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#I was a **huge** tool before I went dormant so it's nice to see people 1) just don't know me at all or 2) are just happy to see me again.
pathofelation · 1 month
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Just came back after a while and was immediately asked to handle our voter registration, only to find out the DMV issued our permit with the wrong name, and then immediately be convinced into talking to the DMV to figure out how to fix it.
So, anyways, I guess it's nice to be back.
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blazehedgehog · 6 years
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A few weeks before SAGE, I was interviewed by Corentin Lamy of french newspaper Le Monde. I answered questions about why I started SAGE, what I think makes Sonic unique, the origin of fan games, and various community history stuff. It was a lot of fun! You can click above to read the full article, which was published in french (translated, its title is something like "When There's No Good Sonic Games, Fans Develop Their Own"). Corentin also interviewed folks like Rlan for the article, too!
But, well, you know me: I’m long winded as heck. I ended up writing nearly TEN PAGES of text in response to my interview questions.  I went on some kind of deep dives. So, with permission, I have been told it’s okay to publish my responses in full here on my blog. Just follow me behind the “read more” tag...
Corentin: Could you tell me more about the fangame scene? Is it as active nowadays than it was 5, 10 or 20 years ago?
Back in the day, SFGHQ was a huge resource hub. It hosted things used to make games, like graphics and sounds, as well as games themselves. When Rlan (Ryan) moved on, SFGHQ slowly fell into disrepair for a long time. Maintaining the database of files was more work than most people wanted to deal with. The forum community was always active, but people were gradually starting to move on. Maybe not even move on, but spread out a little more. Back in the day, it was difficult to host large files by yourself, so submitting your game to SFGHQ was the only way to put your work out there. That was a big draw. As services like Dropbox grew in popularity, hosting your game on SFGHQ began to matter less, and you started seeing more fangame projects show up in other corners of the Sonic fan community.
As SFGHQ's forums began to slow down, some of the people in charge wanted to revive it by merging with other Sonic fan communities. At one point, SFGHQ merged with another forum called Sonic United, and there were also suggestions being floated about trying to make SFGHQ a part of Sonicretro.org (one of the largest, oldest Sonic fan sites). Eventually the Sonic United merger was undone after Sonic United itself was bleeding users and shut down due to a lack of activity, and Sonic Retro opened their own fan gaming subforum in partnership with SFGHQ, which kinda-sorta meant SFGHQ as a stand-alone entity ceased to exist. SAGE went on like normal, and even grew, actually. Big names started making guest appearances, like a Q&A sessions with Naoto Ohshima (original character designer for Sonic and Dr. Eggman) and Mike Pollock (the current English voice of Dr. Eggman).
SFGHQ itself laid dormant, with years worth of promises about relaunching the site. Last year, as part of SAGE 2017, SFGHQ finally, actually relaunched. Instead of having an administrator manually add content to the site, users are now free to publish and maintain their own files. Unfortunately, it's a forum in the year 2018, so it's been kind of quiet. Most of the discussion tends to happen in the SFGHQ Discord, which is almost always active.
Of course, this is just the Sonic side of things. SFGHQ had a knock-on effect and others tried to make their own fan gaming websites for other gaming franchises. I think the only one that's still around is MFGG (Mario Fangame Galaxy), which even today still remains very reminiscent of what SFGHQ used to be like back in its golden age.
Overall, I'd probably say the fangame scene is more active than ever, though. SFGHQ's rise to fame was helped by the availability of easy-creation tools like Clickteam Fusion and Game Maker. Now, there's even more options for first-time developers getting in to game development, what with Unity, Construct, and even stuff like Twine. Everybody makes games nowadays it feels like, and you can draw a lot of parallels between how a lot of professional creators got their start drawing fanart or writing fanfiction. The more tools there are to make games with, the more likely somebody's first game development project will be a fangame. These people may not all be centralized at SFGHQ anymore, but they're still out there.
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Corentin: How big is it? Do most developers know each other? Help each other? Sometimes are jealous of each other?
Back in the day, when everyone was centralized in SFGHQ, everybody knew each other, yeah. We were like one big family (in both good ways and bad). Nowadays, with everyone so spread out, it's almost impossible to keep track of it all. There's always a bunch of games at SAGE I've never heard of before, because they come from Gamejolt or some other fringe community I don't frequent. As a result, I imagine the fan gaming community is fairly large.
People don't usually help each other very much. Not for any kind of rude or territorial reasons, but generally because fangames tend to be a very personal, focused thing, and most people have tunnel vision regarding what they want. Everyone's trying to fulfill their dreams and that usually means going it alone, as everyone else is doing the same thing, with their own dreams. There are always exceptions, though. For a long time, Sonic Epoch, a fangame that continued the 1993 Sonic Saturday Morning Cartoon, was a team of three or four people writing the game's script and two or three musicians. Sonic Robo-Blast 2, one of the oldest fangames still in active development, has probably had dozens of people work on it over the years (I personally worked as a texture artist for them briefly). I also helped out on Sonic Time Attacked, one of the most famous classic fangames. Its developer, Jamie Bailey, was nearing completion on the game, but was struggling to produce the small handful of cutscenes he planned to have. I was kind of known for having nice cutscenes in my games, so I helped him out. Also, nowadays, with the advent of Unity making 3D games more viable, teaming up with multiple people is starting to become increasingly necessary. Sonic Utopia is being developed by at least four or five people, I think. Sonic World, a fangame written in Blitz3D, has probably had a dozen contributors by now. You can't really be a solo developer on those kinds of games, they take too much work.
Jealousy is definitely a problem. It's unsurprisingly difficult to draw the line on what's okay when you're making games that are 99% made from content borrowed from official games. If we're borrowing sprites from Sega without asking, why can't we borrow sprites from each other? The answer was always because that person was a member of the community, and they went to great lengths to custom-make something for their game, so obviously they weren't going to let anyone else use it. But, then, nobody had ever asked Sega if it was okay, so why should any of it be okay? That was occasionally a debate, and never with clear answers. Regardless, there were always accusations flying about who was stealing what from where. In particular, I remember a huge war breaking out over the usage of sprites created by a user with the handle "N8Dawg." He had custom-made a set of sprites all by himself, practically professional quality, and after abandoning his own project, decided to turn his artwork over to the community. But he did not do so publicly; he selected a few individuals that he thought would benefit from his sprites, and very quickly, access to these graphics turned in to sort of status symbol in the community. It was a nightmare. There was a lot of arguing over who got to use those sprites, and who had obtained them officially and who had stolen them from another fangame. Eventually, I think N8Dawg agreed to just release them publicly to stop all the arguing. I still have the files.
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Corentin: How do you explain than the Sonic fangame scene is so active? What make Sonic so special? Is that because of the characters? Of the mechanics?
Generally speaking, I think fans make content to fulfill a need they aren't getting from the source material in question. This is why you get fanfiction that is so centered around romantic pairings. If nobody is giving it to them, people will always make what they want to see. Fans started making their own Sonic games after the franchise was more or less put on pause for five years in the mid-1990's. Sonic Team stepped away from Sonic games after making Sonic & Knuckles to try and let things rest, but there were a lot of people out there that were clearly hungry for more. So, they simply started making it themselves. You saw the same thing more recently with AM2R (Another Metroid 2 Remake). By the time that project finished, it had been something like 12 or 13 years since the last 2D Metroid game. Fans just made their own, because that's what they wanted to see.
The funny thing about Sonic is that Sega hasn't really kept the franchise under control. There are many, many different versions of the character, each one unique to itself. The Sonic from the Saturday morning cartoon is a different character from the Sonic in the classic games, which is a different character from the Sonic in the Archie comics, which is a different character from the Sonic in the Fleetway comics, so on and so forth. What this ultimately means is that you have tons people who come to Sonic the Hedgehog for wildly different things. Even narrowing it down just to the games, the Sonic franchise has had enough variance that there's a lot of debate over which games are "the good ones." When you consider what I said earlier about people making things that they want to see, there are a lot of Sonic fans out there who feel as though they aren't being served. Fangames end up a very good way to work out those frustrations.
Unfortunately what this means is that everyone has a different answer for what makes Sonic special. For some, it definitely is the characters. A lot of people were upset when Sonic Adventure 2 was first announced, because early media implied Tails wouldn't be making an appearance in that game. There are people upset right now because characters from the canceled Archie Comics haven't made it over to the new IDW Sonic comics. Other people are more about the game mechanics. The biggest splits there are between people who like the Classic 2D Sonic games, people who like the Sonic Adventure games, and people who like the super fast modern games like Sonic Generations.
Sonic faces some very interest design challenges, I think. The controls in those classic 2D games are still very unique, even among today's games. I think that also contributed to the sense that some fans were being under-served, because for the longest time, through games like Sonic 4, Sega was quite clearly trying to replicate those old games, but they weren't getting it right. Because it's not an easy thing to get right, really. Sometimes, it can almost feel like Sonic is successful by accident, like the stars and the planets align in just the right way at just the right time to produce something that could never exist at any other point in time. That'd certainly explain some things.
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Corentin: According to you, Sonic fan games are popular because it's been a while since the last decent old school Sonic game. That's probably a big part of the explanation, but that can be the only one : Metroid fan games aren't as popular, F-Zero fan games aren't as popular, etc. How do you explain than Sonic resonate so much with his fans?
Not to dodge the question more, but I think that’s the riddle a lot of people have tried and failed to solve, even Sega themselves. As I said earlier, Sonic almost seems to be successful by accident. There’s a long story to be told here about Sega in the 90’s, some of which was told in Blake Harris’ “Console Wars” book. The gist is that Sega of America and Sega of Japan didn’t get along. Information I’ve read suggests that Sega of Japan saw themselves as genius artists and Sega of America pushed back against their esoteric ideas because they weren’t seen as financially viable. The two sides were constantly disappointed by each other’s demands, and Sonic was born out of this clash of ideals.
The entire reason it’s been so difficult to nail down what makes Sonic special is because Sonic was not the product of a single person, a single art style, or a single anything. It was more like an inexperienced chef haphazardly adding ingredients to a meal and accidentally making something amazing, but never being able to replicate the recipe.
In Sonic’s case, by the time anyone asked what the recipe for Sonic the Hedgehog was, the whole thing had gained too much momentum to be stopped. When something gets popular enough for a long enough period of time, it ends up taking on a life of its own. Once enough fans embrace it, it cannot be killed or destroyed. Think about Transformers, and how sometimes there were many years between movies or TV shows, but were still Transformers fans out there on message boards or at conventions. There will always be Transformers now, in some form or another, until the eventual extinction of the human race. The same is likely true for Sonic the Hedgehog. I mean, the Sonic franchise has already weathered some pretty dark times, but it’s still here. You couldn’t destroy it if you tried.
If you really want me to define what I think makes Sonic special, I think it’s because there’s never been anything like it. Not in 1991, not in 1999, and not even now. It really comes down to two things:
One, Sonic was one of the first true “characters” in gaming. You had guys like Mario, or Mega Man, that were duty-bound to be heroes. They didn't have much personality beyond that, if they had any personality at all. Sonic had that smirk, he was always waving his finger at the player, or getting visibly impatient if you made him wait around. Sonic brought the next level of characterization to games. That continued through games like Sonic Adventure; having that many playable characters, each with their own narrative threads that wove together in to a larger story was unprecedented in 1999.
Two would be how Sonic plays. We've had games like F-Zero, or Burnout, games that are really really fast, but never anything like the way Sonic does it. Sonic gives you the ways to interact with the world that most fast games shy away from. The best Sonic games make you feel like you're driving a rollercoaster, combined with the controlled chaos of a pinball table. You're supposed to be bouncing off stuff, getting thrown into the air, and feeling a little overwhelmed at first. The danger of losing control is part of the fun, but it's a difficult line to walk, and it has to be in balance with the other elements like platforming or enemy combat. It’s a unique blend of high-speed action with a sharp personality that you can’t get anywhere else.
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Corentin: What are the biggest difficulties of developing a Sonic fangame?
Specifically regarding Sonic games, the biggest hurdle is probably control. It's such a big problem that a lot of fans have banded together to write programming guides and even create collections of code to make it easier for newbies to wrap their heads around how it all works. The physics and momentum of how Sonic moves are so tricky to properly implement that not even Sega really does it right, for example with Sonic 4, and they're the ones that invented those physics in the first place.
In general, I also think a lot of people underestimate how much work it takes to finish a game, even when most of the coding is already done for you. A lot of fangames get started, but never finished, because people lose interest before they cross the finish line. Staying focused and keeping perspective are probably the two most important things when it comes to developing any sort of game. You have to know and respect your own limits. You aren't going to make a game in a weekend. Depending on how ambitious you are, you won't even finish making game over a single summer vacation. You have to be ready to commit for the long haul. The best fangames take years and years of work.
Understanding criticism would be another difficulty. Over the years as I've reviewed games at SAGE, I occasionally find someone who gets really upset when I criticize their game. If somebody doesn't like your game, you have to learn to not take it personally. Criticism is valuable data that can be used to make better games in the future, so pick yourself up, dust yourself off, and use that information to improve. There can always be a next time, so don't get discouraged.
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Corentin: Few fan games come to fruitition. Do all developers of fan games hope they will finish their game, or are they aware that's very unlikely?
Yes, I think nearly all fangames are started with the intention they’ll be finished some day. I can only speak from my experience, but it really seems like everyone, including me and all my friends, initially gravitated towards fangames when we were young. Especially in that youthful innocence, you never really think about how much effort goes in to something. I remember sending letters to Sega in the Saturn era, 1996 or so, regarding the cancelation of Sonic X-Treme. I tried to give them reasons to keep working on the game, and the things I was suggesting were so incorrect it was beyond the point of comedy and was actually a little bit sad. How movies, or video games, or whatever actually get made seems like a kind of magic until you’re faced with the reality of it all. It’s easy to see how somebody might decide to make and finish a video game without fully realizing how long that’s going to take.
It also depends on your definition of what “finished” means, I guess. I’ve created fangames that are not complete, full games, but I consider the project done, because I finished what I set out to accomplish. Even if that was only a couple of levels and a boss fight.
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Corentin: Is Sega ok with fangames?
They seem to be, at least for right now. A few years ago, there was an Unreal Engine fangame, "Green Hill Paradise", and the official Sonic the Hedgehog Twitch account left a comment in their stream chat congratulating them on a job well done and encouraging others to keep making fangames. Sega operates that account, so while it was not a legally binding document, it was at least some kind of official statement of approval.
But I say "at least for right now." Fangames are, according to copyright law, illegal. Technically speaking, so is fanart and fanfiction, because any unauthorized use of copyrighted content is illegal. Fair Use mostly covers educational or academic purposes, which don't apply here. So the only reason fangames, fanart, and fanfiction are okay is if the company in question turns a blind eye to the law. Sega is turning a blind eye to the law right now, but that might not always be the case. Obviously we've had decades worth of fangames at this point, but it only just recently lead to something like Sonic Mania. Hypothetically speaking, a few years from now, maybe somebody changes jobs and now there's a different person overseeing how Sega handles protecting their copyright. Then, this hypothetical person decides fangames are no longer okay and shuts the whole thing down. That could happen, and the law would support it.
Something like that actually happened very recently. Sega opened an online shop where they sell t-shirts and other merchandise, which triggered a wave of cease & desist notices directed at fans who were selling their fanart on shirts through sites like Teespring and Redbubble. Fans have been doing this kind of thing for years, even bringing their custom-made shirts to conventions and selling them there. Again, the law says this is illegal, but Sega never seemed to care before. They turned a blind eye to it. But now Sega is selling their own official shirts, they have manufacturing partnerships they want to protect, and the circumstances changed. They stopped turning a blind eye to it and shut the fans down. So, really, who knows what the future holds.
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Corentin: In your Sonic Mania review video, you regret that Sonic Team relies too much on nostalgia. But doesn't nostalgia what drive you as a developer of fangames?
Not always. The very first fangame project I started back in high school was called "Sonic Infinity," which imagined a future where Sonic was brought back to life with cybernetic implants in a world that resembled Mega Man X. I just wanted my games to be popular, so I figured by merging Sonic and Mega Man together, I could be popular in two places at the same time. That was around 1998 or so. I ended up getting bored of that pretty quickly, and a new project caught my attention: a fangame called "Sonic: The Fated Hour" which was to be a Metroid-style Sonic game where you'd explore an open world and find gear upgrades. I started that project around the year 2000. Everyone else was still making fangames that continued the story of Sonic 3 & Knuckles, but I wanted something that felt closer in tone to the Sonic Adventure games, which were current at the time. So it had a lot of story and cinematic sequences with artwork I drew myself.
I spent nine and a half years on The Fated Hour trying to figure out the best way for Sonic to work as a Metroid game before I gave up. When you work on something for that long you start to forget why you even started the project in the first place, so I decided it would be best if I just moved on. I still think about that game from time to time, about ways I could do certain things, but I refuse to let myself get trapped in that cycle again.
Along the way there was also a fangame I was working on called "Shadow of Chaos" that would have parodied how self-serious Sonic games are sometimes. That game didn't even really play like a Sonic game at all. You controlled Shadow, who could shoot guns and drove a Vespa scooter. It was intentionally ridiculous. I ended up getting a lot of friends to help me make levels for that one, but I lost a lot of the files to a hard drive crash. Many years later I ended up finding a backup of those files, but by then, the moment had passed.
And those are just my games. In my Sonic Mania review I had footage of other projects from my friends. There was “Thirdscape”, which was part of a trilogy of fangames about an alien invasion. The game took place many years after Sonic Adventure, and featured a grown-up Tails that was taller than Sonic. After Sonic Adventure 2, a lot of fangames were Sonic and Shadow working together, like Aytaç Aksu’s “Chaomega” and Showoffboy’s “Sonic Ki”. Then you had truly weird games, like TLSPRWR’s “Sonic Bible Adventure”, which fittingly takes Sonic through the events of the bible, or RC’s “Crazy Cabbie Sonic” where Sonic must deliver pedestrians to their destination before time runs out, like in Crazy Taxi.
Then you even have games like “Freedom Planet”, which originally started out as a Sonic fangame starring “Lilac the Hedgehog” as she traversed Dragon Valley collecting gold rings. Now, Freedom Planet is an original game starring Lilac the Dragon, available to purchase on Steam, Wii U, Playstation 4, and soon, Nintendo Switch, with a sequel in active development.
The connecting thread is that these were all side-scrolling games, but that was more about the limitations of the tools than any real desire to focus on nostalgia. The fangaming boom happened because of easy-to-use game creation software, but that software was universally limited to making 2D games only. Making 3D games often meant knowing real programming languages. The only 3D fangame for the longest time was “Sonic Robo-Blast 2”, which itself mainly started as a mod for Doom 2. In the big picture, Unity is a fairly recent invention, and we’re only just now starting to see a larger number of fangames using it.
If there was a focus on nostalgia, it was largely because those old Genesis games are the most universally beloved. It’s like I said earlier, fans tend to create the things they want to see. So you had a lot of fangames over the years about returning to Green Hill Zone. I think it was that fact by itself that probably pushed Sega to invest so much more heavily in nostalgia with Sonic 4, which in turn sparked even more nostalgia-focused fangames from fans determined to right Sonic 4’s wrongs. In a sense, that’s sort of why we have Sonic Mania now.
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Corentin: What are the 3 or 4 best fan games people should absolutely give a try?
Sonic Robo-Blast 2 is unique to fangames insofar as it’s big enough to support its own community. It’s worth looking in to just to see how far the development team has taken the Doom engine; they converted a first person game in to a fairly decent 3D platformer. There’s also a huge modding community for the game, and an active multiplayer scene. Though it’s not ready yet, the next big update to SRB2, version 2.2, will finally overhaul the entire game to add proper support for sloped surfaces, something Doom didn’t originally support. It’ll probably be the most significant update the game’s ever had in its 20 year development. (trailer for 2.2: https://www.youtube.com/watch?v=3cfK3EWnn2E)
I don’t want to be negative, but a lot of people would probably say Sonic: Before the Sequel or Sonic: After the Sequel. Those are two games by LakeFepard, who managed to crank them out in record time. Something like a year each, maybe less. They’re very creative games with incredible soundtracks that rival even official Sonic games. But something about them has always felt a little “off” to me in a way that’s hard to describe, and recently Lake has apparently had a falling out with SFGHQ. I’m not really in the loop on the drama, though, which is probably for the best.
I’d recommend Hez’s “Sonic Classic.” It’s a massive fangame that was inspired by Sonic 4. It can feel a little messy, but its heart is in the right place, and there’s tons of stuff in it. It was almost like having Sonic Mania before Sonic Mania even existed.
That’s already four, but gosh, there’s more. Petit Hedgehog is just a demo, but it’s a cute Sonic-Advance-inspired game with 100% original graphics. I’d also recommend OzcrashSonic’s Sonic World, which I mentioned earlier, because it’s so big and complex; it has something like 30 playable characters and 50 levels, it’s nuts. Sonic vs. Darkness is also just a demo, but it’s a fantastic game in the style of Sonic Rush. There’s probably more, but those are the games I think about a lot.
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Corentin: Could you tell me more about SAGE? Why did you start it? You're not responsible of it anymore, right?
No, I’m no longer responsible for organizing SAGE. The people handling SAGE now still check in with me from time to time when they want my opinion on big decisions, but I mostly just cover the event by writing reviews for the games available. It’s been long enough that I my memory is a little fuzzy, but I think I did the first four events, two every year, until I gave it up. I was going through some difficult emotional things in my life at that time, and the additional stress of putting together something like that was having a negative impact on my life. Since then, it’s grown to become much bigger than something I could have accomplished on my own.
The first SAGE was on September 9th, 2000, one year after the launch of the Sega Dreamcast in North America. I was still in high school at the time.
I started it because it was hard to talk about my fangame projects with anyone who wasn’t already in SFGHQ. There was a long-running stigma fangames faced; many people thought they were a form of piracy. They were put in to the same category as pirated bootleg games you’d see on the black market. So it was impossible to have a conversation or get much coverage on gaming-oriented sites.
I think it was around this time I started reading a website called Insert Credit and learning of what Japan called their “doujin gaming” scene. Doujin is a Japanese word often used to describe fan-created content, and in Japan, you can sometimes find doujin manga sold on shelves right next to the official thing. Now there were doujin games -- Japanese fangames -- that were gaining traction on the internet. That kind of acceptance was fascinating to me.
So I started SAGE to try and bring that kind of acceptance over to what my friends and I were doing. I wanted to dispel the stigma that fangames were a type of piracy. Or, at least, not any closer to piracy than fanart or fanfiction.
It didn’t really work. We got a couple smaller sites to post a small blurb about the very first year SAGE launched, but nobody bigger than that would touch it. The stigma remained.
SAGE ended up being successful as a secondary function, as it gave the community milestones to orbit around. Instead of just making games and releasing them whenever, now people were working to get things ready to show at SAGE. Milestones like that are something professional studios use throughout game development to measure progress, and SAGE gave the fangaming community something similar to strive towards. It created a healthier structure for making fangames, and to be honest, it had done so kind of by accident. It wasn’t until many years after I stopped doing SAGE that I realized the entire reason it’s still around is because it became that anchor for development.
And, in the long run, I think SAGE lasting for 18 years did end up helping fight back against that stigma, even if it wasn’t immediately apparent back when I first started. The stigma still exists, you still get comments from people who don’t understand why someone would risk spending all of that time on a fangame that might get shut down, but at least the conversation is more open now than it ever has been.
Capcom sponsored a fangame a few years ago called “Street Fighter x Mega Man”. Microsoft has openly stated they’re fine with fan-content of their original properties, which has lead to things like the “Red vs. Blue” Youtube series and Halo fangames like “Installation 01.” Valve has been increasingly open with its fan community, even co-publishing a fan-remake of the original Half-Life, called “Black Mesa.”
And, of course, we now have Sonic Mania, whose team is made up almost entirely of old SFGHQ users.
Somewhere along the line, SAGE may have helped bridge some of those gaps. That’s pretty cool.
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