CONFIRMED: Sega of America Cut ‘About 30’ Staff

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After an early report from IGN who claimed they had reason to believe 30 staff had been cut from our beloved video game publisher SEGA, a new report from EDGE with word from a SEGA of America representative has arisen to confirm jobs have been cut.

In an e-mail response to EDGE, the un-named SEGA rep stated –

Sega of America has grown at pace with the booming videogame industry, but at this time of economic recession, harsh retail landscape, and the reality of business challenges to profitability, we must take steps to reduce our cost structure and ensure long-term success.”

Guess even Sonic’s latest title can’t save them from the current financial crisis (sorry Sonic, we know you try).

The rep informed EDGE “around 30 people” have been laid off work and went on to say –

“The decision to lay off staff was a difficult one, and we thank these employees for their contributions and wish them well in their future endeavors.”

With todays financial crisis and more and businesses facing pressure and/or closure every day, it is becoming tougher for people to find employment. We at TSS wish those staff members well for the future and hope they do manage find more work and happiness through this difficult time whatever happens.

Source: EDGE

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IGN Showcases Completely Different SatBK Trailer

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Screw “Darkspine Sonic!” I’ll take “Gold Knight Sonic” any day of the week!

It looks like the one-to-one odds that a new super-form would appear in this game have seemingly come true.  This above image was seen in a completely different trailer for SatBK hosted at every Sonic fan’s favorite website, IGN.  Their trailer has the instrumental version of “Knight of the Wind,” more wacky sword play, more castle crashing, darker locales, and (ugh) G…Gol…Gold Knight Sonic.  I wonder what 7 magical McGuffins you have to collect to unlock this particluar super-form?  Anyway, hit the break for the trailer. Continue reading IGN Showcases Completely Different SatBK Trailer

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SEGA explains why Sonic games do non-Sonic stuff

Ever wonder why your Sonic games have shooting, emerald hunting, brawling, more shooting, telekinesis, lengthy cutscenes, hub worlds with annoying inhabitants, and various other things that are not running?  Well, during IGN’s “Red Light Podcast,” David Clayman talks about a discussion he had with one of the members of the Sonic Unleashed team at the Tokyo Game Show.  19 minutes and 40 seconds into the show, David said:

I asked one of the developers at TGS, you know I was like, come on everybody just wants Sonic running, like whats up with the werehog? And he was like, well, heres the deal… he [Sonic] runs at this miles per hour, kilometers per hour, and he laid out all of the statistics on how fast this hedgehog goes, and he was like In order to make a game where Sonic is running and everybody enjoys the whole thing we’d have to design this many miles of level, and it was some ungodly number. And he’s like and that would be like maybe a three hour game and I was like wow, well that kinda stinks and he’s like yeah, so we gotta do this other stuff.

Total bullshit, right? Continue reading SEGA explains why Sonic games do non-Sonic stuff

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IGN’s Sonic Unleashed Developer blog – Update get!

Is this the face of a man you can trust? We sure hope so. Yoshihisa Hashimoto, Game Director and Lead Designer on ‘Sonic Unleashed’ over at SEGA Towers in Japan assures us the upcoming title in the series will be nothing short of revolutionary. Previously updated by Patrick Riley, Hashimoto joins in on IGN’s ‘Sonic Unleashed Blog’ page with a lengthy post on how much awesome Unleashed contains along with a couple of brand new screen shots to top things off.

Hashimoto discusses how him and the team conjured up the concept for Sonic’s latest adventure and elaborates on why certain design choices were made over others. There’s some talk on the coming to be’s of the ‘Hedgehog Engine’ too explaining exactly what it can achieve and how it will allow future Sonic titles to benefit from it.

Click here for a direct link to the blog and thanks to Spyne for pointing out the update over on the forums earlier today.

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