How A Zoom Drinking Party Led To Sonic Superstars

Sonic Mania in 2017 brought back the 2D series to its roots, in a fashion not seen since decades. Sonic Mania, despite the fact that handheld games, Sonic the Hedgehog 4 and Sonic Generations, as well as other titles like Sonic Colors, had 2D gameplay in them, felt more like the successor of the classic Genesis and Sega CD titles from the 90s. A sequel felt all but inevitable, but when Sega and Sonic Mania mastermind Christian Whitehead decided to amicably go in creatively different directions (read the full story here), Sonic Team creative officer Takashi Iizuka still wanted to build on the success experienced with Sonic Mania.

Iizuka said, “I did not expect the level of success or fan reaction that I received during Sonic Mania development.” The success of Sonic Mania gave Iizuka the idea to create Sonic Superstars, the successor to Classic Sonic. Sonic Mania allowed us to realize how much fans enjoyed and wished for the Classic Series.

Sonic Superstars

Sonic Superstars was born during COVID-19’s lockdown. Iizuka got a call from Sonic the Hedgehog creator and Arzest president Naoto Ohshima. Ohshima wanted to call Iizuka. He worked at Sega between 1987 and 1999, and designed the character designs of Sonic and Dr. Eggman. It wasn’t an invitation to a meeting or a pitch. It was more of an invitation for us to continue what we did in the months when everything was shut down.

Iizuka recalled that Ohshima’s said “Hey Iizuka” and suggested a Zoom drinking party. “We started talking and drinking. Then we said hey, we wanted to bring back a Classic Sonic.’ And in this drinking party Ohshima’san stated, I’m really, really interested.’ We’ll get together to make it happen. That’s the way everything started.

Ohshima has been following the Sonic series, even if his last involvement was with Sonic Adventure for the Dreamcast before the year 2000. Sonic Colors is one of his favorite games. He also enjoys Sonic Mania and Sonic Frontiers. However, his favorite is Sonic Generations, thanks to its beautiful visuals and the intersection of Modern and Classic Sonic – an intersection that perhaps made the pitch of Sonic Superstars, a Classic Sonic game with modernized visuals and mechanics, more appealing to him.

Sonic Superstars

Ohshima, who founded his own company in 1994 after leaving Sega, has been working on a number of games since then. However, his fame as the designer of one the world’s most famous characters has continued to follow him for nearly two-and-a-half decades.

Ohshima explains that “a lot of my followers on social networks are Sonic fans.” It’s been a long time since I thought about how I could show them my appreciation, and I was really excited to be able to participate in the development of this game.

Iizuka had no doubt that Ohshima, who has worked on many Classic Sonic titles in the past, was the perfect choice to work with him on Sonic Superstars. Ohshima, in addition to working on Sonic the Hedgehog, Knuckles Chaotix and Sonic CD as a director, also worked with character designs for the games. Iizuka is a Sega employee since 1992 and worked on almost all Sonic titles since Sonic the Hedgehog 3 of 1994. He led Sonic Team development for much of that time, and many consider him to be the person responsible for bringing Sonic into the Modern age as director of Sonic Adventure.

Sonic Superstars

Iizuka says that Ohshima’s knowledge, while not’stuck’, is preserved within the Classic Sonic mind-set. “His way of looking at things, his design, and the creative abilities he has are all rooted in this Classic Sonic mentality,” explains Iizuka. But all of Ohshima-san’s technology, and how he builds things is now part of current processes. So he can still make current games with modern technology using all the Classic design sensibilities.

Sonic Team was a collaborative team, even though Arzest led the development of Sonic Superstars and Ohshima shared responsibility for production. Iizuka also frequently collaborated with Ohshima. Sonic Team was involved in the entire development process, even though Arzest was responsible for most of it once the game’s direction was decided. Sonic Team’s Iizuka and other members traveled from Burbank to Yokohama in Japan to collaborate on Sonic Superstars.

They could divide up their duties more effectively than they did when they worked together back in the 1990s. Ohshima: “When I worked with Sonic Team I had the role of a director, while working at the same time on model animations and player specs. Ohshima says, “I did some producer-like tasks like product rolls out and negotiations with marketing.” Iizuka san did that this time around, so I was able to focus solely on developing the games.

Sonic Superstars

It sounds like things are going well. Though Ohshima hints in a couple of instances that the development cycle was shorter than expected, Sonic Team – and in particular, Iizuka – has impressed him. Ohshima believes that Iizuka’san, who is a brilliant thinker and always amazes him, has impressed him. Sonic Team delivered as promised. “People I worked with a while ago are super talented and capable. It was a pleasure to be able to do so.”

Iizuka, too, enjoyed his reunion. “He has a very creative mind and is really fun to speak to.” he said. He always comes up with new ideas for improving the game. It’s a great source of inspiration. It’s different working with him than other developers.”

Iizuka, Ohshima and their team were happy with this collaborative agreement. They could now focus solely on creating the game they wanted to make. This game would be for both fans of 2D Sonic but it was also for a new generation. Sonic Superstars will be available on PlayStation 5, Xbox Series X/S (PS5), PlayStation 4, Xbox One Switch and PC in the fall. To get more exclusive content, such as hands-on experience with previously unexplored zones, and an explanation of all Emerald Powers click the banner.

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