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Sonic Unleashed
Console
Wii
Publisher
SEGA
Genre
Platformer
Developer
SEGA
Release Date
11/18/08
7
ESRB Rating
Teen
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Posted by:
David Oxford
Senior News Editor
Media: New Sonic Unleashed Screens, Plus Recap of Play Interview
April 28, 2008 | 4:49 PM PST



Just recently, we brought you word from new Sonic Team Producer Yoshihisa Hashimoto, via Play Magazine, about how the team is aiming to outdo themselves in everything that Sonic has been a part of to date, and that includes the Genesis titles. Now, we bring you even more details from the Play interview.

When asked the obvious "is this one the one?" question, regarding Sonic's shakey performance since he first leapt into the third dimension back in '99, Hashimoto says that "yes, I think this will be the game that Sonic fans have been waiting for. Sonic will be reborn in the state he always should have existed in with a new control scheme, fresh new gameplay elements, all while simultaneously returning to Sonic's roots." He then goes on to make the above-linked comment about how good the team hopes to make this title.

He then reveals that Sonic Unleashed is seen as a new direction for the group, the core development team of which is now completely different. "Akinori Nishiyama is the Producer, Sachiko Kawamura is the Art Director, and I'm wearing several hats, including Director, Game Designer, and Technical Director," and they lead a group of "young, talented, and passionate" developers, all in the midst of "creating a wonderful adventure for Sonic."

He elaborates that development is being carried out just as before by Sonic Team in Japan, but the core team in charge of the game's design is a completely new team, differing from those who had worked on previous Sonic titles, such as Sonic Adventure, Sonic Heroes, Sonic and the Secret Rings, and Sonic the Hedgehog for the PS3 and Xbox 360.



"There are other significant differences from past Sonic titles, including the development environment, development methodology, the approach to game design, and project management," which he goes on to say means that you can expect a lot of differences in this team's Sonic title versus those of the past, "particularly in the areas of overall look and feel and quality." Hashimoto says that he believes that it will be a change for the better, with over 100 developers who are "young, gifted, and passionate about their work."

The team also includes some developers who have worked on titles of some renown for other companies as well; "you'd be surprised if you saw the list."

"Everyone on the team loves Sonic, and is working night and day, fully committed to making an amazing game. We understand the problem areas of past Sonic games, as well as the issues in the development process in the past, and are working to overcome them."

And, to clear up some earlier rumors about SEGA teams from all around the world working together to make this the game, Hashimoto says that they are working closely with SOA and SOE Producers and marketing teams, "so it's very much a worldwide effort by a global team," who he is sure will allow them to deliver a top-notch Sonic game.



Regarding gameplay, Hashimoto confirms that the stages of Unleashed will feature both traditional 3D gameplay and sidescrolling in a 3D environment, with transitions occuring seamlessly, with the ratio of the two being about half and half. "We understand Sonic fans truly love classic sidescrolling Sonic gameplay. Sonic Unleashed should be the Sonic game that finally fills that void."

After Sonic and the Secret Rings and the next-gen Sonic the Hedgehog titles, the team went back to the drawing board with the intent of making Sonic Adventure 3. Since the time when they'd all worked on the original in some manner, they'd been trying to think of the best way to bring out the best in Sonic, incubating ideas in their minds which are now becoming reality; "in other words, we are finally unleashing our own vision. So though the title is Unleashed, many of the ideas and settings are rooted in the Adventure series, though the play style is different enough that it is its own original Sonic title.

Regarding story, Hashimoto assures readers that the game and storyline of Unleashed are completely unrelated to those of the 360/PS3 title. "Sonic is a character with lots of history of which we're very proud of. This game gives us an opportunity to help pave the way for the future. The design team feels like we are creating an entirely new game, and the process we're following is like that for an entirely new game."

Following up on the severe loading issues of the 360 and PS3 game, Hashimoto states that Sonic Unleashed has been designed to minimize the requirements for loading.



The interviewer suggested a repackaging of Sonic for the 360/PS3 that left out the town levels, and selling it for $30, to which he was told "Just including action stages in a budget title that gamers can just pick up and play is certainly not a bad idea. If compelling levels with enough volume of gameplay were included, such a title might succeed."

Regarding the infamous introduction of new characters with each Sonic title, specifically Silver in the 360/PS3 game, Hashimoto says that Silver will not be appearing in this game, and while he won't reveal too much at this time, they do have something "new and exciting" planned that will "challenge and extend Sonic and his world in ways never before seen." The story itself will revolve around Sonic and his travels around that world in a big adventure.

And as we've seen, Eggman will be back, and he'll commit an act more heinous than anything he's ever done before... "Yet soon afterwards, a being that he fears more than anything else in the universe makes its awesome presence known: his mother." Then he adds that he's just joking about the mother part.

Going back to Sonic the Hedgehog and some of its slower levels, Hashimoto says there will be some slower-paced platformer-based levels in Unleashed as well. "I think one of the best qualities of Sonic Unleashed is the different styles of gameplay it allows for while maintaining consistency as an overall experience."



The game will also bring back town-like "hub" areas for the action stages, which advances the story by speaking to people within. "However, we are not losing sight of the fact that this is an action game and the towns should not interfere with the tempo of the game, but rather add color and background to Sonic's adventures."

New moves will be added to Sonic's repertoire by finding them in the stages, such as Quick Step, Sonic Drift, Stomping, and Wall Jumping.

Cutscenes will use both cinematics and in-game sequences, and "both types will have stunning visuals."

Regarding the proportionate amount of story to gameplay, they are attempting to balance it and keep it to what is necessary to keep the game moving.



Questioned about whether the structure is true to the series norm, Hashimoto says he cannot say too much about it, suffice to say that it is different from any other Sonic title. "It will be an entirely new type of Sonic game."

Regarding the debate over PS3/360 versus Wii versions, Hashimoto reveals that the former will use the new Hedgehog engine, which has been in development for over three years and was developed for high-end platforms. For the Wii version, "talented developers are working hard at replicating those visuals as much as possible."

In the sound department, Tomoya Ohtani of the game Sonic Rush will be Sound Director. And when Sonic engages his Sonic Boost, the music will change, complete with effects for passing objects.

There is of course more to be seen from Yoshihisa Hashimoto in the new issue of Play Magazine, but they also turn over to SEGA of America Producer Patrick Riley, who explains how Sonic has traditionally done better in the US and Europe than in native Japan, and so that's where the focus lies for Sonic.



In addition, the America and Europe teams of SEGA have been providing feedback on things such as the "falling off the world" issues that have plagued Sonic games and are said to have been tackled early-on in development here, as the architecture of the stages are to account for.

In terms of Unleashed's focus, be it speed or precision platforming, Riley says it's definitely a mixture of both, but not "mixing them willy-nilly," as some stages are more likely to focus on either one or the other.

Riley reveals that development between the 360/PS3 version and the Wii version is split into two development teams, with the 360/PS3 team focused on taking full advantage of what those platforms can offer with no compromise. The Wii version will be different in stage design and controls, "so real fans of the title that have a Wii and a PS3 or 360 might consider buying both, since the stages will be quite different."

He adds that the 360/PS3 version is completely an internal effort, while the Wii version, though still managed by Sonic Team, will be coded and stages designed by Dimps in Japan, who were responsible for Sonic Rush and Sonic Rush Adventure.



Regarding dialogue, Riley says that there will be a fair amount, which they recorded in New York (4Kids again?) in December over three days, plus there will be more time spent in May and June doing pick-ups. "The dialogue has been through rewrites and checks by professional writers. I promise to put my ten years of experience in game localization to work to stomp out Engrish!"

And in closing, Play asks Riley to "sum up this game and what it means to the franchise... are we in for something special? Is this the one?"

"Hashimoto-san and Sonic Team are not only redefining 3D and classic side-scrolling Sonic gameplay, they're also adding new elements which will knock peoples' socks off, and which will allow them to introduce precision platforming and combat in a way that feels organic to the Sonic world. The game is in good hands. Hashimoto-san is incredibly smart, has great design instincts, demands quality, and has a strong vision of how to grow and improve Sonic. Happily, his vision is inclusive of many of the things fans have been crying out for."
source: Play.Online
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