The same balancing issues are prominent throughout the new combat challenges and Cyberspace stages as well.
Already the two worst and forgettable parts of Sonic Frontiers, we really didn’t need any more focus on these - but here they are, back with a vengeance. And Sonic Team even had the stones to make all of the combat stuff mandatory, so there’s no way around it.
Enemies are stronger, faster, cheaper. On higher difficulty modes, you are given no time to respond to telegraphed attacks, and you spend most of your time flying onto the ground spilling rings. The first combat challenge - unlocked when you eventually manage to scale one of the towers as Sonic - is especially brutal, with no chance of completing a Cyloop to break one enemy's defences without another one scuttling over and beating you senseless.
It’s downright insufferable to play and you will be forgiven for wanting to just delete the game and forget about ever completing it.
Perhaps the most criminal things here are the new “ultra-hard” Cyberspace stages. As I
mentioned in my original review, Cyberspace was just dire - a series of monotonous late-stage ‘Boost Era’ challenges based on broken Sonic Forces-style mechanics,
only made passable by being mercifully short and “easy” to complete. But this time, Sonic Team took both of those saving graces away, making these new action stages longer, less forgiving and more complex, with several collectibles and side-objectives distracting you while the stage throws incredibly tedious curveballs at you in the name of “difficulty”. All of which are Not Very Good Things.
In just one of the Cyberspace stages I played, 4-B, I had a weird ghost-Tails racing against me, five moon coins littered about an early glitchy part of the level, three animals to rescue (which suddenly removes Sonic of his ability to perform any moves other than a single jump - that’s fun to discover when plummeting down a pit) AND five numbered gates to run through in order - all happening while having to survive a series of falling platform challenges that became more ridiculous as the stage went on; the dickhead camera insisting that I had no chance of seeing where I was jumping and where I was about to land. Talk about sensory overload!
Oh, and if you die (and you will die), you have to do the entire thing all over again - no checkpoints.