YeulEmeralda
Linux User
Then maybe not use the name?Looks awesome, who cares that it does things differently? Those games are 25 years old and were niche at the time.
Then maybe not use the name?Looks awesome, who cares that it does things differently? Those games are 25 years old and were niche at the time.
Some new gameplay. Looks sick.
That doesn´t not look like a Carmageddon, at all.
Maybe more like a Burnout. But even then....
Better yet... Blur
I have too agree.
And that is the problem. This game could be a great new "Blur". That appeals to the fans of that series.
But This is not a Carmageddon, so it will disappoint, regardless of being any good.
I enjoyed Max Damage but that didnt really take off did it and isnt as beloved as 1 and 2 I feel. I dont mind something fresh. Peds being zombies is stupid sure.
Some new gameplay. Looks sick.
It is poppycock!What a bunch of poppycock
Zombies...
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Also, Any similarity is mere coincidence
What? Zombies?
blog.playstation.com
Some new gameplay. Looks sick.
THE WASTED
The Third World War and a series of devastating natural disasters left Earth in ruins. Amidst the chaos, a food supplement called MiVis was introduced to address food shortages, and became a ubiquitous part of daily life.
However, long-term consumption of MiVis led to a horrific cellular mutation, transforming people into Wasted - monstrous, empty husks consumed by the supplement's side effects.
Now, they have become a mass of unsentient, super-aggressive beings that threaten survivors as soon as the sun starts to set.
A lone Wasted is no match for your chariot of fury. Things start to heat up when more Wasteds show up. Boost into the hordes of humanoid husks swarming the track, parting the waves of Wasted like a Moses on wheels! But be careful not to get stuck in the high tide: too many Wasteds will surround your car and smash it to bits with the remains of their raw hands.
And then there are Special Wasteds… horrible supermutations of the Wasted, morphed into something even less human.
They may explode, shoot you from a distance, lunge at your car, or produce even nastier surprises.
They pose a real danger and tend to show up late at night.
And then, there's the ultimate abomination. A creature whispered about, rarely seen; the monster that guards the only mountain pass towards salvation, and your final challenge.
New trailer.
This looks closer to what Twisted Metal and Burnouts bastard child would look like.
Dont care whats its called, I want it, cuz its near literally exactly what Ive been begging for since Twisted Metal and Burnout were actually popular.
Leaving.Zombies? No old ladies? No style points for hitting 10 pedastrians at once and living bloody tiremarks all over the road. What is this lame crap?
Insider Gaming's Mike Straw sits down with 34 Big Things founder and Carmageddon: Rogue Shift director Giuseppe Franchi.
In this 40-minute interview, Mike and Giuseppe talk about the opportunity to create a new Carmageddon game, changing the series formula, working with a large publisher as opposed to being independent, and a lot more.
[00:00:00] Welcome and guest introduction
[00:00:47] Embracer offers Carmageddon IP
[00:01:11] Unusual development timeline
[00:02:09] Freshening the classic formula
[00:03:50] Spin-off positioning, new audience
[00:05:03] Finding the fun and genre positioning
[00:05:03] Driving fun, stunts, explosions
[00:06:50] Can Rogue Shift revive genre?
[00:08:04] Not niche; hybrid potential
[00:09:02] Roguelite progression as differentiator
[00:09:14] Story/lore approach and publisher dynamics
[00:09:14] Gameplay first, story later
[00:10:12] Post-apocalypse lore justification
[00:11:24] Working with a publish and new obligations
[00:13:45] Creative control and compromises
[00:15:27] Designing vehicles, weapons, and perks
[00:15:32] Content overview pre-launch
[00:16:16] Vehicle designs iterated
[00:17:47] Perk design cross-discipline dialogue
[00:18:41] Dynamic day-night system and track readability
[00:19:31] One-night campaign structure
[00:20:34] Night intensifies challenge
[00:21:30] Guiding player visibility
[00:22:02] Apocalyptic world dressing
[00:22:38] Iteration wins and cut features
[00:22:56] Testing led to extended play
[00:23:50] Cutting bulky excavator vehicle
[00:24:32] Removing charging gorilla zombie
[00:25:20] Roguelike progression, black market, and loadouts
[00:26:39] Tracks grow harder mid-run
[00:27:12] Black market permanent upgrades
[00:27:37] Varied loadouts and examples
[00:28:54] Platforms, optimization, launch plans, post-launch, accessibility
[00:28:54] Multi-platform launch complexity
[00:30:27] Balancing spectacle and performance
[00:31:12] Handheld PCs considered
[00:32:44] Adapting plans for Switch 2
[00:33:14] Launch day plans and livestream
[00:35:22] Post-launch difficulty and homage
[00:37:17] Accessibility and performance polish
[00:39:06] Closing and release details