Sonic Adventure 3 Large Development Pack

The Issue

Sega & Sonic Team If you afraid of banckruption when you decide of making New Sega Console . You're wrong Sega you won't die if you make new sega console . It's normal reaction of Takashi Iizuka he's afraid of banckruption , but all Sonic & Sega fans can't wait for New Sega Console . Let me adnotate something about Sonic '06 :
Over the past few years Sega began to consider the wishes of the fans, to interact with them, and has achieved good results. We see that Sonic Unleashed, Sonic Colors and Sonic Generations satisfy a big part of the fandom, such as the fans of retro and the new young fans of Sonic. This shows that Sega thinks about their gamers, the fact of which, of course, is great.

Nonetheless, Sega forgets or pretends to forget about the huge part of the fans, who also care about Sonic, and who also want to have their wishes taken into account. It's the fans of the Adventure series.

Sega frankly stated several times that currently there are only two types of Sonic fans — retro fans and new younger fans who loved the blue hedgehog for Unleashed and Colors. It isn't correct. There is a lot of SA and SA2 fans, and they are still waiting for their good game. The Adventure series differ from other Sonic games a lot. While retro and modern games put emphasis on the gameplay, SA didn't forget about good plot being in harmony with different styles of gameplay. Those games involved many characters, allowed smooth presentation and proper development to each one of them. We enjoyed bonuses like chao gardens, missions, multiplayer, and so on. Playing the SA games was like an exploration — when you didn't have to rush straight ahead at top speeds pressing the boost button constantly, but could slow down for a while looking for a new secret, or when you were on the quest of searching for the pieces of the Master Emerald, or were making your way through the loads of enemies. You could move freely wherever you wanted. And many fans loved this version of Sonic's world.

The new formula of recent Sonic games was born under pressure of retro fans wanting Sonic to be only one character appearing in newer games. But Sonic's name featured in each game's title doesn't mean that all other characters are unwanted and unneeded. This formula, even appearing to be attractive and allowing the player to feel the speed, actually is far from perfect. For example, it leaves out parts of the level made in full 3D where you don't just run forward smashing the obstacles. It has too much 2D, thus letting the very essence of 3D games get lost, and it has way too little of the real platforming. Not to mention uninteresting one-day characters and weak plot. All of this makes the SA fans feel sorrow and disappointment.

So what does the game need to make a real Sonic Adventure 3 and leave fans satisfied?

Unlike many people think, it's not just a title. The game can be named whatever Sega wants, but it has to take over the style and concept of the SA series. "Sonic Adventure 3” is used only because there's nothing better.

The features of the series are listed below.
The main features:
At least 6 playable characters, each one of them having his own storyline and developing his personality.
At least 3 different styles of gameplay, the speedy one including exploring of the world and made entirely in 3D. The boost, if there is to be one, shouldn't be used all the time. Actually, just regular spindash would be fine.
Powerful plot preferably written by Shiro Maekawa, without plotholes such as "Why is the Moon back to normal again”. Plot and gameplay should be equally important.
Soundtrack by Crush 40, Jun Senoue, Kenichi Tokoe, Tomoya Ohtani and Fumi Kumati, featuring different genres such as rock, jazz, techno and so on.
Yuji Uekawa's design and style.

The secondary features:
Some innovations. Maybe changes in the gameplay in comparison with the gameplay in SA and SA2, or online gameplay, or something like this.
Chao-gardens.
Takashi Iizuka as the level designer.
2D artworks.
Adventure-fields.

If worked out properly, all of them altogether will make a game we want.

And one more thing. Why is S2006 not SA3? Due to the rush the developers had been in the game turned out to have an awful lot of flaws and glitches. It just wasn't actually finished. That incomplete attempt of creating a game simply can't be taken as the successor to the SA series. Just like Sonic Advance can't pretend to be Sonic 4, S2006 doesn't have qualities SA3 absolutely requires.

What about Sonic Heroes, Shadow the Hedgehog, and Sonic Unleashed — well, those games are even farther from the SA formula than Sonic Next Gen, and they can't be taken as Sonic Adventure 3 as well.

SA fans are now beginning to take action. The 20th Sonic’s anniversary became a catalyst; we can't stand the fact that nowadays being a fan of SA and SA2 is considered to be a flaw anymore.

Please, Sega, listen to us. We are waiting in line patiently, hoping that someday you will finally remember about us. You'll satisfy a great part of the fandom if you make a good game for the SA fans. Second adnotation :
During many years lots of different Sonic games were released by Sonic Team. Some of them were of rather good quality while others were failures. By this time Sonic has been existing for 20 years already, but no game could approximate to the Sonic Adventure dilogy, which is considered to be a great example of a coherent mix of deep storyline and exciting gameplay by most of the fans. Every new addition to the series released after 2001 took something from the Adventure formula, and some of them were even meant to become true sequels. However, none of them were worth to be named Sonic Adventure 3. The release of Sonic Adventure 2 in 2001 was like a revolution for the franchise. While the prequel was still trying to stick to the classic canons and its script and gameplay had some references to the original trilogy, the sequel brought a lot of innovations. One of them was the change of style and the direction the story takes. This game had something none other Sonic game could allow – mass destruction, genocide, drama, dark atmosphere and characters development. The game taught us to "Live and learn". It gave us a chance to actually feel, grasp the deepest corners of our favorite characters' souls. Having the balance of top-notch and consistent gameplay, wonderful soundtrack and excellent graphics (for its time), Sonic Adventure 2 became the best Sonic game for lots of fans and still remains so to this day.
During the final battle it occurs to Shadow that Sonic may be the Ultimate Life Form, not him or Biolizard. The superiority of the blue hedgehog over the black one was the main question of debate among the fans, concerning the storyline and different hints which could serve as a prolouge to Sonic's past. Tiding on the fame of successful celebration of blue hedgehog's anniversary, the directior of the Adventure series – Takashi Iizuka – gave an interview to Sonic Central portal where he told that a new Dreamcast title to continue the legacy of the popular series was already being planned. In addition, Iizuka said that he wanted to release a project starring Shadow – who was loved by many fans and died as a hero at the end of Sonic Adventure 2 – as a main character. But the next game made by Sonic Team USA should have been a Sonic Adventure International analogue, but made for the sequel, with all its fixes and released specially for the Japanese market. The same year, SEGA announced the end of production of Sega Dreamcast – their last console. Having left the console market and merged with Sammy Studios, the publishing absorbs Sonic Team USA, taking the full control over all developers' actions. The only chance for Sega to continue their work was to promote their titles on the consoles of their ex-competitor – Nintendo, which a peace treaty was signed with. A small team of Japanese developers from Dimps (known for Sonic Pocket Adventure, released earlier), led by Akinori Nishiyama, started their work on Sonic Advance for Game Boy Advance. Meanwhile, Sonic Team USA continued fixing Sonic Adventure 2 bugs, though not on Dreamcast, but on a current-generation Nintendo console – Nintendo GameCube. The new edition was named Sonic Adventure 2: Battle and had many subtle changes, mainly in the multiplayer mode. After that, a new edition of Sonic Adventure was released – Sonic Adventure DX: Director's Cut, along with a collection of Sonic Genesis games: Sonic Mega Collection. The year 2003 has come. Sonic Team USA now understood that they should continue to develop their main Sonic series and not limit themselves to re-editing their older games. To attract more customers and to rehabilitate themselves on the console market, Sonic Team USA decided to put the development of SA3 on hold and to cater for the classic fans. All the characters from the Adveture series were added, as well as Vector, Espio, and Charmy from Knuckles Chaotix. Takashi Iizuka decided to match the chatacters to Yuji Uekawa's style as close as he could. The style was made specially for the Adventure series, so lots of classic traits and details were not taken into account. Instead of E-102 Gamma, who died in Sonic Adventure, there was E-123 Omega; Cream the Rabbit was added to the team of Amy Rose and Big the Cat. Despite being developed specially for this game, she earlier appeared in Sonic Advance 2 and made a cameo in Sonic Adventure DX as an easter egg. Gameplay had little in common with the Adventure series. The emphasis was made on command actions, which earlier were only introduced in already mentioned Knuckles Chaotix. In addition, there were no Adventure Fields or Chao Gardens, which were the main features of Sonic Adventure. Players also had to collect Chaos Emeralds in Special Stages (like in the Genesis era), not receive them in the process of the story. Shiro Maekawa — Sonic Adventure 2 script writer — had to postpone his dream of telling a story about the rebirth of Shadow till better times. He also had to write a plot at the instance of Iizuka, a fairly simple one, without any character development and completely ignoring Shadow's return. Another character who appeared in the game was Metal Sonic. The creator of the original character, Kadzuyuki Hoshino, remade him to match Uekawa's style, tossing most of his original design aside and giving the character a new name — Neo Metal Sonic. At first, the developers didn't even plan to add him into the game, but had to give in under the pressure of many fans. SEGA wanted to promote their franchise not only on GameCube, but on all current-generation consoles. And so, they were given the rights to use the RenderWare engine, which they used to make lousy ports for Microsoft Xbox, Sony Playstation 2 and PC. 2003 was called "The Year of Sonic", because it was the year of rebirth for the hedgehog, a way into the new era on the consoles of his rivals. Though, Sonic Heroes was released in 2003 only in Japan, in all the other countries it appeared on the shelves only in 2004, becoming a best-seller. After the release of Sonic Heroes many fans wondered what direction the series would take next. Expressing the desire to continue Adventure-styled saga, SEGA announced the development of a series' triquel. Though, after making an online-poll, they were convinced that, in the new game, fans want to see Shadow, whose rebirth was ignored in Sonic Heroes' plot. After some time, news appeared about the ULF being the main hero in Sonic Adventure 3. Sonic Team USA were renamed to Sega Studios USA and immediately started working on the title. Takashi Iizuka — the original creator of Shadow — was interested in exposing Shadow's mysterious character. He also wanted to answer fans' questions concerning Shadow's past, his creation and many other things. And so, Iizuka not only led the development of the project, but wrote the scenario himself. At an expo in San-Francisco SEGA showed a trailer of the new project: the first half of the trailer showed the history of Sonic from Sonic the hedgehog to Sonic Heroes, and the second one showed gameplay for the first time. At the end of the trailer the final name of the game was revealed — Shadow the Hedgehog. And so, dreams about Sonic Adventure 3 were delayed again. Having taken inspiration from movies like "Another World", "Constantin", and the "Terminator" series, Sega Studios USA decided to throw some experimental gameplay elements into the mix: the use of transport and firearms, which were added by fans' requests to emphasize black hedgehog's individuality. These are the things that were meant to distinguish Shadow the Hedgehog from other games of the franchise. The developers also tried to combine dark post-apocalyptic atmosphere and shooting as naturally as they could. Another innovation for the series was non-linearity, which had been planned since the development of Sonic Adventure 2. While in the Adventure sequel player's actions and decisions would change the story and the ending, in Shadow the Hedgehog non-linearity first of all should have served as a key to the character's development, all according to Iizuka's plan. Completing a mission, the hedgehog had to make a decision who to become: a hero, which he died as, or a villain, as his blood told him. Even the slogan of the game was: "Good or evil? You decide." Because of firearms, blood and lots of curse words the game received a "T" rating from ESRB. In the follows, having taken out the scene of Maria's falling body, lots of phrases, human blood and having recolored Black Arms' blood into a green color, the game finally received an "E" rating, which was usual for the series. In addition, Shadow the Hedgehog was the first game to show the work of a new cast of actors, which first appeared in Sonic Rush and was also working on a Sonic X dub. In spite of good sales, the game still failed and received very negative reviews from critics. Because of that, the sequel never came out and probably never will. While Sega Studios USA were working on Shadow the Hedgehog, a Japanese subdivision of Sonic Team was working on another game, which incorporated most of the elements from the Adventure series and was promised to "return the hedgehog to his roots". Despite naming the project after the very first game in the series, the developers didn't follow classic canons and promised to implement all things that helped Sonic to become the most famous hedgehog in the world. At E3 2005 it became known that "Sonic the Hedgehog" will become the symbol of Sonic's 15th anniversary. At TGS there already was a demo-version available, which showed the true next-gen: real-time day and night change and the capabilities of the Havok engine. After some time, Yuji Naka — one of the creators of the franchise — left SEGA to found his own studio called Prope. Shoon Nakamura became the man in charge of the anniversary project and made the creation of the best Sonic game in all 15 years his prime goal. However, fate decreed otherwise: the team had little time before a deadline and SEGA insisted on releasing the game in 2006. And so, many of the promised things were, in fact, left out of the window and the game was full of bugs. Ironically, for many this game became the worst in the history of the franchise and some critics even believed it to be the worst video game ever. Kevin Eva, the former SEGA community manager, stated that Sonic the Hedgehog was even excluded from the official timeline of the series, what greatly influenced the development of the franchise later.
At first the game was supposed to be released not only for Xbox 360 and PlayStation 3, but also for Nintendo Wii. Yojiro Ogawa, who was responsible for porting the game for Wii, stated that the port was cancelled due to the difficulties caused by differences between Microsoft's and Sony's consoles and Nintendo's one. As is well known, the team was in a race against time, and they simply didn't have enough time and resources to make two versions of the game. So Yojiro Ogawa headed the development of another game for Wii - Sonic and the Secret Rings. A brand new character, Silver the Hedgehog, was brought in. The developers' choice of game engine, Havok Physics, wasn't an accident – with its help Sonic Team could present Silver's telekinetic powers in the most realistic way. Shun Nakamura said in the interview that Silver's similarity to Sonic and Shadow, including likeness of the names, was intentional. Judging from the game scripts, initially the third hedgehog was called "Venice" and was based on the character named Trunks from Dragon Ball Z. Despite that many features of Sonic Adventure (such as Chao Gardens and different storylines for each character) still weren't realized the game is often called "that Sonic Adventure 3" among the fans. There are many facts to prove it - Adventure Fields, previously presented in the SA series, a giant Orca chasing Sonic in the first level, impromptu snowboard in one of the levels, death of the major character and many others. And even though Sonic the Hedgehog didn't have major plans on becoming the real successor to the Adventure series it turned out to be the only game that got so close to the goal… After the flop of Sonic the Hedgehog SEGA mustered a new team to continue the development of the series. Many talented people from Japan, USA, and Europe combined their efforts to produce the most high-quality game that would satisfy everyone. During the development the project was often called "Sonic's last chance" – taking into account a number of failures that followed SEGA's shift from hardware to software and mergence with Sammy. With the help of Akinori Nishiyama, Sonic Adventure scenario writer, and under the direction of Yoshihisa Hashimoto, one of the very same Sonic Adventure programmers, renovated Sonic Team began working on Sonic Adventure 3… Sachiko Kawamura, the game's art director, was dead set on leaving the Sonic the Hedgehog design as far behind as possible and balance out Naoto Ohshima's and Yuji Uekawa's styles. One of the major changes concerned disposition of the character's mouth – unlike in Sonic Adventure, it was now placed on the side of the muzzle, not in the middle. The level design, however, was supposed to return to the Adventure style – it is known that the Sonic Team staff tried to recreate the places they had been to before and got impressed by in both games making the locations resemble their real prototypes closely. Designers of the new game decided to try this new idea, "What if Sonic finds himself in our world?" So the new stage was the whole planet with many countries from our world. Many features of Sonic Adventure like Adventure fields and flights aboard the Tornado were promised to be brought back. But then the team suddenly decided to change the main conception of the series. Instead of six playable characters only Sonic was now available. The game was now running on Hedgehog Engine – a brand new technology Hashimoto had been working on for years which allowed switching between 2D and 3D without long load times. As you can see, Sonic Team decided to not only satisfy the Adventure fans but also please the fans of the Megadrive era by turning from 3D platforming with explorative elements to fast 2.5D gameplay similar to one from Sonic Rush. The main innovation was the Sonic Boost known from Sonic Rush, as well as Sonic and the Secret Rings – it replaced the Spin Dash which had used to be available in every Sonic game starting with Sonic the Hedgehog 2. Moreover, the blue hedgehog learned to walk on the walls, run on the water, and perform Speed Drift and Quick Step. Of course Sonic Team understood that the project couldn't be called Sonic Adventure 3 anymore and renamed the game to "Sonic Unleashed". Nevertheless, in Japan it was called "Sonic World Adventure", at the same time showing the game's essence and referring to what everything started with…
The last straw was the "nighttime gameplay" designed by Hashimoto – a slasher with elements of parkour, something similar to both "God of War" and "Prince of Persia". So in the daytime we rush through the levels at top speeds as Sonic and in the nighttime we slash everything around as the Werehog – half-hedgehog and half-wolf. Surprisingly enough, Hashimoto from the very beginning knew that fans might disapprove the new form of their beloved hedgehog, yet he still hoped they would understand an attempt to give the newfound fans a chance as well. Sonic Unleashed received mixed reviews, but generally the game was a success. The publishers were satisfied with the sales and many people called the daytime gameplay the best since 1991. During the next two years Sonic Team took their previous mistakes into account and, preparing to the 20th Anniversary, released Sonic Colors based on the daytime gameplay from Sonic Unleashed. Takashi Iizuka, now the series producer, had been planning on giving the each character his own unique ability. But because of the pressure from fans of "Sonic only" gameplay he had to create a new gameplay element called "Wisp". Morio Kishimoto, the Storybook series designer, took the lead in developing the Wii version of the game, and Takao Hirabayashi, one of Sonic Unleashed designers, was responsible for the Nintendo DS version. Ken Pontac and Warren Graff who had worked on "MadWorld" and "Happy Tree Friends" were invited to write the script, as well as Atsushi Ota who is now the main script writer of Sonic Team. A voice actors recasting occurred – the main role went to Roger Craig Smith who voiced Chris Redfield in Resident Evil 5 and Kate Higgins was now to voice Tails. Gameplay elements from Sonic Unleashed such as Sonic Boost, Quick Step, and Speed Drift were still present, as well as storyline elements – for example, Miles Electric and SA-55, a robot now known as Orbot. IGN stated that Sonic Colors became the best Sonic game since Megadrive era even despite the fact that the game received lower score than both Sonic Adventure and Sonic Adventure 2. During a long wait for a new game to be announced, a rumors about Sonic Team planning on brining more playable characters back were born. Talks were that elements of team gameplay, not like in Sonic Heroes, but like in Donkey Kong Country Returns were to come. Adding fuel to the fire, Wave Master, a company responsible for releasing soundtracks to Sonic games, announced the reedition of Sonic Adventure and Sonic Adventure 2 vocal albums in honor of the upcoming Anniversary. Later those albums were found out to lack new track and have only some of the old ones. Tony Harnell who performed "Escape from the city" in Sonic Adventure 2 stated that he had visited SEGA's HQ to record a new version of fans' beloved song for the Anniversary game. Hopes of many fans rose again…

In October 2010 the SegaOnline website interviewed Takashi Iizuka. Among the questions about Sonic Colors popped up this one, "Will Sonic Adventure 3 be ever released?" Iizuka replied, "No, we are not planning on making this game. Only if fans will somehow show they want it and we will hear them. Then everything is possible." Later some rumors about the game dedicated to Sonic's 20th Anniversary appeared. The game was thought to be a compilation of different levels from previous Sonic games using the game engine from Sonic Unleashed. In April 2011 domain SonicGeneration.com was registered, which caused another wave of rumors about the compilation. Later that day scans of the magazine "Hobby Consolas" were uploaded where Spanish representative of SEGA confirmed Sonic Generations on Xbox 360. In April, 7 the first trailer was uploaded to Facebook; it demonstrated two Sonics – classic and modern – running through colorless Green Hill Zone. In April, 18 the Anniversary game was officially announced. As expected, it was called Sonic Generations and was said to be released for the Xbox 360 and PlayStation 3.

According to the plot written by Sonic Colors script writers - Ken Pontac and Warren Graff, an unknown enemy causes the appearance of multiple "time holes", forcing Sonic and his friends back in time. When back in 1991, Sonic meets his younger self, and then the two hedgehogs have to unite to find out who is responsible for making the timestream go haywire. The game will give the player a chance to run through many good old zones from three different time periods – classic era, Dreamcast era and modern era. Like Sonic Unleashed, the game will contain two different types of gameplay – classic 2D with Spin Dash and Spin Attack just like in the original Megadrive trilogy and modern 2.5D with Sonic Boost and Homing Attack known from Sonic Unleashed and Sonic Colors. It also became known that for the first time in the series' history the game will have multiple voice tracks.

In April 2011 Takashi Iizuka was interviewed about Sonic Generations. Representatives of the Gamereactor website asked him, "Despite the fact that Sonic Colors turned out to be profitable Sonic Adventure is still considered as an example of perfect 3D Sonic game. Can the fandom count on a release of a real successor to the Adventure series?" And Iizuka replied, "I can't comment it at the moment."

The last decade became a run of bad luck for the Adventure fans. Either the elements of Sonic Adventure were turned down in favor of some innovations or the developers just didn't have enough time to carry the game out. After failing times and times again, Sonic Team finally found more reliable and profitable formula – a formula of 2.5D gameplay first brought in by Hashimoto. The flop of "Sonic the Hedgehog" made Sonic Team revise their own series, and now the games have nothing that can resemble Sonic Adventure. Well this is all about Sonic Adventure 3 Project Mr. Takashi Iizuka & Yu Suzuki . I know Mr. Iizuka you're better at vector artwork than me . I apologize Sega , Sonic Team if this my final petition contains spam . Even Mike Berry & Brandon Rogers and everybody on internet said to give up with my development of Sonic '06 , Sonic 2 HD and Knuckles' Chaotix HD . I'm just beginner at drawing , programming and graphics designing . And I don't deserve to be in Summer of Sonic 2014 because of my last petition . Nobody of internet users won't help me in these 3 fan-game projects which was killed today by me . Believe or not Mr. Takashi Iizuka I write spam on Hack Mania , Sonic 1 HD Forum , Sonic 3 HD Forum , SFGHQ Forums , Sega Forums and Sonic Retro Forums , but this petition isn't fake .

The reason the Sonic franchise has changed is because Iizuka stated himself that during his time in the American offices he and his staff had to work on catering to American players through the Adventure era, then when he moved to Japan all of that changed and he had more staff at the Japan division to make more Sonic games than just one at a time. Once he left the USA he stopped catering to that type of audience between it and the UK since, I suppose to be blunt, he was safely within Japan and out of reach from the rest of the world and was able to steer the direction of the titles back to the genesis style/era designs and directions but with modern Sonic, and the people of said continent enjoyed his vision of what he wanted Sonic to be, hence the reaction to Lost World primarily by Japanese origin locals.

He left a darker and more serious and multiple character driven nation and went to one which enjoys more colors and simplicity and the familiar tones of the Genesis era and the catering completely flipped, basically leaving the world to deal with it since he was in charge now and decided to work in a division with his ideals so he wouldn't have to waste time hearing other employees thoughts and opinions who wanted differently out.

Basically, Japan loves kawaii things, and he wanted Sonic to represent that as well so he moved there.

Long story short, the nation Sonic is developed in controls how Sonic will become no matter the opinion of the rest of the world, or the rest of the companies opinion.

You think SEGA of America or the others would have allowed the Sonic Yoshi DLC and such? They are likely foaming at the mouth as many here, but have no control over it.

Think of this when considering the company as a whole.

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This petition had 20 supporters

The Issue

Sega & Sonic Team If you afraid of banckruption when you decide of making New Sega Console . You're wrong Sega you won't die if you make new sega console . It's normal reaction of Takashi Iizuka he's afraid of banckruption , but all Sonic & Sega fans can't wait for New Sega Console . Let me adnotate something about Sonic '06 :
Over the past few years Sega began to consider the wishes of the fans, to interact with them, and has achieved good results. We see that Sonic Unleashed, Sonic Colors and Sonic Generations satisfy a big part of the fandom, such as the fans of retro and the new young fans of Sonic. This shows that Sega thinks about their gamers, the fact of which, of course, is great.

Nonetheless, Sega forgets or pretends to forget about the huge part of the fans, who also care about Sonic, and who also want to have their wishes taken into account. It's the fans of the Adventure series.

Sega frankly stated several times that currently there are only two types of Sonic fans — retro fans and new younger fans who loved the blue hedgehog for Unleashed and Colors. It isn't correct. There is a lot of SA and SA2 fans, and they are still waiting for their good game. The Adventure series differ from other Sonic games a lot. While retro and modern games put emphasis on the gameplay, SA didn't forget about good plot being in harmony with different styles of gameplay. Those games involved many characters, allowed smooth presentation and proper development to each one of them. We enjoyed bonuses like chao gardens, missions, multiplayer, and so on. Playing the SA games was like an exploration — when you didn't have to rush straight ahead at top speeds pressing the boost button constantly, but could slow down for a while looking for a new secret, or when you were on the quest of searching for the pieces of the Master Emerald, or were making your way through the loads of enemies. You could move freely wherever you wanted. And many fans loved this version of Sonic's world.

The new formula of recent Sonic games was born under pressure of retro fans wanting Sonic to be only one character appearing in newer games. But Sonic's name featured in each game's title doesn't mean that all other characters are unwanted and unneeded. This formula, even appearing to be attractive and allowing the player to feel the speed, actually is far from perfect. For example, it leaves out parts of the level made in full 3D where you don't just run forward smashing the obstacles. It has too much 2D, thus letting the very essence of 3D games get lost, and it has way too little of the real platforming. Not to mention uninteresting one-day characters and weak plot. All of this makes the SA fans feel sorrow and disappointment.

So what does the game need to make a real Sonic Adventure 3 and leave fans satisfied?

Unlike many people think, it's not just a title. The game can be named whatever Sega wants, but it has to take over the style and concept of the SA series. "Sonic Adventure 3” is used only because there's nothing better.

The features of the series are listed below.
The main features:
At least 6 playable characters, each one of them having his own storyline and developing his personality.
At least 3 different styles of gameplay, the speedy one including exploring of the world and made entirely in 3D. The boost, if there is to be one, shouldn't be used all the time. Actually, just regular spindash would be fine.
Powerful plot preferably written by Shiro Maekawa, without plotholes such as "Why is the Moon back to normal again”. Plot and gameplay should be equally important.
Soundtrack by Crush 40, Jun Senoue, Kenichi Tokoe, Tomoya Ohtani and Fumi Kumati, featuring different genres such as rock, jazz, techno and so on.
Yuji Uekawa's design and style.

The secondary features:
Some innovations. Maybe changes in the gameplay in comparison with the gameplay in SA and SA2, or online gameplay, or something like this.
Chao-gardens.
Takashi Iizuka as the level designer.
2D artworks.
Adventure-fields.

If worked out properly, all of them altogether will make a game we want.

And one more thing. Why is S2006 not SA3? Due to the rush the developers had been in the game turned out to have an awful lot of flaws and glitches. It just wasn't actually finished. That incomplete attempt of creating a game simply can't be taken as the successor to the SA series. Just like Sonic Advance can't pretend to be Sonic 4, S2006 doesn't have qualities SA3 absolutely requires.

What about Sonic Heroes, Shadow the Hedgehog, and Sonic Unleashed — well, those games are even farther from the SA formula than Sonic Next Gen, and they can't be taken as Sonic Adventure 3 as well.

SA fans are now beginning to take action. The 20th Sonic’s anniversary became a catalyst; we can't stand the fact that nowadays being a fan of SA and SA2 is considered to be a flaw anymore.

Please, Sega, listen to us. We are waiting in line patiently, hoping that someday you will finally remember about us. You'll satisfy a great part of the fandom if you make a good game for the SA fans. Second adnotation :
During many years lots of different Sonic games were released by Sonic Team. Some of them were of rather good quality while others were failures. By this time Sonic has been existing for 20 years already, but no game could approximate to the Sonic Adventure dilogy, which is considered to be a great example of a coherent mix of deep storyline and exciting gameplay by most of the fans. Every new addition to the series released after 2001 took something from the Adventure formula, and some of them were even meant to become true sequels. However, none of them were worth to be named Sonic Adventure 3. The release of Sonic Adventure 2 in 2001 was like a revolution for the franchise. While the prequel was still trying to stick to the classic canons and its script and gameplay had some references to the original trilogy, the sequel brought a lot of innovations. One of them was the change of style and the direction the story takes. This game had something none other Sonic game could allow – mass destruction, genocide, drama, dark atmosphere and characters development. The game taught us to "Live and learn". It gave us a chance to actually feel, grasp the deepest corners of our favorite characters' souls. Having the balance of top-notch and consistent gameplay, wonderful soundtrack and excellent graphics (for its time), Sonic Adventure 2 became the best Sonic game for lots of fans and still remains so to this day.
During the final battle it occurs to Shadow that Sonic may be the Ultimate Life Form, not him or Biolizard. The superiority of the blue hedgehog over the black one was the main question of debate among the fans, concerning the storyline and different hints which could serve as a prolouge to Sonic's past. Tiding on the fame of successful celebration of blue hedgehog's anniversary, the directior of the Adventure series – Takashi Iizuka – gave an interview to Sonic Central portal where he told that a new Dreamcast title to continue the legacy of the popular series was already being planned. In addition, Iizuka said that he wanted to release a project starring Shadow – who was loved by many fans and died as a hero at the end of Sonic Adventure 2 – as a main character. But the next game made by Sonic Team USA should have been a Sonic Adventure International analogue, but made for the sequel, with all its fixes and released specially for the Japanese market. The same year, SEGA announced the end of production of Sega Dreamcast – their last console. Having left the console market and merged with Sammy Studios, the publishing absorbs Sonic Team USA, taking the full control over all developers' actions. The only chance for Sega to continue their work was to promote their titles on the consoles of their ex-competitor – Nintendo, which a peace treaty was signed with. A small team of Japanese developers from Dimps (known for Sonic Pocket Adventure, released earlier), led by Akinori Nishiyama, started their work on Sonic Advance for Game Boy Advance. Meanwhile, Sonic Team USA continued fixing Sonic Adventure 2 bugs, though not on Dreamcast, but on a current-generation Nintendo console – Nintendo GameCube. The new edition was named Sonic Adventure 2: Battle and had many subtle changes, mainly in the multiplayer mode. After that, a new edition of Sonic Adventure was released – Sonic Adventure DX: Director's Cut, along with a collection of Sonic Genesis games: Sonic Mega Collection. The year 2003 has come. Sonic Team USA now understood that they should continue to develop their main Sonic series and not limit themselves to re-editing their older games. To attract more customers and to rehabilitate themselves on the console market, Sonic Team USA decided to put the development of SA3 on hold and to cater for the classic fans. All the characters from the Adveture series were added, as well as Vector, Espio, and Charmy from Knuckles Chaotix. Takashi Iizuka decided to match the chatacters to Yuji Uekawa's style as close as he could. The style was made specially for the Adventure series, so lots of classic traits and details were not taken into account. Instead of E-102 Gamma, who died in Sonic Adventure, there was E-123 Omega; Cream the Rabbit was added to the team of Amy Rose and Big the Cat. Despite being developed specially for this game, she earlier appeared in Sonic Advance 2 and made a cameo in Sonic Adventure DX as an easter egg. Gameplay had little in common with the Adventure series. The emphasis was made on command actions, which earlier were only introduced in already mentioned Knuckles Chaotix. In addition, there were no Adventure Fields or Chao Gardens, which were the main features of Sonic Adventure. Players also had to collect Chaos Emeralds in Special Stages (like in the Genesis era), not receive them in the process of the story. Shiro Maekawa — Sonic Adventure 2 script writer — had to postpone his dream of telling a story about the rebirth of Shadow till better times. He also had to write a plot at the instance of Iizuka, a fairly simple one, without any character development and completely ignoring Shadow's return. Another character who appeared in the game was Metal Sonic. The creator of the original character, Kadzuyuki Hoshino, remade him to match Uekawa's style, tossing most of his original design aside and giving the character a new name — Neo Metal Sonic. At first, the developers didn't even plan to add him into the game, but had to give in under the pressure of many fans. SEGA wanted to promote their franchise not only on GameCube, but on all current-generation consoles. And so, they were given the rights to use the RenderWare engine, which they used to make lousy ports for Microsoft Xbox, Sony Playstation 2 and PC. 2003 was called "The Year of Sonic", because it was the year of rebirth for the hedgehog, a way into the new era on the consoles of his rivals. Though, Sonic Heroes was released in 2003 only in Japan, in all the other countries it appeared on the shelves only in 2004, becoming a best-seller. After the release of Sonic Heroes many fans wondered what direction the series would take next. Expressing the desire to continue Adventure-styled saga, SEGA announced the development of a series' triquel. Though, after making an online-poll, they were convinced that, in the new game, fans want to see Shadow, whose rebirth was ignored in Sonic Heroes' plot. After some time, news appeared about the ULF being the main hero in Sonic Adventure 3. Sonic Team USA were renamed to Sega Studios USA and immediately started working on the title. Takashi Iizuka — the original creator of Shadow — was interested in exposing Shadow's mysterious character. He also wanted to answer fans' questions concerning Shadow's past, his creation and many other things. And so, Iizuka not only led the development of the project, but wrote the scenario himself. At an expo in San-Francisco SEGA showed a trailer of the new project: the first half of the trailer showed the history of Sonic from Sonic the hedgehog to Sonic Heroes, and the second one showed gameplay for the first time. At the end of the trailer the final name of the game was revealed — Shadow the Hedgehog. And so, dreams about Sonic Adventure 3 were delayed again. Having taken inspiration from movies like "Another World", "Constantin", and the "Terminator" series, Sega Studios USA decided to throw some experimental gameplay elements into the mix: the use of transport and firearms, which were added by fans' requests to emphasize black hedgehog's individuality. These are the things that were meant to distinguish Shadow the Hedgehog from other games of the franchise. The developers also tried to combine dark post-apocalyptic atmosphere and shooting as naturally as they could. Another innovation for the series was non-linearity, which had been planned since the development of Sonic Adventure 2. While in the Adventure sequel player's actions and decisions would change the story and the ending, in Shadow the Hedgehog non-linearity first of all should have served as a key to the character's development, all according to Iizuka's plan. Completing a mission, the hedgehog had to make a decision who to become: a hero, which he died as, or a villain, as his blood told him. Even the slogan of the game was: "Good or evil? You decide." Because of firearms, blood and lots of curse words the game received a "T" rating from ESRB. In the follows, having taken out the scene of Maria's falling body, lots of phrases, human blood and having recolored Black Arms' blood into a green color, the game finally received an "E" rating, which was usual for the series. In addition, Shadow the Hedgehog was the first game to show the work of a new cast of actors, which first appeared in Sonic Rush and was also working on a Sonic X dub. In spite of good sales, the game still failed and received very negative reviews from critics. Because of that, the sequel never came out and probably never will. While Sega Studios USA were working on Shadow the Hedgehog, a Japanese subdivision of Sonic Team was working on another game, which incorporated most of the elements from the Adventure series and was promised to "return the hedgehog to his roots". Despite naming the project after the very first game in the series, the developers didn't follow classic canons and promised to implement all things that helped Sonic to become the most famous hedgehog in the world. At E3 2005 it became known that "Sonic the Hedgehog" will become the symbol of Sonic's 15th anniversary. At TGS there already was a demo-version available, which showed the true next-gen: real-time day and night change and the capabilities of the Havok engine. After some time, Yuji Naka — one of the creators of the franchise — left SEGA to found his own studio called Prope. Shoon Nakamura became the man in charge of the anniversary project and made the creation of the best Sonic game in all 15 years his prime goal. However, fate decreed otherwise: the team had little time before a deadline and SEGA insisted on releasing the game in 2006. And so, many of the promised things were, in fact, left out of the window and the game was full of bugs. Ironically, for many this game became the worst in the history of the franchise and some critics even believed it to be the worst video game ever. Kevin Eva, the former SEGA community manager, stated that Sonic the Hedgehog was even excluded from the official timeline of the series, what greatly influenced the development of the franchise later.
At first the game was supposed to be released not only for Xbox 360 and PlayStation 3, but also for Nintendo Wii. Yojiro Ogawa, who was responsible for porting the game for Wii, stated that the port was cancelled due to the difficulties caused by differences between Microsoft's and Sony's consoles and Nintendo's one. As is well known, the team was in a race against time, and they simply didn't have enough time and resources to make two versions of the game. So Yojiro Ogawa headed the development of another game for Wii - Sonic and the Secret Rings. A brand new character, Silver the Hedgehog, was brought in. The developers' choice of game engine, Havok Physics, wasn't an accident – with its help Sonic Team could present Silver's telekinetic powers in the most realistic way. Shun Nakamura said in the interview that Silver's similarity to Sonic and Shadow, including likeness of the names, was intentional. Judging from the game scripts, initially the third hedgehog was called "Venice" and was based on the character named Trunks from Dragon Ball Z. Despite that many features of Sonic Adventure (such as Chao Gardens and different storylines for each character) still weren't realized the game is often called "that Sonic Adventure 3" among the fans. There are many facts to prove it - Adventure Fields, previously presented in the SA series, a giant Orca chasing Sonic in the first level, impromptu snowboard in one of the levels, death of the major character and many others. And even though Sonic the Hedgehog didn't have major plans on becoming the real successor to the Adventure series it turned out to be the only game that got so close to the goal… After the flop of Sonic the Hedgehog SEGA mustered a new team to continue the development of the series. Many talented people from Japan, USA, and Europe combined their efforts to produce the most high-quality game that would satisfy everyone. During the development the project was often called "Sonic's last chance" – taking into account a number of failures that followed SEGA's shift from hardware to software and mergence with Sammy. With the help of Akinori Nishiyama, Sonic Adventure scenario writer, and under the direction of Yoshihisa Hashimoto, one of the very same Sonic Adventure programmers, renovated Sonic Team began working on Sonic Adventure 3… Sachiko Kawamura, the game's art director, was dead set on leaving the Sonic the Hedgehog design as far behind as possible and balance out Naoto Ohshima's and Yuji Uekawa's styles. One of the major changes concerned disposition of the character's mouth – unlike in Sonic Adventure, it was now placed on the side of the muzzle, not in the middle. The level design, however, was supposed to return to the Adventure style – it is known that the Sonic Team staff tried to recreate the places they had been to before and got impressed by in both games making the locations resemble their real prototypes closely. Designers of the new game decided to try this new idea, "What if Sonic finds himself in our world?" So the new stage was the whole planet with many countries from our world. Many features of Sonic Adventure like Adventure fields and flights aboard the Tornado were promised to be brought back. But then the team suddenly decided to change the main conception of the series. Instead of six playable characters only Sonic was now available. The game was now running on Hedgehog Engine – a brand new technology Hashimoto had been working on for years which allowed switching between 2D and 3D without long load times. As you can see, Sonic Team decided to not only satisfy the Adventure fans but also please the fans of the Megadrive era by turning from 3D platforming with explorative elements to fast 2.5D gameplay similar to one from Sonic Rush. The main innovation was the Sonic Boost known from Sonic Rush, as well as Sonic and the Secret Rings – it replaced the Spin Dash which had used to be available in every Sonic game starting with Sonic the Hedgehog 2. Moreover, the blue hedgehog learned to walk on the walls, run on the water, and perform Speed Drift and Quick Step. Of course Sonic Team understood that the project couldn't be called Sonic Adventure 3 anymore and renamed the game to "Sonic Unleashed". Nevertheless, in Japan it was called "Sonic World Adventure", at the same time showing the game's essence and referring to what everything started with…
The last straw was the "nighttime gameplay" designed by Hashimoto – a slasher with elements of parkour, something similar to both "God of War" and "Prince of Persia". So in the daytime we rush through the levels at top speeds as Sonic and in the nighttime we slash everything around as the Werehog – half-hedgehog and half-wolf. Surprisingly enough, Hashimoto from the very beginning knew that fans might disapprove the new form of their beloved hedgehog, yet he still hoped they would understand an attempt to give the newfound fans a chance as well. Sonic Unleashed received mixed reviews, but generally the game was a success. The publishers were satisfied with the sales and many people called the daytime gameplay the best since 1991. During the next two years Sonic Team took their previous mistakes into account and, preparing to the 20th Anniversary, released Sonic Colors based on the daytime gameplay from Sonic Unleashed. Takashi Iizuka, now the series producer, had been planning on giving the each character his own unique ability. But because of the pressure from fans of "Sonic only" gameplay he had to create a new gameplay element called "Wisp". Morio Kishimoto, the Storybook series designer, took the lead in developing the Wii version of the game, and Takao Hirabayashi, one of Sonic Unleashed designers, was responsible for the Nintendo DS version. Ken Pontac and Warren Graff who had worked on "MadWorld" and "Happy Tree Friends" were invited to write the script, as well as Atsushi Ota who is now the main script writer of Sonic Team. A voice actors recasting occurred – the main role went to Roger Craig Smith who voiced Chris Redfield in Resident Evil 5 and Kate Higgins was now to voice Tails. Gameplay elements from Sonic Unleashed such as Sonic Boost, Quick Step, and Speed Drift were still present, as well as storyline elements – for example, Miles Electric and SA-55, a robot now known as Orbot. IGN stated that Sonic Colors became the best Sonic game since Megadrive era even despite the fact that the game received lower score than both Sonic Adventure and Sonic Adventure 2. During a long wait for a new game to be announced, a rumors about Sonic Team planning on brining more playable characters back were born. Talks were that elements of team gameplay, not like in Sonic Heroes, but like in Donkey Kong Country Returns were to come. Adding fuel to the fire, Wave Master, a company responsible for releasing soundtracks to Sonic games, announced the reedition of Sonic Adventure and Sonic Adventure 2 vocal albums in honor of the upcoming Anniversary. Later those albums were found out to lack new track and have only some of the old ones. Tony Harnell who performed "Escape from the city" in Sonic Adventure 2 stated that he had visited SEGA's HQ to record a new version of fans' beloved song for the Anniversary game. Hopes of many fans rose again…

In October 2010 the SegaOnline website interviewed Takashi Iizuka. Among the questions about Sonic Colors popped up this one, "Will Sonic Adventure 3 be ever released?" Iizuka replied, "No, we are not planning on making this game. Only if fans will somehow show they want it and we will hear them. Then everything is possible." Later some rumors about the game dedicated to Sonic's 20th Anniversary appeared. The game was thought to be a compilation of different levels from previous Sonic games using the game engine from Sonic Unleashed. In April 2011 domain SonicGeneration.com was registered, which caused another wave of rumors about the compilation. Later that day scans of the magazine "Hobby Consolas" were uploaded where Spanish representative of SEGA confirmed Sonic Generations on Xbox 360. In April, 7 the first trailer was uploaded to Facebook; it demonstrated two Sonics – classic and modern – running through colorless Green Hill Zone. In April, 18 the Anniversary game was officially announced. As expected, it was called Sonic Generations and was said to be released for the Xbox 360 and PlayStation 3.

According to the plot written by Sonic Colors script writers - Ken Pontac and Warren Graff, an unknown enemy causes the appearance of multiple "time holes", forcing Sonic and his friends back in time. When back in 1991, Sonic meets his younger self, and then the two hedgehogs have to unite to find out who is responsible for making the timestream go haywire. The game will give the player a chance to run through many good old zones from three different time periods – classic era, Dreamcast era and modern era. Like Sonic Unleashed, the game will contain two different types of gameplay – classic 2D with Spin Dash and Spin Attack just like in the original Megadrive trilogy and modern 2.5D with Sonic Boost and Homing Attack known from Sonic Unleashed and Sonic Colors. It also became known that for the first time in the series' history the game will have multiple voice tracks.

In April 2011 Takashi Iizuka was interviewed about Sonic Generations. Representatives of the Gamereactor website asked him, "Despite the fact that Sonic Colors turned out to be profitable Sonic Adventure is still considered as an example of perfect 3D Sonic game. Can the fandom count on a release of a real successor to the Adventure series?" And Iizuka replied, "I can't comment it at the moment."

The last decade became a run of bad luck for the Adventure fans. Either the elements of Sonic Adventure were turned down in favor of some innovations or the developers just didn't have enough time to carry the game out. After failing times and times again, Sonic Team finally found more reliable and profitable formula – a formula of 2.5D gameplay first brought in by Hashimoto. The flop of "Sonic the Hedgehog" made Sonic Team revise their own series, and now the games have nothing that can resemble Sonic Adventure. Well this is all about Sonic Adventure 3 Project Mr. Takashi Iizuka & Yu Suzuki . I know Mr. Iizuka you're better at vector artwork than me . I apologize Sega , Sonic Team if this my final petition contains spam . Even Mike Berry & Brandon Rogers and everybody on internet said to give up with my development of Sonic '06 , Sonic 2 HD and Knuckles' Chaotix HD . I'm just beginner at drawing , programming and graphics designing . And I don't deserve to be in Summer of Sonic 2014 because of my last petition . Nobody of internet users won't help me in these 3 fan-game projects which was killed today by me . Believe or not Mr. Takashi Iizuka I write spam on Hack Mania , Sonic 1 HD Forum , Sonic 3 HD Forum , SFGHQ Forums , Sega Forums and Sonic Retro Forums , but this petition isn't fake .

The reason the Sonic franchise has changed is because Iizuka stated himself that during his time in the American offices he and his staff had to work on catering to American players through the Adventure era, then when he moved to Japan all of that changed and he had more staff at the Japan division to make more Sonic games than just one at a time. Once he left the USA he stopped catering to that type of audience between it and the UK since, I suppose to be blunt, he was safely within Japan and out of reach from the rest of the world and was able to steer the direction of the titles back to the genesis style/era designs and directions but with modern Sonic, and the people of said continent enjoyed his vision of what he wanted Sonic to be, hence the reaction to Lost World primarily by Japanese origin locals.

He left a darker and more serious and multiple character driven nation and went to one which enjoys more colors and simplicity and the familiar tones of the Genesis era and the catering completely flipped, basically leaving the world to deal with it since he was in charge now and decided to work in a division with his ideals so he wouldn't have to waste time hearing other employees thoughts and opinions who wanted differently out.

Basically, Japan loves kawaii things, and he wanted Sonic to represent that as well so he moved there.

Long story short, the nation Sonic is developed in controls how Sonic will become no matter the opinion of the rest of the world, or the rest of the companies opinion.

You think SEGA of America or the others would have allowed the Sonic Yoshi DLC and such? They are likely foaming at the mouth as many here, but have no control over it.

Think of this when considering the company as a whole.

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Petition created on August 6, 2013