We got in touch with our pals at High Voltage Software, developers of the rather good Gyrostarr and the upcoming awesome looking FPS 'The Conduit' to find out more. Thankfully the game’s producer Josh VanVeld took some time out of his busy schedule to tell us more about this upcoming game:
WiiWare World: Where did the idea come about to make a racing game for WiiWare?
Josh VanVeld: The origin was a simple Penny Racer toy car that Eric Nofsinger, our Chief Creative Officer, had sitting on a coffee table in his office. One day, he and Matt Corso, our Art Director, were playing with the car and it got them talking about the old Micro Machines video game and how cool it would be to do a modern version of that. That got the ball rolling and the idea grew and matured from there into what it is today.
WW: Were you inspired by games like Excite Truck when putting together the concept for Hot Rod Show?
JV: We certainly thought about Excite Truck and Mario Kart Wii, but the bigger influences were simpler, older games like R.C. Pro- Am, Micro Machines, and Racing Gears Advance. We wanted a game that felt really tight and competitive, where players felt that they had total control over their vehicles and the way to win was to master the gameplay mechanics and memorize every detail of each track. Once racing games start to get really complicated, for instance with the dozens of weapons and power-ups in the most recent versions of Mario Kart, or with gigantic tracks and deformable terrain in Excite Truck, I think they lose some of their focus.
WW: The ever versatile Quantum 3 engine powers Hot Rod Show, can you tell us more about the benefits of using your proprietary engine?
JV: For this title, the biggest benefit was the maturity of the engine and the toolset, which allowed us to get up and running very quickly. Within days of kicking off the project with a very small team, we had a little truck driving around on a simple track. When you can get the basic game elements into a build that quickly, it maximizes the time you can spend adding secondary features and tweaking gameplay.
WW: What controller options are available? Is it D-pad control or tilting mayhem like Excite Truck?
JV: This is a point we're really proud of. The default option is to use Wii remote in a horizontal position like Excite Truck (you can use the Wii Wheel accessory if you like). Steering is motion-based, as are stunts. You also have the option to add a Nunchuk and use the thumbstick for steering. Or you can use a Classic Controller, or even a GameCube controller. Early in development we decided that giving players options to suit their preferences was really important. In the end, I think it was totally worth the extra effort the team put in.
WW: How do you pull off stunts in order to build up the boost bar?
JV: As far as control goes, it's very simple: either a shake of the Wii remote or a button press will make your Hot Rod perform a stunt while you're in the air, depending on your controller configuration. What makes the system interesting is that there's a lot of additional strategy and skill involved. Doing a series of stunts yields progressively more boost, meaning that the third stunt you nail off a ramp is worth more boost than the first stunt. If you're in the middle of a stunt when you hit the ground, you'll crash and lose all of your boost. So part of the skill is measuring how much hang time you'll have off of a particular ramp so you know how many stunts you can hit before landing.
All of the ramps are the same, but Bunny Hopping off a ramp will give you bigger air, as will hitting a ramp when you're under boost, so you have to take those factors into account for each jump. The more complicated element of the strategy is that you slow down when you're in the air, so if your boost meter is half full, you may want to think twice about getting a huge jump because the net result will be that you lose time. It's nothing super-complicated, but it keeps you thinking throughout the race.
WW: How will the AI play out in Hot Rod Show? Will it be rubber banded like in Mario Kart?
JV: Great question! While we can appreciate how a good rubber-banding system keeps you in the middle of the action, the team decided that we wanted the racing to feel really competitive and never cheap. In almost any racing game, there's nothing worse than losing a race on the last corner to an AI that was obviously cheating the laws of the game. We built our AI to obey all of the game rules during a race (although I do admit that we give our hard AI a special edge at the start of a race).
We then plotted multiple racing lines along each track for the AI to try to follow and gave them decision-making abilities similar to the player's. We also built in error percentages, so hard AI will never misjudge a trick, where easy AI does a lot of crashing. We ended up with a result that we're happy with, namely easy AI that beginners can beat, and hard AI that provides a challenge even for veteran players.
WW: Is there a danger that with only 6 tracks that this will get boring? What do you do to spice things up?
JV: We built eight tracks for the game initially, but we had to cut two of them due to the WiiWare memory restrictions. Additional tracks would have meant a serious visual sacrifice across the board, which we weren't prepared to make. The good news is that I don't think this hurts us at all. To set a competitive lap time in Time Trial mode or compete against strong opponents in Multiplayer mode, you really need to have every detail of the track memorized and a good strategy worked out.
Each of our six tracks has a totally unique layout and feel that sets it apart from the others, and I expect that the game will still feel fresh after many hours of racing. I've lost count of how many hours I've spent playing, and it never gets boring, especially in split-screen mode.
WW: Was it tricky to maintain a decent framerate when playing in 4 player split screen?
JV: We didn't have to sink a lot of time into that. The single-player game runs extremely fast, so four player mode just required us to reduce some of the visual effects that you wouldn't see anyway due to the smaller screen real estate and establish a draw distance limit. Four player races, especially longer races against skilled opponents, could be the best experience you'll have with the game. I highly recommend it.
WW: What stats will the online leaderboards keep track of?
JV: The leaderboards are tied to Time Trial mode, where you can locally save your top ten best lap times on each of the six tracks. If you choose, you can upload your number one time for each. The Online Leaderboards display your initials, your best time, and your ranking. You also see the top times worldwide for that track, along with those ranked just above you.
WW: What made you decide against implementing online multiplayer on this occasion?
JV: The decision ultimately came down to budget. Online multiplayer is a pretty huge feature in any game and demands a great deal of additional coding and testing, so we wouldn't have had much of a game to deliver if we had gone for it. The Online Leaderboards were not initially part of the game design, but we stretched the budget to make that feature happen and we think it adds a dimension of online competition to the game.
WW: The character artwork is quite interesting, can you tell us a bit about that?
JV: For that answer I went to Benjamin Savage, the game's Lead Artist, and this is what he had to say:
We wanted to combine all of the influences and art styles associated with Hot Rod Kulture and Midwestern Americana, and create a look that was both cartoonish and realistically textured. So, we looked to artists like William "Bill" Campbell, the father of Weird-ohs, Ed “Big Daddy Roth, Von Dutch, Ryan Wood, Todd Harris, Jason Seiler, Marcelo Vignali. We also listened to a lot of Psychobilly and Surf music like the Ghastly Ones and Nekromantix while working.
WW: How many Wii points should this retail for roughly and when are we likely to see it in North America?
JV: I can't reveal pricing info right now, as it is still being determined, but we think gamers will be getting good value for their money. As far as a release date goes, the game is basically finished; it's just a matter of fixing a few bugs and getting it through Nintendo's certification process. We hope you'll be able to play it very soon!
WW: So far your earlier WiiWare games V.I.P. Casino: Blackjack and Gyrostarr have not been released in Europe - what gives?
JV: This is something we've been considering, but no final decision has been made yet. We know that there are a number of fans in Europe who would love to get their hands on these titles.
WW: What WiiWare game to date has impressed you most other than a High Voltage game of course?
JV: I'd say the Strong Bad series is pretty impressive. The Wii really is such a perfect platform for adventure games because of the ability to use the pointer interface. On top of that, they're doing episodic content, which lessens the impact of memory limitations.
Comments (33)
If the controls are good this could be amazing!
Very interesting interview. Playing from the Gamecube controller makes me happy!
I don't know... Not because I think it might not be any good, but because High Voltage seems to have no intention to release their games in Europe...
So they couldn't fit 2 tracks in because of the size limit. A good question to ask them would of been will those extra tracks be future DLC? If they price the game at $8, and charge a $1 for each track that would be good. This game seems like it would be worth $10 total. The lack of online is disappointing, but maybe their next WiiWare game will have online, and at least this one has leaderboards!
Yeah, DLC could fix this issue pretty easily. Also, I don't get why they aren't pursuing Europe more actively.. It's not like it costs a ton of money to get the certifications/translations done?
There are no translations for the European releases, atleast not when it comes to the two games I've bought so far (MM9 and BmB). So there are virtually no hurdles to overcome, just release it already.
Great interview! This racer looks promising. And I love the way they offer so many control options. Just the mere mention of RC Pro Am makes me smile. I love that old game.
I agree, this is the perfect situation for DLC.
I also don't get why they ditch features because they don't have the budget.. If they build this once.. online functionality, DLC, etc.. they could abstract that and easily add it to their other new wiiware games as well, which would help their sales tremendously. It takes money/investments to make money, high voltage
"I can't reveal pricing info right now, as it is still being determined, but we think gamers will be getting good value for their money"
In other words, the game will cost 1000 points. That sucks.
@Apocalypse
so what thats what every good wiiware game costs if not more like world of goo is 1500 wii points. the only good game thats less than 1000 points is Defend Your Castle.
I'll gladly pay $10 if it's a good game.
@ shadows: Orbient, Cubello, Toki Tori (EU), Groovin' Blocks, MaBoShi, Star Soldier R, My Aquarium and others want a word with you!
@Drake
haha thanks man i sorta forgot
but i only like Orbient, Star soldier R, My aquarium, and i LOOOVE!! Toki Tori!!
the good games that are 1000 points are Lostwinds, Bomberman blast, MM9, Toki Tori, Helix, all the strong bads, and wild west guns
The game looks great, although Wi-Fi would've been excellent. The things that don't sound good are the amount of tracks and the developers history. And the fact that it may not even get a UK release. At least the controls can't go too wrong.
The game (and the interview) looks very good. 1000 points sounds about right.
What worries me more than the not yet in Europe thing is actually the lack of... focus... in their games. while gyrostarr was great and this and animales (and the conduit) look great, I can't help but think what it would be like if they were big enough to publish themselves.
Still, considering just how many games they're working on for Nintendo, its possible they may become 2nd party anyway
WWW: "So, any idea on when your games might come to Europe?"
HVS: ".......Where's Europe?"
Thanks for that, x.SuperMario.x.
T_T
Whoever said 800 pts for the game and 100 pts each for the extra tracks if they were DLC read my mind but I don't think that's being realistic. Hope this game is good, as I more often than not don't care for the genre.
200 points would be more realistic - if they were doing DLC in the first place. Unless this gets a seven+ though, I'm sticking to pwning people on Mario Kart Wii tyvm
I can't wait for this game.. I love good race games.
I'll be waiting for the review after it comes out though..
Hmmmmm.
It's just not appealing to my taste in games right now. Maybe it's the visual style or something but I'm just not feeling it. It has a kind of budget PC look to it or something that I don't quite like.
please be good
I <3 High Voltage! I just hope the motion controls are good for this. If so, I'm sold on it. I don't have Mario Kart Wii or Excite Trucks yet because I don't think I'll play them enough to be worth the money. But I'd happily pay $10 for this.
And when are we getting Animales de los Muertos (sp?)? I really want that game!
no online?well at least theres leaderboards, AND their game The Conduit is going to have an awesome online
after my own heart. R.C. pro am is the best "mini" racer ever, so if any of this feels at all like it, I'm sold. Specially having a multi-player option makes me really happy. Cool!
[...] This is something we've been considering [...]
CONFIRMATION High Voltage doesn't want our money, good for them. Remember the Wii has limited space, the more time you spend thinking and not releasing, that space will be occupied by your competition.
How can they still be considering taking their games over here? After 5 months from their first US release and they don't have a plan of action, still considering, even though any currency outside the US is still stronger than the dollar (this means bigger returns).
We were all right when we first heard news on this game. Nothing to look forward for us PALs. SIGH.
Looks similar to Micro Machines. Hopefully the controls are decent.
"WW: So far your earlier WiiWare games V.I.P. Casino: Blackjack and Gyrostarr have not been released in Europe - what gives?
JV: This is something we've been considering, but no final decision has been made yet. We know that there are a number of fans in Europe who would love to get their hands on these titles."
@PALGamer
I Agree with you.Why would they need to consider? They're a relatively big company compared to other WiiWare developers and they have the money, it doesn't make sense. It really should have been a no-brainer. At Least there has been some clarification on the status of the games potential release in Europe but I'm still pretty F***ed off though.
I've just had a worrying thought. What about The Conduit? I've said this before about them potentially not releasing it in Europe if the WiiWare games are any example to follow,
A HVS game? I'll buy for sure!
Ugh. That last comment about memory reminded me of all the good games that are rotting in my SD Card to make room for games like the massive WoG. I want to complete F-Zero X and BBD! Still, I want to support High Voltage.
I was happy to re-read this review. I'm confident this will turn out pretty good. It's just too bad that they didn't think about DLC for additional stages, since they said they scrapped 2 for sizing issues. Who's with me?
i am from India and bought my wii from US, i downloaded this game but I do not see any option to play this game on Wi-FI or multipalyer, can you help? My wiff is already connected to the Internet through w-fi
sorr i meant my wii is already connected to wi-fi
Tap here to load 33 comments
Leave A Comment
Hold on there, you need to login to post a comment...