At Tokyo Game Show 2024, Sega showcased a new title from the Sonic series, Sonic Rumble (PC / iOS / Android), at their booth.

This game is an action title where Sonic and other popular characters from the series battle it out in a toy-themed world, with up to 32 players in a battle royale. Currently, development is underway, with the service set to launch in the winter of 2024.

At TGS 2024, a group media interview was held with Takashi Iizuka, the general producer of the Sonic series, and Makoto Tase, the director of Sonic Rumble. They discussed the development process behind the Sonic series’ first multiplayer battle royale, the game’s content, and future plans.

A multiplayer title that hadn’t fully been explored in the series, now set for a global release

— Could you tell us about the process that led to the planning of a battle royale game in the Sonic series?

Takashi Iizuka:
The Sonic series has been more focused on solitary play, and we’ve had a weakness in multiplayer titles. If we were to seriously enter the mobile market, we wanted to create a party game where fans could enjoyably interact with each other. So, we began developing this game in collaboration with our mobile team.

— Did you have this game design in mind from the initial planning stages?

Iizuka:
Yes, when creating a mobile title that could support multiplayer, we had the team brainstorm ideas. We decided on the battle royale game design as the optimal style for a game that could be played by many people.

— In designing the content where players battle in casual mini-games, what were some considerations you kept in mind?

Makoto Tase:
Since Sonic and the others are the main characters in this game, we made sure to maintain a sense of exhilaration and speed in the gameplay while adjusting the difficulty to be enjoyable for a wide range of players. However, we’ve included areas in the stages where players can accelerate quickly to add some dynamic contrast to the gameplay.

Additionally, we designed it so that players can make comebacks by using items to attack, and we’ve introduced elements of randomness to ensure that the more skilled players don’t always win. We aimed for a balance where everyone has a fair chance.

One of the unique features of this game is that the rings, which are iconic to the Sonic series, are the key items for competition. The outcome is ultimately determined by the number of rings each player holds, differentiating it from other battle royale games that focus on survival.

Takashi Iizuka:
We’ve tried to minimize complicated controls as much as possible. Just as Sonic and the others are cute and miniaturized, our game design and stages are all based on a deformed aesthetic.

— What aspects of the game design reflect the essence of Sonic?

Takashi Iizuka:
We made sure to create a design where players feel that “this is Sonic” while also enjoying the game as a fun multiplayer experience. We aimed for a speed that aligns with what one might expect from the deformed appearance of Sonic and incorporated gimmicks that clearly signal it’s Sonic. We are pursuing the essence of Sonic within the boundaries of a casually playable game design.

In other titles, players often have to endure stress elements built into the action to achieve a first-place finish. However, that contradicts what Sonic is all about, so we are focusing on the “feel-good” aspect.

Makoto Tase:
We are also dedicated to the “feel-good” aspect, incorporating many moments that evoke a pleasant experience, such as running through loops at high speeds, executing exhilarating homing attacks, and the lighthearted sound when collecting lots of rings. While we’re including enjoyable elements that you can’t experience in other battle royale games, we are keeping in mind the need to ensure it functions as a party game.

Takashi Iizuka:
The very first stage they created didn’t have any elements that felt like Sonic at all (laughs). We repeatedly sent requests from the Sonic Team, but now they create stages with Sonic’s essence without us having to say anything.

— At this year’s TGS, players were able to experience “Ring Survival,” where they aim to be the last one standing across three stages. What is the expected playtime for each round?

Makoto Tase:
We’ve designed the stages with an expected playtime of about 10 minutes per session, but depending on the gameplay situation, such as players being eliminated early, it can end up being shorter. Since this title is likely to be played frequently on mobile, we’re trying to keep the playtime as short as possible.

— I hear there will also be a solo play mode. What will its content and story be like?

Makoto Tase:
The solo play mode features “Stage Challenge,” where players take on stages that appear in battles under specific objectives. This mode can also be played multiplayer, allowing friends to practice together in a fun environment.

Since constantly competing can be tiring, we hope players will use it as a break. In the Stage Challenge, players can earn paid items as rewards, ensuring that even those who don’t spend money can enjoy it to some extent.

Takashi Iizuka:
The game itself is a battle royale designed for quick play and completion, so we won’t be including a story. If we were to incorporate a serious storyline into this type of game, it would limit our audience. This time, we want a casual atmosphere where many people will play simply because the characters are cute.

Characters from the Sonic series, including both allies and enemies, are featured as figurines in large numbers

— What kind of lineup of characters will players be able to choose from?

Takashi Iizuka:
Sonic Rumble is set in a toy world, so the characters that appear are figurines. It wouldn’t be surprising to see multiple versions of Sonic, and other allies, including Eggman, will run at the same speed as Sonic. We have a high degree of freedom in character choices that leverage the toy world setting.

We really want to include as many characters as possible, even digging into minor characters from previous series. We will certainly include villain characters like Eggman, and we’d also like to introduce popular villains that have never been playable before.

— Can you tell us about the volume of content available at launch? Specifically, how many stages and characters will be implemented?

Makoto Tase:
Currently, at the pre-launch stage, we have 35 stages, and we plan to increase that to over 40 stages by the time of the official launch. Additionally, we will have team play modes and weekend events featuring modified rules for existing stages, as well as modes where all 32 players can cooperate to complete challenges.

— Since the mobile and PC versions will be released simultaneously, will there be cross-play?

Makoto Tase:
Yes, the mobile and PC versions will launch at the same time, and matchmaking will be cross-platform. The experience of using a virtual pad on mobile versus a controller on PC is quite different, and generally, the latter is more advantageous for competitive play. However, this game isn’t focused on hardcore competition; we want players to enjoy the party game feel. We will also provide functionality that allows players to use their mobile data to play on the PC version.

— Are there plans to expand to platforms other than mobile and PC?

Makoto Tase:
We’re not at a stage where we can provide specific details on that yet. However, a multi-platform release is definitely a positive approach for expanding the title, so we will consider it if the opportunity arises.

— How will players be able to obtain items such as skins and emotes?

Makoto Tase:
We are considering various methods for obtaining items. Specifically, we are looking at a season pass format, where each season lasts about a month and a half. We plan to regularly distribute cosmetic items, with notable skins available towards the end of the pass.

Additionally, we intend to include gacha and an item shop. The item shop will be updated regularly, allowing users to purchase desired items when they have accumulated enough rings.

For the gacha system, we are considering a loot box format, where players can pull for free several times a day to obtain a variety of skins, including ones like the avatars from Sonic Forces. We will also offer bonuses for acquiring attractive skins beyond just the standard options.

— What kind of monetization elements are currently planned?

Makoto Tase:
First, I want to clarify that there will be no elements that make players stronger through purchases. The base system will involve something like the season pass I mentioned earlier, where purchasing it initially grants ongoing rights, and various elements will unlock as players continue to play.

Of course, there will also be special skins and cosmetics as individual monetization options, but instead of a probability-based gacha system, players will be able to buy what they want on the spot. We aim for a design that allows for enjoyable small or fixed amounts of purchases.

Takashi Iizuka:
From a global perspective, Japan’s heavy monetization system is somewhat unique. Especially in action games like this, it’s important that all participants can enjoy it evenly. Since this project is a challenge to create a mobile title that will sell globally, we’ve established the monetization model based on global standards right from the planning stage.

— How was the response to the overseas beta test prior to the launch?

Makoto Tase:
Many fans participated in the beta test, and we received generally positive feedback, which gave us a strong sense of accomplishment. On the other hand, there were some comments about it being difficult to turn the tide in the final moments and that the overall gameplay felt somewhat similar. We recognized that there were imbalances that could affect a broader audience’s enjoyment.

Since the beta test, we’ve been reviewing that balance, introducing mechanisms that allow for a little reversal at the end and establishing multiple rules to create a more enjoyable party-like atmosphere.

— The music for this game became a topic of discussion during the beta test. What were the guidelines for selecting and arranging the tracks?

Makoto Tase:
Since the stages in this game are inspired by stages from past Sonic series titles, we based the background music on those original tracks and arranged them to fit the gameplay.

Takashi Iizuka:
We aimed for a nostalgic feel with familiar Sonic music, arranging it in an upbeat and fun manner to enhance the competitive atmosphere.

In Sonic Rumble, we aim for active collaborations with other titles

— The Sonic series has been thriving globally, but it seems challenging to reach younger audiences domestically. Is this game designed to appeal to that demographic as well?

Takashi Iizuka:
Indeed, the Sonic titles still have some weaknesses in the Asian market. Sonic Rumble features a cute design that hasn’t been able to attract attention before, and since it’s free to play, I believe it can be enjoyed by many, particularly in Japan. Additionally, the upcoming movie, titled “Sonic x Shadow: Tokyo Mission,” is set in Japan, so we hope to use this opportunity to generate more excitement.

— I hear that Rovio Entertainment is responsible for the global marketing of this game. Was there any synergy in the development process?

Makoto Tase:
Rovio Entertainment has strong expertise in mobile titles, and they’ve been advising us on how to reach a broad audience and communicate our message effectively. While Sonic has gained popularity in Europe and the United States throughout the series, we tend to focus on creating core games (laughs).

As we move toward the launch, we plan to collaborate with them to cover areas where we have traditionally been weaker, such as marketing, PR, and community management.

Takashi Iizuka:
Sega’s mobile team has released excellent titles primarily in Japan and has achieved several successes. However, we haven’t yet had a hit mobile title in the Western markets, which is a weakness for us. This is one of the main reasons why Rovio Entertainment became part of our group.

It’s a challenge to see what happens when a highly successful development team in Japan combines with Rovio’s marketing team, which has found success worldwide, for Sonic Rumble.

— Are there any plans for collaborations with titles owned by Rovio Entertainment, such as Angry Birds?

Makoto Tase:
While I can’t confirm anything definitive yet, we are considering actively collaborating with both internal IPs, those of group companies, and even other companies’ IPs to broaden the reach of our titles.

For example, we might see Sonic running alongside characters from different games or have stages inspired by other games that Sonic and his friends can race through. It seems like there will be opportunities for unique expressions that we’ve never seen before, so please stay tuned for further updates.

Takashi Iizuka:
Since the setting is in a toy world, it’s easy to expand the concept. Characters that have previously been difficult to match can be introduced more easily as figures, so we plan to explore a wide range of collaboration opportunities.

— This year is also significant for games and movies featuring Shadow. What are your expectations regarding that?

Takashi Iizuka:
This year, I hope everyone thoroughly enjoys Shadow. We created Sonic × Shadow Generations to align with the movie’s release, and we recently announced the additional content pack Sonic × Shadow TOKYO MISSION Movie Pack. Players will be able to engage with content from the movie, so I encourage everyone to play it in conjunction with the film’s release at the end of the year.

Makoto Tase:
With the game Sonic × Shadow Generations and the movie Sonic × Shadow TOKYO MISSION releasing in tandem, it seems we’re entering an exciting time for Shadow. We’ll also be launching Sonic Rumble around the same period. It’s wonderful that all the IPs are aligned, and I’m looking forward to seeing how much excitement this generates.

— Finally, could you share a message for fans as we approach the launch of the service?

Makoto Tase:
I sincerely apologize to our fans in Japan for the wait, especially since we didn’t have a beta test here. We have conducted numerous preliminary tests in other countries to optimize the design and game balance, and we’re excited to deliver a highly polished global launch to everyone. This coincides with the excitement around the movie and the rise of Shadow, and we are launching a new style of Sonic title that has never been seen before. I would love for you to invite friends who haven’t had a chance to engage with Sonic and help spread the Sonic community throughout Japan.

Takashi Iizuka:
We have prepared a variety of stages and modes to ensure that everyone who downloads the game can enjoy it widely. There will also be modes where you can create a room and play exclusively with nearby friends, so it might be a great idea to host a gaming tournament during year-end gatherings.

Additionally, since this is the year of Shadow, we have been working tirelessly to create engaging content. In preparation for the movie Sonic × Shadow TOKYO MISSION, we are also releasing accompanying anime, comics, and downloadable game content. We hope you enjoy our carefully crafted content!

――Thank you very much.

Source: 4Gamer.net

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