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      [TGS24] Sonic Takes on Party Games: Inside the Development of Sonic Rumble with Makoto Tase & Takashi Iizuka

      Ralph by Ralph
      2 years ago
      in All, Event, Interview
      Reading Time: 5 mins read
      0 0
      [TGS24] Sonic Takes on Party Games: Inside the Development of Sonic Rumble with Makoto Tase & Takashi Iizuka

      From Left to Right: Makoto Tase (Game Director) and Takashi Iizuka (Sonic Creator Officer) | Image Credit: Digital Braves

      Share on FacebookShare on TwitterShare on TelegramShare on WhatsappShare on Reddit

      We had the opportunity to interview Sonic Creative Officer Takashi Iizuka and Game Director Makoto Tase about their latest project, Sonic Rumble, a multiplayer party game that marks new territory for the iconic franchise. As the series ventures into the party game genre, the developers shared their vision for bringing Sonic fans together in an entirely new way.

      A New Direction for Sonic

      Breaking from the series’ traditional single-player focus, Sonic Rumble aims to bring fans together in a multiplayer environment. The game represents a significant shift in the franchise’s approach to multiplayer gaming. “Console titles in the Sonic series primarily focus on single-player gameplay,” explains Iizuka. “However, when we set out to make this title, we wanted to bring together Sonic fans so that they could have a great time enjoying the series together,” said Iizuka.

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      Image Credit: SEGA

      The game features a unique toy-world premise, carefully designed to address the speed disparities between characters like Sonic and Dr. Eggman. “If we’re just talking about what they’re normally capable of, then it’s no match. It wouldn’t make much of a rumble, would it?” Iizuka explains. “That’s exactly why we wanted to create something that wasn’t rooted in the normal physics of the Sonic world. And that’s why we settled on toys where it would be equal for each character,” he added.

      Adapting Sonic’s design for this new format presented its own challenges. “Interestingly, one of the really challenging parts was adapting Sonic’s design,” Iizuka reveals.


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      “As you know, there’s modern Sonic, there’s classic Sonic. But we wanted to create something that was different. We wanted to create something that both embodied his coolness and showed off a cuter side of the character than usual.”

      Gameplay and Features

      The game supports up to 32 players competing simultaneously, offering a variety of ways to play. The squad mode adds another layer of gameplay, allowing friends to compete as teams. “You can go into a random match, and you can also invite your friends to a party and play a random match together. And, of course, there’s also the option to create your own room and play with just your friends,” Iizuka details.

      Image Credit: SEGA

      Tase emphasizes the focus on replayability: “Because it’s a multiplayer title, we wanted to create it in a way that no two battles are alike. For example, when we created the game’s mechanics, we thought about things like how players can make a comeback.” The ring collection system serves a dual purpose, functioning both as a competitive element and a currency for the in-game shop.

      “One of the main draws of our console titles are the game stories,” Tase notes, differentiating Rumble from traditional Sonic games.

      “Now, in comparison to that, as a mobile title, it does have the advantage of being able to play it in short bursts for a lot of quick fun and excitement.”

      Level Design and Character Roster

      The game’s stages draw significant inspiration from Sonic Lost World, with Tase explaining, “There’s a number of elements in those stages that were very easy to translate into the party game format that Sonic Rumble uses.” The levels feature multiple pathways and routes, maintaining the series’ signature design philosophy. “It’s always been part of the Sonic series that there’s multiple routes to navigate any particular stage, and that’s an aspect that we really wanted to adapt into the run stages of Sonic Rumble,” Iizuka adds.

      Sonic Rumble
      Image Credit: SEGA

      The stage selection process was strategic, as Tase reveals: “Some of his most representative stages might be Green Hill Zone or Chemical Plant. We also wanted to incorporate stages where the gimmick was very easy to convey to players. For example, in stages that prominently feature lava, you don’t want to dump into lava. The other thing is, you know, in stages that prominently feature ice as an obstacle, you’re going to slip.”

      In a series first, all Sonic universe characters are playable. “I think this is the first title all Sonic characters you can play in Sonic Universe. Everyone is here,” Iizuka proudly states. Despite the varied roster, characters share similar capabilities to ensure balanced gameplay, though Tase notes, “We really did want to adapt the characters’ most unique traits. For example, their signature movements, or their abilities.”

      Cross-Media Synergy

      As part of a broader push for the Sonic franchise, Sonic Rumble joins other 2024 releases in what Iizuka calls “the year of Shadow.” The team aims to release one major Sonic title per year, with Rumble serving as a continuously updated platform between major releases. “It is true that with game development nowadays it can take three to five years to create a brand new game. That’s why in Sonic Rumble we will be routinely updating the game,” Iizuka explains.

      Sonic Rumble
      Image Credit: SEGA

      Looking forward, the team is optimistic about potential collaborations, with Tase noting they are “optimistically eyeing collaborations and crossovers with other IPs, including third-party IPs.” The developers wrapped up by emphasizing their commitment to community feedback and regular updates, expressing hope that Sonic Rumble will unite fans from around the world in this new multiplayer experience.

      Future Content and Updates

      Sonic Rumble is designed as a live service game with a robust update schedule. “We plan to create regular, smaller updates, and every three months we’ll be implementing major updates to the game. So expect new skins, expect new stages, and more content to come,” Tase reveals. The development team is also “positively considering implementing more bosses into the game,” beyond the currently featured Death Egg Robot.

      Sonic Rumble
      Image Credit: SEGA

      The game is set to takes a measured approach to monetization, implementing both free and paid pathways. “There are two methods of unlocking characters,” Tase explains. “Free-to-play methods, as well as paid aspects of the game.” Players can earn items through gameplay using collected rings, and the game features a season pass system. Additionally, “There’s also the claw machine. So, think of it kind of like a loot box, per se, but you can use it a few times for free each day.”

      “Sonic Rumble is a party game,” Tase emphasizes.

      “We want players to enjoy the game whether they’re a child or an adult, whether they’re a veteran of action games, or whether they’re a relative rookie at action games. We don’t want the overall playing field to feel flat. In fact, we want it so that any player can enjoy the game.”

      Sonic Rumble
      From Left to Right: Makoto Tase (Game Director), Sean Lim (Managing Director of Digital Braves), and Takashi Iizuka (Sonic Creator Officer) | Image Credit: Digital Braves

      The developers wrapped up with a message to fans. “As a party game, you can play with a variety of people. This is a really good chance for our pre-existing fans of the Sonic series. It’s also a really good chance for fans coming off of the Sonic live-action films,” says Tase. Iizuka concludes, “We would really love to grant our fans requests and see it come to life in Sonic Rumble.”

      As Iizuka concludes, “We would really love to grant our fans requests and see it come to life in Sonic Rumble.”


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      Tags: Makoto TaseSonic RumbleTakashi IizukaTGS2024Tokyo Game Show 2024
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      Ralph

      Ralph

      I currently have a degree in communication and have been in love with games ever since playing on the SEGA Dreamcast. Nothing but JRPGs and fighting games in my bloodstream.

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