Sega Considered Making Sonic Boom "The Slowest Sonic Game Ever"
Today, Sonic the Hedgehog has recaptured much of the popularity he enjoyed in the first half of the 1990s, a period when – at least in the United States – he was, for a time, more recognized by American children than even Mario and Mickey Mouse. However, following that golden era, he struggled significantly to maintain relevance. Aside from the acclaimed *Sonic Adventure* games for the Dreamcast, there wasn't much to celebrate regarding Sonic for nearly two decades.
It's easy to overlook that a mere twelve years ago, Sega once again found itself on the brink of leading the iconic character down a regrettable path. At that time, they decided to collaborate with Nintendo on a major initiative to revitalize Sonic through a multi-platform concept that included a television series, merchandise, and, of course, video games. This ambitious project was dubbed *Sonic Boom*, but it quickly faltered. The games – *Sonic Boom: Shattered Crystal* for the Nintendo 3DS and *Sonic Boom: Rise of Lyric* for the Wii U, both released in 2014 – were met with disastrous (or at best mediocre) critical reviews. After *Sonic Boom: Fire & Ice* in 2016 also received less-than-stellar feedback, the entire concept was ultimately abandoned.
Fortunately, we now know that Sonic has since made a powerful comeback, embarking on a grand return with successful titles like *Sonic Mania*, *Sonic Frontiers*, and more recently *Sonic Racing: Crossworlds*, in addition to the highly lucrative live-action films. But how exactly did things go so spectacularly wrong with *Sonic Boom*?
In an interview with Sega Retro (as reported by Time Extension), Chris Senn, who was involved in the development of the games, offered insights into how out of touch management was with reality and the chaotic environment that defined the project:
"Nintendo and Sega were constructing this massive launch plan where our game would be interconnected with another game in development, which in turn would link to a TV show, and then to an entirely new toy line. They hadn't designed the toys yet, so as we developed the game, they'd return with requests like, 'Could you add these specific vehicles into the game?' Our response was often, 'Man, we're shipping the game in six months. How could we possibly?' We were constantly grappling with numerous conflicting demands and requirements while simultaneously battling tight deadlines. Honestly, if the decision hadn't been made to ship the game as it ultimately was – bugs notwithstanding – I question whether it would have ever made it out the door."
Disturbingly, it also appeared that Sega had completely forgotten the fundamental essence of what makes Sonic, well, *Sonic*. This led to an approach that directly contradicted everything the character truly represents:
"We were roughly six months out from shipping, and prior to that, I had raised the question: 'Where is the speed in our game?' I observed extensive development on combat and puzzles, but the element of speed was conspicuously absent. The unanimous response I received was, 'Well, we're not making a classic Sonic game.' To which I countered, 'Yes, but this *is* Sonic. How can we possibly deliver a game without speed?' At one juncture – and I'm not exaggerating – one of the proposed visions for this game was: 'This will be the slowest Sonic game of all time.'"
In essence, this was akin to creating a Mario game without the fundamental ability to jump. Such a misguided concept never truly took flight and was ultimately discarded prematurely. Yet, this period vividly underscores the sheer desperation Sega felt at that time – before they finally managed to steer the franchise back on track by allowing Sonic to truly embody his iconic speed and character once more.
Fresh materials — Gaming

Sony's Refusal of Physint: The Reasons Behind It
Hideo Kojima's name has long been associated with PlayStation, starting with the iconic Metal Gear Solid. This long-standing partnership continued even after Kojima left Konami to establish his own studio. Therefore, Sony's decision to end its collaboration with Kojima Productions and forgo pub

Star Fox for Switch 2: New Multiplayer Maps & Split-Screen Mode Announced
After persistent requests to Nintendo and Velan Studios, which aimed to revitalize the multiplayer mode of Star Fox that was seeing a decline by late July, the developers have announced a significant free update for Star Fox on Nintendo Switch 2. This update, scheduled for September 30th, addre

"Remain" de M. Night Shyamalan : Jake Gyllenhaal tombe amoureux de Phoebe Dynevor, qui le tourmente
Les films romantiques avec une touche d'horreur perturbante gagnent en popularité, et beaucoup d'entre eux sortent à l'approche de la Saint-Valentin. Après des exemples récents comme "Heart Eyes" et "Companion", M. Night Shyamalan s'apprête à lancer sa propre proposition. Juste à temps po

Call of Duty Black Ops 7 & Warzone Season 6: Doom Crossover Incoming
Despite Activision's promise that Call of Duty: Modern Warfare 4 would steer clear of outlandish crossovers to maintain a more focused, military simulation style, the current iterations of Call of Duty: Black Ops 7 and Call of Duty: Warzone remain open to all sorts of peculiar collaborations.

LCS Summer 2026 Playoffs: Six-Team Bracket Finalized, Full Schedule Confirmed
While many regional League of Legends leagues are nearing the end of their Summer splits, the North American LCS is extending its season with its playoffs yet to begin. The first round of the LCS Summer 2026 Playoffs is set to kick off this weekend, featuring the newly confirmed six-team b

EA Sports FC 27: Top 27 Men's and Women's Player Ratings Revealed
As EA Sports FC 27's release date of September 25th rapidly approaches, the highly anticipated player ratings have begun to surface. While the complete list of player ratings is still under wraps, EA has unveiled the top 27 highest-rated players for both men's and women's categories. As expect