They had no idea. In the documents there's other emails that are from SoA staff basically asking "This doesn't match AT ALL with the look and style we're marketing in the USA, what are we supposed to do with it? It's like a little baby's game"
Nights was a mistake for a system already starved for good games.
Imagine if they ignored Naka and didnt go with some pedo dreamsnatcher flying piece of shit mascot but instead made a real Sonic game in the style of Crash
They did try making a Sonic game. The problem was
1: Sega Technology Institution was the most incompetent studio to have ever graced Earth.
2: The people who made Sonic 1, 2, 3, CD, Knuckles, didn't want anything to do with Sonic. They made 5 games in 4 years, they were fricking sick of the blue brat. If they didn't get their flying clown way, they were packing their bags to Sony.
Nights is a cosmic horror story. It's strange that Americans can't see the subtlety when it's an American author that started the genre.
WHAT THE HELL WAS SEGA THINKING WHEN THEY REPLACED SONIC WITH NIGHTS AS THE MASCOT SYSTEM SELLER INSTEAD OF MAKING SURE HAVING A 3D SONIC READY TO GO BY 1995/1996 WAS AN ABSOLUTE A PRIORITY???
Sega was thinking that Sega Technology Institution was developing it.
A proper Saturn response to Mario 64 and Crash, at least in SEGA's eyes at the time, for whatever reason... I can't believe how bad they messed up their high selling mascot on their new console, it baffles me even today,
WHAT THE HELL WAS SEGA THINKING WHEN THEY REPLACED SONIC WITH NIGHTS AS THE MASCOT SYSTEM SELLER INSTEAD OF MAKING SURE HAVING A 3D SONIC READY TO GO BY 1995/1996 WAS AN ABSOLUTE A PRIORITY???
Sonic wouldn't have done much in the long run and doing a 3D Sonic so early (with 1995 being pre-Mario 64) is a herculean task. Even just making a decent 3D Sonic was tough for SEGA and only happened on the next console, and that was after Mario 64.
I think it could've been done, developers like Travellers' Tales probably could've released a decent 3D Sonic around 1996, but even early Saturn titles like Bug! show that it could have been done, at least to have a 3D Sonic early, maybe releasing a superior one later in 1996.
Nights is a cosmic horror story. It's strange that Americans can't see the subtlety when it's an American author that started the genre.
[...]
Sega was thinking that Sega Technology Institution was developing it.
>Sega was thinking that Sega Technology Institution was developing it.
I know... but WHY GIVE YOUR BIGGEST IP TO A TEAM THAT CLEARLY COULDN'T PULL IT OFF???
>WHY GIVE YOUR BIGGEST IP TO A TEAM THAT CLEARLY COULDN'T PULL IT OFF???
STI was a first party developer, Travelers Tales was not. It'd be seen as snubbing STI if they pass on the in house team in favor of someone else, and they didn't know just how moronic STI was yet.
Traveller's Tales couldn't manage to develop a proper 3D Sonic even in late 1998, and Sonic R was already pushing the Saturn to it's limits. Large series like Contra also had otherwise decently competent developers (Appaloosa who previously worked on the Ecco games) attempt to make a 3D game early on with a more polished release after that, and both of those games, on top of being overall low quality, also showed how hard it is to get a good 3D game out.
>Traveller's Tales couldn't manage to develop a proper 3D Sonic even in late 1998
They were given 8 months and their task was never to make a main line game to begin with.
8 months? Well, I take my words towards them back, even if I still think a 3D Sonic wouldn't have worked in that time (or possibly, at all), but making a game like that in just 8 months is impressive.
I never thought of that before, but this could've worked... I mean, the main rival for Super Mario 64 around that time was Crash Bandicoot, with very narrow level design that resembled many tight corridors instead of an open environment like in Mario... and it worked, if SEGA made their Sonic title like that, but faster, it might've been well received... I don't think it would've been an actual system seller like the original trilogy was, but it would've moved units, especially if it was released in late 1994 with the Saturn, or in 1995.
Yeah, probably a fault of trying to translate Bandicoot from Japanese back to English again. It's tough to remember if it's バンディクー or バンディグー
almost have to feel bad for them
Toyoda-san .. おわりだ
you just watched the Panda video too, huh?
it’s a shame he doesn’t have more subscribers yet but I am certain he will break though.
>they thought nights into memes would be the system seller
yeah, i saw that saturn video too since someone linked it in here
>Nights plans
Literally mobile phone game tier. What were they thinking?
They had no idea. In the documents there's other emails that are from SoA staff basically asking "This doesn't match AT ALL with the look and style we're marketing in the USA, what are we supposed to do with it? It's like a little baby's game"
Nights was a mistake for a system already starved for good games.
Imagine if they ignored Naka and didnt go with some pedo dreamsnatcher flying piece of shit mascot but instead made a real Sonic game in the style of Crash
They did try making a Sonic game. The problem was
1: Sega Technology Institution was the most incompetent studio to have ever graced Earth.
2: The people who made Sonic 1, 2, 3, CD, Knuckles, didn't want anything to do with Sonic. They made 5 games in 4 years, they were fricking sick of the blue brat. If they didn't get their flying clown way, they were packing their bags to Sony.
Nights is a cosmic horror story. It's strange that Americans can't see the subtlety when it's an American author that started the genre.
Sega was thinking that Sega Technology Institution was developing it.
americans lost their ability to percieve good writing at some point
SONIC 3D BLAST. DEAL WITH IT.
A proper Saturn response to Mario 64 and Crash, at least in SEGA's eyes at the time, for whatever reason... I can't believe how bad they messed up their high selling mascot on their new console, it baffles me even today,
WHAT THE HELL WAS SEGA THINKING WHEN THEY REPLACED SONIC WITH NIGHTS AS THE MASCOT SYSTEM SELLER INSTEAD OF MAKING SURE HAVING A 3D SONIC READY TO GO BY 1995/1996 WAS AN ABSOLUTE A PRIORITY???
Sonic wouldn't have done much in the long run and doing a 3D Sonic so early (with 1995 being pre-Mario 64) is a herculean task. Even just making a decent 3D Sonic was tough for SEGA and only happened on the next console, and that was after Mario 64.
I think it could've been done, developers like Travellers' Tales probably could've released a decent 3D Sonic around 1996, but even early Saturn titles like Bug! show that it could have been done, at least to have a 3D Sonic early, maybe releasing a superior one later in 1996.
>Sega was thinking that Sega Technology Institution was developing it.
I know... but WHY GIVE YOUR BIGGEST IP TO A TEAM THAT CLEARLY COULDN'T PULL IT OFF???
1990's SEGA was a mess.
>WHY GIVE YOUR BIGGEST IP TO A TEAM THAT CLEARLY COULDN'T PULL IT OFF???
STI was a first party developer, Travelers Tales was not. It'd be seen as snubbing STI if they pass on the in house team in favor of someone else, and they didn't know just how moronic STI was yet.
Traveller's Tales couldn't manage to develop a proper 3D Sonic even in late 1998, and Sonic R was already pushing the Saturn to it's limits. Large series like Contra also had otherwise decently competent developers (Appaloosa who previously worked on the Ecco games) attempt to make a 3D game early on with a more polished release after that, and both of those games, on top of being overall low quality, also showed how hard it is to get a good 3D game out.
>Traveller's Tales couldn't manage to develop a proper 3D Sonic even in late 1998
They were given 8 months and their task was never to make a main line game to begin with.
8 months? Well, I take my words towards them back, even if I still think a 3D Sonic wouldn't have worked in that time (or possibly, at all), but making a game like that in just 8 months is impressive.
if they came up with the boost gameplay back then it could have worked
I never thought of that before, but this could've worked... I mean, the main rival for Super Mario 64 around that time was Crash Bandicoot, with very narrow level design that resembled many tight corridors instead of an open environment like in Mario... and it worked, if SEGA made their Sonic title like that, but faster, it might've been well received... I don't think it would've been an actual system seller like the original trilogy was, but it would've moved units, especially if it was released in late 1994 with the Saturn, or in 1995.
CRASH BANDIGOO!