The racing game landscape has dramatically shifted in the last decade. At one time it felt like every style of game was thriving:Need for Speed,Blur,GRID, andMotorstormwere fighting forarcade racing superiority. Conversely, Microsoft’sForza Motorsport, PlayStation’sGran Turismo,Project Carsand others were battling over simulation supremacy. Even kart racers were going strong, with other companies besides Nintendo throwing their hats in the ring. Since then, the simulation has maintained popularity, although gradually including more arcade-like elements (Forza Horizon,Driveclub). Strong arcade racers likeHot Wheels Unleashedare uncommon.

Enter Milestone, a Milan-based development studio that specializes in racing games. In recent years, the developer’s made many of the industry’s defining motorcyle simulators, includingMotoGP21,Monster Energy Supercross 4, andRide 4.MotoGP21is one of the most immersive sports games evermade, with crisp photo-realistic graphics and detailed motorcycle driving gameplay. Given the studio’s previous experience, it’s understandable to wonder how a studio with pedigree like Milestone’s ends up making a newHot Wheelsracing game. Game Rant spoke with Milestone’s Federico Cardini, Lead Game Designer onHot Wheels Unleashed, about how the game came to be, and what Milestone brought to the table.

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The Origins of Hot Wheels Unleashed

Hot Wheelsvideo gameshave been coming out for over 20 years now, every release providing a new interpretation of the franchise. There are cases likeWorld RaceandStunt Track Challengethat are fun arcade racing titles, but don’t utilize theHot Wheelsbrand more than including popular vehicles. Other titles likeBeat That!and the plethora of mobile games released over the years tap more into the creative side ofHot Wheels, allowing players to edit tracks and cars in a limited capacity. From the very start, as Cardini points out, Milestone wanted to do something different, and consultedHot Wheels' history for help:

“Yes, we conducted research on previous Hot Wheels games, mainly to have an initial reference on how the brand has been interpreted before. Then we wanted to create something unique, creating from scratch what we believe is the best Hot Wheels gameplay experience so far.”

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One of the tricky parts about developing (or wanting to develop) a game based on licensed material is getting that initial green light to start. In rare instances, companies will approach game studios to make games based on its properties, but most times, it falls on thestudio itself to make the pitch. This is the case withHot Wheels Unleashed, as once Milestone determined what type of game it wanted to make, it built a prototype in 2018 and pitched it to Mattel, the company that owns theHot Wheelsbrand. Cardini describes how the pitch went, noting that Mattel initially didn’t respond to Milestone until a few weeks later, when Mattel was actually “quite entusiastic to work together” on theHot Wheelsproject.

And work together Mattel and Milestone did, as there was a lot of communication between the two companies throughoutHot Wheels Unleashed’s development. According to Cardini, “every asset and piece of game content” was approved by Mattel, as well as the other brands the game is crossing over with. The game includes cars based on entertainment properties likeBatman’s Batmobile and theTeenage Mutant Ninja Turtles' Party Wagon, as well officially licensed cars from Chevy, Ford, and many others brands. Mattel also provided Milestone with “general feedback” as the game was progressing.

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Hot Wheels Unleashed, and the Power of Milestone

Learning that Milestone is developingHot Wheels Unleashedafter looking at its recent lineup of games may lead many to question whether the studio was a questionable fit for this game. In recent years, the studio has been primarily developing motorcycle-basedsimulation racing games, with a focus on immersion and detail, its last non-bike based game being 2018’sGravel.

Cardini points out, however, that Milestone is not just relegated to simulation racers, and that more-arcade-like games is something the team is still very capabale of. “Milestone in the past has made some iconic 4-wheel arcade games, such asScreamer. So, these type of games have been always part of our DNA.”

The line between arcade and simulation racing can become pretty hazy withtitles likeForza Horizon 4, a gorgeous game with highly detailed and accurate vehicles. However, at timesForza Horizonis about how far off a jump you can go, or how fast players can get from Point A to Point B with some kind of arcade-like twist. Nonetheless there is overlap between the two genres, with Cardini admitting that although Milestone has recently been focused on realistic racing games, the experience of making those titles has been essential for developingHot Wheels Unleashed.

“I think we brought part of our experience in simulative games toHot Wheels Unleashedtoo, since racing skills are quite important in our game, even if it can be played by all by lowering the difficulty level.”

BeforeHot Wheels Unleashed, the last AAA appearance by the franchise was inForza Horizon 3’sHot WheelsDLC, which added sprawling orange tracks across the Australian setting and many of the series' most popular cars. It has been an even longer amount of time since a full-fledged, non-mobile game release in theHot Wheelsfranchise has come out.

When asked why they think it’s been so long since a trueHot Wheelstitle, Cardini expressed the special circumstances that Milestone has. “To create a full-fledged, non-mobileHot Wheelsgame, you need a lot of experience in racing games; there aren’t many studios like that.” Milestone saw the opportunity as a studio that’s focused 100% on racing titles, Mattel also saw the potential, and now a newHot Wheelsgame is nearly here.

Hot Wheels Unleashedlaunches September 30 on for PC, PS4, PS5, Switch, Xbox One, and Xbox Series X/S.