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  1. It's fair to say that Sonic Dream Team was the surprise hit of 2023 - which is no small feat in a truly packed year for Sonic fans, with a vast number of other Sonic games, comics and media all vying for our attention. But perhaps just as surprising as the game's colourful premise and platforming excellence is the developer behind it. SEGA HARDlight is known for its slate of high-quality Sonic the Hedgehog mobile games, from endless runner Sonic Dash to competitive Sonic Forces spinoff Speed Battle. Based in the UK, this small but formidable studio is seen as one of SEGA West's best, and yet has not had the chance to tackle a major project like this before. Until now. Sonic Dream Team is arguably the biggest game HARDlight has made, with a scope far outreaching its mobile spinoff roots and entering firm 'mainline Sonic game' territory. While it's a relatively short experience, it's an action platformer nonetheless in traditional Sonic the Hedgehog style, and has received critical and community acclaim for its creative environments, refreshing level design and fusion of gameplay elements inspired by the best of Sonic's past games. The Sonic Stadium was lucky to get some time with SEGA HARDlight's Creative Director, Dan Rossati, to learn more about the development history of Dream Team, the studio's inspirations and ambitions, and why Cream the Rabbit had such a focus in the game. Read on! ~~~~~ Q: The announcement of Sonic Dream Team came as a delightful surprise to many fans, and was totally unexpected. How long has HARDlight been working on this project, and how do you feel now that people finally know about and are playing the game? DR: Ha, yeah, we were genuinely taken back by the overwhelmingly positive response from the announcement, but we’ve been blown away by the positive reception of the game’s release. Dream Team was in development for a little under two years, which is a relatively short time to make a full 3D platformer, but quite a long time to keep something you’re excited about a secret, so it’s a bit of a relief that it’s out in the wild and players are enjoying it. Q: Sonic has fought Eggman on the ground, in the sky, across dimensions, even in space! But this is the first time that Sonic is having to battle through dreams, right? How did you guys come up with the story, and what was it like working with Ian Flynn on building out the overall plot and approach to the game? DR: You’re right, we’ve covered just about every stage of battle you can think of. Sonic is the perfect IP for exploring lots of different settings. And while dreams have been used in various Sonic media before, including Sonic Shuffle on the Dreamcast, it is true to say that this is the first game where they’ve battled Dr. Eggman in a dream world. The story went on quite the journey throughout the making of the game, I could fill a couple of books about that, but I know the Sonic Stadium audience are really into the details of Sonic stories, so I’ll share some highlights. The dream setting came up early, before I joined the team in fact, but the how and the why portion took a while to solidify. Those aspects formed when applying individual motivations to support the choice of characters, mainly, I kept asking myself how and why Cream was there. If we wanted her to be a main part of the cast, we felt she should be important to the plot yet retain her child-like qualities. That’s where the Reverie and it’s “pure of heart” security measure came from, which we combined with an idea from Iizuka-san to incorporate what he calls a “guide” character, who we ultimately shaped into Ariem, our Dreamweaver and the Guardian of the Reverie. The Reverie was inspired by dreamcatchers, the twist being I wanted it to feel like an ancient device that allowed Ariem to plausibly wield the wisdom of the ages she’s seen. Sonic characters tend to stick around for other adventures, so it was important to give Ariem a foundation that allowed us and other writers to explore her personality and origins in the future. The dreamcatcher inspiration was important due to the role they play in protecting children, in our case Cream. Slight spoiler alert, but you’ll notice when you play the game, the location of the Reverie in relation to where Cream is being held. It’s above her while she’s sleeping, and I love the idea that Ariem and the Reverie symbolize an almost apotropaic role in the story. On top of that idea, I layered in the concept of a loom for weaving. I was already thinking of Ariem as being a Dreamweaver, with the ability to weave a person’s disparate dreams into something that could be tangible in the real world. The laser-like threads inside the Reverie move back and forth, indicating a loosely defined weft and warp, like you’d find in a loom, just with fluctuations to indicate the random nature of dreams. The final piece of the puzzle was Ariem herself. She needed to be super powerful in her own domain, while also caring and protective for both Cream and Knuckles, who I felt shares the fate of a Guardian and I hoped her words and actions would be particularly inspiring to him. She took the form of a sheep initially due to an early team idea of counting sheep, and her name, a play on R.E.M sleep, came from the same line of thinking. While we played with her visual elements, I discovered a type of sheep that fit her personality perfectly; the British Swaledale Sheep. It is said that the ewes make amazing mothers that are very protective and capable of raising their lambs in almost any condition. This idea really matched the stoic yet motherly personality I’d envisioned for Ariem, and the females also have horns, so her power could be portrayed correctly in her design. Sheep’s wool also tied-in with her being a Dreamweaver and re-enforced the loom idea for the Reverie, so it all came together. The next step was fitting everything into the game, and this is where we managed to get Ian Flynn involved. He did an incredible job of absorbing all my thoughts and ideas from my original draft and compressing them into something more compact, while also keeping the characters true to who they are, something he’s known for in the community. Ian’s amazing to work with and I count myself fortunate that I get to speak to him often thanks to us both being members of the Sonic Lore team. Ian cares deeply about the characters and has spent a large chunk of his working life pouring his passion in the franchise and he brought that same enthusiasm to Dream Team. Q: A lot of fans are excited about the return of Cream the Rabbit as a playable character. As the SEGA studio that has arguably had experience handling the largest number of characters from the Sonic franchise, how did you come to choose which playable characters would feature in Sonic Dream Team? DR: That’s an excellent question! The “who do we choose?” question is often tough, but like most things in game design, it normally stems from multiple factors such as design needs, narrative fit, and the sheer terror of telling HARDlight’s dev crew that they can’t have Cream in the game. But on a more serious note, Cream has a huge fanbase in the community and she was chosen very early on... Actually, she was planned for a bunch of various ideas we were choosing from with different premises that’d have supported her inclusion. We were fortunate in that the design called for multiple characters with archetypal movement and we made the choice that there would be male and female versions of each type, simply to have that choice. Tails and Cream were seen as a skill match, largely due to how they were used in Sonic Heroes. Rouge, through similar logic, borrowed from SA2 where she was Team Dark’s equivalent to Knuckles. Q: I’ve read about how HARDlight has taken inspiration from Tony Hawk and Super Mario Sunshine, but were there any specific past Sonic the Hedgehog games that helped guide the development of Sonic Dream Team? A number of fans have picked up on how the game’s structure feels similar to that of Sonic Adventure 2, for example. DR: Absolutely, though typically, the process I tend to use starts with a defined vision of what the game should be, how it should feel when you play it and what’s important to the experience. For Dream Team, a key aspect was flow, specifically chaining movement together. With that defined, the team is free to look at the back catalogue to see which past games have design solutions that support those objectives. It’s important for the team to keep in mind that every game is made with time, budget, and technological constraints, so when looking at past solutions to problems, you still need to evaluate whether you can execute them to a higher standard using today’s hardware and techniques. This is often an area where it can be dangerous to be a fan - you lose your objectivity because romanticized nostalgia will stop you from evaluating clearly. That said, I think using this line of thought means there’s definitely inspiration from the SA games, Heroes, the classic and advance 2D games and certainly various sections of boost style gameplay too. It’s nearly all in there in some way, often re-molded to fit our exact needs. It is also worth acknowledging that helping shape every Sonic game is Iizuka-san. He’s being doing this for 30+ years, so some of his style and design choices will naturally shine through in all the games. Essentially, if fans are feeling ties to the older games, they’re likely right. There aren’t too many accidental references in entertainment mediums like games and animation, everything must be crafted by creative people making deliberate choices. I think overall, what we landed on with Dream Team is unique, yet honest and respectful of everything that’s gone before and that’s something I’m proud of the team for being able to accomplish. Q: How challenging has it been to design a game that can be easily played both on touchscreen and with the use of a controller, across multiple devices (including Mac computers)? I imagine the game mechanics would have to be carefully looked at in order to be satisfying for all players. DR: Whenever you’re developing a game that can be played across multiple devices, you always must be conscious of how players might play it. Especially for an action-platformer like Sonic Dream Team, which is playable across iPhone, iPad, Mac, and Apple TV. We anticipated players using different controller types and implemented some excellent solutions to various control methods - the game plays great and the feedback has reflected that, which has been heartening. Q: You guys have worked with Apple Arcade in the past, but this is the first original work that's built from the ground up for the service. How did that process kick off with Apple for Sonic Dream Team, and what’s been your experience like working with them on a project of this scale? DR: Apple are an exceptional creative partner and they’re very much a patron of the arts for this sort of project. Sonic Dream Team’s origins were simply building upon what we’d done together on Apple Arcade games prior, you could think of it as a natural next step to what came before. We’ve had a great experience working with the Apple Arcade team to bring Sonic Dream Team to new audiences worldwide and that’s set to continue with our upcoming DLC. Q: Speaking outside of Sonic Dream Team for a moment, I remember interviewing HARDlight years ago before Sonic Forces Speed Battle was released and having a great discussion about the drive and direction for the studio. When talking about SEGA HARDlight’s ambitions today, would you say we’ve entered into a new chapter in the developer’s history? Would you want to work on more, larger-scale Sonic games in the future, maybe even console games? DR: I think that’s a good way to characterize it, creating an all-new Sonic title has been an absolute privilege for our team. Sonic Dream Team is undoubtedly the most ambitious original Sonic title HARDlight’s ever tackled. We’ve had a fantastic time working on this scale of project and we’re already having discussions about what is coming next. As a bunch of Sonic fans ourselves, we’re certainly looking forward to the future. ~~~~~ The Sonic Stadium thanks Dan Rossati, the SEGA HARDlight team and SEGA for their time and responses. View full story
  2. It's fair to say that Sonic Dream Team was the surprise hit of 2023 - which is no small feat in a truly packed year for Sonic fans, with a vast number of other Sonic games, comics and media all vying for our attention. But perhaps just as surprising as the game's colourful premise and platforming excellence is the developer behind it. SEGA HARDlight is known for its slate of high-quality Sonic the Hedgehog mobile games, from endless runner Sonic Dash to competitive Sonic Forces spinoff Speed Battle. Based in the UK, this small but formidable studio is seen as one of SEGA West's best, and yet has not had the chance to tackle a major project like this before. Until now. Sonic Dream Team is arguably the biggest game HARDlight has made, with a scope far outreaching its mobile spinoff roots and entering firm 'mainline Sonic game' territory. While it's a relatively short experience, it's an action platformer nonetheless in traditional Sonic the Hedgehog style, and has received critical and community acclaim for its creative environments, refreshing level design and fusion of gameplay elements inspired by the best of Sonic's past games. The Sonic Stadium was lucky to get some time with SEGA HARDlight's Creative Director, Dan Rossati, to learn more about the development history of Dream Team, the studio's inspirations and ambitions, and why Cream the Rabbit had such a focus in the game. Read on! ~~~~~ Q: The announcement of Sonic Dream Team came as a delightful surprise to many fans, and was totally unexpected. How long has HARDlight been working on this project, and how do you feel now that people finally know about and are playing the game? DR: Ha, yeah, we were genuinely taken back by the overwhelmingly positive response from the announcement, but we’ve been blown away by the positive reception of the game’s release. Dream Team was in development for a little under two years, which is a relatively short time to make a full 3D platformer, but quite a long time to keep something you’re excited about a secret, so it’s a bit of a relief that it’s out in the wild and players are enjoying it. Q: Sonic has fought Eggman on the ground, in the sky, across dimensions, even in space! But this is the first time that Sonic is having to battle through dreams, right? How did you guys come up with the story, and what was it like working with Ian Flynn on building out the overall plot and approach to the game? DR: You’re right, we’ve covered just about every stage of battle you can think of. Sonic is the perfect IP for exploring lots of different settings. And while dreams have been used in various Sonic media before, including Sonic Shuffle on the Dreamcast, it is true to say that this is the first game where they’ve battled Dr. Eggman in a dream world. The story went on quite the journey throughout the making of the game, I could fill a couple of books about that, but I know the Sonic Stadium audience are really into the details of Sonic stories, so I’ll share some highlights. The dream setting came up early, before I joined the team in fact, but the how and the why portion took a while to solidify. Those aspects formed when applying individual motivations to support the choice of characters, mainly, I kept asking myself how and why Cream was there. If we wanted her to be a main part of the cast, we felt she should be important to the plot yet retain her child-like qualities. That’s where the Reverie and it’s “pure of heart” security measure came from, which we combined with an idea from Iizuka-san to incorporate what he calls a “guide” character, who we ultimately shaped into Ariem, our Dreamweaver and the Guardian of the Reverie. The Reverie was inspired by dreamcatchers, the twist being I wanted it to feel like an ancient device that allowed Ariem to plausibly wield the wisdom of the ages she’s seen. Sonic characters tend to stick around for other adventures, so it was important to give Ariem a foundation that allowed us and other writers to explore her personality and origins in the future. The dreamcatcher inspiration was important due to the role they play in protecting children, in our case Cream. Slight spoiler alert, but you’ll notice when you play the game, the location of the Reverie in relation to where Cream is being held. It’s above her while she’s sleeping, and I love the idea that Ariem and the Reverie symbolize an almost apotropaic role in the story. On top of that idea, I layered in the concept of a loom for weaving. I was already thinking of Ariem as being a Dreamweaver, with the ability to weave a person’s disparate dreams into something that could be tangible in the real world. The laser-like threads inside the Reverie move back and forth, indicating a loosely defined weft and warp, like you’d find in a loom, just with fluctuations to indicate the random nature of dreams. The final piece of the puzzle was Ariem herself. She needed to be super powerful in her own domain, while also caring and protective for both Cream and Knuckles, who I felt shares the fate of a Guardian and I hoped her words and actions would be particularly inspiring to him. She took the form of a sheep initially due to an early team idea of counting sheep, and her name, a play on R.E.M sleep, came from the same line of thinking. While we played with her visual elements, I discovered a type of sheep that fit her personality perfectly; the British Swaledale Sheep. It is said that the ewes make amazing mothers that are very protective and capable of raising their lambs in almost any condition. This idea really matched the stoic yet motherly personality I’d envisioned for Ariem, and the females also have horns, so her power could be portrayed correctly in her design. Sheep’s wool also tied-in with her being a Dreamweaver and re-enforced the loom idea for the Reverie, so it all came together. The next step was fitting everything into the game, and this is where we managed to get Ian Flynn involved. He did an incredible job of absorbing all my thoughts and ideas from my original draft and compressing them into something more compact, while also keeping the characters true to who they are, something he’s known for in the community. Ian’s amazing to work with and I count myself fortunate that I get to speak to him often thanks to us both being members of the Sonic Lore team. Ian cares deeply about the characters and has spent a large chunk of his working life pouring his passion in the franchise and he brought that same enthusiasm to Dream Team. Q: A lot of fans are excited about the return of Cream the Rabbit as a playable character. As the SEGA studio that has arguably had experience handling the largest number of characters from the Sonic franchise, how did you come to choose which playable characters would feature in Sonic Dream Team? DR: That’s an excellent question! The “who do we choose?” question is often tough, but like most things in game design, it normally stems from multiple factors such as design needs, narrative fit, and the sheer terror of telling HARDlight’s dev crew that they can’t have Cream in the game. But on a more serious note, Cream has a huge fanbase in the community and she was chosen very early on... Actually, she was planned for a bunch of various ideas we were choosing from with different premises that’d have supported her inclusion. We were fortunate in that the design called for multiple characters with archetypal movement and we made the choice that there would be male and female versions of each type, simply to have that choice. Tails and Cream were seen as a skill match, largely due to how they were used in Sonic Heroes. Rouge, through similar logic, borrowed from SA2 where she was Team Dark’s equivalent to Knuckles. Q: I’ve read about how HARDlight has taken inspiration from Tony Hawk and Super Mario Sunshine, but were there any specific past Sonic the Hedgehog games that helped guide the development of Sonic Dream Team? A number of fans have picked up on how the game’s structure feels similar to that of Sonic Adventure 2, for example. DR: Absolutely, though typically, the process I tend to use starts with a defined vision of what the game should be, how it should feel when you play it and what’s important to the experience. For Dream Team, a key aspect was flow, specifically chaining movement together. With that defined, the team is free to look at the back catalogue to see which past games have design solutions that support those objectives. It’s important for the team to keep in mind that every game is made with time, budget, and technological constraints, so when looking at past solutions to problems, you still need to evaluate whether you can execute them to a higher standard using today’s hardware and techniques. This is often an area where it can be dangerous to be a fan - you lose your objectivity because romanticized nostalgia will stop you from evaluating clearly. That said, I think using this line of thought means there’s definitely inspiration from the SA games, Heroes, the classic and advance 2D games and certainly various sections of boost style gameplay too. It’s nearly all in there in some way, often re-molded to fit our exact needs. It is also worth acknowledging that helping shape every Sonic game is Iizuka-san. He’s being doing this for 30+ years, so some of his style and design choices will naturally shine through in all the games. Essentially, if fans are feeling ties to the older games, they’re likely right. There aren’t too many accidental references in entertainment mediums like games and animation, everything must be crafted by creative people making deliberate choices. I think overall, what we landed on with Dream Team is unique, yet honest and respectful of everything that’s gone before and that’s something I’m proud of the team for being able to accomplish. Q: How challenging has it been to design a game that can be easily played both on touchscreen and with the use of a controller, across multiple devices (including Mac computers)? I imagine the game mechanics would have to be carefully looked at in order to be satisfying for all players. DR: Whenever you’re developing a game that can be played across multiple devices, you always must be conscious of how players might play it. Especially for an action-platformer like Sonic Dream Team, which is playable across iPhone, iPad, Mac, and Apple TV. We anticipated players using different controller types and implemented some excellent solutions to various control methods - the game plays great and the feedback has reflected that, which has been heartening. Q: You guys have worked with Apple Arcade in the past, but this is the first original work that's built from the ground up for the service. How did that process kick off with Apple for Sonic Dream Team, and what’s been your experience like working with them on a project of this scale? DR: Apple are an exceptional creative partner and they’re very much a patron of the arts for this sort of project. Sonic Dream Team’s origins were simply building upon what we’d done together on Apple Arcade games prior, you could think of it as a natural next step to what came before. We’ve had a great experience working with the Apple Arcade team to bring Sonic Dream Team to new audiences worldwide and that’s set to continue with our upcoming DLC. Q: Speaking outside of Sonic Dream Team for a moment, I remember interviewing HARDlight years ago before Sonic Forces Speed Battle was released and having a great discussion about the drive and direction for the studio. When talking about SEGA HARDlight’s ambitions today, would you say we’ve entered into a new chapter in the developer’s history? Would you want to work on more, larger-scale Sonic games in the future, maybe even console games? DR: I think that’s a good way to characterize it, creating an all-new Sonic title has been an absolute privilege for our team. Sonic Dream Team is undoubtedly the most ambitious original Sonic title HARDlight’s ever tackled. We’ve had a fantastic time working on this scale of project and we’re already having discussions about what is coming next. As a bunch of Sonic fans ourselves, we’re certainly looking forward to the future. ~~~~~ The Sonic Stadium thanks Dan Rossati, the SEGA HARDlight team and SEGA for their time and responses.
  3. Simon Jeffery has had a bit of a history in the video game business. Before settling into the top position as President of SEGA America, he was the President for LucasArts between 2000-2003 and a studio director before then. He's been credited for attempting to build better relationships between external developers for creating new games on existing IPs - something he's keen to continue at SEGA with an announced Sonic RPG from BioWare in the works. He caught a bit of flak from the online community a month or two back with a comment that largely insinuated that Sonic was for kids under 12 years old. While this may be true, it's evident that the 'mature' turn the games have taken have appeared to drag this stigma further down. Uproar was had, then Jeffery retracted his statement somewhat. The Sonic Stadium was given an opportunity to ask the man a few questions, to understand better the mind behind the driving force of future Sonic games. ~~~~~ TSS: Simon Jeffery, thank you for taking some time to speak with us. First, could we get an idea of your role in SEGA, and what kind of involvement you have in the games that are released, including in particular the Sonic series? SJ: I run SEGA of America. We, like SEGA of Europe, are a subsidiary of SEGA of Japan. I have involvement with games that are built in the West, but not with games built in Japan. Therefore, sorry to say, I am unable to answer questions about Sonic Team – as they reside in Japan and do not come under my jurisdiction at all! Likewise, I know this will make you all mad; SEGA of America has no say in the voice casting. Absolutely none, so all of the online petitions and personal emails and letters that we get at SOA cannot be acted on, sorry to say. TSS: You must get that question an awful lot, huh? You say you’re a Sonic fan yourself. What’s your fondest memory as a fan, and do you have a favourite Sonic game? SJ: My fondest memory of Sonic was seeing it, playing it, and hearing it for the first time at a CES show, all those years ago. I was working for EA at the time, and was blown away by Sonic’s first showing on the Genesis. The great music pervaded the entire show – wherever you went, you heard the Sonic tunes! Sonic 1 is my favourite Sonic game for that same reason – gives me goosebumps when I see it. TSS: You caught a bit of unexpected controversy over your implication that Sonic the Hedgehog becomes un-cool to kids once they hit 12 years old. But it can be argued that this is because the story, atmosphere and approach of recent Sonic games have made it unapproachable by adults. Would you agree with this statement? SJ: Absolutely. The reason that Sonic is still around after 16 years, is that the character design was so endearing, had such longevity, that he has outlived all those other woodland critters like Bubsy the Bobcat and Awesome Possom! But there is more than that – Sonic has an attitude that can be related to by people of all ages, and can do things that no other videogame character can compete with. However, some of the Sonic games over the last few years have not lived up to expectation, and it is these games, not Sonic himself, which do not appeal to older gamers. Sonic is timeless! TSS: Sonic could well be re-invented again, and you say you are facilitating that. Could we see a more ‘classic’ Sonic the Hedgehog, with an emphasis on level design instead of multiple characters? What would you personally like to see in a redesign or re-invention of Sonic? SJ: That’s a difficult one for me to answer, as Sonic Team is the keeper of all things Sonic! The recent Sonic games on DS have taken a more classical approach, and they have proven extremely popular. The Sonic RPG that BioWare is building, also has a great opportunity to be a game that gamers of all ages will want to play, and enjoy Sonic’s characteristics again. TSS: There is always the assumption that Sonic Team are working under strict deadlines that have an adverse impact on the project, such as Sonic The Hedgehog on XBOX 360. Do you think if they were given more development time they could bring out a game that lives up to the name of Sonic? Sonic Adventure took several years to develop and it turned out to be one of the series’ defining games. SJ: In reality, most games will benefit from more time in development. Sonic Team, like most other teams, however, have many ideas that they want to build in the future to keep Sonic evolving. That means that there has to be a point at which they have to stop working on one game, and move onto their next ideas. TSS: Sonic the Hedgehog has always been more popular in the West than in Japan, and a lot of products, such as the Archie comics and early television shows in the 1990s showed this. Is this the reason a lot more Western talent is getting involved in Sonic projects, such as BioWare and Backbone Entertainment? SJ: Very much so. Many game developers in the West grew up with Sonic, and he is one of their cultural icons. It is an honor to be able to work on a Sonic game, and to have the endorsement of Sonic Team to do so. We at SEGA also want to make future Sonic games live up to a higher quality threshold, and Sonic Team are partnering with us in that regard. TSS: Would you say that recent Sonic games have become too complicated for fans, and thus one of the reasons the series is held in disregard? Ever since Sonic Adventure the series has slowly deviated from the original premise of simple badnik-destroying, platform hopping action. To be fair, nobody wants to be throwing boxes as Tails when they could be running around expansive worlds as Sonic. SJ: I wouldn’t say that they have become too complicated, no. Some might have been too finicky to play in parts because of camera etc, but many fans are looking for rewarding and challenging gameplay. One thing that you have to remember is that everyone is different. There are millions of Sonic fans around the world, and they all want different things from their favorite hedgehog. You can’t please all the people, all the time unfortunately, which is why we need to focus on making great-playing games that will satisfy as many fans as we possibly can. TSS: Both yourself and SEGA Australia recently said that Sonic needs a change for the better; I think we can all agree the hedgehog isn’t well. But you also say you don’t have any say over what happens at Sonic Team or in SEGA Japan. If Sonic Team or SEGA Japan are still stuck in their belief that any old product will do, how will you hope to ensure that the series gets back on track? SJ: We have a very close relationship with SEGA of Japan, and the executive team there is very interested in our opinions. They certainly don’t think that ‘any old product will do’ and are keen to make Sonic games more appealing to wider audiences outside of Japan. All this takes time though! TSS: Finally, with next-generation consoles now allowing for more advanced games, consumers appear to be looking for more intricate stories and game play. The Sonic series has tried to adapt to this with apocalyptic storylines and multiple characters and failed miserably. Do you feel there is room for classic mascots of yesteryear such as Sonic in this day and age? SJ: There will always be room for Sonic, no matter what the technology. Sonic is a character, not a game. It is up to us at SEGA to make games that bring the best out of the character, whatever platform it is on. TSS: Thank you for your time, Simon. SJ: Thank you! And remember folks – I can’t do ANYTHING about the voice acting – it is completely outside of SOA’s jurisdiction! ~~~~~ The Sonic Stadium would like to sincerely thank Simon Jeffery for his time.
  4. Sonic Frontiers looks to be the most ambitious entry in the game series yet - and not just in the gameplay department. While Sonic's latest adventure does aim to reinvent the tried-and-tested format with its free-roaming 'open zone' concept, SEGA is also keen to use the game as a stepping stone to connect the multiple entertainment universes of Sonic the Hedgehog together in a unified way. And it all starts with Sonic Frontiers' story, itself a collaboration between Sonic Team and IDW Sonic comic writer Ian Flynn. We were given an opportunity to sit down with Takashi Iizuka, head of Sonic Team, for a brief five minutes, to discuss the implications of Flynn's involvement with the game and what it could mean for other Sonic universes. We also asked about those darn cute Koco as well, don't worry. Sonic Stadium: Thank you very much for taking the time to speak with the Sonic community at Gamescom, Iizuka-san. I wanted to ask you about some of the things Sonic Team has revealed over the last week — first of all, the Kocos. They're very cute! What's their role in Sonic Frontiers, and do you see them as limited to the Starfall Islands? Or are they a bit like Wisps, where they may return in future Sonic titles? Takashi Iizuka: The Koco are kind of a mysterious creature that exist all on the Starfall Islands and... well, they play into the story quite a bit so I'm afraid I can't really talk about what they are too much [laughs]. We definitely don’t want to spoil the mystery. Sonic Stadium: That's understandable. I'll just totally throw away my follow up question then [laughs]! But just for argument's sake..! You know, the fanbase has taken one look at the Koco and the first thing they've collectively said is, 'hey, they kind of look like the new Chao'. And as you know, a lot of fans are always asking about Chao in future Sonic games... so! I was going to ask; are Koco really the new Chao? Takashi Iizuka: [Laughs] Well, the Chao and Koco are of course separate beings, really… in Sonic Frontiers you're going to find a lot of these Koco all around the different islands. And as you're picking them up, there's going to be ways you can power up Sonic's abilities [depending on how many you collect]. So I guess if we were to really compare them... it’s not like Chao, which are creatures you grow and nurture and play around with. The Koco's unique feature is that they are tied to your actual progression and the fun things you can do on the islands. Sonic Stadium: So there's been a lot of excitement about Ian Flynn's involvement in crafting the story beats with Sonic Team for Sonic Frontiers. What does it mean for the direction of the Sonic game series, to have people involved with the licensed comic book series contribute to the stories of mainline games? Takashi Iizuka: We've had lots of different writers involved with the Sonic series for the longest time, but in this day and age it's really interesting as we now have Sonic in games, Sonic in comic books, Sonic in movies... we have lots of different Sonics all throughout the different entertainment mediums for fans to see. And one of the things I really wanted to do is solidify everything, get it all a little tighter in terms of a unified Sonic experience. So what I wanted to do [with Sonic Frontiers] was make sure that, while the past comic books were its own separate thing, by having Ian Flynn - who's doing the IDW comics - also work with us on the game... it's kind of bringing the comics and the games a little bit closer together, in this unified Sonic experience. It's really all about that unification, to me, and making sure we're putting a very unified version of Sonic out there. Sonic Stadium: That's very interesting! Then... should we expect to see more crossovers or collaborations between the games, comics - maybe even the movies - in the future? Or do you see each of those things as very much different universes in your mind, despite collaborations like in Sonic Frontiers? Takashi Iizuka: Well I think that... even with the [Sonic] Netflix TV show that's going to be on air soon and the [IDW] comic series... it's always best having one universe [to connect them]. For the movies though, it's a little too hard to reasonably incorporate this realistic-looking Sonic, with real human being friends and real planet Earth... all of those things are a bit difficult to put into the games [laughs]! But if we're talking about the comics, the Netflix series and the games? Moving forward, the idea of trying to get all of them into the same universe - or even if it's not exactly the same universe, at least having them feel like they're part of a connected universe - is something that's very important to us. Sonic Stadium: Talking about the new trailer you guys showed this past week at Gamescom… there was the reveal of some new biomes, like a desert landscape and a tropical island. All of the open zones that we’ve seen so far seem more realistic in visual design than you'd expect to see in traditional Sonic games. Is that an intentional design choice? And do you see the Cyberspace stages as a way of perhaps being a little more expressive, with some more unrealistic stages environments like you’d see in say, Green Hill Zone? Takashi Iizuka: The Starfall Islands is this mysterious new location that neither Sonic or Eggman have ever been to, so the team really wanted to go and build a mysterious new environment for them to explore, and introduce players to this new kind of world. When we talk about Cyberspace, these are environments that are created from Sonic’s memories, which have been put together in this digital format. So, these stages are all places Sonic has been to before, that he does have some memory of - but it’s being constructed in this, I guess you could say, 'unreal' way... through this digital recreation of his memories. That's really the difference between the real world and the Cyberspace as you see it in Sonic Frontiers. Sonic Stadium: One last question before I go - I recently watched the livestream for SEGA Japan’s Mega Drive Mini II console, and one of the announcements was that M2 had fully completed a game called ‘Devi & Pii’… Takashi Iizuka: Oh, Devi and Pii [laughs]! Sonic Stadium: I understand that - correct me if I’m wrong - this was a game that you designed? And I don’t think it ever got released. How does it make you feel that this game is finally completed and is able to be played by fans? Takashi Iizuka: When I first heard that they were going to put the game in, I was like, “Wait, you can't... are you kidding me? Do you guys even have the game data!?" This is going back 30 years ago! So I didn’t even believe it was real at first, I thought they were pulling a prank on me! But the team said, ‘No, we actually do still have the data at SEGA, and we are going to have it put into the final product’. So… it’s kind of a mixed feeling, because obviously I’m very pleased that this game I created is finally going to see the light of day. But at the same time, it’s something I did when I first joined SEGA over 30 years ago. Sonic Stadium: Before even Sonic 3! Takashi Iizuka: [Laughs] Before even Sonic 3! And you know, it never saw the light of day back then, so you gotta wonder... But now it’s going to actually be played by consumers! How are they going to feel and react about this game I created 30 years ago..? So, it's kind of this mixed bag of emotions for me - I'm really happy, but also a little curious and maybe a bit worried about how people are going to take to it! Sonic Stadium: I guess you didn’t have much in the way of input with this completed version? M2 just put it all together based on untouched 30 year old data? Takashi Iizuka: Yeah, I haven’t done anything to it, they just took the old data and now it’s playable. You know... that game was only created by two people, including myself! Sonic Stadium: Really? Wow! Takashi Iizuka: Yeah! I was the game designer, and also the graphic designer! The other person did all the programming. Sonic Stadium: Well, I'm sure the fans will really love Devi & Pii when they finally get their hands on a Mega Drive Mini II. Thank you for talking to us about your memories and for giving us some more insight into Sonic Frontiers, Iizuka-san. We really appreciate your time! Takashi Iizuka: Thank you! Our preview of Sonic Frontiers from the Gamescom 2022 show will be published on Sonic Stadium soon. View full story
  5. Sonic Frontiers looks to be the most ambitious entry in the game series yet - and not just in the gameplay department. While Sonic's latest adventure does aim to reinvent the tried-and-tested format with its free-roaming 'open zone' concept, SEGA is also keen to use the game as a stepping stone to connect the multiple entertainment universes of Sonic the Hedgehog together in a unified way. And it all starts with Sonic Frontiers' story, itself a collaboration between Sonic Team and IDW Sonic comic writer Ian Flynn. We were given an opportunity to sit down with Takashi Iizuka, head of Sonic Team, for a brief five minutes, to discuss the implications of Flynn's involvement with the game and what it could mean for other Sonic universes. We also asked about those darn cute Koco as well, don't worry. Sonic Stadium: Thank you very much for taking the time to speak with the Sonic community at Gamescom, Iizuka-san. I wanted to ask you about some of the things Sonic Team has revealed over the last week — first of all, the Kocos. They're very cute! What's their role in Sonic Frontiers, and do you see them as limited to the Starfall Islands? Or are they a bit like Wisps, where they may return in future Sonic titles? Takashi Iizuka: The Koco are kind of a mysterious creature that exist all on the Starfall Islands and... well, they play into the story quite a bit so I'm afraid I can't really talk about what they are too much [laughs]. We definitely don’t want to spoil the mystery. Sonic Stadium: That's understandable. I'll just totally throw away my follow up question then [laughs]! But just for argument's sake..! You know, the fanbase has taken one look at the Koco and the first thing they've collectively said is, 'hey, they kind of look like the new Chao'. And as you know, a lot of fans are always asking about Chao in future Sonic games... so! I was going to ask; are Koco really the new Chao? Takashi Iizuka: [Laughs] Well, the Chao and Koco are of course separate beings, really… in Sonic Frontiers you're going to find a lot of these Koco all around the different islands. And as you're picking them up, there's going to be ways you can power up Sonic's abilities [depending on how many you collect]. So I guess if we were to really compare them... it’s not like Chao, which are creatures you grow and nurture and play around with. The Koco's unique feature is that they are tied to your actual progression and the fun things you can do on the islands. Sonic Stadium: So there's been a lot of excitement about Ian Flynn's involvement in crafting the story beats with Sonic Team for Sonic Frontiers. What does it mean for the direction of the Sonic game series, to have people involved with the licensed comic book series contribute to the stories of mainline games? Takashi Iizuka: We've had lots of different writers involved with the Sonic series for the longest time, but in this day and age it's really interesting as we now have Sonic in games, Sonic in comic books, Sonic in movies... we have lots of different Sonics all throughout the different entertainment mediums for fans to see. And one of the things I really wanted to do is solidify everything, get it all a little tighter in terms of a unified Sonic experience. So what I wanted to do [with Sonic Frontiers] was make sure that, while the past comic books were its own separate thing, by having Ian Flynn - who's doing the IDW comics - also work with us on the game... it's kind of bringing the comics and the games a little bit closer together, in this unified Sonic experience. It's really all about that unification, to me, and making sure we're putting a very unified version of Sonic out there. Sonic Stadium: That's very interesting! Then... should we expect to see more crossovers or collaborations between the games, comics - maybe even the movies - in the future? Or do you see each of those things as very much different universes in your mind, despite collaborations like in Sonic Frontiers? Takashi Iizuka: Well I think that... even with the [Sonic] Netflix TV show that's going to be on air soon and the [IDW] comic series... it's always best having one universe [to connect them]. For the movies though, it's a little too hard to reasonably incorporate this realistic-looking Sonic, with real human being friends and real planet Earth... all of those things are a bit difficult to put into the games [laughs]! But if we're talking about the comics, the Netflix series and the games? Moving forward, the idea of trying to get all of them into the same universe - or even if it's not exactly the same universe, at least having them feel like they're part of a connected universe - is something that's very important to us. Sonic Stadium: Talking about the new trailer you guys showed this past week at Gamescom… there was the reveal of some new biomes, like a desert landscape and a tropical island. All of the open zones that we’ve seen so far seem more realistic in visual design than you'd expect to see in traditional Sonic games. Is that an intentional design choice? And do you see the Cyberspace stages as a way of perhaps being a little more expressive, with some more unrealistic stages environments like you’d see in say, Green Hill Zone? Takashi Iizuka: The Starfall Islands is this mysterious new location that neither Sonic or Eggman have ever been to, so the team really wanted to go and build a mysterious new environment for them to explore, and introduce players to this new kind of world. When we talk about Cyberspace, these are environments that are created from Sonic’s memories, which have been put together in this digital format. So, these stages are all places Sonic has been to before, that he does have some memory of - but it’s being constructed in this, I guess you could say, 'unreal' way... through this digital recreation of his memories. That's really the difference between the real world and the Cyberspace as you see it in Sonic Frontiers. Sonic Stadium: One last question before I go - I recently watched the livestream for SEGA Japan’s Mega Drive Mini II console, and one of the announcements was that M2 had fully completed a game called ‘Devi & Pii’… Takashi Iizuka: Oh, Devi and Pii [laughs]! Sonic Stadium: I understand that - correct me if I’m wrong - this was a game that you designed? And I don’t think it ever got released. How does it make you feel that this game is finally completed and is able to be played by fans? Takashi Iizuka: When I first heard that they were going to put the game in, I was like, “Wait, you can't... are you kidding me? Do you guys even have the game data!?" This is going back 30 years ago! So I didn’t even believe it was real at first, I thought they were pulling a prank on me! But the team said, ‘No, we actually do still have the data at SEGA, and we are going to have it put into the final product’. So… it’s kind of a mixed feeling, because obviously I’m very pleased that this game I created is finally going to see the light of day. But at the same time, it’s something I did when I first joined SEGA over 30 years ago. Sonic Stadium: Before even Sonic 3! Takashi Iizuka: [Laughs] Before even Sonic 3! And you know, it never saw the light of day back then, so you gotta wonder... But now it’s going to actually be played by consumers! How are they going to feel and react about this game I created 30 years ago..? So, it's kind of this mixed bag of emotions for me - I'm really happy, but also a little curious and maybe a bit worried about how people are going to take to it! Sonic Stadium: I guess you didn’t have much in the way of input with this completed version? M2 just put it all together based on untouched 30 year old data? Takashi Iizuka: Yeah, I haven’t done anything to it, they just took the old data and now it’s playable. You know... that game was only created by two people, including myself! Sonic Stadium: Really? Wow! Takashi Iizuka: Yeah! I was the game designer, and also the graphic designer! The other person did all the programming. Sonic Stadium: Well, I'm sure the fans will really love Devi & Pii when they finally get their hands on a Mega Drive Mini II. Thank you for talking to us about your memories and for giving us some more insight into Sonic Frontiers, Iizuka-san. We really appreciate your time! Takashi Iizuka: Thank you! Our preview of Sonic Frontiers from the Gamescom 2022 show will be published on Sonic Stadium soon.
  6. Simon Jeffery has had a bit of a history in the video game business. Before settling into the top position as President of SEGA America, he was the President for LucasArts between 2000-2003 and a studio director before then. He's been credited for attempting to build better relationships between external developers for creating new games on existing IPs - something he's keen to continue at SEGA with an announced Sonic RPG from BioWare in the works. He caught a bit of flak from the online community a month or two back with a comment that largely insinuated that Sonic was for kids under 12 years old. While this may be true, it's evident that the 'mature' turn the games have taken have appeared to drag this stigma further down. Uproar was had, then Jeffery retracted his statement somewhat. The Sonic Stadium was given an opportunity to ask the man a few questions, to understand better the mind behind the driving force of future Sonic games. ~~~~~ TSS: Simon Jeffery, thank you for taking some time to speak with us. First, could we get an idea of your role in SEGA, and what kind of involvement you have in the games that are released, including in particular the Sonic series? SJ: I run SEGA of America. We, like SEGA of Europe, are a subsidiary of SEGA of Japan. I have involvement with games that are built in the West, but not with games built in Japan. Therefore, sorry to say, I am unable to answer questions about Sonic Team – as they reside in Japan and do not come under my jurisdiction at all! Likewise, I know this will make you all mad; SEGA of America has no say in the voice casting. Absolutely none, so all of the online petitions and personal emails and letters that we get at SOA cannot be acted on, sorry to say. TSS: You must get that question an awful lot, huh? You say you’re a Sonic fan yourself. What’s your fondest memory as a fan, and do you have a favourite Sonic game? SJ: My fondest memory of Sonic was seeing it, playing it, and hearing it for the first time at a CES show, all those years ago. I was working for EA at the time, and was blown away by Sonic’s first showing on the Genesis. The great music pervaded the entire show – wherever you went, you heard the Sonic tunes! Sonic 1 is my favourite Sonic game for that same reason – gives me goosebumps when I see it. TSS: You caught a bit of unexpected controversy over your implication that Sonic the Hedgehog becomes un-cool to kids once they hit 12 years old. But it can be argued that this is because the story, atmosphere and approach of recent Sonic games have made it unapproachable by adults. Would you agree with this statement? SJ: Absolutely. The reason that Sonic is still around after 16 years, is that the character design was so endearing, had such longevity, that he has outlived all those other woodland critters like Bubsy the Bobcat and Awesome Possom! But there is more than that – Sonic has an attitude that can be related to by people of all ages, and can do things that no other videogame character can compete with. However, some of the Sonic games over the last few years have not lived up to expectation, and it is these games, not Sonic himself, which do not appeal to older gamers. Sonic is timeless! TSS: Sonic could well be re-invented again, and you say you are facilitating that. Could we see a more ‘classic’ Sonic the Hedgehog, with an emphasis on level design instead of multiple characters? What would you personally like to see in a redesign or re-invention of Sonic? SJ: That’s a difficult one for me to answer, as Sonic Team is the keeper of all things Sonic! The recent Sonic games on DS have taken a more classical approach, and they have proven extremely popular. The Sonic RPG that BioWare is building, also has a great opportunity to be a game that gamers of all ages will want to play, and enjoy Sonic’s characteristics again. TSS: There is always the assumption that Sonic Team are working under strict deadlines that have an adverse impact on the project, such as Sonic The Hedgehog on XBOX 360. Do you think if they were given more development time they could bring out a game that lives up to the name of Sonic? Sonic Adventure took several years to develop and it turned out to be one of the series’ defining games. SJ: In reality, most games will benefit from more time in development. Sonic Team, like most other teams, however, have many ideas that they want to build in the future to keep Sonic evolving. That means that there has to be a point at which they have to stop working on one game, and move onto their next ideas. TSS: Sonic the Hedgehog has always been more popular in the West than in Japan, and a lot of products, such as the Archie comics and early television shows in the 1990s showed this. Is this the reason a lot more Western talent is getting involved in Sonic projects, such as BioWare and Backbone Entertainment? SJ: Very much so. Many game developers in the West grew up with Sonic, and he is one of their cultural icons. It is an honor to be able to work on a Sonic game, and to have the endorsement of Sonic Team to do so. We at SEGA also want to make future Sonic games live up to a higher quality threshold, and Sonic Team are partnering with us in that regard. TSS: Would you say that recent Sonic games have become too complicated for fans, and thus one of the reasons the series is held in disregard? Ever since Sonic Adventure the series has slowly deviated from the original premise of simple badnik-destroying, platform hopping action. To be fair, nobody wants to be throwing boxes as Tails when they could be running around expansive worlds as Sonic. SJ: I wouldn’t say that they have become too complicated, no. Some might have been too finicky to play in parts because of camera etc, but many fans are looking for rewarding and challenging gameplay. One thing that you have to remember is that everyone is different. There are millions of Sonic fans around the world, and they all want different things from their favorite hedgehog. You can’t please all the people, all the time unfortunately, which is why we need to focus on making great-playing games that will satisfy as many fans as we possibly can. TSS: Both yourself and SEGA Australia recently said that Sonic needs a change for the better; I think we can all agree the hedgehog isn’t well. But you also say you don’t have any say over what happens at Sonic Team or in SEGA Japan. If Sonic Team or SEGA Japan are still stuck in their belief that any old product will do, how will you hope to ensure that the series gets back on track? SJ: We have a very close relationship with SEGA of Japan, and the executive team there is very interested in our opinions. They certainly don’t think that ‘any old product will do’ and are keen to make Sonic games more appealing to wider audiences outside of Japan. All this takes time though! TSS: Finally, with next-generation consoles now allowing for more advanced games, consumers appear to be looking for more intricate stories and game play. The Sonic series has tried to adapt to this with apocalyptic storylines and multiple characters and failed miserably. Do you feel there is room for classic mascots of yesteryear such as Sonic in this day and age? SJ: There will always be room for Sonic, no matter what the technology. Sonic is a character, not a game. It is up to us at SEGA to make games that bring the best out of the character, whatever platform it is on. TSS: Thank you for your time, Simon. SJ: Thank you! And remember folks – I can’t do ANYTHING about the voice acting – it is completely outside of SOA’s jurisdiction! ~~~~~ The Sonic Stadium would like to sincerely thank Simon Jeffery for his time. View full story
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