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via pspfanboy
So what's going on with WipEout Pulse? Ever since Pure,
people have been hungry for more high-speed futuristic racing. Sony
Liverpool is determined to repeat the success they had with Pure, according to an interview they had with PocketGamer. What are they going to do to ensure this success? Read on, dear friends, read on.
- The formula won't get changed around too much, but certain things will get altered based on feedback received from Pure, such as an infrastructure for online gaming. Expect one this time around!
- Race
progression has gotten a more nonlinear face-lift: "The Race Campaign
mode is a mix of all seven race event types. Basically each grid has a
points target which, when reached, unlocks the next grid and so on." If
you stink at one mode, you can usually move around on the grid to a
race with a different event, so you'll never get stuck. But if you want
all gold medals, that's another story ...
- Three skill levels can be adjusted on the fly.
- The
twelve reversible tracks at the outset of the game are just a hint at
what's to come -- expect lots of down-loadable stuff down the line.
It seems like the title is generally going to remain the same, but get
enough tweaking to give even the hardest of core racing fans something
to grin about. The proposition about down-loadable content is still
veiled in secrecy, but your game will apparently grow considerably.
We'll deliver more info on the game as it nears its release in December.
Full Interview via Read more
Via interview via pocketgamer
Just how do you improve the already very good?
Released
just in time for PSP's first Christmas in the UK, WipEout Pure was
everything WipEout games should be: cutting-edge graphics, super smooth
controls and white-knuckle anti-grav racing.
On a more general
level, the free download packs offering new tracks, teams and music
also demonstrated how Sony was getting a handle on the sort of
previously promised PSP extras we now come to expect from our games.
So two years on, can Sony Liverpool repeat the experience with WipEout Pulse? We got hold of producer Paul Tweedle to find out.
Pocket
Gamer: When you come to a sequel like WipEout Pulse, how do you try to
get a good balance between adding new features and just offering more
of the same?
Paul Tweedle: The very first and most
important thought is that it was such a good game – unanimously well
received and reviewed – you don't want to mess with the fundamentals
too much. The old adage, 'don't fix it if it isn't broken' definitely
applies. Pure wasn't perfect, though, so we set about altering and
adding to it where we, and the feedback we had received, felt necessary.
For
example, one of the main gripes was that it had no infrastructure mode
for online racing. We decided immediately to take care of that. To be
honest it was always meant to be in Pure but with the PSP being so new
at the time and Pure being a launch title, we simply couldn't squeeze
it in. It's here now though and it's great!
You've also reworked the race progression haven't you?
Yeah,
you're right. The Race Campaign mode is a mix of all seven race event
types. Basically each grid has a points target which, when reached,
unlocks the next grid and so on. You can feasibly get through the game
by playing maybe half the events so it's not like you have to win every
single one, but where's the fun in that? If you're anything like me
you'll want, or even need, a gold medal on every event!
The idea
was that we never leave the player stuck on a particular event. What if
you're just plain rubbish at Zone mode? We didn't want to leave you
stuck and frustrated in the game so you can choose your way around the
grid.
In addition, we've structured the introduction of new
tracks in such a way that you are able to learn them gradually. On top
of this, the game has three skill levels embedded within it and you can
alter these on the fly, per event so you've really no excuse for not
progressing.
When we played the game at
Leipzig, we thought the track design was less unforgiving than before.
Was that a conscious decision or are we mistaken?
Heh! We
still have the odd hairpin here and there – what's a racing game
without a hairpin? The track design for this, and for Pure, was given
serious time and consideration. The designers came up with literally
hundreds of tracks before whittling them down to the 12 reversible
tracks you'll see in the game (with more to come later via downloads by
the way). So the ones that remain are really the cream of the crop.
Each
member of the team has his favourite track and, of course, least
favourite tracks so you can't please everyone every time. For example,
my least enjoyable track is the lead designer, Colin Berry's, favourite.
Again,
it's about variety. Each environment is distinct and each track has its
own challenges. Oh, and wait till you see the simply beautiful Zone
mode versions of the tracks, you're in for a visual treat!
What are the plans for downloadable content?
They're
still a little bit secret at the moment but, rest assured, you won't be
disappointed. Your game will grow... considerably. I can't really say
more than that at the moment.
Our thanks to Paul for his time. Don't forget to check out the
second part of the interview, in which we cover customisation, team
design and the return of the Eliminator mode.
WipEout Pulse is due for release in December.
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