“We were honouring Sonic’s holistic history which includes both designs”: 13 years on, Takashi Iizuka reveals why Sonic Generations need twice the ‘hogs

It’s no secret that major birthdays can bring about a mild feeling of crisis – many of us will have spent some time reflecting on what we’ve done with our lives, and the things we wished we’d done. It turns out that videogame characters aren’t immune from this either, and you only need to look at Sonic to see that. Sonic’s tenth anniversary in 2001 was a time of great uncertainty for Sega, and while Sonic Adventure 2 was a good game to celebrate the occasion, it served as a swan song for both the Dreamcast and the company’s time in the console market.Five years later, Sonic The Hedgehog (commonly known as Sonic 06) arrived on Xbox 360 and PlayStation 3 and received a notably negative critical reception, marred by myriad technical issues and a setting and story that were perceived as out of character for the series. A botched Game Boy Advance conversion of the original Mega Drive game also launched in 2006, solidifying Sonic’s 15th anniversary as an occasion to forget.Sonic’s 20th anniversary broke the cycle with Sonic Generations, a game in which Sonic teams up with his past self in a time-travelling adventure that mixes 2D and 3D platforming – but before we discuss that game, we have to return to the past ourselves to examine its heritage. In the wake of Sonic 06, it was clear that the Sonic series needed a change of pace and Sonic Team was evidently aware of that, as the 2008 release Sonic Unleashed overhauled the structure of 3D Sonic games.Ditching the movement model that had characterised the series since Sonic Adventure launched ten years prior, Sonic Unleashed adapted the gameplay of the DS hit Sonic Rush into 3D, with a Boost mechanic that encouraged constant forward motion. As Sonic ran through the stages, they would automatically switch from a standard forward-looking view to side-on sections that evoked memories of the classics. Retro Gamer: Subscribe! This feature originally appeared in Retro Gamer magazine. For more in-depth features and interviews on classic games delivered to your door or digital device, subscribe to Retro Gamer or buy an issue!While Sonic Unleashed was received more warmly than its predecessor and represented a definite step in the right direction, opinions were still mixed. “Sonic Unleashed also featured two distinct styles of gameplay. Third-person, combat-focussed action games were popular at that time, and we wanted to explore how that could be represented in a Sonic title while reflecting on iconic Sonic moments that players love,” says Takashi Iizuka, Sonic Team’s creative director. That experimentation resulted in the creation of Sonic’s stretchy-limbed Werehog form, whose stages were more akin to games like Devil May Cry and Ninja Gaiden. “Of course, we’re always listening to fan feedback, and we took learnings to refine Sonic gameplay for more recent titles.” That feedback clearly informed the direction of the next round of Sonic games, all of which kept platform gameplay at their core.Following the completion of Sonic Unleashed, Sonic Team began development of Sonic Colours for the Wii and Sonic Generations for the Xbox 360 and PS3 – both of which would build on the Boost style of Sonic Unleashed. Sonic Colours arrived in 2010 and focussed exclusively on Sonic as a playable character, with new Wisp power-ups to expand his range of abilities. The game was a critical and commercial success and while the side-on sections dominated gameplay, it showed more of what the Boost style could offer to the series.The Dimps-developed 2D platformer Sonic The Hedgehog 4: Episode I courted the nostalgia Online Bettingmarket in 2010, receiving favourable reviews and strong sales. However, heavily invested Sonic fans disliked the use of Sonic’s modern design and mechanics, as well as oddities in the game’s physics model.Sign up to the GamesRadar+ Newsletter

Related Posts