire point of adding a parry to your game? What’s the point of living if we are all just going to die?

Even beyond the gameplay itself, I never found the actual primary tasks you’re bouncing between to be very satisfying either. Between chaos emerald runs, you’ll be collecting island specific collectables to satisfy the needs of a few of Sonic’s friends, and will be treated to short cutscenes of banter between Sonic and the character in question. Occasionally these conversations will directly tie into or work to resolve the current events unfolding in the game, but oftentimes are just quick conversations about old adventures or ad libs about the current psyche of the characters. The writing of these scenes (and by extension the story as a whole) have honestly eclipsed all other discussion surrounding this game, and part of me understands why. It's clear Ian Flynn cares for these characters and wanted to push this series forward in a big way, nearly every scene feels far more grounded than what you’d find in an older game with even this same cast, and with every character interaction you can practically feel the love flowing from the heart of Flynn as he tries to humanize everyone to the best of his ability. I see why people are into his approach of character writing, but man it’s just really not my thing.

To me, the highest highs of this series were always founded on sincerity through the shmaltz and camp. It's not that you had to take it seriously, it's that it was all coming from a genuine place of earnesty to make something fun first, and to write a compelling character drama second. Even when Sonic is absolutely fumbling over himself trying to weave together an interconnected mess of a story, he still somehow manages to bring it all home with an absolutely legendary finale. I’ll admit that much of this may be down to personal taste, but none of the melodrama here in Frontiers really managed to resonate with me, and I think part of that may be due to the presentation and escalation of scale here.

One of my favorite elements to the older Sonic games, (and you’ll have to bear with me here) was the buildup and anticipation to Super Sonic. This was less the case in the 2D games as it served more as a completion reward more than anything, but with the transition to 3D came a far grander scope, and an attempt at narrative pacing. The key word there is attempt - I think most would admit the writing in Sonic games has never been Shakespearean - but the effort was certainly appreciated, and likely played a large part in how these games were remembered over time. Even the blindest of Sonic haters would have to admit that he rarely disappoints for the finale, and this shift where Super Sonic went from a cute in-game bonus to a crazy big payoff right before the curtain call was a brilliant move on SEGA’s part. I tend to be one who prefers intrinsic gameplay benefits over extrinsic ones, but the buildup to the inevitable Super Sonic encounter in every subsequent 3D Sonic game has excited me ever since I first finished Sonic Unleashed back in 2008. Not only was it a smart move to ensure players couldn’t steamroll the challenge of the game (assuming they didn’t also intensify the requirements to unlock Super Sonic), but also to make the game’s final moments land way harder than they could have if say, you had repeated access to Super Sonic at multiple points throughout the game up until that point.

This is why the approach found in Sonic Frontiers feels extremely flaccid to me. It's hard to get excited over an encounter that may have been the equivalent to smashing my childhood toys together had it happened in an older Sonic game, but when it gets repeated 5 times without any build up or escalation on subsequent encounters, it quickly loses its luster. At first I thought this may have been done to amplify the impending finale where we’d really do some mad shit with Super Sonic, but that's not the case. Instead you have two choices based on the difficulty you’ve selected: on Normal you can have a final boss that plays just like the final encounters on the previous 4 islands followed by a Super Sonic cutscene, or on Hard you can have that followed by an… Ikaruga inspired final boss? I know I’m normally the biggest blind defender of shoving shmup sections in games where they admittedly rarely belong, but there was such a missed opportunity here to blow the roof off the finale of the game and at least end with a bang, but I suppose that would require some amount of buildup to be paid off by a hypothetical section like this.

I don’t wanna rip this game away from anyone who’s having a good time with it, after suffering for years with no reinvention I can totally buy that this game would be the one that ties everyone together and brings back a feeling of hope for this series that hasn’t been felt on this scale since Sonic Generations. That said, I’d be lying if I said I enjoyed this on any level. This genuinely might just be a case of me growing up and this type of thing not really being for me anymore, which would be a genuine shame if that's the case. This series that once felt like a cause for joy and celebration in my life now feels trite to me, like the ship is finally sinking and the Captain is trying everything in their power to keep the cruise afloat. I’m sure they’ll still find some way to wrangle me back in to see how the blue bastard is doing in the future, but there’s no doubt that the spark is starting to fade for me.

Reviewed on Dec 01, 2022


12 Comments


1 year ago

You say your spark is fading and yet you haven’t played Spark the Electric Jester. Curious?

1 year ago

@Cab Playing Spark may just be the thing I need to reignite the spark 🤔

1 year ago

Oh dear, Frontiers haters will have a great time reading this one.
...not a negative light for you, in any chance. Great write-up! I cant wait to sit down and play it.

1 year ago

@MalditoMur ty!! i'd imagine you'll get more out of it than i did, i'm looking forward to hearing your thoughts 🙏🙏🙏

1 year ago

appreciate the shoutout and a great review on the opposite side of the perspective. i agree, there's a ways to go with making rpg growth and the individual objectives feel more meaningful and focused. loved my time but there's definitely shoes to fill for a follow-up.

1 year ago

@MagneticBurn I appreciate the comment! Not sure what it is with games stuffing in RPG mechanics where they don’t belong as of late, but I can see the potential in a Sonic game with a decent progression system. This series rarely does the exact same thing twice so I’m interested in seeing how this formula potentially gets shaken up in the future

1 year ago

I feel you've pretty eloquently laid out your case with much less vitriol than I would've, and you've come to a score that (with one more island to go) is probably just a notch above what I'm anticipating I'll walk away with. I never had high hopes for this game, but it managed to underwhelm on my already low expectations. There's no rhythm to the game, no flow, no meaning. Just an incredibly shallow experience. I've never felt more ready to be done with a game, and I just got done playing Shenmue II.

Great review.

1 year ago

Notch below*, excuse me.

1 year ago

This comment was deleted

1 year ago

I think the score here is too low (like 1/5 is the kind of score you’d give a game that’s functionally broken and barely functional on every level, less one that’s tepid and merely underwhelming I think 2/5 might’ve been fairer and less directly comparable to Sonic 06 barely functioning) but completely understand the general sentiment despite greatly enjoying the game.

Some personal comments:

-I don’t think the use of Super Sonic is really a negative, at all. I’ve played more than enough Sonic games that make him exclusively a final boss event, and oftentimes he’s given extremely underwhelming mechanics compared to base Sonic’s more robust kit. As simplistic as the combat in Frontiers is, I appreciate wanting to transfer over all of its mechanics and attacks to Super Sonic in a way. I think the game does well to build up these battles; the first three islands all have Sonic at the mercy of Sage sicking a Titan on him in different ways to prove he isn’t strong enough in base form, so the payoff after the Chaos Emeralds are gathered and exciting climbing music is for the Super Sonic beatdown. These are the highlights of the game for a lot of people and I think looking at them in a vacuum your points are fair, but as payoff for all your exploring and adventuring and character bonding with a friend about, I think they work really well and have players anticipating the next one after the first. The final boss itself is divisive for sure but idk, I kinda vibe with it being a more story-driven fight than most, the music being a different cue and Sonic’s adventurous hope and optimism enduring forward against its nihilistic boasting, something we haven’t seen in 13 years.

-Jon St. John hated Big the Cat so much he literally forgot how to do the voice; I don’t really blame SEGA or Sonic Team for not wanting to bring him back.

-I think the game benefits from how simple and to the point a lot of the overworld tasks and (most of) the mini-games are in Frontiers. Granted, I DO wish the time trials had far harsher time limits, but the fact that the puzzles aren’t terribly taxing at least keeps most of your attention on the exploration road ahead. I’ve been playing a lot of Gravity Rush 2 lately, very charming game, but its standard open world game tasks can be incredibly tedious, separated by load screens AND drawn out (stealth segments, trailing missions, fetch quests to multiple NPCs around the world, etc. That Frontiers largely lacks these I find to be a positive, since it keeps your attention on using Sonic’s movement to explore the world and seek out the surplus of required collectibles and the map tasks, like the little boost platforming sections to get a token, are another quick engagement to hop to.

-Some minibosses like Shark and Squid I don’t appreciate for just how much automation separates the attack phases of their battles, but I liked the ones where the pace of the battles is more in your control and can commend their sheer variety (plus the fact that almost all of them have a unique music track when engaging in their fights, special shout out to Spider and Ghost).

-It’s 100% fair to wish you could have Sonic Adventure spin dash jumping back, it is still my favorite method of movement in 3D Sonic. but with the custom controls in mind, I do genuinely think Open Zone Sonic controls the best he has since Adventure 2, and I can appreciate some of the crazy high boost tricking, drop dashing down slopes and the crazy distance you can fly off rails when they do happen. Ares’s emphasis on verticality and Ouranos and Chaos having many slopes I think helps too. chandler actually suggested a really good control scheme if you see his review here.

-“Why go to the effort of divorcing the homing attack from the double jump, only to layer it over another opposing action anyway with the combo button?”
This wasn’t really an issue for me; it just makes it easier to homing attack from a run and isn’t factored in at all during cyberspace. I took issue with this kind of button mapping in previous Sonic games (light dash in Adventure 2 and Heroes, boost and air dash being on the same button in Unleashed) because it made it EXCEEDINGLY likely to pick the wrong thing and fling yourself off an edge killing the pace. Homing Attack being an immediate gap closer without the need to jump is not that, especially in an open area where falling off edges doesn’t cost lives like older Sonic’s.

-Most of the stats I do agree feel more like tacked on experimentation, but with Defense I do think losing less rings per hit does help. Some of the bosses like Strider or Caterpillar are multiphase fights where it can be easy to take a hit and lose a good chunk of your rings while engaging in their processes. For Super Sonic battles the ring count feels like a way to personally modulate the challenge to your liking.

-The glitchy effect on the fishing lake is weird and bizarre, but I don’t think those sections skimped on the presentation. The low-fi music really helps set the vibes and they clearly put a lot of effort into most individual catches in the minigame with their goofy animations. Even the music cue to the “Big catch” from Sonic Adventure 1 I appreciated with that being my favorite 3D Sonic.

-“What’s the point of living if we are all just going to die?”
Congrats! You are now the antagonist of Sonic and the Black Knight that Sonic directly contends with, lol.

Anyway I do think Spark the Electric Jester 3 (specifically 3 because it’s fully 3D and is the one that comes together the most) is a better game coming from someone who thinks Frontiers is a flawed 7/10, so I would absolutely recommend that for the fast and crazy flowstate gameplay being more at a constant, tho your critiques are mostly very fair, reflective of Sonic Team’s experimental dartboarding, I do think the scoring is a bit much.

1 year ago

"I think the score here is too low"
Sorry to respond for someone else but LukeGirard always smacks the crap out of games rating-wise, but you shouldn't worry about it too much. Everyone here has their own rating system, if any.

1 year ago

While I am one of those folks that gave this game a good score between my two full playthroughs, I don't disagree with much of what you've said here. I have echoed it before but it's sad that this game is the one Sonic game in over a decade that has been nearly unanimously celebrated as the best Sonic Team effort since it's still as lacking as it is. I enjoyed the core gameplay loops of mini challenges and standard stages interspersed with accidentally launching myself off small rocks in the terrain but I genuinely don't know if I was as forgiving as I was because it's not Lost World or Forces at this point.

1 year ago

@MalditoMur tbh I think the main issue when it comes to people who rate games so erroneously low is that there tends to be little separation between rating games low for what they represent versus what they are.

This person gave Frontiers the same rating as Sonic 06 and Devil May Cry 2, suggesting they went literally nowhere in 16 years despite Frontiers not being nearly as busted or badly designed, and also gave the same rating to the Klonoa remake purely because of what it represents in not just taking the full original Klonoa Door to Phantomille and being slightly too bright and bloomy. It’s inconsistent and sort of clouds judgment when you imply a game like Frontiers is one of the worst games ever made high on pretensions.