Farewell









Section I: The Quick Introduction

Dear readers,

Sonic XS, the decades long Sonic project that I, AmzroSevca, have been working on extensively, is officially ending as of today which is June 15th, 2023. Why the project is finally ending and what lead me to this crucial decision will be fully explained in this final project letter. The primary reason for why Sonic XS is being ended is that the project ultimately became far too derivative.

It draws upon the elements of the Sonic franchise, but instead of being a reconstruction of the franchise like it was supposed to be, it rapidly evolved into a wild piece of fan fiction that has more fan material in it than it does official material. The stories, zones, gameplay ideas, etc, drew on what was provided, and then turned into something so different that the project is unrecognizable as a reconstruction or redesign of the franchise. Instead it lends itself to being a work of historical fiction that contains ridiculously ambitious content that veers too far away from the source material and real world history.





Section II: Getting Back Into Things

Initially I had completed the bulk of the work on Sonic XS by the end of 2020. There were plans to also reconstruct the other eras of the franchise aside from just the classic era, but the classic era was done up as a nice present with a bow on top and everything. Three years passed and very little happened with the project. An update released which added some quality of life changes and necessary edits to improve the viewer’s enjoyment, but it didn’t do much more than just that. Now, fast forward to the summer of 2023 and I begin to dig into something else that I have had critical interest in for a long time. Gaming journalism.

Gaming journalism, just like journalism in general, is a can of worms and after years going by and nothing seeming to improve in the sphere of reviews, I decided to launch a project that saw me doing several months of extensive research into why gaming journalism has ended up the way it has. Long story short, I learned that good journalism takes a lot of resources and has very little reward whereas bad journalism takes few resources and can sometimes score bigger rewards. And if the bad journalism ends up with no reward? No sweat, because no great amount of time, resources, or money were invested in the first place.

This is when I decided to go and try my hand at writing a comprehensive review of Sonic the Hedgehog CD as a test run. After hours of researching opinion pieces, developer interviews, refreshing myself on my own playthroughs of the game’s many releases (SEGA CD 1993 Original, Sonic Gems Collection, 2011 Remaster, Sonic Origins), and bringing up countless papers on the flavors of game design, I finally put keyboard to screen as I began to type up my analytical review.





Section III: The Problem Arises

However this is when the desire to write more about how Sonic CD’s flaws could be fixed rather than just reviewing the game’s elements in comprehensive detail struck me. I started to think about how Sonic CD could be reconstructed into a more fulfilling experience and thought back to Sonic XS. It dawned on me that such an idea with Sonic games in general was the original idea of the Sonic XS project and I started to consider how the project could be moved forward. Thoughts about gameplay mechanics, story beats, quality of life features, and more raced through my mind. This is when I began considering redoing the entirety of Sonic XS in order to bring the project more closely in line with being a franchise reconstruction effort. I would seek to work solely with existing materials in their most vanilla formats to try and fit them together better to the best of my abilities without turning things upside down.

Before I could ever start though, I stopped. After calculating the time for R&D (research and development) along with the long-term commitment, it became clear to me that the entire project would simply not be worth it. It is obvious from the past twenty years alone that SEGA has cared more about money than creativity, because they are a business first and a developer of video games second. Even Sonic Frontiers, which was highly praised by much of the gaming press and most Sonic fans, was not much more than a band-aid on a mangled body when it comes to the franchise as a whole. The Sonic franchise needs a surgical reconstruction in order to fix its disfigured form. The new lore team that SEGA has been hiring is going to encounter a mind-numbing mess due to the neglect on SEGA’s part and how they have left Sonic Team and other studios throwing Sonic all over the place, trying to find some level of consistency if any at all.





Section IV: Gotta Go Fast?

There simply is no clear focus or identity for the blue blur. Sometimes he’s turning into a werewolf (ahem sorry I mean “werehog”), watching his rival ride motorcycles with machine guns, running through fantasy novels with swords, absorbing aliens, wrapping himself into more sports tape than necessary, kissing humans in a bad romance plot, suffering through a stagnant turn based RPG with extremely poor sound quality bound to cause hearing loss, or attempting to re-create Super Mario Galaxy with a burning desire for hardcore parkour. Sonic Team has been throwing anything and everything at the wall to see what sticks. And sometimes when something sticks, they just take it off the wall. Sonic Frontiers is the first sign of that trend breaking, but even then, promises are empty until they are fulfilled.

All of this is made even worse when you consider that even the official social media presences for the Sonic franchise have joked about the questionable nature of Sonic’s canon and general franchise consistency on various occasions. Some games have even been completely dropped from canon while others have gone unconfirmed or simply brushed under the rug. Many still are left scratching their heads about the consequences of the Sonic 4 duology (which are mobile games given elevated status by title), Sonic Free Riders, Shadow the Hedgehog (which didn’t need to happen), Sonic Heroes (Sega Sonic Arcade and Chaotix are now irrelevant I guess) Sonic Team Racing (which was abandoned on release), Sonic Forces, Sonic Generations (solely in the writing department), and other titles in the franchise’s history.

Bad writing, bad marketing choices, and poor long-term planning has lead to plenty of obligatory mental gymnastics and hand waving. And it doesn’t help that even in the case of the most recent release, Sonic Frontiers, the world building was completely screwed up due to the game’s botched development that saw what used to be three islands get split into five. And to add salt to the wound, the game still has story leftovers in the final release that blatantly contradict what the player is experiencing in the game. Combine this with the troubled development also leading to issues regarding insane pop-in, reduced graphical fidelity, completely removed story beats, seemingly random implementation of platforming obstacles, etc, and it’s not hard to see just how rough Sonic is still having it all these years later.





Section V: Gotta Go to the Past!

But before anyone claims that this is just a grilling of the franchise’s modern era, many of these problems have plagued Sonic since the very beginning. The classic era, which contains some of the most praised games in the entire franchise, is riddled with cut content, unrealized visions, conflicting backstories, and other problems of a complicated nature. Extensive research has shown that there never were supposed to be three different islands, a different numbers of chaos emeralds in each game, inconsistent lore concerning the emeralds, or copy pasted level themes.

There is a reason why Emerald Hill, Turquoise Hill, Great Turquoise, and a couple of other zones look nearly identical to the Green Hill Zone. There is a reason why both Sonic 2 and Sonic 3 & Knuckles feature Hidden Palace zones (yet the former had its version scrapped in its original release). There is a reason why Ice Cap and Sandopolis, which are snow and desert zones, make an appearance in Sonic 3 & Knuckles, yet those biomes are absent from the other Genesis titles (excluding Sonic 3D Blast) and in particular, Sonic 2. There is a reason why South Island, West Side Island, and Angel Island all have eerily similar backstories (to where they are basically the exact same one) that leave no room for it just being a coincidence.

Then you have to account for situations such as the parallel development of Sonic CD and Sonic 2 which were made by two different regions of SEGA and ended up being very different games or Knuckles’ Chaotix (also known just as “Chaotix”) which was developed by a studio that had very little contact if any with the original team behind Sonic. Even the stories written in the manuals changed from region to region. You also had some games based on external media such as TV shows and comics such as Sonic Spinball that led to dead ends or were stuck in isolation such as Mean Bean Machine. Let’s not forget how one game started out as a Mickey Mouse game (yes, literally) and due to product development high jinks was turned into a Sonic game...that played nothing like Sonic (and yeah it’s considered a spin-off but still has debated lore implications).





Section VI: Blaming Fans? Blame SEGA.

But what has caused the most problems are the frequent renovations of Sonic’s identity in addition to an unending list of retractions, retcons, reboots, and rebrands. There was Sonic Adventure, Sonic 06, Sonic Boom, Sonic Forces, Sonic Origins (no the super emeralds are not canon anymore), and now Sonic Frontiers to name a few. And don’t even get me started on Tails Tube or whatever nonsensical YouTube podcast Sonic Team has going on at the moment. When one of your core selling points (cue year of Sonic 2020) is how many followers your social media accounts have, you know you are in down bad territory.

Considering the fact that, collectively speaking, most Sonic fans and gaming enthusiasts did not grow up with the same character nor the same type of game (or games), it is no wonder that the fan-base is fragmented into four or five different eras which have their own sub-divisions. Some people grew up on Sonic CD, while others grew up on Sonic Rush Adventure, while some others grew up on Sonic Lost World which are all wildly different games. Could you imagine if Mario, Bomberman, Donkey Kong, or Mega Man were handled like this? Thankfully those series have a consistent design philosophy in their mainline titles and their spin-offs have well established identities that pick lanes and stick to them rather than swerving all over the place like Drift Kings.

Despite Sonic fans always blaming other Sonic fans day in and day out, the fans are not at fault for the current state that Sonic is in. It is SEGA and always has been SEGA. They are the ones who gave Sonic Team the green light (or even forced them in some cases) to go helter-skelter with every other entry, leading to several different generations of people growing up with different games that all portrayed Sonic in drastically different ways. And then the department would be indecisive about what worked and what didn’t which would lead to the cycle looping in on itself. This is one of the biggest reasons why reconstructing the franchise, especially as just a fan project, is a waste of time.

Not even considering legal problems, lack of funding, and time considerations, Sonic XS is a project that would end up dead in the water because the Sonic franchise is weighed down with far too many contradictions, unplanned creations, misaligned elements, and botched visions to be salvageable without a massive commitment of time and resources. Both of which could be better spent securing my own future rather than daydreaming about “what-ifs” for a blue rat that has been shackled and beaten to death.

Not to mention that there are plenty of fan games made every single year that fill the gaps that SEGA leaves empty. However, remaking even just a single game, and doing it thoroughly well, would take years of research, development, planning, testing, etc, that would lead to a questionable portfolio piece (because of legal problems) and free work done for a company that should be doing it themselves. The thoughts surrounding Sonic XS right before the decision to bring it to a close went something like this: If I am going to extensively research and develop fixes for a game over the course of several years, then chances are I will just be remaking the game or getting into heavy modding. And in that case, what is the point of me doing something that the owners of the IP should be doing themselves since it is costing me time and money that I simply don’t have to spare.





Section VII: So This Is the End

After those thoughts registered, I realized that Sonic XS was little more than an intense daydreaming exercise that took up a decade of my life and got the world no closer to an official resolution about the state of the Sonic series. Sure, I maybe refined some skills along the way such as programming, game design, research writing, basic spriting, and so on but that’s about it. Plus most of those developed skills came from other projects I have done anyways. I also came to the hard, yet truthful conclusion that no one really cares that much about the franchise except the most deeply invested die-hard fans which make up an extremely small minority. And some of these die-hard fans are so highly combative and over-committed to just one specific version of the many different versions of Sonic (which again SEGA is to blame for), that talking to them is like talking to a brick wall, let alone developing a project with them that requires long-term commitment.

With the Sonic franchise being such a train wreck it is difficult to convince people to get into it and become invested for the long haul when the long haul thus far has been an 80 car pileup. And don’t even get me started on how SEGA squandered their chances to properly reset the franchise with the releases of Sonic Origins and Sonic Frontiers. The former was a horrendous cash grab with shitty micro-transaction DLC schemes and the latter is still dressing up in the backroom as DLC waves continue to roll out over the months, adding desperately needed content to fill empty voids and fix glaring flaws. I mean this isn’t really a surprise since this is all coming from the same company that has put the franchise through two sizable dark ages. So, with all that being said, Sonic XS is going gold (as the game industry likes to say) as it steps from being an active project into being an archived one from this day onward. In just two decades, I have gone from a die-hard Sonic gaming fan to a disenchanted skeptic that has been burned more times than there are stars in the universe (as have many others).

And before you say “ackshually ur not a weel sawnic fan!” for laying out these hard truths, I’ll have you know that I bought the highest tiered deluxe versions of both Sonic Frontiers and Sonic Origins (being $70 and $55 respectively), sinking hundreds of hours into both games in addition to the rest of the franchise’s game catalog ranging from Sonic Labyrinth to Sonic Lost World along with everything in-between or around. So shut up. I have been playing Sonic since I was just 3 years old and now I am headed towards my 22nd birthday. Of course at this point I’m no longer a fan of Sonic (emphasis being on the “no longer” part there) as a franchise in its entirety but I will forever remember the fine glimpses of truly exciting potential that I saw in the franchise throughout its history. With that being said, I’m done with Sonic XS and I’m done holding out hope for Sonic, because quite frankly, the damage and discord already runs too deep.



Sincerely,
AmzroSevca