The 2097 handling couldnt return even if we wanted it to because the code no longer exists Personally I love 2097 but I think its what it was then, and well, it is a hard handling model that would probably reduce the appeal and accessibility of the game somewhat and in turn means reduced interest and the series ends if it doesnt sell. I do continue to work on the handling though, but it needs ever balancing between old style and being accessible, coupled with my own feeling on what feels nice. I do think our Airbrakes have space to develop and improve into though, I have tried several times to replicate the airbrakes from 2097 with no joy yet Though the HD airbrakes being analog are lovely. I'm still tweaking the HD handling too - It is 'based' on the Pure / Pulse system but its tweaked for HD, not massively but its a little different, though subtley so. thing is I could spend months tweaking it but at some point you have to stop, so you can get on with making the rest of the game
I know for some people they see this as a dampening down of Wipeouts hardcore roots, but the truth is games have to sell, if they dont, the series ends. the early Wipeouts were well respected but did not sell in big numbers. These days the costs are higher and the games need to sell accordingly, which means making sure your game is accessible and appealing to a broad market not a niche market. The only team in sony that gets away with niche games as such is the ICO team, we have to sell. wipeout has to sell, if it doesnt it dies (as it is it is a niche of a niche - futuristic + racing games - there arent many because it is niche and risky - Wipeout wont ever sell 5million like Burnout / NFS double niche is tricky) . Thats why we can never make it for the hardcore only or even get too single minded - I'd like to make 'Colin Berrys Wipeout', but I cant, I have to bow and bend on certain things for the overall sake of the game and its appeal. Thats the reality for 99% of game developers to be honest. You want people to enjoy your game, you want it to sell and you never want to abandon the loyal fanbase but you want to expand it because you need the game to sell. Its a juggling act and the reality though some may disagree, is that the handling model is a contentious issue in Wipeout, for some Pure and Pulse are WAY too hard, for others they are too easy for some the handling model isnt what it once was and its 'too easy' for others the control of these things remains impossible.
We also cant make every object solid in a scene as it massively increases the poly count (each object has 'art' polys and separate collision polys) and also means too many calls are done to the collision system -- putting collision on everything in short means something else has to be sacrificed, probably visuals, ergo we came up with the cage system for Pulse, retain visuals but not allow the player outside of a 'cage' that we specify
hrm thats a lot of waffle