They don’t look bad, but there’s not much charm to them. The NSMB games look really unappealing to me in much the same way this game does. I don’t think there are many 2D games from the 8/16 but eras that have looked better by going 2.5D, or at least a straight translation to 2.5D. "When we kicked off Sonic Superstars with Ohshima-san's team, a lot of the conversations that we had with Christian were already in our heads", he tells Game Informer, and Sonic Mania's success allowed them to think about the next generation of Classic Sonic: "Sonic Mania helped us realize that fans still wanted and enjoyed the Classic series." While Whitehead and the team weren't directly involved in the game, Iizuka is adamant that Sonic Superstars is a continuation of the feel of Sonic Mania. Whitehead also reiterated that there's no bad blood between Sega and the team at Evening star, stating that "we maintain a friendly relationship with Sega and hope fans are pumped to play both once they release". Sonic Mania 2 was never in development, though, because we actually agreed early on that we should try to make something fresh, like hand-drawn 2D or 2.5D." "Evening Star did work with Sega to explore possible directions Classic Sonic could go after the success of Sonic Mania. Whitehead too wanted to move away from the pixel art he'd been working with for so long: The developer is now working on a brand new IP with his new studio Evening Star, Penny's Big Breakaway, which is a 3D platformer. Whitehead, also speaking to Game Informer, echoed this sentiment. But we do know that core fans want that old Classic Sonic look, they want that old classic Sonic feel, so we focused on making sure the controls were solid and the look and the feel was really representative of a classic Sonic game." We wanted to bring this game to as many people as possible and in order to really make it look and feel as appealing to a wider audience, we needed to use the 3D assets to really give it that current look. "When you make a 2D game using pixel art, you kind of end up targeting a very specific core audience. The biggest aspect of this seems to be Sega's desire to move beyond pixel art, with Iizuka addressing this specifically in the interview: Subscribe to Nintendo Life on YouTube Watch on YouTube
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