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IGN Sonic Unleashed Blog: Hedgehog Engine

ShadiWulf

Member
http://blogs.ign.com/SEGA_SonicUnleashed/2008/10/23/104478/

Hello all Sonic fans!

My name is Yoshihisa Hashimoto and I am the project leader for Sonic Unleashed as part of the Sonic Team, Sega’s development studio in Japan. My duties include managing the production of Sonic Unleashed as a Game Director and Lead Game Designer, and also as a Technical Director, supervising the Hedgehog Engine which is critical in ensuring the high quality graphic images in the game.

In this 2nd entry in the Sonic Unleashed Developer Diary series, I’d like to discuss a couple of things with all you fans:
* How Sonic Unleashed has made big advancements in Sonic game play
* The "Hedgehog Engine," which generates beautiful and impressive graphic images

sonic-unleashed-20081023021246726.jpg


New Concept for Sonic
Sonic Unleashed offers many attractive features – one of the most outstanding being the gameplay itself for Sonic the Hedgehog.

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. During that time, we’ve seen a lot of Sonic games being developed and released. But we always felt that something was missing.

I kept asking myself “Is this the Sonic that fans really want to see?” It looked to me that Sonic was a bit restrained. 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!”

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 started straight off by thinking of what is needed to make the real Sonic. And I found the answer pretty quickly - I actually already had my answers in my mind since I’d always been thinking about what the “ideal” Sonic was!

* Sonic is all about speed. Without it, he is not Sonic. So we needed to put absolute priority on the sense of speed and let him dash non-stop on the trackless routes.

* Draw from and improve the classic “Side-Scrolling Sonic” from Genesis. This would surely please loyal Sonic fans.

* However, be careful not to end up with just an ordinary side-scrolling game. Because it will be nothing more than a “Nostalgic Sonic” experience. We wanted to make the “Ultimate Sonic” experience.

* Keep the 3D gameplay that progress players towards the back of the screen, which was something adapted since Sonic Adventure. 3D is absolutely essential in giving the sense of speed and an powerful presence. 3D Sonic could definitely be very entertaining if made right so we’d rather we go more towards the 3D ( 3rd person ) Sonic direction.

* Compare 3D to 2D, and think of two completely different gameplay styles taking only the good aspects from both, while discarding the bad. 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.

* Keep platforming gameplay elements in mind too. Speed can be appreciated more with the contrast of differently played, slower in speed areas.

*To achieve the non-stop-supersonic-running sensation, revise the controls and develop a new speed action mechanism.

* Prepare amazing visual images with rich presence so that the player can be immersed in the experience with Sonic.

And thus, the “New Sonic” would be born from this set of key concepts.

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Unleashing Sonic the Hedgehog!
So we began with the prototype of the new Sonic.

First, we needed some new control mechanism to achieve the “non-stop supersonic running sensation”. I came up with the following new action mechanisms: Quick Step and Ring Energy.

Usually, the player moves in 3D gameplay using the left stick, but since it’s analogue, it limits user’s movement for linear directions. 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. We needed a system that allows Sonic to move quickly and avoid the obstacles. That is where the “Quick Step” idea came about. The control was quite simple: while running, all that needed to be done was to press either trigger with your right or left index finger, enabling Sonic to side step directly to the left and right while still being able to run in supersonic speed, zipping through the obstacles in the 3D environment.

Next, I focused my attention to the rings, the item traditionally used in the Sonic games. With rings, or even with one ring, Sonic could avoid taking damage from enemies. That was a fantastic system for a fast action character such as Sonic, but I always felt it was a shame that collecting more than two rings makes little difference in the gameplay. So I presented a new concept called “Ring Energy” in which collecting many rings is enjoyable and rewarded, marrying the concept of the rings and the speed. As more rings are collected, more energy would be accumulated, and by gathering the rings, it would also allow Sonic to “Sonic Boost”, the fast acceleration feature. “Sonic Boost” also allows him to break through walls and objects, and run quickly blasting through the enemies. Using the “Sonic Boost” is very thrilling and you will quickly become addicted to using it.

And so, the ring became more important in its role. Also, the more rings are collected , it increases the Max speed at which Sonic can sprint, so the Time Attack feature that tracks how fast a stage is finished becomes another fun feature. Moreover, by using other various actions such as “Sonic Drift”, ”Sliding”, ”Stomping”, ”Wall Jump”, and ”Light Speed Dash”, we solidified our concept to let Sonic be able to dash non-stop on the trackless route.

Once the speed mechanism was in there, we moved onto the stage designs. The stages that Sonic dashes through are designed to show the change in view rapidly from 3D to 2D every 15 to 30 seconds. On each 3D and 2D area, the course is carefully laid out with various geographical elements such as uphill, downhill, banking, loops, valleys, walls, ceilings, floors, grind rails, springs and jump bumpers.

In Sonic Unleashed, the speed in which the player travels in the game is actually increased many times compared to past Sonic titles. Since he’s so fast, each action stage is as long as 10~20Km.

Our artists worked very hard to put together these massive geographical areas. And we were eventually able to see Sonic running through these courses. Even though the control is pretty simple, Sonic runs around freely in the beautifully elaborate background at his super speed. The camera is optimized so that the change between 2D/ 3D is very smooth and dynamic.

Our entire staff was excited by how fun and how good the game felt to play. Sonic was finally freed from any restraint and started to shine in his true color. This was the moment when finally Sonic was Unleashed!

sonic-unleashed-20081023021255835.jpg


The “Hedgehog Engine” and its visual quality
We also have “stunning visual beauty” as a major theme in Sonic Unleashed. I was not interested in making “average-quality” visuals at all. For me, the target for visual quality was to be on par with pre-rendered CG animation and I wanted to achieve that goal in this title. Now with high-end hardware such as Xbox 360 and PlayStation3, it’s the right time to be able to achieve this goal.

Back in 2005, I was able to see new games from some other studios for Xbox360 and PlayStation3 and I remember always feeling that something was missing. I thought that though it was true that they looked better than past-gen games, I still felt something was missing. They were doing things with Shadow Map, Normal Map, HDR… shaders and everything. So okay, the lighting may have been richer… but was not blended enough. Things just looked flat as a whole. I thought the users’ expectation was much higher. So we knew we needed graphics that reached the “pre-rendered CG animation” level.

So I started thinking about what is needed to achieve this. What does pre-rendered CGs have that game graphics lighting doesn’t? I went on to make it a habit to observe many games, a lot of pre-rendered graphics and real-life scenes as well. As a result, I came to the conclusion that the effect of light reflecting from one object to another was what was completely lacking in many gaming graphics. I realized that this was what I felt was “missing.” This is a concept called “Global Illumination” in the field of pre-rendered CG.

After much struggle, we finally developed a Renderer that calculates Global Illumination by our 100% original algorithm. To cover the vast amounts of calculation that need to be processed, we also improvised a system that connects 100 PCs for the team to distribute the work load, which enabled us to complete all the lighting calculations for an action stage which goes as long as 10~20Km in 2 or 3 days.

At the same time, we developed a technology called Light Field, which is used to ensure that the lightings on Sonic, enemies and objects are naturally blended to the background under the Global Illumination environment.

The result of Global Illumination and Light Field produced brilliant results. Graphics at the quality which were only a dream just a few years ago started to come alive before my eyes. I remember watching the prototype graphics with my background and character artists as their eyes started to glisten as they looked at the screen with such intensity. That’s when I became sure of our success.

As you all know, We have Sonic in Sonic Unleashed. The overall feel of the graphics is rather cartoonish. Usually people don’t associate high-end visual technologies with these cartoonish graphics. But we have set the foundation for creating world-leading quality visuals that could be on par with hardcore FPS or racing games of a more “realistic” nature. We made no compromise in visual quality and/ or game mechanism. This is Sonic Unleashed.

sonic-unleashed-20081023021253023.jpg


Back to its roots?
I’ve been asked a lot of times if “Sonic is going back to its roots” in interviews. My answer is always “No.” Sonic Unleashed still retains the spirit from his Genesis days, which is his origin. But it’s only one of the many amazing qualities of Sonic Unleashed. We are learning from and taking good bits from his origin but we are not “going back” at all. And actually, I wanted to “go beyond” the origin.

I’m confident that this one is so good that everyone will say “Sonic is back!” This title has the best of SEGA, the passion of the Sonic Team. I can’t wait the to have everyone see and play this newly unleashed Sonic.

There will be more to come in the developer diaries . So hope you look forward to the next one, too! Stay tuned!
 
The old Sonic games concentrated on platforming, not mindless speeding and gawking at the screen. Just because the game goes in and out of 2D perspective doesn't mean it's going to bring Sonic "back to his roots."
Even the portable Dimps games looked cool, but played more like the new 3D games than the Genesis titles.
 
* Sonic is all about speed. Without it, he is not Sonic. So we needed to put absolute priority on the sense of speed and let him dash non-stop on the trackless routes.
Holy shit. Now it's in writing. :lol

Oh, Sega.
 
Tip: Do not read anything before the second screenshot or anything after the last screenshot. Game sounds pretty decent if you do that.

I wonder how he'll justify the werewolf hedgehog.
 
ShadiWulf said:
* Sonic is all about speed. Without it, he is not Sonic. So we needed to put absolute priority on the sense of speed and let him dash non-stop on the trackless routes.
*Insert facepalm here*
 
Sorry Firestorm, but I had to.

And the facepalm JPG has never held as much clout as it does right now.

It's a shame that Sonic will never return to it's roots.
 
I'm thoroughly ashamed at Sonic Team's response to that one bit about going back to Sonic's roots. Protip: You can't say you know Sonic if you disregard foundations to do your thing. Change is good only when you now that some things are better left untouched.

But fucking hell, after being a battered Sonic fan for almost 10 or so years now, if they can churn out a concept that actually works but isn't classic, I'd bite. They had it until Werehog this time though.
 
Oh, I think they do "get it." I think that's why they wanna do just the opposite. It's the only "logical" explanation. :lol

I fucking love Sega!
 
It's actually a really good read, and I like his ideas. To him, Sonic is about speed. To the small dedicated gaming community, it's not, but no doubt to the people I've always talked to in real life about Sonic, who more or less only ever play Green Hill, they loved the speed. He's making a game that isn't trying to recreate everything from the old-school Sonic, and that's a good thing. Trying to make shit like that apparently gets you Sonic 06!
 
My name is Yoshihisa Hashimoto and I am the project leader for Sonic Unleashed as part of the Sonic Team, Sega’s development studio in Japan. My duties include managing the production of

I thought I was a true Sega fan , but I never heard about this dude before , If this is his first game as "project leader" then I guess we should give him a chance , he maybe in his way to be the next Oshima or Yasuhara ....

* Sonic is all about speed. Without it, he is not Sonic


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there is no hope ..
 
* Draw from and improve the classic “Side-Scrolling Sonic” from Genesis. This would surely please loyal Sonic fans.

Yes! Yes it would!

Hooray for Sonic! Hooray for Sega!

* Sonic is all about speed. Without it, he is not Sonic. So we needed to put absolute priority on the sense of speed and let him dash non-stop on the trackless routes.

noooo
 
Well I think he's at least right in saying Sonic is nothing without any speed. "Fastest hedgehog alive" wouldn't hold much clout otherwise.
 
* Sonic is all about speed. Without it, he is not Sonic. So we needed to put absolute priority on the sense of speed and let him dash non-stop on the trackless routes.
Should be fired, fo sho'.

BUT!!!

* Keep platforming gameplay elements in mind too. Speed can be appreciated more with the contrast of differently played, slower in speed areas.

All is forgiven.
 
Even though I've lost hope for this game, why is everyone complaining about the focus on speed?

Speed IS what Sonic was about. The best part of the Megadrive Sonic was speed running through stages without taking a hit. Exploration was good too, but it was way more fun running flat out.

I think some of you just WANT something to complain about.

I personally think the game doesn't belong in 3D. That's the real problem. Should be 2.5D recreation of the original.

Might be unoriginal, but better than the shit we've been getting.
 
Guybrush Threepwood said:
Uh... do you know how fast hedgehogs move?

http://www.youtube.com/watch?v=c3dgUlfeLcw

Sonic shouldn't be much faster than Mario is when you hold the B button.
And, a lot of people forget that Mario was pretty fucking fast running in the NES/SNES versions of the games. They slowed it down for the 3D versions (at least in terms of perceived swiftness), presumably because it was necessary to keep the games from being complete messes.
 
See the thing is for everybody who swears Sonic (as a game) is all about speed, it really isn't. Anybody notice how someone who is completely new to the series will struggle to beat the first few levels of the classic Genny games under a certain amount of time? That's because at the time, you had to do a lot of preliminary work before you could get really godly at the game. For example, you had to find a route that you liked and could work with, you had to be completely aware of what you could do ability wise (judging momentum, lots of innate roll cage physics) and you also had to be prepared to start, stop, and freeform occasionally and without warning. I could never say that I could one up SEGA at making a Sonic game at this point, all I know is that in the past games, speed (or just moving goddamned fast) was a representation of the player's complete mastery both physically (twitch) and imaginatively over the complex and varied worlds in the game. It's that sense of free form platforming that's been missing from the games ever since the transition to 3D. Even Sonic Adventure, hailed by all as the closest to Sonic in true 3D only half captured that feel mainly because at that time, the tech wasn't there to produce sprawling worlds with multi-tiered ways around them, and thus the "Point A to Point B, no exceptions" Sonic was born. It's just that as someone who intensely adores the platformer genre and was truly amazed at the genius behind the Genesis Sonic trilogy & CD, everything in recent history beyond that has always felt completely soulless. Even the Rush series which did a few things to shake itself up out of stagnation can only get a pet on the head when compared to the Genesis games.

But another day, another Sonic rant, and what does that change? Nothing.
 
I was just going to quote a few but I guess I'll just quote them all...

SEGA said:
* Sonic is all about speed. Without it, he is not Sonic. So we needed to put absolute priority on the sense of speed and let him dash non-stop on the trackless routes.

No, Sega, just no.

SEGA said:
* Draw from and improve the classic “Side-Scrolling Sonic” from Genesis. This would surely please loyal Sonic fans.

Improve? lol

SEGA said:
* However, be careful not to end up with just an ordinary side-scrolling game. Because it will be nothing more than a “Nostalgic Sonic” experience. We wanted to make the “Ultimate Sonic” experience.

But we WANT nostalgic Sonic! That would be the "Ultimate Sonic" experience.

SEGA said:
* Keep the 3D gameplay that progress players towards the back of the screen, which was something adapted since Sonic Adventure. 3D is absolutely essential in giving the sense of speed and an powerful presence. 3D Sonic could definitely be very entertaining if made right so we’d rather we go more towards the 3D ( 3rd person ) Sonic direction.

I think the game would be more appealing without the 3D segments altogether. Not that 3D Sonic can't be good, but that to me the game looks a bit messy when it keeps switching between 2D and 3D gameplay. They should stick to one or the other.

SEGA said:
* Compare 3D to 2D, and think of two completely different gameplay styles taking only the good aspects from both, while discarding the bad. 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.

From what I've seen of the 3D aspects you've chosen, I see rail grinding and running nonstop and sidedashing to avoid obstacles. Those aren't really good aspects at all.

SEGA said:
* Keep platforming gameplay elements in mind too. Speed can be appreciated more with the contrast of differently played, slower in speed areas.

Yes, more platforming. Revert to Genesis-style gameplay and level design please. Keep in mind that pressing a button to choose a different path or hitting a path of springs isn't platforming, and the werehog concept looks horribly marred the combat system.

SEGA said:
*To achieve the non-stop-supersonic-running sensation, revise the controls and develop a new speed action mechanism.

And back to speed :( Bad SEGA, bad.

SEGA said:
* Prepare amazing visual images with rich presence so that the player can be immersed in the experience with Sonic.
Of course the game does look pretty.
 
So, in summary:

Speed in the old games was based on skill.

Speed in the new games is easy to obtain, thus ruining the fun.

The solution to this is simple. Find another game where speed is based on skill.

Hmmm.......

180px-MirrorCity.jpg


I wonder what it could be.......
 
Death_Born said:
So, in summary:

Speed in the old games was based on skill.

Speed in the new games is easy to obtain, thus ruining the fun.

The solution to this is simple. Find another game where speed is based on skill.

Hmmm.......

180px-MirrorCity.jpg


I wonder what it could be.......

Jet Set Radio HD?
 
RagnarokX said:
Yes, more platforming. Revert to Genesis-style gameplay and level design please. Keep in mind that pressing a button to choose a different path or hitting a path of springs isn't platforming, and the werehog concept looks horribly marred the combat system.

FINALLY, A COMRADE! Nothing disturbs me more about this game than it's frequent adventure book method of choose your path with button presses. It's. A. Fucking. Platformer. if I were a developer making a platformer, I would think that every moment that the player is not controlling the character around the stage with their own skill and volition is a moment failed on my part. Let the player discover that "Whoops, I wasn't moving fast enough to cross that chasm!" or "This isn't the path I wanted after all, next time, I'll ease up." By taking control of something like that away from me, you've essentially made this an extended cutscene for me. Funny, huh? :lol

And before someone decides to be all smart ass and say "Sling Stars in SMG" yes, they were extended cutscenes for me, but at the same time, you know what was different in that situation? They wanted a Point A to Point B game reminicent of the old school Marios and it worked. They also broke the monotony (as monotonous as Super Mario Galaxy can get anyways :lol) of the Sling Star moments by incorporating simple yet somewhat involving gameplay distractions like starbit collections and whatnot, but I'm meanderingnow.

On another note though, this Hedgehog Engine of theirs is absolutely marvelous. It almost feels like you're looking at a playable Pixar cartoon, a look a lot of games could benefit from.

Guybrush Threepwood said:
Jet Set Radio HD?

Don't do this to me man, DON'T. :lol

;_;
 
I AM JOHN! said:

Hey guess what. Most of the Sonic cycle has not been completed and the game is about to release.

No friend pictures. No new friends to even play as aside from a tutorial character that says nothing more than "Hey, Sonic!", and the gameplay isnt the same old same old in the least bit.

9qfnu1.jpg


mb681z.jpg


Let the player discover that "Whoops, I wasn't moving fast enough to cross that chasm!" or "This isn't the path I wanted after all, next time, I'll ease up."

Thats actually indicated in most of the TGS playthroughs (that one good player on youtube) and the Shamar area trailer. Going to fast and spamming boost = passing over lots of alternate paths...or reaching another one in a certain stage.
 
batbeg said:
It's actually a really good read, and I like his ideas. To him, Sonic is about speed. To the small dedicated gaming community, it's not, but no doubt to the people I've always talked to in real life about Sonic, who more or less only ever play Green Hill, they loved the speed. He's making a game that isn't trying to recreate everything from the old-school Sonic, and that's a good thing. Trying to make shit like that apparently gets you Sonic 06!
You have to realize that they think it's the speed they like, but it's not. The old Sonic games weren't that fast. They liked the platforming + speed balance and probably the physics as well (it made sense).

Death_Born said:
So, in summary:

Speed in the old games was based on skill.

Speed in the new games is easy to obtain, thus ruining the fun.

The solution to this is simple. Find another game where speed is based on skill.

Hmmm.......

180px-MirrorCity.jpg


I wonder what it could be.......
I'm anticipating Mirror's Edge quite a bit for that reason.
 
Firestorm said:
Tip: Do not read anything before the second screenshot or anything after the last screenshot. Game sounds pretty decent if you do that.

I wonder how he'll justify the werewolf hedgehog.
Glad someone said before I did. The guy sounds like he's great with the technical side of the game's development. Otherwise, his "blog" reads like a fifth grader's essay.

2 Minutes Turkish said:
Ok, up until I read this, I still had faith this could be good.

Hopes gone now.

Demo or nothing.
Sonic 2006's demo is kind of decent and look at how that turned out. I wouldn't trust a demo of Unleashed unless it was really really impressive. And that's coming from a longtime Sonic fan.
 
Blueblur1 said:
Glad someone said before I did. The guy sounds like he's great with the technical side of the game's development. Otherwise, his "blog" reads like a fifth grader's essay.
A translator on IGN probably translated it from Japanese to English.
 
Guybrush Threepwood said:
Jet Set Radio HD?

I never noticed the similarites between Mirror's Edge and JSR, but now that you mention it...

* However, be careful not to end up with just an ordinary side-scrolling game. Because it will be nothing more than a “Nostalgic Sonic” experience. We wanted to make the “Ultimate Sonic” experience

wrong.gif

Well this design concept, or whatever you want to describe it as, was written in 2005 at the start of the game's production. Since then Geometry Wars, Pac-Man championship edition, Bionic Commando, Mega Man 9 and others have shown us that people really want and enjoy 2d gaming on their next gen consoles. Sonic and Sonic 2 couldn't have sold that badly on XBLA and the Virtual Console for Sega to ignore the possibility of making a "nostalgic but new" Sonic.
 
Some of these descriptions of how the old SOnic games used to be in thsi thread make me wonder if any of you have played a Genesis Sonic game some time in the past 2 years.

Well, I played one yesterday, and I can definitely say that while speed is the promary gimmick, it is certainly not the core of the gameplay. Not by a long shot.

Oh, and this game will suck, I warned you all, yadda yadda etc etc.
 
After reading all of that...okay it sounds good. I agree with most of what he said, but then why the hell did they put the Werehog in there? That goes against everything in that diary entry!
 
I actually LIKE the Speed-Based Sonics, and I find them very enjoyable. I think the only bad thing in this blog post was the fact that they said they are NEVER going back. That will cut the fanbase won't it? Seriously SEGA, cater to all!
 
HUELEN10 said:
I actually LIKE the Speed-Based Sonics, and I find them very enjoyable. I think the only bad thing in this blog post was the fact that they said they are NEVER going back. That will cut the fanbase won't it? Seriously SEGA, cater to all!

Is it really cutting the fanbase when there's already a distinct seperation that doesn't look like it'll change?
 
jman2050 said:
Is it really cutting the fanbase when there's already a distinct seperation that doesn't look like it'll change?
I would say so. Part of the fanbase, the "Classic Concept" loving one, can only take so much BS, like any other fanbase. Piss them off too much, and you get what I am saying no?
 
So I presented a new concept called “Ring Energy” in which collecting many rings is enjoyable and rewarded, marrying the concept of the rings and the speed. As more rings are collected, more energy would be accumulated, and by gathering the rings, it would also allow Sonic to “Sonic Boost”, the fast acceleration feature. “Sonic Boost” also allows him to break through walls and objects, and run quickly blasting through the enemies. Using the “Sonic Boost” is very thrilling and you will quickly become addicted to using it.

And so, the ring became more important in its role. Also, the more rings are collected , it increases the Max speed at which Sonic can sprint

This is completely original and totally not a mix of concepts already in the portable Sonics of recent years. (Which also showed the flaw of it, particularly Sonic's top speed being lowered because you lose rings.)

I really wish he wasn't proud of them using the Light Speed Dash either. It's the most broken, fail concept of the 3D Sonic games. "Here! Tap a button right when you're on the start of this awkward snaking line of rings or you'll fall into a pit and die!" It's lazy design. It's kind of stupid. It doesn't really fit. And they just keep putting it in the games anyway.
 
There's two types of people in the Sonic fanbase:

1) Those who have given up any hope that Sega will ever release a good Sonic game again

2) Those who continue to cling to hope that one day their favorite mascot will 'relive his glory days' once again.

The latter of which continues to dwindle with each successive failure.

No doubt, when Unleashed is released, more folks in the "2" crowd will join those in the "1" crowd.

3) There's a third type who actually does enjoy modern Sonic games, but those people are crazy. They're the same type of people who write and read overly-dramatic emo Sonic fan-fiction and have their beds covered in stuffed toys.
 
SonicMegaDrive said:
3) There's a third type who actually does enjoy modern Sonic games, but those people are crazy. They're the same type of people who write and read overly-dramatic emo Sonic fan-fiction and have their beds covered in stuffed toys.
I see absolutely nothing wrong with finding new Sonic games (specifically for me, the advance and rush series) enjoyable. I know they are not anything like the original game, but does that make it bad or different? Different is not always bad. I do feel for fans of type 2, because the chances of that happening seem to be getting slimmer and slimmer. I like classic Sonic as much as I like Dimps Sonic, just in a different way. Is that really so outlandish?
 
SonicMegaDrive said:
There's two types of people in the Sonic fanbase:

1) Those who have given up any hope that Sega will ever release a good Sonic game again

2) Those who continue to cling to hope that one day their favorite mascot will 'relive his glory days' once again.

The latter of which continues to dwindle with each successive failure.

No doubt, when Unleashed is released, more folks in the "2" crowd will join those in the "1" crowd.

3) There's a third type who actually does enjoy modern Sonic games, but those people are crazy. They're the same type of people who write and read overly-dramatic emo Sonic fan-fiction and have their beds covered in stuffed toys.

Well I highly enjoyed the Sonic Rush titles, and I hated the last two Advance games. While they're ridiculously fast, they have a lot of rhythm to them.

Clearly there is something else afoot with Unleashed (Who's going to be the REAL enemy who's making the shadow monsters Werehog fights?) but it's certainly looking very playable.

Hate the idea of Chip though. Wasn't there an article that said Tails was a little bit playable at some point? I'd be worried about that considering how bad the shitty friends played in StH360.
 
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