Tony Hawk has come out with a new game, 'Tony Hawk: Ride',
that adds a new trick to his virtual routine - a skateboard
controller that looks like the real thing but without the
wheels. Loaded with high-tech sensors, the controller gets
players off the couch and doing flips on the floor. Photo
from Los Angeles Times.
Tony Hawk, the former professional skateboarder and the
name behind a billion-dollar video-game franchise, hasn't had a
runaway hit in a while.
But last week, Hawk came out with a new game, Tony Hawk
Ride, that includes a new trick to his virtual routine -
a skateboard controller that looks just like the real thing
without the wheels.
It is due to be released in New Zealand on March 26 next
year.
Will it be enough to revitalise the 10-year-old series?Hawk's
past titles have sold about 43.5 million units worldwide,
generating more than $US1.5 billion ($NZ2.1 billion) in sales
for its publisher, Activision, according to market research
companies NPD Group Inc and Gfk Chart-Track.
But sales slipped for the past two iterations, Tony Hawk's
Proving Ground and Tony Hawk's Project 8.
So two years ago, Hawk (41) and Activision decided to take a
different path.
They switched from the franchise's longtime developer,
Neversoft Entertainment in Los Angeles, to Robomodo in
Chicago.
And they added a sophisticated controller.
Hawk, whose house has a custom-built skate park, spoke to the
Los Angeles Times about his latest game and whether he
thinks players will spring for it.
Here's an edited version of the interview:
Question: It's been two years since the release of the
last Tony Hawk game. How did you go about making this one?
Answer: I brought this idea to Activision a couple of
years ago. They put a whole team together just for this
project. We first had to design a controller for the game.
Once we got the board designed, we built the game around
that. It was a backward process for me. And it was too much
to do in one year.
Q: What gave you the idea?
A: I felt it was the next step in interactivity. I
felt the technology wasn't ready for it in the past. They
tried to create peripherals for existing games, and that
wasn't the right approach. In the past, you had the
controller in your hands and you were doing the Simon Says
thing with the buttons. Then I saw the success of Guitar
Hero and the ability to hold on to a peripheral to play
the game in a way that's closer to the actual thing.
Q: You switched developers for this title. Why?
A: Neversoft did all of our previous games, but they
were deep into the development of Guitar Hero and the
sequels for that. To be honest, they felt they had gone as
far as they could with the genre. And I felt like it could
use some fresh ideas.
Q: How does the skateboard controller compare with the
Wii Fit Balance Board?
A: The Balance Board only measures weight
distribution. Our controller measures every motion. Every
time you lean, kick it up, or step off the board, it knows
that. It has two accelerometers in it to track motion, and it
has an infrared sensor so it knows if your hands are near the
board, or if your feet are off the board pushing alongside
it. But I hate comparing it to Wii Fit, because I
don't think they're the same at all.
Q: Tell me about what you went through to create the
skateboard for the game.
A: We have a graveyard of prototypes. The first
version was a blank skateboard with the equivalent of a Wii
remote. We tried roller balls that you could slide your foot
on and digital compasses that can tell which direction your
board is pointed in. We also tried adding a camera. We also
had a board with buttons that you could step on, like with
Dance Dance Revolution. With one of our first
prototypes, I tried to do a kick flip on it. It's a manoeuvre
where you jump in the air, and make the board do a full
rotation. The board snapped in half.
Q: Do you worry that it might not sell well in the
current economy?
A: I feel once people get on it and try it, they'll
understand it's not a gimmick. We also created a hardware
platform for other games to be developed around. Knowing
that, people will understand its value.
Q: Are you planning a sequel?
A: As of right now, that's the plan.
Q: Were you trying to get kids to do more exercise
with this game?
A: The initial goal was not to do that. But once we
figured out the board, we learned that it is a physical
activity. If you play a level over and over, you will get
your heart level up. It is fun to think that we're getting
kids to get up and get active.
- Alex Pham of the Los Angeles Times.
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