The Colour of Sonic

Sonic Team's Takashi Iizuka on pleasing the hardcore with Sonic Colours.

With upcoming, downloadable, side-scrolling platformer Sonic 4, SEGA is taking the speedy blue hedgehog back to his Mega Drive roots. But what of Sonic Colours, the Wii and DS adventure game due out later this year? What roots, if any, is that game digging up?

And following the likes of Sonic Unleashed, Sonic and the Secret Rings and Black Knight, should we even care?

Sonic Team head honcho Takashi Iizuka tells Eurogamer that, yes, you absolutely should care, because he's well aware of what you thought about Unleashed's night-time levels and is doing his utmost to make sure you never have to endure similar agony again.

Eurogamer: Is Sonic Colours a reaction to criticism of Sonic Unleashed?

Takashi Iizuka: Yes. The team deliberately looked into the daylight stages of Sonic Unleashed.

After the release of that game the team had a lot of good feedback, particularly of the daylight stages. That's how the project initially started - focusing on the good side of the previous project.

Eurogamer: What do you think about how Sonic Unleashed ended up?

Takashi Iizuka: Initially the purpose of separating the daytime and the night-time was to give more variety to the gameplay.

One is, obviously, the speed side, which you saw in the daytime stages, whereas the platforming and more the technical side was the focus of the night-time stages. In that project it was completely separated from each other. It was two different gameplay types.

But now, looking back at the reviews and the critics and all the stuff from the fans, we can see that the daytime stages were better received than the night-time stages. That's how we look back to the project, and this is how it affects the current project.

Tails' real name, Miles Prower, is a pun on 'miles per hour'. He's still a jerk.

Eurogamer: Why have you decided to make Sonic Colours exclusive to Nintendo platforms?

Takashi Iizuka: This is because the development team was... not comfortable, but had a lot of experience with the Nintendo platforms. They thought they could capitalise on their past experience. That's why they went for the Wii and the DS.

Eurogamer: Will Xbox 360 and PS3 versions be released in the future?

Takashi Iizuka: It's hard to say, for the time being. Going with Nintendo platforms doesn't mean the team doesn't have any experience at all with the PS3 and 360. They have the experience from Sonic Unleashed working on those next-gen platforms.

At this point in time it's hard to say whether Sonic Colours will be released on those platforms. But it's something the team might look into in the future.

Eurogamer: How did you approach incorporating motion control into the Sonic experience?

Takashi Iizuka: It depends on what kind of titles you're developing, even within the Sonic franchise.

For example, we released Sonic and the Secret Rings for the Wii. That was designed to incorporate motion controls even though it was still a Sonic action game.

But in the case of Sonic Colours, the starting point was on the pure speed of what makes Sonic Sonic. In that sense the team felt the motion controllers were not the main control that should be incorporated.

They limited the use of motion controls. In this case it's solely limited to when you're using the colour powers. That's because the motion controllers are not as responsive as the direct digital or analogue input.

On the other hand, the other Sonic title that's currently in development, Sonic Free Riders for Xbox Kinect, is obviously specifically designed to incorporate Kinect features.

It's hard to say what is good and what's bad. It depends on what kind of titles, even within the Sonic franchise, you're trying to develop.

Eurogamer: How do you feel when you read old-school Sonic fans slagging off the Sonic franchise and what it's become?

Takashi Iizuka: The fundamentals of both games, the 3D Sonic or the 2D side-scrolling games, are the same. Sonic is all about the speed and the platforming. It just comes down to how the gameplay differs when you're playing in 3D and 2D side-scrolling.

I understand there are differences in the ways users interpret the 3D side than the fans who particularly like the 2D classic side of the game.

This is why we're releasing two different types of Sonic games this year - to please the 2D classic fans who have been playing from the Genesis [Mega Drive]. Sonic 4 is more for those fans.

There are also fans who like the 3D Sonic games which have been released in the past couple of years. Sonic Colours is probably more for the users who appreciate the 3D side of Sonic.

Eurogamer: But how do the negative comments make you feel? Do you ignore them?

Takashi Iizuka: It's more that those fans are not positive towards the recent 3D Sonic games because we've been releasing only 3D Sonic games in the past couple of years.

It's hard to please both 2D and 3D fans at the same time, in the same title for instance.

This is why the team decided to release two different types of Sonic games. It's always hard to dodge every negative perception or make everybody happy with just one title. So we're giving two options to the users.

So, either way, you'll be pleased.

More on Sonic Colours

Eurogamer: How is development of Sonic 4 being shared between Sonic Team and Dimps?

Takashi Iizuka: First and foremost Sonic Team gave a product brief to Dimps so that we can make sure we're all on the same page when creating this title.

Then we had Dimps' level designers come up with the initial concepts of the stages. Then it's going back and forth and discussions - Sonic Team giving the direction and suggestions.

That's how the level design and gameplay has been developed into the current state.

Eurogamer: What platform games have you enjoyed recently?

Takashi Iizuka: I'm a fan of the genre, and as part of my learning and part of my job, I play quite a lot of the platform games that have been released in recent years.

I've been a big fan of the Mario franchise since I was a child. I've been playing mostly Mario games, including the recent ones.

Eurogamer: What is it about Mario Galaxy 2 that makes it so good?

Takashi Iizuka: It's hard to specify what makes it really good. But it's a game I enjoyed. I see a lot of ideas. To be a very good platformer it's almost like ticking the right boxes.

Eurogamer: LittleBigPlanet is a platformer that allows players to create levels and customise characters. Any plans for similar features in future Sonic games?

Takashi Iizuka: It's something the team is not looking into at the moment. Sonic games, it's pretty clear that how good the level design is directly affects the quality of the game.

The team believes the speed and the tempo is crucial. Sonic Team are the professionals at doing it. It's hard to leave it up to the users because it's quite difficult.

We have, however, allowed this feature through PlaySEGA, which allows our users to create their own levels. But in terms of future Sonic games, this is not in the plan.

Sonic Colours is due out on the Wii and DS "holiday 2010". Sonic the Hedgehog 4: Episode 1 will be available to download from Xbox Live Arcade and PlayStation Network "late 2010".

Comments (23) Latest comment 2 years ago

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  • dr_lha #1 2 years ago

    Sonic's reputation has been dragged through the mud so much, that even after reading this interview, I'm convinced that Sonic Colours will be mediocre shit, just like every other Sonic Game since around SA2.
  • figgis #2 2 years ago

    Why do they bother anymore?
  • ChronoMizaki #3 2 years ago

    Sonic Colour actually looks like a great game so far. I enjoyed the daytime stages of Unleashed, so I'm looking forward to this. I disagree that all Sonic games was actually terrible. Sonic 06 and Shadow the Hedgehog were downright terrible 3D sonic games. But Heroes, SA1, SA2 and Unleashed were rather good sonic games imo.

    But I'll get downvoted, so I'll mention this: Haters gonna hate. Even if Sonic does everything perfectly, people will still complain. That's how bitchy the fanbase is, as well as the gaming media towards Sonic is. And it's something of a 'fun' thing to do.

    So fuck you, I like Sonic Unleashed.
  • ChronoMizaki #4 2 years ago

    'Why are they convinced that there's fans of the series from the recent 3D debacles?'

    Visit the Sonic fanbase. Whilst there will be whiners who hate the direction, there are fans who love the 3D sonic games. Or there are people who love how much of a world the Sonic series has.

    Classic fans don't like Humans because they never exist in the universe.
    Current fans like humans because they give character to the universe and that argue that just because humans wasn't seen in the classic does not mean they did not exist.

    Classic fans don't like multiple characters because it takes away control of Sonic.
    Current fans like it because it gives diversity [but they have admitted it best to focus on Sonic]

    Classic fans don't like the current Eggman because he is named Eggman and he's not 'evil'
    Current fans love Dr Eggman because he's a egomaniac who keeps building everything of himself, is so ambitious and that he just 'yearns' for attention, so he wants to take over the world, to be eternally appreciated.

    There are many fans. And he's right, you're going to disappoint a lot of people.
  • Badassbab #5 2 years ago

    I disagree 3D Sonic games are crap and they should only stick to 2D. SA 1 was brilliant so it shows it can be done. But they should ditch doing anything other than Sonic based speed levels cause thats all we want.
  • Stomp224 #6 2 years ago

    @ChronoMizaki


    +1. I was beginning to think I was the only person in the world who actually liked Heroes. :)

    So far the videos of Colours have been pretty good. I still think they need more platforming elements alongside the speedy stuff, just don't split it up into the two distinct halves and try to sell it us as a feature again. :S
  • darkmorgado #7 2 years ago

    It's hard to leave it up to the users because it's quite difficult.

    To be honest, if the community were given the chance to design their own sonic levels I imagine the results would be far better than most of the Sonic shit that Sega have put out in the last few years.
  • Eraysor #8 2 years ago

    "I've been a big fan of the Mario franchise since I was a child. I've been playing mostly Mario games, including the recent ones."

    No wonder the last few Sonic games have sucked, he's working for the enemy! TRAITOR!
  • SG #9 2 years ago

    ... Sonic Unleashed.

    After the release of that game the team had a lot of good feedback


    Pfrthckackack!
  • Pasco #10 2 years ago

    There is nothing I like more than a developer passing the blame to the players in the morning, if his game doesn't do as expected.
  • FenderMaster #11 2 years ago

    It's hard to say what is good and what's bad. It depends on what kind of titles, even within the Sonic franchise, you're trying to develop.

    Platforming = good
    Speed = good
    responive controls = good
    inertia and momentum = good

    bad level design = bad
    unresponsive controls = bad
    slow bits = sometimes very good, especially for platforming purposes
  • KDR_11k #12 2 years ago

    Why do you cite Secret Rings as a reason to hate Sonic? That game was at least decent.
  • TruSmiles #13 2 years ago

    I also enjoyed Sonic Unleashed and I'm interested to see where this goes.

    But I find out myself what it's like on Saturday and play it at Summer of Sonic :D
  • sega #14 2 years ago

    I'm just really surprised they've actually spelt "colours" correctly instead of just making us put up with the American spelling (take note Nintendo!).
  • trip919 #15 2 years ago

    There is no way this will be a turkey - NO WAY.
  • RandomRash #16 2 years ago

    I hope sonic 4 has the 2 player racing like sonic 2, that was good fun back in the day!
  • FenderMaster #17 2 years ago

    Sonic is all about the speed and the platforming.

    Takashi Iizuka doesn't get it. Sonic isn't "all about the speed". The speed is the reward for being good at the game. That's the problem with Sonic games these days: the core element of gameplay is speed and it shouldn't. Just play any Sonic game post Adventure 2 (this includes the ones on GBA and DS). For reference, feel free to watch this video. It's of a Sonic 2 rom hack, showing what the game would be if it was developed nowadays.

    <a href="http://www .youtube.com/watch?v=2aV4YaqcaRg
    ">http://www .youtube.com/watch?v=2aV4YaqcaRg
    </a>
    Edited 1 times, most recently on 02/08/10 @ 20:29


    this is so true, Sonic Advance 2 was the start of the new hold right to go fast and win model...

    I guess they got a positive response from the press, and from then on, the new model, became the new standard model for all 2D Sonic's (Sonic Rush 1 & 2, and Sonic Unleashed (though strangely not Sonic Advance 3!).

    Sonic 1 and 2 for the Megadrive were not straightforward sprints from start to finish, but it seems like today's Sonic Team aren't ever going to realise this...

    ---

    Takashi Iizuka: It's something the team is not looking into at the moment. Sonic games, it's pretty clear that how good the level design is directly affects the quality of the game.

    The team believes the speed and the tempo is crucial. Sonic Team are the professionals at doing it. It's hard to leave it up to the users because it's quite difficult.


    XD
    Edited by 2 at 02/08/10 @ 23:41
  • kaya08 #18 2 years ago

    SA 1 & 2 weren't great, they were good games that showed potential. The controls were loose and the camera was rubbish and all the non-sonic levels were dire.
    The problem is that they haven't improved and sonic games have become increasingly outdated and crap with the exact same faults 10 years on, as well as picking up a few more along the way.
    Also the current sonic team are clueless hacks who make shovelware.
    Sonic 4 has the potential to not be crap (but probably will be), all the 3d games are a lost cause.
  • mowenspiel #19 2 years ago

    "It's hard to say what is good and what's bad. It depends on what kind of titles, even within the Sonic franchise, you're trying to develop."

    Hmm, yes, 'trying' being the operative word. Cynicism will prevail until a good Sonic finally reaches us once again.
  • Bander #20 2 years ago

    I just wish Sonic Team wouldn't listen to the fans. At least not the ones who insist that Sonic is all about speed while writing fan fiction about their own colour-swapped characters.

    Sonic Unleashed in the daytime was pretty much just the Sonic 2 special stages, which impressed back in the day mainly because of the pretty 3D on a console with no 3D hardware, but they couldn't carry a full-price title on their own. The Werehog stages were simply another genre; solid enough as an adventure beat-em-up for children but without anything really special to make it worthwhile. I thought SU's visuals were often superb. But to be honest, it made for a worse Sonic game than even the first 360/PS3 title, and that was simply a thrown together mess of random Sonic Adventure-like ideas that seemingly nobody had taken time to thoroughly test and evaluate before release.

    I could give my view as to what made Sonic wow so many people back in the early '90s, and why there's nothing really stopping it from working in 3D. But I tire from doing so, and Sonic Team aren't reading. So I'll leave it at pointing out that they got it right with Twinkle Park in SA1, because there were lots of different ways to tackle and explore that level. It was probably the most Mario 64-like stage, but then I suspect Nintendo learnt more from 2D Sonic and the freedom and potential its physics offered than Sega did.
  • Ashcroft #21 2 years ago

    The daylight stages of Unleashed are really good. But the night stages are the worst game I've ever played. I'd love a patch that just allowed yuu to completely ignore them.
  • jonsaan #22 2 years ago

    Making a game playable and awesome is not hardcore. It's common sense. My kids thought the recent Sonic games were balls too.
  • Mr_Bogus #23 2 years ago

    Kudos on them for making different games for different platforms.
    Colours on Wii/DS, Riders on Kinect, etc.
    Cross-platform makes it an ass for the developers and makes each machine less special.