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1V1 | Interview with 34 Big Things On Carmageddon: Rogue Shift

"It's a dream come true."

For this latest instalment of our 1V1 interview series, I was lucky enough to be able to talk with Giuseppe Enrico Franchi, Game Director for Carmageddon Rogue Shift at 34 Big Things. Carmageddon Rogue Shift is releasing on February 6th on Xbox Series X|S, PlayStation 5, Nintendo Switch 2 and PC via Steam.

Alongside this interview, we have our full review of the game, which is available here. Our resident racing game expert Gyozo had this to say – “Carmageddon: Rogue Shift is a mechanically satisfying destruction-based racer, offering high-octane and chaotic races combining bold weapons, lots of zombies and lots of crunching metal. Its roguelite twist offers high risk scenarios where you gotta think twice about excessively daring moves, but it also feels like something introduced partly to mitigate the game’s limited depth and variety.

Please note this interview has been lightly edited for clarity, but you can watch the full thing over on YouTube.

1v1 | Gearing Up for Carmageddon Rogue Shift | Giuseppe Enrico Franchi, Game Director at 34 Big Things

Jon: This time around I have the distinct pleasure to chat to Giuseppe Enrico Franchi from 34 Big Things. He’s the game director for Carmageddon Rogue Shift, a new take on Carmageddon with roguelite aspects. Thank you very much for taking the time out of what I’m sure is a very busy couple of weeks in the run-up to launch. We’ve not seen a Carmageddon game in a while. How did 34 Big Things end up with the franchise?

Jon: I have to admit,  you guys revealed it in an interesting way. It was a little tease. And I’m like, is this Carmageddon? And then it was. And then we get the title and it’s Rogue Shift. I was asking myself, are they putting roguelite into Carmageddon? And I have to ask, was it always the plan, we’re going to get the Carmageddon license and we want to make a roguelite game? Or was it more, we have this idea of a roguelite racer and Carmageddon is the perfect fit. What was the chicken and egg in this scenario?

Jon: I’ve played a little bit of Carmageddon Rogue Shift across my PC and on my ROG Xbox Ally X. It runs great on PC. It looks really pretty. Runs really great on the handheld. What were the sort of challenges that you and the development team kind of ran into as you were honing this idea of Rogue Shift?

Jon: I’m not going to spoil it, there is a little surprise for fans of Carmageddon when you first complete a run, which is very cool. I’m not going to say anything more than that, because that would be mean. Was it fun to kind of like play about with all of these things from the franchise and give people these little nods and hints to the history?

Jon: There are a huge number of different modes within your journey from, you know, in this roguelite path, from standard three lap races to figure of eight courses where you can meet people ahead or behind you coming the other way, loot scavenger hunts where you’re kind of risk rewarding a little bit, survival against boss rounds and things like that. Were there any ideas that kind of got left on the cutting room floor as you guys were designing that you just couldn’t quite make work? I’m just curious because there’s a lot of variety in the campaign.

Jon: I appreciate that you’re still in the run up to that launch moment on February 6th. Would you have any interest, you know, doing DLC, be it new tracks or new cars or new modes or anything of that nature? Do you think or is that, is it kind of more wait and see what happens post-launch and go from there?

Jon: One other thing that I really liked throughout my playtime thus far is the soundtrack, which is full of wonderfully crunchy, heavy metal to enjoy and kind of nod along to as I’m destroying other cars and making my path through all of the carnage. Was that all done like in-house with your own audio team or did you outsource it? Who’s responsible for some of these riffs?

Jon: One question I did have, which is the original Carmageddon, which I have very fond memories of playing, had the general population just milling around some of the worlds and levels. And, there were old ladies with Zimmer frames, if memory recalls. And there was a certain comedy to watching them go flying over your virtual car. Famously, the game became more censored in different countries. I think we had the zombies come in instead of the general populace. Blood was changed from red to green. And you guys have kind of brought back this, the world of this epidemic and you are basically racing for your freedom if you can make it through. Was there a particular reason from that outside of the obvious, it’s far easier to do zombies and not get in trouble with rating boards? Or was it more of a creative choice?

1v1 | Interview with 34 Big Things On Carmageddon Rogue Shift | The Original Carmageddon in 1997

Jon: I haven’t seen any backlash. I think you’re okay. Like, it was expected. I didn’t go, oh, you know, where can I mow over people? Like, that’s, I know, it was more the comedy of it more than anything else for me, because it wasn’t real. It’s par for the course now with Carmageddon. It’s been like that for a long time.

Jon: Yeah, and it’s a gameplay element as well, right? If you accidentally crash or get stuck in a crevice and you’re like, oh, I need to reverse. They will rush you and they will damage your car. I imagine pedestrians will be running away. So there’s a gameplay element too.

Jon: Last question from me. after playing through it, I feel like you’ve done real justice to the franchise of Carmageddon. What would be the dream scenario for the team at 34 Big Things? If you could bring any kind of racing IP back, doesn’t matter who owns it, doesn’t matter if it’s long dead. But if you could bring anything back for your next game, what would it be?

Jon: I always think that every developer I’ve spoken to, as I’ve been doing this over the last sort of six, seven years, they’re all creators. They all have these big dreams. And they knuckle down on a dream or two every three or four years, as you’ve said. But in the back of their minds, they’re always thinking about another dream. And that’s the beauty and the craziness of making video games. They shouldn’t work. They’re an insane medley of art and technology and code and passion and dedication. It’s a miracle we have them. So I always like to kind of pick a designer’s mind. Forgive me for asking, I’m just curious.

Jon: Before we wrap things up, is there anything you would like to shout out, anybody you would like to thank on the team in particular? And just let everybody know, when is Carmageddon Rogue Shift coming out and on what platforms?

Jon: That’s a great way of putting it – requires a spark. I completely agree. Well, I really appreciate you taking the time out. I know it’s a super busy schedule for you guys. So big thank you to everybody at the 34 Big Things team to letting you go and speak to me for half an hour just so we could chat about the game. And I wish you guys the very, very best for launch. Of course, if you’re interested in Carmageddon Rogue Shift, you can check out our review!

Are you excited for Carmageddon Rogue Shift? Let us know in the XboxEra Forums or make some noise in the lively XboxEra Community Discord Server. If you’re looking to be a bigger part of an amazing community, then either choice is a good one!

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Jon "Sikamikanico" Clarke

Stuck on this god-forsaken island. Father of two, wishes he could play more games but real life always gets in the way. Prefers shorter and often smarter experiences, but Halo is King.

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