Heavy Metal Machines from Hoplon is a different type of MOBA. Instead of farming and towers, you have fast-paced action—and the momentum could change at any moment.
Inspired by Rock n’ Roll Racing, Heavy Metal Machines takes it a step further and introduces MOBA elements into the game. Two teams of four will fight for control of a bomb and try to navigate to the other player’s goal. This is a fast-paced game where mere moments could decide your victory or defeat. We were lucky enough to get some time with Paulo and Aly from Hoplon games to give us some insight on how Heavy Metal Machines came to be and what’s to come in the near future.
DVS: Obviously, right off the bat you’ll notice there is a heavy metal theme. What bands inspired the imagery for the game?
Hoplon: Every character we have has some reference from some band. In the beginning, we were inspired by Rock n’ Roll Racing with bands like Steppenwolf, Judas Priest, “Highway Star” from Deep Purple. Those were the main inspirations for us. After that we had characters based on new metal, or heavy metal, or bar metal.
DVS: On your website, you are letting fans give new ideas in regards to new vehicles or new mechanics. Have you started to dive in and see what could come as far as new characters?
Hoplon: Usually, we are able to translate, not everything what the community wants, but bits of what they suggest are translated into new characters, or new arenas. For example, our new character, the clown, Killer J. The community was asking about doing a clown from long ago, so we were able to translate that into a whole new character. If you look at every character, you will see something there that has been translated into another form.
DVS: For the basics of the game, it obviously has MOBA elements with roles like support and interceptor. How is this different than what’s on the market?
Hoplon: Our first prototypes were very much like the big MOBA games that we have today. We had fixed objectives, AI controlled robots on the map, but after testing our internal testers and the community here in Brazil liked the alpha stage. But we wanted the feeling of speed, so we needed to have mobile targets. A year after the start of the project we were already revamping and innovating a lot of the mechanics. Now we are very much an action-packed MOBA. All the RPG elements were left behind. We have a few, though, like hit points. In the end, the game is based on how you drive and well you use your weapons. Even the main objective, you have to tow the bomb to the enemy base and be mobile, so everything moves fast in the blink of an eye. That’s the main difference right now.
DVS: Do you guys have any plans to have different maps or game modes?
Hoplon: Yes, we are actually working on another map right now. We can’t say when it will be released, but it’s geared to give players different experiences that our current level of design can give them. The map now is big and relies heavily on the mini map, but we are doing a simple one with other elements, and it will be releasing soon.
DVS: What’s next for Hoplon as far as Heavy Metal Machines goes?
Hoplon: We plan on releasing the game fully later this year and with that more characters and more maps and maybe even new modes. Bigger content. This year and next year we will be focusing on Heavy Metal Machines to give the best experience to our players and keep firmness in content and fun for everyone.
DVS: Thank you, Paulo and Aly, for your time. I look forward to seeing the full release of Heavy Metal Machines, and seeing what you guys bring as far as new characters and maps. This is really a great game, and I think it stands out amongst the other games in the MOBA genre. Thank you guys.
DVS is also giving away Steam keys for Heavy Metal Machines. If you want to join the giveaway, click here. Are you look forward to what’s coming for Heavy Metal Machines? Let us know in the comments, or talk to us on Facebook, Twitter, and Discord!