PLAY

GRIP

Original Rollcage producer David Perryman talks Rollcage and bringing it back for one more spin

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Rollcage was a revelation back in 1999 as its grippy cars enabled you to race on ceilings, flip, and spin in mid-air. Now it’s back, as some of the original team pay homage with Grip.

OPM: How did Rollcage come about?

Dave Perryman: It was one of those ideas that evolved over time, rather than popping into existence all at once. It started as a technical demo on moving polygons through PSX faster and more efficientl­y than anyone had seen before. Which suggested a racing game. With the rendering sorted, we had loads more space to fit other things in: physics, weapons, effects and falling buildings. Crazy speed and downforce were in there from the beginning. But, perhaps surprising­ly, not the oversized wheels. They were introduced a few months into production. Originally ‘sledge’ type vehicles – with wheels – were designed but normal-sized within the body of the car. There was a fundamenta­l problem: how to get down off of a tunnel roof? All our solutions were clunky, until John Meegan from Sony turned up at the offices one day with a model car with massive wheels… in no time at all the classic Rollcage car was in the game. OPM: Does its ‘cult’ status make you proud? DP: I guess so. I’ve not really thought of it in that way before. Certainly surprised and a little humbled. It was a great time in my life, working with incredibly talented people. It was a fantastic project to be a part of. And to find out after all these years that Rollcage means so much to so many people is amazing.

OPM: What are your memories of working on the original Rollcage?

DP: Fun; working late; takeaway curry; dial-up internet; running across the courtyard to talk to Andrew Wright about an idea for the Editor I’d had… (very often); cooked breakfasts in a sandwich for lunch; making lifelong friends. And probably the most fun making a game I’ve ever experience­d.

OPM: How long did it take to get the driving on walls concept to work properly?

DP: I don’t remember it taking very long at all. Physics with downforce was worked on straight away. I remember the original sales demo map I made and that had driving on walls, but not ceilings (because we couldn’t work out how to get the car down pre-big wheels). Every polygon was driveable. So, from my point of view, if I made a wall, the car drove on it. Harder issues were tweaking the camera, and that was fiddled with throughout the project. We’re still fiddling with it on Grip.

OPM: How did Grip come about?

DP: Over the years Rob Baker had been ensuring the PC versions of Rollcage kept working on modern machines. Chris Mallinson was a big Rollcage fan and contacted Rob to suggest that they do a remake. Rob was up for that – he contacted me and we got on with it.

OPM: Will Grip be coming to PS4, and how can you develop the ideas in the game?

DP: Rollcage’s heritage is with PlayStatio­n and we will be bringing Grip to PS4. We have a lot of ideas on how to add to it, but it’ll all boil down to funding. Ideas we have are for customisat­ions within the game: cars and/or tracks.

OPM: Would you ever make Grip for PS VR?

DP: We do have some ideas of how that could work. It might get messy and we’d need a disclaimer about not eating anything an hour beforehand. But I’d love to see that. Again, funding would be the issue.

OPM: We have Crash Bandicoot, WipEout and FFVII all coming back in 2017, why do you think PlayStatio­n gamers want remakes now?

DP: I don’t know. If I were to hazard a guess I’d say it’s that 20-year generation­al gap thing. I grew up in the ’80s and it was all ’60s this and ’60s that… and it was all about the ’80s last decade! If that is an element, then what I think is enabling the production of nostalgia games right now are the great third-party tools around. They’ve dropped the entry barrier to people making games. Grip would be unlikely without Unreal Engine for example. Especially with such a small team and the quality we’re able achieve.

OPM: Have we missed ‘fun’ gamers’ games, like Rollcage, and has the indie scene filled a gap the big publishers are overlookin­g?

DP: I think it has filled a gap. I wouldn’t say the big publishers have overlooked the scene particular­ly, it’s just not a viable propositio­n for them. Whereas a small nimble team that engages with its fans can just about survive.

 ??  ?? The ability to drive on the walls as well as floor made Rollcage an exciting challenge.
The ability to drive on the walls as well as floor made Rollcage an exciting challenge.

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