Sonic the Hedgehog
Sonic the Hedgehog | |
---|---|
Created by | |
Original work | Sonic the Hedgehog (1991) |
Owner | Sega |
Years | 1991–present |
Print publications | |
Book(s) | Printed media list |
Comics | Comic book list |
Films and television | |
Film(s) | Films list |
Short film(s) | Web series list |
Animated series | Animated series list |
Games | |
Video game(s) | List of games |
Miscellaneous | |
Toy(s) | Lego Sonic the Hedgehog |
Official website | |
www |
Sonic the Hedgehog
Naka, Ohshima, and Yasuhara developed the first Sonic game, released in 1991 for the Sega Genesis, to provide Sega with a mascot to compete with Nintendo's Mario. Its success helped Sega become one of the leading video game companies during the fourth generation of video game consoles in the early 1990s. Sega Technical Institute developed the next three Sonic games, plus the spin-off Sonic Spinball (1993). A number of Sonic games were also developed for Sega's 8-bit consoles, the Master System and Game Gear. After a hiatus during the unsuccessful Saturn era, the first major 3D Sonic game, Sonic Adventure, was released in 1998 for the Dreamcast. Sega exited the console market and shifted to third-party development in 2001, continuing the series on Nintendo, Xbox, and PlayStation systems. Takashi Iizuka has been the series' producer since 2010.
While Sonic games often have unique
Sonic the Hedgehog is Sega's flagship franchise and one of the
History
1990–1991: Conception and first game
By 1990, the Japanese video game company
Sega president
Sonic's first appearance came in Sega AM3's racing game Rad Mobile (1991) five months before the release of Sonic the Hedgehog, as an ornament hanging from the driver's rearview mirror. The Sonic developers let AM3 use Sonic because they were interested in making him visible to the public.[16] According to Mark Cerny, who worked in Tokyo as an intermediary between the Japanese and American Sega offices, the American staff felt that Sonic had no appeal.[17] Although Katz was certain that Sonic would not be popular with American children,[18][19] Kalinske arranged to place Sonic the Hedgehog as the pack-in game with the Genesis.[18][20] Featuring speedy gameplay, Sonic the Hedgehog received critical acclaim.[21][22] It greatly increased the popularity of the Sega Genesis in North America,[23] credited with helping Sega gain 65% of the market share against Nintendo.[11]
1991–1995: Genesis sequels
Naka was dissatisfied with his treatment at Sega and felt he received little credit for his involvement in the success. He quit but was hired by Cerny to work at the US-based Sega Technical Institute (STI), with a higher salary and more creative freedom. Yasuhara also moved to STI.[24][23] STI began work on Sonic the Hedgehog 2 (1992) in November 1991.[24] Level artist Yasushi Yamaguchi designed Sonic's new sidekick, Tails, a flying two-tailed fox inspired by the mythological kitsune.[3] Like its predecessor, Sonic the Hedgehog 2 was a major success, but its development suffered from the language barrier and cultural differences between the Japanese and American developers.[25] While STI developed Sonic 2, Ohshima led a team in Japan to create Sonic CD for the Genesis's CD-ROM accessory, the Sega CD; it began as a port of the first game but evolved into a separate project.[26]
Once development on Sonic 2 concluded, Cerny departed and was replaced by Roger Hector. STI divided into two teams: the Japanese developers led by Naka, and the American developers.
A number of Sonic games were developed for Sega's
1995–1998: Saturn era
Following Sonic & Knuckles, Naka returned to Japan, having been offered a role as a producer.[15] He was reunited with Ohshima and brought with him Takashi Iizuka,[39] who had worked with Naka's team at STI.[27] Sonic Team was officially formed as a brand,[40][41] and began to work on a new intellectual property,[15] Nights into Dreams (1996), for Sega's 32-bit Saturn console.[42] In 1996, towards the end of the Genesis's lifecycle, Sega released Sonic 3D Blast, an isometric game based on the original Sonic 3 concept,[43] as the system still had a large install base.[44] It was the final Sonic game produced for the Genesis,[45] and was developed as a swan song for the system.[46] Since Sonic Team was preoccupied with Nights, 3D Blast was outsourced to the British studio Traveller's Tales.[42] While 3D Blast sold well,[44][47] it was criticized for its gameplay, controls, and slow pace.[48][49][50]
Meanwhile, in America, STI worked on Sonic X-treme, a 3D Sonic game for the Saturn intended for the 1996 holiday shopping season. Development was hindered by disputes between Sega of America and Japan, Naka's reported refusal to let STI use the Nights game engine, and problems adapting the series to 3D. After two lead developers became ill, X-treme was canceled.[51][52] Journalists and fans have speculated about the impact X-treme might have had if it was released,[51][53][54] with producer Mike Wallis believing it "definitely would have been competitive" with the first 3D Mario game, Super Mario 64 (1996).[52] Due to X-treme's cancellation, Sega ported Sonic 3D Blast to the Saturn[55][56] with updated graphics and bonus levels developed by Sonic Team.[57][58]
In 1997, Sega announced "Project Sonic", a promotional campaign aimed at increasing market awareness of and renewing excitement for the Sonic brand. The first Project Sonic release was
1998–2005: Transition to 3D
With its Sonic Jam experiments, Sonic Team began developing a 3D Sonic platformer for the Saturn. The project stemmed from a proposal by Iizuka to develop a Sonic
In January 2001, Sega announced it was discontinuing the Dreamcast to become a
Sega continued to release 2D Sonic games. In 1999, it collaborated with SNK to produce Sonic the Hedgehog Pocket Adventure,[90] an adaptation of Sonic 2 for the Neo Geo Pocket Color.[91] Some SNK staff formed Dimps the following year, and developed original 2D Sonic games—Sonic Advance (2001), Sonic Advance 2 (2002), and Sonic Advance 3 (2004)—for Nintendo's Game Boy Advance (GBA).[92][93] Sonic Advance was the first original Sonic game released for a Nintendo console after Sega and Nintendo's fierce rivalry in the 1990s.[94][95] It was outsourced to Dimps because Sonic Team was understaffed with employees familiar with the GBA.[96] Dimps also developed Sonic Rush (2005) for the Nintendo DS, which uses a 2.5D perspective.[97][98] Dimps's projects received generally favorable reviews.[99] To introduce older games to new fans, Sonic Team developed two compilations, Sonic Mega Collection (2002) and Sonic Gems Collection (2005).[100] Further spin-offs included the party game Sonic Shuffle (2000),[101] the pinball game Sonic Pinball Party (2003)[102] and the fighting game Sonic Battle (2003).[103]
2005–2010: Franchise struggles
Sonic Team USA was renamed Sega Studios USA after completing Sonic Heroes.[15] Sega and Sonic Team leadership entered flux while they experimented with diverging from the Sonic formula.[88] Sega Studios USA's first post-Heroes project was Shadow the Hedgehog (2005), a spin-off starring the popular Adventure 2 character Shadow.[104][105] While Shadow retains most elements from previous Sonic games, it was aimed at a mature audience and introduced third-person shooting and nonlinear gameplay.[106] Shadow the Hedgehog was panned for its controls, level design, and mature themes,[107][108] but was a commercial success, selling at least 1.59 million copies.[109][110]
In 2006, for the franchise's 15th anniversary, Sonic Team developed Sonic Riders,[111] a GBA port of the original Sonic,[112] and a reboot, Sonic the Hedgehog (commonly referred to as Sonic '06).[113][114] With a more realistic setting than previous entries, Sonic '06 was intended to relaunch the series for seventh-generation consoles such as the Xbox 360 and PlayStation 3.[88][115][116] The development faced serious problems; Naka, the last of the original Sonic development team, resigned as head of Sonic Team to form Prope,[117] and the team split so work could begin on a Wii Sonic game. According to Iizuka, these incidents, coupled with stringent Sega deadlines and an unpolished game engine, forced Sonic Team to rush development.[88] None of the 15th-anniversary Sonic games were successful critically,[118][119] and Sonic '06 became regarded as the worst game in the series, panned for its bugs, camera, controls, and story.[120][121] Brian Shea of Game Informer wrote that it "[became] synonymous with the struggles the Sonic the Hedgehog franchise had faced in recent years. Sonic ['06] was meant to be a return to the series' roots, but it ended up damning the franchise in the eyes of many."[88]
Following Naka's departure, Akinori Nishiyama, who worked on the Sonic Advance and Rush games,[131] became Sonic Team's general manager.[132] Sonic Team began working on Sonic Unleashed (2008) in 2005.[133] It was conceived as a sequel to Adventure 2, but became a standalone entry after Sonic Team introduced innovations to separate it from the Adventure games.[134] With Unleashed, Sonic Team sought to combine the best aspects of 2D and 3D Sonic games and address criticisms of previous 3D entries,[135][136] although reviews were mixed due to the addition of a beat 'em up game mode in which Sonic transforms into a werewolf-like beast.[137] After Nishiyama was promoted in 2010,[132] Iizuka was installed as the head of Sonic Team[138][139] and became the Sonic producer.[70]
2010–2015: Refocusing
Iizuka felt Sonic was struggling because it lacked unified direction,
In May 2013, Nintendo announced it was collaborating with Sega to produce Sonic games for its
Sega began to release more Sonic games for
2015–present: New directions
In a 2015 interview with
In 2019, Sega released a
2024 Sonic media emphasized Shadow the Hedgehog as part of Sega's "Fearless: Year of Shadow" campaign. This included
Characters and story
The Sonic franchise is known for its large cast of characters;[195] Sonic the Fighters (1996) producer Yu Suzuki joked that anyone who makes a Sonic game has the duty to create new characters.[196] The first game introduced Sonic, a blue hedgehog who can run at incredible speeds, and Doctor Eggman, a rotund mad scientist.[4] During the Genesis era, Eggman was referred to as Doctor Ivo Robotnik in Western territories.[197][198] Sega of America's Dean Sitton made the change[199] without consulting the Japanese developers, who did not want a single character to have two different names. Since Sonic Adventure, the character has been referred to as Eggman in all territories,[197] although the Robotnik name is still acknowledged.[198][200][201]
Sonic games traditionally follow Sonic's efforts to stop Eggman, who schemes to obtain the Chaos Emeralds—seven
Much of the supporting cast was introduced in the succeeding games for the Genesis and its add-ons. Sonic 2 introduced Sonic's
During Sonic Adventure's development, Sonic Team discovered that the relatively simple character designs did not suit a 3D environment. The art style was modernized to alter the characters' proportions and make them appeal to Western audiences.
Some Sonic characters have featured in spin-off games. Eggman is the featured character of Dr. Robotnik's Mean Bean Machine, a Western localization of Puyo Puyo. Sega replaced the Puyo Puyo characters with Sonic characters because it feared Puyo Puyo would not be popular with a Western audience.
Gameplay
The Sonic series is characterized by speed-based platforming gameplay.
One distinctive
The series contains numerous power-ups, which are held in boxes that appear throughout levels.[247] An icon indicates what it contains, and the player releases the item by destroying the box.[248] Common items in boxes include rings, a shield, invincibility, high speed, and extra lives.[76][248] Sonic Colors introduces the Wisps, a race of extraterrestrial creatures that act as power-ups. Each Wisp has its own special ability corresponding to its color; for instance, yellow Wisps allow players to drill underground and find otherwise inaccessible areas.[249] Since Sonic Rush, most Sonic games have featured "boosting", a mechanic that immediately propels Sonic forward at top speed when activated.[250] While boosting, Sonic can smash through objects, destroy enemies instantly, or access different level paths.[251] This requires players to react to forthcoming obstacles quickly;[250] Sonic Unleashed introduced side-stepping and drifting maneuvers to allow players to maintain speed.[251] Boosting is limited by a gauge that the player can fill with rings or Wisps.[250]
In most Sonic games, the goal is to collect the Chaos Emeralds;[202][252] the player is required to collect them all to defeat Eggman and achieve the games' good endings.[202][253] Sonic games that do not feature the Chaos Emeralds, such as Sonic CD, feature different collectibles that otherwise function the same.[254][214] Players find the Emeralds by entering portals,[253] opening portals using 50 rings,[255] or scouting them within levels themselves.[256] Sometimes, the Emeralds are collected automatically as the story progresses.[257][258] By collecting the Emeralds, players are rewarded with their characters' "Super" form and can activate it by collecting 50 rings in a stage. The Super transformations grant the player character more speed, a farther jump, and invincibility, but their ring count drains by the second; the transformation lasts until all the rings have been used.[259][260] Some games require the player to collect all the Chaos Emeralds to reach the final boss.[261][262]
Sonic games often share basic gameplay, but some have game mechanics that distinguish them from others. For instance, Knuckles' Chaotix is similar to previous entries in the series, but introduces a partner system whereby the player is connected to another character via a tether; the tether behaves like a rubber band and must be used to maneuver the characters.[214] Sonic Unleashed introduces the Werehog, a beat 'em up gameplay style in which Sonic transforms into a werewolf-like beast and must fight enemies using brute strength.[263] Both the Sonic Storybook games feature unique concepts: Secret Rings is controlled exclusively using the Wii Remote's motion detection,[264] which Black Knight incorporates hack and slash gameplay.[265] While some games feature Sonic as the only playable character,[264][266] others feature multiple, who have alternate movesets and storylines.[140][267] For instance, in Sonic & Knuckles, Knuckles goes through the same levels as Sonic, but his story is different, he explores different parts of the levels, and certain areas are more difficult.[268]
Many Sonic games contain
Music
For the original Sonic the Hedgehog, Sega commissioned Masato Nakamura, bassist and songwriter of the J-pop band Dreams Come True, to compose the soundtrack.[5][274] Nakamura returned to compose Sonic 2's soundtrack.[275] Dreams Come True owns the rights to Nakamura's score, which created problems when the Sonic Spinball team used his Sonic theme music without permission.[24] For Sonic CD, two soundtracks were composed; the original, featured in the Japanese and European releases, was composed by Naofumi Hataya and Masafumi Ogata, while the North American score was composed by Spencer Nilsen, David Young, and Mark Crew.[276][277]
A number of composers contributed to the Sonic the Hedgehog 3 score, including Sega sound staff
Sonic 3 was the first Sonic game composer Jun Senoue worked on.[278] Senoue has composed the music for many Sonic games since Sonic 3D Blast,[c] often with his band Crush 40, which he formed with Hardline vocalist Johnny Gioeli.[291] While the Genesis Sonic soundtracks were characterized by electropop, Senoue's scores typically feature funk and rock music.[292] Tomoya Ohtani has been the series' sound director since Sonic the Hedgehog in 2006, and was the lead composer for that game, Sonic Unleashed, Sonic Colors, Sonic Lost World, Sonic Runners, and Sonic Forces.[293][294] Ohtani said he attempts to "express through music the greatest features each game has", citing the diverse and energetic score of Sonic Unleashed and the more science fiction-style score of Sonic Colors as examples.[293]
Other composers who have contributed to Sonic games include
Other media
Crossovers
Outside the Sonic series, Sonic appears in other Sonic Team games as a playable character in
Since 2007, Sega has collaborated with former rival Nintendo to produce Mario & Sonic, an Olympic Games-themed crossover with the Mario franchise. The first Mario & Sonic game was released in 2007 for the Wii and in 2008 for the DS to tie in with the 2008 Summer Olympics.[309][310][311] Mario & Sonic at the Olympic Winter Games, based on the 2010 Winter Olympics, was released in 2010 for the Wii and DS,[312] and Mario & Sonic at the London 2012 Olympic Games, based on the 2012 Summer Olympics, was released for the Wii in 2011 and the 3DS in 2012.[313] The fourth game, 2013's Mario & Sonic at the Sochi 2014 Olympic Winter Games, was exclusive to the Wii U,[314] but the following game, Mario & Sonic at the Rio 2016 Olympic Games (2016), was released on both the Wii U and 3DS.[315] After a brief hiatus, the series made a return in 2019 with Mario & Sonic at the Olympic Games Tokyo 2020 for the Switch, based on the 2020 Summer Olympics.[316]
Sonic appears as a playable character in Nintendo's
In June 2015, characters from the
Animation
In 1992, Sega approached the
Adventures of Sonic the Hedgehog comprises 65 episodes overseen by
In Japan, Sega and Sonic Team collaborated with
Sonic X, an anime series produced by TMS Entertainment and overseen by Naka, ran for three seasons (78 episodes) from 2003 to 2006.[333][340] While previous series' episodes feature self-contained plots, Sonic X tells a single serialized story.[333] The Sonic cast teleports from their home planet to Earth during a scuffle with Eggman, where they meet a human boy, Chris Thorndyke. Throughout the course of the series, Sonic and his friends attempt to return to their world while fighting Eggman. The second season adapts the Sonic Adventure games and Sonic Battle, while the third season sees the friends return with Chris to their world, where they enter outer space and fight an army of aliens.[333][340] Some critics enjoyed Sonic X,[334][341] while others disliked it.[340][333][342] Although it suffered from poor ratings in Japan,[340] Sonic X consistently topped ratings for its timeslot in the US and France.[343][344]
Sonic Boom, an animated television series produced by Sega and
To promote the release of
Comics
The longest-running Sonic-based publication is the 290-issue Sonic the Hedgehog, an American comic book published by Archie Comics from 1993 until its cancellation in 2017.[366] Archie also published a number of spin-offs, such as Knuckles the Echidna (1997–2000) and Sonic Universe (2009–2017). Archie's comic drew its premise from the Sonic the Hedgehog television series, with Sonic and a resistance force fighting the dictator Eggman.[366] Originally written as a "straightforward lighthearted action-comedy", Sonic the Hedgehog became more dramatic after Ken Penders began writing it with issue #11.[367] Penders remained the head writer for the following 150 issues and developed an elaborate lore unique to the series. Ian Flynn became head writer in 2006 and remained until the series' cancellation.[367] Following a legal battle with Penders over ownership of characters he created, in 2013 the series was rebooted,[367][368] leaving only characters introduced in the games or which predated Penders' run.[367]
In 2008, Guinness World Records recognized Archie's Sonic the Hedgehog as the longest-running comic based on a video game,[369] and by 2016 it was one of the longest-running American comics in the market. While Archie planned to publish at least four issues beyond #290, in January 2017 the series went on an abrupt hiatus,[367] and in July, Sega announced it was ending its business relationship with Archie in favor of a new partnership with IDW Publishing.[366] IDW's Sonic comic began in April 2018. Although the creative teams from the Archie series, such as Flynn, returned, the IDW series is set in a different continuity. Flynn said the IDW series differs from the Archie comic in that it draws from the games for stories, with the first story arc set after the events of Sonic Forces.[370] Fans continued the Archie series unofficially, including finishing unpublished issues, while Penders is using the characters he gained ownership of for a graphic novel, The Lara-Su Chronicles.[368]
Live-action film franchise
In August 1994, Sega of America signed a deal with
Sonic the Hedgehog (2020)
In 2013,
The film, written by
Paramount originally scheduled Sonic the Hedgehog for a November 8, 2019, release,[389] but delayed it to February 14, 2020, to accommodate the redesign.[390] The film received generally positive reviews from critics, who felt it exceeded the low expectations typically associated with video game-based films; Carrey's performance in particular was praised.[391] Criticism was directed at a perceived lack of originality or ambition,[392] and while Sonic's second redesign was praised, some felt it set a negative precedent for the film industry by giving fans the power to influence the filmmakers.[393] With an estimated budget of $81–95 million,[394][395] the film grossed over $310 million worldwide,[396][397] becoming the sixth-highest-grossing film of 2020.[398] In March, it became the highest-grossing film based on a video game in US box office history.[399]
Sonic the Hedgehog 2 (2022)
Sonic the Hedgehog 2 was announced in May 2020,[400] and principal photography began in March 2021.[401] It features Sonic and Tails attempting to stop Eggman, who has joined forces with Knuckles in search of the Master Emerald. Schwartz, O'Shaughnessey, Marsden, Carrey, and Sumpter reprise their roles from the first film,[402][403] while Idris Elba voices Knuckles.[404] Much of the crew, including Fowler, Casey, and Josh Miller, returned.[400]
Sonic 2 incorporates more aspects of the Sonic games than the first film,[405] including plot elements from Sonic 2 and Sonic 3 & Knuckles and the introduction of Shadow in the mid-credits scene.[406][407] Sonic the Hedgehog 2 was released on April 8, 2022.[408] It received positive reviews and grossed over $402 million worldwide,[409][410] surpassing its predecessor as the highest-grossing video game film in the US.[411]
Knuckles (2024)
In February 2022, Paramount and Sega announced Knuckles, a six-episode streaming television series for Paramount+.[412][413] It was created by John Whittington and premiered on April 26, 2024.[413] The story is set after the events of Sonic 2 and follows Knuckles as he trains a protégé. It was produced by the films' creative team; Elba, Pally, and Sumpter reprise their roles, while Edi Patterson, Julian Barratt, Scott Mescudi, Ellie Taylor, Cary Elwes, Stockard Channing, Christopher Lloyd, Paul Scheer and Rob Huebel portray new characters.[414][415]
Sonic the Hedgehog 3 (2024)
In February 2022, Paramount and Sega announced Sonic the Hedgehog 3,[412] scheduled for release on December 20, 2024.[416] Principal photography began in November 2023. Fowler is directing from a script by Casey, Miller, and Whittington. Schwartz, O'Shaughnessey, Elba, Carrey, Marsden, and Sumpter are reprising their roles,[417][418] while Krysten Ritter, Alyla Browne, James Wolk, Sofia Pernas, Cristo Fernández, and Jorma Taccone will play new characters.[419] Shadow, voiced by Keanu Reeves,[420] makes his full film debut following his mid-credits scene cameo in Sonic 2.[417]
Merchandise
Licensed Sonic merchandise includes books, clothing, soundtracks,[421] board games,[422] and toys such as figures and plushes.[423][424] By 2004, the Sonic the Hedgehog franchise had generated more than $1 billion in licensed merchandise sales.[425] Sega and McDonald's collaborated for Sonic-themed Happy Meal promotions in 1994 for Sonic 3 and in 2004 for Sonic Heroes.[28][426] Sonic was the first video game franchise promoted in McDonald's, and over 50 million Sonic Happy Meal toys were sold worldwide.[427] A million pairs of Sonic trousers were sold by 1996.[428]
First4Figures has produced a large number of vinyl and resin Sonic figures since 2008.
Events
On June 23, 2021, to celebrate Sonic the Hedgehog's 30th anniversary, Sega presented the concert
Reception and legacy
Commentary
I think Sega succeeded in making a good, strong character. There are lots of games that try to imitate Mario but Sega did especially well with Sonic. Despite his resemblance to Mario, there are some special points that make him different: the energy, for example. Among Mario's imitations, Sonic is a good one.
Mario creator Shigeru Miyamoto, 1995[441]
The Sonic platformers released during the 1990s were acclaimed and have been listed among the greatest video games of all time.[442][443][444] The original Sonic was touted as a faster, cooler alternative to Nintendo's Super Mario World (1990).[195] According to Kotaku's Zolani Stewart, Sonic's rebellious character was representative of the culture of the 1990s, "when the idea of individual rebellion seemed inextricably linked to consumer culture".[445] Writing in The Guardian, Keith Stuart observed that Sonic the Hedgehog's emphasis on speed departed from accepted precepts of game design, requiring that players "learn through repetition rather than observation" as "the levels aren't designed to be seen or even understood in one playthrough... Sonic is incorrect game design and yet ... it's a masterpiece."[232] Sonic 2, Sonic CD, Sonic 3, and Sonic & Knuckles were praised for building on the first game's formula;[446] in 1996, Next Generation described them as "the zeitgeist of the 16-bit era".[444]
After the uneventful Saturn era, the series found renewed popularity during the sixth generation of video game consoles. Sonic Adventure, though criticized for its glitches and camera system, was acclaimed for its visuals, spectacle, and varied gameplay;[447][448][449] Sonic Adventure 2 was met with similar praise.[285][450][451] However, journalists began to feel the series was straying from its roots, with some commenting that Sonic Adventure failed to reinvent Sonic for the 3D era as Super Mario 64 had for Mario.[445][452][234] Stewart argued that the addition of voice acting and greater focus on plot changed Sonic into "a flat, lifeless husk of a character, who spits out slogans and generally has only one personality mode, the radical attitude dude, the sad recycled image of vague '90s cultural concept".[445] Edwin Evans-Thirlwell of Eurogamer agreed, writing that Mario's "plucky earnestness and whimsy will always enjoy a longer shelf-life than [Sonic's] over-compensatory edginess".[234]
After the Dreamcast, the series' critical standing declined. Evans-Thirlwell summarized further 3D Sonic games as "20-odd years of slowly accumulating bullshit".[234] Although reviews for Sonic Heroes were mostly favorable,[140] Stewart said this was when the focus on story and cutscenes became unbearable.[445] Shadow the Hedgehog was widely criticized as a misguided attempt to bring a sense of maturity to the franchise,[107][108][453] and Sonic '06 was critically panned.[88] The Sonic Mania developer Christian Whitehead said that the changes to the Sonic formula "stemmed from a – perhaps misplaced – desire to continue to push Sonic as a AAA brand".[140] Journalists, Whitehead, and the former Sega of America marketing director Al Nilsen criticized the number of characters added to the series,[140][195] which Naka had justified as necessary to please fans.[454] Evans-Thirlwell argued that Sonic Team had never successfully translated the momentum-based gameplay of the Genesis games to 3D, and that unlike Mario, Sonic never had a 3D "transcendental hit".[234] Simon Parkin of The Guardian noted that whereas the Mario creator Shigeru Miyamoto reviews every Mario game prior to release, the individuals who had shaped Sonic (Naka, Ohshima, and Cerny) left Sega.[238]
Despite the critical decline, Dimps' side-scrolling Sonic games for the GBA and DS were consistently praised.
In October 2010, Sega delisted Sonic games with average or below-average scores on the review aggregator website Metacritic, to increase the value of the brand and avoid confusing customers.[460] That month, Sonic the Hedgehog 4: Episode I was released to general praise,[461] with Goldstein describing it as "short but sweet and well worth downloading".[462] Sonic Colors, released shortly afterward, was hailed as a return to form,[463][464][465] as was 2011's Sonic Generations.[466][467] Though Evans-Thirlwell considered Sonic Generations the best 3D Sonic game, he called it "an admission of defeat" for depicting the 2D and 3D incarnations of Sonic "together only to remind us of their profound differences".[234] Sonic Lost World was released in 2013 to more mixed reviews, with some critics considering it a fresh take on the Sonic formula and others a poorly designed mess.[155] The two Sonic Boom games received negative reviews[468][469] and sold only 490,000 copies combined by February 2015, making them the worst-selling Sonic games.[470] That year, Iizuka admitted that Sonic Team had prioritized shipping games over quality and did not have enough involvement in third-party Sonic games such as Sonic Boom.[140] The Sega CEO, Haruki Satomi, acknowledged that Sega in general had "partially betrayed" the trust of the longtime fans and hoped to focus on quality over quantity.[471]
In June 2015, the Sonic public relations manager Aaron Webber took charge of the series' Twitter account. Under Webber, the account, @sonic_hedgehog, became renowned for posting internet memes and making self-deprecating comments about the Sonic franchise's critical decline. According to Allegra Frank of Polygon, Webber "had an important effect on the franchise, cultivating a new persona for the character, one that has created a renewed sense of hope".[472] The announcement of Sonic Mania in 2016 brought further hope for the Sonic franchise's future. Journalists described it as a true continuation of the Genesis games, succeeding where previous Sonic games—such as Sonic Rush and Sonic 4—had failed.[473][474][475] Released in August 2017, it became the best-reviewed Sonic game in 15 years .[476] Matt Espineli of GameSpot said it "exceeds expectations of what a new game in the franchise can look and play like, managing to simultaneously be a charming celebration of the past and a natural progression of the series' classic 2D formula".[477] Many called it one of the best games in the series and expressed excitement for Sonic's future,[477][478][479] although Sonic Forces, released a few months later, received mixed reviews.[177]
Sales
Sonic the Hedgehog is one of the
Individual Sonic games have been bestsellers as well. The original game is the bestselling Genesis game, while Sonic the Hedgehog 2 is the bestselling Game Gear game, Sonic CD is the bestselling Sega CD game, and Sonic Adventure is the bestselling Dreamcast game.[489] Sonic Adventure 2 is the eighth-bestselling GameCube game in the US and the bestselling GameCube game that was not published by Nintendo.[490] Upon release, Sonic the Hedgehog 2 set records[491] for being the fastest-selling game,[492] selling out 3.2 million copies worldwide within two weeks in 1992.[493] The original Sonic the Hedgehog earned over $400 million by 1997[494] ($890 million adjusted for inflation). Sonic the Hedgehog 2 grossed $450 million in 1992 ($980 million adjusted for inflation), becoming the year's highest-grossing home entertainment product.[495]
Year | Game | Platform(s) | Sales |
---|---|---|---|
1991 | Sonic the Hedgehog | Sega Genesis | 15 million (bundled with Genesis hardware)[11][12] |
1992 | Sonic the Hedgehog 2 | 6 million[496] | |
1993 | Sonic CD | Sega CD | 1.5 million[489] |
1994 | Sonic the Hedgehog 3 and Sonic & Knuckles | Sega Genesis | 4 million[497][498] |
1996 | Sonic 3D Blast | 700,000[44] | |
1998 | Sonic Adventure | Dreamcast | 2.5 million[76] |
2001 | Sonic Adventure 2 | 500,000[499] | |
Sonic Adventure 2: Battle
|
GameCube | 1.54 million[d] | |
Sonic Advance | Game Boy Advance | 1.31 million[e] | |
2003 | Sonic Mega Collection | GameCube | 1.453 million[f] |
Sonic Heroes | PlayStation 2, Xbox, GameCube | 3.41 million[503][504][505] | |
Sonic Mega Collection Plus
|
PlayStation 2, Xbox | 2 million[506] | |
2005 | Shadow the Hedgehog | PlayStation 2, Xbox, GameCube | 2.06 million[507][508] |
2006 | Sonic the Hedgehog | Mobile | 8 million in US & EU[509] |
Sonic the Hedgehog (2006) | Xbox 360, PlayStation 3 | 870,000[510] | |
2008 | Sonic Unleashed | PlayStation 2, Wii, Xbox 360, PlayStation 3 | 2.45 million[511] |
2010 | Sonic & Sega All-Stars Racing | PlayStation 3, Xbox 360, Wii, Nintendo DS, Windows | 1.07 million[512] |
Sonic Colors | Wii, Nintendo DS | 2.18 million[513][514] | |
2011 | Sonic Generations | PlayStation 3, Xbox 360, Windows, Nintendo 3DS
|
1.85 million[515] |
2012 | Sonic & All-Stars Racing Transformed | PlayStation 3, Xbox 360, Wii U, Nintendo 3DS | 1.36 million[516] |
2013 | Sonic Lost World | Wii U, Nintendo 3DS | 710,000[517] |
2014 | Sonic Boom: Rise of Lyric and Shattered Crystal | 620,000[518] | |
2017 | Sonic Mania | Nintendo Switch, PlayStation 4, Xbox One, Windows | 1 million[519] |
2022 | Sonic Frontiers | Nintendo Switch, PlayStation 4, Xbox Series X/S , Windows
|
3.5 million[520] |
Mario & Sonic series
|
19 million[481] | ||
2007 | Mario & Sonic at the Olympic Games | Wii, Nintendo DS | 11.31 million[521][522] |
2009 | Mario & Sonic at the Olympic Winter Games | 6.53 million[512][523] | |
2011 | Mario & Sonic at the London 2012 Olympic Games | Wii, Nintendo 3DS | 3.28 million[524] |
2019 | Mario & Sonic at the Olympic Games Tokyo 2020 | Nintendo Switch | 900,000[525] |
Effect on the industry
Primarily because of its Genesis bundling, Sonic the Hedgehog contributed greatly to the console's popularity in North America.
During the 16-bit era, Sonic inspired similar platformers starring animal mascots, including the
Every
E3 conference dig can be traced back to the console war that truly fired up when Sonic and Mario were put side by side. Every time console games have pushed to obtain an older target age group, that's something that Sonic was on the leading edge of – and broadening demographics has been important to the growth of the games industry, whether for reasons of content... or appeal... Five years prior to the co-ordinated international launch of Sonic 2, your gaming experience depended heavily on where you lived... These days, with same-day global launches and region-free consoles, that seems like a lifetime ago. And of course, every time you buy DLC, you might want to spare a thought for Sonic & Knuckles. And, of course, all of that is to say nothing of the legion of mascot platform games that came in the wake of the Sonic series.[27]
Cultural impact
One of the world's most popular video game characters, by 1992 Sonic was more recognizable to children ages 6 to 11 than Disney's
The franchise is known for its eccentric and passionate
Sonic has inspired various internet memes,
The
Notes
- ^ Japanese: ソニック・ザ・ヘッジホッグ, Hepburn: Sonikku za Hejjihoggu
- ^ In the original Sonic the Hedgehog, there are only six Chaos Emeralds.[202]
- Sonic the Hedgehog 4 (2010 and 2012),[142] Sonic Generations (2011),[289] and Team Sonic Racing (2019).[290]
- ^ Sonic Adventure 2: Battle: 1.44 million in US,[500] 100,000 in UK[501]
- ^ Sonic Advance: 1.21 million in US,[500] 100,000 in UK[501]
- ^ Sonic Mega Collection: 1.38 million in US,[500] 72,967 in Japan[502]
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External links
- Official website
- Official website (in Japanese)