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Sonic Unleashed
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===Gameplay=== [[File:SonicUnleashedConcept1.jpg|thumb|225px|An early sketch of what would become [[Sonic the Werehog]], one of the major parts of the gameplay of ''Sonic Unleashed'']] During the writing of the story, Hashimoto realized that it would be useless to have so many ideas for the project and thus decided to make Sonic the sole playable character. This led to multiple arguments with his fellows, but the decision was eventually accepted. However, Hashimoto tried to go further than that to not disappoint fans and especially younger players; while making some sketches with the game's art director, Sachiko Kawamura, he wanted to "implement a stimulating element". And based on that, they wanted to make Sonic "a little wilder than usual". He added that they worked to give him a "special ability" emerging from the note that, if Sonic uses his legs and runs fast, it would be fun to have someone use their hands for a powerful and light action. Thus, they came up with the idea of the [[Sonic the Werehog|Werehog]] to contrast with the normal Sonic, although they knew that such concept may collide with mixed reception from fans early in development.<ref name="HoStH" /><ref>{{Cite web|url=https://www.destructoid.com/destructoid-interview-sonic-unleashed-113374.phtml|title=Destructoid interview: Sonic Unleashed|first=Jim|last=Sterling|publisher=Destructoid|date=2 December 2008|accessdate=21 August 2016}}</ref> The gameplay was then divided into two: Sonic's stages, which would feature high-speed gameplay, and the Werehog's, which would introduce fighting mechanics and platforming. It was then decided to change the game's name to ''Sonic Unleashed'' to support the Werehog feature,<ref name="HoStH" /><ref>{{Cite web|url=http://blogs.sega.com/sonic/2008/06/10/sonic-world-adventure/|title=Sonic World Adventure|author=ArchangelUK|work=Sega Blog|publisher=[[Sega]]|accessdate=13 June 2008|date=10 June 2008|archiveurl=https://web.archive.org/web/20080701063451/http://blogs.sega.com/sonic/2008/06/10/sonic-world-adventure/|archivedate=1 July 2008}}</ref> though in Japan, the title would still be called ''Sonic World Adventure''. One of the main objections that the producer Yoshihisa Hashimoto had alongside the development of the game were ways to avoid having the game "on-rails" like in the past titles, but still maintaining an interactive feel while presenting vigorousness and sense of speed. This intention lead to eclectic actions; the implementation of moves such as the [[Quick Step]], [[Drift]], [[Stomp]] and [[Boost]] (the latter carried out from ''[[Sonic Rush]]''); and additions of objects that change paths depending on the correctness of the button input (which would become the [[Real-Time Interaction]]s).<ref name=":0"/> The Quick Step idea was drawn from the fact that usually, the player moves in a 3D gameplay using {{Left Analog Stick}}, but since it is analogue, it limits the user's move to linear directions, so it would be difficult to let them run non-stop within a complicated 3D environment by the {{Left Analog Stick}} alone. Thereby, a system that allows Sonic to move quickly and avoid the obstacles was needed and that was when the technique was brought.<ref name=":1">{{Cite web|url=http://blogs.sega.com/2008/10/31/sonic-unleashed-dev-diary-2-yoshihisa-hashimoto/|title=Sonic Unleashed Dev Diary #2- Yoshihisa Hashimoto|work=Sega Blog|publisher=[[Sega]]|date=31 October 2008|accessdate=3 June 2017|archiveurl=https://web.archive.org/web/20130724023430/http://blogs.sega.com/2008/10/31/sonic-unleashed-dev-diary-2-yoshihisa-hashimoto/|archivedate=24 July 2013}}</ref> Another concept that Hashimoto sought for was to make "more than two [[Ring]]s make little difference in the game play", and so, the "[[Ring Energy]]" concept was created, in which the collection of Rings is awarded with the ability to use the Boost for longer.<ref name=":1"/> Additionally, due to Sonic being much faster than he was in previous titles, each action stage was conceptualized to be as long as 10 to 20 kilometers.<ref name=":1"/>
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