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| − | ''[[Sonic Heroes]]'' has gone through several changes over its development process. There are several rejected ideas, levels designs, and other things that were left on the cutting room floor. The following details several of these things. | + | ''[[Sonic Heroes]]'' went through many ideas and changes during the development process. What follows is a collection of items related to the game's development. |
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| | ==Development Process== | | ==Development Process== |
| − | ''Sonic Heroes'' was developed to celebrate the twelfth anniversary of Sonic the Hedgehog. The game's director, [[Takashi Iizuka]], stated that he did not want to make ''Sonic Heroes'' a continuation of the ''[[Sonic Adventure]]'' series, as he was worried only core gamers would buy the title, and instead decided to create a game that more casual players could adapt to.
| + | [[File:Sonic McDonald.jpg|thumb|190px|Sonic the Hedgehog celebrating "The Year of Sonic."]] |
| | + | Though ''[[Sonic Adventure 2: Battle]]'', ''[[Sonic Adventure DX: Directors Cut]]'', and ''[[Sonic Mega Collection]]'' had been released on the [[sega:Nintendo Gamecube|Nintendo Gamecube]] after Sega's departure from console manufacturing, there had not been a new 3D title in the ''[[Games featuring Sonic the Hedgehog|Sonic the Hedgehog]]'' series since 2001. Knowing that the gaming public would be putting a lot of pressure on the group to see if they could still produce a quality, hit title without the backing of a Sega console, the team decided to try and appeal to as wide a userbase as possible, appealing to both old and new fans alike. Soon, work began on ''Sonic Heroes'' by the denizens of [[Sonic Team]] USA, once again led by [[Takashi Iizuka]]. Not wanting to simply make another ''Adventure'' title for fear only core gamers would purchase the title, the idea was thought up of having the game use a team-based system of gameplay, which had been experimented with in the nearly-forgotten [[sega:Sega 32X|Sega 32X]] title ''[[Knuckles Chaotix|Chaotix]]''. |
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| − | Unlike the two previous main series games, ''Sonic Adventure'' and ''[[Sonic Adventure 2]]'', ''Sonic Heroes'' uses the RenderWare engine so that the game could be programmed and ported easily to the GameCube, PlayStation 2, Xbox, and Microsoft Windows. Despite being able to port some textures and character models from the ''Sonic Adventure'' titles, most work on the title was started anew. Despite the use of cross-platform middleware, ''Sonic Heroes'' was Sega's first multi-platform title, and the development team found additional challenges in working with the PlayStation 2 and Xbox, platforms that they had very little experience with.
| + | Remembering the amount of chatter on the Internet about the lack of [[Miles "Tails" Prower|"Tails"]] in early ''[[Game Development:Sonic Adventure 2|Sonic Adventure 2]]'' promotional material, fan's continuous clamor for the inclusion of their favorite characters, and requests to bring back those that had been used once or twice in obscure titles, it was decided that the playable roster of characters in ''Heroes'' would be the biggest yet. Having four teams with three members each, it was hoped that any complaints would vanquish with the satisfying of these demands. |
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| − | ==Early Game Design== | + | Not just using the main cast of the two ''Adventure'' titles, it was decided that three of the [[Chaotix]] - [[Espio the Chameleon]], [[Vector the Crocodile]] and [[Charmy Bee]] - would be resurrected for production of the game. Redesigned just as the classic cast had been to fit into the modern style by [[Yuji Uekawa]], Iizuka decided to treat the Chaotix as if they were new characters, ignoring certain traits that had been established in the Japanese ''Chaotix'' manual that would have contradicted their intent in the game. Additionally, two new characters were created specifically for ''Heroes'', those being [[E-123 Omega]] (a clear homage to [[E-102 Gamma]] who could not return due to story reasons) and [[Cream the Rabbit]]. Though drawn up for the game, the team felt that it would be better to first introduce the young rabbit girl and her pet Chao [[Cheese]] in the [[sega:Game Boy Advance|Game Boy Advance]] title ''[[Sonic Advance 2]]''. Establishing her in the hand held title, it was done for two reasons, the first to make players familiar with her, the second to help make the handheld sequel feel fresh in comparison to its predecessor. The flying rabbit was also featured in a cameo in ''Sonic Adventure DX'' for similar reasons. |
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| | + | One character that was never intended to be playable, but was reintroduced regardless, was the fan-favorite villain [[Metal Sonic]]. Listening to fan demand that wanted to see the return of the mechanical menace, the team enlisted the original designer of the character, [[Kazuyuki Hoshino]], to help with the redesign. Having been a part of Sonic Team for quite a while (including the Art Director for both ''Adventure'' titles) it only made sense for him to be involved in the reintroduction of one of his most successful characters. Though the redesign was in some ways drastic, and was teased in nearly every promotional trailer, the look was only briefly glanced at in-game. |
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| | + | Instead of restricting the game to just one platform, the development team wanted to have separate releases for all three major gaming consoles at the time, and the PC. In order to do this, Sega acquired the rights to use the [[wikipedia:RenderWare|RenderWare]] engine, a middleware platform for graphics rendering. Even with this additional work, the process of porting the game to the [[sega:Playstation 2|Playstation 2]] and the [[sega:Xbox|Xbox]] proved more difficult than first anticipated, due to the team's unfamiliarity with consoles. |
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| | + | In order to hype up the release and reaffirm Sonic's status in the gaming world, the year of 2003 was called "The Year of Sonic" in numerous interviews across the board. With the premier of the animated series ''[[Sonic X]]'', the first [[McDonalds Sonic LCD games|McDonalds Happy Meal tie-in]] in nearly a decade, and the release of multiple Sonic-related titles (including the port of ''Sonic Adventure'' and the Game Boy titles ''[[Sonic Pinball Party]]'' and ''[[Sonic Battle]]'') the character of [[Sonic the Hedgehog]] was pushed in all corners, something that hadn't been done since the original release of ''Adventure''. To add to the excitement of the new release, a [[Sonic Heroes (MKDD Bonus Disc Demo)|demo of the game]] was included with some early copies of ''Mario Kart: Double Dash'', hyping the console the game was first developed on. However, ''Sonic Heroes'' was only released in Japan that year on December 30th, not seeing western shores until February of 2004 and missing the coveted holiday push altogether, an unforseen delay in production being the cause. |
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| | + | ==Unused Enemy== |
| | + | Discovered by KT15, the following enemy was found while using Nemesis' DFF import script. While appearing in ''[[Sonic Adventure]]'' and ''[[Sonic Adventure 2]]'', it is unused in ''Heroes''. |
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| | + | <gallery widths="140px" heights="140px" > |
| | + | File:SHeroes UnidasBody.png|The body of [[E-32 Unidus|Unidus]]. |
| | + | File:SHeroes UnidasSpikeBall.png|The spike balls that orbit the body. |
| | + | </gallery> |
| | + | |
| | + | ==Concept Art== |
| | + | |
| | + | ===Character Renders=== |
| | + | The following is a collection of early renders for most of the characters in ''Sonic Heroes''. Taken from [http://www.vision-scape.com Vision-Scape]. |
| | + | |
| | + | <gallery widths="140px" heights="140px" > |
| | + | File:Heroes Render Amy.jpg|[[Amy Rose]] |
| | + | File:Heroes Render Big.jpg|[[Big the Cat]] |
| | + | File:Heroes Render Cream.jpg|[[Cream the Rabbit]] |
| | + | File:Heroes Render Cheese.jpg|[[Cheese]] the [[Chao]] |
| | + | File:Heroes Render Espio.jpg|[[Espio the Chameleon]] |
| | + | File:Heroes Render Charmy.jpg|[[Charmy Bee]] |
| | + | File:Heroes Render Omega.jpg|[[E-123 Omega]] |
| | + | File:Heroes Render Robotnik.jpg|[[Dr. Eggman]] |
| | + | File:Heroes Render FakeRobotnik.jpg|"Dummy" Eggman |
| | + | File:Heroes Render NeoMetal.jpg|[[Neo Metal Sonic]] |
| | + | </gallery> |
| | + | |
| | + | ===Level Concept Art=== |
| | + | <gallery widths="140px" heights="140px" > |
| | + | File:Heroes-sh e3 art stg01.png|[[Seaside Hill]] concept art. |
| | + | </gallery> |
| | + | |
| | + | ==Promotional Screenshots== |
| | + | ===Cutscenes=== |
| | + | <gallery widths="140px" heights="140px" > |
| | + | File:SHeroes Eggman Beta.png|Used in an early video from e3.sega.com, this sequence with Eggman bobbing his head while pointing is lacking the machinery and robots found in the final render. |
| | + | File:SHeroes GHZ Beta.png|This early video shows Sonic running through a [[Green Hill Zone]]-esque area. In the final version, the textures were changed to those of the first level. |
| | + | </gallery> |
| | | | |
| | ===Seaside Hill=== | | ===Seaside Hill=== |
| − | <gallery widths="140px" heights="140px" perrow="4"> | + | <gallery widths="140px" heights="140px" > |
| − | File:SHeroes SeasideHill Beta01.jpg|Early videos show the help symbols having a wing on them instead of "FLY". | + | File:SonicHeroesOriginal9.jpg|The introduction of [[Team Sonic]]. From the first batch of promotional screenshots. |
| − | File:SHeroes SeasideHill Beta02.jpg|Also has wing and there are 4 instead of 2. | + | File:SonicHeroesOriginal7.jpg|The introduction of [[Team Dark]]. From the first batch of promotional screenshots for the game. |
| − | File:SHeroes SeasideHill Beta03.jpg|Also has wing and on the left dash hoops. Breakable wall with a spring within is replaced by crates. | + | File:SonicHeroesOriginal2.jpg|The first appearance of [[Team Rose]]. From the announcement of the game. |
| | + | File:SonicHeroesOriginal4.jpg|The re-introduction of [[Team Chaotix]]. From the first ten promotional screenshots. |
| | + | File:SonicHeroesOriginal1.jpg|From the first ten screenshots released. |
| | + | File:SonicHeroesOriginal3.jpg|From the first ten screenshots released. |
| | + | File:SonicHeroesOriginal6.jpg|From the first ten screenshots released. |
| | + | File:SonicHeroesOriginal10.jpg|From the first ten screenshots released. |
| | + | File:SHeroes SeasideHill Beta02.jpg|Showing four wing icons. One of the first ten shots used to introduce the game. |
| | + | File:SHeroes SeasideHill Beta03.jpg|Featuring a slightly different item placement, including the dash hoops on the left and crates where a breakable wall with a spring should be. One of the frist ten. |
| | + | File:SHeroes SeasideHill Beta01.jpg|An early video showing the "FLY" symbols with a wing instead of the word. |
| | File:SHeroes SeasideHill Beta04.jpg|4 Fly icons instead of 2. | | File:SHeroes SeasideHill Beta04.jpg|4 Fly icons instead of 2. |
| − | File:SHeroes SeasideHill Beta05.jpg|The icons and green flapper are missing. In the distance a 2nd fleet has 3 green flappers instead of 3 red and 1 green flapper. | + | File:SHeroes SeasideHill Beta05.jpg|The icons and green [[Egg Flapper]] are missing. In the distance a 2nd fleet has 3 green flappers instead of 3 red and 1 green flapper. |
| | File:SHeroes SeasideHill Beta06.jpg|Team Rose usually starters further down the level in the beach area. Also new is the multi colored score rings. | | File:SHeroes SeasideHill Beta06.jpg|Team Rose usually starters further down the level in the beach area. Also new is the multi colored score rings. |
| | File:SHeroes SeasideHill Beta07.jpg|Team Dark in a part of Seaside Hill that they normally cannot traverse. | | File:SHeroes SeasideHill Beta07.jpg|Team Dark in a part of Seaside Hill that they normally cannot traverse. |
| | File:SHeroes SeasideHill Beta08.jpg|In the distance the second wave platform is up instead of having two smaller columns to get to the next section. There is also 4 "Fly" signs in the distance. This is different from what Team Dark normally experiences. | | File:SHeroes SeasideHill Beta08.jpg|In the distance the second wave platform is up instead of having two smaller columns to get to the next section. There is also 4 "Fly" signs in the distance. This is different from what Team Dark normally experiences. |
| − | File:SHeroes SeasideHill Beta09.jpg|Totaly different from what Team Dark finds normally. Usually there are several pillars with Eggpawn atop of them. | + | File:SHeroes SeasideHill Beta09.jpg|Totally different from what Team Dark finds normally. Usually there are several pillars with [[Egg Pawn|Egg Pawns]] atop of them. |
| − | File:SHeroes SeasideHill Beta10.jpg|Eggpawn lifebars don't have speach bubles around them. | + | File:SHeroes SeasideHill Beta10.jpg|Egg Pawn lifebars lacking the speech bubbles around them. |
| | File:SHeroes SeasideHill Beta11.jpg|Team Chaotix in a area they normally cannot reach. | | File:SHeroes SeasideHill Beta11.jpg|Team Chaotix in a area they normally cannot reach. |
| | File:SHeroes SeasideHill Beta12.jpg|Yet again in a area Team Chaotix cannot reach. | | File:SHeroes SeasideHill Beta12.jpg|Yet again in a area Team Chaotix cannot reach. |
| − | File:SHeroes SeasideHill Beta13.jpg|Team Chaotix in Team Sonics level. | + | File:SHeroes SeasideHill Beta13.jpg|Team Chaotix in Team Sonic's level. |
| − | File:SHeroes SeasideHill Beta14.jpg|Team Chaotix in Team Sonics level. | + | File:SHeroes SeasideHill Beta14.jpg|Team Chaotix in Team Sonic's level. |
| − | File:SHeroes SeasideHill Beta15.jpg|Team Chaotix in Team Sonics level. | + | File:SHeroes SeasideHill Beta15.jpg|Team Chaotix in Team Sonic's level. |
| − | File:SHeroes SeasideHill Beta16.jpg|Team Chaotix in Team Sonics level. | + | File:SHeroes SeasideHill Beta16.jpg|Team Chaotix in Team Sonic's level. |
| | File:SHeroes SeasideHill Beta17.jpg|Normally Team Chaotix's level ends here. | | File:SHeroes SeasideHill Beta17.jpg|Normally Team Chaotix's level ends here. |
| − | File:SHeroes SeasideHill Beta18.jpg|More of Team Chaotix in Team Sonics level. | + | File:SHeroes SeasideHill Beta18.jpg|More of Team Chaotix in Team Sonic's level. |
| − | File:SHeroes SeasideHill Beta19.jpg|More of Team Chaotix in Team Sonics level. | + | File:SHeroes SeasideHill Beta19.jpg|More of Team Chaotix in Team Sonic's level. |
| | </gallery> | | </gallery> |
| | + | |
| | + | ===Ocean Palace=== |
| | + | <gallery widths="140px" heights="140px" > |
| | + | File:SHeroes OceanPalace Beta01.jpg|Team Rose at Team Sonic's starting point. |
| | + | </gallery> |
| | + | |
| | + | ===Power Plant=== |
| | + | <gallery widths="140px" heights="140px" > |
| | + | File:SHeroes PowerPlant Beta01.jpg|Background clouds are black instead of white. |
| | + | </gallery> |
| | + | |
| | + | ===Rail Canyon=== |
| | + | <gallery widths="140px" heights="140px" > |
| | + | File:SHeroes RailCanyon Beta01.jpg|At this part of the level Team Rose normally fights 2 Egg Pawns. |
| | + | File:SHeroes RailCanyon Beta02.jpg|Normally this area is unreachable, and if it is reached the fan spins the other way. |
| | + | File:SHeroes RailCanyon Beta03.jpg|The help monitor has a picture of a shoe instead of "Speed". The [[badnik]] is red instead of green. The second possible way through this section is missing. |
| | + | </gallery> |
| | + | |
| | + | ===Bullet Station=== |
| | + | <gallery widths="140px" heights="140px" > |
| | + | File:SHeroes BulletStation Beta01.jpg|Team Dark has balloons in this area. |
| | + | </gallery> |
| | + | |
| | + | ===Hang Castle=== |
| | + | <gallery widths="140px" heights="140px" > |
| | + | File:SHeroes HangCastle Beta01.jpg|The HUD indicates that 181 keys are needed instead of 10. |
| | + | File:SHeroes HangCastle Beta02.jpg|Same difference. |
| | + | File:SHeroes HangCastle Beta03.jpg|Same difference. |
| | + | File:SHeroes HangCastle Beta04.jpg|Same difference. |
| | + | </gallery> |
| | + | |
| | + | ==See Also== |
| | + | *[[Unreleased Music#Sonic Heroes|Unreleased Music]] - A collection of early and unused music connected to ''Sonic Heroes''. |
| | + | |
| | + | ==External Links== |
| | + | *[http://www.youtube.com/watch?v=Xddu4wUWUhE ''Sonic Heroes'' Opening (In Production)] - A version of the opening using early animation and storyboards. From ''[[Sonic Mega Collection Plus]]''. |
| | + | *[http://www.youtube.com/watch?v=b63e5tmnZRo Intro Movie for Team Dark (In Production)] - An early version of the opening cutscene for Team Dark. From ''Sonic Mega Collection Plus''. |
| | + | *[http://www.youtube.com/watch?v=FmWwg-diUWs First Trailer] |
| | + | *[http://www.youtube.com/watch?v=Ad3x3O_BkJM Second Trailer] |
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| | {{SHOmni}} | | {{SHOmni}} |
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| − | [[Category:Game Development|Sonic Heroes]] | + | [[Category:Game development|Sonic Heroes]] |
One character that was never intended to be playable, but was reintroduced regardless, was the fan-favorite villain Metal Sonic. Listening to fan demand that wanted to see the return of the mechanical menace, the team enlisted the original designer of the character, Kazuyuki Hoshino, to help with the redesign. Having been a part of Sonic Team for quite a while (including the Art Director for both Adventure titles) it only made sense for him to be involved in the reintroduction of one of his most successful characters. Though the redesign was in some ways drastic, and was teased in nearly every promotional trailer, the look was only briefly glanced at in-game.
Instead of restricting the game to just one platform, the development team wanted to have separate releases for all three major gaming consoles at the time, and the PC. In order to do this, Sega acquired the rights to use the RenderWare engine, a middleware platform for graphics rendering. Even with this additional work, the process of porting the game to the Playstation 2 and the Xbox proved more difficult than first anticipated, due to the team's unfamiliarity with consoles.
In order to hype up the release and reaffirm Sonic's status in the gaming world, the year of 2003 was called "The Year of Sonic" in numerous interviews across the board. With the premier of the animated series Sonic X, the first McDonalds Happy Meal tie-in in nearly a decade, and the release of multiple Sonic-related titles (including the port of Sonic Adventure and the Game Boy titles Sonic Pinball Party and Sonic Battle) the character of Sonic the Hedgehog was pushed in all corners, something that hadn't been done since the original release of Adventure. To add to the excitement of the new release, a demo of the game was included with some early copies of Mario Kart: Double Dash, hyping the console the game was first developed on. However, Sonic Heroes was only released in Japan that year on December 30th, not seeing western shores until February of 2004 and missing the coveted holiday push altogether, an unforseen delay in production being the cause.
Discovered by KT15, the following enemy was found while using Nemesis' DFF import script. While appearing in Sonic Adventure and Sonic Adventure 2, it is unused in Heroes.