Not going to give a lowdown on everything, but here's a lowdown on some things:
APEX LEGENDS
So I downloaded this for Xbox One, which was a mistake - a) because it's a twitch-FPS for a controller, and b) said controller has drift. That being said, for whatever reason, I've kept coming back to the game, even though it's like banging my head against the wall.
Let's be clear - I absolutely suck at this. There's been a no. of matches where I've done no damage, and I don't think I've ever broken double digits in damage dealt (edit: might have once since I started typing this). And while one squad I was in got to the #2 position in a match, that definitely wasn't on me. I've seen Apex Legends be talked about in the same company as stuff like Overwatch, but I'll be clear, as far as I'm concerned, this isn't a hero shooter. Sure, every hero (or "legend") has a passive, ability, and ultimate, but your gunplay matters more than anything else. Compare that to hero shooters like Overwatch or Paladins, where plenty of the characters don't wield firearms at all. Since I've got Game Pass for a month, I'll try and get the most out of it, but I don't see myself 'gitting gud.' Which is my fault, not the game's, but really, I don't think I'm cut out for it. At least it made it easier to absorb character lore from the wiki, so there's that.
SONIC FRONTIERS
This is the 'meat' of what I'm playing right now. I'm around 7 hours in and up to the second island. I thought for awhile about how to structure my thoughts, and I've decided to broadly divide them between gameplay and story. To be clear, assuming every island is of equal length, that means I'm less than 40% through the game, and I didn't 100% the first island either (though came close), but I'd say I've played enough to give an informed opinion on things. So on that note:
Gameplay:
-Sonic Frontiers is open-world, first and foremost. No, I'm not talking about the adventure fields of stuff like SA1 or Unleashed, I mean 90% of your time will be spent in the open world. On that note, it's pretty neat - while Sonic doesn't control as well as SA1, he still controls better than many other titles, at least in said open field. It's a blast to just run around in of itself, and while not perfect (there's glitches), it's easy enough to keep control.
-You'll be spending a fair bit of time in combat in this game, and again, it's pretty neat. While the combat isn't as in-depth as something like a spectacle fighter, you'll generally want to string together combos to get the most bang for your buck. Sure, lesser enemies are a breeze, get higher enemies, you'll want to use more advanced techniques. Now, if we're making the comparison, the combat system isn't as in-depth as Sonic Unleashed (where the werehog could string together all sorts of combos), but frankly, I find it more enjoyable. I was concerned that the focus on combat would feel at odds in an IP that's all about speed (in theory), but all of it feels natural. It's arguably a case of gameplay-story integration, in that the constructs on the Starfall Islands are implied to be more advanced than Eggman's creations, so the heavy combat focus arguably fits this - Sonic can't just bounce/dash through enemies, he has to put in the hard knocks.
-There's the exploration angle - lots of items you'll want to collect to progress, some of which require serious thinking on how to get there. It's funny, but Sonic Frontiers sort of comes off as a "what if?" Like, if after Super Mario 64, Sonic Team wanted to put Sonic in a similar premise - go to area, find things in area, use speed to find things, rather than the SA1 formula. But whatever the case, while Frontiers doesn't have the depth of a true collectathon when it comes to finding goodies (it's no Mario/Banjo/Spyro), there's still fun to be had here, plus, again, far more space to explore, and the joy of just dashing everywhere to do your schtick.
-On the flipside, there's the Cyberspace stages, and I'll just say it now, of all the boost games (and I still count Frontiers as a boost game), these are in the running for the worst boost stages ever. Likely even worse than Forces. The saving grace is that they make up perhaps 10% of what you'll be doing, but these are really, REALLY bad. To explain why, I'm going to give the following pointers:
a) Recycled environments. Yes, there's a story reason why Cyber Space is using environs like Green Hill and Sky Sanctuary, no, it doesn't mitigate the fact that we're seeing these places AGAIN.
b) Really, really short. On average, they're in the 1-2min range (though unlike Forces, you need to put effort to get the S rank, which has practical rewards, so I'll give them this, the stages give you reason to return and perfect your runs)
c) More than anything, there's the controls. The boost here isn't tied to anything unlike previous games, which takes away strategy, plus the thrill of ploughing through enemies. It's also gimped - you can't use it to dash that far through the air, nor does it provide that much more extra speed while running. And that aside, Sonic's just so damn stiff in these stages, including the inability to drift (which even Forces included, albeit automated).
So, yeah. The Cyber Space stages suck. There's some fun to be had in getting the S rank, but that's about it. So while the overall gameplay is good, the 'good factor' comes entirely from the open world stuff. Cyber Space is just bleh.
Overall, the gameplay is solid. While the Cyber Space stages are the fly in the ointment, the ointment itself is pretty fun to put on.
Story:
There's a questline in the first island that involves Sonic and Amy reuniting a koco (think of a chao/korok hybrid, or just look it up) with its lost love. At the start, Sonic, quite rightly, points out that they've got bigger priorities. Amy, not as correctly, chews him out for it. Nevertheless, the quest progresses, and by the end of it, you win. And by win, I mean that the koco has found the body of its lost love, which died long ago, and has died beside her with a smile on his face.
I bring this up because I'd say it's the perfect metaphor as to how Sonic Frontiers approaches story - hands off, very sedate, the weight of death is all around you. Overall, so far at least, it roughly hits the sweet spot that games like SA1/2 & Unleashed fell into - serious, not so serious it becomes cringe (ala Shadow the Hedgehog or Forces), but not happylite stuff like Colours or Lost World. Considering it's been 14 years since Unleashed was, well, unleashed on the world, it's a nice return to form. I'd still rank Frontiers below those games on the story level, and things could improve/get worse as things go on, but we've probably got the best storytelling, if not necessarily plot, in 14 years (for instances, Forces probably has a stronger plot, while Frontiers has better storytelling).
Now I could leave it at that, but on some other notes:
-Everything is sombre in this game, and I mean everything. This extends to voice acting, dialogue (there's far fewer quips from the characters), tone (even Eggman is far less manic than his usual self), music (in the open-world, all the music is ambient - Cyber Space is more boistrous), etc. Even the environment gets in on the act, whether it be rain, or starfalls, or everything else.
-This extends to the storyline as well. Frontiers's story operates on the principle of having a few key conversations at key areas, with the majority of character interactions being optional. Not exactly new, but it does it fairly well. I actually found myself reminded of Halo Infinite - similar biomes, ruins of a precursor species, Sonic/John is in contact with a female AI, similar architecture, etc. Basically, there's a sense of melencholia that runs through the whole thing. Also, death. Now, to be clear, this isn't a theme, nor would I really call it a motif, but Frontiers reguarly reminds you that something terrible happened on these islands, and you're in the ruins of a civilization that was completely wiped out by...something. Now, before I give it too much credit, I should stress that a lot of this comes from telling as much as showing, whether it be Eggman's audio logs, or Amy pointing stuff out - examples include that the biome of the first island has only just started to recover, or, in what I thought were pylons, were actually gravestones. On the other hand, getting from the first island (lush, pleasant) to the second (desert) possibly presents a case of visual storyteling. Have the biomes shifted because of climate, or is the second island like this because of the calamity that struck? Well, consider the names of the island - first is Kronos (reference to Cronus, God of the Harvest), second is Ares (god of war), and while I may be reading too much into things, if it's intentional, kudos there.
Overall:
Overall, at this time of writing, I'd say Sonic Unleashed is the best 3D Sonic game since Generations. It might be better, it might not, but overall, it's a welcome return to form. Gameplay-wise, the open-world stuff is mostly enjoyable. Cyber Space is drek, but doesn't overstay its welcome. Story is understated, but what it does, it does well. All of this could change by the game's end of course, but at this point in time, I'd wager that this ends up somewhere in my top ten Sonic games.