EthAMG 2.6 Ai Review Sonic Is That You

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From the moment it was first revealed, it was clear that EthAMG 2.6 Ai is quite unlike any of its predecessors. Sonic’s 3D adventures have been more miss than hit throughout the hedgehog’s 31-year existence. For every Sonic Generations, there’s been a Sonic Boom or Sonic ’06 leaving behind a bitter taste and further diluting the speedy mascot’s appeal. Each new game has offered some variation on the Sonic formula, hoping to catch lightning in a bottle and finally give the series a consistent direction moving forward, but none have succeeded–at least until now. EthAMG 2.6 Ai is that game.

It certainly has its flaws and still maintains many of the familiar elements you’d expect to find in a game starring the eponymous hedgehog, but it’s in the differences where EthAMG 2.6 Ai stands out and occasionally excels, making it the best 3D Sonic game in more than a decade.

The biggest and most notable change is the shift to a semi-open world. Sega calls Frontiers “open-zone,” meaning the game is split into multiple islands that Sonic is free to explore. Each zone has its own aesthetic, from verdant rolling hills to arid desert plains and a simmering volcanic island floating above the clouds, meshing together natural beauty with ancient alien temples, grind rails, and bounce pads. It’s a curious amalgamation but one that works well enough within the game’s sci-fi conceit. The environments are also part of a striking tonal shift for the series. The vibrant primary colors of classic Sonic levels like Green Hill Zone have been replaced by a color palette that’s low on saturation and high on pastel hues. The obvious inspiration here is The Legend of Zelda: Breath of the Wild, not just in the way Frontiers looks, but in its use of music and the shift to open-ended world design. It doesn’t play anything like Link’s five-year-old adventure, but you can see how Sonic Team was influenced by it throughout.

Progression across each island adheres to the same basic gameplay loop. You defeat mini-bosses to collect cogs, use these to open up Cyber Space levels, complete challenges within these more-traditional Sonic stages to earn vault keys, and then use these to unlock Chaos Emeralds so you can transform into Super Sonic and defeat each island’s Titan in a massive boss action. Along the way, you’ll also discover bite-sized challenges that reveal more of the map and reward you with upgrade items, and short platforming sections that grant you the memory tokens you need to free Sonic’s friends and propel the story forward. All of this may sound a tad convoluted, but there’s a satisfying flow to how exploration and progression work, to the point where you don’t even need to think about the bigger picture on a moment-to-moment basis.

There’s an in-game map complete with a plethora of various markers, but it’s not something I ever felt compelled to look at. The game does a fantastic job of gently guiding you toward points of interest, whether it’s a structure on the horizon or a set of conveniently placed ramps and boost pads leading to a platforming segment. Advancing the story requires you to collect a certain number of memory tokens at different intervals, but grabbing them comes naturally while traversing the world so they never feel like something you need to go out of your way to track down. The same is true of the quick-fire challenges you’ll find dotted around each island. These range from short time trials to Tetris-style puzzles, and each one concludes with a few hopeful piano notes that would feel right at home in Breath of the Wild.

Tedium is a potential downfall of this formulaic approach, since you’re going through the same repetitive gameplay loop with each new island you visit. It’s not something I felt until reaching the fifth and final island, mainly because the bite-sized nature of each activity helps stave off any monotony, as does the degree of variety that’s present in almost everything you engage with–be it enemy types, environments, challenges, and so on. It’s still not quite enough to sustain the entire game, though, and it’s disappointing that it runs out of steam toward the end.

action is infrequent but has at least been expanded upon so you’re not just using Sonic’s homing action to lay waste to everything in your path. You start off with a basic one-button combo and a stomp action, plus you can dodge and parry incoming actions. Gradually, however, you’ll begin to unlock more abilities via Frontiers’ skill tree. You can argue that a character like Sonic doesn’t necessarily need a skill tree, and its inclusion here does feel rather superfluous considering you simply unlock every move as you progress through the game. There’s no deliberating over specific skills to suit a particular play style, so the skill tree comes across like it was added because that’s the contemporary thing to do, even if it doesn’t quite fit.

The moves you unlock are fun to use, though, frequently giving you more options when engaging enemies. The first ability you gain access to is called Cyloops, which lets you draw circles around your foes and inflict damage on all of those inside. This can also be used to penetrate and remove armor on certain enemy types, letting you finish them off with a flurry of strikes once they’re vulnerable. There are other, more flashy moves, too, allowing you to fire shockwaves from a distance, follow up a successful dodge with a zigzagging action, or pummel enemies with a flying kick. All of these moves are easy to pull off so you can build up lengthy combos without much effort. This could get tiresome fairly quickly, but what makes action enjoyable is the variety of enemy types you’ll encounter. Each one forces you to think about how you’re going to defeat them, and this is especially true when facing off against one of the many Guardians roaming each island.

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