I'd like to start off by saying that I have been a HUGE Wipeout fan for a very long time now. I initially got hooked on 2097, amazed at the 'next gen' graphics, wicked music, and fluid, fast gameplay that the Playstation was pumping out. I nearly died with anticipation in the leadup to the release of Wipeout 3, and couldn't believe it when it surpassed all of my expectations and delivered even more breathtaking visuals, beautiful music, and most importantly, more amazing controls.
I've since spent a lot of time on nearly every iteration of the Wipeout franchise, from the original, to the N64 version, through to Pure on the PSP. Actually, the only version I haven't spent a huge amount of time in is Fusion, because I've never properly owned a PS2 (I have borrowed from friends quite a bit to play it though).
I was really excited to hear that Wipeout Pure was being developed for the PSP, and that was the reason I bought the system in the first place. Pure is an awesome game, and definitely a great change in direction from Fusion, which I thought was a real departure from the series (enjoyable, but a true 'Wipeout' in my opinion).
So, now that I've learned that Wipeout Pulse is in production, I thought it was about time I put my thoughts forward on how the control system and ship physics have changed over the years.
I like Pure, I really do, but something about the ships handling and physics just doesn't captivate me as much as the classics (I'm mostly referring to 2097 and 3/SE when I say 'classics'). They seem to have lost that fluid, floaty feel that made the handling feel so amazing in the first place. The ships used to really feel like they were gliding (or cutting) through air, like sleek, nimble aerodynamic crafts should.
In Pure, the ships just don't have that floaty, gliding feel to them - they feel more like weighty, non-aerodynamic objects that slide through space as though air resistance and gravity don't really matter.
It's extremely hard to put these sensations into words, but I'm sure most people on this forum who have played the series extensively will know the subtle differences that I'm talking about.
I absolutely love the way the airbrakes work in the classics (2097 & 3). When coming in to a tight corner, you can apply an airbrake, turn, and basically slide sideways into the corner (the ship keeps traveling in a straight line, but the tail sweeps out, pivoting the ship so it's facing into the corner), at which point you'd release the airbrake and shoot off in the direction that your ship is now facing, with barely any speed loss.
Pure doesn't really do this. You don't get that nice, sideways sweeping action. Instead, the airbrakes just reduce the turning circle of the ship, with very minimal swinging of the tail. It's still fast, and fun, but it just doesn't have that nice, plausible, floaty, gliding feel to it (sorry for the overuse of adjectives, but I'm really trying to get my point across(!)).
I've attached a diagram to illustrate what I'm trying to say here. You can see that in the left diagram (2097 & 3), the tail swings out a lot more and the ship gets a nice sideways sweep to it, whereas in the diagram on the right (Pure), the ship basically just turns in a tighter circle. Please note that my comments are generalized for each game, and I'm not referring to any one particular ship/team.
Anyhow, I guess what I'm trying to say is - it would be my dream come true if the classic Wipeout physics (the thing that made Wipeout the truly amazing series that it is, above and beyond the graphics and the music) were brought back in Wipeout Pulse.
I know there are reasons for changes in each new game. Things such as accessibility (making the game fun and less frustrating for newcomers), and new features (ship upgrades, gravity on sloped surfaces), but these things should compliment what was already great about a game, not dilute it.
There are a number of other things I'd like to comment on regarding Pulse, but I'll save them for another post, because this one's dragged on long enough and I don't want to take away from my main point here.
Colin and Studio Liverpool, I'd love to hear your thoughts on this. Please don't take any of my comments negatively - Pure was awesome, from the graphics, to the tracks, to the downloadable content, to the multiplayer, it was quality stuff all the way!
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Also, I've been browsing this forum for many years, so please ingnore the fact that this is my first post and my account was only registered a month ago!