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Carmageddon: Reincarnation review

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  • Carmageddon: Reincarnation review

    Much has changed since Carmageddon first crashed onto the scene in the spring of 1997. Back then, damage modelling in your typical racing game involved slapping a few scuffs on the paintwork and maybe a crack in the windshield, while the idea of aiming your car at helpless screaming bystanders and having their viscera sprayed at the screen in exchange for added time was seemingly - if the brief period of tabloid hysteria was anything to go by - beyond all common decency.
    These days we expect a game's ability to display impairment to be not just realistic but applied universally, whether it's as a result of a collision between a vehicle and a building, or a bullet and a human skull - and if we can get a lingering slow motion repeat and some kind of award to go with it, so much the better.
    More significantly in the context of Carma's 15 year absence, the concept of the vehicle-as-weapon is now so evolved and so commonplace as to be secondary to the immersiveness of the game worlds they occupy. The most recent iterations of Just Cause, Far Cry and Grand Theft Auto all come with advanced vehicular manslaughter fitted as standard, but they are celebrated more for worlds that are coherent and developed enough to put context and consequence to a whole range of players actions and objectives, not just running people over for the fun of it.
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