That is where the Quick Step idea came about. We needed a system that allows Sonic to move quickly and avoid the obstacles. Since Sonic dashes at supersonic speed, it is difficult to let him run non-stop within a complicated 3D environment using the left stick alone. Usually, the player moves in 3D gameplay using the left stick, but since its analogue, it limits users movement for linear directions. I came up with the following new action mechanisms: Quick Step and Ring Energy. So we began with the prototype of the new Sonic.įirst, we needed some new control mechanism to achieve the non-stop supersonic running sensation. * Prepare amazing visual images with rich presence so that the player can be immersed in the experience with Sonic.Īnd thus, the New Sonic would be born from this set of key concepts. *To achieve the non-stop-supersonic-running sensation, revise the controls and develop a new speed action mechanism. Speed can be appreciated more with the contrast of differently played, slower in speed areas. * Keep platforming gameplay elements in mind too. And then mix those two parts seamlessly to result in a stage that changes rapidly and dynamically offering gameplay that offers all advantages from both 2D and 3D. * Compare 3D to 2D, and think of two completely different gameplay styles taking only the good aspects from both, while discarding the bad. 3D Sonic could definitely be very entertaining if made right so wed rather we go more towards the 3D ( 3rd person ) Sonic direction. 3D is absolutely essential in giving the sense of speed and an powerful presence. * Keep the 3D gameplay that progress players towards the back of the screen, which was something adapted since Sonic Adventure. We wanted to make the Ultimate Sonic experience. Because it will be nothing more than a Nostalgic Sonic experience. * However, be careful not to end up with just an ordinary side-scrolling game. This would surely please loyal Sonic fans. * Draw from and improve the classic Side-Scrolling Sonic from Genesis. So we needed to put absolute priority on the sense of speed and let him dash non-stop on the trackless routes. And I found the answer pretty quickly - I actually already had my answers in my mind since Id always been thinking about what the ideal Sonic was! I started straight off by thinking of what is needed to make the real Sonic. Then, in 2005, I was approached and asked by the Producer Akinori Nishiyama Would you like to produce the next Sonic? And this is when the new chapter of Sonic began. I could hear his cry I want to run faster! I want to run freely! For years to come as I worked steadily to build my career at Sonic Team for Sega, I kept my belief that the true Sonic the Hedgehog could be even better! I kept asking myself Is this the Sonic that fans really want to see? It looked to me that Sonic was a bit restrained. But we always felt that something was missing. During that time, weve seen a lot of Sonic games being developed and released. The Art Director Sachiko Kawamura and I have participated in the development of many Sonic games for over 10 years, ever since Sonic Adventure and Sonic Adventure 2. Sonic Unleashed offers many attractive features one of the most outstanding being the gameplay itself for Sonic the Hedgehog.
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