Yeah, but first they'd have to figure out a way to get rid of all the excitement :turd from the cockpit made by pilots. :lol:
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Yeah, but first they'd have to figure out a way to get rid of all the excitement :turd from the cockpit made by pilots. :lol:
@ Colin: ok, i understand. I was wrong, ok, but the point is the same... who is the ship-designer now? why they [sony and so on] took him?
bah...
They were done by several people, including guys who have worked on earlier versions of Wipeout, going back to 2097 in fact.Quote:
Originally Posted by feiyen
Of course you are entitled to your opinion, there are always going to be ones you like and ones you dont, personally I choose my ship based on how it handles and plays rather than how it looks, but I think most of the ships look amazing, you really need to seem them 'in your hand' to get the best look at them.
As for the notion of the Music and Graphic design being as important as the gameplay, everytime I read that, or hear that - a part of me dies and I wonder if I should just make Music videos :cry:
Surely the main point on ship design is that True player play internal anyway :D
All I know is that I saw a screen of Pirhana from behind and it looks a lot like a smooved out version of the Wip3out version which was, on record, my favorite ship design in the series, for some strange reason. When I'm rich, my first stop is to West Coast Customs with some pictures of that Pirhana and orders to turn my Scion Xb into a direct replica.
I don't think it's that people undervalue the work gone in elsewhere. tDR are percieved to have given the series a part of its aesthetic identity, and for me, along with the changed handling, their absence was felt in Fusion from a stylistic standpoint.Quote:
Originally Posted by Colin Berry
Having said this, I love what the current team has done with Pure. The series identity most importantly feels as if its come back. Everything from the menus, the HUD, the attract sequence etc. all have that minimalist futurism that's so important (for me) in establishing the series' atmosphere. To be honest, you really can't tell the touch of tDR is missing from what I've seen of Pure. The design is that concise and on the money.
All the subtle, underplayed intelligence, not to mention the distant, clincal feel that's always given the Wipeout universe its mystery, seem to be back. :)
Fusion felt too explict and turned on a tangent in comparison.
I don't think people really mean to under-appreciate the work by Psygnosis or Sony Leeds and Liverpool... and perhaps tDR were given more credit than they were worth, but along with the handling... that sublime and wonderfully muted and mysterious feel the series was always renouned for...
it's really good to see it back in full flow.
For me, Wipeout hasn't returned to its roots for six years. It's a long time, and in a sense welcoming Pure is like welcoming a new Zelda or Mario title. Something wondeful on the verge of realising its old identity again.
As a question, has Sony ever considered giving the game's universe more licence in the form of a GTA/RPG styled title? It'd be amazing to think what it'd be like to explore more of the world that forever seems to exist on the fringes. :)
In any case, I can't wait to read more reviews of Pure. I think this is the game which is going to persuade me to finally crack and import a US PSP.
People love shiny things and nice noises, but gameplay is what will have them playing it years from now.Quote:
Originally Posted by Colin Berry
Music videos heh... :lol:
FOR me it's important... i'm not saying that without a good gameplay the game will be good... i'm saying that i want a good gameplay AND a good design. And these crafts aren't good.Quote:
Originally Posted by Colin Berry
Oh... so you can make green/fucsia rounded child toys... :roll:Quote:
Originally Posted by Colin Berry
In the case of Wipeout though, I don't think the distinction is easily clear cut.
What baffles me about gameplay, is this emphasis that it's always separate from the asethetic design of a title. Atmosphere is important in helping to place the desire to progress in a title or come back to be intoxicated by certain aspects that help enrich the play experience.
Just as easily as gameplay, atmosphere can be developed by elements such as graphics or sound. Wipeout has always been in my opinion about getting in the zone and switching off. Eventually, you just kind of melt and absorb into the gameplay... I feel the minimalist and clear design helps players to more easily do that.
From a design point of view, with the right handling, a game's atmospheric sensibilites can be enriched by its various elements, which in turn aren't necessarily always play-related in the strictest sense.
This is why it's hard to define in my view, because gameplay isn't a separate device from the elements which represent it for us.
Agreed it is not easy to separate, and without the stunning visuals and music and sfx pure wouldnt be what it is, but look at fusion.
It had lovely visuals, nice enough graphic design and music, but didnt play as well as it could have.
If the music and graphic design had been even better, it still wouldnt have compensated for the gameplay ending up unbalanced and weapon heavy
True. Gameplay is certainly (overall) more important to design than the surrounding elements representing it.
I suppose its about balance... perhaps a slightly obvious example would be a lot of EA Sports titles, where the emphasis on 'slick' presentation can at times feel over cooked, and almost an apology for a lack of depth in some areas.
What Wipeout historically has achieved well is a balance between minimliast design and highly focused gameplay. It was always very easy to get into and lose yourself in.
I think if Pure can recapture that essence, that marriage between gameplay and presentation in terms of balance, then it's more or less going to be the PSP's key first generation title.
feiyen, apologies if i came across as harsh or arsey btw, i didnt mean to :)
its just TDR get so much praise and yet our in house graphic design lads have done a great job on this one.
I can echo that on presentation alone. The menus I've seen look absolutely gorgeous, and I'm quite infatuated with the new logos.
Special Bonus Props:
The cover iconography for 'Multiplayer', 'Memory Card Needed', and (my favorite) 'Downloadable Content'. All design ought to be this slick while being ever so functional.
colin, i understand.
the tracks seems to be very good, also the general design... but you are wrong about the crafts.
Take me! :D
Take me for the next wipeout, i'm a noob with 3d graphs [only a basic maya knowledge], but i'm good in 2d design. I can make stylish crafts for you. For free T_T
lol... ok. Stop whining, feiyen.
hope for the next wipeout ;_;
And don't forget the attract sequence. The best since Wipeout 2097.Quote:
Originally Posted by BenjaminBirdie
The key thing is tDR's absence isn't felt from what I've seen of Pure.
If anything, it shows that the series isn't reliant on their presence to help form an identity, because the design is just...
You can tell in five seconds flat from looking over a few screens that Wipeout has properly returned in terms of its individuality.
Oh yeah, and whoever brought Photek and Cold Storage back deserves major kudos.
Photek's Third Sequence defined 2097's soundscape for me.
feiyen, you're pissing me off a bit! do you really think you can pull off better craft designs than some of the guys who have worked on W'O'' for...like...EVER!?
Give those artists the respect they deserve, and stop whining!
And to StudioLiverpool and everyone who is involved in Pure: I LOVE YOU. Seriously, I do. I have been waiting for the comeback of true W'O'' for years!
yes.Quote:
Originally Posted by eLhabib
i think i can do crafts better than pure's one.
am i wrong?
maybe... i still think that.
Anyway... it seems here no one can say something in Pure isn't good, so i "stop whining" :roll:
On the next wipeout, please, put some goodlooking crafts.
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the person who owes an apology to someone is not Colin, but feiyen, who is behaving like the typical ignorant adolescent who worships Designer's Republic without even knowing what they did and did not do. i would be a good deal less tolerant of such uninformed personal bias pretending to be universally applicable Truth. Colin was a model of forbearance in this instance; but having dealt with this kind of arrogant ignorance so many times, i will be less forbearing.
feiyen, ship design is a matter of personal taste; who the **** are you to say that designs are ''bad'' or ''good''? you can say which ones you like, and which ones you do not like, but do not make the mistake of assigning an absolute value to a design or to your own opinions. you have now behaved like an idiot troll and inflamed the more rational people here to respond to your unjust accusations and assumptions, and consumed their time and mine, and by doing so have insulted all of us, but most particularly Colin. i demand that you apologise to him NOW.
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Aaah dont worry about it. He is entitled to his opinion and I'm pretty sure people will say worse things :)
we are all big enough, daft enough and thick skinned enough to take it.
The only thing that bugs me is when people think TDR was responsible for almost everything in the first three games. They werent, and that does down the great work the liverpool and leeds teams did on those games (I didnt have any part of them btw)
What TDR did was good, but they didnt do everything that was good :)
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i appreciate your large and tolerant spirit, Colin, but it is my duty, as i see it, to maintain a level of intelligence, rationality, and civility on this forum. if this ignorant little twit does not apologise, he will be banned from the forums.
[and yes, i realise that i may be departing a bit from strict civility by the intensity of the language i used; i react badly to persistent fools and do not tolerate them]
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