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1. AM divisions are ment to arcade, so I simiplified it to R&D 2. Why did the last parts needed to be cut? 3. Sega literally only produced 3 games for Nintendo, it is hardly multiple series of games.
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| native_name_lang = jp
| native_name_lang = jp
| romanized_name = Sonikku chīmu
| romanized_name = Sonikku chīmu
| former_name = Sega AM8
| former_name = Sega R&D#8
| type = [[Division (business)|Division]]
| type = [[Division (business)|Division]]
| industry = [[Video game industry]]
| industry = [[Video game industry]]
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}}
}}


{{Nihongo|'''Sonic Team'''|ソニックチーム|Sonikku chīmu|lead=yes|extra=formerly '''Sega AM8'''}} is a Japanese video game development division of [[Sega]]. The division was established as Sega AM8 in [[Ōta, Tokyo]], [[Japan]] in 1988, and was renamed to Sonic Team in 1991 after the release of ''[[Sonic the Hedgehog (1991 video game)|Sonic the Hedgehog]]'' for the [[Sega Genesis]] [[home console]]. The game was huge a commercial success for Sega, and started the long-running [[Sonic the Hedgehog|''Sonic the Hedgehog'' franchise]]. In the mid 1990s, the studio began to create and develop new [[intellectual properties]], whilst continuing to oversee production on the ''Sonic'' series.
{{Nihongo|'''Sonic Team'''|ソニックチーム|Sonikku chīmu|lead=yes|extra=formerly '''Sega AM8'''}} is a Japanese video game development division of [[Sega]]. The division was established as Sega R&D#8 in [[Ōta, Tokyo]], [[Japan]] in 1988, and was renamed to Sonic Team in 1991 after the release of ''[[Sonic the Hedgehog (1991 video game)|Sonic the Hedgehog]]'' for the [[Sega Genesis]] [[home console]]. The game was huge a commercial success for Sega, and started the long-running [[Sonic the Hedgehog|''Sonic the Hedgehog'' franchise]]. In the mid 1990s, the studio began to create and develop new [[intellectual properties]], whilst continuing to oversee production on the ''Sonic'' series.


Following the release of ''[[Sonic Adventure]]'' in 1998, some staff of Sonic Team moved to the [[United States]] to form Sonic Team USA. Sega's financial troubles led to several major structural changes at the company in the early 2000s, with development division United Game Artists being absorbed by Sonic Team in 2003, and Sonic Team USA eventually becoming Sega Studios USA in 2004.
Following the release of ''[[Sonic Adventure]]'' in 1998, some staff of Sonic Team moved to the [[United States]] to form Sonic Team USA. Sega's financial troubles led to several major structural changes at the company in the early 2000s, with development division United Game Artists being absorbed by Sonic Team in 2003, and Sonic Team USA eventually becoming Sega Studios USA in 2004. Today the brand is used for Sonic games developed at the second in-house division of the consumer section at Sega of Japan.


== History ==
== History ==
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In the late 1980s and early 1990s, a rivalry was forming between Japanese video companies [[Sega]] and [[Nintendo]] due to the release of their [[16-bit era]] [[video game console]]s: the [[Sega Genesis]] and the [[Super Nintendo Entertainment System]].{{sfn|Smith|2006|p=25}}{{sfn|Thorpe|2016|p=17}}<ref name="bbc rivalry" /> Sega needed a mascot character that was as synonymous to their brand as [[Mario]] was to Nintendo.{{sfn|Smith|2006|p=25}}{{sfn|Thorpe|2016|p=17}}<ref name="polygon history" /> To distinguish themselves from Nintendo, Sega wanted a killer app and character that could appeal to an older demographic than preteens, demonstrate the capabilties of the Genesis system, and ensure commercial success in North America.{{sfn|Thorpe|2016|p=17, 18, 19}}
In the late 1980s and early 1990s, a rivalry was forming between Japanese video companies [[Sega]] and [[Nintendo]] due to the release of their [[16-bit era]] [[video game console]]s: the [[Sega Genesis]] and the [[Super Nintendo Entertainment System]].{{sfn|Smith|2006|p=25}}{{sfn|Thorpe|2016|p=17}}<ref name="bbc rivalry" /> Sega needed a mascot character that was as synonymous to their brand as [[Mario]] was to Nintendo.{{sfn|Smith|2006|p=25}}{{sfn|Thorpe|2016|p=17}}<ref name="polygon history" /> To distinguish themselves from Nintendo, Sega wanted a killer app and character that could appeal to an older demographic than preteens, demonstrate the capabilties of the Genesis system, and ensure commercial success in North America.{{sfn|Thorpe|2016|p=17, 18, 19}}


In 1988, Sega established an internal development division known as Sega AM8, led by [[Shinobu Toyoda]].{{sfn|Smith|2006|p=25}} Sega of Japan held an internal competition to submit characters designs for a mascot.<ref name="polygon history" /> Artist [[Naoto Ohshima]] designed a blue hedgehog named Sonic that had sharp teeth, a human girlfriend, and fronted a rock band.{{sfn|Smith|2006|p=25}} The hedgehog was inserted into a prototype game created by programmer [[Yuji Naka]].<ref name="polygon history" /> The design of Sonic was refined to be less aggressive and appeal to a wider audience before the division began development on their platform game ''[[Sonic the Hedgehog (1991 video game)|Sonic the Hedgehog]]''.<ref name="polygon history" /> Naka and [[Hirokazu Yasuhara]] respectively served as programmer and designer on the game which was released in 1991.{{sfn|Smith|2006|p=25}} The studio, of around 15 employees, was then renamed to Sonic Team to match the name of their video game and its titular protagonist.{{sfn|Smith|2006|p=25}} The game proved to be a huge commercial success for Sega, contributing to millions of sales of their Genesis home console.{{sfn|Smith|2006|p=25}}
In 1988, Sega established an internal development division known as Sega R&D#8, led by [[Shinobu Toyoda]].{{sfn|Smith|2006|p=25}} Sega of Japan held an internal competition to submit characters designs for a mascot.<ref name="polygon history" /> Artist [[Naoto Ohshima]] designed a blue hedgehog named Sonic that had sharp teeth, a human girlfriend, and fronted a rock band.{{sfn|Smith|2006|p=25}} The hedgehog was inserted into a prototype game created by programmer [[Yuji Naka]].<ref name="polygon history" /> The design of Sonic was refined to be less aggressive and appeal to a wider audience before the division began development on their platform game ''[[Sonic the Hedgehog (1991 video game)|Sonic the Hedgehog]]''.<ref name="polygon history" /> Naka and [[Hirokazu Yasuhara]] respectively served as programmer and designer on the game which was released in 1991.{{sfn|Smith|2006|p=25}} The studio, of around 15 employees, was then renamed to Sonic Team to match the name of their video game and its titular protagonist.{{sfn|Smith|2006|p=25}} The game proved to be a huge commercial success for Sega, contributing to millions of sales of their Genesis home console.{{sfn|Smith|2006|p=25}}


=== Sega Technical Institute ===
=== Sega Technical Institute ===
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In the mid-1990s, Sonic Team started work on new [[intellectual property]], eventually leading to the creation of ''[[Nights into Dreams...]]'' (1996) and ''[[Burning Rangers]]'' (1998) for the [[Sega Saturn]].{{sfn|Smith|2006|p=26, 27}} Meanwhile, the studio also began collaborating with external developers, such as [[Traveller's Tales]], to continue development on the [[Sonic the Hedgehog|''Sonic'' franchise]].{{sfn|Smith|2006|p=26}} The Saturn did not achieve the same commercial success as the Genesis, and so Sega focussed its efforts on a new home console system, the [[Dreamcast]], which would debut in Japan in 1998.{{sfn|Smith|2006|p=27}} The creation of the Dreamcast was seen as opportunity for Sonic Team to revisit the ''Sonic'' series which had stalled in recent years.{{sfn|Smith|2006|p=27}}<ref name="polygon history" /> Sonic Team was originally creating a fully 3D ''Sonic'' game for the Saturn, however development moved to the Dreamcast to align with Sega's future plans.<ref name="polygon history" /> [[Takashi Iizuka (game designer)|Takashi Iizuka]] took the helm on the project; Iizuka had wanted to create a ''Sonic'' [[role-playing game]] for a long time and felt the Dreamcast was a powerful enough machine to achieve his vision.{{sfn|Smith|2006|p=27}} The game would eventually become ''[[Sonic Adventure]]'' which launched in 1998.{{sfn|Smith|2006|p=27}} ''Sonic Adventure'' would go on to be the best-selling game on the Dreamcast.<ref name="gameinformer_sega_nintendo" /> In 1999, shortly after the release of ''Sonic Adventure'', twelve members of Sonic Team relocated to [[San Francisco]], United States, to establish Sonic Team USA, while others remained in Japan.{{sfn|Smith|2006|p=25, 27}} Sonic Team USA was led by Iizuka and began work on [[Sonic Adventure 2|a sequel to ''Sonic Adventure'']], which released for the Dreamcast in 2001.{{sfn|Smith|2006|p=27, 29}}
In the mid-1990s, Sonic Team started work on new [[intellectual property]], eventually leading to the creation of ''[[Nights into Dreams...]]'' (1996) and ''[[Burning Rangers]]'' (1998) for the [[Sega Saturn]].{{sfn|Smith|2006|p=26, 27}} Meanwhile, the studio also began collaborating with external developers, such as [[Traveller's Tales]], to continue development on the [[Sonic the Hedgehog|''Sonic'' franchise]].{{sfn|Smith|2006|p=26}} The Saturn did not achieve the same commercial success as the Genesis, and so Sega focussed its efforts on a new home console system, the [[Dreamcast]], which would debut in Japan in 1998.{{sfn|Smith|2006|p=27}} The creation of the Dreamcast was seen as opportunity for Sonic Team to revisit the ''Sonic'' series which had stalled in recent years.{{sfn|Smith|2006|p=27}}<ref name="polygon history" /> Sonic Team was originally creating a fully 3D ''Sonic'' game for the Saturn, however development moved to the Dreamcast to align with Sega's future plans.<ref name="polygon history" /> [[Takashi Iizuka (game designer)|Takashi Iizuka]] took the helm on the project; Iizuka had wanted to create a ''Sonic'' [[role-playing game]] for a long time and felt the Dreamcast was a powerful enough machine to achieve his vision.{{sfn|Smith|2006|p=27}} The game would eventually become ''[[Sonic Adventure]]'' which launched in 1998.{{sfn|Smith|2006|p=27}} ''Sonic Adventure'' would go on to be the best-selling game on the Dreamcast.<ref name="gameinformer_sega_nintendo" /> In 1999, shortly after the release of ''Sonic Adventure'', twelve members of Sonic Team relocated to [[San Francisco]], United States, to establish Sonic Team USA, while others remained in Japan.{{sfn|Smith|2006|p=25, 27}} Sonic Team USA was led by Iizuka and began work on [[Sonic Adventure 2|a sequel to ''Sonic Adventure'']], which released for the Dreamcast in 2001.{{sfn|Smith|2006|p=27, 29}}


During this period in the late 1990s, a number key employees—including Ohshima—left the company to form a new video game development studio named [[Artoon]].{{sfn|Smith|2006|p=27}} Sonic Team achieved success in the [[arcade game]] market in 1999 with the launch of [[rhythm game]] ''[[Samba de Amigo]]'', which was released the following year for the Dreamcast.{{sfn|Smith|2006|p=28}} Sonic Team also began exploring [[Online game|online gaming]]; they developed ''[[ChuChu Rocket!]]'' (1999) a [[puzzle video game]] that made use of the Dreamcast's online capabilities.{{sfn|Smith|2006|p=28}} In 2000, the studio delved futher into online gaming with the release of the [[role-playing video game]] ''[[Phantasy Star Online]]'', which became a critical and commercial success.{{sfn|Smith|2006|p=28, 29}} Despite Sonic Team creating a number of well received titles for the Dreamcast, Sega would discontinue production of the system in 2001,{{sfn|Smith|2006|p=29}} and consequently drop out from the hardware business.<ref name="gameinformer_sega_nintendo" /> Sega transitioned into to [[third-party developer]] and began developing games for multiple platforms.<ref name="gameinformer_sega_nintendo" /> Once of the first titles to be released on a non-Sega platform was ''Sonic Adventure 2'', which launched on the Nintendo [[GameCube]] in 2002.<ref name="gameinformer_sega_nintendo" />
During this period in the late 1990s, a number key employees of Sega —including Ohshima—left the company to form a new video game development studio named [[Artoon]].{{sfn|Smith|2006|p=27}} Sonic Team achieved success in the [[arcade game]] market in 1999 with the launch of [[rhythm game]] ''[[Samba de Amigo]]'', which was released the following year for the Dreamcast.{{sfn|Smith|2006|p=28}} Sonic Team also began exploring [[Online game|online gaming]]; they developed ''[[ChuChu Rocket!]]'' (1999) a [[puzzle video game]] that made use of the Dreamcast's online capabilities.{{sfn|Smith|2006|p=28}} In 2000, the studio delved futher into online gaming with the release of the [[role-playing video game]] ''[[Phantasy Star Online]]'', which became a critical and commercial success.{{sfn|Smith|2006|p=28, 29}} Despite Sonic Team creating a number of well received titles for the Dreamcast, Sega would discontinue production of the system in 2001,{{sfn|Smith|2006|p=29}} and consequently drop out from the hardware business.<ref name="gameinformer_sega_nintendo" /> Sega transitioned into to [[third-party developer]] and began developing games for multiple platforms.<ref name="gameinformer_sega_nintendo" /> Once of the first titles to be released on a non-Sega platform was ''Sonic Adventure 2'', which launched on the Nintendo [[GameCube]] in 2002.<ref name="gameinformer_sega_nintendo" />


[[File:Uga.svg.png|thumb|150px|United Game Artists was absorbed by Sonic Team in 2003 after Sega split their development divisions into separate subsidiaries.]]
[[File:Uga.svg.png|thumb|150px|United Game Artists was absorbed by Sonic Team in 2003 after Sega split their development divisions into separate subsidiaries.]]
In 2000, Sega was struggling financially and opted to split their numerous AM development divisions away from the main company to form a series of subsidiaries; Sonic Team retained their name in the transition.{{sfn|Smith|2006|p=29}} However, many of the smaller subsidiaries were unable to support themselves and were forced to close or merge with other studios.{{sfn|Smith|2006|p=29}} Sonic Team was financially solvent and decided to absorb United Game Artists (Sega AM9) in 2003.{{sfn|Smith|2006|p=29}} United Game Artists was led by [[Tetsuya Mizuguchi]] and known for creating [[music video game]]s ''[[Space Channel 5]]'' (1999) and ''[[Rez (video game)|Rez]]'' (2001).{{sfn|Smith|2006|p=29}}<ref name="eurog mizuguchi" /> In 2004, Japanese company [[Sammy Corporation|Sammy]] acquired a controlling interest in Sega and formed [[Sega Sammy Corporation]].{{sfn|Smith|2006|p=29}} This ultimately led to Sonic Team's re-integration with the main company; Sonic Team USA became Sega Studios USA.{{sfn|Smith|2006|p=29}}
In 2000, Sega was struggling financially and opted to split their numerous R&D development divisions away from the main company to form a series of subsidiaries; Sonic Team retained their name in the transition.{{sfn|Smith|2006|p=29}} However, many of the smaller subsidiaries were unable to support themselves and were forced to close or merge with other studios.{{sfn|Smith|2006|p=29}} Sonic Team was financially solvent and decided to absorb United Game Artists (Sega R&D9) in 2003.{{sfn|Smith|2006|p=29}} United Game Artists was led by [[Tetsuya Mizuguchi]] and known for creating [[music video game]]s ''[[Space Channel 5]]'' (1999) and ''[[Rez (video game)|Rez]]'' (2001).{{sfn|Smith|2006|p=29}}<ref name="eurog mizuguchi" /> In 2004, Japanese company [[Sammy Corporation|Sammy]] acquired a controlling interest in Sega and formed [[Sega Sammy Corporation]].{{sfn|Smith|2006|p=29}} This ultimately led to Sonic Team's re-integration with the main company; Sonic Team USA became Sega Studios USA.{{sfn|Smith|2006|p=29}}


Naka announced his departure from the studio on 8 May 2006.{{sfn|Smith|2006|p=25}} He went on to form his development studio, [[Prope]].{{sfn|Smith|2006|p=25}} He left during the development of the 2006 video game ''[[Sonic the Hedgehog (2006 video game)|Sonic the Hedgehog]]'', which was released as part of the 15 year anniversary of ''Sonic'' franchise.<ref name="polygon history" /> The game was met with negative reception due to technical issues.<ref name="polygon history" /> In the 2000s and 2010s, the studio developed a series of ''Sonic'' games exclusively for Nintendo platforms as part of the collaboration between Sega and Nintendo.<ref name="gameinformer_sega_nintendo" />
Naka announced his departure from the studio on 8 May 2006.{{sfn|Smith|2006|p=25}} He went on to form his development studio, [[Prope]].{{sfn|Smith|2006|p=25}} He left during the development of the 2006 video game ''[[Sonic the Hedgehog (2006 video game)|Sonic the Hedgehog]]'', which was released as part of the 15 year anniversary of ''Sonic'' franchise.<ref name="polygon history" /> The game was met with negative reception due to technical issues.<ref name="polygon history" />

=== Current state ===

After the merge back into Sega, the corporate name for Sonic Team was Global Entertainment Research and Development Division No. 1 (GE1). It contained members of both Sonic Team and [[Sega Wow|SEGA WOW]]. Naka announced his departure from the studio on May 8, 2006.{{sfn|Smith|2006|p=25}} He went on to form his development studio, [[Prope]].{{sfn|Smith|2006|p=25}} GE1 was headed by Akinori Nishiyama. Takashi Iizuka continued to manage Sonic Team USA, now called Sega Studio USA. Non-Sonic projects during this period are sequels of ''[[NiGHTS]]'' and ''[[Phantasy Star Online]]'', as well as two entries of Sega's ''Naruhodo'' Edutainment series of games for Nintendo DS and PSP <ref>https://web.archive.org/web/20071029042424/http://naruhodo.sega.jp/soft/index.html</ref> Which are ''Nounenrei Nou-Stress Kei Atama Scan'' and ''Jukogon'' in 2006, and ''Onsei Kanjou Sokuteiki: Kokoro Scan'' in 2007.

In 2008, another restructure at Sega took place, turning the departments into uniform consumer departments, and Sega Studio USA was dissolved. Akinori Nishiyama was promoted to chief producer, overseeing all software products at Sega, and Iizuka replaced Nishiyama as the general manager of Sonic Team. Since ''[[Sonic the Hedgehog 4: Episode I]]'', he has become the main producer of the [[Sonic the Hedgehog series|series]]. Since 2009, the "Sonic Team" brand has diminished out of non-Sonic games, despite them being produced by former Sonic Team members or being made in the same CS2 department. Examples of this include ''[[Pole's Big Adventure]]'',<ref>{{Cite web|url = http://www.nintendoworldreport.com/news/17575/sega-reveals-poles-big-adventure-for-wiiware|title = Sega Reveals Pole's Big Adventure for WiiWare|date = |accessdate = |website = |publisher = Nintendo World Report|last = |first = }}</ref> ''[[Rhythm Thief & the Emperor’s Treasure]]'',<ref>{{Cite web|url = http://game.watch.impress.co.jp/docs/review/20120124_506870.html|title = セガ、「リズム怪盗R 皇帝ナポレオンの遺産」インプレッション&ミニインタビュ|date = |accessdate = |website = |publisher = Game Watch|last = |first = }}</ref> ''[[Phantasy Star Online 2]]'', and ''[[Project 575]]''.{{citation needed|date=April 2016}}


== See also ==
== See also ==

Revision as of 12:29, 3 December 2016

Sonic Team
Native name
[ソニックチーム] Error: {{Lang}}: unrecognized language code: jp (help)
Sonikku chīmu
FormerlySega R&D#8
Company typeDivision
IndustryVideo game industry
Founded1988; 36 years ago (1988)
Headquarters,
Japan
Key people
Takashi Iizuka (producer)
ProductsList of Sonic Team games
ParentSega Games Co., Ltd.
Websitesonicteam.com

Sonic Team (Japanese: ソニックチーム, Hepburn: Sonikku chīmu, formerly Sega AM8) is a Japanese video game development division of Sega. The division was established as Sega R&D#8 in Ōta, Tokyo, Japan in 1988, and was renamed to Sonic Team in 1991 after the release of Sonic the Hedgehog for the Sega Genesis home console. The game was huge a commercial success for Sega, and started the long-running Sonic the Hedgehog franchise. In the mid 1990s, the studio began to create and develop new intellectual properties, whilst continuing to oversee production on the Sonic series.

Following the release of Sonic Adventure in 1998, some staff of Sonic Team moved to the United States to form Sonic Team USA. Sega's financial troubles led to several major structural changes at the company in the early 2000s, with development division United Game Artists being absorbed by Sonic Team in 2003, and Sonic Team USA eventually becoming Sega Studios USA in 2004. Today the brand is used for Sonic games developed at the second in-house division of the consumer section at Sega of Japan.

History

Formation and creation of Sonic the Hedgehog

File:The Original Sonic Team.jpg
Sonic, surrounded by series creators Yuji Naka (left), Naoto Ohshima (center), and Hirokazu Yasuhara (right) in 2011. All three were key members of Sonic Team.

In the late 1980s and early 1990s, a rivalry was forming between Japanese video companies Sega and Nintendo due to the release of their 16-bit era video game consoles: the Sega Genesis and the Super Nintendo Entertainment System.[1][2][3] Sega needed a mascot character that was as synonymous to their brand as Mario was to Nintendo.[1][2][4] To distinguish themselves from Nintendo, Sega wanted a killer app and character that could appeal to an older demographic than preteens, demonstrate the capabilties of the Genesis system, and ensure commercial success in North America.[5]

In 1988, Sega established an internal development division known as Sega R&D#8, led by Shinobu Toyoda.[1] Sega of Japan held an internal competition to submit characters designs for a mascot.[4] Artist Naoto Ohshima designed a blue hedgehog named Sonic that had sharp teeth, a human girlfriend, and fronted a rock band.[1] The hedgehog was inserted into a prototype game created by programmer Yuji Naka.[4] The design of Sonic was refined to be less aggressive and appeal to a wider audience before the division began development on their platform game Sonic the Hedgehog.[4] Naka and Hirokazu Yasuhara respectively served as programmer and designer on the game which was released in 1991.[1] The studio, of around 15 employees, was then renamed to Sonic Team to match the name of their video game and its titular protagonist.[1] The game proved to be a huge commercial success for Sega, contributing to millions of sales of their Genesis home console.[1]

Sega Technical Institute

Shortly after the release of Sonic the Hedgehog, Naka, Yasuhara and a number of other Japanese developers relocated to California, United States to join Sega Technical Institute, a development division led by Mark Cerny.[6][7] Cerny's aim was to an establish an elite development studio that would combine the design philosophies of American and Japanese developers.[7] In 1991, they began development on several titles that would lead to the creation of Kid Chameleon, Greendog: The Beached Surfer Dude!, and Sonic the Hedgehog 2, which all released the following year.[7] While Sonic the Hedgehog 2 was a successful release, its development suffered some setbacks; the language barrier and cultural differences created a rift between the Japanese and American developers.[7] Once development on Sonic 2 concluded, Cerny departed from Sega Technical Institute and was replaced by Atari veteran Roger Hector.[7] The American developers would go on to develop Sonic Spinball (1993), while the Japanese developers worked on Sonic the Hedgehog 3 (1994) and Sonic & Knuckles (1994).[8] During the development of Sonic 3 the team began experimenting with 3D computer graphics, however they were unable to implement such technology with limited hardware power available on the Genesis system.[9] Following the release of Sonic & Knuckles, Yasuhara quit Sonic Team and began working on titles for Sega of America, while Naka returned to Japan to continue work with the team.[6]

Sega Saturn, Dreamcast and structural changes

In the mid-1990s, Sonic Team started work on new intellectual property, eventually leading to the creation of Nights into Dreams... (1996) and Burning Rangers (1998) for the Sega Saturn.[10] Meanwhile, the studio also began collaborating with external developers, such as Traveller's Tales, to continue development on the Sonic franchise.[6] The Saturn did not achieve the same commercial success as the Genesis, and so Sega focussed its efforts on a new home console system, the Dreamcast, which would debut in Japan in 1998.[11] The creation of the Dreamcast was seen as opportunity for Sonic Team to revisit the Sonic series which had stalled in recent years.[11][4] Sonic Team was originally creating a fully 3D Sonic game for the Saturn, however development moved to the Dreamcast to align with Sega's future plans.[4] Takashi Iizuka took the helm on the project; Iizuka had wanted to create a Sonic role-playing game for a long time and felt the Dreamcast was a powerful enough machine to achieve his vision.[11] The game would eventually become Sonic Adventure which launched in 1998.[11] Sonic Adventure would go on to be the best-selling game on the Dreamcast.[12] In 1999, shortly after the release of Sonic Adventure, twelve members of Sonic Team relocated to San Francisco, United States, to establish Sonic Team USA, while others remained in Japan.[13] Sonic Team USA was led by Iizuka and began work on a sequel to Sonic Adventure, which released for the Dreamcast in 2001.[14]

During this period in the late 1990s, a number key employees of Sega —including Ohshima—left the company to form a new video game development studio named Artoon.[11] Sonic Team achieved success in the arcade game market in 1999 with the launch of rhythm game Samba de Amigo, which was released the following year for the Dreamcast.[15] Sonic Team also began exploring online gaming; they developed ChuChu Rocket! (1999) a puzzle video game that made use of the Dreamcast's online capabilities.[15] In 2000, the studio delved futher into online gaming with the release of the role-playing video game Phantasy Star Online, which became a critical and commercial success.[16] Despite Sonic Team creating a number of well received titles for the Dreamcast, Sega would discontinue production of the system in 2001,[17] and consequently drop out from the hardware business.[12] Sega transitioned into to third-party developer and began developing games for multiple platforms.[12] Once of the first titles to be released on a non-Sega platform was Sonic Adventure 2, which launched on the Nintendo GameCube in 2002.[12]

File:Uga.svg.png
United Game Artists was absorbed by Sonic Team in 2003 after Sega split their development divisions into separate subsidiaries.

In 2000, Sega was struggling financially and opted to split their numerous R&D development divisions away from the main company to form a series of subsidiaries; Sonic Team retained their name in the transition.[17] However, many of the smaller subsidiaries were unable to support themselves and were forced to close or merge with other studios.[17] Sonic Team was financially solvent and decided to absorb United Game Artists (Sega R&D9) in 2003.[17] United Game Artists was led by Tetsuya Mizuguchi and known for creating music video games Space Channel 5 (1999) and Rez (2001).[17][18] In 2004, Japanese company Sammy acquired a controlling interest in Sega and formed Sega Sammy Corporation.[17] This ultimately led to Sonic Team's re-integration with the main company; Sonic Team USA became Sega Studios USA.[17]

Naka announced his departure from the studio on 8 May 2006.[1] He went on to form his development studio, Prope.[1] He left during the development of the 2006 video game Sonic the Hedgehog, which was released as part of the 15 year anniversary of Sonic franchise.[4] The game was met with negative reception due to technical issues.[4]

Current state

After the merge back into Sega, the corporate name for Sonic Team was Global Entertainment Research and Development Division No. 1 (GE1). It contained members of both Sonic Team and SEGA WOW. Naka announced his departure from the studio on May 8, 2006.[1] He went on to form his development studio, Prope.[1] GE1 was headed by Akinori Nishiyama. Takashi Iizuka continued to manage Sonic Team USA, now called Sega Studio USA. Non-Sonic projects during this period are sequels of NiGHTS and Phantasy Star Online, as well as two entries of Sega's Naruhodo Edutainment series of games for Nintendo DS and PSP [19] Which are Nounenrei Nou-Stress Kei Atama Scan and Jukogon in 2006, and Onsei Kanjou Sokuteiki: Kokoro Scan in 2007.

In 2008, another restructure at Sega took place, turning the departments into uniform consumer departments, and Sega Studio USA was dissolved. Akinori Nishiyama was promoted to chief producer, overseeing all software products at Sega, and Iizuka replaced Nishiyama as the general manager of Sonic Team. Since Sonic the Hedgehog 4: Episode I, he has become the main producer of the series. Since 2009, the "Sonic Team" brand has diminished out of non-Sonic games, despite them being produced by former Sonic Team members or being made in the same CS2 department. Examples of this include Pole's Big Adventure,[20] Rhythm Thief & the Emperor’s Treasure,[21] Phantasy Star Online 2, and Project 575.[citation needed]

See also

References

  1. ^ a b c d e f g h i j k Smith 2006, p. 25.
  2. ^ a b Thorpe 2016, p. 17.
  3. ^ Kelion, Leo (13 May 2014). "Sega v Nintendo: Sonic, Mario and the 1990's console war". BBC News. BBC. Retrieved 19 November 2016.
  4. ^ a b c d e f g h Hester, Blake. "Sonic the Hedgehog's long, great, rocky history". Polygon. Vox Media. Retrieved 19 November 2016.
  5. ^ Thorpe 2016, p. 17, 18, 19.
  6. ^ a b c Smith 2006, p. 26.
  7. ^ a b c d e Day 2007, p. 29.
  8. ^ Day 2007, p. 29, 30.
  9. ^ Thorpe 2016, p. 22.
  10. ^ Smith 2006, p. 26, 27.
  11. ^ a b c d e Smith 2006, p. 27.
  12. ^ a b c d Shea, Brian (1 October 2016). "Jumping Platforms: How Sonic Made The Leap To Nintendo". Game Informer. GameStop. Retrieved 21 November 2016.
  13. ^ Smith 2006, p. 25, 27.
  14. ^ Smith 2006, p. 27, 29.
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