One of the game impetuses for 22 Racing Series was a game called ‘Stunt Car Racer’ (not to be confused with the similar looking game ‘Stunts’) back on the Amiga 500 that Garth was playing in the late 80’s and early 90’s. “It was this super tough and very cool racing game in 3d with basic physics (cutting edge at the time) where you could drive on crazy roller coaster style tracks that had steep inclines, manic jumps and animating drawbridges.”
“As a young kid I spent a lot of my gaming time racing with cars and tracks that you could get in the real world. I couldn’t help but wonder – why do people keep creating games that replicate real-world experiences? I mean, it’s a game, it’s made up, it can be *whatever* and *wherever* you want it to be. I just felt like we should be taking more advantage of the creative freedom that video games gives you to immerse people into a fun and unique experience that you can’t in the real world.”
This thought stayed with him throughout his game development career, so when the idea for 22 came up over two decades ago, and then a decade later, the opportunity to build it finally arrived, he was determined shake up the genre and make the changes he envisioned since he was a kid.
“With 22 Racing Series, people can drive vehicles at above mach1 (+1,234km per hour) on insane tracks, while also using real physics, giving the game an element of realism and familiarity but allowing you to manoeuvre in ways you that you could only dream about. It’s a great mixture of accessibility, but with a long tail of skill that you can master – And I’m still mastering.”
“I’d also like to point out that 22 Racing Series is a GOATiE team project. Everyone on the team has had a big say in the design and direction of the project. So it’s really evolved and expanded along the way.”
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