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Editorial: Running Toward a Crossroads

10/07, Updated 1/09 - Written by PorpoiseMuffins

Sonic RushIn mid August 2007, the current president of SEGA of America, Simon Jeffery, took part in a BusinessWeek interview in which he stated that Sonic is "an amazing recruitment vehicle" for younger gamers but "loses its cool factor when you get about 12 years old." This statement caused an uproar across Sonic's online fanbase, and came to a head in the form of a surprisingly harsh criticism from our good friend and Sonic Stadium founder Svend Joscelyne.

Joscelyne's reaction was just a microcosm of the larger fanbase's outrage over a situation that has been brewing for years, and what happened next was something nobody could have predicted: Simon Jeffery responded. First, to an e-mail from a forum member, and later to Joscelyne himself, even agreeing to an interview with the Sonic Stadium.

"In no way did I mean that Sonic isn’t cool for the over 12s. I am an over 40 – and I still love Sonic. Press interviews often result in misleading quotes – as is the case here. What I was trying to convey was that SEGA needs to build better quality Sonic games, that appeal to everyone – not just the under 12s. It is a fault of some of the recent games, not of Sonic, that the current situation exists – and that is something that we are working hard to change.

We believe Sonic is one of the coolest characters in videogame history – and we are striving to make the games themselves better. Sorry my meaning was taken out of context – fans like yourself are important to us."

Simon

I have to applaud Mr. Jeffery for 'making contact' with the actual, real life consumers of SEGA's products. Whether he actually has the influence within the company or the will to make this happen remains to be seen (SEGA of America may be ready to listen, but is SEGA of Japan or Sonic Team?), but his response still fills me with a lot of hope.

Sonic the Hedgehog is at a crossroads. The Sonic X anime series and its merchandising push have wrapped up. 4Kids is out. Yuji Naka has left Sonic Team for reasons unknown, and some suggest that "Sonic Team" is now little more than a brand name. The highly touted "Sonic '06"—originally marketed as a remake and return-to-roots for the series—is widely regarded as a disappointment and anything but what it was initially marketed as. SEGA has gone on the record stating that it is looking to "re-invent" the franchise and that it will be a while before we see another main entry in the Sonic game series. If the past is any indication, SEGA is likely exploring possibilities for a future television or film production.

Now, being a SatAM-based fan site (and all the biases that may admittedly go with such a title), I'm going to go out on a limb and say this: If there ever was a time when we could hope for a continuation of the classic Saturday morning TV series in some form, this is it.

Why not?

SEGA is eventually going to be looking to make another general push for the franchise, much like they did back in 1993, 1999, and 2003. The last time we had a period similar to this was back in 1998 before Sonic Underground, which as we know had the potential early on of becoming season 3 of SatAM.

Sonic as an anime has been tried with mixed results. Unless SEGA plans on giving Sonic X another go, it seems unlikely that the next series will follow suit with the same continuity. It also seems unlikely that it will be another Japanese production, as Sonic is a good deal more popular in the western territories (as SEGA freely admits). The classic Sonic cartoons are all seeing DVD releases. Despite a lack of promotion on SEGA's part, The SatAM box set released last March far exceeded Shout Factory's own sales expectations, selling more than their other Sonic sets combined. Of note, the set's special features include interviews in which writer Ben Hurst implores SEGA and DiC to realize what a "gold mine" SatAM was, and actor Jaleel White states that he would gladly reprise his role as Sonic in a feature film. No doubt SEGA and DiC have seen this.

For those who insist SatAM and its premise are dead (I would question whether any continuity is ever really "dead"), it should be duly noted that the classic SEGA of America storyline has persevered and lived on throughout the past 14 years in the form of the popular Archie published Sonic the Hedgehog comic book. Mobius and the Freedom Fighters are far from dead. Most modern day Sonic fans are well aware of these characters and locations from the comic, while the older generation knows them from SatAM and other western media. SEGA owns every one of these characters and elements and puts their seal of approval on every comic before publication.

To add to all of this, we're at a point at which 80s and 90s nostalgia is resurfacing in American pop culture. Bringing back 80s and 90s franchises from the grave as new TV series and feature films has become a profitable trend now that the generation that grew up with them is entering their 20s, and it's one that doesn't seem to be going anywhere any time soon. Transformers, TMNT, GI Joe, He-Man, Care Bears, Voltron, Thundercats, Reboot, Alvin and the Chipmunks... not to mention numerous DVD releases. Not only that, but consider all of the video game franchises that have seen the big screen as of late: Final Fantasy, Pokemon, Resident Evil, Tomb Raider, The Sims... even a Kameo flick is on the way. Sonic is both a beloved video game character and a pop culture icon of the early 90s. There have always been rumors of Sonic hitting the big screen, and all things considered, a Sonic film almost seems innevitable.

With that bit of speculation out of the way, let's take a look at Sonic's current and future game titles:

We've already got some interesting prospects on the horizon with a Sonic RPG from Bioware and Mario and Sonic at the Olympics, jointly developed with Nintendo. The success of Sonic Rush—a series actually handled by outside developer Dimps—has shown that gamers are still eager for classic gameplay. It looks like SEGA may be ready to turn over a new leaf and take some chances, but will it be enough?

We heard the whole "re-invention" speil back before Sonic '06, and most fans and critics agree that the final title turned out to be anything but a step in the right direction. It's time for a real change, and I'm not just talking about some hip new image out of marketing.

Listen up SEGA: we don't want a brand new cast member with every single game. We don't want a 6-foot tall Sonic with ever more grossly exaggerated extremities with each new title. We don't want quality voice actors replaced for flaky business reasons. We don't want a cheesy new name for our villain, and we don't want dumbed down personalities. Stop trying to "fix" the things that were never broken about the series, and start focusing on the things that actually need fixing. Listen to your play-testers. Stop rushing titles out the door. It's been 8 years since Sonic Adventure and the camera still isn't right. Fix the glitches and poor player control; Sonic should be all about precise, fun control. Stop trying to force Sonic into a realistic human world bound by our human limitations and embrace the fantasy and surrealism inherent in the character's original design. Fix the things that aren't working in the series and leave the rest alone.

Embrace the fact that Sonic is a classic. Stop trying to make him hip and mature by adding weaponry, apocalyptic storylines, and increasing the content rating. When you try too hard, people can see right through it. Gamers won't find it cool; they'll find it embarrassing. Sonic is cool enough as he is: a spiky blue supersonic freedom fighter. Don't dumb him down, and don't just sell out to the current trends—set them. Be creative and artistic, and use nostalgia—not guns—to capture that older crowd. Sonic should be an age-neutral character, and limiting his audience in either direction is counter-intuitive (if Sonic isn't cool for gamers over 12, yet his games are rated E 10+, that doesn't leave him with much of an audience, now does it?). Remember that people of all ages fell in love with the early games for their great gameplay and level design. These classic titles didn't try to pose as something that they weren't, but also managed to avoid appearing childish. How? With varied environments, a timeless musical score, a core cast of characters that appealed to all ages, and a simple (yet profoundly relevant) story about freedom.

Take time with your games. Don't rush a title just to get it released by a poorly devised deadline; it's never worth it. In the words of gaming great, Shigeru Miyamoto, "A delayed game is only delayed until it's released, but a rushed game is rushed forever." Take a line from Nintendo's playbook and delay titles when need be. If nothing else, it builds hype and interest in the title, and almost always leads to a more polished, professional final product. If more time won't fix the problem, then it's time to hire better talent or hand the job over to another development house.

We don't need tons of playable characters. Extra characters are great for storyline, but for the most part we want to run, play, and explore as Sonic. As we've seen from Sonic and the Secret Rings, SEGA is catching on to the idea that less can be more. Sonic Team has shown over the years that they have all of the elements of a great modern Sonic game; they simply need to take what works and refine it. Whether this takes the form of a grandiose new adventure-style title or a back-to-basics sidescroller, it just has to work.

Sonic AdvanceGame presentation needs work, particularly in the area of scripting and voice acting. Consider bringing back fan-favorite Ryan Drummond or, better yet, Jaleel White—the original American voice of Sonic the Hedgehog—to voice the character in a game. Jaleel understands what makes Sonic Sonic. At the very least give Tails a proper young male voice, and maybe even give him a story part bigger than, "I just built another Tornado!" Isn't he supposed to be Sonic's sidekick? Great game presentation isn't easy; if you can't make it work, drop the voices and extensive cinematics altogether. The last thing we need is a poorly executed cut-scene or voiceover detracting from a potentially great gameplay experience.

If you are going to go the cinematic route, consider hiring a professional writer—such as the official Sonic comic writer, Ian Flynn, or SatAM writer, Ben Hurst—to write a compelling game story with quality dialog and smart, fun, poignant character interaction. If not, simply let us use our imaginations like in the Genesis days, or allow the game manuals and outside media to develop the story. Either way, quality storytelling is at the core of all great entertainment; it doesn't have to be terribly complex, but it should 'hang together' with a solid premise that players can feel good about.

Many older fans feel disconnected and uninterested in the current Sonic series. The overwhelming consensus from game critics is that many of Sonic's new friends are "lame." Instead of adding to an already bloated cast of characters with each new title, concentrate on developing the current cast and consider re-introducing older characters and concepts. Strong characters like Sally Acorn and Bunnie Rabbot and locations like Mobius and Knothole Village that were popular in the lore of Sonic's heyday would catch the eye of many older gamers if they were used as plot elements in future titles. Many Sonic fans remember "Dr. Robotnik," not "Dr. Eggman," and feel confused or ostracized by this name change. Furthermore, Sonic living on a realistic, human-inhabited Earth makes very little logical or visual sense. Seeing a 6-foot stylized anthropomorphic hedgehog standing next to a realistically proportioned human form creates a jarring mental disconnect. The early games and media painted a much more artistic, surrealistic image of Sonic and his world, where humans were seen as invaders and animals as the innocent citizens—a story more consistent with the environmentalist theme. Remember the lush, animal haven of planet Mobius? South Island? Bring in the best of these classic characters, locations, and story elements.

Sonic has always been about image, yet many of Sonic's distinctive characteristics and lively personality traits that once made him so popular in the west—his good-natured wit, impatient attitude, and a burning desire to fight for freedom at all costs—seem to have been lost to time. Of course, times have changed; Sonic doesn't have to sound or act exactly as he did back in 1993, but he at least needs some semblence of his former self. He should also have depth of character—flaws and doubts—even if he's not one to readily admit them. Bring back Sonic's fun, edgy, lovable ego, and don't forget the one trait that backs it all up: his SPEED.

Graphically speaking, consider exploring new visual styles like cel shading that might allow for more expressive character animation and stylized visuals (picture the Sonic CD intro movie in fully playable form). Sonic has always looked great as a dynamic, 2-D character. By that same token, return to a more balanced, proportional character design. The Sonic from the early 90s might be a bit pudgy for today, but his current 3D character model is simply too lanky, tall, and awkward. Shorten up his quills and bring his height back down a bit. He is a hedgehog, after all—and he can and should be both cool and cute. If SEGA's definition of "cool" means a 6-foot tall, lanky Sonic, then I don't want cool. That's just ugly. Give me old school, give me Sonic X, give me Sonic CD—but don't give me that.

Of course, speed and image are great—especially when it comes to Sonic—but ultimately gameplay is still king. The original Genesis / Mega Drive Sonic games were more than just rollercoaster rides; they were built on creative level design, solid control physics, and a clever mixture of slower-paced platforming, simple puzzle-solving, exploring, and those blistering-fast loop-de-loop segments that Sonic is so famous for.

Take a look at what your partner, Shout Factory did. The Sonic the Hedgehog Saturday morning TV series DVD box set (the one that you yourselves viewed and approved) was a testament to what can come from an effective collaboration between a company and its fans. We got exactly what we wanted: fan-requested interviews and features, fan art on the packaging, and a beautiful cover that embodies everything Sonic is about: Speed. Action. Fun. Shout listened, we got what we wanted, and the set far outsold expectations. Shout's happy, we're happy, and SEGA's happy. Believe it or not, the details do make a difference.

Sonic survives in spite of himself. I suppose that the fact so many of us who are unsatisfied with the current state of the franchise are still so in love with the character sort of defies explanation. Sure, he's not quite the household name that he once was, but he's hugely popular online; just ask any disgruntled deviantART member sifting through thousands of gorgous pieces of fan art and mumbling to himself about how it's not fair that 'Sonic gets all the faves'. It often seems as though the fans have a better vision and understanding of Sonic than SEGA itself does, and the company could learn a thing or two from fan works. Sonic has an incredibly loyal fanbase that's impressively self-structured (i.e. Sonic Site Awards, Sonic Amateur Games Expo), perhaps in part because of all the controversy and diversity that surrounds him.

Not everything that SEGA's done with Sonic in the past 5 years has been awful; there's still plenty for people to love about the blue guy. It's true that the ups and downs of product lifecycle are normal and that anthropomorphic gaming mascots may not hold the same clout that they once did back in the 90s, but there is still a large untapped audience out there that Sega has been overlooking to their own detriment. I believe that there are some relatively simple steps that SEGA can take to greatly improve Sonic's image in the gaming community. A character as cool as Sonic deserves it. Is SEGA going to keep trying to follow trends, or are they going to start setting some? Look to what was successful in the past and learn from what hasn't been. The time is ripe for change. Is SEGA ready to seize on it?

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