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For some cars it was straightforward (a muscle car will have blistering acceleration, but not an incredible top speed). We wanted to have all the cars in each class be potential winners, but to have different flavors, so the hard part was to balance all the skills to keep the competition even. How did you determine what attributes to give each vehicle in the game and how does that impact the gameplay?Ĭaletti: There are several rarities in the game, from common to Super Treasure Hunt, and each class increases speed, handling, and boost. We've planned extensive post-launch support including many more models, extending the experience and keeping the game fresh for a long time. You might be focused on original cars or OEMs, so it wasn't easy. There are many ways to be a Hot Wheels collector. So we selected a mix of old and new, trying to make fans of all kinds happy. How did you go about deciding which ones to include in the game and what will you be looking to do as you roll out new cars post-launch?Ĭaletti: We made some extensive searches, and admittedly, many of us were long-time Hot Wheels fans (I have a collection of more than 100, for example). There are more than 800 models and 11,000 variations of Hot Wheels. We have open-air environments, but also artificial lights, flashy neons, and Unreal lets us manage this all at best quality. We tried many setups and doing so in Unreal is a breeze. So we made tons of experiments with post-render effects, baking, and motion blur. We wanted to achieve realistic visuals, but at the same time it had to be playable. Were there any ways in which Unreal Engine’s toolset helped breathe life and detail into the in-game models?Ĭaletti: One of the greatest challenges was lighting. We searched for players' favorite cars and we're getting an amazing response from the fanbase. And the City Rumble mode-the career mode-puts rewards, cars, and challenges in equal proportions so unlocking new cars is a pleasure. We laser-scanned most of the cars so we can hit a soft spot in collector's hearts. You can read the model on the bottom of the cars, you can see the little details represented 1:1. How did you balance that inner vision of how these cars look and behave with the reality of the die-cast models in the game?Ĭaletti: Cars are represented as they are.
#HOT WHEELS UNLEASHED SUPER TREASURE HUNT CARS CODE#
Finally, Unreal Engine enabled us to optimize the game code and assets to achieve dense and realistic environments with a solid framerate, which is a very important aspect for such a frantic game.Ī big part of Hot Wheels is the fantasy of ownership and racing. We could control all the aspects and tune the gameplay the way we wanted. It's also very powerful for creating physics. It's quite evident on next-gen consoles that display these amazing visuals at 60 FPS. What made Unreal Engine a good fit for Hot Wheels Unleashed?Ĭaletti: Unreal Engine is very powerful for visuals, so we could achieve top-level graphics, and this is very important for players, but also enabled us to recreate the realistic look we wanted. These are the real Hot Wheels cars, down to the details, and you can play with them like never before. It all feels very real, unlike all the other video games from the franchise. So, real cars obviously, real sets, and we made the cars like the real toys. Were there any particular video games, television shows, or movies that you drew inspiration from when coming up with your approach to the game?Ĭaletti: We took inspiration from the Hot Wheels clips that Mattel makes you can find them on YouTube. It had to be fun to play even alone, so that races feel always on the verge of chaos, yet in control.
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Also, we focused on some mechanics like boosting and didn't want weapons that would overcomplicate the game. In Hot Wheels Unleashed, instead, the core gameplay-driving the cars-feels substantial and rewarding. The cars behave on scripts, so there is little feeling of weight and reactions are always the same. How would you describe the approach you took to Hot Wheels Unleashed?Ĭaletti: As I was saying, most kart-like games don't have actual physics. There is a wide variety of approaches to racing games, even arcade racers. We expect some amazing creations from players. Also, the track editor is very complex, being the same the designer used to create the built-in tracks it's very powerful because it allows you to twist and bend road pieces. This added to the challenge-keeping the cars on the track, making handling fun, but managing jumps and ramps.
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We didn't want a scripted feeling, so it's all actually physics-based. Milestone has been making authentic racing games for more than 25 years what was it like to transition over to an arcade racer based on toy cars? Were there any particular challenges you ran into?Ĭaletti: Gameplay is a key factor so we had to develop a new physics system for the title.