Before the Burnout, the Need for Speed and the PGR series started ruling the racing roster (alliterations ftw!), there was a racing game that not only allowed players to, umm, race but also encouraged them to annihilate opponents while mowing down everything in their path, animals and the elderly included. That’s right, people; I’m talking about Carmageddon, which is all set to return in an all-new next-gen avatar courtesy of French developer Gregorian Works (who?)
Joining us for an exclusive interview today is studio CEO Julian Lirpa, who gives us the lowdown on the much-awaited sequel (that many thought would never happen!) as well as a sneak peek of a world exclusive screenshot.
Why resurrect such an old franchise instead of going ahead with an original IP?
We at Gregorian Works are big fans of racers but we feel they’ve become way too mellow in recent times. I mean, what’s the use of driving a car at over 200 miles an hour if you can’t run stuff over and watch it bleed? We always knew we were going to make a racing game but we wanted it to be violent as hell so during one of our creative meetings Mathieu Luf (cofounder of Gregorian) suggested we go with the Carmageddon name instead of wasting time coming up with a brand new IP. And after that, things just kind of fell into place.
So what can we expect with Death Incarnate?
I’m sorry, I can’t disclose a lot as of now but I can tell you that we will be making the game using the Unreal 3 engine and running people over will never be the same after Death Incarnate.
What kind of car-nage (har har) are we talking about exactly?
Remember how pedestrians literally burst into a fountain of blood as you collided with them in olden Carmageddon games? Well in this game, they won’t die that easily. Depending on which side and the amount of force you hit them with, they may lose appendages, break bones (in a very Fight Club-esque slo-mo Xray vision way) and yes, you’ll even be able to drag them for miles using your car’s grapple mechanic during which their skin will peel off in real time as a result of the friction!




