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Luckily, both XDev’s John McLaughlin and Colin were able to fill me in, with John setting things off “I guess with every new console, I’m definitely a graphics guy.
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If you remember the mud in Motorstorm, we want damage to have that same kind of thing where people went ‘Woah! That mud in Motorstorm’s cool!’ so we want our damage to be like that, as visually impressive.” He continued, “There’s not a huge influence of art from Wipeout or ‘we want to have such and such from Project Gotham’, or anything like that, but from those games, there’s the underlying knowledge that hey, we know we need arcade handling and we know how to do arcade handling!”Īs a PS5 launch window title, for all that the visuals look fantastic, I really needed to know what it was about the game that wouldn’t have made it viable on PS4. There isn’t much of F1 or Wipeout or Motorstorm in there in terms of the gameplay, but in terms of the visual kind of thing there is. “Destruction Derby is a seed,” Colin said, “but it quickly went off and then all the seeds became other things. Some of that history has definitely found its way into the game, though Destruction AllStars is quite clearly its own thing. It’s clear to see the effect that all that development talent and their racing heritage has had on the game – just check out last week’s dedicated State of Play – with vibrant visuals marrying to some truly incredible-looking action.
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“For me personally, I fell in love with Wipeout the moment I walked into a shop back in Liverpool in 1995 and saw it on a TV screen and I was like, ‘Oh! What the heck is this?!’ I was fortunate enough two years later to get a job at Psygnosis testing games, and then a couple of years later to start working on Wipeout as a junior designer and I’ve just always been in love with the series and think it’s awesome!” I think game development-wise from back in the early days of Psygnosis and Bizarre Creations, there was also Studio 33 which worked on Destruction Derby and F1 games for Sony back in the PlayStation One era and we’ve got some guys from there now who were also at Bizarre or at Sony. I asked Colin what it was that kept them coming back to the genre, with him telling me, “It’s always been very prominent in the north-west. If that talent wasn’t enough, they’ve also drawn in developers from some of the North-West’s finest racing game studios. The team at Lucid certainly know their vehicular games, having been founded by ten former Bizarre Creations developers, who previously worked on Metropolis Street Racer, Blur, and the Project Gotham series.
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So we were conscious that we thought Plus would give us the best possible launch. You don’t want to launch an online game and it be some sort of ghost town. We’re conscious as a multiplayer game you need people playing it so people can find matches. We had a chance to catch up with XDEV’s John McLaughlin and Lucid’s Colin Berry, the Destruction AllStars Director, who told us that it was really what they’d been hoping for the whole time: “From the Lucid perspective, something that we wanted was to launch in Plus, and we’ve wanted it for quite a while. (That’s tomorrow, 2nd February, by the way)

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A last minute delay came with the gentlest of softening blows, making free for PlayStation Plus subscribers with February’s update.

It was with some excitement then that we first caught a glimpse of Destruction AllStars amongst the PS5’s launch titles, but even weeks prior to its planned launch alongside the PS5 we still didn’t really know what it was. From Ridge Racer and Wipeout through to Split/Second and Destruction Derby, this is a genre that’s not only dominated popular culture at times, it’s one that’s inherently tied to the PlayStation brand. Arcade racers are an integral, if often overlooked, cornerstone of the gaming landscape.
