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There were five races or tribes of Ancients back on their home planet. Each tribe had their own unique attribute- four legs, a tail instead of legs, that sort of thing, and the 5th tribe was super intelligent. All five tribes worked together to fight The End, but four of them were killed off, leaving only the smart Ancients, who were the ones who evacuated on their ships. When they landed on Earth on the Starfall islands, they then built Titans based on the attributes of each of their lost tribes, which is why they're all designed different, so that they could attack in different ways and also as a tribute to the lost tribes.
It's also possible the Starfall islands could each be named after the tribe who's Titan was stationed on it, as there are "five" islands [technically. I'm still salty about the Kronos/Rhea situation]
Tails' flight and homing attack stuff is pretty fun to work with, I think this is the longest flight energy Tails has had in any game since Sky Patrol.
A lot of the new dialogue is pretty insightful in terms of lore, and gives us a chance for characters other than Sonic to interact with each other.
With Knuckles, I can keep gliding into a wall to ascend it, I just love that bit of jank.
The Slot Machine's replacement is a lot more direct and functional.
There's a LOT of stuff to do in general. Getting through this free DLC alone probably takes longer than some Sonic games especially if you're 100%ing it. It's the meatiest of all the DLCs for this game.
-The new Ghost fights are SUPER fun, especially since you can play them as any character and all four characters chase them along a different path
- Cyberspace is the closest in feeling to SA1 levels of openness they've done in the modern era. I can't overstate how excellent these stages are. Comparing them with the spindash to Forces you wouldn't believe the same developers made both games.
- Amy fully upgraded is like Sonic with crazy vertical stuff and feels super unique. Knuckles and Tails I think need a bit more work but it's impressive that the characters are as good as they are given they've not really done other playable characters in like, 2 decades almost. Their dedicated platforming challenges are pretty darn fun.
- The towers that remove automation are really good, puzzle platforming. You need to have a good understanding of sonic's movement abilities and take things slow at points. They reward planning things out. It's relieving to finally see Sonic Team trust players to overcome challenges.
- The actual DLC itself is massive and free. It's like a whole nother third of the game with a ton of new story scenes and clips.
- Ghost is great, as are some of the other enemies. Just only as sonic.
My suggestions, Sonic Team, in the off chance you're reading this:
- Don't make players unlock cyloop, parry, and the unique quick cyloop thing for each character. Give them a quick tutorial text on how the new mechanics work and how to get skill points. Make it clear what lookout coco do as well.
- Have normal mode for the towers add targets and automation for the hardest parts of the tower. Hard and Easy can stay as is, but perhaps add a midway checkpoint on the towers, even if only on lower difficulties. Players often don't mind doing difficult stuff, they don't like doing a lot of difficult things in a row to fail at the end and have to repeat it all over.
- Nerf the first two trials on lower difficulties and buff the second two a bit. Fewer enemies in trial 1, more time in trial 2.
- For the boss rush master trial: cut the run-ups to the bosses, at the very least Wyvern's. Do 600, 500, 400 rings for easy, normal hard. And swap the parry window to 2 seconds, 1 second, half a second or something instead of the current 1 second, 0.2s, 0.15s or whatever it is.
- Give the player hints for the final boss on subsequent failures instead of requiring them to grind out the map.
I know you might have officially ended support for frontiers, but these small changes (honestly, the trial nerfs and a tower checkpoint are the highest impact ones) would probably leave players with a much better impression. Regardless, looking forward to whatever comes next -- though I don't think anyone would complain if the super hard stuff was kept to optional challenges.
The only thing that pissed me off was the final boss for the 2 obscure things you have to do to progress.
Didn't realize this, this is already giving the game some replay value; love having some unique fights for the characters!