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Thread: When the first download content will be released?

  1. #681
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    Man, I need to play the old Wipeouts again, so I can have some idea of what DR777's on about in terms of the tracks. Some of the names seem fimilar, but I havn't raced on them for years...

    I liked the one with huge jump through the clouds, and the old W3 tracks, those where hard. The one that reminds me of AP, but hard like 90' turn angle jumps.

    /rabble

    Basically All I would want out of the DLC to make me supper hapy and get my back into it again, all would be...
    - New tracks (can be existing or not, long as they're difficult)
    - More online Modes
    - Option for custom ship skins like on pulse?

    I don't mind for new ships, but Tracks and modes are a must.
    Last edited by djKyoto; 11th May 2009 at 05:21 AM.

  2. #682
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    Quote Originally Posted by Darkdrium777 View Post
    The indicates the reverse version exists, so there is less work required for these tracks as there does not need one to be created.
    Well yes ... and no. If I remember correctly, the front and reverse (white and black) version of metropia were not exactly the same int Pulse. The same for several tracks with more or less modification (arc prime, Amphiseum, Fort Gale and Basilico).
    That a point in which I was disappointed when HD was released. Reverse tracks had just minor adjustement to be played backwards, and even reverse tracks from the original game were not kept.
    Last edited by Sch@dows; 11th May 2009 at 08:57 AM.

  3. #683
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    Metropia is different in HD and Pulse because Metropia White is actually Metropia Reverse in HD. The jump was smoothened out most likely because it would otherwise send you flying too high in Phantom with the combination of two BRs possible (It already hits the roof of the ECS cage in Pulse). Then it was reversed.
    Because of that, Metropia Black or Metropia Forward in HD plays better in HD than in Pulse.

    The others do not require any such modification because you are not sent flying to high. The only slightly problematic one would be de Konstruct Black, the "shortcut", as you can hit the building when jumping on. However, this can be adjusted with pitch control easily, something not quite as easy on the jump in Metropia Black on Pulse when you're going for the two BRs.

    So, yes, and not no

  4. #684
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    it doesn't seem to me that the "jump" (or the fall) in metropia black was so difficult, but maybe I didn't played it at very high speed.

    My point was to say that front/reverse tracks are not like white/black in Pulse (and it's too bad u_u)

  5. #685
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    Try it on Phantom, with the two BRs, one from the jump and the other from the rebound. You hit the ceiling of the ECS (It slows you down) and there's nothing you can really do about it unless you're some kind of alien with three arms or use the infamous piece of paper or tape or whatever.

    Of course it's only a guess from me, maybe they found other reasons to flatten it. However judging from how it plays in Pulse, that's the reason why I would have done it.

  6. #686
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    Metropia White in Pulse is a very different beast to the Metropia Reverse in HD. White is a completely different track, basically only sharing scenery.

  7. #687
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    Metropia White in Pulse rulz big time over Metropia Rev on HD.

    One, you could gun it a around the "Non Blind Corners"

    Two, in White your ship didnt hit those stupid pole things at the final jump where you BR you ship when you had a boost available.

  8. #688
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    Quote Originally Posted by Darkdrium777 View Post
    Try it on Phantom, with the two BRs, one from the jump and the other from the rebound. You hit the ceiling of the ECS (It slows you down) and there's nothing you can really do about it unless you're some kind of alien with three arms or use the infamous piece of paper or tape or whatever.

    Of course it's only a guess from me, maybe they found other reasons to flatten it. However judging from how it plays in Pulse, that's the reason why I would have done it.
    Maybe that's because i'm not as good as you I I don't try to BR with the rebound ^_~

    The other reason could be that, since there is no need to run below the jump (like in metropia white), deleting the jump don't force the developpers to create a 2nd version of the track for the reverse mode.

  9. #689
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    I Have A Dream...

  10. #690
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    i dream of an WOHD gare d'europa, altima 7 and amphiseum every night

  11. #691
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    I had horrible nightmares of Vohl Square 3 in Fusion and would like to experience that again please...

  12. #692
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    Hmm, I dream of boobs and surfing and huge robots and stuff. Well, mostly boobs, but still...


  13. #693
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    Just thinking about Vohl Square sent me to the Fusion forums and now I've been reminded of Mandrashee (1,2&3) I want those more than any other...

  14. #694
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    @ eLhabib -

  15. #695
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    Quote Originally Posted by ProblemSolver View Post
    Well man, I guess you didn't spent that much time with ZONE.

    indeed. i haven't passed much time in zone, actually i'm not abble to pass around zone 45, i don't give a damn, zone mode it's a cool mode , with astonishing effects, but i consider it just a mode
    and a cool demo to show how much fast this game can be...

    Quote Originally Posted by ProblemSolver View Post
    High speed is a nice thing, but let me tell you something. Usually, as
    higher the speed (in a game) as more unrealistically the controlling
    mechanics becomes, since taking a hairpin at 2000km/h is very
    unrealistic. Hence, one has to cheat on the controls (physics) to allow
    for such maneuvers. This sux! I mean look at F-ZERO, that is a fun
    fast-paced ARCADE game but I for myself like the physical touch of
    WipEout HD even more. A lot of ppl say that F-ZERO is the faster
    game, maybe, but its a pure arcade game. WipEout HD not only put
    a lot of emphasis into the tracks but also into its craft's mechanics.
    takin' an hairpin at 2000km/h is such a stupid thing that only in such a stupid game like f-zero can happen, i'm glad about the speeds of the ships in wipeout are capable, they goes fast but not at stupid incoerent random speeds like f-zero.
    i mean some times ago i watched on one of the discovery channels, i don't remenber what, anyway there was this documentary about the TGV the french train with the speed primate of 576 km/h , i assure you when the camera did shot from the first person view i didn't saw anything
    just image run at 800km/h into a vehicle, we are just humans, i think the limits of reflex just stop way before those speeds, one thing is to go at mach 2 speed within an aircraft at 5km quote, into the open sky, but most important in the straight, another is run at 5m from the ground in close circuits , with turns, hairpins, chicanes, tunnels ans so on...
    do you expect to do it at 2times speed of sound and respect the law of physics? no way.
    Last edited by darkfaerytales; 12th May 2009 at 02:52 AM.

  16. #696
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    Quote Originally Posted by darkfaerytales View Post
    ... but most important in the straight, another is run at 5m by the ground in close circuits , with turns, hairpins, chicanes, tunnels ans so on...
    do you expect to do it at 2times speed of sound and respect the law of physics? no way.
    Yeah right. And that's the reason why I wrote 'physical touch'. What I
    wanted to say is that WipEout HD's crafts do have a non-trivial handling
    that depends on speed. Hence, SL tried to incoperate a sense of reality
    into WipEout HD. And getting the handling right, at a given speed, isn't
    that easy. I guess, a lot of F-ZERO fanbois would cry out if they had to
    race an 8 player race at SUBSONIC, MACH 1, or even SUPERSONIC speed,
    weapons on, using slightly different versions of the zone craft each. xD

    Of course, WipEout HD lacks content and variety compared to F-ZERO, but
    comparing WipEout HD against F-ZERO is like comparing NFS [~ F-ZERO]
    against GT5P [~ WipEout HD].

  17. #697
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    that's a bit hard for WO ^_~

  18. #698
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    Quote Originally Posted by ProblemSolver View Post
    Yeah right. And that's the reason why I wrote 'physical touch'. What I
    wanted to say is that WipEout HD's crafts do have a non-trivial handling
    that depends on speed. Hence, SL tried to incoperate a sense of reality
    into WipEout HD. And getting the handling right, at a given speed, isn't
    that easy. I guess, a lot of F-ZERO fanbois would cry out if they had to
    race an 8 player race at SUBSONIC, MACH 1, or even SUPERSONIC speed,
    weapons on, using slightly different versions of the zone craft each. xD

    Of course, WipEout HD lacks content and variety compared to F-ZERO, but
    comparing WipEout HD against F-ZERO is like comparing NFS [~ F-ZERO]
    against GT5P [~ WipEout HD].
    indeed, in f-zero such basic elements like cetrifugal force don't even exist, not talking about the air friction, the " ships " profiles have zero aerodynamics, things like the aerodynamic drag would crush those kind of vehicles at such speeds they pretend to run in f-zero

    2000km/h + air pressure at that speed + bath tub profile vehicle = CRUSH

    i understand those are only games, but a little bit of credibility and solidity? anyone?

    Quote Originally Posted by eLhabib View Post
    Hmm, I dream of boobs and surfing and huge robots and stuff. Well, mostly boobs, but still...

    Transformers revenge of the fallen? revenge is comming?

  19. #699
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    Quote Originally Posted by eLhabib View Post
    Hmm, I dream of boobs and surfing and huge robots and stuff. Well, mostly boobs, but still...

    +1 to rep for that, it's made my day.

  20. #700
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    The cat's out of the bag guys.

    Due for release 2009 .

    WIPEOUT XL for PS3 as listed on IGN's new releases due list.

    And at a price of $28 I think this will be a Download only.

    http://au.ps3.ign.com/objects/143/14346729.html

    But it's got a release date of DEC 31st ....
    I hope that is wrong.
    Last edited by blackwiggle; 17th May 2009 at 02:44 AM.

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