Tempest Pack releases October 27

The Tempest Pack DLC will be released on October 27 for the low, low price of 400 MS points. 

"But what does the Tempest Pack have in it, Vector Unit? Is it really worth four one hundreds of my hard-earned and oh-so-precious points?" 

Why yes, sir, it is. With the Tempest Pack you get three (THREE!) brand new original race tracks, including the Bermuda Triangle, Atlantis, and Castle Von BOOOOOM! And of course you also get all the Ring Master and Gauntlet variations for these tracks. You get two all new original boats - the super-agile Whiplash and the slip-slidery Psyclone. 

But wait, there's more! The Tempest Pack also includes new skins for all the original game's boats, including the two contest-winning skins for Rad Hazard and Banshee. 

NOW how much would you pay? 

But wait! Don't answer yet! As a bonus we've also included six "X boats": Expert level variations of all the original boats, so you can compete online and on the Leaderboards with any boat you want! That's 11 Expert class boats to chose from! 

And then there's the little matter of 3 new Achievements worth an extra 50 sweet, sweet Gamerscore.  

The Hydro Thunder Hurricane Tempest Pack. October 27. 400 points. Nuff said.

Multiplayer balancing

Ask a Developer!

Ed Drake from Pensacola, Florida asks:

Why are the boost powerups in Hydro Thunder different in multiplayer than they are in single player?  What made you decide to go with the handicap silver powerups?

The "loser helper" powerup system in HTH's multiplayer mode was something that we added later in development, after months of playing online with each other and the team at Microsoft.

Originally the powerups were identical in SP and MP races.  Not surprisingly, the best players (cough *RALF* cough) consistently won most of the multiplayer matches, while noobs and, shall we say, the more joystick-challenged players, almost never climbed up out of the bottom half of the pack.

You might say, well that's how it goes.  Skillz winz.  

The problem we noticed was that the less skilled players quickly grew frustrated with their inability to compete and dropped out.  Again, not entirely surprising.  The surprising thing was that it was actually less fun for the best players as well -- there's no sense of challenge when you're 10 seconds ahead of everyone else and you know you can just cruise to an easy victory.

To maintain a rich online experience, you need as many people playing as possible.  If players -- especially new players -- are too easily frustrated, they just say screw this and drop out, which reduces the number of players and the number of available online games.

Originally we were skeptical when our producer at MS proposed the loser-helper boost system.  We feared it would take all the challenge out of the game, and frustrate skilled players.  Once we implemented and tuned it a little, however, we realized the opposite was true.  Giving players at the back of the pack more boost kept the races close and exciting.  Even if you're really good, you have to watch your back all the way to the finish line.  

There's still plenty of strategy and skill; you have to drive well, but you also have to carefully manage your boost for that final sprint to the finish line.  When you play online, you'll notice that the best players still win almost all the time, but they don't win by 10 seconds or 5 seconds, they win by half a second, or sometimes less.  And the new players feel like they at least have a chance at the top three.

I think the decision to include the loser helper boost system has worked out well.  There are lots of multiplayer games on XBLA, but good luck finding anybody to play with in most of them.  Hydro Thunder Hurricane has been out for 3 months, and you can still regularly find online games to join.

Loser helper FTW!

Shhhhhh...PlayStation Move is out

I heard this same conversation twice yesterday:

LAUREL:  Speaking of which, when is the PlayStation Move coming out?

HARDY:  Um, I think it's out already.  Isn't it?

Apparently Sony launched its PlayStation Move bundle three weeks ago, and....did anybody notice?  Not anybody in the press as far as I can tell.  No New York Times Technology feature.  No launch title lineups on the game websites.  Well, OK, IGN posted a review.  But that's about it.  That and a couple of blog posts.

Not exactly the full-court-press media blitz I was expecting.  And not really the kind of coverage a new system needs to pull in those coveted casual gamers.

Microsoft has said several times that they plan to treat the Kinect launch with as much fanfare as they would any new console system launch.  They certainly have an opportunity to capture mindshare in the media.  Here's hoping they don't fail to take it.

 

Tempest Pack on the horizon

The Tempest Pack has entered Microsoft Certification.  That means they're testing it to make sure it doesn't violate any international treaties, and also uses words like "Gamerscore" (Yay!) instead of "Gamer Points" (FAIL!)

Still no hard date yet but we're targeting 10/27.  If there's a chance of releasing it sooner we will.

Hatin' on haters

An article on Ars Tecnicha today describes how Hydrophobia developer Dark Energy Digital is getting all Fatal Attraction on reviewers who panned their game:

The company's strategy for fighting back is to attack the credibility of the sites that didn't like the game, and borderline harass writers who speak out against it. At what point does damage control go too far?

Man, all I can say is there but for the grace of whatever God you believe in go I.   Reviews for Hydro Thunder Hurricane were generally quite good, but there are always one or two that really make you crazy.   Like, rabbit-boiling crazy.  In our case one review in particular, from a certain prominent website, really smarted.  

Whenever you ship a game, no matter how good, there's always a (hopefully short) list of stuff you know could've been better.  Polish you didn't have time for, tuning you could have done more of.   If you're honest with yourself you know the game's weaknesses as well as its strengths.  And I don't really mind when a reviewer notices those things and knocks your for them.  Fair is fair.  

The reviews that drive you crazy, the ones that make you want to buy a crate of eggs, let them rot in the sun for a couple of weeks, and head over to the reviewer's office park, are the ones where feel like the writer just had a bug up his ass for whatever reason and decided to take it out on you.  

The particular reviewer I'm thinking of listed out a bunch of criticisms that to me just didn't make sense. Among other things, he griped that our races were too long, over 5 minutes -- when in fact all the races can be finished in less than half that.  He also complained about the load times.  WTF?  Our load times are like 10 seconds per level, tops.  Those kinds of comments make you wonder:  Did he even play the game?  

The review was so lopsided, and so off-base compared to the other reviews we were getting, that we considered bitching about it publicly.  But we decided -- and I think the Dark Energy story proves -- that kind of noise hurts you more than it helps.  

Ultimately I think it's best to, as the guy sings, "ac-cen-tuate the positive, and e-lim-inate the negative."

So thanks to Edge, and Gamespot, and Joystiq and GamePro and OXM, and the many others who actually played our game to the fullest and appreciated its strengths.  And thanks to the fans who have taken the time to write in, or post on the forums or Facebook, to tell us how much they enjoyed it.  You all give us the fire in our bellies to keep on keepin' on!

And to You Who Shall Remain Nameless -- that crate of eggs is still out back.  Gettin' reallllly ripe....

The Hydro Thunder that wasn't

We often get the question from interviewers:  "How did a small company like Vector Unit end up with the Hydro Thunder license?"

We usually give the short answer.  But now that the Tempest Pack DLC is out of our hands and flying (I hope, flying) through Microsoft Certification, I thought it might be interesting to take a more in-depth look at how this whole thing started.

The spark

My friend Ralf Knoesel and I met at Stormfront Studios, where among other things we worked together on a boat combat game for the first Xbox called Blood Wake.  Blood Wake had its pluses and minuses, but the feature in the game that everybody on the team loved best was also the one feature that was almost completely hidden as an Easter Egg -- a multiplayer boat soccer game called Blood Ball.

Years later, in 2007, Ralf was still at Stormfront and I was at EA.  We were both feeling itchy in our jobs, and we came up with the idea of starting a little side project, something to work on in the evenings.  We'd always been bummed that Blood Wake 2 never happened, in particular because the design spec called for networked multiplayer and it would have been twelve kinds of awesome.  We figured we'd bust out a quick network-enabled Blood Ball tribute, stick it up on the Internets and see what happened.

Well, it never happened -- turns out its pretty hard to make a game on the side when you have a regular job to work at, and a house to take care of, and friends and family to spend time with.  We kept talking about it, but it kept not happening.

Then late one night in May of 2007 we were online chatting about the idea and how it wasn't happening.  And in the middle of this chat, all of a sudden Ralf comes up with this doozy:

"So I've been having these thoughts....about quitting and doing the small games thing."

Enter Barracuda

Every developer I know daydreams about taking the plunge:  quitting your job and working on your own game.  Most people don't do it, because, let's face it, it's scary as hell.  How will you pay your mortgage?  Where you will you get health insurance?  And -- worst of all -- what if you spend months developing your idea and nobody wants it?

We'd both saved up a little money, and we figured it would be worth the gamble.  We gave ourselves 6 months to make a prototype.  Worst case scenario, we'd spend 6 months working on something we loved, and if it didn't happen we figured we could give it up and go back to working for the Man.

By January 2008 we'd quit our jobs, liquidated every personal asset we could live without, upgraded our PCs, and incorporated a new company -- Vector Unit. 

The first thing we did with the game was to throw our original concept out the window, with the irrefutable logic that we actually wanted to make a game that more than a few dozen people would want to play.  But we stuck with the idea of boats.  Ralf and I are firm believers in the emergent awesomeness of water-based gameplay, and aside from minigames in titles like WiiSports there hadn't been a decent water racing game in about 10 years.  Plus with our experience on Blood Wake, we knew boat gameplay was something we could make happen.

The game we set out to make was code-named Barracuda.  The basic idea was speedboats meets Supercross in a futuristic post-global-warming flooded Earth.  Gameplay was built around catching air off big wave sets and pitching your boat forwards and backwards to land perfectly on the next wave, or dip under it to shoot out the other side.  You could also custom-build your boats from different parts that would affect how the boat performed.

So after 6 months of work we had a playable prototype.  Which is pretty awesome for a couple of guys working out of a garage, if you ask me.   Here's a slightly-touched-up screenshot from the finished pitch. (If you've played Hydro Thunder Hurricane, you might recognize the beginnings of the Tsunami Bowl in the background.)

Is it Hydro Thunder yet?

In July 2007 we started shopping Barracuda around.  We took it up and down the West Coast publishing gauntlet, showing it to every publisher who'd give us the time of day.  Eventually -- thankfully -- three publishers were interested, and one of those was Microsoft Game Studios.  I won't go into all the why's and wherefore's, but let's just say we liked Microsoft's style, and the deal ended up happening with them.  

While we were hammering out the details of the publishing agreement, there was this one producer at MGS who kept talking about how with a few tweaks Barracuda would make an awesome Hydro Thunder sequel.  At first we were like, yeah right, that'll happen.  But the more we all talked about it, the more it started to make sense.  

It wasn't a complete no-brainer for us.  Ralf and I both loved Hydro Thunder, but we also thought Barracuda had great potential as an original concept.  Ultimately we decided that for our first game as a new company, we'd be better off going for the publicity and attention Hydro Thunder would bring to the game.

In January 2009 we told MGS we'd be into making the switch if they could get the license.  Right around that time Midway was going out of business.   I don't know what all went on between them, but suffice it to say Warner Brothers bought the HT license from Midway, MGS was able to acquire the license from Warner, and we signed our deal with MGS in April 2009. 

We were off and running.

And the rest is history

There's a lot more that could be written about exactly what changes we had to make to our prototype to turn it into a worthy successor to Hydro Thunder.  Barracuda was more about the physics and precision control -- Hydro Thunder is all about speed and spectacle.  We had to tweak the physics and boat performance, and completely revamp our level design.  Maybe in some future post if people are interested I'll go into the particulars of just how we broke down the Hydro Thunder design, what we decided to keep, what to throw out, and what to add.

In the meantime, I still sometimes think about the game that Barracuda could have been.  Who knows?  Maybe someday it'll happen.  Personally I think there's room out there for plenty more water racing action.  I just hope we get more chances to add to the catalog.

A week of tweaks

So we hit our deadline to get everything into the DLC by Wednesday night -- and now we're taking a little longer to test and polish.  Our Cert date is scheduled for October 4, and it feels like we're in pretty good shape.  If everything goes smoothly, the game should be ready for download about 3 weeks after that -- maybe even sooner!

This is actually my second-favorite phase in the development cycle:  You've got all your content in, everything works, you COULD ship with what you have -- and then you have just a little more time to play it, turn it back and forth, polish off rough edges here and there, and look for any and all ways to subtly improve it.  

When I tell people I work for a video game company, and they say, "Oh so you get to sit around playing games all day?" -- well of course not.  But this last polish phase is the closest we ever come to that shining ideal.

Of course, we still have to work with what we have and there are about a million things I wish we'd had time to do -- but I'm proud of what we've got and I think people are really going to like it. 

So sleepy....

Pulled an all nighter on Tuesday night getting ready for our pre-certification build for the Tempest Pack HTH DLC.  First one in a long time.  Came in around 7am Tuesday, worked until about 2am, slept on the couch at work for about 4 hours, and then just got up, made some coffee, sat down at the computer and started working again until about 10pm when we finished the build.

About halfway through the day I ran over to the local Ross dress for less and bought some Tshirts, socks and a new pair of shorts ($8.50!!) because I smelled terrible.  Like, gym socks terrible.

Not that I'm any kind of game developer Rambo or anything.  I have friends who have (recent) war stories about working 16 hour days, 7 days a week, for 4 months straight.  

I'm pointing it out more because it's relatively unusual for me.  But even when you're running your own company, crunch time is kind of unavoidable.   We scheduled HTH and the DLC well, but you always get to that point where the cutoff date is approaching and there's a long list of stuff you really want to try and squeeze in just to make it a little bit better.

At least when its your own company, you don't feel like your doing it because somebody told you to.  You're doing it for the love.  At least that's what you tell yourself when you sit down at the computer at 6am with couch-cushion marks on your face.

Hope you like the DLC!  There's a little bit of my very own stinky sock smell in it.

Hydro Thunder Hurricane “Tempest Pack” Splashes Down in October

Downloadable content pack adds more tracks, more boats, more water-soaked goodness 

Microsoft Game Studios and developer Vector Unit today announced the “Tempest Pack”, a downloadable expansion pack for the Xbox LIVE® Summer of Arcade hit Hydro Thunder Hurricane, available for download on Xbox LIVE® Marketplace for the Xbox 360™ video game and entertainment system from Microsoft in October 2010.

The Tempest Pack will include three brand new racing environments, two new Expert-class rocket-powered speedboats, a slew of new boat skins for existing boats, as well as new Championship, Ring Master and Gauntlet events.

New tracks include the volcanic ruins of Atlantis, the hurricane-whipped waters of the Bermuda Triangle, and a medieval obstacle course packed with exploding barrels and interactive cannons known as Castle Von Boom.

“The new environments are all about ratcheting up the level of insanity,” says Creative Director Matt Small. “The weather is stormier, the waves are bigger, and the levels are packed with more interactive obstacles and more potential for chaos and destruction. That’s what puts the tempest in Tempest Pack.”

The DLC also adds two new Expert level boats to the pantheon of Hydro Thunder favorites. Whiplash is a futuristic cross between a v-hulled speedboat and a Formula 1 race car, while Psyclone is a souped-up flat-bottomed fan-boat. “You can tell from looking at the Leaderboards that Rad Hazard was the boat to beat in Hydro Thunder Hurricane. Whiplash and Psyclone give Rad Hazard a run for its money.”

But the new vehicles don’t stop there. As an added bonus, developer Vector Unit is including supercharged versions of the six Novice and Pro boats available in the base game, bringing the total number of playable Expert class boats to 11.

“To be competitive on the Leaderboards and in online races you need to be driving an Expert boat,” explains Ralf Knoesel, Vector Unit’s Technical Director. “The ships you unlock early in Hurricane are designed to be accessible to new players, so they’re easier to handle and a little slower. But we know a lot of fans have favorites in the Novice and Pro classes like Damn the Torpedoes and Tidal Blade. With the Tempest Pack you can drive any boat you want at the highest levels of competition.”

All new and existing boats get new unlockable skins, including paint schemes for Banshee and Rad Hazard designed by the winners of the Design-A-Skin Video Contest hosted by Vector Unit in August.

The Tempest Pack also adds three Gamerscore-boosting Achievements, Ring Master and Gauntlet courses for all new levels, and three new Championships. Exact release date and pricing will be announced at a later date.