Micro Machines: World Tour was revealed earlier this year to what many of us like to think was a fanfare reception. While the game isn't sitting on store shelves just yet, Emma took the opportunity to quiz the game's lead designer on some of the systems and decisions set to play a major part in the series' revival.
Quite a lot has changed with this iteration - mostly due to a dire need to evolve and grow with the times. The Micro Machines franchise stretches back to Sega's early days in the console market when game development was much more confined. With memory issues and screen resolutions no longer being an issue, the game is changing.
Loot boxes join the fray and while Emma noted the game feels noticeably slower than its predecessors, Gavin Cooper was on hand to explain how things are changing - and why.
On the question of why cars now feature their own skill set and stats (like some cars able to traverse difficult terrain etc.) Gavin clarified their aims. [Cars having stats] "wasn’t being specifically requested by fans, but it’s a big part of our solution to the problems that were being called out by fans: that they wanted more game modes, more ways to play with these fun little cars."
This Is Merely A Snippet Of What Gavin And Emma Spoke About. Click Here For The Full Story
"This kind of stuff also gives an even broader range of players a hook to get into the game with. As opposed to a race, where only one person can win, a team-based game allows an entire team to win – and players can contribute to that in a really diverse bunch of ways. Each playstyle gives you a different way to approach and enjoy the game."
As for the loss of 8-way multiplayer, Gavin reassured Emma (and the people) that its omission made way for "another feature that might be more useful, more often, to a larger number of players." And he raises a good point. How often would 8-player local mayhem happen?