Sonic × Shadow Generations, set to release on Friday, October 25, 2024, from SEGA, combines two titles: a remastered version of the original Sonic Generations from 2011, with new features added, and a completely new game titled Shadow Generations, with Shadow as the main character.
In this article, we present an interview with the development team of Sonic × Shadow Generations, conducted at Tokyo Game Show 2024, held from September 26 to 29 (26th and 27th were business days). We spoke with the producer, Shun Nakamura, and director, Katsuyuki Shigihara, about the downloadable content inspired by the movie Sonic × Shadow: Tokyo Mission, as well as highlights of Shadow’s new power, the “Doom Power.”
— In the recent State of Play, DLC linked to the movie Sonic × Shadow: Tokyo Mission was announced. Was it decided from the beginning of development that this DLC would be created?
Nakamura: No, it wasn’t decided from the beginning. However, Sonic × Shadow Generations was developed with the expectation that Shadow would play a major role in the movie, so we had the idea of creating content that would tie in with the film. The concrete discussions about the DLC only started once both the game and movie were well into production. When we expressed that “we definitely want to create content related to the movie,” the movie team was also enthusiastic about it. While the worldviews of the movie and the game are slightly different, this DLC creates a flow where people who discover Sonic through the movie will want to play the game, or those who have played the game will be encouraged to watch the movie.
— This year’s theme for the Sonic brand is “Fearless: Year of Shadow,” and Shadow has been featured across various media. How was this theme decided?
Nakamura: As I mentioned earlier, Sonic × Shadow Generations was developed with the third movie in mind. While linking the movie and the game posed some challenges, we wanted to bring them closer together so that the overall Sonic experience would be more cohesive and easier for the audience to understand. Although we weren’t directly provided with the movie’s script in advance, Shadow appears at the end of the second film, so it was clear he would play a prominent role. That’s how we decided on the direction for the game. The decision to expand Shadow’s presence in other areas outside of movies and games came a little later, which led to the conclusion, “Let’s feature Shadow across the brand this year.”
— Compared to a while ago, the Sonic brand as a whole feels more cohesive. Games are being released consistently every year, and there are also movies and events. We get the sense that there is a conscious effort to “continuously provide content and maintain the brand’s momentum.” When did this system start to take shape?
Nakamura: It’s difficult to pinpoint exactly when, but as the Sonic IP grew larger, we realized we needed to think beyond just games. This included collaborating with other companies for various products and experimenting with different approaches. We began focusing on planning out themes for Sonic as an IP in a more organized way, making sure to roll out content steadily each year to grow our audience.
— One of the catalysts for this mindset shift was probably the first Sonic the Movie, wasn’t it?
Nakamura: Yes, that’s right. After the release of the first movie, the sales of the games also increased. I especially feel this when I go on business trips overseas. When I visit stores and look at the shelves for games and toys, I always see Sonic products displayed alongside other major IPs. Since the staff in Japan don’t often get to experience Sonic‘s popularity abroad firsthand, I try to take them to supermarkets or apparel sections during overseas trips whenever possible.
— Katsuyuki, do you also feel that “there are more products on the shelves”?
Shigihara: Yes. When I go to game sections, I see Sonic games prominently displayed, and there are also many different types of plush toys available. It really feels like Sonic is being recognized as a major title.
— I believe that the cohesive development of the Sonic IP contributed to the creation of this movie’s DLC. How did the development of the DLC progress?
Nakamura: The number of staff at SEGA who know the specific details of the movie is quite limited. We didn’t know much either, but we were informed that the setting would be in Tokyo and that Shadow would appear. Based on that information, we began to brainstorm and develop the content.
— In this DLC, Shadow’s voice is provided by Keanu Reeves, who plays Shadow in the movie, right?
Nakamura: I remember feeling flustered when we were asked to prepare a script for recording lines for the DLC before the content was finalized. I thought, “What should we do?” Later, we received the recorded data from the U.S., but I was told by Iizuka (Takahiro Iizuka, who is active as a producer for the Sonic series at SEGA of America), “Please don’t ask whose voice that data belongs to.”
— So, the casting was kept a secret from you as well, Nakamura?
Nakamura: Yes. We learned about the cast at the same time everyone else did when they saw the movie trailer. When we listened to the audio data, I had a feeling, “Could it be…?” But it was only after watching the movie trailer that I was finally able to confirm it.
— In the DLC introduction video, we can see scenes from Shibuya. Did you go location scouting there?
Shigihara: Yes. It’s a place I’m quite familiar with, but I walked around the area thinking, “What would it be like if Shadow ran here?”
Nakamura: Also, since the setting is “Tokyo,” there may be other locations besides Shibuya that appear as well.
— For example, Ohsaki (where SEGA’s headquarters is located), perhaps!?
Nakamura: Ohsaki… Well, it would be interesting if it appeared, wouldn’t it? (laughs)
— Now, looking forward to future information about the DLC, I’d like to ask about the main game. This summer and autumn, there have been opportunities to try out the game in various locations around the world. What has been the response from both domestic and international audiences?
Shigihara: Shadow is a dark hero and has a different charm compared to Sonic, but I feel that his appeal is being conveyed well. People are saying, “He’s so cool,” which makes me happy because that’s exactly what we aimed for during development.
Nakamura: There hasn’t been a game with Shadow as the main character for many years, so we knew that fans had a strong desire for Shadow to shine again. Since we don’t have a lot of development lines, it’s been challenging to create a game featuring Shadow, but we finally made it happen. With the implementation of “Doom Power,” Shadow grows wings and takes on octopus and squid-like forms, and fans have welcomed that. Many Sonic fans create fan art, and we’ve already seen various artworks emerge. You can really feel that “Shadow is gaining momentum.”
By the way, speaking of wings, we’ve actually been trying something like this…
(Nakamura pulls out a limited edition reversible box from Red Bull that can be obtained by presenting a reservation proof for Sonic × Shadow Generations at the SEGA/Atlus booth at TGS.)
— Oh, he’s got wings!!!
Nakamura: When we say “granting wings,” many people likely think of Red Bull, and we were able to realize this kind of challenge in collaboration with them. This box is reversible, and while I’m a fan of the side featuring the main visual, I also really support this artwork.
— Nevertheless, Shadow’s identity as a “dark hero” is really cool. I think this main visual emphasizes that seriousness and coolness.
Nakamura: This visual doesn’t show the character’s face, but it was created with the intention of conveying the overall atmosphere of the work and sparking interest. In today’s world, simply showcasing the character doesn’t easily capture the interest of many people. However, once they play the game, I’m sure the appeal of Shadow as a dark hero will come through during gameplay.
— Earlier, you mentioned Doom Power. How many types of Doom Powers are there?
Nakamura: There are several types, including “Doom Spear,” which launches chaos spears at multiple targets; “Doom Surf,” which allows movement over water; and “Doom Blast,” which enables continuous attacks on enemies, launching them away and warping to their location. In fact, you can use Doom Blast to create some incredible shortcuts on certain courses. We’ve designed mechanisms that utilize Doom Power in all the courses, so I hope players enjoy exploring the routes.
Additionally, there’s “Doom Wing,” which gives Shadow wings, and “Doom Morph,” which allows him to navigate through special terrains. We released a video in August called the “Doom Power Trailer,” where we introduce these features in detail, so please check it out!
Nakamura: The element of exploration, such as discovering “Wow, I can get to this area by using Doom Power!” adds depth to the game. Think about things like, “Oh, since there’s a ring here, what does that mean?” or “How do I get to this spot?” By learning how to use these abilities, the ways to play will keep expanding. We’ve really put effort into creating that aspect in this game.
Shigihara: You can complete the game without using Doom Power. We’ve designed it to be accessible for those who may have learned about Sonic and Shadow through movies or anime and don’t have much gaming experience. On the other hand, users who want to master their times can achieve faster results by using Doom Power and Chaos Control, so I encourage you to give that a try. Using Chaos Control even pauses the time during the game!
— So, while using Chaos Control, the space-time continuum warps and time stops, allowing only Shadow to move ahead on the course, ultimately shortening the time, right?
Shigihara: Exactly! So, when you’re aiming to perfect your time, you’ll need to think about where to use Chaos Control while developing your own route and play style.
Nakamura: The development staff is also working hard, saying, “I just updated my time!” But with Sonic, users often set records that far surpass those of the development team…
Shigihara: There are times when we discover routes we didn’t even know about, like, “Oh, there was a route here!” So, we’re looking forward to seeing that after the game’s release.
— Next, I’d like to ask about the story. The story trailer was recently released, and fans were excited to see characters like Mephiles and Maria.
Nakamura: Basically, the story will revolve around Shadow’s connections with Black Doom and Maria. The new element, Doom Power, is something that Black Doom shares with Shadow, and there’s certainly an intention behind that. We hope players will enjoy seeing how Shadow approaches this situation. As for Mephiles, while he plays a significant role, he’s more of a guest character—though perhaps that term doesn’t fully capture his presence. However, he’s a character that can appear precisely because of the “Generations” aspect.
— I think Mephiles has a strong fanbase; were you all aware of his popularity?
Nakamura: Given the long history of the series, players have different attachments to characters, bosses, and gameplay styles depending on which game they started with. It’s both a joy and a challenge. However, with this being “Generations,” we were able to depict interactions with older characters. In the future, if we have titles that relate to past stories, it’s possible that we’ll include nostalgic characters as well.
— Speaking of the past, the anime “Dark Prelude: Shadow and Maria,” which depicts Shadow’s roots, was recently released on YouTube.
Nakamura: The anime “Dark Prelude” connects to the story of Shadow Generations and provides insight into Shadow’s serious background. We have prepared three episodes, and watching them before playing the game will enhance your connection to Shadow, allowing you to enjoy it more.
Shigihara: Additionally, the game includes cutscenes that help people who are completely unfamiliar with Shadow understand his character. We’ve designed it to be accessible for those who are playing Sonic for the first time.
Nakamura: Sonic Generations features content that allows players to trace Sonic’s history, with plenty of materials and music included. Shadow Generations is similarly structured, so fans of Shadow will be pleased, and those who are not yet familiar with him can take this opportunity to become interested and delve deeper into his character to become fans.
— Could you tell us the highlights of Sonic Generations?
Shigihara: This is a remastered version of the original released 13 years ago, but it’s not just a simple port. We’ve added a feature called ‘Chao Rescue,’ where players collect Chao scattered throughout various locations. This addition provides new insights, allowing players to discover places they might not have noticed in the original version.
Additionally, we’ve added an ability called the Drop Dash, which allows players to dash the moment they land on the ground. While this has become a standard feature in recent titles, it wasn’t implemented in the original version. We hope players will enjoy discovering new strategies using this ability.
— Is the content of the stages unchanged from the original version?
Shigihara: Yes. At that time, I was responsible for level design, so upon revisiting it, there are places I’d like to change… but this time, I wanted players to experience the original version’s impact as it is, so I held back those feelings.
As for the graphics, we’ve adjusted the lighting and colors. It looks beautiful even in 4K!
— This title includes two games; what is the play volume like?
Nakamura: It varies depending on how you play, but I think the play volume of Shadow Generations is about the same as or slightly less than that of Sonic Generations. If you play both, you should be able to enjoy it for a long time. In the past, Sonic Generations was released on its own, so this is quite a good deal.
— Since they could each be released separately, it’s nice that they are bundled together. Did you consider releasing Shadow Generations on its own?
Nakamura: I believe those who have seen the movie will enjoy playing as Shadow, but I want to ensure that those who haven’t seen it can also have fun. By combining Sonic × Shadow Generations, we aimed to create a classic title where players can say, “If I play this, I’ll understand Sonic.” We included Sonic Generations, which has received high praise from players. If Shadow’s popularity continues to grow, we may see more games featuring him in the future.
— I think Shadow is already a well-established character in terms of popularity, but… at this Tokyo Game Show, Shadow is really standing out.
Nakamura: Two years ago, when we showcased Sonic Frontiers, we had a large balloon of Sonic on display. So this time, I considered preparing a new balloon of Shadow to display alongside it. However, if we have multiple balloons, it would reduce the number of playable demo stations, which would defeat the purpose. Therefore, this time, Shadow takes center stage.
The number of demo stations for Sonic was fewer about ten years ago than it is now, but we can provide many more stations now, and the company is putting a lot of effort into this rollout. As developers, we want to meet the expectations of the company and our users, creating a situation where everyone can be happy.
— I’m looking forward to Sonic and Shadow gaining popularity this fall and winter through the game and the movie. The DLC will serve as a bridge between them.”
Nakamura: If you purchase the Digital Deluxe Edition, it will include the DLC set in Tokyo, which we mentioned earlier. Additionally, this Digital Deluxe Edition comes with a skin that lets you play as Terios (Shadow’s early design), which we’ve put a lot of effort into creating, so I hope you enjoy that. It also includes an art book and a soundtrack.
Moreover, if you pre-order the physical or digital version, you’ll receive the ‘Modern Sonic Legacy Skin’ as a bonus. This allows you to play using the model from Sonic Adventure, giving it a deliberately retro look. It’s surprisingly fun, so I hope you enjoy that as well.
Source: Famitsu
Can not wait until the official release date on October 25th.