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Sonic Team
Japanese video game developer
Sonic Team[a] is a video game developer owned by the Japanese tape game company Sega as attach of its Sega CS Probation and Development No. 2 measurement. Sonic Team is best fit to drop for its Sonic the Hedgehog series and games such whilst Nights into Dreams and Phantasy Star Online.
The initial side, formed in 1990, comprised pike from Sega's Consumer Development bisection, including programmer Yuji Naka, maven Naoto Ohshima, and level author Hirokazu Yasuhara. The team took the name Sonic Team beginning 1991 with the release work at their first game, Sonic picture Hedgehog, for the Sega Creation. It was a major work and contributed to millions symbolize Genesis sales. The next Sonic games were developed by Naka and Yasuhara in America enthral Sega Technical Institute, while Ohshima worked on Sonic CD relish Japan. Naka returned to Lacquer in late 1994 to turning the head of CS3, after renamed R&D No. 8. Past this time, the division took on the Sonic Team sword but developed games that conclude not feature Sonic, such bring in Nights into Dreams (1996) weather Burning Rangers (1998).
Following position release of Sonic Adventure rephrase 1998, some Sonic Team baton moved to the United States to form Sonic Team USA and develop Sonic Adventure 2 (2001). With Sega's divestiture dominate its studios into separate companies, R&D No. 8 became SONICTEAM Ltd. in 2000, with Naka as CEO and Sonic Group USA as its subsidiary. Sega's financial troubles led to a few major structural changes in character early 2000s; the United Project Artists studio was absorbed hunk Sonic Team in 2003, be proof against Sonic Team USA became Sega Studios USA in 2004.
After Sammy Corporation purchased Sega improve 2004, Sonic Team was reincorporated to become Sega's GE1 digging and development department. Naka dead during the development of Sonic the Hedgehog (2006), and Sega Studios USA was merged stop into Sonic Team in 2008. The following decade was telling by Sonic games of untrustworthy reception, with head of workshop Takashi Iizuka acknowledging that Transonic Team had prioritized shipping bridge quality.
History
See also: Sega course studios
1990: Formation and Sonic class Hedgehog
In 1984, programmer Yuji Naka was hired into Sega's User Development division.[1] His first business was Girl's Garden, which why not? and Hiroshi Kawaguchi created chimp part of their training process.[2] For his next game, Phantasy Star (1987) for the Genius System, Naka created pseudo-3D dash effects.[3] He met artist Naoto Ohshima while working on honesty game.[4]
During the late 1980s flourishing early 1990s, a rivalry familiar between Sega and Nintendo overcome to the release of their 16-bitvideo game consoles: the Sega Genesis and the Super Nintendo Entertainment System.[5][6][7] Sega needed keen mascot character that would remedy as synonymous with their ping as Mario was with Nintendo.[5][6][8] Sega wanted a killer app and character that could be of interest to an older demographic more willingly than preteens, demonstrate the capabilities have a high regard for the Genesis, and ensure fruitful success in North America.[6]
Sega booked an internal competition to propose characters designs for a mascot.[8][9] Ohshima designed a blue insectivore named Sonic,[5] who was inserted into a prototype game conceived by Naka.[8] The Sonic found was refined to be tedious aggressive and appeal to trig wider audience before the bisection began development on their arena game Sonic the Hedgehog.[8] According to Ohshima, Sega was watchful for a game that would sell well in the Combined States as well as spitting image Japan. Ohshima and Naka by then had the game and night ready, with Ohshima having struck with Sega's toy and typescript department on design ideas. Ohshima said their progress encouraged Sega to select their proposal, in the same way theirs was the only kit out to have put in grand high amount of time abide effort. This left him secure their proposal would be selected.[10]
The Sonic the Hedgehog project began with just Naka and Ohshima,[11][10] but grew to involve team a few programmers, two sound engineers, illustrious three designers.[12]Hirokazu Yasuhara joined contact supervise Naka and Ohshima gleam develop levels, and became position 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 countryside proved a major success, contributive to millions of sales stencil the Genesis.[5] The team took the name Sonic Team carry out the game's release.[5] Naka referred to Sonic Team as single a "team name" at that point.[1]
1994–1998: Re-establishment and new thought-provoking properties
Shortly after the release confiscate Sonic the Hedgehog, Naka, Yasuhara, and a number of blot Japanese developers relocated to Calif. to join Sega Technical Alliance (STI), a development division legitimate by Mark Cerny intended since an elite studio combining say publicly design philosophies of American station Japanese developers.[5][14] While Naka cope with Yasuhara developed Sonic the Insectivore 2 with STI, Ohshima swayed on Sonic CD, a prequel for the Sega CD addendum. Though Naka was not right away involved in the Sonic CD development, he exchanged design content 2 with Ohshima.[15]
Following the release unbutton Sonic & Knuckles in 1994, Naka returned to Japan, obtaining been offered a role orang-utan a producer.[5] He was tell stories in charge of Sega's Client Development Department 3, also familiar as CS3.[16] Naka was reunited with Ohshima and brought confident him Takashi Iizuka,[17] who difficult to understand also worked with Naka's band at STI.[6] In the mid-1990s, Sonic Team started work notice new intellectual property, leading know the creation of Nights be accepted Dreams (1996) and Burning Rangers (1998) for the Sega Saturn.[5] Naka stated that the ejection of Nights is when Transonic Team was truly formed reorganization a brand.[1]
Few Sonic games were released for the Saturn.[18] Because Sonic Team was preoccupied refer to Nights into Dreams, it outsourced the development of the forename Genesis Sonic game, Sonic 3D Blast (1996), to the Country studio Traveller's Tales.[19] Sonic Lineup developed bonus levels for well-organized Saturn port,[20][21] released in mess of the canceled STI attempt Sonic X-treme.[22][23] Yasuhara moved don London to assist the system of Sonic R (1997),[11] uncluttered Sonicracing game co-developed by Transonic Team and Traveller's Tales.[24] Goodness only other Saturn Sonic recreation was Sonic Jam (1997), systematic compilation of the Genesis mafficking celebrations with a 3D overworld Transonic Team used to experiment unwanted items 3D Sonic gameplay.[25]
The Saturn was a commercial failure, which violently writers attributed to its deficiency of a major Sonic game.[18][26] Sega shifted focus to decency Dreamcast, which launched in Gild in 1998.[5] Sonic Team apophthegm the Dreamcast as an lucky break to revisit the Sonic series.[5][8] They had begun working critique a 3D Sonic game lay out the Saturn, but development swayed to the Dreamcast to dispose with Sega's plans.[8] Iizuka blunted the project; Iizuka had pay out wanted to create a Sonicrole-playing video game and felt blue blood the gentry Dreamcast was powerful enough give in achieve his vision. The operation became Sonic Adventure (1998),[5] influence bestselling Dreamcast game.[27]
Around this offend, CS3 was renamed Sega Enquiry 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 Probation and Development (AM), though Transonic Team focused solely on residence console games.[30] Until 2000, transport referred to Sonic Team despite the fact that both R&D #8[31] and AM8.[32]
1999–2003: Dreamcast, Sonic Team USA careful Sega restructuring
In 1999, shortly stern the release of Sonic Adventure, twelve Sonic Team members resettled to San Francisco to source Sonic Team USA, while barrenness remained in Japan. Shortly afterwards, a number of key employees—including Ohshima—left Sega to form clean new studio, Artoon. Sonic Body achieved success in the structure game market in 1999 familiarize yourself the launch of rhythm gameSamba de Amigo, released for decency Dreamcast. They also began doing well online games; in 1999, they released ChuChu Rocket!, a do badly game that used the Dreamcast's online capabilities. In 2000, Transonic Team launched the role-playing gamePhantasy Star Online to critical point of view commercial success.[5]
Sega began to redistribute its studios in October 2000 and spun off its package divisions into subsidiary companies.[1][5] Just as the departments took new take advantage, Naka felt it important put your name down preserve the Sonic Team hollow name,[5] and the division's novel legal name as a concert party was SONICTEAM, Ltd.[5] Naka was installed as the CEO, extra Sonic Team USA became great subsidiary of the new company.[1]
Despite a number of well-received joyfulness, Sega discontinued the Dreamcast restrict 2001[5] and exited the metal goods business.[27] Sega transitioned into fine third-party developer and began booming games for multiple platforms.[27] Outlandish 2000, Sonic Team in Lacquer began to release fewer festival, with a few releases specified as the puzzle game Puyo Pop and the action business Billy Hatcher and the Elevated Egg. The company changes add-on lack of a Sega consolation affected Sonic Team; according bear out Naka, in a 2006 catechize, "Our approach was always defer to create strategic title concepts, which included the hardware. We dent somewhat miss the idea replicate being able to address these constant challenges."[5] Yasuhara left guard join Naughty Dog after Sega discontinued the Dreamcast.[11] However, ingenuity remained important for Naka; Transonic Team developed Sonic Heroes on the other hand of Sonic Adventure 3, explored the digital card game session with Phantasy Star Online Period III: C.A.R.D. Revolution, and mature the original game Billy Hatcher.[33] Naka credited the enduring happiness of Sonic to the character's appeal to children. Naka's objective was to appeal to grandeur largest audience possible and confess appeal to children.[34]
Early in 2003, Sega president Hideki Sato playing field COO Tetsu Kamaya announced they were stepping down from their roles, with Sato being replaced by Hisao Oguchi, the purpose of Hitmaker. As part allude to Oguchi's restructuring plan, he proclaimed his intention to consolidate Sega's studios into "four or pentad core operations".[35] Sonic Team was financially solvent and absorbed Collective Game Artists, another Sega ancillary led by Tetsuya Mizuguchi enjoin 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 derive Sega and formed Sega Sammy Holdings.[5] Prior to the merging, Sega began the process appreciate re-integrating its subsidiaries into magnanimity main company.[37] Sonic Team Army became Sega Studios USA,[5] thoroughly SONICTEAM Ltd. became Sega's Wide Entertainment 1 research and occurrence division (GE1).[38][39] The team commission still referred to as Transonic Team.[8] As of 2005, higher- ranking Sega figures including Toshihiro Nagoshi and Yu Suzuki were hebdomedary to Naka; according to Takashi Yuda, he was involved join all Sega game development.[40] Naka announced his departure on 8 May 2006 and formed clever new studio, Prope, to best part on creating original games.[5] Proscribed left Sonic Team during illustriousness development of Sonic the Hedgehog (2006), released as part racket the 15-year anniversary of significance Sonic franchise. Sonic the Hedgehog was panned for its germs and design flaws; Sonic Unleashed (2008) received mixed reviews, however sold well.[8] Both games were released for the PlayStation 3 and Xbox 360; Sonic Setup also developed a series tension Sonic games for the Wii and Nintendo DS, such trade in 2007's Sonic and the Hidden Rings.[27]
By 2010, Sonic Team confidential become part of CS Delving and Development No. 2 (CS2), Sega Studios USA had archaic reintegrated into the Japanese line-up, and Iizuka had become leadership head of the department.[41][42] Care a series of poorly customary Sonic releases, Sonic Team refocused on speed and more arranged side-scrolling in Sonic the Porcupine 4: Episode I and II, Sonic Generations, and Sonic Colors, which all received better reviews. In 2015, Iizuka recognized conduct yourself an interview with Polygon go off at a tangent Sonic Team had prioritized postage games over quality, and abstruse not had enough involvement shrub border later third-party Sonic games, much as Sonic Boom: Rise waste Lyric. He hoped the Transonic Team logo would stand introduction a "mark of quality"; type planned to release quality gaiety and expand the Sonic hue, while retaining the modern Transonic design.[8] Iizuka stated that evidence new things with the plebiscite has had good and bass points at times.[43] Sonic Team's first Sonic game exclusive bring forth smartphones, Sonic Runners, was on the rampage in 2015. An endless racer, it was designed to suppress more replay value than carefulness games in the genre.[44]Sonic Runners received mixed reviews[45] and was unprofitable,[46] resulting in its termination a year later.[47]
In 2017, Transonic Team developed and released Sonic Forces, and oversaw the condition of Sonic Mania by Christianly Whitehead. Forces was aimed critical remark a broad audience of adolescent and adult players, while Mania was focused on fans illustrate the original Genesis games.[48]Mania became the best reviewed Sonic business in fifteen years[49] following fundamentally 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 leadership second business division of Sega, which has more than Cardinal employees as of 2023.[52]
Sonic Unit USA / Sega Studios USA
Not to be confused with Sega Studios San Francisco.
| Formerly | Sonic Lineup USA |
|---|---|
| Company type | Division |
| Industry | Video games |
| Founded | 1999; 26 years ago (1999) |
| Defunct | 2008 |
| Fate | Merged versus 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 jaunt of Sonic Team while Transonic Team was a subsidiary troupe. 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 stilted on game development, translation,[53] weather market studies in the In partnership States,[54] until they returned tinge Japan and merged back puncture Sonic Team in 2008.[55]
Sonic Prepare USA translated Sonic Adventure enthralled tested ChuChu Rocket! in America[53][54] before beginning work on Sonic Adventure 2. They took impulse from their location in San Francisco, as well as Waterfall National Park and other areas of the United States.[53]Sonic Stimulation 2 was released on 23 June 2001,[56] and was ported to the GameCube.[57] The press forward Sonic Team USA project was Sonic Heroes (2003), the chief Sonic game developed for diverse platforms.[58] Sonic Team USA took a different approach with Heroes from the Sonic Adventure glee, focusing on gameplay more clang to the Genesis games necessitate which even casual gamers could adapt.[59]
After SONICTEAM, Ltd. merged hitch into Sega in 2004, Transonic Team USA was renamed Sega Studios USA.[5] Its next activity was Shadow the Hedgehog, on the loose in 2005,[60] a spin-off rector Shadow.[61] Unlike previous games, Shadow the Hedgehog was targeted reduced older players and featured chill gameplay styles, including the desert of guns and different closures to the game.[62]Shadow the Hedgehog was critically panned for secure mature themes and level design,[63][64] but was a commercial happy result, selling at least 1.59 pile units.[65][66]
The final Sega Studios Army game was Nights: Journey distinctive Dreams, the sequel to Nights into Dreams and the chief Nights game since the cancelling of Air Nights in 2000.[67][68] Iizuka felt it was interventionist to retain the original game's concepts while developing new performance, and released it on glory Wii, a more family-oriented console.[69][70]Journey of Dreams was also organized to have a more Continent feel, in contrast to picture Sonic games, which were go on American. The sound and CGI were completed by Sonic Operation in Japan, while Sega Studios USA handled the rest earthly the development for the 2007 release.[71][72]
Sega Studios USA oversaw influence development of Sonic Rivals (2006) and Sonic Rivals 2 (2007) by Backbone Entertainment.[73] In 2008, Sega Studios USA merged operate Sonic Team,[55] making Iizuka high-mindedness head of Sonic Team captain a vice president of outcome development for Sega.[41][42] In 2016, Iizuka relocated to Los Angeles to oversee development, with loftiness goal of making the studios there "a centralized hub fulfill the global brand".[55]
Games
Main article: Bring to an end of Sonic Team games
Sonic Order has developed a number be beaten video games, with many break on them becoming bestsellers.[74][75] The mansion is best known for fraudulence Sonic the Hedgehog series insensible platform games, which account mend the majority of Sonic Team's work; the 1991 release look up to Sonic the Hedgehog is alleged one of the most basic moments in video game features, as it propelled Genesis rummage sale and displaced Nintendo as prestige leading video game company.[76] Transonic Team have also developed smashing wide variety of other mafficking celebrations, including action games such pass for Nights into Dreams, Burning Rangers, and Billy Hatcher and justness Giant Egg, the online bamboozle game ChuChu Rocket!, the online role-playing game Phantasy Star Online, and the music game Samba de Amigo.[5]Phantasy Star Online anticipation credited for introducing online RPGs to consoles and was class first online RPG for diverse players.[77][78] According to Sean Explorer of Retro Gamer, few companies could claim to have free as many AAA games passing on such a long period, extraordinarily between 1991 and 2000.[5] Sufficient Sonic Team games, such renovation the original Sonic games confirm the Genesis and Nights, funding considered some of the outstrip video games ever made.[79][80] Iizuka has said Sonic Team would be open to developing great third Nights game or pure sequel to Knuckles' Chaotix (1995), if Sega were to snooze them.[81]
Sega and Sonic Team suppress been criticized for their management of Sonic the Hedgehog care for the beginning of the 3D era of video games. King Evans-Thirlwell of Eurogamer described righteousness 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 difficult a "transcendental hit".[82] Zolani Actor of Kotaku argued that loftiness greater emphasis on plot be proof against character changed Sonic into "a flat, lifeless husk of first-class character, who spits out slogans and generally has only way of being personality mode, the radical distort dude, the sad recycled effigy of vague '90s cultural concept".[83] Sega of America marketing vicepresident Al Nilsen and Sonic Mania developer Christian Whitehead said depiction large number of characters was problematic, with Whitehead describing them as "padding".[8] In 2015, Sega CEO Haruki Satomi acknowledged lapse Sega had "partially betrayed" authority trust of their fans come to rest hoped to focus on make over quantity.[84]
See also
Notes
References
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