Wednesday, June 23, 2021

My favorite games of all time, the story of Carmageddon part 10...

For the Kickstarter backers there had been a growing sense of unease about the things they had been promised. Audiences knew that it might take weeks before they got their physical rewards. Some things had to be ordered from a local business, or from China where they would be manufactured, and shipped months later. Whether it was a survival kit, a card game, tee shirt, or other ephemera. These weeks turned into months, eventually stretched into years. Patrons began leaving queries on each Kickstarter update without getting too many responses from the studio. Of course some electronic rewards were available right away. People could access the beta trial, they could turn in their codes for games from Steam. One of the nice surprises came in the form of a comic book for certain backers. Concept artist Daniel Tejnicky had originally done a series of fan comics years ago. He was contacted by the studio to produce the art on an official comic. It was scripted by Neil (Nobby) Barnden. It filled in a lot of the back story for the new tournament, and helped flesh out the world of Carmageddon. Many of the details that audiences were noticing in the game levels were explained in the comics. The art was top-notch, and the comic was filled with gore, nudity, and crass humor. It was everything audiences could ask for. Unfortunately, the comic was not what thousands of sponsors had paid for.

A handful of concerned sponsors turned into dozens upon dozens calling out the studio with every Kickstarter post. Many had not gotten the physical rewards they had paid for. They were looking to get their money back, and many complained to both Kickstarter, and Stainless about it. It got to the point where Nobby had to post an update, and say they were going to look into the delays, and apologized for not being more proactive with physical rewards. The studio was running on a razor-thin budget, and crew. All hands were cranking on getting Reincarnation finished, and out the door. What the studio needed was a full time person handling the PR, and following up with all the clients. They didn’t have anybody for that, and as such many queries were left unanswered. Stainless completely ignored the backers asking about the Linux, and Mac ports that were promised. People still went to the Kickstarter page almost a decade after the campaign ended to call out the studio. The lack of transparency only served to build distrust in the studio, and the Kickstarter process.

There were many things that were out of Stainless’ control. For example one of the tiers was to receive a 3D printed model of the classic Eagle, and the TEZ Eagle. That was the one I had signed up for. Some people, mostly in England, posted that they had received their model. They said when it arrived it was tiny, and brittle, like a dry cracker. Very few received one that wasn’t misshapen. It turned out that the company responsible for printing them went out of business. They dumped a bunch off at Stainless after their promised date, and then disappeared. I never received the ones that I had paid for. It seemed that people outside of the UK, or the EU were out of luck as well. Other reward packages had gotten out. My wife’s with a tee shirt, and post cards did arrive eventually. There was no 100% guarantee for any sponsor, and Kickstarter had a policy asking that clients reach out to the publisher first to remedy any complaints. I knew that Kickstarter campaigns could sometimes be a gamble. I’d rather have my cash go into guaranteeing a new game, if it meant I might not get my physical rewards. I was willing to bite the bullet, but I knew that thousands of backers did not have that luxury.

Stainless Games moved forward as if backers weren’t growing despondent. The studio launched a website in 2012; Carmageddon.com, which is now closed. They posted news, new builds, hosted a forum, and shared links to mod updates. They proceeded with their business as if there wasn’t a problem for backers. It was disheartening knowing that hundreds of long-time fans were getting nowhere with the company. While at the same time the game was earning a new audience. We may never know if the studio didn’t actually care, or because they were advised by their lawyers not to say anything about the crowd funding. The Kickstarter campaign ended in May 2012, and Carmageddon Reincarnation came out for Steam in May 2015. In May 2013 Bullfrog studios founder Les Edgar invested an additional $3.5 million into the game to help with console development. He was rewarded with a playable character Ed Lesgar driving the KVN Toucan, a play on the TVR Tuscan. It was an incredibly tight development cycle, from a very small team. The title was also a flop in the eyes of critics, and audiences. Despite all of the advances in technology, and a return to form it seemed like too little, too late for the franchise. The studio redoubled their efforts, and released a version for the Xbox One, and Playstation 4 in July 2016. This version was a free update for PC’s called Carmageddon Max Damage. It added approximately 40% more content to Reincarnation. It too was snubbed by the gaming community. It seemed that they had moved on.

The studio seemed undeterred from the cold reception. They did not want to waste all of the work they had poured into rebuilding the franchise. There were literally thousands of assets that could be used to create new games on other platforms. One of those was Carmageddon Crashers, a mobile game that came out in August 2017. The mobile game featured the rides from Max Damage, with simple controls, and new gameplay. Instead of an open world game the title had players going head-to-head in drag races. This was not the type of drag racing where cars were side by side, the cars were literally heading at each other. What else could you expect from the franchise? The graphics were brilliant, with lots of details, cars to unlock, and upgrade. There was tremendous replay value here. Like many mobile games, it was the perfect way to spend time while waiting in a queue. The one thing Stainless did not say was when there would be another sequel. Things were quiet for about a year when THQ Nordic announced that they had acquired the rights to Carmageddon from Stainless in 2018. That news came to a shock for many in the community. They knew how hard the company had fought to build a franchise, lose it, get it back, only to have to see it go again.

Kickstarter backer Mikko Rasa summed up the theory for Stainless ghosting patrons, and then selling the IP. “I still suspect that the name change from Reincarnation from Max Damage was done so that somewhere down the line they can just drop the promises of delivering physical rewards and ports. After all, those were promised for Reincarnation, which at some point will be obsolete and no longer supported. Max Damage is a different game and no such promises have been made for it.” I’m not sure if there is any legal standing for Mikko’s assumptions. If THQ is on the hook for any broken promises, or what else might happen in the future because of the sale.

I did remember hearing something about the success of the original game, and how Stainless never hit the big time. The first Carmageddon sold about two million copies. Which was not bad for a developer that nobody had ever heard of. We did get the award-winning Splat Pack, and Carmageddon II, both of which also sold well. The studio was nebulous about what happened when they lost the rights. Whether they were contractual, legal, or other issues, it turned out that nobody on the team struck it rich. That was a damn shame. All of the bad press following Reincarnation, plus never getting my pledge rewards left me cold. I steered clear of the series for five years. Then on a whim I picked up Max Damage for the PS4. You couldn't blame me. Four years of dealing with Donald Trump, and an ongoing pandemic brought me to the brink... What I saw gave me a change of heart.

I remember reading things about how difficult the cars were to control, how crap the graphics were, how the physics were broken, how much the music sucked. Some even said this was nothing more than a prettier version of TDR 2000. After I actually sat down, and played through it I’m not sure what those people were griping about. Carmageddon Max Damage was so much better than they gave it credit for. I’m going to give my impressions on it in the next blog. If you would like to sponsor me please visit my Patreon page and consider donating each month, even as little as $1 would help make better blogs and even podcasts!

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