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Thread: If you were head of SEGA 1997 how would you..

  1. #136
    Raging in the Streets Team Andromeda's Avatar
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    Quote Originally Posted by bultje112 View Post
    no he was right. that game was going to be a disaster and ruin his creation sonic before naka left and sega ruined it anyway.
    Yep, the game was a mess and Kate Sato told Retrogamer the real reason it was cancelled was because it was rubbish. Nearly 3 years work on 4 different platforms and not a single stage to the game completed. SOA was a joke in the 32bit days
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  2. #137
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    Quote Originally Posted by Gryson View Post
    You've got your facts wrong - it was just a level editor that they wanted to use (read more here). It wouldn't have made a damn difference, either, considering the game had been in development hell for 2+ years at that point. Anybody actively trying to prevent the release of X-Treme at that point should probably be called a hero.
    They've been developing concepts and game engines for 2+ years, you know, the technology behind a game. But they didn't have an actual plan for a game that is playable and fun. That's why I think it would've ended up as a mess. STI was making demos and tech for Megadrive, 32x, Nvidia NV1, then just started on the Saturn when word came down that they need to make a full game.

    It's why they asked for the Nights engine, so they can get cranking on making the game instead of still working on the game engine.

  3. #138
    Mega Driver Hedgehog-in-TrainingOutrunner Gryson's Avatar
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    It's also worth pointing out that by mid to late 1996, when this was taking place, Yuji Naka had already started working on "Saturn Sonic." Of course, that would eventually be shifted to the Dreamcast, and the engine they developed would be included in Sonic Jam. But in addition to his very negative attitude about STI working on a Sonic game without him/Sonic Team, he also likely didn't want them to release a competing Sonic game.

  4. #139
    Raging in the Streets Team Andromeda's Avatar
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    Quote Originally Posted by Gryson View Post
    It's also worth pointing out that by mid to late 1996, when this was taking place, Yuji Naka had already started working on "Saturn Sonic." Of course, that would eventually be shifted to the Dreamcast, and the engine they developed would be included in Sonic Jam. But in addition to his very negative attitude about STI working on a Sonic game without him/Sonic Team, he also likely didn't want them to release a competing Sonic game.
    Naka was a bit of a child, but he had no say on what happened with Sonic IP and anyone who knows or knew anything about SEGA Japan, would have known (and know at the time) the AM or Consumer teams never shared their tech/tools even each other (never mind an outside team) even if would have make perfect sense to do so.

    Like AM#2 sharing their VF 2 code with AM#3 or the Sega Rally CS team sharing their code with the AM#2 and CRI team handing the Touring Car port to the Saturn. It never happened and still doesn't happen much to this day under SEGA Japan.

    Sonic X project was just a mess from the start to the finish (and to leave Naka of it for a sec) beefore the request to use the NiGHTS tools set came in, the game had already been developed for 2 years on 3 different systems and had 2 different lines of the same team each working in separate parts of the same game.

    Yet, after all that, not a single stage (ever mind Level) had been completed. The whole project was mess from start to finish.

    If one looks at SOA handling of its pipelines for the 32Bit age, it is mess. So many bad games developed, produced for the 32X and Saturn. Thel mismanagement of STI, Multimedia STUDIO'S, the bonehead calls of spending nearly $6 million on Scared Pools (to be the most amazing FMV game made yet) and way over that for Mr Bones(SOA told Gamfan it was their biggest ever 32Bit project) all after the FMV fad had clearly had its day.

    SOJ Staff had much the same issues to that of SOA. They had to be ready to develop for various 32bit platforms, the Jupiter, the ST-V board, the Saturn the 32X and also the Mega Drive. Yey SOJ were able to develpe on all the systems (bar the dropped Jupiter, which was just a Saturn with out a CD-Rom drive anyway). SOJ simply had better producers and had their 32bit piple lines up to a decent enough level.

    About the only highlights from SEGA America in the 32bit age was a couple of nice sports games, Bug 1 and II and some nice stuff from Sega Interactive. SEGA America would have better off giving Sonic X to Real Time Associates or better yet Travels Tails to develop, TT would have done a far better job imo
    Last edited by Team Andromeda; Yesterday at 01:22 PM.
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  5. #140
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    Dude, turn on your spellcheck.

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