Sonic Frontiers Combat is a COMPLETE Mess

2023 ж. 17 Шіл.
22 430 Рет қаралды

My ramblings about Sonic Frontiers's combat and why I have problems with it.
My Twitter: / chaser_tech
My Twitch: / chaser_tech
Songs Used:
Sonic Lost World - Windy Valley Zone 2
Spark The Electric Jester 3 - Utopia Shelter
Sonic Robo Blast - Techno Hill Zone Act 1
#sonicfrontiers #sonic #sonicthehedgehog

Пікірлер
  • 1:58 HE DID HIS FIRST SHAMELESS PLUG. HE'S ON HIS WAY UP

    @Darenca@Darenca10 ай бұрын
    • :^)

      @ChaserTech@ChaserTech10 ай бұрын
  • Just to clarify, since I'm not sure if I explained my point very well: I think Frontiers combat has promise but the skill moves replacing his normal moves is a huge step in the wrong direction. It prevents you from performing specific normal actions. Also I don't use Auto Combo

    @ChaserTech@ChaserTech10 ай бұрын
  • The best way to describe Frontiers combat is like DMC 5 Dante having 5 versions of Stinger that last 15 seconds that all do the same thing instead of having summon swords for DSD

    @Exceed_HS@Exceed_HS10 ай бұрын
    • I mean, Dante in DMC5 actually has several different stingers -normal stinger -gun stinger -normal + summon sword stinger -summom swords stinger (only the swords) -DT stinger (pierces trough enemys) -DT + summon swords stinger -SDT stinger And they all work perfectly together, so it's not the amount of attacks but the way they work in the game

      @srslao@srslao10 ай бұрын
    • ​@@srslaonone of them take more than a second or two to use and they all of them have separate utility. Sonic Frontiers is like DMC 2 where all the melee weapons are basically the same with minor stat differences.

      @soulcyclone360@soulcyclone36010 ай бұрын
    • This comment is better than the whole video.

      @inkredibill6352@inkredibill63527 ай бұрын
    • Yeah fr but i don't blame them since this is the 1st time they implemented combat in his moveset while there is werehog but that's a whole different character.

      @ramadhanadriano7650@ramadhanadriano76505 ай бұрын
  • The main issue is that Sonic and the button layout was designed with platforming and exploration first and combat second. If we truly want a DMC-like Sonic game, Sonic Team would have to prioritize high-speed combat first. And it is possible. Spark the Electric Jester 3 is proof that you can marry the 2 concepts into a cohesive experience, but it has to be planned out from the start

    @williamts9422@williamts942210 ай бұрын
    • Yo, sweet to see another person who mentions Spark 3 in the comments. Cool series that deserves more attention. Tehsnakerer made a pretty great video retrospective series on all games. If you haven't watched those yet, i recommend you do so if time allows for it.

      @jurtheorc8117@jurtheorc811710 ай бұрын
    • Even though you could argue combat is Spark 3’s weakest aspect which would be proof against the idea that you can marry the two.

      @yagirlmayalazarus6713@yagirlmayalazarus671310 ай бұрын
    • ​@@yagirlmayalazarus6713Weakest how? Just because it doesn't get as crazy as DMC? That's DMC's whole focus though. And this was Lakefeperd's first try at a character action combat system. And if you mess around with Fark's moveset, it's clear he really started to get the hang of it.

      @MarkerMurker@MarkerMurker10 ай бұрын
    • @@MarkerMurker Quality of combat isn’t defined by how crazy, wacky, wahoo pizza man things get. DMC pulls it off because they had 4-5 games of experience. Spark’s combat is the weakest part of the game because it’s pacebreaking and doesn’t flow into the gameplay loop as well as the platforming. You could also say Frontiers’ was starting to get the hang out things too becoming this is also their first attempt at a character action system. Neither pulls it off rather well imo.

      @yagirlmayalazarus6713@yagirlmayalazarus671310 ай бұрын
    • @@yagirlmayalazarus6713 I'd say that's a bit unfair. The system itself is fine for Spark. People usually go to DMC because of the fights. Not running around. People usually go to Spark because he's a fast little guy like Sonic. You say it's pace-breaking, but players have every tool they need to zip around dispatching enemies if they play well. Even then, the amount of times you're required to stop running and start fighting are very few, and only in optional stages aside from dedicated boss arenas and the final stage. It's as smooth as it can be for a game with that kind of focus.

      @MarkerMurker@MarkerMurker10 ай бұрын
  • what is interesting is that Kishimoto said that in the development stage the Combat was harder and he even said "Bayonetta and DMC like", it would be interesting to see how it was at the time

    @tsunox1279@tsunox127910 ай бұрын
    • Infact, we know he isn't making it up, there are a bunch of unused animations in the game from that old combat system.

      @lpfan4491@lpfan449110 ай бұрын
    • @@lpfan4491 yeah, if you saw the leaked beat footage that had Persona 3 Reload in it from 2021, you can see Sonic doing a normal combo attack, and then backin out of the enemy with a back flip

      @tsunox1279@tsunox127910 ай бұрын
    • That's what happens when testers complains and probably never played a high skill game such as DMC. Had Kishimoto just stook with his initial combat system and NOT made the parry so brain dead, then the combat system would've been its highest positively reviews.

      @1DAR26@1DAR2610 ай бұрын
    • ​@tsunox1279 That's in the game, dodging.

      @sonicdml4175@sonicdml417510 ай бұрын
    • @@sonicdml4175 it's not the same as the one in that video, dodging is just from left and right in the final game. in this one it was backwards

      @tsunox1279@tsunox127910 ай бұрын
  • The issue I have with sonic Frontiers' combat is the enemies do not have any special interactions with your moves. The enemies you fight traditionally have no cool animations. The death scissors from DMC 5 is a great example. when you break the scissors, you can kill it easily by attacking the head. I wish parrying enemies gave them special combo properties or put them in situations where you can volley them into one another. The enemies you have to use movement on to break through their defenses was a mechanic they should have implemented more & evolved upon.

    @Rhy2412TitanGamer@Rhy2412TitanGamer10 ай бұрын
    • The Titans actually have special Animations when hit with the Cyloop, though I agree it's way too little... In general, the variety in terms of enemies, especially basic enemies, is a bit lackluster, which is especially weird considering they could have used some Badniks, Eggman was in the game after all...

      @Sigmund_Froid@Sigmund_Froid10 ай бұрын
    • @@Sigmund_Froid compared to other action games it's only a slice if what it could have been 😢

      @Rhy2412TitanGamer@Rhy2412TitanGamer10 ай бұрын
  • If SEGA just stuck to something, *anything*, for more than a single game, we might get more than just a decent game out of it

    @paz8723@paz872310 ай бұрын
    • Not even 3D Mario sticks to the same formula. Every new 3D Mario plays like a different game. 3D Sonic is actually more consistent when you put in the numbers: Adventure formula: SA1, SA2, 06 (Heroes and Shadow to some extent); Boost formula: Unleashed, Colors, Generations, Forces (Frontiers too to some extent); Storybook games: Secret Rings, Black Knight. The only real outlier is Lost World. Frontiers is mech of Adventure, Boost and Lost World.

      @bluestar5812@bluestar581210 ай бұрын
    • @@bluestar5812 Who said anything about Mario?????

      @minusone7529@minusone752910 ай бұрын
    • ...you realize they did that and we hated it, right?

      @ashemabahumat4173@ashemabahumat417310 ай бұрын
    • @@ashemabahumat4173 that’s cause the peak was unleashed. It only dropped after that.

      @-KORAL_ZERO@-KORAL_ZERO10 ай бұрын
    • @@-KORAL_ZERO exactly. It happened and we hated it

      @ashemabahumat4173@ashemabahumat417310 ай бұрын
  • I agree with this point at 11:10 and it really is the main reason what Sonic Team went with the direction they went with I think Kishimoto even mentioned that originally they were gonna go with DMC or Bayonetta as a base for the combat but they scrapped it because it "Didn't feel like Sonic." and I would've loved to see a world or timeline where they did use those games as an idea or base for combat than whatever they stuck with in the final release.

    @RKzero10@RKzero1010 ай бұрын
    • damn, i guess the werehog backlash traumatised them lol

      @enternamehere3759@enternamehere375910 ай бұрын
    • Honestly I think if you stripped down the attacks that you get in the game and maybe add like one or two useful things, he would have been fine. To me, he doesn't need a lot to feel fun. I was already liking the combat more once I started playing the game without the skills on a new save file awhile ago lmao.

      @ChaserTech@ChaserTech10 ай бұрын
    • It's pretty interesting that they said this because the werehog in Sonic Unleashed didn't feel like Sonic either, but I think the biggest difference is that SU's combat had a much tighter vision than whatever Frontiers is trying to do. I haven't played Frontiers yet but whenever I'm watching gameplay, it doesn't really 'look' like Sonic either. Some moves like the cyloop and spin dashing attacks are okay, but homing shot and the move where he fires the ki blasts from his hands just look silly to me for Sonic to be doing.

      @Jaymez2012@Jaymez201210 ай бұрын
    • @@Jaymez2012 It's not exactly silly because he has done energy blasts before, not his first time. In SA2, he can just spawn Sonic Wind with just a clench of his hand.

      @Prime_Legend@Prime_Legend10 ай бұрын
    • @@Prime_Legend he's also used Sonic Wind in Sonic Battle as well.

      @thestarryeyedobserver@thestarryeyedobserver8 ай бұрын
  • They're almost on to something with the enemies where you need to do movement stuff to break through defences but there's not enough of that

    @Scroteydada@Scroteydada10 ай бұрын
    • Except it's best to use ranged attacks to not trigger those annoying defenses at all. So the whole point of movement is gone.

      @Gnidel@Gnidel10 ай бұрын
    • @@Gnidelthe defenses arent annoying at all, just sidestep when your attacking when they have an energy barrier and you spin around them, also they can still use defenses at range

      @Jonrocks7@Jonrocks710 ай бұрын
    • @@Jonrocks7that only works for the red ones, enemies later I’m the game are fully covered and you’re forced to cyloop them which comes off as annoying

      @modest9584@modest958410 ай бұрын
    • @@modest9584 quick cyloop is almost always available, its still not much of an issue unless your homing attack goes to the shield.

      @Jonrocks7@Jonrocks710 ай бұрын
    • ​@@Jonrocks7the cyloop isn't the problem. It's the fact that all your other options are basically redundant when cyloop is the best counter to almost anything in the game

      @soulcyclone360@soulcyclone36010 ай бұрын
  • Me personally, I haven't had issue with the controls not doing what I want them to. My biggest gripe with the combat is the shallow enemy design in terms of their movesets, and the fact that you can upgrade your power to a point where enemies go down in a couple hits before I can even get a proper combo started.

    @midgaur@midgaur10 ай бұрын
    • There’s an achievement locked behind starting the phantom rush 50 times outside of training mode. It’s hard to do that when I defeat most enemies before I can even start a phantom rush.

      @SquallyCoin5664@SquallyCoin566410 ай бұрын
    • @@SquallyCoin5664 the trick for that is probably just start a new game file with deleting your main game save data and just do the phantom rushes without levelling up your attack

      @georgiepig5726@georgiepig572610 ай бұрын
    • ​@SquallyCoin5664 I got that ability farily easy, honestly the achievements were easy and the combat is fine how it is.

      @SAGEtheGOD01@SAGEtheGOD0110 ай бұрын
  • For one person who has played the game, I will say the the combat can be a tad clunky sometimes, but then again we do have to realize that this is a massive step up from every sonic game before it, and provides something new and vastly different from the homing attack we are used to. This feels more experimental since this is also sonics first open world and steps away from the formula we know as well.

    @Foxyklan123@Foxyklan12310 ай бұрын
    • A massive step up in terms of what? If you're implying as far as game quality goes, there's better sonic games. But the formula for progression is very addictive.

      @Rhy2412TitanGamer@Rhy2412TitanGamer10 ай бұрын
    • @@Rhy2412TitanGamer combat

      @antoniopedrocaykydonascime6213@antoniopedrocaykydonascime621310 ай бұрын
    • @@antoniopedrocaykydonascime6213 Tbf the only other games that even had a true 'combat system' were Sonic Unleashed and Boom. Boom doesn't have enough 'stuff' in it to even be worth discussing so the only combat system Frontiers could be a 'step up' from is Unleashed, and that's still debatable. Unleashed is undoubtably flawed as well, but i think Frontiers not only has a few of the same problems, but also actively tries to cover them up with spectacle rather than fixing them (on top of adding new ones.) The skills overlapping the traversal moves, the extended cutscenes for every attack, the skill tree, limited enemy mechanics, skills that are basically reskins of each other, all of these are issues that bring down a combat system that already is fairly basic.

      @cb6983@cb698310 ай бұрын
  • I think a game Sonic Team should take notes on is Cross Code. In that game, you have combat arts that function similar to Sonic's moves, but you activate them by pressing a designated button alongside a certain action to perform a specific type of combat art (dashing, melee, ranged, or guard)

    @galacticaracer3042@galacticaracer304210 ай бұрын
  • was waitin for this one. its good to see someone who actually knows about action games talkin about combat since i kept seeing ppl argue about frontiers combat for months after it released.

    @BeeGBoss@BeeGBoss10 ай бұрын
    • whenever I try searching for your channel by name "beeg" I find playlist full of porn videos. I have reported those playlists multiple times but nothing happens.

      @ishanagarwal475@ishanagarwal47510 ай бұрын
    • @@ishanagarwal475 *what the heeeeeeeell oh my god no waeaeaaay*

      @nottoofast@nottoofast10 ай бұрын
  • While I really like Frontiers, I certainly agree that a lot of the Combat can be very frustrating... I really feel like it's an issue of overdoing it... The base moveset has so much depth, that could be explored, but a lot of the moves unlocked later on just obscure that identity... That, coupled with a lack of enemies that really challenge that moveset, lead to a very underwhelming experience with the Combat... Which is a bad thing in a game in which you can run away from most combat to begin with. (The enemies which turn into those cylinders you have to cyloop are also frustrating, mainly because the Homing attack never seems to focus on them afterwards, so you waste time hitting another enemy turning into a cylinder...)

    @Sigmund_Froid@Sigmund_Froid10 ай бұрын
  • I really like some of the ideas Frontiers introduced, but the game as a whole doesn't live up to what it could be. If we ever get a sequel with tighter better thought out combat and without the "Sega hired this man" looking environments, I'd be all over that.

    @HA-ot6uf@HA-ot6uf10 ай бұрын
  • "It pisses me off" is such a fucking adept way to put it. You described my frustration with this system like, word for word. Good work, man.

    @diomega7975@diomega79759 ай бұрын
  • I do think this might be a good gateway game for younger people that will entertain them and eventually look for more combat/combo games, and people will say "hey, if you like this, try DMC, Bayonetta, Wonderful 101, Assault Spy, or Ninja Gaiden, MGR" and so on. So that's a plus! Great vid, CT. I'M Really Looking forward to the next vid, and hoping it'll be for Devil Sword Dante! Yes, it has its flaws, but it's depth for combos is insanely good.

    @iiisixstringiii8285@iiisixstringiii828510 ай бұрын
  • They really need a better way to input moves. Even if it's something as simple as "hold R1 and then press one of the face buttons to do a special move" that a bunch of other games already do, at least it would be way less likely to interrupt Sonic's more overall movement/attacks. Now you might be thinking "but wait, isn't R1 used for dodging to the right or quickstepping?" Well another change I hope is for them to just outright remove quickstepping. Outside of very specific minibosses and platforming challenges, there's like virtually no use for quickstepping in Frontiers, aside from messing with some movement physics but that's pretty much entirely unintentional on the game's part. We should only really have one dodge button in a full 3D environment, full stop. To add to that, dodging barely has any utility in this game whatsoever. Why dodge when you can parry with the easiest and most risk-free parry known to man? Defense options need a rework. I've been playing the Ys series recently and there's a really cool system in Ys VIII where perfect dodges (or Flash Move as it's called in-game) slow down time and make you invincible for a few seconds, and perfect parries (also known as Flash Guards) also nullify damage, but instead of slowdown, give you critical hits and increases your meter for skills for the same short time as Flash Moves. I think both these kinds of systems would work well for Sonic in an action game format, he's the "fastest thing alive", so why not reward players for quick precision? And on the topic of the parry and its timing, I think there's a way where it could maybe exist in its current form, but also be nerfed reasonably. Basically, remove the ability to be able to save yourself with it *after* you get damaged, make it so that you can't infinitely hover in the air, and turn it into a guard. Simple as. So in order to get an actual parry, you'd need to time a guard accordingly as the attack lands to get the most benefit. The Star Wars Jedi games (Fallen Order and Survivor) already kinda do this whole guard/parry system, actually. Another cool thing those games do is have parry timing be more strict depending on the difficulty you're playing on, so harder difficulties would require more precise timing for parries. This makes it so that casual fans who want to enjoy the story and explore don't feel gated or filtered, but also players who really want a challenge or to get pushed to their limits still have that option. (Oh, and give us more relentless enemies on harder difficulties, because even on Hard, Frontiers still feels like a cakewalk lmao) I loved Sonic Frontiers but I still feel like it could do way more with what they've set up, and a lot of things are holding it back. Sonic Team has been paying a lot more attention to fans as of recent and taking feedback, so I hope they reconsider a lot of Frontiers' elements for the next game instead of throwing it all out and trying something completely different again. This video was great in describing all my general frustrations with Frontiers' combat. I hope one day I can summon up the willpower to make my own little critique/wishlist video on what I'd love to see improved on lol TL;DR: I want Sonic Team to reconsider control layouts, difficulties and how they modify the experience, and better defensive options that actually serve a purpose.

    @bigsealmode@bigsealmode10 ай бұрын
    • Now that you brought it up, I honestly believe that dodging is completely not needed at all too. The only reason why I was even using it in the first place is to cancel out of attacks. Quick stepping also has been sort of a tacked on mechanic that doesn't seem like it's decent outside of a few platforming challenges that actually try to utilize it.

      @ChaserTech@ChaserTech10 ай бұрын
  • Literally map all special attacks to macros using L1 or R1 held down and the face buttons at the same time and all control between Sonic's base moveset and new moves are restored...

    @JKamron-1@JKamron-110 ай бұрын
  • You used to have to time the parry but playtesters were so bad at the game that Sonic Team removed needing to time your parry. I think in hard/extreme mode, you have to time your parry but it isn’t like that.

    @endcorruption993@endcorruption99310 ай бұрын
    • The time for the parry is 15 seconds

      @EternityVoid_@EternityVoid_10 ай бұрын
    • The parry is not affected by the difficulty setting.

      @alfo2804@alfo280410 ай бұрын
    • If the parry is up for that long it might as well just be a guard at that point.

      @justcallmekai1554@justcallmekai155410 ай бұрын
  • With all the automated moves Frontiers has, I kind of wonder if it was meant to be an rpg, a lot of the moves sound like attacks straight out of an RPG as well, I mean come on “homing shot”? “Grand Slam”? “Sonic Boom”? Frontiers Director even confirmed that he took helm of the project around 1-2 years before release, they might’ve recycled those moves from the original game and put them in frontiers.

    @dracogram9580@dracogram958010 ай бұрын
    • The same could also be said for the upgrade system too, with unlocking the skills from the Skill Tree and upgrades to Sonic’s attack, defense speed and Ring capacity stats.

      @SonicAndre2@SonicAndre210 ай бұрын
    • Yeah I can see that. It would explain why the boss’s were animated the way they were, why they have such weird parry timing, why Supreme has a move that requires that you get hit for no good reason.

      @Ismatic1906@Ismatic19067 ай бұрын
    • lol ​@@Ismatic1906

      @SuzukiT@SuzukiT14 күн бұрын
  • After the first island, basic grunt enemies can call up shields in the middle of your combo that will deflect you, and you can only get rid of it with a cyloop, and when dispeled with the instant cyloop, they'll just pull it up again. That more than anything else just killed my motivation to fight anything, and made me skip mobs altogether for the rest of the game, if you think that's petty, time how long it takes to run a circle around an enemy or a group of enemies, and multiply that by the amount of encounters you're likely to come by, per island, per playthrough, and then that should put things in perspective.

    @GuiltlessGear@GuiltlessGear10 ай бұрын
  • I think an easy fix for the next game would be to map the move to new buttons or have the options to remap your moves yourself and fix the parry to be timed based. And make enemies harder This is how I would remap the buttons ( for Nintendo switch but is the same for all other consoles and their corresponding buttons For Nintendo Switch B jump Homing attack double press B Spin dash Left stick down then B ( will work just like in base frontiers just change Zl to B) Drop dash triple tap B Cross slash Press L stick in + B ( cross slash has more range and projectiles but less damage ) Spin slash (rotate left stick+ B) Recovery smash Press in B(when prompted ( sonic does a 8 hit combo cutscene can be Disabled in the options menu ) I wanted to do something to differentiate grand slam and recovery smash since there the same move but I ran out of ideas ) Zr Boost( while in combat instead of boost refilling over time boost replenishes when hitting enemies and combining them. while boost damages enemies like spin dash but doesn’t instantly kill them phantom rush is active boost is faster and does more damage ( does not damage titans /boost is unlimited for super sonic ) sonic boom Zl ( instead of mutiple small Shockwave there are instead 2 huge shockwaves that have shorter range and more damage) Tricks Left stick Parry (is timed now sonic doesn’t float in air ) L+R Quick step Left L Dodge left Flick L stick twice Quick step Right R Dodge right Flick R stick twice Grand slam Press in R stick (when prompted) Stomp A Loop kick (rotate left stick+ A) Cyloop X Quick cyloop (X when in combo ) Bounce jump (not in the game would replace auto combos (auto combos would still be a feature just moved to an option setting ) Y Wild rush ( wild rush knocks enemies away like spin dash ) tap Y Cyclone kick hold Y Homing shot (input Y like a homing attack ( double tap Y )when the homing reticle appears. can be canceled by dodging )

    @gn2677@gn267710 ай бұрын
    • I think the parry will get fixed in the third update of Sonic Frontiers anyways , but i agree that harder enemies is a must

      @ulforcemegamon3094@ulforcemegamon309410 ай бұрын
    • @@ulforcemegamon3094 yea I’m pretty sure the parry will be fixed in the third update but I don’t know if the enemies will get harder or they will let you remap buttons it would be cool if they did though

      @gn2677@gn267710 ай бұрын
  • At least I can ignore the bad abilities by not buying them along with not upgrading sonic attack but I think the biggest issue imo is less sonic simple moveset and more like there should be more unique enemy spawns cause frontiers actually has a lot of unique weak enemy spawns they could mix and match I feel like the most reason they only stuck with solider enemies cause it was the easiest to spawn in the overworld compared to having multiple different enemy types and they probably didn’t wanna disrupt the pacing of the player who just wants to explore and run around This probably won’t fix it but they should’ve put a legit bloody palace mode along with nerfing the parry entirely

    @Xydenable@Xydenable10 ай бұрын
  • Sonic frontiers combat was clearly reduced from any depth, the developers talked about how it was a hack-slash before but people find it too hard so they changed it, also the parry was also nerfed because people found it too hard too, the parry minigame in the game clearly proves this, but yeah, the obvious answer to all these problem existing (cutscenes attacks) it's because this game was not easy enough for children.

    @leonardoalmeida8283@leonardoalmeida828310 ай бұрын
    • That's the one thing that I kinda don't understand. What's Sonic Frontier's audience is supposed to be? You have the story which is sorta darker in tone compared to the more recent games yet the controls are all over the place lol.

      @ChaserTech@ChaserTech10 ай бұрын
    • From some interviews there were a lot of playtester who where actually kids, so you see sega priorities even if the developers wants to do something some way they have do change for the "big market".

      @leonardoalmeida8283@leonardoalmeida828310 ай бұрын
  • Really good discussion piece about Frontier's combat, and I agree on all points. I really hope these aren't concepts that Sonic Team will just abandon altogether, as they typically tend to do, because I see the potential behind all this. As someone else here said, it feels like Frontiers was designed for platform first and combat second, and while Sonic is definitely more about platforming, I still think there's legroom for a good Sonic beat 'em up.

    @SetnaroX@SetnaroX10 ай бұрын
  • Darksiders 2 being mentioned makes this video extra based

    @MariusUrucu@MariusUrucu10 ай бұрын
    • Very much seconded. Didn't know about that Animation Cancel with Strife's gun until now either, so that's a nice extra bonus.

      @jurtheorc8117@jurtheorc811710 ай бұрын
    • I might consider doing a video about it sometime honestly. Although I wanna see if I can contact the combat designer for the game.

      @ChaserTech@ChaserTech10 ай бұрын
  • I love the combat on this game honestly

    @Jainimations@Jainimations10 ай бұрын
    • There's absolutely no problem with that though. If you're having fun then that's all that really matters. lol

      @ChaserTech@ChaserTech10 ай бұрын
    • ​@@ChaserTech "No problem" rants about everything combat, doesn't know difference between Sega and Sonic Team, doesn't know all the leaks from Update 3 but hope Sonic team fix the issues

      @lazyvoid7107@lazyvoid710710 ай бұрын
    • coping @@lazyvoid7107

      @squibbtastic7589@squibbtastic75897 ай бұрын
  • This games combat is so simple it’s just honestly mind numbing

    @ykgcaramel6515@ykgcaramel651510 ай бұрын
  • I love good combat, too. I hate overlapping inputs so thanks for the video and your concise and detailed thoughts. I randomly played some action games which suck but are really fun.

    @pedrobautista203@pedrobautista20310 ай бұрын
  • When the guardians aka the major enemies you use your move set the least, is the best combat the game has to offer outside of the bosses then that’s a problem. I like most of them, however it’s mostly because of how they switch up the platforming not the combat. The combat outside of those, is best with the Titan bosses but just as when they get good, the game takes a nose dive with Supreme and The End. Basic enemies either don’t offer much variety or are really easy to defeat in a matter of like two hits. Here are some suggestions I’d like to give for a future game and/or any possible fixes they can do with Update 3: 1.) Make the parries timing WAY shorter. Sonic shouldn’t be up in the air for several seconds before going back to his normal stance. If Sonic Team still wants to be generous, then perhaps a 1-2 second delay might work. It’ll at least make the combat feel way more engaging 2.) Make it easier to execute both platform and combat moves. This weird in between of when either set triggers in the game is really annoying on both sides. Platforming and doing a homing attack to an enemy, only for me to do an attack sucks because the game can’t decide which enemies should trigger combat mode and which ones should trigger platforming. If an enemy is placed as part of the level design, I shouldn’t be able to activate an attack unless I actually put in the inputs. Not just doing the normal jump homing attack 3.) Have regular enemies have a bit more health, more enemy patterns, and ways to defeat them. This will make combat far more intense and make the player actually think of which moves to execute instead of just mashing buttons. Having different enemy patterns will also make fights feel more unique 4.) Make different moves do different things to enemies. There aren’t that many moves like this in the game which is a shame because it would make combat feel more in depth and rewarding for more expert players and just overall better to use. Phantom Rush itself would be way cooler of an idea if the combat was better designed. Exploiting enemies weak point or cool down and unleashing Phantom Rush after using a move would be neat 5.) Have more moves for the skill tree or unlock the abilities slower. Having all of your moves outside of the story ones by the end of Ares makes the game way easier. The reason why some action games are harder jn the beginning is because you have to utilize what you have in your favor 6.) Make upgradable moves be the same move and not be counted as a different move with a different input. Makes the previous move useless which itself defeats the purpose of separating the move but also adding the upgradable move as a different attack makes the control problems during combat worse Those are all the ones I can think of. Overall, while I like Frontiers, the combat is one of the elements of the game where it has so much potential but right now it’s meh. Update 3 could actually fix a couple of these points but we’ll have to wait and see for the next Sonic game and going by the updates, I really hope this means they learn a lot from here as they learned a lot from Forces when making Frontiers. Great video :)

    @waffleboi7487@waffleboi748710 ай бұрын
  • Now im interested to try Sonic frontiers with only the story skills,cyloop,stomp,quick cyloop, phantom rush,grand slam, ah and with level 100 strenght but not in vanilla game, obviously on hedgehog may cry mod,did you think it will give me a better experience?

    @allanrst0485@allanrst04859 ай бұрын
  • Keep killing it, Chaser!

    @C4sages@C4sages10 ай бұрын
    • Ay thanks man. Gonna try my best to transform my channel into something better than what it originally was.

      @ChaserTech@ChaserTech10 ай бұрын
  • 4:55 yooo it's your underrated love, Assault Spy! Immediately followed by Hi-Fi Rush and one of *my* favourites, Darksiders 2! Awesome that you know of it! I suppose DS2 is one of the most applicable Character Action games when it comes to trying to mix that very style of combat with RPG mechanics. To my awareness, it's a game that's quite easily broken (especially thanks to its Possessed Weapon system), but still a lot of fun to play around with. I'm hoping to replay it sometime soon with deliberately underleveled gear, to try and force myself to make the most out of the different moves and weapons. In any case, awesome to see you showcase that cool game :) And also: been really liking this series as a whole so far! Edit: Fwoly huck, never even realized you can cancel a jump attack in DS2 like that with Strife's gun. I've not really tried styling a lot, but-- this knowledge seems useful for when i get back to it! Just like how that gun jump cancel in DS2 may not have been deliberately intended by the devs, you talking about that trick might not have been the intended info you wished to share in this video. But it's nevertheless very much appreciated.

    @jurtheorc8117@jurtheorc811710 ай бұрын
  • Thanks for the video! Cant wait to hear your thoughts on Devil Sword Dante! (If indeed that is the next video)

    @momoatsuko727@momoatsuko72710 ай бұрын
  • I was waiting for this and its all facts. I really want them to take this and rework it into something that works and doesn't cause a lot of the issues present. Fun fact: Before update 2 added the spindash, if you wanted to drop dash an enemy, you'd have to position the camera side ways to sonic, launch em high enough, dodge away from them until they were off camera, and then input the drop dash, amd if your lucky you'll get your input, but if not, SPINSLASH BABY! WOOOOO! Not to mention you also would have to line that shit up just for the drop dash to hit. I admire the ambition for them to try this and appreciate some of the good thats there, but if they're gonna do this again, imma need them to pull a FFXVI and hire the dmc battle director, or stay in the kitchen until they clean that shit up.

    @rinoiya@rinoiya10 ай бұрын
  • its a fun mess tho

    @sub4fun.-@sub4fun.-10 ай бұрын
    • ngl i tried to have fun but it's not a good experience when you keep doing moves you don't really want to do...

      @ChaserTech@ChaserTech10 ай бұрын
    • I despised this game's combat for a long time, but through mods that simply just added a ranking system and made the enemies harder, I found myself being forced to get creative and it made it a lot more enjoyable. The Parry being nerfed is easily one of the biggest things that need to happen. What bothers me though, Iizuka or Kishimoto said how playtesters complained about the combat, that's why it was dumbed down and made into flashiness over substance Although with new combat styles being introduced in update 3, I am curious to see what people can do

      @pufflord_gamesonicsoloesyo2365@pufflord_gamesonicsoloesyo236510 ай бұрын
    • @@ChaserTechPersonally I’ve never had an issue with getting moves I didn’t want. The game also does what I want it to do but that’s just my experience. I don’t know if I can call something like this being the game’s fault but I could understand wanting different input placements.

      @yagirlmayalazarus6713@yagirlmayalazarus671310 ай бұрын
    • ​@@pufflord_gamesonicsoloesyo2365 knuckles is my last hope for some real fun combat, the possibilities for him are promising i think

      @ThaBababoey@ThaBababoey10 ай бұрын
  • If I had one suggestion to make the video even better, it is giving some more constructive criticisms or suggestions to improve the combat. I don't like the combat and nor do I think it's very good, but it has a lot of potential.

    @kinggalactix@kinggalactix10 ай бұрын
    • Yeah I probably should have touched on that. Tbh I kinda rushed too fast on this video. Oh well, next time I'll talk about Sonic combat I'll be more thorough lol.

      @ChaserTech@ChaserTech10 ай бұрын
    • Weird. My comments are getting deleted. Anyways, I'll be waiting in anticipation! And feel free to DM me for some ideas, of which I have a few.

      @kinggalactix@kinggalactix10 ай бұрын
  • If I were to suggest some changes to the skill set and try to make it more of my own, I would make some of these changes. Certain attacks have to be prefaced by one attack, and then having a certain effect. For example, the long range has to be prefaced by Sonic Boom and then pressing a button, which leads to a certain result, or having the basic hit combo have certain attacks associated with it, varying in the way to activate them: -4 Basic combo > X + Direction on L stick = Regular directional combo -Any time during the Basic combo > B + Down = Stomp (Damage) -4 Basic combo > B + Up = Loop Kick (Knockback/Break Defence from shielded enemies) -2 Basic Combo > Hold A = Tornado Kick (Send a group of enemies airborne, basically a group launch) -4 Basic Combo > A + Full spin with the Analog stick = Spin Slash (Stun a single enemy in place) -(Airborne) 2 Basic Combo (just 2 presses of the X button) + Left Trigger = Sonic Boom (A quick, weak but constant flurry of attacks which would allow you to keep the enemies airborne. However the airtime you would get from it would be short, to prevent the player from Spamming it. It would serve the same purpose as Dante's Ebony and Ivory, being weak attacks that would serve to keep the enemy high up, and as a gateway for more powerful moves) -Sonic Boom > B + Full spin with the Analog stick = Homing Shot (Stun and Damage) -Sonic Boom > X = Cross Slash (Damage) -Sonic Boom > A = Sonic jumps off the Sonic Boom just like how he would after jumping off a Trick State, allowing you to do tricks, a dropdash (which make the enemies stay airbone a bit longer) or charge a spindash (runs them over, causing medium damage) -Any time during the Basic combo / Sonic Boom + Evade = Wild Rush (I would keep the attack the same, just for the case that an enemy is about to attack you and you don't have a proper chance to parry. This would be sped up and would target the back of the enemy, interrupting their attack, but it won't cause that much damage, causing them too loose their footing) The Parry I would reduce depending on the difficulty setting, maybe set to 5 seconds on the hard setting and make it instant in Extreme. Phantom Rush: I would turn in into something that you activate (akin to the Devil Trigger) but doesn't last as long as the original one, making every combo faster in execution and deal more damage, but deplete fast, but not a resource that the player should feel like they would waste by using it sparingly (something that you can recover quickly, but depletes even quicker) The Cyloop can stay the same, being abled to be triggered at any point during the Basic Combo by pressing Y, not only breaking the Defence, but Stunning the enemy if they're defenceless. For the stun mechanic: apparently the Titans had a mechanic which made them enter a stun state if Sonic dealt them enough damage, making Giganto and Supreme fall to their knees, allowing you to hit them. If we were to apply this to regular enemies, it would make it so there's a certain threshold which causes the enemies to enter a stun state, which would allow the player to input the Grand Slam. In this version, it can be achieved by (For example): Parry > Spin Slash / Homing Shot Tornado Kick (Make the enemies be Airborne in any way) > Stomp Loop Kick > Spindash / DropDash Cyloop > Another Cyloop / Any attack that However, the Grand Slam can only do a certain amount of damage, but when an enemy is stunned, you can chain other attacks to maximize DPS while the stun is active by keeping them airborne and then finish them off with a Grand Slam! (if you're skillful enough that is) A lot of this of course would need a lot of rebalancing with the enemies and the guardians, but I think this comment is already far too long. I would make it so that there's more enemy variety (have guys who attack out front, guy who shoot from behind whose attacks can be parried, flying enemies that can't be stunned by throwing them too the ground), and that they don't restrict you to one single move (looking at you, Soldiers who cower onto a cube which can only be disabled by using the Cyloop), but, as you have pointed out, Frontiers does show potential, it's just a case of exploiting it (just look at mods like Combat DX or Hedgehog May Cry. Jeez, modders are having a field day)

    @noone5454@noone54549 ай бұрын
  • I fully understand what you mean. To me personally I don't mind it but I would love if the moveset had different button layouts and not sharing a pre existing slot

    @thesmstudios3223@thesmstudios322310 ай бұрын
  • I think another point to examine is combo inputs. In Unleashed, to do some of your strongest attacks, you actually had to work into them with the corresponding combo, which both has risk to the design but also means you have to work it into your combat play and skills, as those base combos of yours will have to be mastered to flow into everything. In Frontiers, every skill is combo-agnostic; simply press the right buttons in the right condition and Sonic flies off into a cutscene attack, allowing him to spam Grand Slam and kill Titan health bars in seconds even with no leveling. The base combos become useless except for meter at that point, you're just killing everything with Cyloops and skills.

    @raikohzx4323@raikohzx432310 ай бұрын
    • And to this day im glad i always preferred Unleashed's gameplay. I got so much shit for this when Frontiers came out and a few months in as Sonic fans mostly addressed me as a hater. I didnt care much, i always liked Werehog sonic and the depth into that people who just blindly hate it call it (just button mash and win constantly lol)

      @SonicAdventureEnjoyer@SonicAdventureEnjoyer10 ай бұрын
  • The flipkick launcher in Darksiders 2 would get in the way of platforming a bit iirc, since Death won't start wallclimbing/running out of it. But generally that skill doesn't really create much of an issue, yeah. Also that was quick, damn. You on that content grind rn

    @DestinySpider@DestinySpider10 ай бұрын
  • Subbed, quality commentary, u dont care its niche, and ur passionate. No clickbait yada yada? What other games are you planning on discussing topics on? Also the vegeta losing streak joke was hilarious

    @DonutSwordsman@DonutSwordsman10 ай бұрын
    • I plan on talking about a lot of video games honestly. I wanna get into Ninja Gaiden, God of War, Vanquish, Assault Spy and all sorts of stuff.

      @ChaserTech@ChaserTech10 ай бұрын
  • This is a fantastic video being both informative and funny. Imma sub

    @sethgoolsby6324@sethgoolsby632410 ай бұрын
    • Glad you enjoyed!

      @ChaserTech@ChaserTech10 ай бұрын
  • My favorite combo is a spin dash into a jump which bounces Sonic onto their head reminiscent of Adventure, once you get cyclone it locks you out of drop dashing though cause it always leads into an animation so I can never get more than 3 skill tree abilities on a fun playthrough.😢

    @TheReZisTLust@TheReZisTLust3 ай бұрын
  • Genuinely I had no idea you could hold the parry during my playthrough because I thought it'd work like DMC and why would holding it do anything. Makes some encounters and challenges absolutely pointless. I'm very glad I wasn't the only one having these problems with the special moves.

    @BigLadStudios@BigLadStudios10 ай бұрын
  • I was super disappointed with this game mainly because I came into it directly after Spark 3. Admittedly comparing the two games is apples and oranges, but it made me feel like Sonic Team just completely forgot game design fundamentals and no amount of delays or patches that should've been in the game day 1 would've fixed it. I think the main reason people praise Frontiers is because their last Sonic-like experience was with Forces which makes cookie clicker engaging by comparison.

    @NIMPAK1@NIMPAK110 ай бұрын
    • Yeah I won't lie, when I played Spark 3, it was complete whiplash once I got into Sonic Frontiers.

      @ChaserTech@ChaserTech10 ай бұрын
  • chasertech when he tries to attack an enemy but the enemy gets attacked

    @dootmaster340@dootmaster34010 ай бұрын
  • I'm tired of people saying "Turn off auto combo" because not only do I and others have it off, the button inputs are in the way of other basic attacks. If you try to do air dash into homing attack you instead get that animation where Sonic throws out that multi ball attack instead

    @trueaura369@trueaura3698 ай бұрын
  • I think a solution to the button layout for the combat in this game is to make that the combat moves that requires 2 buttons to work (like cross slash), will ONLY work when you press the two buttons at the same time, just like the parry. So if you want to only boost and double jump after you can, but if you want to do cross slash you press the boost and jump buttons at the same time to do it, so it wouldn't conflict. And also let attacks like loop kick only work in combo, and not overriding other moves

    @betlergaen5757@betlergaen575710 ай бұрын
  • I remember u tweeting about this and I could not help but agree.

    @JKamron-1@JKamron-110 ай бұрын
  • 13:52 this gave me a good chuckle

    @masterweapon334@masterweapon33410 ай бұрын
  • Nice video usually there’s not a lot of people talk about the combat system in sonic frontiers. As for me yeah it’s a mess which I don’t mind mostly I just wish it has flow and control with the character techniques it doesn’t have to go all dmc style but something unique that gives the player an offense or defense strategy to deal a boss or group of enemies. And I hope for the next sonic game it improves that.

    @djdarkskinss6415@djdarkskinss641510 ай бұрын
    • Yeah I agree. Sonic Frontiers doesn't need "DMC combat" but it just needs to be more coherent.

      @ChaserTech@ChaserTech10 ай бұрын
  • 1:58 LETS FUCKING GOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO For real though, glad you pushing and mentioning on the side for people to sub to your content, since you especially know what you are talking about with some of the recent topics in your videos you been putting out!

    @Jestah@Jestah10 ай бұрын
    • Loool I'd figure that I would do it once in awhile just to get people more engaged in my content. I'll try to make it a joke here and there so people will at least laugh at it.

      @ChaserTech@ChaserTech10 ай бұрын
  • the parry being the way it is really disappointed me, alot. this video was such a refreshing watch and really made me look at sonic frontiers differently, while not negatively effecting my joy with the game. well done man

    @flowmotiiion9441@flowmotiiion944110 ай бұрын
  • Well, I hear director Kishimoto is looking to update the combat and the entire final island in the final story update and he's taking cues from Spark the Electric Jester 3. Sooo... see ya back in 3 months, I guess?

    @LoliconSamalik@LoliconSamalik10 ай бұрын
    • I hope that's true about the combat part, cause knuckles will definitely need it.

      @michaeleverett1376@michaeleverett137610 ай бұрын
    • I'm just wondering what else they plan on fixing aside from the parry.

      @ChaserTech@ChaserTech10 ай бұрын
  • "Why am I spamming ki blasts like I'm Vegeta on a loosing streak while I just want to jump?!" This made my day 🤣

    @DaimeneX@DaimeneX10 ай бұрын
  • I'm so glad you actually addressed briefly how good Darksiders 2 was! Great review man! Edit: I have to say, your reviews are getting better and better while still maintaining the humor! I love it! Keep them coming!

    @BrilliantSunsGaming@BrilliantSunsGaming10 ай бұрын
  • I liked the combat but I can. See how people wouldn't. It's more speed and flash than anything.

    @supersonictrickster4239@supersonictrickster423910 ай бұрын
  • When I heard "baby booty butt cheeks" I died of laughter, nother guy I used to watch said that a lot when he was describing how garbage something in a game felt. Shame how often skill trees are so badly implemented in games. Honestly feels like something game designers often recklessly slap in as a checklist thing instead of putting more thought into it.

    @Shift_Salt@Shift_Salt10 ай бұрын
  • I can kind of forgive it because even if you could choose the moves you want like wild rush. most the attacks you want to use will overlap anyway. I easy way they could have changed this is by having light and heavy attack buttons that lead into your special moves but have other like the doge and wild rush behave like normal.

    @staticplays1871@staticplays18714 ай бұрын
  • Could you review spark 3's combat? I love that game, and I love the combat, but it definitely is the weak point of the character's mechanics. I've tried really hard to make some gold out of it (some of it seen on my yt channel) and I'd love to hear some criticism that can potentially make it better for the next game

    @justinrush7463@justinrush74636 ай бұрын
  • Amazing how DLC3 showed us that the parry is so broken that when taking it away for perfect parrying and enemy telegraphs the game combat gets far WORSE. They needed a better combat designer on staff.

    @Sarucapture4fight@Sarucapture4fight7 ай бұрын
  • What’s the name of the character action game where u use a brief case?

    @deenshaikh297@deenshaikh29710 ай бұрын
    • Assault Spy

      @ChaserTech@ChaserTech10 ай бұрын
  • Does anyone else have a problem where pressing A or Y (x box) would sometimes trigger the cyclone kick instead of their respective attacks?

    @wolef3344@wolef334410 ай бұрын
  • Next time, i'm going to talk about another DMC weapon that rivals Lucifer in its complexity" ARBITER! ARBITER, CALLING IT NOW! ARBITEEEEEEEEEER Kidding aside, *wow* you even mentioned a Legend of Spyro game near the end! I keep forgetting that the third game, Dawn of the Dragon, is on its way to being a Character Action type game. I've never played it, but i would be very interested in seeing what your own findings on it would be. You'd probably appreciate it more if you played the preceding games, to see where DotD's combat came from vs how it ended up being. But that's not a strict requirement, since looking at the combat on its own is very important too. Though i've never played a Bayonetta game either (or Hi-Fi Rush), i've heard both games allow the player to equip and unequip the different attacks you can buy from the store. Do you think Sonic Frontiers or a game with combat like Frontiers could benefit off something interesting? Or would it be better to simply re-evaluate the already present combat moves for a future game, with these critiques in mind? Soulstice also works with equipping and unequipping abilities, though in a different way. The player character's dead sister, Lute, accompanies Briar (said player character) at all times and can do some passive attacks and activate a Blue or Red forcefield, to harm opponents of the corresponding color. Which can, if active too long, put her in an Overcharge state which renders her unavailable for a few seconds. As well as various Counterattacks, if you press the button prompt in time. Like slowing down enemies, outright disrupting their attack animation, or sending projectiles back. Briar does the actual physical damage, with an arrangement of seven weapons over the course of the game. All weapons have similar inputs with unique moves and similar purposes, and can be swapped between at any moment. Both sisters have abilities that have to be unlocked with a currency. LUTE ON THE OTHER HAND She has a *colossal* skill tree at her disposal. There's a lot there that i won't get into right now, but i'd say there's a lot of potential for making "builds" of a sort as well. Even things that can weaponize Lute's overcharge state, if you don't mind percentage knocks to end-of-battle scores. But i've found that there's also a downside to some of them, mainly Lute auto-Countering some enemies even if you miss the button prompt It can disturb setting up combos and attacks and just mess with you. That's where Soulstice takes a page from Bayonetta as well (aside from the rankings). You can unequip specific skills and get a *full currency refund* to invest in other skills. (This is also necessary because the type of skills you have the most active of determines some behaviour and finisher of the Devil Trigger analogue, but that's a different topic) I think this is pretty fantastic, and there's a basis for putting up some types of "builds". As a game Soulstice may make things more complicated than they arguably need to be for some, but it still tries to do interesting things with them. And on this skill front, there's some welcome options. SOULSTICE ASIDE In the Lucifer video, i believe you played some music from the Spark the Electric Jester games. I don't know if you've actually played them, but 3 especially seems like it'd be up your alley for trying to explore how it goes about combat. Especially with how Sonic-inspired it is. Tehsnakerer made a really awesome in-depth review series on all three games, with a compilation of all three being released recently. Definitely recommend checking it out. Big comment here, as it happens quite often, but if you took the time to read this through: thank you for doing so, as well as making this video, and wish you a good rest of your day as well as fun on future projects!

    @jurtheorc8117@jurtheorc811710 ай бұрын
  • Have you done an in-depth video on Spark 3's combat or just the showcase videos? I'd like to see someone who knows what he's doing explain to the masses. Especially the utility of Fark's moveset, which is the most well rounded to me

    @MarkerMurker@MarkerMurker10 ай бұрын
    • I've done videos of it but never a discussion video. Maybe one day I'll tackle the game again since I really love it lol.

      @ChaserTech@ChaserTech10 ай бұрын
    • @Sonicmasterxyz I don't know if you've watched Tehsnakerer's videos on all games of the Spark series -or the recent single video that spiced all three videos together- but he has specific segments dedicated to combat in all of those, among the other subjects. I don't think he specializes in Character Action gameplay, and doesn't go in-depth on every move or form(ie). But i think you may find the videos interesting, even if you only watch and compare the Spark Combat segments of his videos.

      @jurtheorc8117@jurtheorc811710 ай бұрын
    • @@ChaserTech Wish you fun on it whenever you do, and would be interested in that video myself.

      @jurtheorc8117@jurtheorc811710 ай бұрын
    • @@jurtheorc8117 I watched them all as soon as they came out 😅 I'm just asking here because people haven't done a focused combat video the way Chaser does. And I'm too disorganized and forgetful to do it

      @MarkerMurker@MarkerMurker10 ай бұрын
  • Not to toot my own horn here but I just remembered my old Sonic fangame I worked on years ago that also had a combat system and I recalled that I had a similar issue where the combat moves cluttered up the control scheme while making it more annoying to do the platforming actions. My solution funnily enough was to give Sonic style swapping of sorts that allowed you to swap between the platforming abilities and combat abilities. In the case of my old project, not only was it taking inspiration from DMC but it was also 2D that made it much easier to implement things. In Frontiers though, a style swapping system wouldn't solve all the problem entirely but perhaps could mitigate some of the weirdness with combat abilities triggering during platforming sections. Especially when certain abilities have unusual button combinations to do the attack.

    @CodeStew@CodeStew10 ай бұрын
    • Sounds like a kind of sheathing and unsheathing weapons like in Prince of Persia, or how Kya in Kya: Dark Lineage automatically enters or exits a combat stance if enemies are near or not. In both's cases, they change the inputs of some of the face buttons into dedicated combat ones. For example, in Kya, the Square button normally throws the boomerang weapon she keeps in her hair, but in the combat stance it becomes a dedicated punch. Triangle and Circle also become dedicated combat kicks and grabs respectively, but here's one thing it does nicely: In the overworld (some exploration, platforming and puzzle solving), Triangle and Circle *also* still have the context of doing Kick and Grab moves. The Kicks are used to move pudgy little animals to use as trampolines, the fruits that lure them, and bombs, while grabs are used for pulling levers. I think that's a good idea to keep in mind for designing certain games-- if one button has a purpose in multiple contexts (like different styles), having that purpose be similar between context may be good for muscle memory. Definitely not a be-all-end-all way of going about things, but i thought it was a solid idea. (giving the player the ability to customize button layouts is also a very user-friendly option, but i don't know how hard that is to implement. I've seen it being done in recent action games like Soulstice and the upcoming Genokids. I *think* Clash: Artifacts of Chaos may also be among them, but i did just fine with the basic controls. Definitely recommend looking into all of them)

      @jurtheorc8117@jurtheorc811710 ай бұрын
  • My biggest problem with the combat is that overall it's too easy. The infinite parry window and every special move dealing insane damage and being easily spamable. I also dislike the mapping of these moves, so many times I've tried to boost then jump only to snap to an enemy and do a move. The moves look cool, and utilizing them in Super Sonic fights feels awesome but in normal gameplay it can be cumbersome, and it clashes with traversal and control.

    @cryguy0000@cryguy000010 ай бұрын
    • I think the reason the party is unlimited is because the timing on the animations that are required to parry are dumb as shit. For example, Giganto’s spin move. When does the party activate A) right before he spins B) The start of the spin animation or C)In the middle of his second 360 spin for no good reaso- of course it’s C. I can’t even excuse it, it’s so awful. I haven’t even mentioned that it’s hard to tell when Sonic has even finished parrying because of this game’s wack camera angles. I feel like of they just changed the timing and gave a believable parry window this game could’ve been far better than it is now.

      @Ismatic1906@Ismatic19067 ай бұрын
  • how you getting the camera to not lock in the specual moves

    @demopan1067@demopan106710 ай бұрын
  • You've summed up perfectly the problems I have with the Sonic Frontiers combat. As for the problem with Sonic's legacy moves, we'd need to be able to manually switch between exploration mode (for basic moves) and combat mode (for special attacks), because, I don't know if you've noticed, but Sonic puts himself in a special position when he encounters enemies, which means he's in combat mode, and we'd need to be able to change that manually, because in addition to preventing us from using Sonic's legacy moves, it also prevents us from : Saving and loading a game, starting a Cyberspace level, interacting with certain puzzles, and interacting with the characters, and that annoys me a lot ! As for the attacks themselves, I'm quite disappointed that every attack does the same thing : just do damage, with no difference between them other than their animations. I'm not asking to add new attacks, just to improve the ones already present. For example, it would be interesting if "Wild Rush" could have an electrical effect that could paralyze enemies for a short time, or if "Homing Shot", the attack with the energy balls, could make an explosion on impact, doing great damage to the enemy but also to surrounding enemies, justifying the fact that its animation is long and can't be cancelled. For me, there's no need for a big skill tree, just a dozen attacks and abilities is more than enough, just that they're well distinct from each other, and unfortunately, that's not the case, and I'm afraid the third update won't fix that. And as for difficulty… Yeah, it's very easy, and once you've beaten an enemy, doing it again quickly becomes... repetitive and boring. Even in extreme, some guardians have such a low life bar that it's very easy to beat them in their first phase, and this is partly due to the fact that most attacks can slow down time... and I find that really ridiculous. If it were only one attack, why not, it would add differences between each attack in the skill tree, but here... I don't really understand this choice, except to make the game ridiculously easy. The parry can already slow down the time for each countered attack, so I don't see the point of putting it on almost all of Sonic's special attacks. Oh, and the parry would have to be held for only a second (or less) before it let go on its own, forcing the player to have timing, which would be great. So something I'd find interesting to do to increase the game's difficulty, without drastically changing the enemies' behavior, would be for each special attack to use the stamina bar, which is only used for the turbo, to avoid the player spamming the most powerful attacks every time, and the use of the stamina bar varying for each special attack. And the higher the difficulty, the greater the resistance and speed of the enemies... especially the speed, which for me, will make the battles much more nervous, without making them too long for nothing. And it's clearly not a difficulty to increase enemy speed, because in Knuckles' first quest with the Kocos, every time a Koco is picked up, enemy speed (in the quest it's multiple Towers) is increased, with a counter that can multiply speed up to a maximum of 4. Of course, enemies such as Strider, Tank or even Squid, who use special scripts, couldn't just have their speed increased like that, they'd have to have their projectiles and attacks increased specifically, and not their move. ... anyway, I think my comment is long enough, I'd better stop. 😅 I could add more, but I think that's enough, maybe I'll go into more depth later.

    @Uvigamers@Uvigamers10 ай бұрын
  • Finally, I thought I was the only one who felt that the combat had issues, glad to know I was wrong

    @ProjectShiva@ProjectShiva10 ай бұрын
  • 8:44 my biggest issue with the skill tree

    @Retrosparks@Retrosparks2 ай бұрын
  • I just wanted to comment on that bit where you said that to make the game more challenging you have to stay on lvl 1. I beat the game on my first playthru as level 1 sonic in the hardest difficulty on release, no upgrades whatsoever of any kind in any way, and I still found myself breezing thru every single encounter, the game never became hard to a point where I actually considered upgrading anything, nor it actually gave me a challenge in any way as I beat it under 15 hours (way under the promised 20), so... It is way worse than it looks, it really is Also I wanted to mention something that is not in the video, this is the only "DMC Style" game that doesn't allows me to lock and switch targets at will, it will do it for me as it pleases, so sometimes it will switch which enemy you are attacking without any way of taking it back, In bayonetta, DMC and MGRising you can switch targets using the TAB key on PC, and you can lock on or un-lock from enemies at your own leisure because some attacks are meant to be crowd control attacks that you perform when surrounded by enemies, and that is way easier to do if you have free reign over the camera, while other, much more powerful attacks, require you to know where the enemy is at all times so you can continue your streak, on which case having the camera track the enemy as you move around makes it a lot easier, but again, Midtiers has nothing of that, so you are left with the worst of both worlds, a lock-on target system that snaps between targets as the game sees fit, sometimes messing up your combo because you are now attacking a different enemy that what you were and a free movement camera that doesn't snaps or tracks a single enemy so I can never actually know where the enemy is.

    @PLATINAthehededog@PLATINAthehededog10 ай бұрын
  • I love when people claim that the Frontiers parry lasts forever, because it really shows how ridiculous and excessive 15 seconds is when some people literally don't even realise that it's not actually forever.

    @numbug1234@numbug123410 ай бұрын
  • That homing shot one is the only one i can relate to, 50% of the time when i wanna do a homing attack i sometime's do the homing shot instead, is is the most annoying thing ever!

    @Preston.Cutting@Preston.Cutting3 ай бұрын
  • Tbh the only way to fix it is to make it the button press at the same time like RT+A or RT+B instead of RT then A.

    @ramadhanadriano7650@ramadhanadriano76506 ай бұрын
  • Sonic Team has always had a wonky relationship with Sonic and increasing depth in how he fights enemies. I think Sonic and combat depth can work. The problem is that Sonic Team always thinks too hard about it when Sonic has always had the tools for a more deeper combat system, they just never give him the enemies for it or think about the applications of his moveset in a more out of the box manner. If it was up to me, I'd scrap the anime moves and focus more on Sonic's core toolset which would be the homing attack, bounce, dropdash/spindash and boost/lightspeed moves and then design the enemies around them with their own strengths/weaknesses and unique interactions depending on the set of tools the player strings together against them. How you could vary those tools, and bring more value to a skill tree for a game like this, is allow the player to unlock unique properties for each move that they have to choose between and make a psuedo-kind-of 'build' out of. So, for instance, the player could choose between a revved-up spindash doing more, multi-hit damage to a single target, or they could elect to give the spin-dash a piercing affect that will allow it to blast through multiple enemies at one time for the trade off of less damage overall to each enemy, less follow-up options but more crowd control and knockdown opportunities. The parry has got to be one of the most ridiculous, and frankly, boring and lazy defensive options you could come up with for a character like Sonic. I'd expect an option like that for Knuckles, but not Sonic. The last thing I'd expect a character like Sonic to do is stand in one place, waiting for an enemy to attack him just so he can awkwardly deflect the attack back at them. Sonic moves LIKE THE WIND. Knuckles is the guy who stands his ground against obstacles. Sonic's most rewarding defensive option should be something like a well-timed dodge that gives him some sort of lightspeed counter-move opportunity. Overall, what makes Sonic cool to me is having a relatively simple moveset that you can get tons of mileage out of when given the opportunity to chain those moves together in interesting ways with smooth transition animations that convey Sonic's laid-back attitude towards what he's currently doing. That's what I think has always carried his platforming mechanics, and I do think there's a way you can translate his core platforming moveset into combat tools by giving them different applications. You can still keep the anime stuff for the super sonic fights because that's always when Sonic is at his most serious, but when doing all that stuff as the blue blur, I don't know, it just comes off as more try-hard-ish to be cool than actually being cool to me for a character like this.

    @Jaymez2012@Jaymez201210 ай бұрын
  • Someone send this to Kishimoto to see what he can do

    @christopherford39@christopherford3910 ай бұрын
  • I hope this gets changed in a future update I know that when the next big mainline game comes out that this will more than likely be changed epically if they are going to keep his cyber abilities. I know this is after final horizons but I won't mind if they use it as a testing ground for improvements of the game since this is kind of what they have been doing for the game.

    @staticplays1871@staticplays18714 ай бұрын
  • Even if the combat in this game ain't exactly really good at all homing shot is staying my favourite move for just how weirdly badass the move looks to me like sonic sending out multiple energy orbs that look like him when he is jumping is super cool to me

    @georgiepig5726@georgiepig572610 ай бұрын
    • Oh yeah the move looks cool as hell. There's no lying about that. lol

      @ChaserTech@ChaserTech10 ай бұрын
    • @@ChaserTech i think incorporating more speed into the combat alongside similar spectacles of coolness that the homing shot and the super somic variant of the counter move forgot its name only really gave a damn about the homing shot and the sonic boom would probably lead to a better done combat system but i'm not really gonna be a good judge of combat in games the most combat heavy games i played was like a couple batman arkham games a couple spider man games including the godly ps4 game and then kingdom hearts 3 and dragon ball xenoverse 2 in which none of those games really at least to me have too much of a combat system that i'd judge fully at all for most of them

      @georgiepig5726@georgiepig572610 ай бұрын
  • Sonic Frontiers is the only game I found the combat to have LESS depth the more you master it. At the start new moves add a bit of discovery and enemies have some basic counters like bubble enemy being very immune to normal attacks. However, after figuring it out, it's a cheesefest. Bubbles and enemies that pull out shield cans are best to be destroyed from range by holding a single button and bosses are reduced to spamming time stopping abilities so they get killed in one cycle. It got so boring after a while and started feeling like traditional homing attack spam with extra waiting.

    @Gnidel@Gnidel9 ай бұрын
  • 4:35 oh shit spark tej ost

    @possibly_ben@possibly_ben10 ай бұрын
  • i don't want ot make fan boy wars on sonic, but if you are fan of sonic, i highly recommend to check on freedom planet 2, with 4 main campain , 4 different main characters and gameplay, specially if looking forward to a 2D sonic game

    @baziworld@baziworld10 ай бұрын
  • I see new ChaserTech content, I click. I'm a simple man.

    @iiisixstringiii8285@iiisixstringiii828510 ай бұрын
  • Homing shot has killed me so many times

    @durtypan@durtypan10 ай бұрын
  • If you don't want to do the moves you should try to turn the camera away the enemies I know that sucks but it usually works for me

    @gristlywolf2119@gristlywolf211910 ай бұрын
  • Sega saw dmc combos and thought we can do that, so they made the moves as flashy as possible without considering how anything should actually be implemented

    @Countdownsmiles@Countdownsmiles10 ай бұрын
  • Honestly, my biggest problem with the game is the 15 SECOND HOLD PARRY. It makes things too easy! I hope in update 3 Kishimoto adds a feature to limit the parry hold to about a second.

    @Prime_Legend@Prime_Legend10 ай бұрын
  • I think it would've been better to not include a leveling-up system at all, the Parry should absolutely be nerfed and a timing-based mechanic (sort of like Witch Time), and since this game takes influence from DMC and Bayonetta, it could've done something like that where the special moves (like Sonic Boom and Homing Shot) are specific button mashes so you don't accidentally trigger them all the time in combat when you just want to play like Sonic usually does.

    @JayRedGear@JayRedGear8 ай бұрын
  • 14:10 THIS LOOKS SO MUCH MORE FUN THAN ACTUAL FRONTIERS COMBAT WOAH

    @thatgreenpie@thatgreenpie7 ай бұрын
  • ive tried to homing attack an enemy ib platforming sections, only to enf up falli g because sonic used an attack

    @demopan1067@demopan106710 ай бұрын
  • I like the combat in frontiers my issue with it is that it replaces some other moves and also something that pisses me off in sonic frontiers is that when you're grinding on rails if you go too fast springs just don't work sometimes there are boosters and you can't use the spring at all

    @richardthebunnox2331@richardthebunnox23314 ай бұрын
  • My problem with this game is the shitiest camera I've ever seen, especially when view close and far the combot loses focus as it locks off the enemy...ALOT

    @leonic458@leonic45810 ай бұрын
    • Oh my God, I totally forgot to talk about that. 😂Because I was coming across that a lot!

      @ChaserTech@ChaserTech10 ай бұрын
  • I feel like the werehog has a better combat system FOR a hack'n slash game, but Sonic Frontiers has better combat FOR a fast-paced platform game. I think Sonic Frontiers combat works exactly because it's shallow, because it doesn't get in the way of the movement, that is the focus of the gameplay. The werehog combat has a terrible pacing and he was very clumsy to control. I agree with you that Frontiers combat has some balancing issues and the pairing is totally broken, but it's just more fun to play. Even if the werehog is competent gameplay, it's too different from what a Sonic game fundamentally is. I feel like improving upon Frontiers' combat is the way to go

    @raphaelmartins6529@raphaelmartins652910 ай бұрын
  • I hope the next mainline game refines the combat. As you said it has a lot of potential.

    @punkypony5165@punkypony51658 ай бұрын
  • The 'Parry' is actually a Block when you think about it. You hold it, not time it.

    @nothinghere8434@nothinghere843410 ай бұрын
  • 4:53 What game was this?

    @user-sx4qu4dz9z@user-sx4qu4dz9z2 ай бұрын
  • I'm not sure I really agree with most of these critiques. If you have auto combo off, most people won't find the combat controls so finicky. I also didn't find the game's skill tree to be bad, just not really a "tree". I memorized the controls for each attack as soon as I unlocked them, so I don't really accidentally input the wrong thing or make any unintentional moves when I'm playing (except every now and then an accidental cross-slash when trying to air boost). I really did feel like the main problem with the combat is that the moves don't really synergize well with each other, they don't build off each other in a way that encoursges specific combos that you'll want to reuse, except maybe ending with stomp so it goes by quicker. Don't get me wrong, I have issues with the game too, I think they're just different ones than yours.

    @goodtimesupreme@goodtimesupreme10 ай бұрын
    • If I were designing moves for the game, I'd definitely prioritize moves that would combo well. Like a tornado attack that launches smaller enemies in the air, and then a spike that will smack em right back to the ground. I feel like these would synergize better with the other moves as well, because you could use the launcher to start other combos and the spike to finish airborne combos with other moves.

      @goodtimesupreme@goodtimesupreme10 ай бұрын
    • I had auto combo off though. Probably should have specified that from the beginning. But my problem is that a lot of Sonic's OG moves are overwritten by these new moves in combat. And half of the time I don't want to use the special attacks so I'm kinda forced to not get them.

      @ChaserTech@ChaserTech10 ай бұрын
  • Only hope if they fix the combat (and parry) in update 3..

    @yesuhh6855@yesuhh685510 ай бұрын
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