Sonic Frontiers: SEGA aims to expand into the Asian market

Sonic Frontiers: SEGA aims to expand into the Asian market

Sonic Frontiers

With Sonic Frontiers, SEGA aims to expand the franchise into the Asian market, including Japan. To say it was the game designer Takashi Iizuka in an interview with the head 4Gamer, who explained how the game is intended as the beginning of the third generation of Sonic, with the Adventure representing the second and the games of classic setting the first.

Sonic is a hugely popular character in the West, so much so that the last two films dedicated to the character have recorded millions of dollars and a third has already been announced. Unfortunately, however, in Asia the character has always struggled more, despite having been conceived in Japan, so it is normal that SEGA aims to make him grow there.

Iizuka, speaking about the goals of Sonic Frontiers and the third generation, said: "The desire to reach the Japanese players is at the roots of the project. It can be said without problems that we come from years of failed tests. For example, many Japanese gamers love consumer-oriented games that can be played at the pace you want. The rest is a contemporary issue. Isn't it fun to play a game everyone is talking about at the same time, exchanging information? These are two things I want to do something with Sonic Frontiers. "

For the rest we remind you that Sonic Frontiers will be released on November 8, 2022 on Nintendo Switch, PlayStation 4, PlayStation 5, Xbox One, Xbox Series X / S and PC.

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‘Sonic Frontiers’ Hands-On Impressions: It’s Actually Decent

'Sonic Frontiers' is released this November.


With much of the recent footage of Sonic Frontiers looking rather promising, I finally got to play it today and it was surprisingly decent.

While there is plenty of criticism elsewhere that the game isn’t graphically all that impressive, it does at least play better than I was expecting.

In that, the game is somewhat open world in scope. The demo is pretty linear but it’s clear that the game opens up as you progress.

What works better than expected is that traversing areas is both fast and intuitive. Sonic obviously speeds around at a fair clip, but you can also jump on rails and bounce around in amongst that.

Big open world games suffer from travel fatigue, as characters don’t move all that quickly. Sonic, by obvious contrast, can zip everywhere and that makes exploration more satisfying as it occurs at speed.

Boosting is handled by the right trigger and “looping” enemies requires you to hold a button down while completing the circle.

Attacks are handled nicely by pressing a button when a triangle icon appears over an enemy or an object.

When fighting, you can initiate multiple hits but you need to be wary, as doing leaves you open to attack. Watching an enemy’s animation is key, as they telegraph their moves allowing you to boost away if you keep an eye on things.

The only real criticism I have is that there are too many instructional and narrative cutscenes. The game should just flow, as it already feels natural enough with Sonic boosting everywhere, so breaking that up takes away from that.

I still think the environments shouldn’t look so bleak, but Sonic Frontiers could be promising if Sega gets out of the way of the blue hedgehog and just lets him just go fast.

Sonic Frontiers is released on November 8 for the PlayStation 5, PlayStation 4, Xbox Series X|S, Xbox One, Switch and PC.

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