IGN: Youve been intrinsically tied to the Sonic series for a long time now, whether through comics, TV, or games. What has it been like taking the reins of writing Sonic Frontiers story compared to everything else youve worked on for the Blue Blur?
Flynn: Its been a very different experience to be sure. With the other tie-in media, Im the one to pitch the story, the characters, the themes, etc. With Sonic Frontiers, SEGA provided the story, backstory, plot beats, usable characters, and so on. So it was a very different approach to telling a Sonic story than what Im used to. All that aside, it was a dream come true to work on a major Sonic titles like this, and an incredible learning experience. I hope everyone enjoys what I was able to bring to the table.
IGN: Can you give us a brief overview of what Sonic and friends are up to in Frontiers?
Flynn: Sonic, Tails and Amy embark for the Starfall Islands to investigate the disappearance of the Chaos Emeralds. Things take a turn for the dramatic immediately, and Sonic is left alone with a lot of questions. The story is his journey to uncover all the mysteries of the islands, rescue his friends, and discover how everything ties together.
IGN: Being an Open Zone game, Sonic Frontiers story is told much differently than previous games. Can you talk about the challenges of writing a story for a non-linear game?
Flynn: The biggest question was how to pace out each story beat when the player has the freedom to take the islands at their own pace. That had to be massaged and revised as the games structure took shape. Itll be interesting to see how it all comes together in the finished project.
IGN: Who is your favorite Sonic character to write for? Does it change from comics to video games?
Flynn: I try to find something fun in all the characters, but letting loose with Dr. Eggman is always a delight. We get to take his character in some interesting directions in Sonic Frontiers.
IGN: Playing Sonic Frontiers, I got the feeling of a very lonely and mysterious atmosphere, with the melancholy piano melodies, an island thats largely devoid of life, and a Sonic who starts the game separated from his friend.. How does this feeling that emanates from the gameplay translate to the tone of the story, and can you talk a bit about writing for Sonic in this unique setting?
Flynn: Melancholy is a good word for the story overall. Sonics indomitable spirit carries him throughout the adventure, and its what allows him to help each of his friends as they tackle their own personal challenges. Someone else you encounter will have their very identity shaped by their interactions with Sonic, which isnt always a comfortable process. Then theres the secrets of the Starfall Islands themselves and how the tragedies of the past have led to the adventure today. Sonics never say die attitude is certainly put to the test. All that is to say that, while it can feel very lonely, it never feels hopeless because youve got Sonic on your side.
IGN: What do you hope players get out of the story in Sonic Frontiers?
Flynn: For new players, I hope they enjoy their time with Sonic, get to know his friends, and are satisfied with the journey to uncover all the mysteries of the game. For veteran players, I hope they enjoy the individual character arcs and the threads I tried to weave between Sonic Frontiers and the rest of the Sonic Series.