Carmageddon shattered all the established racing game traditions by allowing players to complete each course in one of three distinct ways. The first was to race the other five drivers through the designated checkpoints, whilst the other two methods were where the real fun could be found: either by ramming the other cars into smouldering wrecks, or by wiping out the entire pedestrian population by means of vehicular homicide. For players at the time, these methods of victory were such alien concepts that winning in this fashion felt like breaking the rules of both conventional racing games and of morality itself. And it felt good, Gonzo-insanity good.
As either Max Damage or Die Anna, gamers were thrust into a variety of colourful maps were they could veer from the race-track and actually explore the large and open levels. Driving around areas that would’ve been inaccessible in other racing games felt liberating and refreshing - as did learning that the maps had destructible features players could interact with (i.e. smash). This sandbox exploration was virtually non-existent in racing games at the time and only the equally innovative Grand Theft Auto offered anything similar. One area in which the 2D GTA couldn’t compete with Carmageddon of course, was in the graphics department. The 3D engine used by the game was years ahead of its time, allowing for highly realistic in-game physics and car behaviour that added yet another dimension to the intense experience. Stepping on the gas and hitting the car’s top speed felt dangerously exciting, as one wrong movement or slight clip to the bonnet could send your vehicle spinning insanely through the air and result in a game-ending crash (‘wasted!’), or send it careening through a group of screaming pedestrians, possibly earning players the ‘bonus for artistic impression’ accolade if the carnage was deemed suitably Picasso-esque.
Talking of vehicular crashes – the destruction method of victory was usually the quickest and most gratifying way to win. There was nothing as satisfying as hitting another driver head-on, gradually overpowering them in a brief battle of horsepower, pushing them backwards whilst building speed, then concussively smashing them into a wall/barrier/lamppost for the grin-inducing ‘you wasted ‘em’ announcement. Even with all the berserk behaviour occurring, the maps weren’t completely lawless. Much like today, if you became too raucous near a police car, you’d be hunted down with sirens blaring, and have your car mercilessly totalled. Unlike today, however, if you somehow managed to take out the lawman’s armoured wheels before he took yours, you didn’t get Tasered until you vomited your own poo, you got the chance to add the hulking motor to your own car collection. Take that, The Law! This mechanic also applied to most of the wacky cars you wasted in-game, which you could view in a post-game wrecks gallery.
The truth is, Carmageddon simply wasn’t as fun to play when all the gore was removed. What does it say about the PC gaming audience who felt this way? For a start, the inclusion of zombies meant that many of the original and brilliant sounds previously experienced in trailers and demos were now completely vacant. Also, although the game was at its core absurd, this blood replacement made it feel less real; it made players feel like they’d also been forced to compromise along with Stainless. It no longer felt that they were playing something genuinely boundary-pushing, illicit and dark. It was frustrating and disappointing: green blood just isn’t as sexy as that special scarlet that pumps from our racing hearts. And the new storyline:
“The year is 2028. Solar flares have contaminated the atmosphere, turning 80% of the world’s population into wandering crowds of evil zombies. In this era of peace, where weapons are a forgotten problem of the past, mankind has only one option - to defend society as we know it IN CARS. All pedestrians have been cleared from the streets; Carmageddon is our only hope.”
Sucked donkey-balls. Fortunately, a patch and the Splat Pack add-on were soon made available and restored equilibrium to the brains of blood-hungry virtual motorists. A brief court-battle had managed to overturn the BBFC’s influence in a matter of months.
Praise for the non-zombie version was high, with acclaim being bestowed upon all of the game’s many-selling points and, leading magazine of the time, PC Zone, even declared ‘Carmageddon is God!’ The game’s success meant a sequel was inevitable, and Carmageddon II: Carpocalypse Now, delivered more of the same quality gaming on a superior engine. The third and final game of the series, Carmageddon III: Total Destruction Racing 2000, unfortunately failed to live up to the high standards of the first two games. The series still enjoys a loyal online fanbase that includes dedicated modders, and the possibility of a fourth game remains optimistic. But even if another game is never realised, the original can be credited with forever altering the gaming landscape: its inspired innovation, timeless replayability, redefinition of racing game boundaries, and of course - its controversy, means Carmageddon has as a legacy forever etched upon gaming history.