Interview with Neil Barnden

Versão Portuguesa/Portuguese Version

Right on time for the full release of his new Carmageddon Reincarnation, Nobby, as he is known, answered a few questions for PUSHSTART. Nobby was also part of the original team that brought us Carmageddon and Carmageddon 2: Carpocalypse Now in the final half of the 90’s.

Revista PUSHSTART: Carmageddon was a revolutionary game back in 1997, introducing new physics and new ideas about racing games, and also a little problematic due to all the mechanics to “win time”. How did this idea come up for Stainless and how did you deal with all the criticism and bans all over the world?

 Nobby: The idea to earn “points for pedestrians” came from the 1970s movie Death Race 2000, which was a satirical look at the future of sporting events. SCi, the publisher we’d signed with, was trying to get the license to make the game but it fell through and so we stuck with the central theme and renamed the game Carmageddon. We dealt with the criticism (there was little we could do about the bans!) by emphasizing that the game is essentially comedy. It’s all so over-the-top and surreal that no-one in their right mind should view it as intentionally controversial or nasty. We just wanted to make people laugh when they played it. And our success rate in this regard was high enough that I think we can discount the criticism.

RP: Carmageddon also introduced the “face cam” which was really fun to watch and to ear both the joy and the mistakes of the racers. Why was this not implemented in the new game?

Nobby: Screen space is limited, due to the new HUD design. There would have been compromises needed to fit the Prat Cam in. We also would have needed to spend valuable time and resources filming and editing and coding the camera – resources that were better used elsewhere. And finally, there would have been “too many Max’s”! We have the in-game in-car Max, and this would have looked different to a video of Max in the Prat Cam (we tried using a camera pointing at the model of Max in the car but it wasn’t funny enough. All these factors led to us dropping the feature.

RP: A lot of fans questioned about a Carmageddon Reincarnation physical release and ports to consoles. Will we be granted a physical or special release? What about console gamers? Any plans or news for a PS4 / Xbox One port?

Nobby: Keep watching this space for an announcement soon.

RP: Reincarnation comes with a lot of improvements due to technology advancement. Was this all you wanted to recreate in terms of physics and fun back in the first release?

Nobby: Technology is there to enable us to do everything in more detail and more visual richness than ever. You nailed what’s really important with the phrase “physics and fun”. Physics, fun and hilarity. We wanted to make people laugh while they play, the same way we did when we made the original. We want you to call people over to your monitor to watch the Action Replay of really fantastic crashes and funny kills. We want you to record your Action Replays and share them online, so everyone can see what a riot the game is!

RP: Now that gamers have accompanied the project since the early access release, some are already asking for more. Is there a sequel or maybe a remake of the second game in your plans?

Nobby: We’ve been talking about what we’d like to do next (perhaps including bringing Carmageddon 2 to mobile, as Carmageddon has been a huge success on mobile devices). But we will definitely move on to a bigger, better, all-new Carmageddon title once C:R and all its associated paraphernalia is done.

RP: What were the most difficult steps towards the final release of Reincarnation (including Kickstarter)?

Nobby: We began the process in 2011 (as a small team of three) by getting an outline design for the game together. We planned to slowly develop it using a skeleton staff. Then in early 2012, we heard about the huge success that Double Fine was having with their Kickstarter campaign – and the decision was quickly made to get in on that bandwagon! So we rapidly put together our own campaign video and page and launched our own bid to get C:R crowdfunded. Their campaign was very hard work, but hugely successful as we ended up getting nearly $700,000 dollars pledged from a target of $400,000. Back at the start of the project, we assessed the various middleware options that we could potentially have used for rendering and other core tech, and decided we should update our own Beelzebub core tech instead. This has meant that performance across the range of PC specs we’re supporting has been variable through the process of optimizing the tech and tuning the game.

RP: Is there any surprises when the game will go from Beta to Gold?

Nobby: Well, we’ve recently made some late-breaking big improvements to our tech, and we’re confident now that the game is going to run well across our spec PC range. As performance has been a major feedback issue for us during Early Access, we’re hoping this is the nicest surprise we could have for our fans!

RP: What was the most used swear-word when developing the game?

Nobby: Stainless has a slogan, “Stainless Games, the company that likes to say… CUNT!”

RP: If you have to define the game in one word, which one is it?

Nobby: PedPulpinWreckMakinPiledrivinPUpLovinBushHuntinMileMunchinFoxPwninEagleOwnin
NeverGivinHotRodPISsinCarmageddon.

RP: For my final question: Stainless is like a legend, from the time that game studios worked with just a few people to accomplish great and revolutionary results. What is the future of the company and what other projects do you have in mind?

Nobby: The future will be to keep working to make Carmageddon a household name. We want it to be a game the whole family can play together… When they’re out for a drive in the countryside.

We thanks Neil Barnden for his time answering the questions, hopping that the new Carmageddon will be a huge success all over the world.

Also, check our preview for the game or the series legacy!

Autor: Victor Moreira Pesquise todos os artigos por

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