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Sonic The Hedgehog – 1990’s to 2000’s – 2D to 3D
For my observation, I will be comparing the Sonic The Hedgehog video games franchise in the 1990s
and the 2000s in terms of success, design and gameplay. I will be covering the majority of the games
that had the most influential impact into the gaming universe, whether they were critically
acclaimed or controversial. I chose to pick this topic because I think that both use of 2D and 3D
platforms in each instalments have taken part in directing these games as time passed. We can also
notice their style of gameplay adapting towards multiple target audiences.
To begin, the first game to be released in the franchise was
Sonic The Hedgehog that debuted in1991. In attempts to
tackle the already successful Super Mario Bros, Sega had the
intention to switch the emphasis from platforms to speed
running. This approach gave the company a massive success,
allowing the blue hedgehog’s capability to be driven forward.
It is stated by Frank Provo of GameSpot that he expresses this
game to be “one of the best platformers of all time".
This game features hazards, obscuring stages from becoming a
breeze to play through and interactive objects that allowed
Sonic to advance through his side-scrolling adventure in
return. In terms of graphics, this game was at its peak with a
pleasant display of imaginative background and character
design into one of the fastest paced games of all time at this
era of time.
A year later, a new game was released called Sonic The
Hedgehog 2. In this game, Sonic was on another adventure to
stop Dr. Robotnik from turning wildlife into blood thirsty
robots. However, he was not alone in this battle, as a new character was introduced into the
franchise known as Mile “Tails” Prower. From the get go, we can already see Sega continuing to
improve gamer’s experience with the chance to have a second player join in as Sonic’s trustworthy
sidekick.
Continuing to impress, Sega release Sonic
The Hedgehog CD which featured 2 new
characters; Amy Rose and Metal Sonic.
Also, the opening theme song was a big
hit with well-placed composition and a
visually eye catching animated music
video. For each stage there was unique
variants of time periods where the player
could go to the past, present or future,
showing different layouts of the stage the
player was engaged with. Adding a form of dystopia played with the player’s heads, as well as
utilising enhanced graphics in special stages in particular with the 3D-like effect.
With a closer focus to plot, Sonic The Hedgehog 3 and Sonic & Knuckles told the story of a new
character called Knuckles the Echidna. This game allowed players to save game progress to the
game cartridge, including being able to choose between Sonic, Tails and Knuckles as a playable
character. Although these games are separate, they were intended to be a single game to compact
all of the new features but finance and time consumption restricted this decision.
When Sega moved away from the
second dimension, Sega had worked on
a new title that feature 3D sprites called
Sonic 3D Blast. Despite the game
claiming to be a 3D platformer, it is
proven that this game is technically
operated in 2.5D since the player
cannot freely move around in an open
space with a full and spacious
perspective of the levels, meaning the
viewpoint is 2D. Other issues rose by
critics included a lack of purpose in the
game that was wanted players to emerge into the game. To elaborate further, Lucas M. Thomas of
IGN mentioned that "the sense of speed and intense action that Sonic's name was built on is absent
here, replaced by, essentially, a looping, lazy
fetchquest". In comparison to the previous
games, this is slow paced with an explorative
approach on the player using the space to
use Sonic in a different vision that we can’t
see in the past few games.
Although it is not fully 3D, this was a
courageous step towards creating something
new for fans of the franchise. Tis proved to
be a path worth following since the fully
fledged 3D game called Sonic Adventure was
a major hit in 1998. Considered one of the
best games of the franchise, this game
features high speed gameplay, a fully
interactive world to explore and a wide cast
of characters of play as with their own story
to tell and how they collide to the main plot.
Their success was that high, the game was rebooted as Sonic Adventure DX: Director’s Cut in 2003.
This included new features like Metal Sonic becoming a playable character under certain conditions.
On top of this, the graphics were majorly improved with the alteration of the background and
character designs. From this,
we can see that textures look
more appealing and realistic,
characters are given more
expressions which make them
look much more animated
and finer details have been
added to add depth of field.
Also, previous Sonic games
were unlockable in the game,
such as Sonic Drift and Sonic
Spinball.
As the 2000s were approaching, Sega were already
set on working with 3D since at the time their
previous title was critically acclaimed. This led to the
creation of another fantastic instalment in 2001,
called Sonic Adventure 2. In a nut shell, this took
everything that didn’t impress players from the
previous game of this sequel and made it something
to be praised in this game. Vast amounts of features
were improved like voice acting, soundtracks, level
designs and much more. In this game, each
character has a style of gameplay that is unique to
them, like high speed stages for Sonic and Shadow,
mechanical shooting with Tails and Eggman and
treasure hunting for Knuckles and Rouge.
After some time, this game was given extra features
with the reboot on the GameCube known as Sonic
Adventure 2 Battle. It included additions to the highly addictive Chao Garden and being able to play
against another player in battle mode with
additional characters for this mode alone. The
Chao Garden has cute creatures that players
can raise and train with the playable
characters. In terms of 3D development, we
can see how this has allowed them to add new
features in their games that are more than just
dashing through stages, meaning that changing
their direction hasn’t been bad.
In 2003, Sonic Heroes was released with a new
way to play as Sonic and his friends. With a
great way of incorporating teamwork into
gameplay, this game used the focus on working
together into action as the player could play as different teams to guide them through stages with
different ways to play on demand. This included using
a Power type character to smash through walls and
enemies or use a Flying type character to ascend their
team mates into the air. As well as high end visuals,
the game had a good crisp appearance that made the
game look squeaky clean, which added on to its
success.
At this point of time, this is where the franchise were
experiencing heavy fire for their controversial
instalments from the period 2004 to 2010. However,
their pattern of providing new experiences for players
was improving hugely, as they took on the 3D world of
gaming to the new level, as graphics were more
distinctive and attractive, as they took the advantage of showing the capacity of 3D high speed
platforming and made new genres for themselves.
Starting with the most
immense change of tone,
Sega wanted to give fans
the full story of Shadow
The Hedgehog by self-
titling a game in his
humour in 2005. As soon
as players started playing
this game, it was like Sega
was going through a
phase. Lots of dark colours
and behaviour was put
into this title for setting
the attitude for the
character but it is seen as
little bit too intense due to the questionable introduction of weapons and guns into a Sonic game,
which is clearly tackling the appeal to a younger audience. However, it added an intriguing element
to the game, as players could dash around whilst blasting away evil creatures.
Shortly after this game, one of the worst Sonic games was released in 2006 called Sonic The
Hedgehog. Straight away, fans
were very disappointed for its
confusing storyline, wobbly
controls and unappealing
graphics. More than anything,
this was a game that wasn’t
suitable to be played at all with
the dodgy mechanics. Although
the level designs were attractive,
it covers up its stability.
However, this game proved that
Sega can make Sonic much faster
in terms of gameplay, but poorly
achieved this in this title. GT rounded out this game to be "flat-out unfinished, unfairly difficult, and
most importantly, just isn't much fun."
Attempting to make a recovery from a major loss,
Sega looked towards the Nintendo platforms for
some luck which did in turn help them out with the
release of Sonic and the Secret Rings in 2007 and
Sonic and the Black Knight in 2009. These games
looked at combining fast gameplay with added
mechanics that would make the game more fun to
play. This had a great intervention with the Wii,
since the Wii Remote gave the gameplay the
capacity it needed to have more interaction with
the player. Also, level designs and concepts were
coming back as some nice visuals to praise.
With a more ambitious approach, Sonic Unleashed was released in 2008 to grab the attention of
fans into a gripping adventure that will take them across the world – literally. Incorporating
exploration into the real world along, this added more to the game as the player could travel to
various places of the earth. Also, Sonic has the power to turn into a Werehog but without his
control. This allows the player to smash their way through stages with strength and hack and slash
style gameplay, along with never faster than before action stages.
Near the end of this era was the release
of Sonic Colours in 2010, which gave Sega
a great recovery from a hard fall. This
gave Sonic a rejuvenation by allowing him
to use the power of wisps to gain ne ways
other progressing through levels such as
turning into a drill to burrow through the
ground. With beautiful visuals and a great
plot that was fresh and original, this
allowed the game to shine with a great
way of adapting the fast packed
gameplay into something more
entertaining.
Heading back into the 2D platforms, Sega went
back to their origins with the release of the Sonic
Advance trilogy. Looking back at what made the
franchise head into fame, this looks at their classic
style with a reboot. Mechanics for 2D were
majorly improved, as the gameplay had a great
flow of speed and control.
This was revisited in 2005 with Sonic Rush. This
game introduced a new character called Blaze the
Cat and included a boost ability for the first time
in the franchise ad was used in the 3D games to
add more depth and progression in these
immersive stages. Also, this game allowed Sonic
and Blaze to perform stunts and tricks to make
the gameplay have a better pace and flow, so
that the players won’t get bored or feel like that
the game is playing itself.
Again, Sega went back to 2D in 2010 with Sonic
The Hedgehog 4 An addition to the first sequel,
allowing long-time fans to feel the nostalgia of
the first games with a much faster pace of
speed. Also, the visuals had a glossy effect in the
stages, which made the backgrounds and level
design stand out whilst dashing to the goal ring.
Even with the flexible controls, this game still
gave players a challenge just like the first games
of the franchise to start with.
To conclude my observation, I can see that the 2D platforms achieved an addictive gameplay
behaviour with a complimentary soundtrack to match this. Also, background and character design
was limited to do with the low use of graphics,
since the screen is restricted to a letter box side-
scrolling view. However, high speed platforming
works effectively as players’ progress through
vast amounts of stage, slowly making the game
harder as they progress.
With 3D, a new world can be seen as this shows
the capability of creating an environment where
the player can sprint through gorgeous scenery
and level design. As well as this, execution of
storylines were top notch as the story could be
told as if the player is in the game. This shows
how we can come close to reality, with
mechanics that exceeds the need of pace, flow
and speed.
Change may possibly be the downfall of this franchise but
this should be seen as a bad point, since it is a vital part of
life in order to appeal towards new generations of
gamers. Also, Sega showed that take risks is not all in
vain, as they could learn from their mistakes and work on
what went wrong to creative game that meets the
requirements for their loyal fans and new players.