Following the Dreamcast’s discontinuation in 2001, Sega’s future seemed uncertain. Fans were particularly concerned over the fate of their expansive Sonic the Hedgehog franchise. Their fears were ultimately assuaged when a port for the latest game, Sonic Adventure 2, was announced for the Nintendo GameCube. It is nearly impossible to overstate how many shockwaves this development sent through the gaming sphere. An entire generation of enthusiasts had grown up knowing of the fierce rivalry between Nintendo and Sega. By the end of the year Sega pulled out of the console race, Sonic Team found themselves porting their latest work to their former rival’s console.
Because of this, for enthusiasts who had grown up with Nintendo consoles, Sonic Adventure 2 wound up being their gateway entry. As if to prove this wasn’t an elaborate joke, an original 2D platforming game by the name of Sonic Advance emerged for Nintendo’s newest Game Boy model. Both games were well received by these new fans. Over the next few years, this was followed up by a GameCube port of the original Sonic Adventure dubbed Sonic Adventure DX: Director’s Cut, a sequel to Sonic Advance, and Sonic Mega Collection – the last of which being a compilation new fans could use to play the series’ generation-defining Genesis installments. Fans of Sonic the Hedgehog then breathed a sigh of relief as the future of the franchise seemed secure.
During all of this, they began to speculate on what the next Sonic console installment would look like. Their answer came in the form of a project dubbed Sonic Heroes. It was being developed by the San Francisco-based Sonic Team USA – a crew consisting of nineteen members – to commemorate the series’ twelfth anniversary. The first few screenshots showed several returning characters from the Sonic franchise – including some such as Big the Cat, who had only appeared in one installment by that point. The project was led by mainstay producer Yuji Naka and director Takashi Iizuka. Mr. Iizuka stated in interviews that he didn’t want Sonic Heroes to be a sequel to Sonic Adventure 2. He was worried only fans of the series would buy the game and he wanted it to draw in a new audience. To this end, he desired to return to a gameplay style similar to that of the Genesis installments.
Furthermore, to reach as many people as possible, Sonic Heroes was to be the series’ first cross-platform installment, slated to see a release on the GameCube, PlayStation 2, and Xbox. In order for this to be possible, Sonic Team opted against using tools built by Sega, instead partnering with Criterion Software. The RenderWare engine would allow the game to be programmed and ported to each platform with ease. They were able to use some textures and models from the two Sonic Adventure installments, but most of the game ended up being built from scratch. The biggest problem that plagued development stemmed from having to work with the PlayStation 2 and Xbox, consoles with which they had little experience. Mr. Iizuka and Mr. Naka briefly considered including content exclusive to certain versions, but ultimately decided it would be for the best for everyone to have the same experience.
Twenty months after they started, the game was released domestically in December of 2003 before emerging in North America in January of 2004 and PAL regions the following February. Though fans by and large enjoyed the Sonic Adventure installments, the reception to Sonic Heroes was decidedly mixed. Particularly unimpressed were those who purchased the PlayStation 2 version, as technical difficulties forced Sonic Team to make the game run at thirty frames per second. By contrast, it ran at sixty frames per second in the other two versions. Discounting this particular issue, critics felt that the game, while lacking the issues of the Sonic Adventure titles, were still well below the quality of the universally beloved Genesis installments. However, criticism toward Sonic Heroes lessened over the years, and it is now considered a decent effort. Being the first Sonic the Hedgehog console game to be conceived by Sega as a third-party developer, exactly how well has it held up? Did they manage to put their best foot forward after a tumultuous period?
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