GHZ Interviews (#2) Taylor Miller, Sonic Rivals 2 producer
Posted: Sat Dec 22, 2007 5:48 am
Taylor Miller, the producer of Sonic Rivals 2, generously offered to take part in a second interview.
Although anticipation for new Sonic games has gradually decreased over the years, it's safe to say that out of all the Sonic titles released recently, Sonic Rivals 2 was one of the least anticipated. This shouldn't be too surprising - although the original managed to provide an exhilarating sense of speed, it was marred by a severe case of “press right” syndrome and what little interactivity it offered consisted solely of frustrating reaction tests.
However, as Taylor reveals, the Backbone team were keenly aware of these problems when developing the sequel and set out to eradicate every bottomless pit, increase the interactivity and offer a greater variety of paths in an effort to make the definitive Sonic racer.
Pre-release aficionados will be pleased to learn about Sonic Lightning, which was the game the Backbone team were originally developing before Takashi Iizuka reworked it into a racing game. Story fans are also catered for as Taylor provides the official explanation, direct from Sega, about the contradictions between Sonic Rush and Sonic Rivals on Eggman-Nega's origins (and like most Sega explanations, it creates more questions than it answers).
The full interview can be found here.
The GHZ Newsboard is in talks with several western Sonic developers, so hopefully there should be more interviews in 2008.
Although anticipation for new Sonic games has gradually decreased over the years, it's safe to say that out of all the Sonic titles released recently, Sonic Rivals 2 was one of the least anticipated. This shouldn't be too surprising - although the original managed to provide an exhilarating sense of speed, it was marred by a severe case of “press right” syndrome and what little interactivity it offered consisted solely of frustrating reaction tests.
However, as Taylor reveals, the Backbone team were keenly aware of these problems when developing the sequel and set out to eradicate every bottomless pit, increase the interactivity and offer a greater variety of paths in an effort to make the definitive Sonic racer.
Pre-release aficionados will be pleased to learn about Sonic Lightning, which was the game the Backbone team were originally developing before Takashi Iizuka reworked it into a racing game. Story fans are also catered for as Taylor provides the official explanation, direct from Sega, about the contradictions between Sonic Rush and Sonic Rivals on Eggman-Nega's origins (and like most Sega explanations, it creates more questions than it answers).
The full interview can be found here.
The GHZ Newsboard is in talks with several western Sonic developers, so hopefully there should be more interviews in 2008.