The fascinating journey from Bizzare Creations' 2D platforming to creating Metropolis Street Racer for Sega's Dreamcast - the precursor to Project Gotham Racing.


The Untold Story of Metropolis Street Racer

Martyn Chudley founded a small studio known as Raising Hell Software, which developed games such as Combat Crazy and Wiz 'n' Liz. This studio would later evolve into Bizzare Creations, asserting itself within the 3D racing genre by creating the Formula 1 game for the PlayStation. This project charted a new path for the studio, leading to its next significant venture: Metropolis Street Racer for Sega's Dreamcast.

The relationship with Sony, which initially published Chudley's titles, shifted after Bizzare Creations felt Sony was not fully transparent about licensing issues. Striving for respect and creative freedom, Chudley turned towards Sega, which was working on its next console, the Dreamcast. Meeting Sega's Kazutoshi Miyake was intimidating, but it was where Chudley's team would discuss their next project's potential.

While initial ideas floated around, including a Ferrari license and the Italian Job-style minis, the team settled on a racing game featuring desirable yet affordable sports cars — a relatable aspiration. The developmental tools were also evolving; despite early concerns about the Dreamcast's use of Microsoft's OS, the team was relieved to work directly with the PowerVR chipset instead.

The game's concept centered around the use of real cars, which became increasingly popular in the '90s. Licensing negotiations went smoothly, with manufacturers generally favorable toward their vehicles' inclusion in the game. However, converting these 3D models into a gameplay experience that felt realistic demanded more than just graphical prowess. This led the team to rent cars and extract detailed performance data, although one car met a fiery fate on the dyno, revealing the team's unauthorized strain tests to Mercedes.

Bizzare Creations wanted Metropolis Street Racer to stand out by incorporating real-world cities instead of the more typical fictional locales. This choice was storied by the media as the game's unique selling point and led to significant research, with artists collecting extensive photo references and videos of the locations.

Despite a promising concept, the development was fraught with challenges. A crucial E3 demo displayed signs of an arcade rather than a simulation experience, prompting a direction reset and another year's work — without additional funds from Sega. Bizzare Creations had to use its reserves to finance this phase.

Overhauling the game engine and refining gameplay, Chudley's team strived for innovation. They introduced unique features, such as the Kudos system, born from Chudley's own driving experience — a system that rewarded stylish driving rather than merely speed.

The involvement of composer Richard Jacques bolstered the game's audio quality, highlighting the importance of a rich soundtrack. However, the demanding development cycle resulted in 100-hour work weeks and near-delirious decision-making, like disabling front-end music due to annoyance.

Upon release in October 2000, Metropolis Street Racer was a critical success but a commercial underperformer — a casualty of the Dreamcast's dwindling market share. Despite this, Bizzare Creations retained most rights to the game, except the name and licensed content, thus enabling a partnership with Microsoft. This collaboration led to the Project Gotham Racing series, which built upon the innovations of Metropolis Street Racer.

Bizzare Creations' experience with Microsoft differed from Sega, with a more structured approach that was less wild but perhaps less passionate. They went on to develop successful titles like Geometry Wars, The Club, and Blur, with varying commercial success. In 2007, Activision purchased the studio, leading to its eventual closure after the release of James Bond 007: Blood Stone.

The journey of Metropolis Street Racer, despite the tumultuous path, laid the foundations for subsequent successful racing games and demonstrated Bizzare Creations' passion and innovation in game development, leaving a lasting impression on the industry.

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Quinton Johnson

Yo, it's Quinton Johnson! In the streets, they know me as that hypebeast always flexin' the latest drops. Sneaker game? Always on point. My collection's got some serious heat, and I'm always hunting for the next pair. And when the sun sets? You can bet I'm lighting up the courts on NBA 2K. From fresh kicks to sick 3-pointers, it's all about living the hype and shooting my shot. Let's ball!

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