>Quote them noob because I can't bother doing my job
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ITT we share otaku culture video games

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Anyway, since I feel bad OP's thread got derailed, Im gonna recommend a dew games. Most of them are on my wishlist so I haven't played them yet, but they did catch my interest so maybe you will find something.
  • Misao
  • AdventureBarStory
  • Promise Mascot Agency
  • Pipkin
  • Monari Station
  • Gurumin: A Monstrous Adventure
  • Marisa!Return the book
  • Twilight Manor
  • Cirno Lifts a Boulder
 
Anyway, since I feel bad OP's thread got derailed, Im gonna recommend a dew games. Most of them are on my wishlist so I haven't played them yet, but they did catch my interest so maybe you will find something.
  • Misao
  • AdventureBarStory
  • Promise Mascot Agency
  • Pipkin
  • Monari Station
  • Gurumin: A Monstrous Adventure
  • Marisa!Return the book
  • Twilight Manor
  • Cirno Lifts a Boulder

 
Quoting my rant on this SNCA weeb game only Japan ever cared about
I just realized that part of the reason Frontiers felt so slapped together and rushed despite being the 5 year gap between it and Forces was because they spent a solid two years on this. But in a way this makes things even more baffling because the only things that are beyond pure mediocrity about this game have nothing to do with Sonic Team at all. The combat especially, the lead designer of the system would go on to produce Shadow Generations and all he had to show for this game was surface level button mashing 'slop.
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That would require Sega to be ran by logical, intelligent people, which has never been the case once in their history. The game is technically a group effort given that Toshiro Nagoshi meddled a lot with the game's development but it's mostly Sonic Team, the game runs on Hedgehog Engine 2 and it even reuses sound effects from Sonic 06.

The game's development was also a massive trainwreck, for whatever reason there were disagreements between the guy who wrote the prior games and Sega, so then Nagoshi stepped in and made him sign an NDA and perma banned him from working on the series ever again. The prior games were all RPGs, but it got changed to the dogshit in the final game because "Yakuza had action combat and it's popular so this game should also have it!" The script of the game also pulled a TLOU2 and sent all the characters everyone liked to noobhell so they could promote the new characters, which unsurprisingly went well with nobody, and it was supposedly going to be worse before the VA's of the returning characters stepped in and demanded rewrites. And on top of that they tried to salvage it by signing a deal with Sony to make it PS4 exclusive which likely didn't help them recover sales lost from the Switch and Windows demographics.

All in all it just seems like such a foolish use of time, given how badly things were going it's insane no one stepped in, canned the project and just ordered everyone to work on a new Sonic title, something that would at least have guaranteed sales and worldwide appeal over a risky, troubled revival of an IP that's been dormant since 2008 and only had popularity in Japan. But I guess if Sega thought with their heads they wouldn't be Sega.

I forgot to mention that performance of the game is relatively poor, it runs at a locked 30fps even on my PS5 (which should run the game at PS4 Pro settings) . Keep in mind that Sonic Forces, which released 2-3 years prior utilizing the same Hedgehog Engine ran at a locked 60fps on the base PS4. And that game also had more to load in (due to the general nature of Boost Sonic) at a time and arguably looked better. Sakura Wars doesn’t even have a seamless overworld, not only are different sections of the map cut up by loading screens but key buildings also have multiple loading screens within them? Wanna go upstairs? That’s a loading screen. Visit the courtyard? That’s a loading screen. Enter a room? That’s another loading screen. Most of these hub worlds areas are also tiny as fuck and don’t have much to do outside of chatting with NPCs and picking random shit off the floor. It wouldn’t be wrong to say that Sonic Adventure had a better integrated hub world… and that was a Dreamcast title. Beyond that, combat sections do have a lot of enemies, but they almost always occur in closed off arenas split by corridors with basic platforming. Even then, it’s not like it’s rendering hundreds of enemies at a time with dynamic physics.
 
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