SEGA and Evening Star have smashed long-standing rumours that there is "bad blood" between the two companies, and that this resulted in a potential 'Sonic Mania 2' project from moving forward into development.
In a fresh interview with GameInformer, Sonic Team's Takashi Iizuka and Evening Star's Christian Whitehead discuss the conversations their teams had following Sonic Mania's success - ideas that eventually formed the basis for Sonic Superstars. But, Evening Star had desires to develop its own 3D adventure in Penny's Big Breakaway, and so Naoto Ohshima's Arzest studio ended up on board the new project.
Whitehead made it clear that Evening Star's non-involvement in Superstars - or indeed a Sonic Mania sequel - was not the result of any "break up" or "extremely unreasonable" attitudes, as had been strongly rumoured. "Contrary to any rumors, we maintain a friendly relationship with Sega and hope fans are pumped to play both games [Penny's Big Breakaway and Sonic Superstars] once they release," he said.
The rumour - largely created by self-described, historically-haphazard "gaming insiders" (linked in GameInformer's story) and circulated around social media for years - was arguably responsible for a significant shift in Sonic community discourse during the late 2010s, as fans argued on the assumption that SEGA had mistreated one of its development partners.
In reality, while it's very possible that there were some degree of creative differences during those early 'Sonic Mania' post-mortem discussions - and some of those differences may have had an influence on Evening Star's decision to develop its own game rather than work with SEGA - it's also clear that any such differences and decisions would have been entirely professional.
"When we started Evening Star, it was always our goal to move beyond 2D pixel art into 3D games, and develop all-new, original IP," Whitehead continues. "Evening Star did work with Sega to explore possible directions Classic Sonic could go after the success of Sonic Mania. Sonic Mania 2 was never in development, though, because we actually agreed early on that we should try to make something fresh, like hand-drawn 2D or 2.5D."
Takashi Iizuka recalls the original conversations that he had with Whitehead post-Mania that eventually led to a prototype using Evening Star's Star Engine "that played with depth in 2.5D". It seemed that both SEGA and the Mania developers were aligned on exactly what they wanted a sequel to look like. "A lot of the things that we talked about with Christian, you know, 'Let's make it a visually rich game that's not based in pixel. Let's not do the Mania thing of reusing stuff. Let's make something brand new with all-new levels,' that's where the start of the concepting happened after Mania, but everything came to a stop," Iizuka said.
"When we kicked off Sonic Superstars with Ohshima-san's team, a lot of the conversations that we had with Christian were already in our heads, and we did start creating a new game already in a similar vein of, 'Let's make something new' and 'Let's make something not pixel.'" Iizuka added that, while Whitehead and teams' work was being referenced for Superstars, the actual engine work was brand new from Arzest, and that a whole range of Sonic's 16-bit adventures were being looked at for authenticity.
And it's clear that Iizuka is still appreciative of the Mania project and what it has led to. In fact, Sonic Superstars wouldn't be in development without it! "During Sonic Mania's development, I didn't expect this level of fan reaction or success... That success created the opportunity to think about the next generation of Classic Sonic and led to Sonic Superstars. Sonic Mania helped us realize that fans still wanted and enjoyed the Classic series."
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