![]() It would always be, Eggman has arrived, Eggman has done something wrong, now I have to do something to make Eggman do something. Iizuka: In a lot of the previous games, the storytelling was very direct to the player. GamesBeat: Some Sonic games have a lot of story elements, and some not so much. We know a lot of people look at the videos and think, oh, this is an open world game, but the whole design element, the starting point and the idea behind the island that we created, was really the linear platform action, not building an open world. Instead of trying to create a world, create people in that world, create all these world details, we wanted to expand on action platforming and make open zones in the island where 3D action platforming could take place. Instead of being a start to finish goal in a linear format, we wanted to make this huge expansive island and allow you to freely go wherever you want, while you were doing action platforming. We wanted to take that linear platform action format and expand it. It comes from a different kind of world design. ![]() But the open zone game that we’re creating, actually, it’s not open world. I play a lot of them myself, and so do a lot of people on the team. Iizuka: Open world games are very popular. GamesBeat: Does Sonic Team look at a lot of other open world games for ideas or inspiration. We can’t talk about it right now, but there will be islands that look and feel differently. But yes, on the Starfall Islands, yes, there will be other islands. We also have a waterfall area, a cliff, mountains and other areas on that island. On that first island we do have these grassy, rolling hills. We’re just showing the first island right now. Iizuka: Sonic Frontiers takes place on the Starfall Islands, that whole world. Are there going to be other different-looking locations? GamesBeat: We’ve seen this grassy area of the island so far. So how big could we make the island? That became the challenge. We had to make this really massive island, because Sonic has to be fast, but he can’t just run all the way around the island super quickly. That’s really where we had the biggest challenge. ![]() The only way we could make sure to keep that was the expansion of the island. ![]() We wanted to make sure that remained in the game. It’s very much the same speed for Sonic, the feel of Sonic. In fact, we kept him at the same high speed. Iizuka: If you slow down Sonic, you’re missing some of the essence of Sonic. GamesBeat: Is it hard judging just how fast Sonic should be in this kind of open game? It was a lot of making sure that the open zones still featured the high speed platforming and the action, all in this brand new format. Through that design, we’re able to encapsulate the high speed action and get Sonic to the goal while you have a fun time.īut the challenge that we have now, now that we have this huge 3D open area, the open zone gameplay we need to create has to encapsulate that same high speed platform action we experienced up to now in every Sonic game, but in this wide, expansive 3D format. In between we fill that space with a lot of platform action. But both the classic Sonic games, and even the more modern Sonic games, they all had a start and a goal. Takashi Iizuka: This is really speaking to the difficulties in making these games. GamesBeat: What was most difficult when it came to translating Sonic to this more open world design? Enemies can be surprisingly fun to fight. I asked him about taking Sonic in this new direction and if he thinks Frontiers will hit its holiday launch target. When does sonic frontiers come out series#While at the Summer Game Fest Play Days, I also had a chance to talk with Sonic Frontiers creative officer and longtime Sonic series shepherd Takashi Iizuka. ![]() Join gaming leaders live this October 25-26 in San Francisco to examine the next big opportunities within the gaming industry. ![]()
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