Sonic slugs it out stylishly
In most Sonic games, combat involves jumping onto an enemy or bouncing into them a few times. Combat has never been a big focus of Sonic games, but that gameplay element has been considerably beefed up for Sonic Frontiers.
While combat in Sonic Frontiers still isn’t the focus of the game, there’s certainly more battle scenarios to partake in, and they’re multifaceted. In an interview with Game Informer, Sonic Team creative officer Takashi Iizuka spoke on the decision to take combat in a more intricate direction.
“In previous Sonic games, combat was kind of like an accent that gave the high-speed action a sense of rhythm. This time, we’re adding a greater sense of tension and tactics to the combat. All of the enemies have been designed based on tactics. Starting out with Sonic at full power would make the combat simple and repetitive, so we made it so the player gradually unlocks Sonic’s abilities through the skill tree.”
Those comments were echoed and expanded upon by director Morio Kishimoto.
“Sonic games have a long history as stage-clear action games and because of that, there hasn’t been a huge focus on battle and combat in Sonic’s history. But for this title, we are implementing a core battle structure to the game as it was imperative in creating a fun new open-zone game system.
There are many games out there with their own unique combat systems, but for this title, we wanted to focus on what a Sonic style of fighting would be, what sort of enemies should exist, what skills Sonic would have to defeat them, and so forth. We are not making a Sonic game where the combat and fighting is the core fun element, rather we want to present a game that has a fun combat that suits Sonic’s character – that’s the fundamental idea.”