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During many years lots of different Sonic games were released by ...

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Author: Cremator<br />

Editor/Designer: Sly<br />

Editors: Kvitron X, Spyro<br />

Translators: Edgeworth, Lacuna<br />

<strong>During</strong> <strong>many</strong> <strong>years</strong> <strong>lots</strong> <strong>of</strong> <strong>different</strong> <strong>Sonic</strong> <strong>games</strong> <strong>were</strong> <strong>released</strong> <strong>by</strong> <strong>Sonic</strong> Team.<br />

Some <strong>of</strong> them <strong>were</strong> <strong>of</strong> rather good quality while others <strong>were</strong> failures. By this time<br />

<strong>Sonic</strong> has been existing for 20 <strong>years</strong> already, but no game could approximate to the<br />

<strong>Sonic</strong> Adventure dilogy, which is considered to be a great example <strong>of</strong> a coherent<br />

mix <strong>of</strong> deep storyline and exciting gameplay <strong>by</strong> most <strong>of</strong> the fans. Every new<br />

addition to the series <strong>released</strong> after 2001 took something from the Adventure<br />

formula, and some <strong>of</strong> them <strong>were</strong> even<br />

meant to become true sequels. However,<br />

none <strong>of</strong> them <strong>were</strong> worth to be named<br />

<strong>Sonic</strong> Adventure 3…<br />

The release <strong>of</strong> <strong>Sonic</strong> Adventure 2 in<br />

2001 was like a revolution for the<br />

franchise. While the prequel was still trying to stick to the classic canons and its<br />

script and gameplay had some references to the original trilogy, the sequel brought<br />

a lot <strong>of</strong> innovations. One <strong>of</strong> them was the change <strong>of</strong> style and the direction the<br />

story takes. This game had something none other <strong>Sonic</strong> game could allow – mass<br />

destruction, genocide, drama, dark atmosphere and characters development. The<br />

game taught us to "Live and learn". It gave us a chance to actually feel, grasp the<br />

deepest corners <strong>of</strong> our favorite characters' souls. Having the balance <strong>of</strong> top-notch<br />

and consistent gameplay, wonderful<br />

soundtrack and excellent graphics (for its<br />

time), <strong>Sonic</strong> Adventure 2 became the best<br />

<strong>Sonic</strong> game for <strong>lots</strong> <strong>of</strong> fans and still remains so<br />

to this day.


<strong>During</strong> the final battle it occurs to Shadow that <strong>Sonic</strong> may be the Ultimate Life<br />

Form, not him or Biolizard. The superiority <strong>of</strong> the blue hedgehog over the black<br />

one was the main question <strong>of</strong> debate among the fans, concerning the storyline and<br />

<strong>different</strong> hints which could serve as a prolouge to <strong>Sonic</strong>'s past.<br />

Tiding on the fame <strong>of</strong> successful celebration <strong>of</strong><br />

blue hedgehog's anniversary, the directior <strong>of</strong><br />

the Adventure series – Takashi Iizuka – gave<br />

an interview to <strong>Sonic</strong> Central portal where he<br />

told that a new Dreamcast title to continue the<br />

legacy <strong>of</strong> the popular series was already being<br />

planned. In addition, Iizuka said that he wanted<br />

to release a project starring Shadow – who was<br />

loved <strong>by</strong> <strong>many</strong> fans and died as a hero at the<br />

end <strong>of</strong> <strong>Sonic</strong> Adventure 2 – as a main<br />

character. But the next game made <strong>by</strong> <strong>Sonic</strong><br />

Team USA should have been a <strong>Sonic</strong> Adventure International analogue, but made<br />

for the sequel, with all its fixes and <strong>released</strong> specially for<br />

the Japanese market.<br />

The same year, SEGA announced the end <strong>of</strong> production <strong>of</strong><br />

Sega Dreamcast – their last console. Having left the<br />

console market and merged with Sammy Studios, the<br />

publishing absorbs <strong>Sonic</strong> Team USA, taking the full<br />

control over all developers' actions. The only chance for<br />

Sega to continue their work was to promote their titles on<br />

the consoles <strong>of</strong> their ex-competitor – Nintendo, which a<br />

peace treaty was signed with. A small team <strong>of</strong> Japanese<br />

developers from Dimps (known for <strong>Sonic</strong> Pocket<br />

Adventure, <strong>released</strong> earlier), led <strong>by</strong> Akinori Nishiyama,<br />

started their work on <strong>Sonic</strong> Advance for Game Boy<br />

Advance. Meanwhile, <strong>Sonic</strong> Team USA continued fixing <strong>Sonic</strong> Adventure 2 bugs,<br />

though not on Dreamcast, but on a current-generation Nintendo console –<br />

Nintendo GameCube. The new edition was named <strong>Sonic</strong> Adventure 2: Battle and<br />

had <strong>many</strong> subtle changes, mainly in the multiplayer mode. After that, a new edition<br />

<strong>of</strong> <strong>Sonic</strong> Adventure was <strong>released</strong> – <strong>Sonic</strong> Adventure DX: Director's Cut, along<br />

with a collection <strong>of</strong> <strong>Sonic</strong> Genesis <strong>games</strong>: <strong>Sonic</strong> Mega Collection.<br />

The year 2003 has come. <strong>Sonic</strong> Team USA now understood that they should<br />

continue to develop their main <strong>Sonic</strong> series and not<br />

limit themselves to re-editing their older <strong>games</strong>. To<br />

attract more customers and to rehabilitate themselves<br />

on the console market, <strong>Sonic</strong> Team USA decided to<br />

put the development <strong>of</strong> SA3 on hold and to cater for<br />

the classic fans. All the characters from the Adveture


series <strong>were</strong> added, as well as Vector, Espio, and Charmy from Knuckles Chaotix.<br />

Takashi Iizuka decided to match the chatacters to Yuji Uekawa's style as close as<br />

he could. The style was made specially for the Adventure series, so <strong>lots</strong> <strong>of</strong> classic<br />

traits and details <strong>were</strong> not taken into account. Instead <strong>of</strong> E-102 Gamma, who died<br />

in <strong>Sonic</strong> Adventure, there was E-123 Omega; Cream the Rabbit was added to the<br />

team <strong>of</strong> Amy Rose and Big the Cat. Despite being developed specially for this<br />

game, she earlier appeared in <strong>Sonic</strong> Advance 2 and made a cameo in <strong>Sonic</strong><br />

Adventure DX as an easter egg. Gameplay had little in common with the<br />

Adventure series. The emphasis was made on command actions, which earlier<br />

<strong>were</strong> only introduced in already mentioned Knuckles Chaotix. In addition, there<br />

<strong>were</strong> no Adventure Fields or Chao Gardens, which <strong>were</strong> the main features <strong>of</strong> <strong>Sonic</strong><br />

Adventure. Players also had to collect Chaos Emeralds in Special Stages (like in<br />

the Genesis era), not receive them in the process <strong>of</strong> the story. Shiro Maekawa —<br />

<strong>Sonic</strong> Adventure 2 script writer — had to postpone his dream <strong>of</strong> telling a story<br />

about the rebirth <strong>of</strong> Shadow till better times. He also had to write a plot at the<br />

instance <strong>of</strong> Iizuka, a fairly simple one, without any character development and<br />

completely ignoring Shadow's return. Another character who appeared in the game<br />

was Metal <strong>Sonic</strong>. The creator <strong>of</strong> the original character, Kadzuyuki Hoshino,<br />

remade him to match Uekawa's style, tossing<br />

most <strong>of</strong> his original design aside and giving the<br />

character a new name — Neo Metal <strong>Sonic</strong>. At<br />

first, the developers didn't even plan to add him<br />

into the game, but had to give in under the<br />

pressure <strong>of</strong> <strong>many</strong> fans.<br />

SEGA wanted to promote their franchise not only<br />

on GameCube, but on all current-generation<br />

consoles. And so, they <strong>were</strong> given the rights to<br />

use the RenderWare engine, which they used to<br />

make lousy ports for Micros<strong>of</strong>t Xbox, Sony<br />

Playstation 2 and PC. 2003 was called "The Year <strong>of</strong> <strong>Sonic</strong>", because it was the<br />

year <strong>of</strong> rebirth for the hedgehog, a way into the new era on the consoles <strong>of</strong> his<br />

rivals. Though, <strong>Sonic</strong> Heroes was <strong>released</strong> in 2003 only in Japan, in all the other<br />

countries it appeared on the shelves only in 2004, becoming a best-seller.<br />

After the release <strong>of</strong> <strong>Sonic</strong> Heroes <strong>many</strong> fans wondered what direction the series<br />

would take next. Expressing the desire to continue Adventure-styled saga, SEGA<br />

announced the development <strong>of</strong> a series' triquel. Though, after making an onlinepoll,<br />

they <strong>were</strong> convinced that, in the new game, fans want to see Shadow, whose<br />

rebirth was ignored in <strong>Sonic</strong> Heroes'<br />

plot. After some time, news appeared<br />

about the ULF being the main hero in<br />

<strong>Sonic</strong> Adventure 3. <strong>Sonic</strong> Team USA<br />

<strong>were</strong> renamed to Sega Studios USA and<br />

immediately started working on the title.


Takashi Iizuka — the original creator <strong>of</strong> Shadow — was interested in exposing<br />

Shadow's mysterious character. He also wanted to answer fans' questions<br />

concerning Shadow's past, his creation and <strong>many</strong> other things. And so, Iizuka not<br />

only led the development <strong>of</strong> the project, but wrote the scenario himself. At an expo<br />

in San-Francisco SEGA showed a trailer <strong>of</strong> the new project: the first half <strong>of</strong> the<br />

trailer showed the history <strong>of</strong> <strong>Sonic</strong> from <strong>Sonic</strong> the hedgehog to <strong>Sonic</strong> Heroes, and<br />

the second one showed gameplay for the first time. At the end <strong>of</strong> the trailer the<br />

final name <strong>of</strong> the game was revealed — Shadow the Hedgehog. And so, dreams<br />

about <strong>Sonic</strong> Adventure 3 <strong>were</strong> delayed again.<br />

Having taken inspiration from movies like "Another World", "Constantin", and the<br />

"Terminator" series, Sega Studios USA decided to throw some experimental<br />

gameplay elements into the mix: the use <strong>of</strong> transport and firearms, which <strong>were</strong><br />

added <strong>by</strong> fans' requests to emphasize black<br />

hedgehog's individuality. These are the things<br />

that <strong>were</strong> meant to distinguish Shadow the<br />

Hedgehog from other <strong>games</strong> <strong>of</strong> the franchise.<br />

The developers also tried to combine dark postapocalyptic<br />

atmosphere and shooting as<br />

naturally as they could. Another innovation for<br />

the series was non-linearity, which had been<br />

planned since the development <strong>of</strong> <strong>Sonic</strong><br />

Adventure 2. While in the Adventure sequel player's actions and decisions would<br />

change the story and the ending, in Shadow the Hedgehog non-linearity first <strong>of</strong> all<br />

should have served as a key to the character's development, all according to<br />

Iizuka's plan. Completing a mission, the hedgehog had to make a decision who to<br />

become: a hero, which he died as, or a villain, as his blood told him. Even the<br />

slogan <strong>of</strong> the game was: "Good or evil? You decide." Because <strong>of</strong> firearms, blood<br />

and <strong>lots</strong> <strong>of</strong> curse words the game received a "T"<br />

rating from ESRB. In the follows, having taken<br />

out the scene <strong>of</strong> Maria's falling body, <strong>lots</strong> <strong>of</strong><br />

phrases, human blood and having recolored<br />

Black Arms' blood into a green color, the game<br />

finally received an "E" rating, which was usual<br />

for the series. In addition, Shadow the<br />

Hedgehog was the first game to show the work<br />

<strong>of</strong> a new cast <strong>of</strong> actors, which first appeared in<br />

<strong>Sonic</strong> Rush and was also working on a <strong>Sonic</strong> X<br />

dub. In spite <strong>of</strong> good sales, the game still failed and received very negative reviews<br />

from critics. Because <strong>of</strong> that, the sequel never came out and probably never will.<br />

While Sega Studios USA <strong>were</strong> working on<br />

Shadow the Hedgehog, a Japanese


subdivision <strong>of</strong> <strong>Sonic</strong> Team was working on another game, which incorporated<br />

most <strong>of</strong> the elements from the Adventure series and was promised to "return the<br />

hedgehog to his roots". Despite naming the project after the very first game in the<br />

series, the developers didn't follow classic canons and promised to implement all<br />

things that helped <strong>Sonic</strong> to become the most famous hedgehog in the world. At E3<br />

2005 it became known that "<strong>Sonic</strong> the Hedgehog" will become the symbol <strong>of</strong><br />

<strong>Sonic</strong>'s 15th anniversary. At TGS there already was a demo-version available,<br />

which showed the true next-gen: real-time day and night change and the<br />

capabilities <strong>of</strong> the Havok engine. After some time, Yuji Naka — one <strong>of</strong> the<br />

creators <strong>of</strong> the franchise — left SEGA to found his own studio called Prope. Shoon<br />

Nakamura became the man in charge <strong>of</strong> the anniversary project and made the<br />

creation <strong>of</strong> the best <strong>Sonic</strong> game in all 15 <strong>years</strong> his prime goal.<br />

However, fate decreed otherwise: the team had little time before a deadline and<br />

SEGA insisted on releasing the game in 2006. And so, <strong>many</strong> <strong>of</strong> the promised<br />

things <strong>were</strong>, in fact, left out <strong>of</strong> the window and the game was full <strong>of</strong> bugs.<br />

Ironically, for <strong>many</strong> this game became the worst in the history <strong>of</strong> the franchise and<br />

some critics even believed it to be the worst video game ever. Kevin Eva, the<br />

former SEGA community manager, stated that <strong>Sonic</strong> the Hedgehog was even<br />

excluded from the <strong>of</strong>ficial timeline <strong>of</strong> the series, what greatly influenced the<br />

development <strong>of</strong> the franchise later.<br />

At first the game was supposed to be<br />

<strong>released</strong> not only for Xbox 360 and<br />

PlayStation 3, but also for Nintendo<br />

Wii. Yojiro Ogawa, who was<br />

responsible for porting the game for<br />

Wii, stated that the port was cancelled<br />

due to the difficulties caused <strong>by</strong><br />

differences between Micros<strong>of</strong>t's and<br />

Sony's consoles and Nintendo's one. As is well known, the team was in a race<br />

against time, and they simply didn't have enough time and resources to make two<br />

versions <strong>of</strong> the game. So Yojiro Ogawa headed the development <strong>of</strong> another game<br />

for Wii - <strong>Sonic</strong> and the Secret Rings.<br />

A brand new character, Silver the Hedgehog,<br />

was brought in. The developers' choice <strong>of</strong><br />

game engine, Havok Physics, wasn't an<br />

accident – with its help <strong>Sonic</strong> Team could<br />

present Silver's telekinetic powers in the<br />

most realistic way. Shun Nakamura said in<br />

the interview that Silver's similarity to <strong>Sonic</strong>


and Shadow, including likeness <strong>of</strong> the names, was intentional. Judging from the<br />

game scripts, initially the third hedgehog was called "Venice" and was based on<br />

the character named Trunks from Dragon Ball Z.<br />

Despite that <strong>many</strong> features <strong>of</strong> <strong>Sonic</strong> Adventure (such as Chao Gardens and<br />

<strong>different</strong> storylines for each character) still <strong>were</strong>n't realized the game is <strong>of</strong>ten called<br />

"that <strong>Sonic</strong> Adventure 3" among the fans. There are <strong>many</strong> facts to prove it -<br />

Adventure Fields, previously presented in the SA series, a giant Orca chasing<br />

<strong>Sonic</strong> in the first level, impromptu snowboard in one <strong>of</strong> the levels, death <strong>of</strong> the<br />

major character and <strong>many</strong> others. And even though <strong>Sonic</strong> the Hedgehog didn't<br />

have major plans on becoming the real successor to the Adventure series it turned<br />

out to be the only game that got so close to the goal…<br />

After the flop <strong>of</strong> <strong>Sonic</strong> the Hedgehog SEGA<br />

mustered a new team to continue the<br />

development <strong>of</strong> the series. Many talented<br />

people from Japan, USA, and Europe<br />

combined their efforts to produce the most<br />

high-quality game that would satisfy everyone.<br />

<strong>During</strong> the development the project was <strong>of</strong>ten called "<strong>Sonic</strong>'s last chance" – taking<br />

into account a number <strong>of</strong> failures that followed SEGA's shift from hardware to<br />

s<strong>of</strong>tware and mergence with Sammy. With the help <strong>of</strong> Akinori Nishiyama, <strong>Sonic</strong><br />

Adventure scenario writer, and under the direction <strong>of</strong> Yoshihisa Hashimoto, one <strong>of</strong><br />

the very same <strong>Sonic</strong> Adventure programmers, renovated <strong>Sonic</strong> Team began<br />

working on <strong>Sonic</strong> Adventure 3…<br />

Sachiko Kawamura, the game's art director,<br />

was dead set on leaving the <strong>Sonic</strong> the<br />

Hedgehog design as far behind as possible<br />

and balance out Naoto Ohshima's and Yuji<br />

Uekawa's styles. One <strong>of</strong> the major changes<br />

concerned disposition <strong>of</strong> the character's<br />

mouth – unlike in <strong>Sonic</strong> Adventure, it was<br />

now placed on the side <strong>of</strong> the muzzle, not in the middle. The level design,<br />

however, was supposed to return to the Adventure style – it is known that the<br />

<strong>Sonic</strong> Team staff tried to recreate the places they had been to before and got<br />

impressed <strong>by</strong> in both <strong>games</strong> making the locations resemble their real prototypes<br />

closely. Designers <strong>of</strong> the new game decided to try this new idea, "What if <strong>Sonic</strong><br />

finds himself in our world?" So the new stage was the whole planet with <strong>many</strong><br />

countries from our world. Many features <strong>of</strong> <strong>Sonic</strong> Adventure like Adventure fields<br />

and flights aboard the Tornado <strong>were</strong> promised to be brought back.


But then the team suddenly decided to change the main conception <strong>of</strong> the series.<br />

Instead <strong>of</strong> six playable characters only <strong>Sonic</strong> was now available. The game was<br />

now running on Hedgehog Engine – a brand new technology Hashimoto had been<br />

working on for <strong>years</strong> which allowed switching between 2D and 3D without long<br />

load times. As you can see, <strong>Sonic</strong> Team decided to not only satisfy the Adventure<br />

fans but also please the fans <strong>of</strong> the Megadrive era <strong>by</strong> turning from 3D platforming<br />

with explorative elements to fast 2.5D gameplay similar to one from <strong>Sonic</strong> Rush.<br />

The main innovation was the <strong>Sonic</strong> Boost known from <strong>Sonic</strong> Rush, as well as<br />

<strong>Sonic</strong> and the Secret Rings – it replaced the Spin Dash which had used to be<br />

available in every <strong>Sonic</strong> game starting with <strong>Sonic</strong> the Hedgehog 2. Moreover, the<br />

blue hedgehog learned to walk on the walls,<br />

run on the water, and perform Speed Drift and<br />

Quick Step. Of course <strong>Sonic</strong> Team<br />

understood that the project couldn't be called<br />

<strong>Sonic</strong> Adventure 3 anymore and renamed the<br />

game to "<strong>Sonic</strong> Unleashed". Nevertheless, in<br />

Japan it was called "<strong>Sonic</strong> World Adventure",<br />

at the same time showing the game's essence<br />

and referring to what everything started<br />

with… The last straw was the "nighttime<br />

gameplay" designed <strong>by</strong> Hashimoto – a slasher<br />

with elements <strong>of</strong> parkour, something similar to both "God <strong>of</strong> War" and "Prince <strong>of</strong><br />

Persia". So in the daytime we rush through the levels at top speeds as <strong>Sonic</strong> and in<br />

the nighttime we slash everything around as the Werehog – half-hedgehog and<br />

half-wolf. Surprisingly enough, Hashimoto from the very beginning knew that fans<br />

might disapprove the new form <strong>of</strong> their beloved hedgehog, yet he still hoped they<br />

would understand an attempt to give the newfound fans a chance as well.<br />

<strong>Sonic</strong> Unleashed received mixed reviews,<br />

but generally the game was a success. The<br />

publishers <strong>were</strong> satisfied with the sales<br />

and <strong>many</strong> people called the daytime<br />

gameplay the best since 1991. <strong>During</strong> the<br />

next two <strong>years</strong> <strong>Sonic</strong> Team took their<br />

previous mistakes into account and, preparing to the 20th Anniversary, <strong>released</strong><br />

<strong>Sonic</strong> Colors based on the daytime gameplay from <strong>Sonic</strong> Unleashed. Takashi<br />

Iizuka, now the series producer, had been planning on giving the each character his<br />

own unique ability. But because <strong>of</strong> the pressure from fans <strong>of</strong> "<strong>Sonic</strong> only"<br />

gameplay he had to create a new gameplay element called "Wisp". Morio


Kishimoto, the Storybook series designer, took the lead in developing the Wii<br />

version <strong>of</strong> the game, and Takao Hirabayashi, one <strong>of</strong> <strong>Sonic</strong> Unleashed designers,<br />

was responsible for the Nintendo DS version. Ken Pontac and Warren Graff who<br />

had worked on "MadWorld" and "Happy Tree Friends" <strong>were</strong> invited to write the<br />

script, as well as Atsushi Ota who is now the main<br />

script writer <strong>of</strong> <strong>Sonic</strong> Team. A voice actors<br />

recasting occurred – the main role went to Roger<br />

Craig Smith who voiced Chris Redfield in<br />

Resident Evil 5 and Kate Higgins was now to<br />

voice Tails. Gameplay elements from <strong>Sonic</strong><br />

Unleashed such as <strong>Sonic</strong> Boost, Quick Step, and<br />

Speed Drift <strong>were</strong> still present, as well as storyline<br />

elements – for example, Miles Electric and SA-55,<br />

a robot now known as Orbot. IGN stated that <strong>Sonic</strong> Colors became the best <strong>Sonic</strong><br />

game since Megadrive era even despite the fact that the game received lower score<br />

than both <strong>Sonic</strong> Adventure and <strong>Sonic</strong> Adventure 2.<br />

<strong>During</strong> a long wait for a new game to be announced, a rumors about <strong>Sonic</strong> Team<br />

planning on brining more playable characters back <strong>were</strong> born. Talks <strong>were</strong> that<br />

elements <strong>of</strong> team gameplay, not like in <strong>Sonic</strong> Heroes, but like in Donkey Kong<br />

Country Returns <strong>were</strong> to come. Adding fuel to the fire, Wave Master, a company<br />

responsible for releasing soundtracks to <strong>Sonic</strong> <strong>games</strong>, announced the reedition <strong>of</strong><br />

<strong>Sonic</strong> Adventure and <strong>Sonic</strong> Adventure 2 vocal albums in honor <strong>of</strong> the upcoming<br />

Anniversary. Later those albums <strong>were</strong> found out to lack new track and have only<br />

some <strong>of</strong> the old ones. Tony Harnell who performed "Escape from the city" in <strong>Sonic</strong><br />

Adventure 2 stated that he had visited SEGA's HQ to record a new version <strong>of</strong> fans'<br />

beloved song for the Anniversary game. Hopes <strong>of</strong> <strong>many</strong> fans rose again…<br />

In October 2010 the SegaOnline website interviewed Takashi Iizuka. Among the<br />

questions about <strong>Sonic</strong> Colors popped up this one, "Will <strong>Sonic</strong> Adventure 3 be ever<br />

<strong>released</strong>?" Iizuka replied, "No, we are not planning on making this game. Only if<br />

fans will somehow show they want it and we will hear them. Then everything is<br />

possible."<br />

Later some rumors about the game<br />

dedicated to <strong>Sonic</strong>'s 20th Anniversary<br />

appeared. The game was thought to be a<br />

compilation <strong>of</strong> <strong>different</strong> levels from<br />

previous <strong>Sonic</strong> <strong>games</strong> using the game<br />

engine from <strong>Sonic</strong> Unleashed. In April 2011


domain <strong>Sonic</strong>Generation.com was registered,<br />

which caused another wave <strong>of</strong> rumors about<br />

the compilation. Later that day scans <strong>of</strong> the<br />

magazine "Hob<strong>by</strong> Consolas" <strong>were</strong> uploaded<br />

where Spanish representative <strong>of</strong> SEGA<br />

confirmed <strong>Sonic</strong> Generations on Xbox 360.<br />

In April, 7 the first trailer was uploaded to Facebook; it demonstrated two <strong>Sonic</strong>s –<br />

classic and modern – running through colorless Green Hill Zone. In April, 18 the<br />

Anniversary game was <strong>of</strong>ficially announced. As expected, it was called <strong>Sonic</strong><br />

Generations and was said to be <strong>released</strong> for the Xbox 360 and PlayStation 3.<br />

According to the plot written <strong>by</strong> <strong>Sonic</strong> Colors script writers - Ken Pontac and<br />

Warren Graff, an unknown enemy causes the appearance <strong>of</strong> multiple "time holes",<br />

forcing <strong>Sonic</strong> and his friends back in time. When back in 1991, <strong>Sonic</strong> meets his<br />

younger self, and then the two hedgehogs have to unite to find out who is<br />

responsible for making the timestream go haywire.<br />

The game will give the player a chance to run<br />

through <strong>many</strong> good old zones from three<br />

<strong>different</strong> time periods – classic era,<br />

Dreamcast era and modern era. Like <strong>Sonic</strong><br />

Unleashed, the game will contain two<br />

<strong>different</strong> types <strong>of</strong> gameplay – classic 2D with<br />

Spin Dash and Spin Attack just like in the<br />

original Megadrive trilogy and modern 2.5D<br />

with <strong>Sonic</strong> Boost and Homing Attack known<br />

from <strong>Sonic</strong> Unleashed and <strong>Sonic</strong> Colors. It also became known that for the first<br />

time in the series' history the game will have multiple voice tracks.<br />

In April 2011 Takashi Iizuka was interviewed about <strong>Sonic</strong> Generations.<br />

Representatives <strong>of</strong> the Gamereactor website asked him, "Despite the fact that <strong>Sonic</strong><br />

Colors turned out to be pr<strong>of</strong>itable <strong>Sonic</strong> Adventure is still considered as an<br />

example <strong>of</strong> perfect 3D <strong>Sonic</strong> game. Can the fandom count on a release <strong>of</strong> a real<br />

successor to the Adventure series?" And Iizuka replied, "I can't comment it at the<br />

moment."<br />

The last decade became a run <strong>of</strong> bad luck for the Adventure fans. Either the<br />

elements <strong>of</strong> <strong>Sonic</strong> Adventure <strong>were</strong> turned down in favor <strong>of</strong> some innovations or the<br />

developers just didn't have enough time to carry the game out. After failing times<br />

and times again, <strong>Sonic</strong> Team finally found more reliable and pr<strong>of</strong>itable formula – a


formula <strong>of</strong> 2.5D gameplay first brought in <strong>by</strong> Hashimoto. The flop <strong>of</strong> "<strong>Sonic</strong> the<br />

Hedgehog" made <strong>Sonic</strong> Team revise their own series, and now the <strong>games</strong> have<br />

nothing that can resemble <strong>Sonic</strong> Adventure. Hope springs eternal. But still…<br />

Sayonara, <strong>Sonic</strong> Adventure…

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