I wonder if Sony will try and cock-block this game by releasing a new Jet Moto?
I wonder if Sony will try and cock-block this game by releasing a new Jet Moto?
| matt247 said: I wonder what else Microsoft bought from Midway? |
That is a good question. I would take it Microsoft acquired the rights, so they had an answer to Wipeout.
yo_john117 said:
My thoughts exactly...MS could've invested in a better IP then this imo. |
Looks like you guys have never experienced the pure fun of Hydro Thunder. If you ever played Hydro Thunder in the Arcades or on Nintendo 64 you would know just how fun this series can be.
How our favorite systems are just like humans and sometimes have issues finding their special someone...
Xbox 360 wants to Kinect & PS3 wants to Move! Why are both systems having such relationship problems? The reason is they both become so infactuated with desire while watching the Wii as it waggles on by. They simply want what they can't have.
Official member of the Xbox 360 Squad

LordMatrix said:
Looks like you guys have never experienced the pure fun of Hydro Thunder. If you ever played Hydro Thunder in the Arcades or on Nintendo 64 you would know just how fun this series can be. |
who knows, if MS decides to release a demo for the game I'll give it a try. I might turn out to really enjoy it.
yo_john117 said:
who knows, if MS decides to release a demo for the game I'll give it a try. I might turn out to really enjoy it. |
you know all arcade games come with a demo



wipeout hd with boats?? lol whatever im sure its fun for a while
matt247 said:
you know all arcade games come with a demo |
Ah, for some reason I thought it was gonna be a non-arcade title. But i'll give it a try when the demo comes out.
| Interview: Vector Unit's Small On Starting A Studio And Reviving Hydro Thunder by Chris Remo
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| April 1, 2010 | ||||||
![]() San Rafael, California-based independent studio Vector Unit has been operating under the radar for about two years, but at the recent PAX East consumer gaming event in Boston, the studio revealed its debut Xbox Live Arcade project: Hydro Thunder Hurricane, the first true sequel to the 1999 arcade and Dreamcast powerboat-racing hit.
Exclusive: Hydro Thunder Hurricane Interview (Xbox Live)
Damn the Torpedoes is back! (exclusive image) You might've seen the announcement last week about Hydro Thunder Hurricane come to Xbox Live Arcade this summer, bringing all the fun and excitement of the classic Midway arcade racer in a whole new light. Well, we recently had a chance to chat with Matt Small, the co-founder and creative director for the team at Vector Unit, who are currently at work on the game. We uncovered a lot of stuff, such as why the team opted to do a sequel instead of an arcade port and how great it would be to try their hand at San Francisco Rush. (Work on it, Microsoft!) Q: What prompted Vector Unit to work on a Hydro Thunder sequel? Were you just playing the original back on the Dreamcast (or in the arcade) and saying, "Hey, a sequel to this would be awesome" or what? What was the inspiration? Matt: We're big fans of water racing games generally -- the original HT and Wave Race 64 in particular. We also come from a watery background -- Ralf and I both led the team that developed Blood Wake on the original Xbox. So when we started Vector Unit two years ago, we decided to kick the company off with a new speedboat racing game that captures the spirit of those old games, with the addition of all the amazing new things that you can do with water physics on new consoles like the 360.
Word of advice: go around. How did you go about getting the rights to the game? Through Warner Bros. Interactive (the owners of Midway assets) or by another means? And how did they feel about the idea of a Hydro Thunder sequel? Matt: Microsoft Game Studios (MGS) acquired the rights from Midway just before the company was acquired by Warner. Our main contact at Warner now is actually a guy who came over from Midway and worked on the original HT. So far the response from them has been really positive. Matt: Aside from the core game mechanics, the most important aspect we wanted to capture from the original HT was the crazy over the top theme-park environments. Of course there are the huge drop offs, secret shortcuts and unexpected surprises, but there's also this heavily themed, storytelling quality to it, like you're on some crazy ride at an amusement park. For each track we came up with a kind of story that the track tells, leading up to some kind of crazy climax as you draw close to the finish line. That was key to capturing the feel of the original game. But of course we also wanted to bring something new to the game. I'd say the main new element is the interactive, dynamic water surface. Everything in the game affects the water as you're driving over it -- the other boats leave physical wakes, whirlpools and waves disrupt the surface, and triggerable elements like avalanches and explosions create these huge waves that toss the boats around. Because of all that stuff, the racing experience is a little bit different each time you race a track. Q: Why work on an entirely different game, rather than porting over the original? Wouldn't the original Hydro Thunder have done well on Xbox Live with online play? Or is the possibility still there? Matt: We considered going that route, but it's been a long time since the original game, and the 360 is capable of so much more than the hardware was back in the day. We were going to have to rebuild all the art from scratch anyway, so we figured -- why not give fans something new rather than just have them replay the original with nicer graphics?
"Anyone bring the bug spray?" Q: How did you go about putting the tracks together? Did you consult anyone from the original Hydro Thunder team, or do it all from scratch? Matt: Midway did give us code and assets from the original game, and we used some of it as reference, but everything in HTH is built from scratch. Of course, we went back and played the heck out of the original game to refresh our memories, and really studied all the maps and FAQs we could get our hands on, to try and understand as deeply as possible all the things that made the original game great.
Matt: The physical simulation of the water, and the way the boats move on the water, was one of the very first things we focused on. It was important to us to prove out early that we could add more interaction and dynamism to the water while still maintaining the speed and excitement of the original game. Most of the engineering effort during the prototype phase of the game was Matt: There will be 8 all new tracks with HTH. One of them -- Lake Powell -- is artistically inspired from the original game, but the layout and the story that it tells is all new. It's hard to pick a favorite -- I'd say currently one of our favorites it Monster Island. It's this beautiful tropical level with beaches and ancient How important was it to include online play through Xbox Live? It's good to see Hydro finally playable against others without the need for split-screen. For that matter, is split-screen also included, just in case? Matt: Online was absolutely a primary goal for us from the beginning. We've spend a lot of time getting the feel of it right, and we've gotten it to the point where you can play with 8 people online, and the control feels very tight and lag-free (depending on your internet connection of course).
You could definitely consider these speed bumps. Will a lot of the boat models from the original game make a return here, or are they all new boats? Matt: 8 or the 9 boats from the original game are making a comeback. They're all redesigned, but they're all recognizable -- Razorback, Tidal Blade, Rad Hazard. In addition to creating new models and textures with a lot of new detail, each boat has multiple skins so you don't have to all look the same online. Plus there are new transformation animations when you acquire boost; we tried to really punch those up to make them even more dramatic, with lots of engine parts and rockets and stuff unfolding out from hidden compartments. Q: If Hurricane does big numbers for Xbox Live (and we can't see why it wouldn't), could Vector Unit possibly work on other franchise sequels, such as San Francisco Rush? Matt: We don't have any definite plans for that yet, but I have to say I would relish the chance to take a crack at SF Rush. I think the time is ripe for a return of the over the top arcade racer -- I love racing games, and there just haven't been enough of those crazy colorful over the top shortcut driven games lately. Q: Finally, has anyone played H2Overdrive yet? That was kind of a "spiritual" sequel to Hydro Thunder that came out in arcades last year. And if you have, did that push you to try and make Hurricane a better game? Matt: Unfortunately I haven't had a chance to play H2Overdrive yet. None of the local arcades have it, and believe me I would love to check it out. But we watched all the videos and have read what we can about it. Watching those videos definitely inspired us to try and cram even more animated surprises and insane set-pieces into our game. Thanks to Matt for taking the time to talk to us. Look for a Hydro Thunder Hurricane preview soon, and check out the game when it arrives this summer. If you miss it, "you're crazy"! |


