Reference: The Sonic Cycle
I've since completed my research on the history of Sonic's public image. Posting about it on this blog is the last priority. Fortunately, there's a little bit of breather room in my immediate schedule, so I'd like to share a small part of my findings.
My all-time favorite game, Sonic Adventure for the Dreamcast, has a very interesting place in the history of Sonic. It is, in fact, where the Sonic controversy all began. But it's not quite as simple as that.
As I've said before, the so-called Sonic Cycle has a grain of truth to it - Sonic games have a tendency to create massive amounts of hype that are followed by unusually negative backlash post-release. This was the case for Sonic Adventure. Previews of the game were more than a little optimistic, and many critics tied the fate of the game to the fate of the entire Dreamcast console. Everyone looking into the next console generation was looking at Sonic Adventure.
Response to the game was overwhelmingly positive... but tinged by disappointment. All of the reviews, both positive and negative, point to a bewildering paradox of quality. Sonic Adventure was both really great and really frustrating. The high-octane gameplay and gorgeous graphics (for the time) impressed everybody that played, but there was also a lot to dislike. The finicky camera threw players to their deaths. Slower-paced sections of gameplay (like fetch quests in the exploration zones) felt out of place and annoying (which made Knuckles and Big the least liked characters of the game) And yet, reviewers stressed, the game was truly amazing when it got going. It was both amazing AND flawed, and it all depended on how much you could tolerate.
So this created the fanbase's first schism. Sonic Adventure's paradox split the fanbase into different camps: the majority who loved the game, and the significant minority who couldn't stand the game and wanted to go back to 2D. Sound familiar?
The story doesn't end there, though. There's a lot more to this. And it starts with Sonic Adventure 2. All told, a vast improvement on the first Sonic Adventure - better pacing, smoother animation and storytelling, faster gameplay, and better graphics. But it also retained some controversial features, namely the argumentative camera and Knuckles' hunting gameplay. Sonic Adventure 2 is a lot less controversial as a result, but the people sticking to the "3D sucks" argument still had some ammunition to work with moving forward.
And at this point, we come to what might have been the great strategic error on Sega's part.
As the industry moved into the PS2/Gamecube/Xbox console generation and Sega's Dreamcast dropped out, Sega promised to keep the Sonic franchise going with new titles. So Sonic fans were forced to wait until the next major installment. Unfortunately, that didn't happen for another three years. And what did Sega bridge the gap with? Handheld titles and Gamecube remakes: Sonic Adventure DX and Sonic Adventure 2: Battle.
Now let's back up and crunch a couple of numbers. Sonic Adventure came out in 1998. Sonic Heroes was released in 2004. That means that, between the originals and its remakes, Sonic Adventure completely defined the nature of Sonic games for SIX YEARS. Six years of Knuckles' hunting gameplay. Six years of story-based structure. Six years of Sonic Adventure.
Whatever frustrations that Sonic Adventure created in the fanbase, those wounds were allowed to fester through the three year drought following Sonic Adventure 2. After nothing but the same things to complain about, the naysayers were rock-solid in their negative opinion.
Sonic Heroes, Shadow the Hedgehog, and Sonic 2006 didn't help to change those opinions. Sonic Heroes was more classically inspired (read: like the Genesis games), but was a mediocre game overall. Shadow the Hedgehog was clearly a cash-in that didn't play well. Sonic 2006... speaks for itself. But as much as these games did to undermine Sonic's standing in the public eye, this whole controversy started with Sonic Adventure.
And this more or less explains the state of the Sonic fanbase today. Complaints that were created 13 years ago still linger around today, embedded deeper into the fanbase by repeatedly lackluster games. From there, it's interesting to postulate what would happen if things had gone differently at this turning point. What if Sega hadn't waited three years and filled the gap with remakes? What if a better game had come sooner? Would we still be dealing with this controversy today?
But that's just speculation. Regardless of how bad it may be, it's necessary to understand exactly where these criticisms originated from. There's a lot of negative opinion running around, and it's important to know which parts are relevant and which parts are just echoes from the past.
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