Howdy there, everybody. At the moment, we’re completely stoked to announce that the Orkiest sport of all time is coming to PlayStation 5!
Speed Freeks is a high-orktane fight racer – set within the Warhammer 40,000 universe, that includes chaotic, brutal races, in-depth customisation choices, and a completely ‘dwell’ creation mode the place you possibly can load right into a clean canvas with your folks and play your creations in actual time as you construct them.
I’m right here with Jon Doughty, Lead Designer and Degree Designer at Caged Ingredient Inc, to reply just a few questions on our PlayStation heritage, in regards to the sport itself, and naturally, what it’s like working with the Warhammer license.
What made you need to carry Speed Freeks to PlayStation?
Chris: Effectively, it’s clearly an amazing system, however it’s additionally acquired a powerful pedigree for driving video games in, particularly fight racers up to now. Our first sport, Grip, was a religious successor to Rollcage. We hope Speed Freeks can usher in a brand new period of fight racing video games, because it’s an superior style that doesn’t get lots of love today. However it’s way more than a standard fight racer, with the kinds of modes we’ve made, together with the aforementioned Creation Mode. There’s a number of chaotic enjoyable to be had – we hope the PlayStation gamers will dig it.
What do you assume units Speed Freeks aside from different vehicular fight and PvP video games?
Jon: Speed Freeks is a real automobile shooter, which, sadly, is uncommon. We tried to incorporate all of the automobile fight parts we love, from acrobatic stunt automobiles capturing at you whereas midway via a backflip, to armored tanks perched on hilltops. After which we threw some loopy stuff in: a roaming murderer trike, a Grot Mega Tank with a flipper straight out of a robotic fight present, helicopters, and so on. I believe Speed Freeks meshes lots of various automobile fight gameplay into one very enjoyable and surprisingly balanced sport.
The autos on this sport are very agile, and their talents make them very versatile. What made you lean into such a flexible motion?
Jon: We’ve at all times been massive on motion in video games – Rocket League, Apex Legends, even the Tony Hawk sequence – however lots of Speed Freeks’ motion tech was really found by chance by gamers, and we determined to depart it in. Automobiles offer you a number of choices for various motion talents, and I believe we pushed it actually far with Speed Freeks, and totally different strikes ended up synergizing, and it simply went wild. Permitting most autos to utterly redirect their momentum on a dime each time they’re touching the bottom (or a wall) mainly exploded the ability ceiling, and the best way that the Sprint capacity interacts with handbrake and among the propulsion talents is addicting to grasp – and one thing we’re actually happy with.
The predominant mode within the sport, Kill Konvoy, is a mashup of conventional modes, however with a enjoyable spin – plus an enormous Stompa mech within the center. How did you come to design this distinctive mode?
Jon: We workshopped this mode loads and ended up with this reverse Seize The Flag (CTF) mode the place you decide up flags within the mid-field and take them to the enemy’s base – besides the flags are bombs, after all. And their base is a strolling mech. The shifting base side actually meshes nicely with the excessive speeds, and all these totally different roles happened naturally: there are the high-flying bomb runners, roaming defenders, suppressors that filter these defenders, and even goalies that guard on the foot of the Stompa.
For those who’ve ever performed the high-speed CTF mode from the Tribes franchise, you’ll understand how enjoyable this type of gameplay could be. This sport mode guidelines. If I had to decide the perfect factor we’ve achieved in Speed Freeks, it’s the design of this sport mode and its maps, and I believe our core gamers agree.
Speed Freeks has a multiplayer stage editor. Was this one thing deliberate from the start?
Chris: Undoubtedly not. Our core neighborhood is actually passionate, always throwing out wild concepts for Orky environments, so we figured: let’s simply give them some instruments.
How the editor labored actually lent itself to fast iteration, and we additionally found we might have gamers drop in and drop out, like in every other mode. It’s really my favorite a part of the sport, seeing a stage being constructed in real-time with gamers driving round on a stage whereas it’s being constructed, generally getting smacked by belongings in the course of being positioned. It’s hilarious and a very enjoyable, artistic manner to play – particularly over voice chat.
We even have an in-game workshop the place gamers can add their customized maps to the cloud for others to play, both solo or on-line. The workforce and I are actually pleased with how the Creation Workshop turned out. It’s form of loopy how nicely and the way rapidly all of it got here collectively.
How’s it been working with the Warhammer IP?
Chris: Warhammer 40,000 is a badass property with a lot lore and top-tier aesthetic to go along with it. It’s intimidating, particularly if you’re making one thing actually new to the IP like our fight racing sport.
It’s additionally fairly difficult since there are restrictions on how we’re in a position to deal with the autos, Orks, environments – every thing. I believe we smashed it proppa although, because the neighborhood (and Video games Workshop) actually like how devoted Speed Freeks is to the Orks faction. We like to assume our sport is the purest expression of Orkiness round.
Chris: Thanks all for taking the time to try Speed Freeks – we’ll have extra information to share very quickly in regards to the launch date – till then, for those who like what you see, please share the trailer with any Gitz that might trigger chaos with you, and wishlist the sport in your PlayStation!






