I really love this topic. I think the question is very similar to "Does the concept of Chess work in 3D at all?" (I think this comparison is valid because the topic is considering Sonic
as a game - it's trivially true that the Sonic IP can find success in cartoons, comics, or spin-off games with any sort of gameplay.)
Video games are just as subject to the whims of what is fashionable as any other medium. In much the same way as superhero movies now enjoy the success that lavish musicals once did, 3D games became the "big thing" in the mid-nineties. There was no question that as soon as Mario "went 3D" Sonic would follow suit.
However, perhaps uniquely amongst the media, the fashion of video games is deeply tied with technology. While technological advances affect literature, music, and film in subtler ways, video games are often marketed on how well they showcase these advances. (Although with the exploding indie market and retraux chic, this may be attenuating with time.)
These "advances" - polygons, motion control, etc. - are accepted often uncritically as developers struggle to survive amidst the competition. No one wants to be seen as yesterday's news. But the effect this has on the games themselves is not always examined, and can sometimes do great damage. Making the move from a 2D to a 3D platformer is a drastic move, tantamount to making a 3D game such as Doom into a 2D maze-crawler, even if it is not seen as such because the developer is blinded by the necessity of keeping up with the times.
For example, I can enumerate a handful of challenges that something like Sonic faces; I won't bother making any accompanying judgements, however, as each could be an in-depth discussion in itself.
- How does seeing far into the distance affect the sense of speed? Unknown objects suddenly whipping onscreen is fundamentally different from watching objects draw near, starting almost stationary and seeming to accelerate as they approach.
- How does being able to see your surroundings in 3D affect the desires of the player? Seeing screen-sized bites of the level at a time is fundamentally different from seeing open fields, vast distances, and interesting locations on the horizon. Does the latter generate a psychological need in the player to always want what's next rather than taking the time to enjoy what's nearby?
- How does the addition of controlling a 3rd dimension affect the core logic of the game? In 2D, one has fine control over the horizontal axis, but can only has limited control of the vertical - for example the ability to generate events that start the character moving upward (jumping) or downward (Sonic 3's bubble shield or Ducktales' cane attack). This delicate mix of disparate methods of movement along axial divides is changed drastically by the addition of another dimension. (Notice how even the "3D" sections of classic Sonic games, such as the Special Stages, give you no (or very limited) control of a third axis, employing only the same skills you've honed during the normal gameplay. Even when it looks 3D, you are still only in control of 2 dimensions. Sonic 3 & K's Special Stages are highly interesting in that they give you control over rotation and jumping.)
- How does seeing the back of the character - and therefore not their face - most of the time affect the player's emotional connection with the story and characters?
- How does the way a 3D camera makes backtracking harder affect exploration?
- How does the way scaling polygons don't privilege one size or position of the character relative to the screen affect the player's sense of mastery over the character's movement? If Sonic is sometimes a different size or not centred on the screen, does this make it harder to judge jumps and make the game into more of a reactive experience than proactive, because the player is less able to predict the player's movement through intuition?
I would bet that most if not all of the above did not occupy any time in the minds of those who developed the first 3D Sonic games. They were concerned only with making the technology
work, and being impressive enough that they could wow the audience and compete with concomitant games.
To give a tentative answer the topic title's question, I would say that I feel that Sonic
can work in 3D, but that it never
has. Sonic, I feel, has never been about
speed as much as it has been about
circular motion (the source of the feeling of "flow" that will often be described), and 3D platforming as it has historically been implemented in the Sonic series has focused too much on
punctuation - hit the button in time to slide under the door, switch to the other rail, trick to the get to the upper path, home attack into the floating enemy - and not the smooth, non-granular forms of movement that made the originals so compelling.
A cursory look at the classic series will show that everything, from the sloped, looped terrain, to the movement of the gimmicks, was built on circular motion. Think about the zip-lines and elevators in Launch Base, the abseiling in Sandopolis, the zero-g tunnels in Death Egg, or the swinging carriages in Ice Cap, and how different they would be handled in any other game at the time (or indeed subsequent, less well constructed Sonic games such as the Advance/Rush series). But none of these gimmicks are staccato or abrupt - they are all designed to keep the player smoothly, gradually swinging and spinning through the zones.
The exceptions to this rule, such as the slow moving vines and platforms in Mystic Cave Zone which move at fixed speeds, always feel out of place and frustrating. It's also why enemies in the Sonic series are hard to implement - swinging, sliding enemies that drift and move like Rhinobot, Buzzbomber, or Chopper are more successful than the maligned denizens of Metropolis who are primarily stationary obstacles that feel more like something that Megaman should shoot than something Sonic should be jumping around.
Until someone makes a Sonic game in 3D that's more than a fancy video with the occasional QTE, the full potential of the core appeal of the gameplay will remain unrealised.
(If the above is wordy or confusing, I apologise, my brain is fried from today. Words are starting to run together.)