Fatshark Adds More Depth to Hamilton’s Great Adventure THD

By John Gaudiosi ( - Tue, Nov 27, 2012

Swedish game developer Fatshark has mesmerized console and PC gamers with its clever puzzle game, Hamilton’s Great Adventure. Now the game maker has worked with NVIDIA to optimize the experience and add more depth to the addictive gameplay. Martin Wahlund, executive producer of Fatshark, was at Gamescom to explain what Tegra gamers can expect in this version of the game in this exclusive interview.

For those who haven’t played the game, what’s this adventure all about?
The story line is about Ernest Hamilton and his bird, Sasha, who are looking for the lost continent. We know it as Atlantis, but it’s called Meridia in the game. The game is a combination of an adventure and a puzzle game. You need to solve puzzles at a lot of levels. There are four continents with levels in each continent. In the game, you need to be smart about how you move in order to combine and time elements. There will be enemies and bows and stuff that you need to avoid, so you need to be able to be fast and move around for stuff. You also have the time to think about and see how you should solve different problems. You can switch between Hamilton and the bird, so you can play as both. You switch between them to do different things in the game.

Can you explain how you’ve worked with NVIDIA in the development of this game?
NVIDIA has been very helpful providing us with dev kits and helping with technical questions to develop this game, which has been awesome. We have a really good relationship with NVIDIA and it’s always a pleasure to work with them.

What do you think about Tegra 3 technology?
It’s really getting much better. It’s really improving the tablets right now. It really makes it possible to get closer to the games that we see on the consoles today, which is awesome, and it evolves all the time. Tablets are the future of mobile gaming.

How does your game take advantage of Tegra 3 technology?
We have pushed the limit with what you normally see on mobile devices and tablets. I think it’s one of the most beautiful games on tablets thanks to Tegra 3.

What are your thoughts on the tablet revolution that’s going on today?
Tablets have opened up a new market. I have friends who have sons who are three or four years old, and they play on tablets already as they grow up. All my friends, including people that don’t play games normally, start playing games on tablets. Now we see even the hardcore gamers moving into tablets. There are games that are even more similar to the classic sort of games. I think it’s a bright future. Tablet gaming is merging together with classic console gaming. You can view it as a new console.

Creatively, what does the tablet and its functionality open up to you when you’re developing a game like this?
Because of all the different types of input options, it opens up a lot of new possibilities. You can even attach a game pad to it, so you can play the traditional way. You can use the controller, but you can also use a classic touch pad. You can also use the accelerometer to control Sasha, who flies up when you tilt the pad up and down when you tilt it down. You run around just by pointing and drawing how Ernest runs through the screen.

Can you talk a little bit about the audience tablets open up for your game?
The game is 3+ so everybody can play. There’s no violence. It’s also a game that’s very friendly, so can play with your kids. Tablets also open up the ability for people to play one level at the bus, or one level where you’re sitting at work or on the sofa at home.

How does the difficulty ramp up in this game?
It’s really a classic game. There are some really hard puzzles in there, so even though the first world is easy, it gets really tough. It will be a huge challenge for all gamers. Even the casual ones, I think, will learn the gameplay quite fast and then improve their skills so they will be able to figure out how to solve the later stages of the game.