

"Hot Wheels is about creating the track and then playing with the track. "We tried to respect the spirit of the license," Bixio says. Having ultimately convinced Mattel to sign on, Milestone then had to ensure it could get consumers to do the same. And while she can't speak for her licensing partner, Bixio believes Milestone's success with the AMA Supercross licenses - another American outfit - was meaningful for Mattel. She says discussions with the toy maker went on for two and a half to three years before Milestone finally obtained the license. "We worked a lot with Mattel on the game design and the prototype and so on." "We fought to get the license," Bixio says. Rights-owner Mattel also had to sign off on the deal, which was a protracted process in itself. Hot Wheels Unleashed didn't come about just because Milestone was willing to go a bit broader with its appeal. You can think of racing addressed to a wider audience like we did on Hot Wheels, and we can do even more." You can have interactions of different types of genre. At the same time, racing can be many things. What's important to us is we do a good job in simulation, and we'll keep improving in this area. "Our engine has been developed on the physics of racing and so on. At the same time, the studio is able to something different, like we did with Hot Wheels, but in a way where we don't lose our DNA. What's positive is I think we've reached a really good level in simulation with the licensed games, Moto GP and Supercross and so on. "Our DNA is in some way linked to racing," Bixio explains. Hot Wheels Unleashed is a different kind of racer than Milestone is used to making For example, in September it released its first game based on a toy license, Hot Wheels Unleashed.
#MXGP 2021 SPLIT SCREEN TV#
In two-wheel racing, Milestone has developed dozens of games across the SBK super bike, MotoGP, Ride, Monster Energy Supercross, and MXGP series, the latest of which - MXGP 2021 - launched earlier this week.įor those who prefer racing on four wheels, Milestone has made Gravel, Sébastien Loeb Rally Evo, and a handful of World Rally Championship games.Īlong the way, the studio has grown to 300 people, and while it doesn't seem likely to turn out any more TV game show adaptations, it has shown signs of branching out a bit further. Barring a brief dalliance with TV show adaptations in the mid-'00s - the Italian quiz show L'Eredità, The X Factor Sing, and Australian Idol Sing - Milestone has been pedal to the metal with the racing genre ever since, specializing in simulations but occasionally swerving back into the arcade-style approach. So instead of taking publisher pitches for work (as they had with Iron Assault), they started pitching a racing game of their own, which was picked up by Virgin Interactive and became the arcade racer Screamer, released later that same year.Īfter Screamer, Graffiti changed its name to Milestone, produced a pair of sequels for Virgin Interactive, and (almost) never looked back. Milestone is best known for racing sims like the just-released MXGP2021īy that time, Bixio says the team had grown to seven or eight people who had discovered a shared passion for racing.


The team followed that up with Iron Assault in early 1995, a futuristic first-person shooter centered around mechs perhaps most remembered for its stop-motion video cutscenes. "They started in the beginning with a puzzle game but they were something like three people," Bixio, who first started working with Milestone in 2005 tells us. In the mid-'90s, Milestone was known as Graffiti, and its first project was a Super Nintendo adaptation of the game Loopz, which, in keeping with the convention of the day, was named Super Loopz. But as Milestone CEO Luisia Bixio tells, it didn't start that way. For a quarter century now, the Italian studio Milestone has built its reputation as a racing game developer.
