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. 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. 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. Much has changed since Carmageddon first crashed onto the scene in the spring of 1997.
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