Dream a Little
Dream
Flashback to
1992: Development on Sonic the Hedgehog 2 has just been
wrapped-up in the states. Leaving the rest to the Sega of America
marketing department, Yuji Naka heads back home to SushiLand (that's
Japan for those of you not keeping score). Ah, but just as he
thought he could relax, having just applied his most recent artistic
vision to silicon, the tides of fate do a double-take. As the plane
takes off, Naka-san is struck by one of those rare moments of gaming
genius that starts as a simple idea and expands into a brilliant
concept: a game that captures an exhilerating sense of flight.
Unfortunately, it would be four years before technology felt obliged
to accomodate that vision.
The 32-bit Sega Saturn seemed to be up to the
task, and the Team got right down to business. Naoto Ohshima and
Takashi Iizuka, the game's lead directors, began tossing around
various ideas on the character model and general theme of the game.
The original concept was of a dinky bird too weak to fly, but who
gained the ability as he grew and strengthened. That premise was
ditched for fear it would draw direct comparisons to Sonic (not to
mention the fact that it's just plain stupid). After deciding upon a
more human-esque character, they came up with a couple of other
ideas also destined for the trash bin, including an Indiana Jones
wannabe and a military-themed (!) character.
Once a dream theme was decided upon, those
wacky kids known as Team Sonic hit the books. (And you thought game
design was all fun.) They studied various texts on
psychology, most notably the works of Frederick Holtz and Carl
Gustav Jung. They compared the two and drew their ideas upon those
foundations.
After a year or so in development,
NiGHTS hit the streets in fall of '96, going head-to-head
with Nintendo's entirely overrated (but really cool nonetheless)
64-bit behemoth Super Mario 64. Many were surprised that the
Team would choose to do a new original title as their first Saturn
project, rather than give the console the 3D Sonic game it needed so
badly. (Actually, to this day, they're ever assumed to be churning
out sequels whether such is actually the case or not.) Although
sales-wise, the Team's creative Saturn masterpiece couldn't hold a
candle to the Great Plumber, it was an artistic success in every
sense of the word. Acclaimed by critics and exhalted by fans,
NiGHTS showed the gaming world that Sonic Team wasn't
strictly about blue hedgehogs. Dream on!
Get Flying!
Blame this mess on Jared "Green Gibbon!" Matte. But
make no mistake, NEO GHZ is a part of SonicNEXT. All Sonic
related materials are copyright Sega
Enterprises. SonicNEXT is created by Zifei Wu. Space provided by
VGHQ.com. Hey, how do you guys think I'd look in purple tights? No,
really!
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