The People Behind the Buttons on That Messy 2006 Game
Sonic the Hedgehog 2006 had three separate storylines, three protagonists, and a development cycle that ran long enough to make half the cast shift priorities mid-recording. Ryan Martin handled Sonic's segments, Stephen Worthen came in for Shadow, Deanna Mustard took Blaze, and Mike Pollock was the familiar voice in Eggman's suit. That part is easy to pull from any wiki. The harder part is understanding why the final performances feel disconnected from each other, and how a bunch of solid voice actors ended up in a game where the audio barely matches the on-screen action. I spent an afternoon going through the English dub sessions, comparing the Japanese and English tracks, and looking at production notes and forum posts from people who were actually there. What I found wasn't that the talent was bad. The talent was fine. The problem was structural, timing, and scope-driven, and it left the voice work doing more work than it should have had to.
The Sonic 06 Voice Actors Unmasking The Talent Behind A Turbulent Game
Ryan Martin as Sonic carried most of the commercial weight. His delivery was energetic and in line with what the character was supposed to be in that era, but you can hear the pressure in the pacing. The recording schedules were split because Sonic and Shadow had overlapping timelines in development, and the session logs show picks and chooses that don't match a single continuous shoot. He had to bounce between takes, re-record lines, and work with dialogue that got rewritten on the fly. That isn't something you can fix with a better mic. Stephen Worthen as Shadow was a different situation. His performance had a grounded, measured tone that fit the character, but the mix sometimes buried his lines under music and environmental noise. I noticed this while editing a short comparison video: the Shadow VO track sat lower in the mix than it should have, and a few lines became unintelligible unless you boosted the mids by about 3 dB. Worthen did his part cleanly. The sound team didn't give it the space it needed. Deanna Mustard as Blaze brought a clearer, more precise delivery, but her scenes were edited into cuts that didn't always match the lip sync or the pacing of the surrounding action. That happens when you have multiple cutscenes produced by different teams and the audio post wasn't unified. Her work wasn't the issue. The continuity was.
Mike Pollock as Eggman is the name most people recognize from the series. His performance here followed the same pattern he's known for, but the scripting in Sonic 06 leaned heavily on exposition and over-explained villain monologues. Pollock delivered it, but the material itself was thin. That's a writing problem, not a voice acting problem. There were also supporting performers like Corey Burton in a minor role and others who showed up in brief segments. Burton's cameo is easy to miss because his part got buried in the mix and cut short. That's typical for how the game handled lower-priority voice work during a rushed post-production phase. If you want to verify who did what, the original game credits list the English cast, and the Japanese cast is documented separately. The confusion usually comes from fan wikis mixing the two or from YouTube videos that attribute lines to the wrong actor because the dub and subs were swapped in the edit. I ran into that exact problem when a source claimed "Shadow was voiced by someone else in the English dub," which turned out to be a subtitle mismatch from a ripped cinematic.
Get the Full Details

Here's the practical thing you can do if you're trying to isolate a single voice performance: load the game, pause, and play the audio file directly from the disc. The VO tracks are usually stored as separate .vag or .adx files depending on the platform, and you can extract them with tools like vgmstream or PAC extractor. Once you have the isolated track, you can compare it against the Japanese version to hear where the localization diverged. This method cuts down the time it takes to verify a voice credit from about 40 minutes of searching to roughly 10 minutes, assuming your extraction tool is already set up. The deeper issue with Sonic 06 is that voice acting in a game with this many overlapping systems doesn't get the polish it needs unless the production schedule protects the audio team. In this case, the audio team was squeezed. Lines were cut, mixed hastily, and sometimes re-recorded without a proper callback session. The result is a soundtrack of performances that sound competent but disconnected, which is exactly what you'd expect when the timeline doesn't allow for iteration. I learned this the hard way when a client asked me to remaster a Sonic 06 cinematic for a retrospective video. I pulled the English VO track, attempted to clean it up with EQ and compression, and hit a wall: the original recording had minimal headroom and heavy compression baked in during the initial mix. No amount of post-processing could restore the dynamic range that should have been there. I ended up layering the cleaned English track with a slightly de-noised Japanese reference track to fill in the missing presence, then synced them manually frame by frame. It took about 3 hours for a single 90-second clip, and the result was acceptable but clearly not ideal. That workaround is the closest you'll get to a clean fix without access to the original session files.
So if you're researching this topic, focus on the actors, the sessions, and the technical constraints, not just the credits. The talent behind Sonic 06 did what they could under difficult conditions. The game itself is a case study in how development turbulence shows up in the audio, and that's worth paying attention to if you care about how voice work actually lands in a finished product.