6/24/2023 0 Comments Big red button companyYou need additional characters to spread the burden of content. Suggests that due to how much content you need to make for a Sonic alone game, it’s too much work.“As a branch of Sonic, Boom is a success in many ways.”.“The goal of Boom was to reach new people.”.“Speed is always a Sonic thing, we didn’t focus on that.”.“Speed was shelved because we were under the impression people didn’t want it.”.“If I could do it again, I would remove features and speed would be the main focus from the start.”.“I was tasked (by Sega) with creating an experience that appeals to an audience which doesn’t play Sonic.”.“It was too much to ask of the/any development team” - In terms of different characters, combat, features etc.“The biggest mistake in Boom (game) was adding too many features to it.“People really liked the Co-Op” - Hopes Sonic Team will do that in the future.“In focus tests, we heard all the time, people were sick of speed, Sonic was too fast, they wanted to slow down.”.Suggestion that part of the reason why Boom (game) isn’t that good is because the team didn’t know what Sonic was about/lack of experience.“Could the games have been better… yes, any game can be made better.”.Admits Boom (franchise) could have been better.Claims multiple times that Boom (franchise) is a big success.He does go on to suggest this is from a retailer standpoint. States you can only do so much with these eras/characters. Suggestion that people/retailers are bored of Classic – Dreamcast era Sonic.Boom was made to appeal to non Sonic fans.Cites Call of Duty as an example/comparison. Suggestion that Sonic had to re-invent itself because the fanbase was getting smaller.You can listen to it in full here, though Sonic Stadium has rounded up some of the more interesting bits.įrost touched on Sonic Boom’s development, and a few other topics as well. A new podcast from SegaNerds contains an interview with Sonic Boom: Rise of Lyric producer Stephen Frost.
0 Comments
Leave a Reply. |