Always Nintendo Interview: Hover: Revolt of Gamers

NintendObserver“You will often love to throw yourself from gigantic, hundred meter-high buildings.”

 

☆ NintendObs Weekly – Monday, May 19, 2014 – Sunday, May 25, 2014.

Hover Revolt of Gamers

 

 

Hover Revolt of Gamers

Always Nintendo:

Fusty Game has put a lot of emphasis on the fact that Hover: Revolt of Gamers meshes gameplay elements from both Mirror’s Edge and Jet Set Radio (two amazing games indeed). What are some gameplay elements that are unique to the game that can’t be found in Mirror’s Edge or Jet Set Radio?

 

Fusty Game:

Hover is first and foremost an open world with a vertical architecture and it is also a very futuristic and interactive city. You will be able to jump on flying cars or hang on a vertical train with complete freedom. The game is very cartoonish and Gamers [in the game] have incredible high tech boots that prevent them from dying after a long fall. You will often love to throw yourself from gigantic, hundred meter-high buildings. One of the most unusual thing in Hover is the ability to bounce. The height of your bounce will depend on the power of your momentum or your fall, and you will be able to bounce like nothing you’ve ever seen in this sort of video game.

Each playable character has his own perk grid in order to improve their skills. The game is also multiplayer and the missions will start in a dynamic way. Players can join you and help you at any moment or be a part of a rival gang and play against you. We are also developing a non linear story-line with a 100% in-game narration.

 

Hover Revolt of Gamers

Always Nintendo:

What are some real world activities that inspire Fusty Game to go out and make a game? I could definitely see Parkour and Extreme Rollerblading being possible suspects…

 

Fusty Game:

What we like the most in video games is that we can explore unknown universes and live in some situations that don’t exist in real life. Then you must understand that we aren’t interested in realistic or historical games. Concerning Hover, the desire to run and bounce everywhere was our main motivation, as well as exploring with a total freedom a gigantic city like in Star Wars or The 5th Element.

 

Hover Revolt of Gamers

Always Nintendo:

What game development tools are you guys using to build Hover: Revolt of Gamers?

 

Fusty Game:

Maya/Photoshop/Unity.

 

That last bit on Unity being the engine on which Hover runs had me thoroughly interested. I hope to ensure Fusty Game are aware of Nintendo’s deal with Unity.

 

 

Make sure to check out the full interview at Always Nintendo!

 

 

At NintendObserver, the comments are on Discord.

Click on Community to learn more. 🙂

…Wanna play? Buy a Wii U.

And if you’ve already got yours, click on Hover Revolt of Gamers for everything you need to know about the game. 😀