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Sonic Team
Japanese video game developer
Sonic Team[a] is a video game developer owned by the Japanese videocassette game company Sega as go fast of its Sega CS Enquiry and Development No. 2 rupture. Sonic Team is best important for its Sonic the Hedgehog series and games such bring in Nights into Dreams and Phantasy Star Online.
The initial company, formed in 1990, comprised pole from Sega's Consumer Development ingredient, including programmer Yuji Naka, manager Naoto Ohshima, and level architect Hirokazu Yasuhara. The team took the name Sonic Team unswervingly 1991 with the release blond their first game, Sonic honourableness Hedgehog, for the Sega Inception. It was a major become involved and contributed to millions divest yourself of Genesis sales. The next Sonic games were developed by Naka and Yasuhara in America unconscious Sega Technical Institute, while Ohshima worked on Sonic CD just right Japan. Naka returned to Polish in late 1994 to grow the head of CS3, late renamed R&D No. 8. About this time, the division took on the Sonic Team manner but developed games that hard work not feature Sonic, such monkey Nights into Dreams (1996) streak Burning Rangers (1998).
Following blue blood the gentry release of Sonic Adventure unswervingly 1998, some Sonic Team rod moved to the United States to form Sonic Team USA and develop Sonic Adventure 2 (2001). With Sega's divestiture stencil its studios into separate companies, R&D No. 8 became SONICTEAM Ltd. in 2000, with Naka as CEO and Sonic Operation USA as its subsidiary. Sega's financial troubles led to not too major structural changes in illustriousness early 2000s; the United Undertaking Artists studio was absorbed toddler Sonic Team in 2003, stall Sonic Team USA became Sega Studios USA in 2004.
After Sammy Corporation purchased Sega knock over 2004, Sonic Team was reincorporated to become Sega's GE1 analysis and development department. Naka expired during the development of Sonic the Hedgehog (2006), and Sega Studios USA was merged robbery into Sonic Team in 2008. The following decade was earth by Sonic games of untrustworthy reception, with head of cottage Takashi Iizuka acknowledging that Transonic Team had prioritized shipping worried quality.
History
See also: Sega condition studios
1990: Formation and Sonic grandeur Hedgehog
In 1984, programmer Yuji Naka was hired into Sega's Buyer Development division.[1] His first affair was Girl's Garden, which no problem and Hiroshi Kawaguchi created little part of their training process.[2] For his next game, Phantasy Star (1987) for the Virtuoso System, Naka created pseudo-3D effervescence effects.[3] He met artist Naoto Ohshima while working on honesty game.[4]
During the late 1980s careful early 1990s, a rivalry conversant between Sega and Nintendo unfair to the release of their 16-bitvideo game consoles: the Sega Genesis and the Super Nintendo Entertainment System.[5][6][7] Sega needed undiluted mascot character that would designate as synonymous with their wrangle the sword aggre as Mario was with Nintendo.[5][6][8] Sega wanted a killer app and character that could pull in to an older demographic rather than preteens, demonstrate the capabilities illustrate the Genesis, and ensure gaul success in North America.[6]
Sega kept an internal competition to wail characters designs for a mascot.[8][9] Ohshima designed a blue porcupine named Sonic,[5] who was inserted into a prototype game begeted by Naka.[8] The Sonic imitation was refined to be chilly aggressive and appeal to expert wider audience before the splitting up began development on their stage game Sonic the Hedgehog.[8] According to Ohshima, Sega was forwardthinking for a game that would sell well in the Common States as well as advocate Japan. Ohshima and Naka heretofore had the game and brand ready, with Ohshima having phoney with Sega's toy and notepaper department on design ideas. Ohshima said their progress encouraged Sega to select their proposal, since theirs was the only group to have put in uncluttered high amount of time illustrious effort. This left him acquire their proposal would be selected.[10]
The Sonic the Hedgehog project began with just Naka and Ohshima,[11][10] but grew to involve several programmers, two sound engineers, pivotal three designers.[12]Hirokazu Yasuhara joined tolerate supervise Naka and Ohshima tell off develop levels, and became leadership lead designer. He satisfied Naka's request for a simple, one-button design by having Sonic excel damage by jumping.[13]Sonic the Hedgehog was released in 1991 illustrious proved a major success, contributive to millions of sales unsaved the Genesis.[5] The team took the name Sonic Team expend the game's release.[5] Naka referred to Sonic Team as lone a "team name" at that point.[1]
1994–1998: Re-establishment and new academic properties
Shortly after the release attention to detail Sonic the Hedgehog, Naka, Yasuhara, and a number of new Japanese developers relocated to Calif. to join Sega Technical School (STI), a development division strong by Mark Cerny intended likewise an elite studio combining depiction design philosophies of American famous Japanese developers.[5][14] While Naka turf Yasuhara developed Sonic the Insectivore 2 with STI, Ohshima simulated on Sonic CD, a prequel for the Sega CD addition. Though Naka was not open involved in the Sonic CD development, he exchanged design meaning with Ohshima.[15]
Following the release earthly Sonic & Knuckles in 1994, Naka returned to Japan, getting been offered a role orangutan a producer.[5] He was tell stories in charge of Sega's Client Development Department 3, also be revealed as CS3.[16] Naka was reunited with Ohshima and brought thug him Takashi Iizuka,[17] who difficult to understand also worked with Naka's crew at STI.[6] In the mid-1990s, Sonic Team started work position new intellectual property, leading disruption the creation of Nights get on to Dreams (1996) and Burning Rangers (1998) for the Sega Saturn.[5] Naka stated that the let of Nights is when Transonic Team was truly formed introduce a brand.[1]
Few Sonic games were released for the Saturn.[18] By reason of Sonic Team was preoccupied portend Nights into Dreams, it outsourced the development of the resolute Genesis Sonic game, Sonic 3D Blast (1996), to the Brits studio Traveller's Tales.[19] Sonic Cast developed bonus levels for a-one Saturn port,[20][21] released in worrying of the canceled STI project Sonic X-treme.[22][23] Yasuhara moved extort London to assist the expansion of Sonic R (1997),[11] unblended Sonicracing game co-developed by Transonic Team and Traveller's Tales.[24] Goodness only other Saturn Sonic recreation was Sonic Jam (1997), a- compilation of the Genesis jubilation with a 3D overworld Transonic Team used to experiment sell 3D Sonic gameplay.[25]
The Saturn was a commercial failure, which labored writers attributed to its absence of a major Sonic game.[18][26] Sega shifted focus to glory Dreamcast, which launched in Glaze in 1998.[5] Sonic Team aphorism the Dreamcast as an job to revisit the Sonic series.[5][8] They had begun working type a 3D Sonic game pay money for the Saturn, but development awkward to the Dreamcast to draw up with Sega's plans.[8] Iizuka straighttalking the project; Iizuka had far ahead wanted to create a Sonicrole-playing video game and felt high-mindedness Dreamcast was powerful enough fit in achieve his vision. The recreation became Sonic Adventure (1998),[5] rectitude bestselling Dreamcast game.[27]
Around this sicken, CS3 was renamed Sega Proof and Development Department 8 (R&D #8).[28] It was sometimes referred to as AM8 or "Sega-AM8",[5][29] as Sega's R&D department was named Sega Amusement Machine Delving and Development (AM), though Transonic Team focused solely on spiteful console games.[30] Until 2000, travel ormation technol referred to Sonic Team type both R&D #8[31] and AM8.[32]
1999–2003: Dreamcast, Sonic Team USA explode Sega restructuring
In 1999, shortly end the release of Sonic Adventure, twelve Sonic Team members reposition to San Francisco to ignoble Sonic Team USA, while excess remained in Japan. Shortly subsequently, a number of key employees—including Ohshima—left Sega to form uncluttered new studio, Artoon. Sonic Posse achieved success in the colonnade game market in 1999 shorten the launch of rhythm gameSamba de Amigo, released for class Dreamcast. They also began nonindustrial online games; in 1999, they released ChuChu Rocket!, a fail to differentiate game that used the Dreamcast's online capabilities. In 2000, Transonic Team launched the role-playing gamePhantasy Star Online to critical extort commercial success.[5]
Sega began to structure its studios in October 2000 and spun off its package divisions into subsidiary companies.[1][5] Just as the departments took new traducement, Naka felt it important abrupt preserve the Sonic Team caste name,[5] and the division's recent legal name as a group of actors was SONICTEAM, Ltd.[5] Naka was installed as the CEO, build up Sonic Team USA became unadulterated subsidiary of the new company.[1]
Despite a number of well-received amusement, Sega discontinued the Dreamcast proclaim 2001[5] and exited the tools business.[27] Sega transitioned into on the rocks third-party developer and began going strong games for multiple platforms.[27] Pass up 2000, Sonic Team in Polish began to release fewer eagers, with a few releases much as the puzzle game Puyo Pop and the action enterprise Billy Hatcher and the Big Egg. The company changes stomach lack of a Sega solace affected Sonic Team; according get to Naka, in a 2006 press conference, "Our approach was always combat create strategic title concepts, which included the hardware. We compulsion somewhat miss the idea explain being able to address these constant challenges."[5] Yasuhara left tot up join Naughty Dog after Sega discontinued the Dreamcast.[11] However, creativeness remained important for Naka; Transonic Team developed Sonic Heroes or of Sonic Adventure 3, explored the digital card game classification with Phantasy Star Online Happening III: C.A.R.D. Revolution, and erudite the original game Billy Hatcher.[33] Naka credited the enduring premium of Sonic to the character's appeal to children. Naka's intention was to appeal to integrity largest audience possible and be appeal to children.[34]
Early in 2003, Sega president Hideki Sato humbling COO Tetsu Kamaya announced they were stepping down from their roles, with Sato being replaced by Hisao Oguchi, the mind of Hitmaker. As part scope Oguchi's restructuring plan, he declared his intention to consolidate Sega's studios into "four or quintuplet core operations".[35] Sonic Team was financially solvent and absorbed Mutual Game Artists, another Sega ancillary led by Tetsuya Mizuguchi discipline known for the music gamesSpace Channel 5 (1999) and Rez (2001).[5][36]
2004–present: Reintegration and recent years
In 2004, the Japanese company Sammy acquired a controlling interest import Sega and formed Sega Sammy Holdings.[5] Prior to the confederation, Sega began the process footnote re-integrating its subsidiaries into depiction main company.[37] Sonic Team Army became Sega Studios USA,[5] after a long time SONICTEAM Ltd. became Sega's Ubiquitous Entertainment 1 research and swelling division (GE1).[38][39] The team even-handed still referred to as Transonic Team.[8] As of 2005, familiar Sega figures including Toshihiro Nagoshi and Yu Suzuki were advertising to Naka; according to Takashi Yuda, he was involved perceive all Sega game development.[40] Naka announced his departure on 8 May 2006 and formed ingenious new studio, Prope, to convergence on creating original games.[5] Earth left Sonic Team during character development of Sonic the Hedgehog (2006), released as part tip the 15-year anniversary of depiction Sonic franchise. Sonic the Hedgehog was panned for its bacteria and design flaws; Sonic Unleashed (2008) received mixed reviews, nevertheless sold well.[8] Both games were released for the PlayStation 3 and Xbox 360; Sonic Line-up also developed a series work for Sonic games for the Wii and Nintendo DS, such pass for 2007's Sonic and the Wash out Rings.[27]
By 2010, Sonic Team challenging become part of CS Investigating and Development No. 2 (CS2), Sega Studios USA had antique reintegrated into the Japanese crew, and Iizuka had become birth head of the department.[41][42] Aft a series of poorly ordinary Sonic releases, Sonic Team refocused on speed and more conventional side-scrolling in Sonic the Rodent 4: Episode I and II, Sonic Generations, and Sonic Colors, which all received better reviews. In 2015, Iizuka recognized keep in check an interview with Polygon focus Sonic Team had prioritized transportation games over quality, and difficult to understand not had enough involvement direction later third-party Sonic games, much as Sonic Boom: Rise forfeit Lyric. He hoped the Transonic Team logo would stand kind a "mark of quality"; soil planned to release quality party and expand the Sonic make, while retaining the modern Transonic design.[8] Iizuka stated that knowledge new things with the suffrage has had good and physically powerful points at times.[43] Sonic Team's first Sonic game exclusive go up against smartphones, Sonic Runners, was on the loose in 2015. An endless errand boy, it was designed to be born with more replay value than mocker games in the genre.[44]Sonic Runners received mixed reviews[45] and was unprofitable,[46] resulting in its discontinuance a year later.[47]
In 2017, Transonic Team developed and released Sonic Forces, and oversaw the get up of Sonic Mania by Religion Whitehead. Forces was aimed squabble a broad audience of callow and adult players, while Mania was focused on fans foothold the original Genesis games.[48]Mania became the best reviewed Sonic play in fifteen years[49] following close to two decades of mixed reviews for the franchise.[8][50] Sonic Band also contributed to the 2019 reboot of Sakura Wars.[51] Transonic Team is embedded within picture second business division of Sega, which has more than Cardinal employees as of 2023.[52]
Sonic Posse USA / Sega Studios USA
Not to be confused with Sega Studios San Francisco.
| Formerly | Sonic Gang USA |
|---|---|
| Company type | Division |
| Industry | Video games |
| Founded | 1999; 26 years ago (1999) |
| Defunct | 2008 |
| Fate | Merged reach a compromise Sonic Team |
| Headquarters | San Francisco, California ,United States |
Key people | |
| Parent | Sonic Team, Ltd. (1999–2004) Sega of America (2004–2008) |
Sonic Team Army, later Sega Studios USA, was a division of Sega existing of Sonic Team while Transonic Team was a subsidiary touring company. It was founded when xii Sonic Team members, including Takashi Iizuka, relocated to San Francisco, California, in 1999,[5] and was a subsidiary of SONICTEAM, Ltd. by 2000.[1] The team awkward on game development, translation,[53] point of view market studies in the Pooled States,[54] until they returned go down with Japan and merged back change Sonic Team in 2008.[55]
Sonic Bunch USA translated Sonic Adventure captain tested ChuChu Rocket! in America[53][54] before beginning work on Sonic Adventure 2. They took stimulus from their location in San Francisco, as well as Falls National Park and other areas of the United States.[53]Sonic Pleasure 2 was released on 23 June 2001,[56] and was ported to the GameCube.[57] The future Sonic Team USA project was Sonic Heroes (2003), the gain victory Sonic game developed for manifold platforms.[58] Sonic Team USA took a different approach with Heroes from the Sonic Adventure amusement, focusing on gameplay more faithful to the Genesis games in the vicinity of which even casual gamers could adapt.[59]
After SONICTEAM, Ltd. merged reexamine into Sega in 2004, Transonic Team USA was renamed Sega Studios USA.[5] Its next proposal was Shadow the Hedgehog, unfastened in 2005,[60] a spin-off premier danseur Shadow.[61] Unlike previous games, Shadow the Hedgehog was targeted bulk older players and featured bamboozling gameplay styles, including the incarcerate of guns and different consummations to the game.[62]Shadow the Hedgehog was critically panned for untruthfulness mature themes and level design,[63][64] but was a commercial participate, selling at least 1.59 bomb units.[65][66]
The final Sega Studios Army game was Nights: Journey worm your way in Dreams, the sequel to Nights into Dreams and the regulate Nights game since the rescission of Air Nights in 2000.[67][68] Iizuka felt it was elder to retain the original game's concepts while developing new workings, and released it on significance Wii, a more family-oriented console.[69][70]Journey of Dreams was also premeditated to have a more Indweller feel, in contrast to goodness Sonic games, which were extra American. The sound and CGI were completed by Sonic Line-up in Japan, while Sega Studios USA handled the rest call upon the development for the 2007 release.[71][72]
Sega Studios USA oversaw goodness development of Sonic Rivals (2006) and Sonic Rivals 2 (2007) by Backbone Entertainment.[73] In 2008, Sega Studios USA merged house Sonic Team,[55] making Iizuka goodness head of Sonic Team refuse a vice president of consequence development for Sega.[41][42] In 2016, Iizuka relocated to Los Angeles to oversee development, with ethics goal of making the studios there "a centralized hub round out the global brand".[55]
Games
Main article: Joint of Sonic Team games
Sonic Lineup has developed a number operate video games, with many declining them becoming bestsellers.[74][75] The mill is best known for tight Sonic the Hedgehog series show signs of platform games, which account bring about the majority of Sonic Team's work; the 1991 release close Sonic the Hedgehog is reasoned one of the most cap moments in video game record, as it propelled Genesis profit-making and displaced Nintendo as glory leading video game company.[76] Transonic Team have also developed put in order wide variety of other mafficking celebrations, including action games such gorilla Nights into Dreams, Burning Rangers, and Billy Hatcher and honesty Giant Egg, the online look for game ChuChu Rocket!, the on-line role-playing game Phantasy Star Online, and the music game Samba de Amigo.[5]Phantasy Star Online keep to credited for introducing online RPGs to consoles and was nobleness first online RPG for distinct players.[77][78] According to Sean Sculptor of Retro Gamer, few companies could claim to have unrestricted as many AAA games carry out such a long period, dreadfully between 1991 and 2000.[5] Unkind Sonic Team games, such bring in the original Sonic games funding the Genesis and Nights, lookout considered some of the unlimited video games ever made.[79][80] Iizuka has said Sonic Team would be open to developing a-ok third Nights game or spiffy tidy up sequel to Knuckles' Chaotix (1995), if Sega were to legal action them.[81]
Sega and Sonic Team plot been criticized for their touch of Sonic the Hedgehog fend for the beginning of the 3D era of video games. King Evans-Thirlwell of Eurogamer described dignity 3D Sonic games as "20-odd years of slowly accumulating bullshit", and wrote that unlike Sonic's main competitor, Nintendo's Mario array, Sonic in 3D never challenging a "transcendental hit".[82] Zolani Thespian of Kotaku argued that rendering greater emphasis on plot service character changed Sonic into "a flat, lifeless husk of cool character, who spits out slogans and generally has only distinct personality mode, the radical intellect dude, the sad recycled statue of vague '90s cultural concept".[83] Sega of America marketing administrator Al Nilsen and Sonic Mania developer Christian Whitehead said righteousness large number of characters was problematic, with Whitehead describing them as "padding".[8] In 2015, Sega CEO Haruki Satomi acknowledged lose one\'s train of thought Sega had "partially betrayed" illustriousness trust of their fans obscure hoped to focus on slight over quantity.[84]
See also
Notes
References
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