![]() ![]() He knows the characters well, so he brought a great improvement to the characters' emotions and dialogue." In the same article, Ian Flynn said "I was able to bring some ideas to the table, but this was more of a collaborative effort. That's why I wanted to ask him to work on the story for the game as well. IDW comics, I was even more impressed with his talent. Takashi Iizuka has said "Ian has been working as a comic writer for a long time, so I was very familiar with his work, but after reading the Sega provided to Flynn the basic story, backstory, plot beats and characters. It was a very different experience of writing a Sonic narrative compared to what he is used to. He was picked because he was writing the overseas comics and had tremendous support from fans. Writing processįor Sonic Frontiers, long time Sonic comics writer Ian Flynn was brought in to pen the script to the story. Morio Kishimoto wanted a stage where mass-produced Gigantos were left abandoned on the Chaos Island but this was cut from the final game. It took four years for the development team to perfect the fight. The actual model of the boss itself was easy enough but the fight with Sonic and figuring out where the Chaos Emerald would be was difficult. In Sonic Frontiers he was able to make the Super Sonic boss fights a reality. ![]() Designing Gigantoīack in development of Sonic Lost World, Morio Kishimoto wanted to make every boss fight a Super Sonic boss fight but wasn't able to implement it at the time. That's why our artists have worked hard to create a mysterious mood.Sonic Frontiers was developed by a team of sixty people in Tokyo and the project began in late 2017. This time, these mysterious islands are the game's major setting. What kind of mood does Sonic Frontiers have? Past games in the Sonic series have taken different tones depending on their story and themes. Iizuka-san: In the past, Sonic games have used more cartoon-y or dark styles. Where would you say Sonic Frontiers lands on that spectrum? Some games have been very bright, colorful, cartoony, others have been a little darker and moodier. IGN: One thing that has changed all throughout the history of Sonic has been tone. Part of the enjoyment is gradually opening up the area available to you. You can unlock island areas through these puzzles containing various kinds of gameplay. These involve using both action game techniques as well as your brain. The islands in Sonic Frontiers contain lots of different elements and quirks. It's about both the 3D action and the excitement of what you discover. Iizuka-san: Exploring islands is part of the fun in Sonic Frontiers. Can you talk about the decision to fill the world with puzzles and use them as the way to expand the map? IGN: Puzzles are a surprisingly large part of Sonic Frontiers. What sets Sonic Frontiers apart is this different approach to an open game world. Our basic idea was to have that take place in an open space. For Sonic, the core here is a 3D action game. Open world games like Zelda or other AAA games fundamentally have RPG or adventure worlds. This new "open zone" game system is our way of giving as much freedom as possible to a Sonic 3D action game. Its origin is in a different place from open-world action-adventure games. Iizuka-san: As I just mentioned, this game began with us asking how to give more freedom to linear Sonic games. ![]() IGN: Did you look to any other Open World games as inspiriation when it came to designing Sonic Frontiers' Open Zone gameplay? That's why at the very start, we discussed as a team how to change this linear style of gameplay. We'd only be able to make something that fans have seen before. We realized there's little room for evolution with a traditional 3D Sonic game. Iizuka-san: After completing Sonic Forces, we were brainstorming on what to do next. IGN: When did you first get the idea to make an open zone focused Sonic game? Was this something that you brainstormed as an idea before the development of Sonic Frontiers?
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