Sonic Frontiers (2022) Game Review- A Diamond In The Rough

Sonic Frontiers is a weird, strange beast of a game. When looking at it on the surface level, it looks at though it’s the equivalent of that gif from Grand Theft Auto where the person goes, “Ah s*it, here we go again!” In that, here we go again with Sonic Team not knowing what to actually do with Sonic the Hedgehog and are continuing to just throw stuff at the wall to see whatever sticks.

It always seems as though SEGA and Sonic Team have no idea how to respond after a supposed successful formula had worn out it’s welcome. Instead of trying to expanding on that formula even further, they decide to ditch it altogether and start everything from scratch. This always leads them to constantly experiment with future Sonic games, mostly by borrowing from other successful IPs, until they are able to develop a core gameplay style that guarantees at least a 7/10. After Sonic Generations seemingly put an end to the “boost” era of Sonic, this lead to experimental titles such as Sonic Lost World and Sonic Boom: Rise of Lyric, which lead to middling to poor results. And even when they tried to go back to the boost formula they thought didn’t need anymore with Sonic Forces, they only ended up botching it beyond repair and breaking what was never broken.

Now, here we go again with Sonic Frontiers, a game that is clearly taking a page from other successful open-world IPs such as The Legend of Zelda: Breath of the Wild and Shadow of the Colossus, to hopefully deliver a different kind of Sonic gameplay that will be a template for the future of the Blue Blur in videogame form. Is Sonic Team able to hit upon a winning formula this time or is it yet another experimental game that is an undeveloped, forgettable mess? To answer both of those questions in the words of Mephiles from the infamous Sonic the Hedgehog (2006), the answer is Yes and No!

Plot:

(Reminder: I’m only going over the overall premise of the plot that only covers about a quarter or third of the game. I promise there are no major spoilers here! But if you want to go in completely blind, then perhaps skip over the plot section of the review.)

Taking place sometime after previous main title games, we see Doctor Eggman arrive at a place called the Starfall Islands. He hopes to obtain the island’s ancient technology created by the powerful beings who originally inhabited there in order to unlock it’s unlimited power. After interacting with a portal that could take him to somewhere mysterious, Eggman summons a robot defense force from Starfall Island who makes a threating presence. It’s then that Sage, a strange A.I. with the DNA and lifespan of a young girl, detects that the robots will attack Eggman and ceases hijacking the portal, unlocking a protection protocol from her programming that sends the Doctor straight into the portal.

We then cut to Sonic, Tails, and Amy who make their way to the Starfall Islands to investigate the location of the Chaos Emeralds, as they were mysteriously summoned there. As the trio are flying in the skies on the Tornado, a wormhole comes out of nowhere and our heroes are sucked right into it. It’s revealed from a disembodied that the wormhole itself leads to an isolated place called Cyber Space, which only Sonic himself is able to escape from.

It’s then we Sonic exploring the islands as he looks to find the Chaos Emeralds, defeat the lone threat of the Titans, and save his friends. However, things get complicated when Sonic is constantly butting heads with Sage, who constantly pleads for Sonic to leave the islands or else there will be consequences, and discover that there may be more to those who previously lived on these islands than he originally realizes. Throughout the time spent on the floating islands, we see Sonic constantly interacting with Amy, Tails, and Knuckles in their half-life, ghost forms. Whenever Sonic is with one of them, his pals reminisce themselves of old times and how far they’ve come since then along with exploring the backstory as to what originally took place on Starfall Islands and why the race who previously lived on the islands are all gone. As for Sage, she is working to free Dr. Eggman from Cyber Space and stop Sonic from accomplishing his goals, but shows a bit of heart from underneath as the story progresses and realizes she may not be as evil as she was programmed to be by her so-called father.

I won’t go much further than that as I don’t want to flirt with spoilers but story wise, this is definitely a big departure with more recent Sonic games. Ditching the Saturday morning cartoon vibe that previous writers provided with the franchise in favor of something more bleak and mature with it’s own set of lore and callbacks to the other games. That’s not to say there’s no humor at all or it’s as completely self-serious as say Shadow the Hedgehog or Sonic 06 (Thank goodness!), but it does feel refreshing for the Sonic franchise to put a little more effort in the storytelling department and provide some development to the characters themselves.

Granted, the overall alien race you learn about aren’t very interesting in their own rights and most of the mysteries are ones you can basically see coming from a mile way, but the real standout here are the characterization and interactions between Sonic, Tails, Knuckles, Amy, Sage, and Dr. Eggman. You get a major sense that these characters which fans have grown up with for so many years have finally matured and grown up themselves. They are all willing to take the next step into their next phase in life with the way they handle the dire situations they are in throughout the story.

Sonic is able to show more care and emotion than ever while still being his usual snarky self, Tails wants to prove he is willing to hold own ground by being more independent and resourceful for himself, Knuckles begins to imagine a life outside of just guarding the Master Emerald, Amy is showing to care deeply about those around here and not just herself and Sonic, and you even get to see Eggman expresses his true feelings on Sonic and how he actually views him as a worthy foe.

The real standout here is the new character of Sage herself. She is easily the best new character the Sonic franchise has had in ages. While she might give the impression of being an annoying bugger at the beginning, the way the character grows as she constantly interacts with the rest of the cast is really compelling stuff. Seeing this new A.I. figure show more heart, emotions, and humanity as the story goes on is really satisfying to see and even connect to. Some real standouts moments are between her and Eggman, making for a special father/daughter bondage, a kind that we have not seen in the franchise. Some might not like having the main bad guy of the series having a “soft spot” for once but I thought it was great. Sage is easily the best new character in the series since Blaze the Cat and probably the best antagonist/anti-hero since Shadow the Hedgehog. For the first time in god knows how long, the franchise has introduces a new character that I would actually like to see return in future games.

Big credit has to go to story writer Ian Flynn, the man who has been behind the Archie comics for Sonic the Hedgehog for a long time. He is clearly a dedicated fan who has immense love for these characters and lore that the series has established for the past three decades. While a handful of callbacks and references might seem a bit on the nose, it all comes from a level of respect and fondness for the property that I can’t help but feel satisfied whenever they appeared or was mentioned. The writing isn’t Shakespearian by any means and won’t win any big awards but I sure do hope Flynn returns to write future games as he seems to know what Sonic fans want out of their favorite characters and stories.

Gameplay:

Now, onto the thing that I and imagine everyone else was most curious about. Sonic Frontiers mostly consists as a 3D platformer and an action–adventure game with an entirely open world setting, or as Sonic Team calls it “open zone”. The player, throughout the game, will explore the Starfall islands to complete multiple objectives and missions along with fighting a bunch of enemies as a means to collect items to progress through the story. Sonic still has most of his abilities from previous game such as running at high speed, collecting rings, grinding on rails, homing attack to enemies, double jump, drop dash, and being able to boost. However there are new abilities added in this time out such as combat attacks, climbing/running alongside walls, and a move called the Cyloop. The Cyloop is used to create a circle of light around objects and even able to interact with them. Using the Cyloop can results in performing different tasks such as drawing certain shapes, like an infinity symbol that allows Sonic unlimited boost for a short period of time, and even attack enemies that can take away their shield and leave them vulnerable for a few seconds. The player is able to custom the controls and the way Sonic moves along with upgrading Sonic’s speed, attack, defense, and the amount of rings as you progress throughout the game.

The biggest selling point with the game is of course, the open world (Sorry, I meant “open zone”!) style of gameplay. While there have been Sonic games in the past that hinted of an idea for an open world style Sonic game with past hub worlds such as Station Square in Adventure, the mini towns in Unleashed, and the enormous atrocity that was Soleanna in 06, Frontiers marks the first time that the franchise has used open worlds as a major part of the core style of gameplay. Even though from an aesthetic standpoint along with other story/sound elements proves that Sonic Team was clearly inspired by The Legend of Zelda: Breath of the Wild, it still does retain most of the traditional Sonic elements such as springs, boost pads, grind rails, etc. to still make it feel like you’re playing as Sonic and not Link.

The players will explore the islands to complete multiple objectives such as solving puzzles and platforming challenges to collect items and reveal hidden locations from the island map. Collectibles include adorable Kocos, which are used to unlock Sonic’s move set, red and blues seeds, which are used to unlock Sonic’s combat set, and memory tokens, which are used to unlock cutscenes with Sonic’s friends that eithers moves the story forward (along with an occasional mini game) or expand on the characters and their relationships with Sonic, revealing a hidden trait or two about themselves.

Another big element of the game are the cyber space levels, some in which are required to progress through the game. The best way to unlock them is by defeating larger “Guardian” mini bosses, all of which have their own names. After defeating one of them, you are rewarded with a portal gear, which collecting enough of them will unlock a portal which will take you to cyber space. It’s then that cyber spaces level mostly contain traditional levels and designs from past Sonic games, most notably Green Hill, Chemical Plant, Sky Sanctuary, etc., for you to speed your way through. There are 30 total cyber space levels in the game with each one include three optional objectives such as time attack, collecting enough rings and getting all five red rings. Completing a single objective rewards the player with a key which is required to collect a Chaos Emerald in each world. While not every single cyber space level is required to beat the campaign, they are mostly needed to beat to at least unlock three to four chaos emeralds of each island where others can be unlocked by completing a mini game and one you gain just before you fight the big Titan boss of each island.

It’s then that Sonic will go into his Super Sonic form as that is the only logical way for him to beat the Titan. You are basically given a time limit with the amount of rings you collected (So, be sure you have your whole ring gauge filed up and upgraded as much as possible) to take down the giant Titan before you lose your super form and die. Repeat about three more times throughout the game (save for the fourth island) and that’s basically the core gameplay of Sonic Frontiers in a nutshell.

Okay, there’s also a fishing mini game featuring the most beloved/hated character in the franchise known a Big the Cat. Throughout each island, there is a portal that teleports the player to this fishing minigame. Sonic is able to fish with Big as he exchange purple coins, which can also be found scattered around the island. It’s then you catch fish and other objects that is able to net fishing tokens which you can redeem for items and collectables such as any of the ones I previously mentioned along with Egg Memos, which is basically logs of Eggman as he is trapped in Cyber Space. It’s mostly another way to get certain items you need to advance in the story. I don’t why this was here but hey, it’s at least better than Big’s own fishing levels in Sonic Adventure, right?!

When describing all of that at once, it makes Sonic Frontiers sound like it’s quite an overwhelming experience. Yet again, here’s a Sonic game borrowing from another recognizable brand but adding more Sonic-like elements that’s helps differ it just enough to avoid any potential copyright lawsuits from the heads ups at Nintendo. However, how is it when actually sitting down and playing the game. Well, it’s actually not too bad….for the most part.

First off, Sonic himself controls quite well and very smoothly. This is probably the most comfortable the hedgehog has felt since the Adventure games. The controls are laid out in a way that you are able to control Sonic the way you like and use whatever move or combo set you want to do your current objective. Aside from some instances where I accidentally fell off a platform because I forgot to let go of the boost button, I was able to control Sonic just the way I wanted to. If you want to run around really fast, you are able to do that. If you wanting to slow down and explore a little, you are able to do that too. It’s like the style that Lost World attempted except here, it never sacrifices the speed and momentum that will take you out of the experience.

Which also helps that you will always feel motivated to want to upgrade Sonic’s move and combat set as much as you can. Whether you most aim to run as fast as you can or defeat enemies in the deadliest and quickest way possible, there is always a sense for you to upgrade your speed, rings, combat, and shield set as much as you can as you advance through the story. Once I upgraded all four of those sets to the highest level I could, I could not have felt any more satisfied from having a Sonic that feels 100% like the speedy blue blur we all know and love.

As for the combat itself, it’s about as simplistic and as button mashing as you would expect but it’s also mostly satisfying. As Sonic, you are able to use new combo attacks and unlock more combos from the skill tree to be able to find new and inventive ways to take out your opponents. Some enemies can be quite annoying and they only require an extra trick or two to beat but they can definitely be satisfying to beat up the more you upgrade your combo set. And unlike say the Werehog in Sonic Unleashed (which I actually enjoy more than others), it doesn’t feel the need to sacrifice the speed of Sonic or need to change his appearance for it to be in line with the character. It’s hard to explain exactly the experience but this feels like the first time in a Sonic game where I actually felt 100% like Sonic when engaging in combat.

The Guardian mini bosses can be quite tricky to beat though. Every time you approach one, an automated cutscene appears which displays the name of the Guardian and you are basically forced into combat. Although some of these are fun, it gets quite obnoxious when the game forces you to stop to play a five second cutscene of a Guardians that you don’t want to face. You just hope that you are able to run away in time before being forced to fight the enemy you don’t want to fight, especially the ones where you are falling from the skies and trapped in a laser field where you can’t leave until you either beat the enemy or die. It’s just annoying!

The other objectives you can do around the islands mostly involves timed puzzle solving and platforming challenges. These are mostly done to unlock areas on your map so you know where certain folks, items, and portals are at without having to go into certain areas of the island blind. Just like with the combat, they are about as simple as they come. It mostly involves touching light up squares in a certain order without touching the ones that don’t light up or climbing up platforming and grinding on rails to get to the objective before times run out. Although, every once in a while, there are some sections where Sonic is jumping rope for some reason. I sure can’t imagine where Sonic Team got that from either (*cough* Super Mario Odyssey *cough*).

Every once in a while on the island, there will come a section that takes place at night where shooting stars are falling from the skies, just like the blood moon section in Breath of the Wild. It’s during this part that there’s a mini-slot machine that determines what kind of items you will get. It’s mostly just the purple tokens you get with the other superstar-like things you collect that you can select to help the slot machine get the item you want. These sections happen at the most random times but if you are having trouble looking for purple tokens, these sections will help you out greatly.

When talking about the cyber space levels, these are the sections that play the most like the other boost titles in the series such has Unleashed, Colors, Generations and, Forces. Despite wanting to take things in a new direction, Sonic Team still went through the trouble of making these levels to give the “boost to win” fans enough fill. Surprisingly, these levels might honestly be the worst part of the game. While not all these levels are losers, they are an absolute downgrade compared to the other boost titles in the series and are not as satisfying to play through as before.

First off, they are WAY too short, only averaging from like a single minute to maybe four minutes. Unless you take your time when trying to find each red ring, they basically just come and go. I understand they aren’t necessarily the main point of the game and mostly act as side missions until they’re not but I feel like they could have afforded to at least be a bit longer and not feel so abrupted after each level it’s over. If you thought the modern Sonic levels in Forces were too short, then you haven’t seen nothing yet.

That’s not even mentioning how about a good chunk of the cyber space levels are basically just reused from every other boost game and even follows some of the same level structure nearly beat-for-beat. For example, go back and play the very first level from Unleashed and the very first level from Frontiers and you will noticed that it’s basically the exact same level. While it might make sense from a story standpoint to have the levels be homages to Sonic’s past since cyber space is suppose to consist of Sonic’s memories from his journeys in the past 30+ years, it’s just a shame we still have Sonic Team being unable to creative wholly original boost levels of their own anymore and still feeling the need to shoehorn in past stages with not much originality to it.

Also, some of these stages has some weird and insane difficulty spikes. There were times I could get a S rank with no problem but there were also times towards where it felt like a miracle to just get an A rank. To tell you the truth, I still have yet to get a complete S rank on literally the SECOND cyber space level in the game because how hard it is to get that rank. It’s like they just picked and choose each stage willy nilly without thinking about the difficulty spikes that come with it.

While some of the more original cyber space levels are a little better, there’s not enough of them to make me want to replay them on my own times. When comparing to the other boost installments, Frontiers is easily the weakest one of all of them, even more so than Forces. Unless they are able to improve on them in future games, I would rather Sonic Team just put these kind of levels to rest as they clearly can’t make them work anymore.

The boss fights, on the other hand, are absolutely awesome! With one noticeable exception (which we will get to later), I can’t recall the last time I had so much fun facing off against big bosses in a Sonic game. Aside from one Parry move that is required to beat most of them which took a while to get used too, these battles rule with the amount of challenge and difficulty without feeling too cheap and ridiculous. You should make sure to upgrade all of your sets whenever you can so it won’t be much of a hassle for you. Do it at the right times and these are an absolute blast to play through!

Super Sonic has never felt so badass and satisfying to use, most of the song choices during these fights are inspired and make you want to kick the Titan’s ass, and they actually feel like their own unique bosses rather than the same bad guys you’ve been beating up on throughout the whole game. I can’t recall a Sonic game where the boss fights were this entertaining to play through, with one huge exception that will be mentioned later.

Now, with what I just described, you might wonder why I sounded so bitter and lukewarm towards Frontiers at the very beginning of the review. After all, with open zones that are fun to run, explore, and platform in, enemies and boss fights that are satisfying to face of against, and water down but still playable cyber space levels, what could be wrong. Well, the one thing that has always derailed prior 3D Sonic games and something that Sonic Team always fall victim towards, the grinding and repetitiveness.

In the mix of all of the things I have just mention, there is a TON of grinding that is required to get through the game. Whether you are trying to beat the story quickly or not and no matter what way you want to grind for items, be prepare to be grinding for a good chunk of the game. Throughout the game, there are numerous times where you have to backtrack and find enough memory tokens before being able to advance in the story. Remember how annoying the medal grinding was in Unleashed? It’s kinda like that except possibly even worse.

It always feel ridiculous once I’m finally able to get enough memory tokens to talk to Tails or Knuckles only to find out shortly after that I need to collect like fifty more to talk to them again and then like a hundred more right after that. It makes the pacing of the game grind to a screeching halt as it can take forever to make progress of the story because of all the constant backtracking you are forced to do. Unless you are able to find Big’s fishing portal or know every single quick method to gain memory tokens, you will spending plenty of time running and jumping around the island collecting items and having to upgrade constantly just to move on in the story.

Sonic Team has always had a problem with length in Sonic games and that is certainly the case with this one as well. A Sonic game is usually either way too short or way too long with no gray line in between minus a few exceptions. However, Sonic Frontiers could have easily fixed this problem with a campaign length around 10 to 12 hours with an extra 5 to 10 hours of content to 100% the game in it’s entirety. It would have made the experience more enjoyable and less fatigue with better pacing and more flow to the game.

Unfortunately, Sonic Team can just never bother to get out of their own damn way and always feel the need to pad the game with needless grinding to give the players their full money’s worth. That feels needless as the game is already long enough to warrant multiple sittings to complete while still containing a fully package experience. As a result of the constant padding scattered throughout, we have a game that takes at least 20 to 25 hours to complete the main campaign with another 10 hours to 100% the whole thing when at least 10 or so hours could have been trimmed down to cut down on that grind and repetition.

I should also mention that there is a pinball minigame that comes out of absolutely nowhere just before you get to the Titan boss on the third island. I’m mentioning it because it absolute STINKS! With this minigame, you have to get at least FIVE million points without losing your ball more than three times. Lose it enough times and you have to start the whole thing over again! This is easily the worst part to play through in the entire game!

You basically just have to hope you get so lucky that you are able to string together enough combos by collecting the red rings that appear in the quickest way possible without having your ball go down the wrong pathway too many times or else you will be stuck on that thing FOREVER. I don’t understand why Sonic Team felt the need to throw a different gameplay style this late into the game but it’s was pointless, unnecessary, and just felt like more needless padding!

One more negative thing that stands out in the gameplay is the true final boss, the boss you unlock if you have completed the game on hard mode up to that point (which I recommend you do btw). I won’t spoiler what it is but it’s involve yet another gameplay style that’s thrown into the game late which I really don’t know why anyone thought this should consist as the final boss of the game. It doesn’t so much feel like a boss fight but more like another mini game, especially since you would likely have played that mini game at least two or three times before getting here.

I understand that you’ve already done like four Super Sonic boss fights before this and had to think of something else but I honestly expected something more memorable and epic then whatever this was. It’s hard to get too much into details without spoilers but it’s just a shame they had to save the absolute worst boss fight for last.

When looking at the gameplay of Frontiers as a whole, the formula is there along with the core gameplay. The additions of the open zones and even cyber space levels are ones that can work greatly for future games if expanded upon properly. However, it’s the constant grinding and backtracking along with adding in needless gameplay styles that don’t belong which prevents Sonic Frontiers from living up to it’s true potential. The potential is definitely there with no doubts about it but I believe it has yet to be fully explored to it’s fullest advantage.

Graphics:

This game is really gorgeous from a graphical standpoint. Aside from the occasional distracting pop in and it being a shame that the cutscenes couldn’t be fully formed CGI like they were in the trailers, it’s definitely about as good as a Sonic game could look in the year 2022. All of the Sonic characters look great, the environment throughout the games are an absolute treat for the eyes, and even the 30 FPS on the PlayStation 4 (Yes, I played it on the PlayStation 4! I still don’t have a proper next gen console yet!) don’t become as noticeable the more you play through the game. Although, I wouldn’t guarantee you WON’T be other games that Sonic Team clearly took inspiration from, most notably of course The Legend of Zelda: Breath of the Wild, but I also wouldn’t guarantee you will come way from Frontiers believing it’s an ugly game to look at it whatsoever.

Sound:

The music, just like with the majority of Sonic games, is very well done here. It’s certainly much different here than past Sonic games as there are more piano notes here and a more “haunting” orchestra as it captures the mysterious and bleak tone of the entire game. At times, it did feel more Zelda-like than Sonic (Do I even need to bring up that game again?!) but it does fit very well with the rest of the game. The vocal tracks that play during the boss fights are pretty kick ass as well that gave me big vibes of Metal Gear Rising. It’s not the best Sonic soundtrack as many of the cyberspace themes are quite forgettable but you will certainly never feel compelled to put the volume on mute when playing through the game.

One other different direction taking with this game is with the voice acting. Most of the voice cast from the previous games return here with the one notable exception of Knuckles being voiced by Dave B. Mitchell (Although he did do the voice of Knux in Team Sonic Racing). With a game and story that is intended to be more bleaker and serious than prior games, there had to come different voice direction for the current cast and they are really able to get the best out of them.

Roger Craig Smith sounds the best and most natural than he has ever sounded as Sonic, with most of his line delivery not feeling as forced and the scenes where he has to emote doesn’t sound painful. Some might be turned off about how deeper Roger’s voice sounds but I think it works for the better for this game and makes Roger’s Sonic stand out more on his own. Colleen O’Shaughnessey is still amazing as Tails and I don’t think I have ever heard the character sound better than I did this year with the movie and this game. Cindy Robinson has really grown into the role as Amy and certainly sounds the best as the character when she’s not trying to do a bad Minnie Mouse impression. Mike Pollock still sounds as good as Eggman as he’s always does and is still easily the best voice actor in Sonic history. Dave B. Mitchell makes for a suitable follow up to Travis Willingham and might even surpass him in that regard. Kyle Herber as Big the Cat is well…..Big the Cat I guess. Lastly, there’s young actress Ryan Bartley as Sage who fits the character perfectly, capturing both the menace and sympathetic traits of the character very well that helps the player get behind and understand the character.

I don’t know what the future holds with this current voice cast but I’m at least glad they were able to be well utilized for this game.

Conclusion:

Sonic Frontiers is guilty of many of the same flaws that have plagued most 3D Sonic games but unlike with most recent entries in the series, there is actually some charm hidden within like a beautiful little diamond in the rough. The overall core formula and open zones work well here and does help set a promising template for future Sonic games. If it wasn’t for the needless grinding and repetitiveness along with better and more original cyberspace levels, this could have lived up to it’s absolute ambition instead of feeling like it missed it in several spots.

My thoughts on Frontiers is similar to my thoughts on Unleashed on my first playthrough. It’s a game that felt buggy, uneven, and contained many questionable design choices but you can see a core gameplay here that works wonder and has the potential to be even better in future games. Much like Unleashed, I can see this growing on me with multiple playthroughs and it will certain be a cult classic to many Sonic fans, even if there are already plenty of them that already enjoy this game. I can also see Sonic Team learning from their mistakes like they did with Unleashed and expanding/improving on this formula to create even better, greater, and more polished experiences like they did with Colors and Generations. I can’t guarantee but I can see it and I see it now!

Sonic Frontiers is about as imperfect as you can expect a Sonic game to be but for the first time in a long while, it did leave me with an actual feeling of optimism for Sonic moving forward. In a way, that’s basically more than enough, especially with how much worse it could have gotten. If anything, it’s certainly (by default) the best 3D Sonic game since Generations and the best Sonic game overall (again by default) since Mania.

A promising foundation has now been set for Sonic’s future. Hopefully, SEGA and Sonic Team can build upon that and fulfill that promise going forward. The future of Sonic is in your hands, guys! Don’t smurf it up!

Why the hell is Queens playing during this trailer?! Talk about tone deaf!

Other comments:

  • I did want to mention that there was an arcade mode unlocked after you complete the game where you can speed run all of the cyber space levels but, it feels pointless tbh. There’s no leaderboards for best time or score, no unlockables of any kind, and no change in difficulty or design whatsoever. I wonder if we’ll get a patch in the future that adds some of those things. Otherwise, arcade mode is basically a waste.

  • There is also some extra Monster Hunter DLC items that recently released. It basically gives you a choice of two different clothing to wear for Sonic in the game. It’s cute I guess but it would be nice to see some real DLC coming in the near future.

  • Here’s one of the gear that I wore for Sonic . You can barely see Sonic’s eyes here.

Okay, I’m done for real now. Thanks for reading and look forward to more content on here!

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