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==History== {{See also|Sega development studios}} ===1990: Formation and ''Sonic the Hedgehog''=== [[Image:Yuji Naka' - Magic - Monaco - 2015-03-21- P1030036 (cropped).jpg|thumb|right|upright|[[Yuji Naka]], programmer for Sonic Team and later division president|alt=Picture of a man smiling.]] In 1984, programmer [[Yuji Naka]] was hired into Sega's Consumer Development division.<ref name="Edge 89">{{Cite magazine|date=October 2000|title=Sega's new beginning|magazine=[[Edge (magazine)|Edge]]|publisher=[[Future plc]]|pages=68–78|issn=1350-1593|number=89}}</ref> His first project was ''[[Girl's Garden]]'', which he and [[Hiroshi Kawaguchi (composer)|Hiroshi Kawaguchi]] created as part of their training process.<ref>{{cite web|url=http://www.nowgamer.com/the-making-of-outrun/|title=The Making of OutRun|date=29 April 2016|website=NowGamer|publisher=[[Imagine Publishing]]|archive-url=https://web.archive.org/web/20160420044222/http://www.nowgamer.com/the-making-of-outrun/|archive-date=20 April 2016|url-status=live|access-date=8 April 2016}}</ref> For his next game, ''[[Phantasy Star (video game)|Phantasy Star]]'' (1987) for the [[Master System]], Naka created pseudo-3D animation effects.<ref>{{Cite web|url=http://www.sega-16.com/2017/12/behind-the-design-phantasy-star/|title=Behind the Design: Phantasy Star|last=Horowitz|first=Ken|date=6 December 2017|website=Sega-16|publisher=Ken Horowitz|archive-url=https://web.archive.org/web/20180322015531/http://www.sega-16.com/2017/12/behind-the-design-phantasy-star/|archive-date=22 March 2018|url-status=live|access-date=21 March 2018}}</ref> He met artist [[Naoto Ohshima]] while working on the game.<ref name="SSNO">{{cite web|url=http://www.sega-16.com/2012/01/sega-stars-naoto-oshima/|title=Sega Stars: Naoto Ōshima|last1=Horowitz|first1=Ken|date=5 January 2012|website=Sega-16|publisher=Ken Horowitz|archive-url=https://web.archive.org/web/20180617065843/http://www.sega-16.com/2012/01/sega-stars-naoto-oshima/|archive-date=17 June 2018|url-status=live|access-date=17 June 2018}}</ref> During the late 1980s and early 1990s, a rivalry formed between [[Sega]] and [[Nintendo]] due to the release of their [[16-bit era|16-bit]] [[video game console]]s: the [[Sega Genesis]] and the [[Super Nintendo Entertainment System]].<ref name="RetroST">{{cite magazine|last=Smith|first=Sean|year=2006|title=Company Profile: Sonic Team|magazine=[[Retro Gamer]]|publisher=Imagine Publishing|issue=26|pages=24–29|issn=1742-3155}}</ref><ref name="Storyofsonic">{{cite magazine|last=Thorpe|first=Nick|year=2016|title=The Story of Sonic the Hedgehog|magazine=Retro Gamer|publisher=Imagine Publishing|issue=158|pages=18–25|issn=1742-3155}}</ref><ref name="bbc rivalry" /> Sega needed a mascot character that would be as synonymous with their brand as [[Mario]] was with Nintendo.<ref name="RetroST"/><ref name="Storyofsonic"/><ref name="polygon history" /> Sega wanted a [[Killer application|killer app]] and character that could appeal to an older demographic than preteens, demonstrate the capabilities of the Genesis, and ensure commercial success in North America.<ref name="Storyofsonic"/> Sega held an internal competition to submit characters designs for a mascot.<ref name="polygon history" /><ref name="alive">{{cite web|url=http://www.ign.com/articles/2007/01/27/sonic-the-hedgehog-vc-review|title=Sonic the Hedgehog VC Review|last=Thomas|first=Lucas M.|date=26 January 2007|website=[[IGN]]|publisher=[[Ziff Davis]]|archive-url=https://web.archive.org/web/20160113063324/http://www.ign.com/articles/2007/01/27/sonic-the-hedgehog-vc-review|archive-date=13 January 2016|url-status=live|access-date=23 February 2014}}</ref> Ohshima designed a blue hedgehog named Sonic,<ref name="RetroST" /> who was inserted into a prototype game created by Naka.<ref name="polygon history" /> The Sonic design was refined to be less aggressive and appeal to a wider audience before the division began development on their platform game ''[[Sonic the Hedgehog (1991 video game)|Sonic the Hedgehog]]''.<ref name="polygon history" /> According to Ohshima, Sega was looking for a game that would sell well in the United States as well as in Japan. Ohshima and Naka already had the game and character ready, with Ohshima having worked with Sega's toy and stationery department on design ideas. Ohshima said their progress encouraged Sega to select their proposal, as theirs was the only team to have put in a high amount of time and effort. This left him confident their proposal would be selected.<ref name="OhshimaIntHist2">{{cite interview|title=Interview With Naoto Ôshima|work=The History Of Sonic The Hedgehog|publisher=UDON Entertainment Corp|year=2013|pages=96-101|subject=Naoto Ohshima|isbn=978-1-926778-96-9|editor=Les Editions Pix'n Love}}</ref> The ''Sonic the Hedgehog'' project began with just Naka and Ohshima,<ref name=":1">{{Cite web|url=https://www.gamasutra.com/view/feature/132163/game_design_psychology_the_full_.php?print=1|title=Game Design Psychology: The Full Hirokazu Yasuhara Interview|website=Gamasutra|date=25 August 2008|publisher=UBM Tech, Ltd.|archive-url=https://web.archive.org/web/20180709185435/https://www.gamasutra.com/view/feature/132163/game_design_psychology_the_full_.php?print=1|archive-date=9 July 2018|url-status=dead|access-date=9 July 2018}}</ref><ref name="OhshimaIntHist2" /> but grew to involve two programmers, two sound engineers, and three designers.<ref name="NakaIntHist2">{{cite interview|title=Interview With Yuji Naka|work=The History Of Sonic The Hedgehog|publisher=UDON Entertainment Corp|year=2013|pages=90-95|subject=Yuji Naka|isbn=978-1-926778-96-9|editor=Les Editions Pix'n Love}}</ref> [[Hirokazu Yasuhara]] joined to supervise Naka and Ohshima and develop levels, and became the lead designer. He satisfied Naka's request for a simple, one-button design by having Sonic do damage by jumping.<ref name="Zone1">{{cite book|title=The History Of Sonic the Hedgehog|date=2013|publisher=UDON Entertainment Corp|isbn=978-1-926778-96-9|editor1-last=Les Editions Pix'n Love|location=Ontario|pages=20–33|chapter=Zone 1 Genesis}}</ref> ''Sonic the Hedgehog'' was released in 1991 and proved a major success, contributing to millions of sales of the Genesis.<ref name="RetroST" /> The team took the name Sonic Team for the game's release.<ref name="RetroST" /> Naka referred to Sonic Team as only a "team name" at this point; the division's other games did not use this particular name.<ref name="Edge 89" /> ===1994–1998: Re-establishment and new intellectual properties=== [[Image:Naoto ohshima gdc 2018.jpg|200px|thumb|left|[[Naoto Ohshima]], Sonic Team artist who designed the Sonic the Hedgehog character|alt=Picture of Naoto Ohshima, game artist for Sonic Team who designed the Sonic the Hedgehog character]] Shortly after the release of ''Sonic the Hedgehog'', Naka, Yasuhara, and a number of other Japanese developers relocated to California to join [[Sega Technical Institute]] (STI), a development division established by [[Mark Cerny]] intended as an elite studio combining the design philosophies of American and Japanese developers.<ref name="RetroST" /><ref name="STI">{{cite magazine|last=Day|first=Ashley|year=2007|title=Company Profile: Sega Technical Institute|magazine=Retro Gamer|publisher=Imagine Publishing|issue=36|pages=28–33|issn=1742-3155}}</ref> While Naka and Yasuhara developed ''[[Sonic the Hedgehog 2]]'' at STI, Ohshima worked on ''[[Sonic CD]],'' a prequel for the [[Sega CD]] add-on. Though Naka was not directly involved in the ''Sonic CD'' development, he exchanged design ideas with Ohshima.<ref name="Ohshima interview">{{Cite web|url=http://www.gamasutra.com/view/feature/132596/out_of_the_blue_naoto_ohshima_.php?page=2|title=Out of the Blue: Naoto Ohshima Speaks|last=Sheffield|first=Brandon|date=4 December 2009|website=[[Gamasutra]]|publisher=[[UBM TechWeb]]|archive-url=https://web.archive.org/web/20160424130056/http://www.gamasutra.com/view/feature/132596/out_of_the_blue_naoto_ohshima_.php?page=2|archive-date=24 April 2016|url-status=dead|access-date=15 April 2017}}</ref> Following the release of ''[[Sonic & Knuckles]]'' in 1994, Naka returned to Japan, having been offered a role as a producer.<ref name="RetroST" /> He was placed in charge of Sega's Consumer Development Department 3, also known as CS3.<ref>{{Cite magazine|date=23 January 1998|title=Topics: The 1998|magazine=Sega Saturn Magazine|language=ja|publisher=Soft Bank Publishing|pages=18–29}}</ref> Naka was reunited with Ohshima and brought with him [[Takashi Iizuka (game designer)|Takashi Iizuka]],<ref>{{Cite magazine|last1=Hunt|first1=Stuart|last2=Jones|first2=Darran|date=December 2007|title=The Making of... Nights|magazine=Retro Gamer|publisher=Imagine Publishing|issue=45}}</ref> who had also worked with Naka's team at STI.<ref name="Storyofsonic" /> In the mid-1990s, Sonic Team started work on new intellectual property, leading to the creation of ''[[Nights into Dreams]]'' (1996) and ''[[Burning Rangers]]'' (1998) for the [[Sega Saturn]].<ref name="RetroST" /> Naka stated that the release of ''Nights'' is when Sonic Team was truly formed as a brand.<ref name="Edge 89" /> Few ''Sonic'' games were released for the Saturn.<ref name="allgameJam">{{cite web|last1=Williamson|first1=Coliun|title=Sonic Jam overview|url=http://www.allgame.com/game.php?id=1954&tab=review|website=[[AllGame]]|archive-url=https://web.archive.org/web/20141114182605/http://www.allgame.com/game.php?id=1954&tab=review|archive-date=November 14, 2014|date=November 14, 2014}}</ref> Since Sonic Team was preoccupied with ''Nights into Dreams'', it outsourced the development of the last Genesis ''Sonic'' game, ''[[Sonic 3D Blast]]'' (1996), to the British studio [[Traveller's Tales]].<ref name="MMPrev">{{cite magazine|title=Sonic 3D|department=Previews|magazine=[[Mean Machines Sega]]|issue=52|publisher=[[EMAP]]|date=February 1997|pages=84, 85|issn=0967-9014|url=https://archive.org/details/mean-machines-sega-magazine-52}}</ref> Sonic Team developed bonus levels for a Saturn port,<ref>{{cite magazine|title=Sonic 3D Blast: Blast's the Name for a Blast of a Game|magazine=[[Electronic Gaming Monthly]] |issue=89|publisher=[[Ziff Davis]]|date=December 1996|pages=230–1|issn=1058-918X}}</ref><ref>{{cite magazine|date=February 1997|title=Sonic 3D|magazine=[[Computer and Video Games]]|issue=183|pages=42–43|publisher=[[Future plc]]|issn=0261-3697}}</ref> released in place of the canceled STI game ''[[Sonic X-treme]]''.<ref>{{cite web|url=https://www.gamesradar.com/the-greatest-sonic-game-we-never-got-to-play/?page=7|title=Page 7 – The greatest Sonic game we never got to play|last=Houghton|first=David|date=April 24, 2008|website=[[GamesRadar+]]|archive-url=https://web.archive.org/web/20200610233145/https://www.gamesradar.com/the-greatest-sonic-game-we-never-got-to-play/7/?page=7|archive-date=June 10, 2020}}</ref><ref name="segasaturnmag">{{cite magazine|magazine=[[Sega Saturn Magazine]]|publisher=[[EMAP]]|date=January 1997|title=Sonic Boom!|pages=58–63|issn=1360-9424}}</ref> Yasuhara moved to London to assist the development of ''[[Sonic R]]'' (1997),<ref name=":1" /> a ''Sonic'' [[racing game]] co-developed by Sonic Team and Traveller's Tales.<ref name="autogenerated25">{{cite magazine |magazine=[[Sega Saturn Magazine]] |issue=24 |page=25 |url=https://archive.org/details/Official_Sega_Saturn_Magazine_024/page/n23/mode/2up |access-date=25 August 2016 |title=Travellers Tales: Sonic R Programmer Speaks! |publisher=[[EMAP]] |issn=1360-9424 |date=October 1997}}</ref> The only other Saturn ''Sonic'' game was ''[[Sonic Jam]]'' (1997), a compilation of the Genesis games with a 3D [[overworld]] Sonic Team used to experiment with 3D ''Sonic'' gameplay.<ref name="RGNights">{{cite magazine|date=December 2007|title=Nights Adventure|magazine=[[Retro Gamer]]|publisher=[[Imagine Publishing]]|issue=45|page=39|issn=1742-3155}}</ref> The Saturn was a [[List of commercial failures in video games|commercial failure]], which some writers attributed to its lack of a major ''Sonic'' game.<ref name="allgameJam" /><ref>{{cite web|author=Buchanan, Levi|date=February 2, 2009|title=What Hath Sonic Wrought? Vol. 10 – Saturn Feature at IGN|url=http://retro.ign.com/articles/950/950189p1.html|url-status=live|archive-url=https://web.archive.org/web/20131111082707/http://www.ign.com/articles/2009/02/02/what-hath-sonic-wrought-vol-10|archive-date=November 11, 2013|website=[[IGN]]}}</ref> Sega shifted focus to the [[Dreamcast]], which launched in Japan in 1998.<ref name="RetroST"/> Sonic Team saw the Dreamcast as an opportunity to revisit the ''Sonic'' series.<ref name="RetroST"/><ref name="polygon history" /> They had begun working on a 3D ''Sonic'' game for the Saturn, but development moved to the Dreamcast to align with Sega's plans.<ref name="polygon history" /> Iizuka led the project; Iizuka had long wanted to create a ''Sonic'' [[role-playing video game]] and felt the Dreamcast was powerful enough to achieve his vision. The game became ''[[Sonic Adventure]]'' (1998),<ref name="RetroST"/> the bestselling Dreamcast game.<ref name="gameinformer_sega_nintendo" /> Around this time, CS3 was renamed Sega Research and Development Department 8 (R&D No. 8).<ref>{{Cite magazine|date=19 November 1999|title=Sega development divisions|magazine=Dreamcast Magazine|language=ja|publisher=Soft Bank Publishing|page=13}}</ref> It was sometimes referred to as AM8 or "Sega-AM8",<ref name="RetroST" /><ref>{{Cite news|url=https://www.eurogamer.net/articles/2017-07-06-maybe-its-time-for-us-to-leave-sonic-teams-take-on-its-series-behind|title=Maybe it's time for us to leave Sonic Team's take on its own series behind|last=Robinson|first=Martin|date=6 July 2017|work=Eurogamer|access-date=9 July 2018|publisher=Gamer Network, Ltd.|url-status=live|archive-url=https://web.archive.org/web/20180103151632/http://www.eurogamer.net/articles/2017-07-06-maybe-its-time-for-us-to-leave-sonic-teams-take-on-its-series-behind|archive-date=3 January 2018}}</ref> as Sega's [[R&D]] department was named Sega Amusement Machine Research and Development (AM), though Sonic Team focused solely on home console games.<ref>{{Cite book|title=The Sega Arcade Revolution: A History in 62 Games|last=Horowitz|first=Ken|publisher=[[McFarland & Company]]|year=2018|isbn=9781476631967|location=Jefferson, North Carolina|pages=170}}</ref> Until 2000, media referred to Sonic Team as both R&D No. 8<ref>{{Cite magazine|last=EGM Staff|date=October 2000|title=Sega's R&D Hierarchy|magazine=Electronic Gaming Monthly|publisher=Sendai Publishing|issue=135|page=40|issn=1058-918X}}</ref> and AM8.<ref>{{Cite magazine|date=October 2000|title=Sega: On the Rebound or On the Ropes?|magazine=Next Generation|publisher=[[Future US|Imagine Media]]|issue=68|page=8|issn=1078-9693}}</ref> ===1999–2003: Dreamcast, Sonic Team USA and formation into an actual company=== In 1999, shortly after the release of ''Sonic Adventure'', twelve Sonic Team members relocated to San Francisco to establish Sonic Team USA, while others remained in Japan. Shortly afterward, a number of key employees—including Ohshima—left Sega to form a new studio, [[Artoon]]. Sonic Team achieved success in the [[arcade game]] market in 1999 with the launch of [[rhythm game]] ''[[Samba de Amigo]]'', released for the Dreamcast. They also began developing [[online game]]s; in 1999, they released ''[[ChuChu Rocket!]]'', a [[puzzle video game|puzzle game]] that used the Dreamcast's online capabilities. In 2000, Sonic Team launched the [[role-playing video game|role-playing game]] ''[[Phantasy Star Online]]'' to critical and commercial success.<ref name="RetroST" /> Sega began to restructure its studios in October 2000 and spun off its software divisions into subsidiary companies.<ref name="Edge 89" /><ref name="RetroST" /> When the departments took new names, Naka felt it important to preserve the Sonic Team brand name,<ref name="RetroST" /> and the division's new legal name as a company was SONICTEAM, Ltd.<ref name="RetroST" /> Naka was installed as the CEO, and Sonic Team USA became a subsidiary of the new company.<ref name="Edge 89" /> Despite a number of well-received games, Sega discontinued the Dreamcast in 2001<ref name="RetroST" /> and exited the hardware business.<ref name="gameinformer_sega_nintendo" /> Sega transitioned into a [[third-party developer]] and began developing games for multiple platforms.<ref name="gameinformer_sega_nintendo" /> From 2000, Sonic Team in Japan began to release fewer games, with a few releases such as the puzzle game [[Puyo Pop (video game)|''Puyo Pop'']] and the action game ''[[Billy Hatcher and the Giant Egg]]''. The company changes and lack of a Sega console affected Sonic Team; according to Naka, in a 2006 interview, "Our approach was always to create strategic title concepts, which included the hardware. We do somewhat miss the idea of being able to address these constant challenges."<ref name="RetroST" /> Yasuhara left to join [[Naughty Dog]] after Sega discontinued the Dreamcast.<ref name=":1" /> However, originality remained important for Naka; Sonic Team developed ''Sonic Heroes'' instead of ''Sonic Adventure 3'', explored the [[digital card game]] genre with ''[[Phantasy Star Online Episode III: C.A.R.D. Revolution]]'', and developed the original game ''Billy Hatcher''.<ref>{{Cite web |title=インタビュー『ソニックヒーローズ』 - 電撃オンライン |url=https://dengekionline.com/soft/recommend/sonic-heroes/index.html |access-date=2022-11-19 |website=dengekionline.com |archive-date=26 March 2023 |archive-url=https://web.archive.org/web/20230326080533/https://dengekionline.com/soft/recommend/sonic-heroes/index.html |url-status=dead }}</ref> Naka credited the enduring success of ''Sonic'' to the character's appeal to children. Naka's goal was to appeal to the largest audience possible and to appeal to children.<ref>{{Cite web|last=Reed|first=Kristan|date=2003-05-23|title=E3 2003: Yuji Naka speaks|url=https://www.eurogamer.net/articles/i_yujinaka|access-date=2021-07-14|website=Eurogamer|language=en}}</ref> Early in 2003, Sega president Hideki Sato and COO Tetsu Kamaya announced they were stepping down from their roles, with Sato being replaced by Hisao Oguchi, the head of [[Sega AM3|Hitmaker]]. As part of Oguchi's restructuring plan, he announced his intention to consolidate Sega's studios into "four or five core operations".<ref>{{Cite news|url=https://www.gamesindustry.biz/articles/sega-reports-a-profit-but-top-execs-step-down|title=Sega reports a profit, but top execs step down|last=Fahey|first=Rob|date=20 May 2003|work=GamesIndustry.biz|access-date=11 July 2018|publisher=Gamer Network|language=en|url-status=live|archive-url=https://web.archive.org/web/20180711093416/https://www.gamesindustry.biz/articles/sega-reports-a-profit-but-top-execs-step-down|archive-date=11 July 2018}}</ref> Sonic Team was financially solvent and absorbed [[United Game Artists]], another Sega subsidiary led by [[Tetsuya Mizuguchi]] and known for the [[music video game|music games]] ''[[Space Channel 5]]'' (1999) and ''[[Rez (video game)|Rez]]'' (2001).<ref name="RetroST" /><ref name="eurog mizuguchi" /> ===2004–present: Reintegration and recent years=== In 2004, the Japanese company [[Sammy Corporation|Sammy]] acquired a controlling interest in Sega and formed [[Sega Sammy Holdings]].<ref name="RetroST" /> Prior to the merger, Sega began the process of re-integrating its subsidiaries into the main company.<ref>{{Cite news|url=https://www.gamesindustry.biz/articles/sega-development-studios-return-to-the-fold|title=Sega development studios return to the fold|last=Fahey|first=Rob|date=29 June 2004|work=GamesIndustry.biz|access-date=11 July 2018|publisher=Gamer Network|language=en|url-status=live|archive-url=https://web.archive.org/web/20180711093418/https://www.gamesindustry.biz/articles/sega-development-studios-return-to-the-fold|archive-date=11 July 2018}}</ref> Sonic Team USA became Sega Studios USA,<ref name="RetroST" /> while SONICTEAM Ltd. became Sega's Global Entertainment 1 research and development division (GE1).<ref>{{cite web|url=http://kagu.plus.co.jp/case/1303/|title=Sega Co., Ltd. / Daiichi GE Research & Development Department (formerly Sonic Team Co., Ltd.)|website=plus.co.jp|publisher=PLUS Corporation, Ltd.|language=ja|archive-url=https://web.archive.org/web/20170821044624/http://kagu.plus.co.jp/case/1303/|archive-date=21 August 2017|url-status=live|access-date=11 July 2018}}</ref><ref>{{cite web|url=http://sonic.sega.jp/SonicChannelOld/creators/011/index.html|title=Interviews Creators: Morio Kishimoto & Etsuko Sugawara|website=sonic.sega.jp|publisher=Sonic Team|language=ja|archive-url=https://web.archive.org/web/20170716205104/http://sonic.sega.jp/SonicChannelOld/creators/011/index.html|archive-date=16 July 2017|url-status=live|access-date=11 July 2018}}</ref> The team is still referred to as Sonic Team.<ref name="polygon history" /> As of 2005, senior Sega figures including [[Toshihiro Nagoshi]] and [[Yu Suzuki]] were reporting to Naka; according to Takashi Yuda, he was involved in all Sega game development.<ref>{{Cite web|title=Kikizo {{!}} Sonic Team Interview November 2005 (Page 3)|url=http://archive.videogamesdaily.com/features/sega_sonicteam_sonic_iv_nov05_p3.asp|access-date=2021-06-25|website=archive.videogamesdaily.com}}</ref> Naka announced his departure on 8 May 2006 and formed a new studio, [[Prope]], to focus on creating original games.<ref name="RetroST" /> He left Sonic Team during the development of ''[[Sonic the Hedgehog (2006 video game)|Sonic the Hedgehog]]'' (2006), released as part of the 15-year anniversary of the ''Sonic'' franchise. ''Sonic the Hedgehog'' was panned for its bugs and design flaws; ''[[Sonic Unleashed]]'' (2008) received mixed reviews, but sold well.<ref name="polygon history" /> Both games were released for the [[PlayStation 3]] and [[Xbox 360]]; Sonic Team also developed a series of ''Sonic'' games for the [[Wii]] and [[Nintendo DS]], such as 2007's ''[[Sonic and the Secret Rings]]''.<ref name="gameinformer_sega_nintendo" /> By 2010, Sonic Team had become part of CS Research and Development No. 2 (CS2), Sega Studios USA had been reintegrated into the Japanese team, and Iizuka had become the head of the department.<ref name=":5">{{cite web|url=http://www.4gamer.net/games/131/G013139/20111227008/|title=Producer Takashi Iizuka speaks, "Sonic Generations White Space-Time Space / Blue Adventure" Production Secret Story and Sonic Series 20 Years of Progress|last=Inemoto|first=Tetsuya|date=28 December 2011|website=www.4gamer.net|publisher=Aetas, Inc.|language=ja|archive-url=https://web.archive.org/web/20170821045318/http://www.4gamer.net/games/131/G013139/20111227008/|archive-date=21 August 2017|url-status=live|access-date=11 July 2018}}</ref><ref name=":0">{{Cite web|url=http://www.videogamesdaily.com/interviews/201010/interview-sonic-teams-takashi-iizuka/|title=Interview: Sonic Team's Takashi Iizuka|last=Higham|first=Rupert|date=6 October 2010|website=Kikizo|publisher=Superglobal Ltd.|archive-url=https://web.archive.org/web/20180327212045/http://www.videogamesdaily.com/interviews/201010/interview-sonic-teams-takashi-iizuka/|archive-date=27 March 2018|url-status=live|access-date=27 March 2018}}</ref> After a series of poorly received ''Sonic'' releases, Sonic Team refocused on speed and more traditional side-scrolling in ''[[Sonic the Hedgehog 4: Episode I]]'' and ''[[Sonic the Hedgehog 4: Episode II|II]]'', ''[[Sonic Generations]]'', and ''[[Sonic Colors]]'', which all received better reviews. In 2015, Iizuka recognized in an interview with ''[[Polygon (website)|Polygon]]'' that Sonic Team had prioritized shipping games over quality, and had not had enough involvement in later third-party ''Sonic'' games, such as ''[[Sonic Boom: Rise of Lyric]]''. He hoped the Sonic Team logo would stand as a "mark of quality"; he planned to release quality games and expand the ''Sonic'' brand, while retaining the modern Sonic design.<ref name="polygon history" /> Iizuka stated that doing new things with the franchise has had good and bad points at times.<ref>{{Cite magazine |last=Shea |first=Brian |title=Where Sonic Went Wrong |url=https://www.gameinformer.com/b/features/archive/2016/11/14/where-sonic-went-wrong.aspx |archive-url=https://web.archive.org/web/20190814072429/https://www.gameinformer.com/b/features/archive/2016/11/14/where-sonic-went-wrong.aspx |url-status=dead |archive-date=14 August 2019 |access-date=2022-11-19 |magazine=Game Informer |language=en}}</ref> Sonic Team's first ''Sonic'' game exclusive to [[smartphone]]s, ''[[Sonic Runners]]'', was released in 2015. An [[endless runner]], it was designed to have more [[replay value]] than other games in the genre.<ref name="TAInterview">{{cite web |last1=Musgrave |first1=Shaun |title=An Interview With Sonic Team's Takashi Iizuka About 'Sonic Runners' |url=https://toucharcade.com/2015/06/30/an-interview-with-sonic-teams-takashi-iizuka-about-sonic-runners/ |website=[[TouchArcade]] |access-date=18 August 2018 |date=30 June 2015 |archive-url=https://web.archive.org/web/20180806154016/https://toucharcade.com/2015/06/30/an-interview-with-sonic-teams-takashi-iizuka-about-sonic-runners/ |archive-date=6 August 2018 |url-status=live }}</ref> ''Sonic Runners'' received mixed reviews<ref name="MC">{{cite web |title=Sonic Runners for iPhone/iPad Reviews |url=https://www.metacritic.com/game/sonic-runners/critic-reviews/?platform=ios-iphoneipad |website=[[Metacritic]] |access-date=19 August 2018 |archive-url=https://web.archive.org/web/20160316093127/http://www.metacritic.com/game/ios/sonic-runners |archive-date=16 March 2016 |url-status=live }}</ref> and was [[List of commercial failures in video gaming|unprofitable]],<ref name="SegaStrategic">{{cite web |title=Sega Networks Strategic Presentation |url=https://www.segasammy.co.jp/english/ir/library/pdf/settlement/2016/20151218_sgn_presentation_e_.pdf |publisher=[[Sega]] |access-date=20 August 2018 |page=11 |date=18 December 2015 |archive-url=https://web.archive.org/web/20160601024325/https://www.segasammy.co.jp/english/ir/library/pdf/settlement/2016/20151218_sgn_presentation_e_.pdf |archive-date=1 June 2016 |url-status=live }}</ref> resulting in its discontinuation a year later.<ref name="NLifeShutdown">{{cite web |last1=Whitehead |first1=Thomas |title=Sonic Runners, SEGA's Mobile Release by the Sonic Team, is Getting Shut Down |url=http://www.nintendolife.com/news/2016/05/sonic_runners_segas_mobile_release_by_the_sonic_team_is_getting_shut_down |website=[[Nintendo Life]] |access-date=20 August 2018 |date=28 May 2016 |archive-url=https://web.archive.org/web/20180822213934/http://www.nintendolife.com/news/2016/05/sonic_runners_segas_mobile_release_by_the_sonic_team_is_getting_shut_down |archive-date=22 August 2018 |url-status=live }}</ref> In 2017, Sonic Team developed and released ''[[Sonic Forces]]'', and oversaw the development of ''[[Sonic Mania]]'' by [[Christian Whitehead]]. ''Forces'' was aimed at a broad audience of young and adult players, while ''Mania'' was focused on fans of the original Genesis games.<ref name=":6">{{Cite web|url=https://metro.co.uk/2017/07/04/sonic-mania-and-sonic-forces-hands-on-preview-and-interview-the-focus-is-on-old-school-fans-6753357/|title=Sonic Mania and Sonic Forces hands-on preview and interview – 'The focus is on old school fans'|last=Jenkins|first=David|date=4 July 2017|website=Metro Gaming|publisher=Associated Newspapers Ltd.|archive-url=https://web.archive.org/web/20180627034354/https://metro.co.uk/2017/07/04/sonic-mania-and-sonic-forces-hands-on-preview-and-interview-the-focus-is-on-old-school-fans-6753357/|archive-date=27 June 2018|url-status=live|access-date=26 June 2018}}</ref> ''Mania'' became the best reviewed ''Sonic'' game in fifteen years<ref name="rs">{{cite magazine|url=https://www.rollingstone.com/glixel/news/sonic-mania-is-the-highest-rated-sonic-game-in-15-years-w498303|title=Sonic Mania is the Highest-Rated Sonic game in 15 Years|last=Hester|first=Blake|date=17 August 2017|magazine=[[Rolling Stone]]|archive-url=https://web.archive.org/web/20170822055635/http://www.rollingstone.com/glixel/news/sonic-mania-is-the-highest-rated-sonic-game-in-15-years-w498303|archive-date=22 August 2017|url-status=live|access-date=21 August 2017}}</ref> following nearly two decades of mixed reviews for the franchise.<ref name="polygon history" /><ref name=":02">{{cite web|url=http://www.ibtimes.co.uk/sega-announces-retro-sonic-mania-post-apocalyptic-project-sonic-2017-1572389|title=Sega announces retro Sonic Mania and post-apocalyptic Project Sonic for 2017|last=Skipper|first=Ben|date=25 July 2016|work=[[International Business Times]]|publisher=[[IBT Media]]|archive-url=https://web.archive.org/web/20160917161432/http://www.ibtimes.co.uk/sega-announces-retro-sonic-mania-post-apocalyptic-project-sonic-2017-1572389|archive-date=17 September 2016|url-status=live|access-date=17 September 2016}}</ref> Sonic Team also contributed to the 2019 reboot of ''[[Sakura Wars (2019 video game)|Sakura Wars]].''<ref name=":7">{{Cite web |date=2019-11-08 |title=『新サクラ大戦』に『龍が如く7』! 2020年に向けて飛躍するセガゲームスの取り組みを名越氏に訊く【電撃PS】 |url=https://dengekionline.com/articles/16919 |access-date=2022-05-21 |website=[[Dengeki Online]] |language=ja}}</ref> Sonic Team is embedded within the second business division of Sega, which has more than 400 employees as of 2023.<ref>{{Cite web |date=2023-05-22 |title=『Beep21』ソニックを30年間創り続けた男 ─クリエイター・リユニオン・ファイル Vol.4 飯塚隆インタビュー|Beep21 |url=https://note.com/beep21/n/n6c043a1e1d10 |access-date=2024-11-04 |website=note(ノート) |language=ja}}</ref>
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