Sonic Heroes
Sonic Heroes[a] is a 2003 3D platform game in Sega's Sonic the Hedgehog series. Set six months after Sonic Adventure 2 (2001), the story follows four groups of characters in their quests to find Doctor Eggman; meanwhile, Metal Sonic secretly manipulates these events. Sonic Heroes features twelve playable characters divided into predetermined teams of three. Players are required to switch between team members and take advantage of each one's unique abilities to complete levels and collect the seven Chaos Emeralds.
The game was produced in commemoration of the series' twelfth anniversary. Sonic Team USA, led by Yuji Naka and Takashi Iizuka, handled development. They aimed to make Sonic Heroes feel like a standalone game rather than a continuation of its predecessors, and built it using the RenderWare game engine. Sonic Heroes was the first multi-platform Sonic game—produced for GameCube, PlayStation 2, Windows, and Xbox—and was released in Japan in December 2003, with a worldwide release in 2004.
Reviewers were polarized by Sonic Heroes. They praised the game for focusing on fast gameplay and wrote it was much closer to the series' original 2D entries; for these reasons, some called it an improvement from the Sonic Adventure games. The graphic design and detailed environments and textures were also considered highlights. However, it was derided for not addressing the problems of past Sonic games, such as poor camera controls and voice acting. The game was a major commercial success, selling 3.41 million copies, and was rereleased under the Player's Choice, Platinum Hits, and Greatest Hits lines for GameCube, Xbox, and PlayStation 2, respectively.
Gameplay
Sonic Heroes is a 3D platformer similar to previous Sonic the Hedgehog games.[1] The player must race through levels to advance the story and collect rings for protection and lives.[2] Enemy robots are scattered around levels and must be defeated by jumping on them or other means of attack. The game begins with a tutorial[3] followed by fourteen normal levels[4] and seven boss fights.[3] While the preceding Sonic Adventure games for Dreamcast featured elements of action-adventure and exploration, Sonic Heroes focuses on linear platforming and action.[2][5]
The player navigates using a team of three player characters.[2] There are four teams: Team Sonic (Sonic the Hedgehog, Miles "Tails" Prower, and Knuckles the Echidna); Team Dark (Shadow the Hedgehog, Rouge the Bat, and E-123 Omega); Team Rose (Amy Rose, Cream the Rabbit, and Big the Cat); and Team Chaotix (Espio the Chameleon, Charmy Bee, and Vector the Crocodile).[1] When the player reaches the end of a level, they are graded based on their performance; an "A" rank is highest, while an "E" is lowest.[5] Each team has its own campaign, called a story.[3]
Team Rose, Team Sonic, and Team Dark represent easy, medium, and hard difficulties, respectively, with harder difficulties featuring longer stages and tougher enemies.[4] Team Chaotix's levels are mission-based, requiring players to fulfill a specific objective to clear a level.[6] Teams contain three character types: Speed, Power, and Flight, which the player toggles between.[6] Speed characters can perform homing attacks (which allow them to lock onto enemies and objects) and light dashes (which allow them to dash across lines of rings), and can form whirlwinds to climb up poles. Power characters can break through objects and glide on gusts of air, while flight characters can temporarily fly and attack airborne enemies. By acquiring certain items or enemies, characters can level up, becoming more efficient when fighting enemies.[3]
By collecting keys hidden within levels and reaching the end of a level without getting hit, players can enter special stages. In special stages, players dash across a tube, collecting spheres containing boost power whilst avoiding obstacles. There are two types of special stages: Bonus Challenge and Emerald Challenge. Bonus Challenges are optional and award the player with extra lives. Emerald Challenges task the player with catching a Chaos Emerald before it disappears. If players collect all seven Emeralds and clear each story, an additional Last Story is unlocked.[3] The game also features a multiplayer mode, in which players can race or battle.[4]
Plot
Six months after the battle aboard the Space Colony ARK,[b] Sonic, Tails, and Knuckles receive a letter from Doctor Eggman, who claims to have a weapon he will use to take over the world in three days. They set off to put a stop to Eggman's plans. Amy, who is infatuated with Sonic, teams up with Cream and Big to help them search for their friends, Chocola and Froggy, who were supposedly kidnapped by Sonic. Elsewhere, Rouge infiltrates one of Eggman's bases, where she discovers Shadow and the discarded robot E-123 Omega. With Shadow missing his memories and Omega seeking revenge against Eggman for sealing him away, Rouge forms a team with them to get a hold of Eggman’s treasure. Meanwhile, the Chaotix Detective Agency, formed of Vector, Espio, and Charmy, accept a job from a mysterious client who communicates with them via walkie-talkie.
As the teams make their way towards Eggman's whereabouts, clashing with each other along the way, they have doubts about the identity of their true adversary. Unbeknownst to them, someone is posing as Eggman and secretly obtaining data from his enemies. After Eggman's final machine is defeated, Team Dark uncovers a series of androids resembling Shadow, Team Rose is reunited with Chocola and Froggy, and Team Chaotix discover that their mysterious client is actually Eggman, who had been locked away by his impostor. The imposter reveals himself to be Metal Sonic, who was trying to obtain the data to prove himself better than Sonic. Metal Sonic uses the data to transform into the all-powerful Metal Overlord, but Sonic uses the power of the Chaos Emeralds to transform into Super Sonic and, with help from his teammates, defeats Metal Sonic. As the heroes disperse, Sonic and his team run off in anticipation of their next adventure.
Development
Sonic Heroes was developed by the 19-member Sonic Team USA in San Francisco[7] to commemorate the Sonic series' twelfth anniversary.[8] Development was led by producer Yuji Naka and director/lead designer Takashi Iizuka,[8][9] and lasted 20 months. The majority of the development team had worked on previous Sonic games.[7] Iizuka did not want to make a sequel to Sonic Adventure 2 (2001), as he worried it would only appeal to Sonic fans. Interested in returning to a gameplay style similar to the Genesis games, Sonic Team decided to design Sonic Heroes so casual players not familiar with Sonic could adapt.[7] The game includes references to the stories of the Sonic Adventure games, but is otherwise unrelated.[10]
Sonic Heroes was the first multi-platform Sonic game: it was developed for GameCube, PlayStation 2 (PS2), and Xbox.[11] Unlike previous games, which had been made using custom tools,[12] Sonic Team partnered with Criterion Software to use the RenderWare game engine so the game could be programmed and ported with ease to each platform.[13] Though Sonic Team was able to transfer some textures and models from the Sonic Adventure games into Sonic Heroes, most of their work started from scratch.[12] Sonic Team found challenges in working with Xbox and PS2, platforms with which they had little experience.[11] The content in all versions is the same, but the PS2 version runs at 30 frames per second (FPS) in contrast to the other versions running at 60 FPS. Sega's Noah Musler explained that running the PS2 version at 60 FPS would have caused performance problems.[12] Iizuka also noted the system is less powerful than GameCube and Xbox. Iizuka and Naka decided against including console-exclusive content so players could have the same experience regardless of console.[5]
Sonic Team was interested in making Sonic Heroes's narrative feature characters teaming up to overcome evil, rather than Sonic Adventure's approach of individual character stories. This led to the conception of the "team action" concept.[7] Iizuka stated Sonic Team had a considerable amount of freedom in designing the game due to its new scope. The Chao-raising system—a staple of the series since Sonic Adventure—was removed because Sonic Team feared it would disrupt the pace of the game. To improve replay value, the grading system was made more difficult. The special stages from the 2D games were revived to "refresh players' minds" and change the pace.[5] Player reactions to previous games influenced the design; for example, the team did not include modes like Big's fishing from Sonic Adventure and Tails' shooting from Sonic Adventure 2 after both were criticized.[12]
The Chaotix, who had appeared in the 1995 spinoff game Knuckles' Chaotix, were revived for Sonic Heroes because Sonic Team thought they were unique and had never used them. Iizuka said he did not consider the Chaotix in Sonic Heroes the same team from Knuckles' Chaotix, claiming to have created new characters using the same designs from 1995.[5] The game marks the debut of E-123 Omega in the Sonic series.[14] Cream the Rabbit was created specifically for Sonic Heroes, but was introduced in 2002's Sonic Advance 2.[15][16] Sonic Team wanted to include as many teams as possible, but time constraints and a desire to keep the gameplay balanced prevented this.[5] The game features several computer animated cutscenes produced by Vision Scape Interactive.[17] Jun Senoue composed the majority of the soundtrack. His band Crush 40 performed the main theme, "Sonic Heroes", and the final boss theme, "What I'm Made Of". Other songs were performed by Ted Poley, Tony Harnell, Kay Hanley, and Gunnar Nelson.[18] Iizuka has said that the intention was for the music "to return to the roots of the Sonic experience" and be exciting and fast-paced.[5]
Naka believed that Sonic Heroes, a Sonic-themed McDonald's Happy Meal toy line, and the anime series Sonic X would expose the franchise to a new generation of potential gamers.[5] Sega released Sonic Heroes in Japan on December 30, 2003, two weeks later than intended to ensure there were "no compromises" in the final product.[19] The GameCube version was released in North America on January 6, 2004, followed by the Xbox and PS2 versions on January 27.[20] The European version was released on February 2, 2004.[21] A Windows version was released in North America on November 22, 2004,[22] followed by Europe on November 26[23] and Japan on December 9.[24] The game was rereleased through Sonic PC Collection for Windows on October 2, 2009,[25] and PS2 Classics line for PlayStation 3 (PS3) on February 22, 2012.[26]
Reception
Aggregator | Score |
---|---|
Metacritic | 73/100 (Xbox)[c][27] 72/100 (GameCube)[d][28] 66/100 (Windows)[e][29] 64/100 (PlayStation 2)[f][30] |
Publication | Score |
---|---|
1Up.com | C+[31] |
Eurogamer | 6/10[6] |
GameRevolution | [1] |
GameSpot | 7/10[32] |
GameSpy | [2] |
IGN | 8/10[4] |
Reviews for Sonic Heroes were "mixed or average", according to the review aggregator Metacritic.[27][28][29][30] Some reviewers felt the game was better than the previous 3D Sonic games but still below the quality of the 2D games.[2][4][31] The PS2 version's reviews were considerably worse than others;[30] reviewers noted clipping, graphic faults, and its lower frame rate.[33][34]
The aesthetics and sound were generally well-received.[1][4][32] IGN lauded detailed, varied, and realistic character models, and wrote that the environments were colorfully and crisply textured. They also praised the realistic and "gorgeous" shading and lighting effects.[4] Although GameSpot thought the graphics were not much of an improvement from previous games—comparing them to "a glorified Dreamcast game"—they still praised its steady frame rate, art design, and vibrant colors.[32] Eurogamer disliked the shiny models, but was still pleased by the vivid, imaginative aesthetics.[6] In regards to the soundtrack, Game Revolution found it upbeat and catchy, offering particular praise for the music of Bingo Highway.[1] Although they called the music laughable and not an improvement from previous games, IGN thought the rest of the sound was high quality, and praised its "perfectly implemented" sound effects running in Dolby Pro Logic II.[4]
Multiple reviewers wrote that the gameplay was very similar to that of the Genesis Sonic games.[2][32][31] GameSpot found Sonic Heroes the closest Sonic Team ever got to recreating the classic 2D Sonic gameplay in 3D. They praised the game for stripping away the shooting and hunting elements from the Sonic Adventure games, and called it "a purer, more action-packed Sonic experience" than previous games.[32] IGN considered Sonic Heroes a major improvement from Sonic Adventure, writing "Sonic Heroes does an absolutely sensational job of re-creating the intensely fast and unpredictable looping, corkscrewing stages from the classic games in 3D".[4] 1UP.com and GameSpy agreed.[2][31] Reviewers called the casino level, Bingo Highway, a highlight.[1][4][32]
Reviewers were generally divided over the team-based gameplay.[4][32][35] GameSpy argued it was well-balanced and thought it greatly increased the replay value.[2] IGN offered similar praise, praising its easy-to-learn, strategic controls.[4] Game Revolution wrote the system added diversity.[1] However, IGN also thought it was not as ambitious as expected and did not change the overall experience.[4] GameSpot agreed the controls were easy, but considered the large number of teams unnecessary: "no one cares about these peripheral characters... People play Sonic games to play as Sonic the Hedgehog".[32] 1UP found the concept was more repetitive than innovative.[31] Eurogamer considered the gameplay original but "boring and obvious" and thought that the controls were clunky and unorthodox.[6]
The game was criticized for not addressing the problems of prior Sonic games.[4][32][31] 1UP wrote the problems with the camera and "hit-or-miss lock-on attacks that leave you plunging to your doom" that plagued the Sonic Adventure games were still present in Sonic Heroes and hurt the experience greatly.[31] GameSpot said although the camera worked well most of the time, coordination between camera position and character movement caused problems, such that pushing forward may not move the character in the same direction the camera is facing. They also wrote that the game suffered from problems with the collision detection and noted all the shortcomings were present in the Sonic Adventure games.[32] IGN agreed the camera had not been improved.[4] The voice acting was especially derided; IGN joked players should "turn down the volume during cut-scenes",[4] and GameSpy compared the voice work to the likes of Playskool.[2]
Sales
Sonic Heroes was a major commercial success. By October 2004, the game had sold over one million copies in Europe.[36] The PlayStation 2 version received a "Double Platinum" sales award from the Entertainment and Leisure Software Publishers Association,[37] indicating sales of at least 600,000 copies in the United Kingdom.[38] According to Sega's financial reports, Sonic Heroes sold 1.42 million units from its release to March 2004 (850,000 in the U.S., 420,000 in Europe, and 150,000 in Japan),[39] 1.57 million units from March 2004 to March 2005,[40] and 420,000 units in the U.S. from March 2006 to March 2007,[41] for total sales of at least 3.41 million. It was branded as part of the Player's Choice line on GameCube,[42] Platinum Hits on Xbox,[43] and Greatest Hits on PS2.[44]
Legacy
In a retrospective article ranking most of the major Sonic games, USgamer ranked Sonic Heroes 19th out of 27. They wrote that the system of switching between characters was unwieldy and annoying, but still interesting because it made the game feel like a puzzle video game. They also praised the design of E-123 Omega.[45]
Sonic Heroes marked the debut of recurring Sonic character E-123 Omega,[3] and reintroduced the obscure Chaotix.[5] To celebrate the Sonic franchise's 20th anniversary in 2011, Sega released Sonic Generations, which remade aspects of Sonic games. The version released for PS3, Xbox 360, and Windows contains a remake of the Sonic Heroes level Seaside Hill,[46] and the Nintendo 3DS version includes the special stages[47] and the Egg Emperor boss fight.[48] Seaside Hill has also appeared in Mario and Sonic at the Olympic Winter Games (2009),[49] Sonic & Sega All-Stars Racing (2010),[50] and its 2012 sequel.[51] Some levels in Sonic Forces (2017) reuse the concept of switching between characters as necessary.[52] Sumo Digital also cited the concept as inspiration for their 2018 game Team Sonic Racing.[53]
After Sonic Heroes, Sonic Team USA was renamed Sega Studios USA.[54] Their next project was Shadow the Hedgehog (2005),[55] a spinoff starring Shadow set shortly after the events of Sonic Heroes.[56] In 2008, after working on a few more games, the division was merged with Sonic Team in Japan.[57]
See also
Notes
References
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suggested) (help) - ^ "Game of the week; Shadow the Hedgehog; GameCube/PS2/Xbox (rrp $79.95) Rating: 3.5/5". Herald Sun (1): F02. February 26, 2006.
- ^ Jarvis, Matthew (April 1, 2016). "Sonic Team head returns to US to establish development 'hub' for franchise". Market for Computer and Video Games. Archived from the original on July 14, 2018. Retrieved July 14, 2018.
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