Sonic the Hedgehog Full Series Analysis



Unlike secondary characters, supporting characters have a more occasional frequency to their appearances. They tend to turn up incidentally, and aren’t usually “missed” by the storyline when they aren’t present.


Shadow is an interesting character, but one that requires a lot of careful attention when writing. It’s very easy to let a character of his style slip into tired stereotypes, which I do believe he’s fallen into more times than should’ve happened. Shadow is often perceived as an “emo” character — that is, one that is frequently depressed and sees no joy in life, always lamenting something from the past and is generally a drag to the other characters. This is not solely due to the writing; some of this is just due to American culture. There are many out there that would see Shadow this way no matter how he was written, based only on the way he looks and the way he hangs on to the memory of Maria.

In any case, let’s establish what we know about Shadow rather than bemoan his reputation. Shadow has swayed back and forth over the years with regard to how he handles emotion. During Shadow the Hedgehog, he was far more emotional than we’ve seen him in any other, but it would be unfair to single out that game specifically because the entire plot of that game is uncovering his history. Anyone looking back over their life events would experience a range of emotions, and Shadow is no exception. Personally, I would find it far more unusual if he didn’t display any emotional feedback. For this reason, I find this game to be an outlier, and I don’t think it should necessarily be used as the definition of his character. I don’t think he was OoC in this game, but I do think it presented extenuating circumstances.

Shadow the Hedgehog aside, he’s generally a subdued individual, provided he still has a fuse to burn. He frequently has little or no outward reaction to the things he sees and hears, and has difficulty relating too personably to those around him. It can be inferred that, unlike Knuckles, Shadow is aware of how to interact with people, but instead chooses not to. He’s very aware of his immortality, and he’s already experienced the loss of someone he deeply cared for. Shadow opts to maintain surface-level relationships with most of the other characters, although he has succumbed to the urge to open up here and there to those that he trusts, such as Rouge. We’re also aware that Shadow has a reasonably long temper, but once he reaches his limit, he has the potential to be an incredibly dangerous person. The amount of destruction he causes when he does go over the edge illustrates for us just how much restraint he shows under normal circumstances.

This brings up a very important point to address: Balance. Shadow walks (or rather, skates) the line of being overpowered. With such a long list of extremely powerful abilities, such as Chaos Control, Chaos Spear, Chaos Blast, being able to rival Sonic’s speed, and immortality, it’s critical to give him weaknesses that can level him out in comparison to other characters. Quite honestly, I can’t think of any, other than his general discontentment with humanity. Even Sonic, for all of his abilities, has water as a crippling weakness. Shadow needs some sort of detrimental characteristic to even him out.

Despite the fact that he lacks weaknesses, I do find him to be a relatively well-rounded character with several layers of depth. We probably know more about Shadow than we do about any other character, even though he’s standoffish and prefers to keep his speech to a minimum. It’s my opinion that he serves as a perfect foil to Sonic. I’m really not sure if there’s anything that can be done to adjust the way the public perceives him, because I do genuinely feel that a large portion of that due to our own culture, not his portrayal. My only complaint beyond the lack of weaknesses is actually a programming flaw. It’s my opinion that Shadow’s skating rhythm has been… wonky, for lack of a better word, ever since Sonic Adventure 2 (although it was pretty close in Shadow the Hedgehog). It just never really feels like his movements match up to the amount of ground he’s covering, or in some cases to where he’s covering it. Having that sort of cognitive dissonance can really get in the way of player immersion, because it’s a huge distraction.


This is another character that needs to be handled carefully, and it’s again largely due to American culture. Many people in our country are quick to judge women that are perceived to be provocative, especially if those women are actively using their attractiveness to their advantage. Rouge has suffered heavy criticism over the years over the way she dresses and speaks, despite the fact that compared to many other video game characters, she’s considerably tame. My personal opinion is that cleavage is not a crime, and it’s unfair to ostracize her for something every woman has. Besides, Rouge has never been overtly sexual; the worst she’s ever done is used flirtatious language that, depending on the audience, could be taken in different ways. Honestly, her most questionable incidents are usually in other media instead of in the games.

What we do see from Rouge in the games is confidence, a cunning intellect, strong athletic ability, and determination. She’s extremely skilled in the areas of stealth, technology, and psychology. She knows how to manipulate most people into getting her what she wants, and she also has a strong sense of humor. Unlike many of the other characters, who tend to wear the same side of their personality at all times, Rouge is much more versatile, and gives us a wide spectrum of moods and behaviors, ranging from fierce loyalty and dedication to flippant betrayal in her own interest. It’s part of what makes her such an interesting character to watch, because it’s difficult to tell if she’s being genuine. Her lies and deceit are juxtaposed against the fact that she rarely has any malice behind it; moreso, she appears to advocate the opinion, “it’s not personal, it’s business.”

An important thing to note, in my opinion, is that Rouge demonstrates the breadth of behaviors that I earlier lamented were lacking in Amy. Rouge’s hunt for jewels could be compared to Amy’s chase for Sonic, but unlike Amy, Rouge has shown sideline activities at the same time. We’re aware, for example, that Rouge occasionally works for the government — an especially interesting tidbit of information for someone who regularly breaks the law. This opens up a new layer of intrigue that may be expanded upon at any time the writers may desire.

Like Shadow, I think the biggest flaw with Rouge is the way she’s perceived, and just as I said with him, I don’t know that there’s very much that can be done to affect that. Rouge is a strong woman who knows she’s attractive and isn’t afraid to make use of it; unfortunately, public opinion tends to punish these sorts of women in our society. One complaint I do have regarding Rouge’s body, however, is the way her proportions keep changing. At the time of her debut in Sonic Adventure 2, Rouge was a much curvier character; her hips and legs were wider, giving her more of an hourglass silhouette. However, with each successive game in which she’s had a role, it seems that her figure has continually slimmed down; in Sonic Riders, for example, she barely has hips at all. This is troubling to me because I’ve frequently praised Sega for having variety among their female Sonic characters, and I do firmly believe that this should include body type. Rouge having a fuller figure stands out against Amy (who only has mild curves) and Blaze (who has absolutely no curves). Additionally, speaking as a female gamer, it is satisfying from my perspective to see female characters that aren’t always pencil-thin.

The few other things that I would adjust about her fall under the aforementioned blanket critique at the end of this section.


What I find the most intriguing about this character is that, despite his consistent presence over the last two decades, he’s been surprisingly underutilized. I believe Metal is really the only other stable villain in the StH series, and given his purpose and design, he would seem to make a suitable right-hand for Eggman. However, Metal’s appearances have ranged from absolutely pivotal to little more than scenery in that time. At the times that Metal actually had a role to play, it was usually a significant one. He was the second-to-last boss of his debut title, Sonic CD, and in the arcade game Sonic the Fighters; he was the final boss of both Knuckle’s Chaotix (well, it was a weird version of him) and Sonic Heroes; I’ve also been told that he was one of the many villains in the game Sonic: Triple Trouble (I personally didn’t get far enough in that game to find him, so I’ve never confirmed this). Branching out from the major roles, Metal has been a non-serious but playable character in titles such as Sonic Drift 2, Sonic R, Sonic Adventure 2: Battle, Mario & Sonic at the Olympic Winter Games, and was released as a DLC character for Sonic & Sega All-Stars Racing. Please note that these are only the appearances I’m recalling off the top of my head; there are even more not listed. Possibly the most interesting appearance of all was his feature in a sort of ‘museum’ in Sonic Adventure, in which he and two other robotic Sonic models from other games are in stasis in glass tubes. If we want to really REALLY branch out, it’s worth noting that Metal was the main opponent in the one and only Sonic movie that exists. Whether he’s a major or a minor character at the time, Metal has most certainly made a lasting impression on the series.

Which, to me, is exactly why his lack of focused use is so boggling. Metal would make the perfect assistant to Eggman, presuming his data was reset following the debacle of Sonic Heroes. His long track record with the series deserves to be rewarded in a more meaningful way, in my opinion. As a machine, Metal could pose a very real threat as a recurring sub-boss, considering that he could be programmed with exact instructions, and would be able to pursue those orders without needing to eat or rest. He would also, by default, have a fair amount of weaknesses to make up for all of his advantages, such as blown circuits, EMP waves, water, and viruses. There’s much more that can be done with him to establish him as a major threat, and after sticking around for nearly two decades, I think he’s earned some more screen time.

Also, as a footnote, I personally favor the idea of Metal not directly speaking. The electronic noises he makes in the Olympics games seemed fitting to me; it would help him maintain a greater level of mystique. I don’t think he should necessarily be incapable of speaking, but I could see him keeping it to a minimum.


Blaze is a nice variant from the direction that most of the other female characters take, insofar as the fact that she is nowhere near as outgoing as the other girls, she has a much more conservative way of dressing and carrying herself, and she has a very flat physique. Her personality is a quiet and reserved one, and she’s not always comfortable in her own skin. She also has the power of pyrokinesis, which as of yet no other character has displayed a similar ability toward.

Unfortunately, that’s where my satisfaction with her character ends. I don’t think she’s a bad character, but I do think that Sega dropped the ball with her more than once. A large part of my discontent lies with the fact that she was literally designed as a copycat character (yet again, no pun intended) of Sonic and Knuckles. I realize that they were going for the dimensional counterpart angle, but it just feels unsatisfying to me as a player. I would’ve appreciated a more unique backstory — such as the one in StH2006, a game that in no way respects the canon set up for her in Sonic Rush.

This leads me to my other main complaint about Blaze: there are some pretty large contradictions about her, all of which were established by Sega themselves. As noted, Sonic Rush sets Blaze up as a princess from a parallel world; however, in StH2006 she’s from the future of Sonic’s own world, and the game’s official site listed her as a queen. This is a pretty big disconnect within the same gaming series. I realize that one can argue that StH2006 is irrelevant because it retconned itself out of existence in the end, but as both a writer and a fan of the series, I don’t think that’s a good excuse. Whether the game eliminated itself from the continuity or not, there’s really no reason why there should be such a big rift in the explanations of Blaze’s backstory.

The thing is, I really don’t even have any solid recommendations on how to fix this short of wiping her slate clean and starting over completely fresh (which isn’t unheard of in writing). I personally feel that Blaze, as she currently stands, is tarnished with so much inconsistency that it’d be difficult to keep her in-character when there are two completely different establishments OF her character. Another option would simply be to eliminate her from future stories, but in my opinion, this wouldn’t be a wise move. Blaze is a popular character among the fans, and she’s also enjoyed frequent appearances in other games, such as her addition to the Olympics roster. If it were me, I’d keep Blaze’s personality traits, design, and move sets, but I’d completely start over on her history — and I’d make sure it was consistent in her future appearances.


I’ve decided to address these three characters as a group because that’s how they’re usually presented, with the exception of Espio occasionally going solo. For the most part, I think the group is doing well, but could use a few improvements. I think Vector and Charmy are doing fine, as they each have a unique angle to their character, although if it were up to me I’d have Charmy even zanier. In fact, I’d take him so far that I’d make him comparable to the curiosity core in Portal.

Espio, on the other hand, I think is hurting a bit. I do like the way his character was re-established, but unlike Charmy, I think he was actually taken too far. Espio and Shadow come off as very samey when they’re in a scene together, and when I look at the two of them, it’s my opinion that Espio is the one that would be more suitable to adjust. This comes partly because of his core personality traits and partly due to his teammates. It’s been made clear that Espio is the ‘straight man’ of the group, who takes the work the most seriously and gets things done the most efficiently. As someone studying ninjutsu, he would also need to be very precise; in fact, he’s probably got a little OCD. When you team someone like this up with Vector and Charmy, who are both known to be loud, obnoxious, and probably very messy, I don’t see a very smooth mix resulting. My recommendation would be to pull Espio a few steps backward from his stony, unreadable presentation, and instead let him express his frustrations more overtly. This will both help to separate him from Shadow’s stoic nature while simultaneously giving us a character trait the series is lacking: a cynic. The group dynamic of the Chaotix will be richer if they don’t all get along; characters are driven by conflict, and having a supposed “team” that’s clearly dysfunctional yet somehow manages to get the job done is always a head-turner.

Now, before moving on, I really must address the elephant in the room: Mighty the Armadillo. There’s still a large amount of discontent among the fandom due to the fact that Mighty was cut from the Chaotix team, especially since it’s pretty clear that this was only done due to the Sonic Heroes three-character team format. In my opinion, this is a pretty poor reason to completely cut a character. He could have just as easily been noted as part of the team, but not gone on the adventure with the other three. Considering that he also has a two-game history (between Knuckles’ Chaotix and SegaSonic Arcade), it isn’t as though no one had heard of him. I think it would be a wise gesture toward the fans if Mighty were re-established as a member of the Chaotix. Again, this doesn’t mean he necessarily needs to go on adventures if Sega doesn’t want him to — perhaps he needs to stay behind to manage the office — but having him present at all would be favorable, in my opinion.

Besides, I believe that having Mighty involved would help make the Chaotix Detective Agency seem more like a real, functioning business. It would seem obvious to me that Vector would handle clients, Mighty would manage the office, and Espio would perform most of the actual investigations. Charmy would….. do whatever it is Charmy does. As mentioned, I would see him taken in a much wackier direction than he’s been lately, especially since Sega dramatically lowered his age when re-establishing him in Sonic Heroes. Bees are often viewed as spastic, and Charmy’s supposedly a 6-year-old boy. It wouldn’t be unreasonable to think that he doesn’t necessarily do anything for the business (intentionally, anyway), but rather that the other three are simply looking after him.


What catches my attention about Big is that Sega is clearly fond of him, considering how many times he’s inserted into games as an easter egg, and yet in the games where he has a role, he doesn’t usually do all that much. We did get to see a little more to him in Sonic Heroes, and I do think his character was improved upon in Sonic Chronicles, but I still wish he’d get some more thorough character development if Sega’s so insistent on keeping him ever-present. Big suffers from the same dilemma as Amy insofar as he often comes off as a one-trick pony, with all roads leading to Froggy. It’s kind of sad to me, because I do think that he could have a lot of potential if someone took the time to iron out more of his personality. There are a lot of things that could be done with a character his size, but even in his debut game of Sonic Adventure, he had the shortest story and his levels revolved around fishing. It just feels like a waste to me.

Big is the sort of character that can fascinate you with what he doesn’t say. When you look at him, you can tell that he’s not stupid, and that he clearly IS thinking about something, but he has that sort of oafish persona in which he just sort of does his own thing unless someone actually addresses him. In a way, I sort of see him having something akin to Asperger’s Syndrome, by which I mean I can see him hyper-focusing on what he’s interested in and not always communicating with others in what would be considered a ‘normal’ fashion. If he were given more opportunities to display behavior like this, I believe it would enrich his character. I also like that he was given the ‘gentle giant’ quality, which was emphasized in Sonic Heroes, but unfortunately this wasn’t taken as far as I’d expected it would. Little nuances, such as taking great care with something small and delicate, would contrast visually with how large and powerful he is, and would help draw the audience’s eye instead of browsing past him.


In some ways, I kind of think of Cream as “Amy 2.0”, in that she seems to have taken on Amy’s old role as the innocent little girl. I actually think this is a good thing, because it allowed Amy to put all of her energy into becoming a stronger character. Cream does occasionally get out as a playable character herself, but for the most part, her job is to appeal to the little girls and be cute.

What surprises me is that she hasn’t be featured in more ways that utilize exactly that. I often find that the gaming industry has difficulty appealing to female gamers, especially younger ones. I would’ve expected Cream to be featured in some way for the younger audiences to relate to as they begin to enter the world of gaming. Back in the 90’s, Sega allowed Tails to branch out briefly with his own games, two of which did have a younger target audience in mind, so this isn’t completely out of the blue. I’m not certain that Cream is a strong enough character yet to justify a full game all of her own, but I think it would be interesting if Sega tried a few smaller activity games to test the waters. It would be easy to add in a Cream mini-game as an extra feature of a much bigger game, or it could be cheaply released on XBLA and/or PSN.

Admittedly, I’m well out of the age range that this would appeal to, and I don’t have any children of my own; however, I do have a niece that’s just starting to get into video games and is herself a budding Sonic fan. A short activity game featuring Cream, and maybe Amy and Blaze along with her, sounds like something that would be appealing to her.


This is where things get a little ugly. By “abandoned,” I’m referring to characters that were used only once or twice and cast aside, or in some cases had an ending that demands they can’t be used again. This can actually even include characters that were designed, but then never got used in the games (they do have fans out there!). This has partly to do with Sega’s method of story writing, but I’ll get to that in the next section. For now, let’s focus on the characters themselves.

To begin, allow me to identify exactly who I’m talking about. This list would include, at the very least, Mighty the Armadillo, Ray the Flying Squirrel, Fang the Sniper (also known as Nack the Weasel), Bark the Polar Bear, Bean the Dynamite, Honey Cat, Tiara Boobowski, Marine the Raccoon, Lumina Flowlight, Void, Tails Doll, Metal Knuckles (also known as Robo-Knuckles), the scrapped “Sonic Band” (consisting of Mach the Rabbit, Max the Monkey, and Sharps the Chicken), Heavy, Bomb, Omochao, Tikal the Echidna, Shade the Echidna, E102-Gamma, Wesker, Emerl/Gemerl, Mephiles, Chip, Princess Elise, and probably a few others that I can’t think of. To some extent, this section would also include characters that aren’t necessarily forgotten, but that don’t really have that many opportunities to appear, such as Silver the Hedgehog, Omega, Dr. Nega, and the Babylon Rogues. (Note: I’m not including characters such as Maria Robotnik, Gerald Robotnik, Vanilla the Rabbit, or Cheese the Chao in this list because they serve more as background for the characters they’re connected to, rather than as featured characters themselves.)

Take a moment to look at that list of characters. What’s particularly depressing about it is that it’s longer than the list of main characters. Sega has come under fire many, many times for creating too many ‘disposable’ characters, and a list like this is the reason why. As mentioned, this largely has to do with the methodology of the writing team, and that will be addressed elsewhere. What we’re going to discuss right now is what to do with this embarrassingly long list.

I don’t intend to go into detail on each character, but I do want to talk about Fang the Sniper for a moment. While many of these characters are one-hit-wonders, Fang actually has a surprisingly long game record behind him. This includes Sonic: Triple Trouble, Sonic the Fighters, Sonic Drift 2, and a planned appearance in the scrapped Sonic X-Treme. Additionally, he’s turned up in a handful of other StH games for cameo appearances. He’s well developed and has no default alliance, and he has a large fanbase to this day — so much so that rumors begin to circulate almost every time a new Sonic game is announced that he’ll be making his long-awaited comeback. I cannot fathom why this character has been inactive in all these recent years. Some argue that he’s too similar to Rouge, but I don’t buy that. Fang has been depicted as much more shady and self-serving than Rouge ever has. He’s the true definition of someone that’ll work for the highest bidder, and even then he may just take off in the middle of the job. Fang strikes me as the type of character that could be a useful nuisance. As I previously recommended with Mighty, I firmly believe that Fang should be pulled off the back burner and put back into active use in the games.

Now, some of these characters do have a chance of resurfacing if the StH storyline happens to migrate back in their direction; the Babylon Rogues have demonstrated this with the occasional Sonic Riders revival, for example. However, I think it’s unlikely we’ll see most of these characters active again, and in some ways, I think it’s good that it stays that way. Having too many characters has been a problem for this series, and if the active character count is kept minimized, that means that Sega can pour more attention into each character that is used. However, I don’t believe this means that we should never see these characters again. Each of these characters took time, energy, and money to create. They were all developed in some way or another (some more than others), and they do all have fans among the StH community. My solution for both utilizing these characters while still keeping the main character count low is simple.

Sega has demonstrated time and time again that they love easter eggs. Sonic has turned up in dozens of non-Sonic games, ranging from a tiny set piece to a fully interactive character, and Sonic Team has made a practice of slipping references to their other games into the Sonicverse. Sonic Spinball featured cameo appearances from the main characters of both the Saturday morning and weekday StH cartoon shows, and the latter were eventually featured again in the game Dr. Robotnik’s Mean Bean Machine. Sega’s also created a tradition of slipping Big the Cat into various innocuous places throughout the 3D games. He serves absolutely no purpose in these appearances and can’t be interacted with, but he’s there just for fans to find and get a jolly from.

My feeling is, why limit it? The same practice can be done with these other abandoned characters. It could be a small detail, such as the Sonic Band advertising an upcoming concert on a billboard in the background, or it could be more blatant, such as Ray the Flying Squirrel milling around as an NPC. Personally, I support the idea of more Sonic-type anthro characters as NPCs, because it’s my opinion that Sonic & co existing all by themselves in a world purely populated by humans just makes it even more awkward when new anthro characters are introduced. It automatically begs the question, “Where did you come from?”

Personally, I would take an additional step further and give some of the discarded characters dialogue to relate to the main characters. Sega has dabbled with an open-world format in recent years, such as with Sonic Unleashed, and there were plenty of NPC characters that Sonic & co. had to talk to for the purposes of furthering the plot or unlocking side quests. These NPC characters have to be modeled and programmed anyway, so why not make it someone more recognizable than just some static human that we’ll never care about? This would both fulfill a need of the game and give a nod to Sega’s past work, not to mention pleasing the fans of these characters. Sonic Unleashed would’ve been a particularly good opportunity for this, considering that Sonic was traveling all over the world. This means that any forgotten character that was pulled out of the drawer to serve as an interactive NPC could’ve been planted into whatever environment was most appropriate. For example, Bark the Polar Bear would’ve fit right in at Holoska.


There are two major issues that I believe need to be addressed, and they span almost every character, so I’ve decided to leave these two points for the very end of this segment. They both have to do with making each of the characters more realistic and natural, as well as keeping them unique to themselves.

The first of these two points has to do with age. The characters’ ages have been a serious problem for the last few years, as there’s been much more storytelling involved in each game. As the characters take on more dramatic and adult issues, we see them grow and mature — and yet, for many of them, their ages haven’t adjusted appropriately with them. Some of the characters have had their ages nudged up (and some others actually went down), but overall the numbers have a tendency to feel too low when one compares them with what’s going on in the game. Even considering that this is a fantasy world, it still seems to follow a lot of the same rules as reality. I personally try to use the rhetoric that other species tend to mature faster than humans, but even with this in mind, the ages continue to feel off.

My suggested age approximates for the main characters are as follows:

  • Sonic: 19
  • Eggman: 45
  • Tails: 13
  • Knuckles: 20
  • Amy: 16
  • Shadow: ???
  • Rouge: 22
  • Vector: 27
  • Espio: 25
  • Charmy: 8
  • Blaze: 18
  • Big: 30
  • Cream: 6

I believe that this sort of spread will give the series more appeal if just because there would be more perspectives involved, as well as varying degrees of experience. This would also to help reduce the alienation that older StH fans occasionally feel because we’ve aged past any of the canon characters. As I’ve said in other parts of this analysis, Sega is usually good at keeping variety among their characters. I believe this should extend to age range as well. It is important that the characters remain youthful and exuberant, but they don’t have to be young children to do so. The characters’ attitudes are what make them who they are.

The other universal suggestion I have to offer is to focus more on each character’s species to draw out more pieces of their personality and abilities. This is not a foreign concept (after all, many of Sonic’s moves revolve around curling into a ball), but I think it could be taken even further to help really individuate each character. For example, the Chaotix are cold-blooded, which means that abnormally high or low temperatures would be more dangerous to them than to the mammals. Rouge, as a bat, has extremely sensitive hearing, and could actually be injured by a noise that might just be annoying to the other characters. She could also be given a sonar ability that would help her in stealth sequences. Cats have very sharp claws, which means Blaze could have a scratching-based attack, or be able to scale walls of a particular texture. This list could go on for quite a while; there are dozens of species-based characteristics that could be utilized.

In fact, it could even extend to simple gestures and body language, which Sega has also dabbled in briefly. In Sonic Adventure 2, when Sonic meets Shadow for the first time, Shadow calls out to him from behind, and Sonic turns his ear toward Shadow’s voice before turning the rest of his head. Little details like that can really enrich visual storytelling. Other examples would include Tails’ tail fur puffing up when he’s alarmed, or Knuckles’ spines bristling when he’s angered. Even just focusing on the characters’ ears can help to convey a lot about their thoughts and moods, as many animals will perk their ears upward when interested or lay them backward when worried or displeased. The characters could use some of their unique physical traits to emote in ways that humans never could, which is part of what makes stories about them so interesting.



SONIC THE HEDGEHOG characters © SEGA, SEGA, the SEGA logo and Sonic The Hedgehog are either registered trademarks or trademarks of SEGA Corporation. All rights reserved.

This analysis, however, is mine, and screw you if you try to steal it. No part of this article may be reproduced without my written permission.


About Leedzie

Leda "Leedzie" Clark is a writer and game designer with a sharp eye for detail and a kooky sense of humor. She's been a nerd as long as she can remember, and always seems to notice the wrong thing first in any given situation.

Posted on April 15, 2013, in Analysis, Game Characters, Journalism, Video Games and tagged , , , , , , , , , , , . Bookmark the permalink. Leave a comment.

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