Gojira007 wrote:And this, to me, is where you and I probably disagree most fundamentally. You feel the spirit of Sonic was defined by his creators and the story elements they conceived for the game. I, however, do not believe authorial intent survives the creative process, and so what a story's "spirit" truly is belongs entirely to each individual who interprets it. I find this particularly true in Sonic's case because of how little information is actually in the games themselves; even the American manuals provided little more than a rudimentary background, character names, and item descriptions. Beyond that, the events within the game are almost entirely without context, and I have to imagine that's more or less true for the Japanese version as well, though admittedly I don't have a copy to see for myself. Either way, though, taken entirely by themselves, the original "Sonic" games are pretty open to all manner of varying interpreations well beyond what Oshima and co. may have intended; you need only look at how differently you, Elisto, and I all see them to realize that.
...I am infinitely confused by this statement. What do you mean you don't believe in "authorial intent surviving the creative process?" When someone sits down to make something, be it an individual writing a book or a collaborative effort that ends up on the silver screen, the people behind it have some sort of intent to go along with it. They're not just randomly placing together a bunch of words for the heck of it. It is possible for people to not "get it" and have their own interpretation of a work, but there are plenty of people who are quite interested in what the author actually attempted to convey with their artistic endevours. Even the original Sonic Team, who at the end of the day were making a video game to help the company they worked for make money, cared about what they were doing. They didn't just want to make a product, they wanted to make a good product. A coherent product. Something they would be proud to put their names on. Yes, the American manual didn't have a whole lot inside of it. Heck, there is not one American manual which references the Kintobor story, even though that was the "official" Sonic origin in the west. But for the Japanese side of things? I linked to the manual in my last post, along with a few internal documents. Yes, not all of that was available to the public when the first game came out. But the difference between enjoying a work privately and adapting a work with the full backing of the parent company is that you should have at least an understanding (and appreciation) of the source material you're working with. Otherwise, you're going to create a product that either has very little to do with the source, or completely misses the point.
I just want to point out, right there on the first page, we see a bunch of SWATBot-esque robots who would not appear in the original games in any form until "Sonic Heroes", while Sonic's concert is attended by a bunch of cat-girls, a specific type of anthro who have yet to appear in any of the games. The manga, in other words, takes liberties of its own with the source material, apparently.
Yes, there are elements that aren't actually found in the games. However, most of that comic borrows heavily from the games and the original conceptual material. The spirit of the first game is a heavy presence in the story, even if the creator uses slight elements like the robots and the catgirls that aren't in the game. I won't say that, when adapting a video game to any other medium, you can't change things. What matters most is that you capture the core elements and let them shine through, with any other additions you make being almost superfluous. The cat-girls are really nothing more than eye candy, and the SWAT robots are there to help the story get going. The enemies don't become an issue until they turn in the Sonic 1 enemies with the entire animal dynamic.
I must admit, I find myself confused; you seem to be treating these lighter elements as a bad thing, and yet I thought your whole problem with the show was its overt darkness? I'm not trying to be rude or confrontational, either, I'm genuinely trying to understand.
I'm sorry if I've confused you, but I never intended to make it sound like I have a problem with the lighter elements. What I was saying is that, yes, I do have issues with the dark tone the series portrays, but that I have an even bigger issue with the perception of how dark the series is in comparison to how dark the show actually was in practice. The lighter elements, the comic relief, those are elements that I am glad exist in the show. There are certain fans which do nothing but focus on the idea that Robotnik was a tyrant, Sally was basically an orphan, everyone they knew was robotocized, and that Mobius was a dark, dreary place that no one would ever want to live in. When in fact, there was a bit more to the series. There was levity. There were times when the show did feel like it could be an actual show about Sonic the Hedgehog. But the foreboding tone (and the fans attempt to increase that darkness, especially in fan-produced works) is what everyone latches on to, and is the legacy of the series. Even though that was never the intent of the games. Dr. Eggman in Japan was a force that could be reckoned with, but he was still a goofy villain. Even in his brief appearances in the first game, the character displayed an incredible amount of potential that was wasted when it came time to create the character of Dr. Robotnik for the Saturday morning series.
No, but you do find all sorts of grim settings of different kinds as well. Look at Marble Hill Zone; crumbling ruins on the top portion, lava-flowing death traps below. Likewise Labyrinth Zone is an ancient city filled with automated spears and fireball-spitting statues. Springyard Zone and Starlight Zone are obviously cities of some kind, yet the only things in them are weapons and evil robots. No, it's not all "Mechanical Pollution Type Place" all the time, but it isn't all "Green Hill" forestry either.
When it comes to Marble and Labyrinth Zone, those places aren't really in either category. Yes, there are traps. But there are death traps in Green Hill Zone. Those spikes aren't exactly friendly. But those two zones are ruin areas, and ruins in real life aren't exactly friendly places to be. They're creepy because they are abandoned areas that once held life but no longer. The shadow of what it once was is there, but nothing else. Spring Yard and Star Light are cities of some kind, yes. And there are traps and robots, too. But these cities weren't built by Eggman. If they were, they would look more like his actual fortresses, or even "Eggmanland." These are pre-established settings with people living there, that also happen to now have Eggman's creations creating a ruckus because Sonic the Hedgehog is running through. There is a diversity found within, and that continues with the rest of the classic games.
Well yes, the Great Forest is the exception moreso than the rule, but again, it isn't all one or the other; there are any numbers of places seen throughout SatAM that fall between "natural and unspoiled" and "corrupt and polluted", and taken together it is THOSE places which comprise the true majority of SatAM's world.
This may be true. It's been a little while since I've watched the entirety of the series. It's just that so much of the show is dedicated to the Knothole/Robotropolis relationship that you don't get a sense of what is going on outside. If there is life on Mobius that is independent of the war between Robotnik and the remaining Freedom Fighters.
I know, and appreciate that quite a bit in fact.
That's good. Also, I am a bit tired as I write this, so if I start not making sense or something, keep that in mind.
Elisto Dragonwings wrote:I get what you're saying, (and I agree thank goodness they didn't stick with the original Sonic Bible).
But what I'm trying to say is, if so much Sonic was developed by SoA so early on and is what became popular, why is SoJ considered the default that "should" have been followed? Because they created the character or the first game? It's not like we're talking about 2 different companies, one which had to get permission from the other to do anything. We're talking about two branches of the same company. They may not have been any good at coordinating themselves, but why is one branch's work more "legitimate" than the other's?
You say to look at the essence of what Sonic was, and I'm not sure how the western-developed plots don't also contain that. Sonic runs fast, lives in a brightly colored unrealistic world, fights robots, rescues animals from Robotnik. I think there's definitely a difference between what stood out as defining Sonic for different people (For example, I always saw the robots as adding a much darker tone to the games than I think other kids did, so to me SatAM's darkness wasn't out of place in Sonic, even if it looks it to others).
As for the music issue in Sonic Spinball, I'm not sure I understand your point. If Sega was only licensed to use it for certain games, that would have nothing to do with a difference between what one branch or the other could do, just potentially mean that the SoJ branch didn't share legal info the rest of the company, not necessarily that they were the only ones who could manage that.
I think the reason the Japanese work is considered more legitimate than the work SOA did is because they were the ones who actually made the game. Sonic Team were the people responsible for conceiving the characters, developing the game, and building the world around Sonic. SEGA of America called in a man who answered phones, pointed at a picture of Eggman, and asked him what he should be called. The entire process that went about creating the Kintobor storyline was a corporate one, with people who weren't involved in the game-making trying to think of the best way to sell the game, even if it didn't make sense. The work Sonic Team did, though, was an organic process that had a lot of thought put into it.
The Spinball example was to show not just a miscommunication, but a complete disregard for one side to another. If SEGA of Japan didn't think it necessary to tell SEGA of America that they couldn't use the already-established theme song of Sonic any longer because they would have to pay for it and they didn't want to anymore, that's not an oversight. That should be something put into a memo and sent to every single person involved in the making of a game featuring Sonic the Hedgehog. Spinball probably wasn't looked upon as a high priority game, but it was the Sonic game for the Genesis in 1993. I never said that only SEGA of Japan could be responsible in legal matters, but that the two sides just couldn't get along. Some of that was resentment - that SOA was doing better than SOJ. That could be what led Sonic to his redesign in Sonic Adventure, where his design changed from that based on Felix the Cat and Micky Mouse to something that would appeal to the current Japanese youth. No longer is he that timeless character that can exist in any era, but he now looks like a character that was made to appeal to Japanese kids of a certain age, and is entirely disposable. If there is one thing Sonic was never meant to be, it was disposable.


