Frontiers 2 - Which Ability?

Metool_Man

"I am the real Sonic!- not."
The sequel to Sonic Frontiers is reportedly in development, so I have a question.

If Sonic were to have either, would you prefer the Spindash (the SA1 incarnation), the Buffed Boost (the Unleashed-Gens incarnation), or the Nerfed Boost (the Frontiers incarnation). Or maybe an entirely different ability? Maybe a mix of the two? What are your opinions?

No essays in the comments this time please :threat:
 
The sequel to Sonic Frontiers is reportedly in development, so I have a question.

If Sonic were to have either, would you prefer the Spindash (the SA1 incarnation), the Buffed Boost (the Unleashed-Gens incarnation), or the Nerfed Boost (the Frontiers incarnation). Or maybe an entirely different ability? Maybe a mix of the two? What are your opinions?

No essays in the comments this time please :threat:
Spindash SA1. Ive never played the other 2 lmao. I dont have a Wii or Frontiers. Ive had, in total:
Both Adventure, 4, 3, 2, 1, gens, and forces.
 
Given the options, I'd go for the Unleashed/Generations boost but with dynamic physics that account for whether you are going uphill or downhill and that allow you to launch yourself off ramps while maintaining a degree of air control. I'd keep the airboost for some extra control in the air to account for situations where something is otherwise just out of reach or you need to change direction. I'd also take away the drop dash and apply its uphill utility to the boost instead.

Also I'd like to have access to the stomp/bounce hybrid from Frontiers with some tweaks. You don't need to jump again in the air to use it again and you are able to maintain horizontal velocity while using it. The bounce should allow you to get a little extra height compared to jumping normally.

Finally, I'd like the air dash back. I've never been a huge fan of the Colors double jump and I wish they'd stop bringing it back in everything. I'd rather have the horizontal utility of the air dash for when I need to squeeze a tiny bit more distance into my jumps without overdoing it with airboost. Air dash should afford you more overall control than airboost and take you less far. Ideally it should maintain speed in an arc rather than going straight forward a set distance and then stopping entirely and dropping you like a rock, and you should be able to rotate it left and right with a decent amount of freedom, as opposed to the airboost forcing you straight in the direction you are facing.

Stomp/Bounce should be available at all times while in the air. Airboost and air dash should both be usable once per jump until you bounce off something or touch ground again.
 
idk if i've said this before but i think the boost should be a thing when going to a certain amount of speed or as a power up, i think it can be very fun but i think in games like in unleashed it's the most rewarding feeling to keep a boost similar to how it feels when using a spindash in the adventure games, so i think making the spindash become the boost kinda just makes sense, and i think a drift would also be nice too to have as an option maybe if you hold left or right when quick stepping? also uh going back to topic, the spindash should be more like sa2 with a slight delay since i heard that spamming the spindash isn't really that helpful anyway but i do think sa2 is a lil too slow with the delay, and of course it being the same button as the roll is kinda annoying and i think the roll in general should just be like how frontiers did it were you only really move when going down slopes
 
The sequel to Sonic Frontiers is reportedly in development, so I have a question.

If Sonic were to have either, would you prefer the Spindash (the SA1 incarnation), the Buffed Boost (the Unleashed-Gens incarnation), or the Nerfed Boost (the Frontiers incarnation). Or maybe an entirely different ability? Maybe a mix of the two? What are your opinions?

No essays in the comments this time please :threat:
I think they should keep the nerfed boost. I've always liked it better than the SA1 Spindash (weird, I know). It'd be odd to just switch up play styles like that when It's a sequel. The nerfed boost allows you to go fast without it being OP. Unlike the typical boost, its not a instant win button that makes enemies glorified targets. And uh, the SA1 play style was a disorienting experience for me. I'm just too used to the boost.
Edit: And maybe keep the double jump. Although, they should increase the jump height to increase its usefulness.
 
I think they should keep the nerfed boost. I've always liked it better than the SA1 Spindash (weird, I know). It'd be odd to just switch up play styles like that when It's a sequel. The nerfed boost allows you to go fast without it being OP. Unlike the typical boost, its not a instant win button that makes enemies glorified targets. And uh, the SA1 play style was a disorienting experience for me. I'm just too used to the boost.
Edit: And maybe keep the double jump. Although, they should increase the jump height to increase its usefulness.
I mean, they suddenly swerved away from the Adventure style, but this is a bit of a different situation - Sega is stable. I do find it odd that every piece of media BESIDES the game predominantly features the Spindash. Like, we're gonna rope them in like that and then not let them have it? It's odd.

Honest to God if we can just get an Adventure-styled Spinoff I'd be happy.
 
The sequel to Sonic Frontiers is reportedly in development, so I have a question.

If Sonic were to have either, would you prefer the Spindash (the SA1 incarnation), the Buffed Boost (the Unleashed-Gens incarnation), or the Nerfed Boost (the Frontiers incarnation). Or maybe an entirely different ability? Maybe a mix of the two? What are your opinions?

No essays in the comments this time please :threat:
both!
 

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