Summary:
NateTheHate didn’t drop a name, a screenshot, or a release date. Instead, he answered a question about the next mainline Sonic game with something that feels almost too casual: “Did you like Frontiers?” That little nudge matters because it narrows the conversation. It points away from a sudden left turn and toward a future that builds on Sonic Frontiers’ open-zone approach, the tools behind it, and the lessons Sega learned when the game landed with a mix of praise, criticism, and genuine relief that Sonic was trying something bold again.
So what does a Frontiers-style follow-up actually imply? For starters, it suggests continuity in design philosophy. The next game may still lean on big explorable spaces, movement challenges scattered across the map, and a structure that lets you bounce between roaming and more traditional stages. It also hints at practical production choices, like reusing technology and pipelines to ship faster, polish harder, and avoid restarting from zero. That doesn’t mean the next game would feel like “Frontiers with a new coat of paint,” though. If anything, the smartest version of this idea looks like a second attempt where Sonic Team keeps the best parts, trims the busywork, and finally makes the open-zone world feel more tailored to Sonic’s speed and personality.
In other words, that one-line response is less about confirming a sequel title and more about confirming a direction. If you enjoyed Frontiers, the hint says you’re probably going to like where Sonic is running next. If you didn’t, it’s a warning bell to watch what Sega changes, because the next big swing may still be built on the same foundation.
NateTheHate’s “Did you like Frontiers?”
When a known leaker answers a direct question with a question, it’s rarely accidental. “Did you like Frontiers?” works like a shortcut, because it skips the messy middle and jumps straight to the vibe. It doesn’t claim a specific title, but it does steer you toward a specific kind of Sonic. That matters in a series where each new mainline entry can feel like the franchise rummaging through a closet full of old outfits, trying on something different, and asking the mirror, “Is this still me?” This time, the mirror is Sonic Frontiers. If the next game is meant to feel like a continuation of that experiment, the question is doing two jobs at once: it’s teasing direction, and it’s testing audience appetite. If you liked that open-zone rhythm, the hint is basically a wink. If you didn’t, the hint still matters because it suggests Sonic Team is iterating, not rebooting its identity again.
Why that specific reference lands so hard
Sonic Frontiers wasn’t just another release on the calendar. It was a statement that Sega was willing to take a risk on a modern 3D structure that didn’t rely purely on the old boost formula, and that it wanted Sonic to live in bigger spaces again. The reaction also created a useful kind of clarity: plenty of people agreed the game had rough edges, but many also felt it finally had a base worth improving instead of abandoning. That’s the key word here – base. When a game is received like that, the conversation shifts from “Should we scrap this?” to “How do we fix this?” and that’s a much healthier place for a long-running series to be. The “Frontiers” reference hits because it taps into that shared understanding: the first attempt had problems, but it also had a heartbeat. And if Sonic Team is continuing from that heartbeat, the next entry can be less about proving the concept and more about perfecting it.
What “same engine” really means in practice
People love to treat engines like magic cauldrons. Same engine means same game, different engine means total reinvention – simple, right? Not really. In real development, “same engine” usually means the team is keeping a proven toolset, pipeline, and set of systems that already work, then swapping in new levels, new mechanics, and new content on top. It’s like cooking in a kitchen you already know. You’re still making a different meal, but you’re not spending half your time figuring out where the knives are. For a fast-moving character like Sonic, that matters because the “feel” of movement is a fragile thing. Reusing tech can help preserve what worked, while giving the team time to rebuild what didn’t, such as map variety, rewards, camera behavior, and how momentum interacts with terrain. The best-case scenario is not “Frontiers again.” It’s “Frontiers, but the second try,” which is often where a new formula finally clicks.
Reuse is not copy-paste
Iteration can be the difference between a promising experiment and a lasting identity. Reuse doesn’t mean Sonic Team is locked into the exact same structure, art direction, or pacing. It means the team can make smarter tradeoffs: invest more in unique biomes, tune traversal challenges so they feel designed instead of scattered, and polish performance targets without rebuilding everything from scratch. Think of it like a band on its second album after a breakout debut. The instruments are the same, the style is recognizable, but the songwriting improves because they learned what audiences actually sang along to. If the next mainline Sonic follows the Frontiers blueprint, the goal should be less filler, clearer progression, and more moments where the world feels like it was built for Sonic’s speed rather than tolerating it.
Toolchains, pipelines, and why speed matters
There’s also a very practical reason reuse shows up in sequels: it helps teams ship games on a more predictable schedule. A stable pipeline means artists can build faster, designers can test faster, and engineers can spend more time optimizing instead of re-creating basics. For players, that can translate to fewer “how did this ship like that?” moments, especially around pop-in, camera quirks, and movement bugs that turn platforming into accidental comedy. Sonic lives and dies by responsiveness. A sequel that inherits proven movement systems but spends extra time on tuning, collision polish, and level readability can feel dramatically better even if the broad structure looks familiar on paper. That’s why the engine talk matters, but also why it shouldn’t be treated like a spoiler that reveals everything.
The open-zone formula: what worked and what didn’t
Frontiers’ open-zone approach did something important: it gave Sonic room to breathe, and it let players choose their own momentum. That freedom can feel great, especially when you chain rails, springs, and ramps into a run that looks like it was choreographed just for you. At the same time, the open-zone concept exposed weaknesses that sequels are supposed to fix. Repetition, reward structure, and visual sameness across large spaces can make exploration feel like doing chores in a fast pair of shoes. The next game, if it follows this path, needs to treat the open-zone world less like a wide field full of icons and more like a playground with intentional flow. Sonic’s best levels have always been about rhythm – accelerating, reacting, and improvising. An open zone can absolutely support that, but only if the world design nudges you into satisfying routes instead of asking you to zigzag between checklist tasks.
How a sequel could make exploration feel designed
The biggest win would be turning exploration into a series of natural “runs” rather than disconnected errands. Imagine zones where the terrain itself guides you into speed lanes, vertical climbs, and branching routes, with rewards placed at the end of movement challenges that feel deliberate. That’s how Sonic levels have traditionally taught mastery: you learn the space, you get faster, and you feel clever for finding a better line. In an open-zone setup, that same idea can exist at a larger scale, but it requires tighter environmental storytelling through level geometry. The sequel should also respect time. If a challenge is repeated, it should be repeated with a twist that changes how you move, not just where you move. Sonic fans can smell copy-paste design from a mile away – mostly because Sonic reaches that mile very quickly.
Cyberspace stages and pacing: the fix everyone wants
One of the loudest conversations around Frontiers was about balance. Roaming the islands was the main attraction, but the Cyberspace stages were often treated as side bites that didn’t always match the flavor of the meal. When those stages hit, they delivered classic satisfaction: tight timing, crisp reactions, and that familiar “one more try” itch. When they didn’t, they felt like an obligation wedged between the parts people actually wanted to play. A sequel can solve this by making the relationship between open-zone play and stage play feel more intentional. The open zone should set up the stage – thematically, mechanically, and emotionally. The stage should then pay off what you learned outside, giving you a reason to care beyond collecting keys or checking progress boxes.
Making stage play feel less disconnected
A stronger structure could treat stages as curated “high speed proofs” of skills you practice in the open zone, like tighter platforming, combat-movement combos, or route selection at full sprint. If the open zone is where you experiment, stages can be where you perform. That relationship is satisfying because it makes both halves feel necessary rather than stitched together. It also helps pacing. Instead of bouncing between random objectives, you get a loop that feels like it’s building toward something. And honestly, Sonic at his best is a build-up character. You want that feeling of going from “I’m learning this” to “I own this.” A sequel that nails that loop will feel far more confident, even if the core ingredients are similar.
Combat, bosses, and the “Titan effect”
Frontiers made combat a bigger part of the package, and the Titan fights became standout moments for many players because they felt like true spectacle. That kind of spectacle is valuable for Sonic in 3D because it breaks up the tempo and gives the story a physical punch. But combat systems also come with risks: if encounters are too frequent, they interrupt speed; if they’re too shallow, they feel like button-mashing speed bumps. The sequel path here is clear. Keep the cinematic highs, keep the sense of scale, and make normal fights more about flow. Sonic combat should feel like momentum, not like parking your character in place to do math homework with fists. Give players ways to chain movement into offense, reward stylish routing, and make skill expression visible. If the next game keeps the Titan-level drama while making everyday combat faster and smoother, it can preserve that adrenaline without sacrificing what makes Sonic feel like Sonic.
A quick reality check on difficulty and readability
Boss design also needs clarity. Speed characters feel unfairly punished when the camera lies or when attack telegraphs are hard to read at high velocity. A sequel should prioritize readability over chaos, even when the screen is exploding with effects. Difficulty can be high, but it should feel earned. When players lose, they should think, “Yeah, that was on me,” not “I got hit by the camera.” That sounds small, but it’s the difference between a fight you replay because it’s fun and a fight you finish once while muttering things you can’t say at a family dinner.
Story and tone: keeping momentum without losing Sonic
Sonic stories can be weird in the best way. The franchise swings between light banter and surprisingly sincere emotional beats, and Frontiers leaned into a moodier tone that many fans found refreshing. If the next mainline entry builds on Frontiers, it will likely keep some of that vibe, but it should also remember why people love Sonic’s cast in the first place. The characters work when they feel like a team with history, not like quip machines or exposition dispensers. A sequel can keep a more grounded tone while still letting Sonic be playful, confident, and occasionally ridiculous. That blend is part of the charm. The important thing is cohesion: make the world feel connected to the story and make the story feel connected to what you’re doing moment to moment. If you’re sprinting across an island solving movement puzzles, the narrative should feel like it belongs there, not like it’s waiting in a separate room.
Sega’s cadence and Sonic Team’s roadmap mindset
One reason the “Frontiers direction” idea feels plausible is that Sonic Team has talked about planning releases using an internal roadmap. Roadmaps don’t confirm any single game, but they do support the logic of iteration: if you’re mapping out years of releases, building on a foundation you already invested in is a sensible move. It also fits franchise strategy. Sega has mixed new entries and other releases in recent years, and a Frontiers-style follow-up would be a natural “next big mainline step” that builds on a recognizable modern identity. If a sequel is coming, the timing speculation will always float around, but the bigger point is this: a roadmap approach makes it more likely Sonic Team is refining a direction rather than reinventing it every time the wind changes. That stability can be good for players, because it means feedback has a chance to matter.
Platforms, performance, and the modern hardware question
If Sonic Team is iterating on Frontiers tech, performance expectations will be part of the conversation immediately. Players now expect multiple performance modes, stable frame pacing, and clean responsiveness, especially in a speed-focused game. A sequel that targets modern platforms has an opportunity to feel smoother, but it also has to avoid the trap of building worlds so big and dense that performance becomes inconsistent. Sonic doesn’t need a thousand tiny details in the distance if the cost is stutter during movement. The priority should be clarity, speed, and reliability. If the next entry also lands across multiple platforms, that cross-platform reality can shape design choices. The best outcome is a game that feels tuned rather than stretched, where the visual goals match the performance targets and the player experience stays consistent across long sessions.
What improvements would make the next game feel like a leap
If the next mainline Sonic follows the Frontiers lane, the wishlist writes itself, but the challenge is choosing what actually moves the needle. Variety is high on the list: more distinct biomes, more memorable landmarks, and more moments where you feel like you’re in a Sonic world rather than a generic space that Sonic happens to be visiting. Progression also needs sharper edges. Rewards should feel meaningful, not like you’re collecting tokens because the map told you to. And the open-zone design should better celebrate speed by offering multiple satisfying routes through the same area, rewarding mastery and experimentation. Most of all, the sequel should feel confident. Frontiers felt like a first step in a new direction. The next game should feel like Sonic Team already knows where it’s going and is inviting you along for the ride, not asking you to grade a prototype.
What to watch next: reveals, events, and signals
Until Sega officially announces the next mainline game, everything stays in the world of hints, timing guesses, and internet detective work. Still, there are a few practical signals worth watching. One is how Sega talks about Frontiers’ legacy – if interviews keep framing it as a foundation, that’s meaningful. Another is how Sega positions Sonic releases in its broader calendar, because cross-media timing and franchise momentum often influence when big reveals happen. And finally, keep an eye on the tone of credible reporting versus pure hype. A single leaker’s hint can be a spark, but official confirmation is the only thing that turns sparks into fire. In the meantime, “Did you like Frontiers?” is a surprisingly useful filter. It suggests the next mainline Sonic is less likely to be a total reset and more likely to be an evolution. If that evolution is smart, it could be the moment the open-zone idea stops being a debate and starts being Sonic’s new normal.
Conclusion
NateTheHate’s reply works because it’s simple, but it’s not vague. Pointing to Sonic Frontiers is a directional hint, whether the next game is literally “Frontiers 2” or a new title built on the same approach. The logic is straightforward: Frontiers introduced a framework that many people saw as worth refining, and iterative development is exactly how franchises turn rough experiments into confident identities. If Sonic Team is continuing down this road, the big question isn’t “Will it be similar?” The question is “Will it be better in the ways that matter?” Less repetition, more intentional world design, smoother pacing between exploration and stages, and combat that supports speed instead of interrupting it. If Sega nails those upgrades, a Frontiers-style follow-up won’t feel like a rehash. It will feel like Sonic finally finding a lane that fits.
FAQs
- Did NateTheHate confirm Sonic Frontiers 2?
- No. The hint was a reference to Sonic Frontiers, not an explicit title confirmation, which is why people read it as pointing to a similar direction rather than a named sequel.
- Does “same engine” mean the next game will feel identical to Frontiers?
- No. Reusing tech usually means faster iteration and more polish, not a carbon copy. The feel can change a lot through level design, tuning, and new systems layered on top.
- What is the biggest improvement a Frontiers-style follow-up needs?
- More intentional world design and less repetition. If exploration routes feel designed for speed, the open-zone idea becomes far more satisfying.
- Why do people say Frontiers was a foundation for the future?
- Because reactions often described it as an ambitious first attempt with clear potential. Several discussions and interviews around the game also framed it as a base Sonic Team could build on.
- When will Sega announce the next mainline Sonic game?
- There’s no official date in the provided information. The safest approach is to watch for Sega announcements and reputable reporting rather than treating timing speculation as fact.
Sources
- NateTheHate says “Did you like Frontiers?” when asked about next Sonic game, My Nintendo News, January 22, 2026
- Somewhere at Sonic Team is a whole “roadmap of Sonic titles,” says Takashi Iizuka, GamesRadar+, October 22, 2025
- Sonic Frontiers’ Open Zone Approach Will be the “Cornerstone of Future Sonic Games”, Wccftech, November 25, 2022
- New Sonic the Hedgehog game has had a rough debut, Axios, June 14, 2022
- Sonic Frontiers Review – Running in the right direction, GamingTrend, November 7, 2022
- Sonic Frontiers Reviews, Metacritic, November 8, 2022













