>>25107
Continuing with this, here's an interview Iizuka did with Gamespot. Holy fucking shit Gamespot kept cutting the video in the middle of Iizuka's responses. Anyway, they stress that this is the 'future of Sonic' some more; they mention that they're not going for a 'comical' kind of storytelling (I imagine they mean lighthearted, like Colors); they mention Ian is writing the dialogue for the story and Sonic's 'snarky comments', which makes it sound like Ian isn't writing the story itself which may not be completely unexpected but still; Gamespot asks about whether the puzzles get any more difficult with game progression, which Iizuka dodges completely; and there are some other questions which aren't very relevant.
https://archive.is/xLlO9
Some outlet called The Gamer also wrote about the demo they played. Lots of info on this one.
>I don’t know if this will make it into the release version, but the settings include a dozen or so sliders that allow you to customize the way Sonic controls. There are five different sliders related to Sonic’s speed, as well as turning, acceleration, resistance, and more. I can understand why you would want to give players the opportunity to customize the way Sonic handles to some degree - Sonic has an all-ages fanbase, after all - but this felt more like Sega isn’t sure how to tune the physics so it’s just making us figure it out.
>controlling Sonic actually felt pretty good. Sonic’s movements are snappy and responsive, and it’s relatively easy to be precise while platforming
>Sonic can double-jump in the air and use the boost to dash forward long distances
>All of his base stats - speed, attack, defense, and ring capacity - can be incrementally upgraded by finding hidden collectibles.
>Sonic also gains new abilities throughout the game that can be upgraded by spending skill points
>Homing attacks will only get you so far, and mashing X to unleash a torrent of kicks and punches, while satisfying, will often get you killed. You have to learn attack patterns and wait for the right time to go in, dodge attacks, and resist the temptation to over-commit. Combat is fast, flashy, and a lot more engaging than I was expecting.
>There are platforming challenges that reward you with the opportunity to reveal parts of the map in a scattered, checkerboard order.
>You’re also searching for Memory Tokens, which are used to free Sonic’s friends. In the demo, I found all of Amy’s Memory Tokens and released some kind of digital imprint of her from a futuristic jail cell
>Tails was also mentioned at the start, but I don’t yet know what other Sonic characters will be in the game. Eggman does make a brief appearance, and I got the impression he’s just as lost and confused as Sonic is
>There’s another core gameplay mechanic in Sonic Frontiers that, according to the NDA I signed, I’m not allowed to talk about until June 29. If you’ve been following the IGN First coverage, however, it’s already been revealed and widely discussed. I’ll have a lot more to say about it in a couple of weeks, because it’s a major part of the game and I think it’s great. Here’s IGN’s Mitchell Saltzman describing the thing I’m not allowed to talk about.
lol
https://archive.is/AMNDC
The way Sonic controls has been positively highlighted by different outlets by now, not that it means anything considering who it comes from.
There's also been a more crisp picture from the demo pop up which shows the hud more clearly. Judging from the review from above it seems you'll be able to see each one of your four stats and the level of each on the bottom left part of the hud, there's a compass at the top and some counters on the upper left part of the screen, with rings capped at 400 on the first level of ring capacity. Oh, and get this, the caption on the game's window says 'rangers', just like in the leak, kek.