Sonic Frontiers' release is right around the corner, and excitement for its changes to the classic franchise seems to be high. While the biggest new addition is of course the first-ever open world in the series, there's another first that the game brings that could be more controversial depending on its execution. Sonic Frontiers gives Sonic an all-new skill tree, with abilities to be unlocked as the player progresses through the game.

Skill trees are a common addition to open-world games, sometimes used to restrict certain areas or activities organically without shutting out exploration. However, their inclusion in games where they previously didn't exist doesn't always go to plan, so Sonic Team will need to tread carefully when adding it to a game that is already so different from the rest of the franchise. Luckily, it looks like the system's implementation in Sonic Frontiers has been done in a way that preserves the original Sonic identity.

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Sonic Frontiers' Skill Tree Balances Innovation With Tradition

Sonic Frontiers Dive Kick

Part of what makes the approach to a skill tree in Sonic Frontiers seem more appealing than other games comes down to what isn't included rather than what is. Sonic has his spin, homing attack, drop dash, and stomp available by default rather than unlocking them through progression. This is an important decision to have made to preserve the classic feeling of Sonic. Locking iconic and rudimentary skills behind a skill tree is a surefire way to hurt the pacing of a game, especially one with so much emphasis on momentum, yet it's one that many skill trees often make.

Also seemingly missing is the addition of further upgrades within each skill. While that doesn't have much to do with the original formula of Sonic specifically, it's a smart move nonetheless. That kind of micromanaged progression often makes games feel like a grind to marginally improve abilities in overly large skill trees. Sonic Frontiers forgoing this hopefully means that unlocks are more impactful due to how sparingly they occur. That's also a philosophy apparent in how small the game's skill tree is compared to others.

What's more, the skills available work well with Sonic's classic toolkit. Sonic as a franchise has taken quite a lot of experimental approaches in the past, but the ones that are usually the worst received are those that try to change Sonic as a playable character too much. Some of the more notorious examples are the Werehog sections of Sonic Unleashed and the swordplay of Sonic and the Black Knight. With Sonic Frontiers, it seems like the abilities are built around Sonic's most recognizable traits, iterating upon them in ways that fit the new gameplay.

Some examples shown in a recent trailer for Sonic Frontiers include Phantom Rush, which triggers after a combo, attacking at almost invisible speed; and Sonic Boom, a long-range option that is still based on Sonic's signature speed. Having abilities like these which are focused on the long-established qualities of the character seem like they may be a great way to add variety while preserving the original identity of the series. That approach might be the best way to implement new features for the combat-focused gameplay of Sonic Frontiers.

These directions taken by Sonic Frontier show that the game is likely looking to avoid the mistakes that sometimes come with skill trees in games. Games like Assassin's Creed Valhalla and Far Cry 5 have received flak from fans who feel like their skill trees are bloated and overcomplicated to the point where they become grinds. Some of their abilities seem like things that should be available by default, while others can seem like multiple different ways of achieving the same thing, with even more progression within each skill. Hopefully, the stripped backed and thematically appropriate approach of the skill tree in Sonic Frontiers prevents these kinds of pitfalls.

Sonic Frontiers will launch on November 8 for PC, PS4, PS5, Switch, Xbox One, and Xbox Series X/S.

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