{"id":106609,"date":"2022-10-24T14:38:09","date_gmt":"2022-10-24T14:38:09","guid":{"rendered":"https:\/\/harchi90.com\/sonic-frontiers-the-final-preview\/"},"modified":"2022-10-24T14:38:09","modified_gmt":"2022-10-24T14:38:09","slug":"sonic-frontiers-the-final-preview","status":"publish","type":"post","link":"https:\/\/harchi90.com\/sonic-frontiers-the-final-preview\/","title":{"rendered":"Sonic Frontiers: The Final Preview"},"content":{"rendered":"
Back in May when I played Sonic Frontiers for my first preview, I came away with an overall positive first impression, but also a feeling that there was still a good bit of work to be done. The game felt buggy, the performance didn’t feel optimized, and there was a ton of distracting pop-in of objects and obstacles floating around in the sky. <\/p>\n
Here we are five months later, and I got a chance to go hands-on again with a PC build of Sonic Frontiers, this time for a full six hours to check out the first three islands in their entirety, and while a lot of those same issues that I experienced the first time I played are still present \u2014 the pop-in and a handful of minor bugs \u2014 it is clear that a lot of work has gone into tightening up Sonic Frontiers’ performance and polishing its visuals. It’s still an uneven experience, both visually and mechanically, but when my time was up and all I thought about was the disappointment of not being able to play more, that seemed like a good sign that Sonic Frontiers is in a pretty healthy spot heading into its imminent November 8 release.<\/p>\n