Summary
- The Final Horizon DLC in Sonic Frontiers introduces multiple playable characters including Tails and Knuckles.
- Knuckles is challenging to control due to issues with his glide and turning capabilities, making him frustrating to play.
- Amy Rose's double jump ability creates camera issues, but she performs slightly better than Knuckles with her controllable glide and tarot card float.
The Final Horizon DLC for 168澳洲幸运5开奖网:Sonic Frontiers marks the third and final update the game will be receiving, as well as the return of multiple playable characters. For almost two decades, SEGA have placed a very deliberate focus on only allowing fans to control Sonic🎐 himself – burned by a long string of criticism aimed at his ever-expanding cast of friends.

168澳洲幸运5开奖网: S♉onic🍌 Frontiers: All Islands, Ranked
Sonic Fron🧸tiers' islands are full of places to explore and♕ friends to save.
It turns out, though, that people actually like Tails. And Knuckles. And Amy, too. It's a good thing they and their unique skillsets are here, since the Final Horizon campaign is easily one of the most difficult challenges in the entire franchise. Let's break down their strengths and weaknesses.
4 Knuckles
The physics in the base game already left something to be desired. Wonky turning circles, slippery platforming and curious mid-air momentum occasionally annoyed, but were infrequent enou﷽gh to not override the sheer joy of rocketing about as Sonic. Alas, now, here comes Knuckles "What Gravity?" Echidna, to continue his long-storied tradition of being as busted ❀to handle as he can manage.
Make no mistake: Knuckles is by far the most, shall we say, 'unpleasant' of the new faces. His drill dash is great fun, and his raw physical might makes him a solid choice against the damage-sponge minibosses, but that's where the positives end.
His trademark glide has been horribly mishandled, only activating after a mid-jump windup that seems to last eons, which can throw off your timing something fierce. What's more, SEGA have inexplicably opted to make him turn like a tank while in flight, so good luck correcting an errant leap.
His other iconic move, the wall climb, is similarly broken. He'll automatically detach from a wall the second he so much as brushes one hair against a solid object, forcing you to deal with that awful glide to spin back around for another go. Being miles above the ground doesn't seem to deter Knuckles from cheerfully chucking himself off precarious ledges, ignoring your inputs.
Top this all off with the return of Sonic Boom: Rise of Lyric's infinite jump glitch, and you've got one miserable echidna. Our kingdom for Adventure 2 controls.
3 Amy Rose
Amy's been getting her (long overdue) time in the sun in the current Sonic era. Whether she's being retroactively inserted into classic titles, becoming a proper member of the team in Superstars, or even being the principal antagonist in Netflix's Sonic Prime, it's certainly nice to see her evolve beyond "that lass who fancies Sonic." Which makes it a crying shame that her turn in Frontiers has been somewhat bungled.

20 Best Sonic The Hedgehog Characters Of All Time𓂃, Ranked
The Son𓆉ic games feature a huge cast of characters who don't get all that much recognition. These are the best of them.
While nowhere near as janky as Knuckles, from the off it'll be apparent to you that Amy doesn't feel quite right. Her regular jump is nothing special, but the second you hit that double jump button, she'll discover untapped energy and rocket upwards at high speed. You can even do it a second time for a triple jump, that sends her equally skybound. This might sound fun, and in certain situations it is indeed useful for rescuing yourself; but it absolutely confounds the camera.
The poor thing already struggled keeping up with the Blue Blur, but it completely throws in the towel when Amy starts leaping around like a sugared-up kangaroo. Sure hope you don't want to be looking at the next platform, or really at anything in particular other than the sky. You'll be fighting with that right analog stick more than the Titans.
Amy gets a notch over Knuckles for completely aping his glide (she floats via her tarot cards) and making it somewhat controllable, but sadly she can't quite make it to the top spots.
2 Tails
At first glance, Tails is rather underwhelming. By the time you unlock him, you'll have gotten used to the playstyles of Amy and Knuckles (warts and all), so the fact he represents such a radical shift in gameplay does him no favours. For one, he has no homing attack. This is immediately a red flag, given that a large chunk of Frontiers' stage design is centred around this move, and it's been permanently instilled into the muscle memories of Sonic fans everywhere.
All of a sudden, you can't lock onto enemy chains, or far-off springs to save yourself. What does ol' Miles Prower have instead? He lobs wrenches. Big whoop.
But then! But then. As you begin to play as him more, and evolve his skill tree, Tails' true potential unlocks. His reduced movement ability becomes less of a burden than a blessing as the intricacy of the platforming challenges ramps up. His near-infinite hover lets him cross the map in seconds flat, and lets you hang about in the air while dispatching mooks far below. He even comes packing a dirty great mining drill, with which he can stomp foes and cause massive shockwaves.
And we haven't even touched on the Cyclone. Level up Tails enough, and he gains access to this mecha-transformation of the Tornado plane from Sonic Adventure 2. Frankly? It breaks the game. This baby can be whipped out anywhere and can straight-up fly. No height limitations, no speed limitations, no cost beyond rings (which are a pittance to come by). Why bother with those gruelling platforming trials when you can hop in the Cyclone and zoom to the end? Easy. Enemies in your way? Nuke them with its superlaser.
He takes some getting there, but by the story's end, Tails is a truly vital asset to your team.
1 Sonic
And yet, despite the novelty of playing as these beloved chums, when it really comes down to it, there's no one more fun to control than Sonic T. Hedgehog himself. It makes sense: all the stage gimmicks and physics are built around Sonic's moveset, and in the multiple patches since the game's release, SEGA have honed the way he feels and handles into something truly special. He's versatile, nimble, and responsive; and his friends never really had a chance.
His tenacity is put to the absolute test in The Final Horizon, calling on all the skills you'll have developed over the course of the base game. The developers aren't mucking around anymore. You want to climb those towers? You're gonna have to put in the work. Getting Over It has nothing on these climbing segments, where one mistimed homing attack means falling all the way back to square uno.
Heck, even getting to the towers is tough in itself, requiring Koco from revamped Cyberspace stages that push the poor battered hedgehog to his limits. Time-bombs being strapped to him, arduous single-block platforming over death pits, races against shadow clones of his friends, you'll have to help him run the gamut.
But in the end, it's all worth it. Sonic gets a new, even more powerfulꦛ form of his S𒁃uper transformation with which to take down The End, and it's like something out of Dragon Ball (ratcheted well past 11.) His eyes glow with intense blue, his spines crackle with energy – and there is no thrill like watching him absolutely whale on this gigantic primordial beast.
It gets to the point where Eggman loads him into a cannon and fires him like๊ a speeding, furry bullet. 🤪An instantly iconic moment, and one which makes all the stresses of The Final Horizon melt away. This is why Sonic fans keep coming back.