Page 5 of 8 FirstFirst 12345678 LastLast
Results 81 to 100 of 145

Thread: Pulse Concerns

  1. #81
    Join Date
    Jan 2004
    Location
    Ireland
    Posts
    1,242

    Default

    Well I still love Pure. Like the first three games, I can see me going back to it over and over again regardless of how good Pulse might be.

  2. #82
    Join Date
    Mar 2002
    Location
    Central Scotland
    PSN ID
    stin_wz
    Posts
    3,778

    Default

    Amen to that and I still play pure.....weeeeell Original WipEout!

    stevie

  3. #83
    Join Date
    Feb 2002
    Location
    Stockholm, Sweden
    Timezone
    GMT -8
    PSN ID
    zargz
    Posts
    2,147

    Default

    The magnetic sections in fusion really sucked ..
    let's see how they gonna be in pulse. hoping for the best.

  4. #84
    Join Date
    Jan 2004
    Location
    Ireland
    Posts
    1,242

    Default

    They did and they're one of the reasons I really didn't like Fusion but the thinking seems different for Pulse and, as long as they're used really sparingly on just a percentage of the tracks, I don't mind. I just don't know how much the different thinking will impact on the actual gameplay - will it amount to the same thing? I hope not.

    And I don't think the team will be taking any steps backwards. Colin posted on it (I think in this thread somewhere) and really showed he knew where people were coming from in the disappointment with Fusion and wasn't out to repeat that.

    More than likely they'll turn out to be great fun.

  5. #85
    Join Date
    Apr 2003
    Location
    Florence, AL, USA
    Timezone
    GMT -6
    PSN ID
    blinky77
    Posts
    1,926

    Default

    Magnetic "sections" in Fusion? The whole track was a giant magnet. Hence the sticky, downforcey handling.

  6. #86
    Join Date
    Feb 2002
    Location
    Stockholm, Sweden
    Timezone
    GMT -8
    PSN ID
    zargz
    Posts
    2,147

    Default

    yeh, that too. What I ment was one second you are on the ground and next Baam! on the roof!!

  7. #87
    Join Date
    Apr 2003
    Location
    Florence, AL, USA
    Timezone
    GMT -6
    PSN ID
    blinky77
    Posts
    1,926

    Default

    Ah, the flip pads at Katmoda 12.

    I mean, Fusion to me had some really...interesting new things they tried and for the most part it turned to wasted potential, because a lot of it doesn't really fit in with the rest of the games.

    Loops and ridiculous vertical drops are one thing. Replacing speed classes with upgrade systems and throwing in terrain sections are another thing entirely, almost like an entirely different game. And that's if you don't include the downforcey handling characteristics.

    But that's just ranting about a past game, let's move on to Pulse now...

  8. #88
    Join Date
    Jul 2007
    Location
    In your closet
    Timezone
    GMT -6
    Posts
    491

    Default

    Magnetic sections can be good if you add a decent bit of challenge with it. Like on Moa Therma, that huge, sideways loop looks like a straight line at first. But there is a section on it where two pieces of track meet so closely that the track indents, and thus, the track gets narrower. I would hate to be launched head-first into that peice of track.

    Placement of speed-pads can also add challenge. I remember on XGRA (another futuristic game with magnetic sections) that, on one corkscrew, you had to continually alter positions to get good speed. It was quite difficult.

    Thats my word. What do yo think?

    Another little thing: I saw on Moa Therma a mag-strip that is perfectly level with the ground and undulates. Is this just to keep the ship from jumping around?
    Last edited by Dr. Angryman; 14th July 2007 at 09:27 PM. Reason: Info

  9. #89
    Join Date
    Mar 2002
    Location
    Washington, USA
    PSN ID
    Hybrid_Divide
    Posts
    897

    Default

    Ok guys, I do know I was the one who started this thread, but most of my concerns have already proven unfounded. Feel free to let this rest at any time.

    I'm already drooling over Pulse / Pure.

    About the only thing I'd wish for now is to get "3...2...1... Go!" back.

  10. #90
    Join Date
    Jan 2004
    Location
    Ireland
    Posts
    1,242

    Default

    Well it's there visually, on the video on IGN. The announcer is still just saying 'Ready, Go' but Egg said the sound is still being worked on so who knows. Maybe you'll get your final wish!

  11. #91
    Join Date
    Feb 2002
    Location
    Stockholm, Sweden
    Timezone
    GMT -8
    PSN ID
    zargz
    Posts
    2,147

    Default

    Quote Originally Posted by Vagrant Logic View Post
    About the only thing I'd wish for now is to get "3...2...1... Go!" back.
    For me "3...2...1... Go!" especially in wo3 and SE is the Most Annoyin, Whining ang Ugly sound Thath could Ever exist!!!
    Every time i race TT and make a mistake somewhere and have to restart OMFG!!
    I think there's not a happier wipEr than me that that's gone!
    Not to speak of the times when I was playing and a gf or my mom would scream from the next room:
    'Are you playing that awful game Again!!!'

    And I hope it'll Never Ever come back!

  12. #92
    Join Date
    Jan 2004
    Location
    Ireland
    Posts
    1,242

    Default

    I can't see how the repetition of 'Ready... Go!' would be all that different.

  13. #93
    Join Date
    Feb 2002
    Location
    Stockholm, Sweden
    Timezone
    GMT -8
    PSN ID
    zargz
    Posts
    2,147

    Default

    well, imo ofcourse .. it's not as the "3 2 1 Go!"s (wo3 & SE) eight years old little (spoiled brat ) girl pitch!
    Two nights ago I was playing the CarbonisV challange and you know how hard it is to get the turbostart in wo1
    so I had to restart alot and despite of the Much less annoying contdown, coz of the lower male pitch, I did have to take a break..

    Another point is (right now I'm looking at the motoGP) - in most Real races you have red light(ready) then green light (Go)
    This, to me, gives the 'Real' feeling to wipEout that we've been talking about in other threads.
    Another thing I liked with Fusion (it has it moments).
    Also the announcers voice is not too loud and afaics & hear, there's no sound whatsoever in motoGP and F1 starts, right?

    As we're still talking about the starts, I think between Ready and Go there should be a random space of time, let's say 2-4sec.
    That way, as in real life, a good start would only depend on the reaction of the racers and not of the timing imposed on you by the game.
    At least this could be a feature in the Multiplayer mode!
    Last edited by zargz; 15th July 2007 at 12:57 PM.

  14. #94
    Join Date
    Jul 2007
    Location
    In your closet
    Timezone
    GMT -6
    Posts
    491

    Default

    Come to think of it, I do notice that the "GO!" sometimes takes a bit longer in some races (or maybe it's just me, psyched out before a race.)

  15. #95
    Join Date
    Mar 2004
    Location
    East Lothian, Scotland
    PSN ID
    Rapier_Racer -OFW-
    Posts
    3,233

    Default

    No it's designed like that just to make it a little harder for you to get the turbo start, I think that was the idea, it doesn't work anyhoo

  16. #96
    Join Date
    Jan 2004
    Location
    Ireland
    Posts
    1,242

    Default

    I thought the timing of the Go was consistent in Pure. It definitely wasn't in Fusion. No idea about Pulse but I would have thought because they've added a visual countdown, it's unlikely that the timing fluctuates.

  17. #97
    Join Date
    May 2007
    Posts
    558

    Default

    just been looking at some screens on ign and pulse is really really colourful, with neon in every screenshot. Not so big on the way it looks. might play good, but i'm hoping not all the tracks look like this.

  18. #98
    Join Date
    Jul 2007
    Location
    In your closet
    Timezone
    GMT -6
    Posts
    491

    Default

    Personally, I'm fine with the design. I think what SL is trying to do with the design of the world is to emphasize the fact that it is after Pure. It looks more abstract and more artful, and thus, seems even more futuristic.

  19. #99
    Join Date
    Dec 2005
    Location
    Sol 2
    Timezone
    GMT -5
    PSN ID
    Airrider1
    Posts
    261

    Default

    I'm also fine with the design. Thankfully, they also apparently give you nice little text on the track that tells you where Maglock sections begin and end. So handling...I'll bet it'll be fine.
    Last edited by Airrider; 26th July 2007 at 08:32 PM.

  20. #100
    Join Date
    Apr 2003
    Location
    Florence, AL, USA
    Timezone
    GMT -6
    PSN ID
    blinky77
    Posts
    1,926

    Default

    We've had a lot of USA desert/canyon type tracks like Arridos IV, Anasazi, and Florion Heights.

    How about one in the Sahara? (or is that coming in a download pack three weeks after the game's release?)

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •