- Original Platform: Xbox Series, PS5, Switch
- Original release: 8th November 2022
- Version Played: Xbox Series S
- Available to buy: Yes


While the focus on Sonic Frontiers is on the open world – or open zone as Sega call it – I think it’s worth taking a look at the more traditional levels first. The disappointing thing about these are the themes, they take a few level themes from older games (including the much repeated Green Hill Zone and Chemical Plant Zone) as a basis for the levels, I would have much preferred if they just used the theme of the current island instead. At the very least, each individual level has its own unique (and really solid) music.
That said, the levels are still fun to play. They are a bit simple with only a few branching paths and don’t reach the height of Sonic Generations or Colours, but they’re still a ton of fun to play. Some levels focus on specific gimmicks while others are a bit more traditional. With these levels alone, Sonic Frontiers would be a pretty good game.
But, the main bulk of the game is the open zone islands, something that sounded like it could easily go very wrong, especially if they don’t get Sonic’s movement’s right. Luckily, they did a great job. Sonic went where I wanted him to go, and turning was incredibly easy. Running around enemies is extremely easy, which ties into Sonic’s new power where he can draw a shape to hurt enemies or activate objects inside. I do wish that Sonic’s starting speed was much faster. Towards the end of the game (with my speed levelled up to around 25 out of 99), it felt amazing, but this really needed to be the starting point.
Each island consists of collectables, challenges, levels, story missions and fishing.
The collectibles are “memory tokens”, used to progress the story and unlock little side cutscenes. Most of these are found by completing mini levels on floating platforms (although some are nicely integrated into the world itself). There are a lot more than you need to unlock everything, so they’re more of something to find on the way between everything else and not something you have to painfully track down one by one. The floating platforms that these are made from do have major pop-in issues – although it does seem to be managed in a smart way where parts you need to work out a route to an object are visible. I feel like they could have added a “cyber” animation to these objects to make them seem like they’re being generated by cyberspace instead of just popping in,
Challenges help unlock the map, some are little puzzles, some are timing challenges, some are time trials (which are like mini levels integrated into the world) and some make use of specific powers. They’re fun to discover and do. One kind I did find odd is one where you have to parry objects, as to parry you just need to hold down the button, there’s no timing, but these challenges were definitely designed with timing in mind, so I think they changed the parry system fairly late on in development.
Story missions are…quite bad. They’re a bunch of mini games that involve herding, pinball and a hacking minigame which is a very simple Ikaruga-inspired 2D space shooter. These could have been missing and nobody would care. Fishing is an optional extra and is nice and relaxing, although it seems like way too much effort has gone into the rather detailed fish models – and there are a lot of different fish.
Combat is a lot of fun. With the cyloop opening up enemies for attack and a lot of special moves to perform. There’s also an option to perform these automatically (at the cost of slightly reduced damage) if you prefer to button mash instead. Each enemy also has specific ways to deal with them and their design is a clue as to how to defeat them. In the open zone there are also “guardians” to fight – large bosses which feel like full on bosses from other Sonic games. These are an absolute delight and it’s very surprising that they work well in the open world as they feel like full on set pieces. The final boss of each island is also spectacular – although the final boss is downright awful, nothing more than a quick time event.
There are some parts of the open world that feel like a mini level, parts like long underground tunnels or other small sections. These parts are brilliant, and I really hope the next game focuses more on this – having levels built into the open world itself is a great way to go about expanding on the formula. I really hope Sega builds upon Sonic Frontiers instead of their usual method of ditching something and trying something new.
Overall, I absolutely loved Sonic Frontiers, and while the standard levels aren’t quite Sonic Generations, I do rate this as Sonic’s best 3D game.


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