So, what we’ve done is introduce an overtime mechanic to Elimination rounds – if the round goes on too long, then after a while the camera will start to slowly creep closer and closer in. Gavin Cooper: Finding the right balance of speed versus accessibility was a fine line to walk Micro Machines games were always pretty unforgiving to newcomers! Because of the top down camera, the faster you go the less time you have to react to the track – especially in Elimination. Why did you guys decide to decrease the speed of the cars this time around? I was playing Micro Machines 2 the other day and it feels much faster than this game. GameWatcher: World Series feels noticeably slower than its predecessors. Retaining that, keeping the game balanced for players of all skill levels, was really important to us. All these loot box items are for fun – there’s no power creep, no feeling that you’re going to get destroyed by someone else because they’ve been playing longer than you and have better gear. ![]() Loot boxes are a great fit for the kind of diverse audience a game like Micro Machines is aimed at players who get really into the online game have an avenue of progression that they can really sink their teeth into, but more casual online players – or players who pick up the game primarily for the local multiplayer side of things – don’t feel like the game is shutting them out, or denying them access to the game content like maps or modes. For a game that’s enjoyed so much as a multiplayer experience, customisation is a feature lots of players would want to see - and we’ve had a huge amount of fun diving into that, coming up with fun ways to tweak your in-game cars. Gavin Cooper: We’ve gone to great lengths to bring Micro Machines up to date, to try to meet the expectations not just of franchise fans, but also those of a modern gaming audience. How do you think this enhances the Micro Machines experience? A lot of games now implement this kind of system. GameWatcher: I noticed that you have included Loot Boxes in World Series. And you might see a few familiar faces in the roster of AI characters… Power-ups (which were introduced to the series in V3) are there if players want them, and we’ve built on those massively in the new battle modes… But they can be turned off if in local multiplayer you’re a purist that fondly remembers the early games. The biggest part of that has to be Elimination mode – the classic “drive your opponents off the edge of the screen” racing mode that was responsible for more ranting and more cries of “one more go!” than almost any other gaming franchise I can remember playing. What’s the DNA? What are the things that make a Micro Machines game what it is? And those are the things we’ve committed to bringing back. We even have a guy here who worked on Micro Machines V4 back in the day! So, with that spread of experience, we’ve worked really hard to pull out the threads that are common to all Micro Machines games. We’ve got folks here who remember the original games on the Mega Drive, and others who came onboard with Micro Machines V3 when the console scene exploded on the PSX. Gavin Cooper: We’re very familiar with that audience, as most of the team fall into that category! The great thing about Micro Machines is that everyone has their favourite. How have you appealed to that audience? What sort of features have you retained from the earlier Micro Machines games? GameWatcher: A lot of your audience will be returning fans that grew up playing Micro Machines.
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