.: 1 September 2005Mode(s),Wipeout Pure (stylised as wipE'out pṳrE) is a futuristic developed by and published by for the. It was first released on 24 March 2005 in North America, on 7 April 2005 in Japan and on 1 September 2005 in Europe. In North America and Europe, it was a launch title for the platform.It is the sixth installment of the.
WipEout has been at the forefront of racing on PlayStation® and WipEout Pulse on PSP® proves to be no exception to this rule. It offers a racing experience beyond that of reality, which has been fined tuned to perfection over the years, letting you take the helm of an anti-gravity racer, hurtling at speeds in excess of 600mph.
The game takes place in the year 2197, exactly 100 years after, and revolves around players competing in the FX300 racing league. Developed by Liverpudlian SCE Studio Liverpool, production of Wipeout Pure started in August 2003 and lasted until early 2005. Throughout development, the team created entirely new and other algorithms which sped up the development process in time for the PlayStation Portable's North American launch.The game received positive reviews from critics upon release. Reviewers unanimously praised the graphics, track designs and general aesthetics; however, some noticed occasional frame rate fluctuations. From left to right clockwise, the interface displays lap time, current weapon, shield strength and number of laps.Wipeout Pure is a racing game which is set in the year 2197, exactly 100 years after the events of, and revolves around players competing in the FX300 racing league.
Players control anti-gravity ships which are owned by racing corporations (effectively referred to as 'teams' in-game). There are a total of eight teams featured in the game, with one ship available for each. Every ship has different characteristics, for example each ship has variations in handling, thrust, maximum speed and shield strength. Each craft is equipped with an energy shield which absorbs damage sustained during a race; energy is lost whenever the player's ship collides or is hit by weapon fire. If the shield runs out, the player's ship will explode and is consequently eliminated from the race. However, the player may replenish energy by absorbing weapon pick-ups.In addition to shielding, each ship has which can be utilised for navigating through difficult corners at high speed.
The game also features several weapons which can be used against opponents, although some weapons have defensive purposes. For example, an autopilot will give control of the player's ship over to the computer for a short period of time, and shields can be used to protect the player's ship from all damage, albeit temporarily. Offensive weapons include rockets, missiles, plasma bolts and mines.
Game modes include a single race, tournament, time trial and an exclusive 'Zone' mode, which revolves around survival as the player's ship increasingly accelerates to extreme speeds. The game also features an online multiplayer mode in addition to, which features new ships, tracks and music. Downloadable content Wipeout Pure was the first PSP title to support including extra vehicles, tracks, and artwork free of charge via the Internet. Packs of downloadable content were made available every month for six months. There are three main packs available, in one form or another, in all regions where DLC support was made available: Gamma, Delta, and Classic. In addition, there are also a number of region-exclusive packs that are only available for a specific version. DLC packs are not cross-compatible.
They were released on the Wipeout Pure official site, which was eventually shut down, but have since been preserved through third-party websites. Also, certain DLC packs contained extra songs to the game's soundtrack.Region differences To compensate for the delay of the launch in Europe, both for the PSP and its games, Studio Liverpool added a few new features to the European version. Wipeout Pure supports game sharing which allowed owners of the European version of Wipeout Pure the ability to send the demo version over Wi-Fi to other PSP owners who do not own Pure. This gives said players the ability to have up to 8-player games with only one copy of the game (but limited to the demo tracks).
Another feature added was the playable demo for and a movie demo. The Fired Up demo also supports game sharing for multiplayer with up to 7 friends who don't have Pure or Fired Up, but only on the 'Junkyard' and 'Arctic' levels.
Finally, the European release contains four exclusive tracks available via download. These are named the Omega League.
Aside from the American, European, and Japanese versions, there are two more versions: a Korean version with downloadable content support but no available downloads, and an Asian version which includes no download feature. Also, there was a demo for the game, which came bundled with the UMD release of the 2005 film,.
Development Wipeout Pure was developed by Liverpudlian developer. Pre-production of the game began in August 2003 and full production occurred in October of that year, with only two staff members working on the game at that time. The team received development kits for the in August 2004; by this time the development team had grown to twenty people. Dave Burrows, one of the original two staff members who conceptualised the game, reflected in a retrospective 'post-mortem' that the studio had to learn from their previous mistakes with their predecessor,. Burrows cited that one of the principal difficulties the development team faced was that the team's artists and designers were 'fighting almost all of the time'; designers would first design a track for the game, then pass it over to the artists whilst the former were still making adjustments to it. Burrows also recalled that the developer's editing kits required many hours worth of 'tweaking', which ultimately did not result in a smooth workflow.
We needed the dynamics, user interface, A.I. And core elements first so we can get in and test. Not in a finished state, but in a state that is at least basically playable.Dave Burrows explaining the studio's development process in a retrospective 'post-mortem'.During development, the team set out to make the game playable for testing as soon as possible.
Burrows explained that Studio Liverpool were forced to create a 'entirely from scratch', along with dynamics, and core elements before testing could commence. Development of each of these aspects were split into six-week cycles; Burrows stated that instead of the team spending six weeks designing and perfecting all the weapons in-game, the team spent three days designing weapons individually rather than simultaneously. Burrows recalled that whilst developing Wipeout Fusion, Studio Liverpool found that half of their time was being 'soaked up' by building a user interface for their editor.
As the team knew that Wipeout Pure would have to be shipped out in time for the PlayStation Portable's release, the decision was made to create new plugins for their software, in order to save time during development.After creating custom plugins for the software, Burrows claimed that the team could create and test entire race tracks within five minutes. The custom plugin used for creating tracks consisted of a 450 kilobyte file, which contained polygon subdividing and data on artificial intelligence, effectively cutting down the time to create tracks from six hours to five minutes.
In order to the play the game as soon as possible, the team developed the user interface in the markup language, which allowed revisions to be made for the content at any time. However, Burrows recalled that the only downside to converting everything to XML was that the game was always in danger of becoming too large for the PlayStation Portable's.
The game's cover art was designed by Popgun, who also designed the logos for games released by.In order to showcase the PlayStation Portable's capabilities, the team had to develop a download system that could provide the game with future, which included new tracks, music and ships. In addition, Burrows realised that new downloadable content had the potential to bring in more revenue for Studio Liverpool. In order to achieve this, the team had to find a way to bypass the problems involved in getting the PlayStation Portable to recognise download files. The solution required the use of game data to a valid format recognised by the PlayStation Portable; in which a dummy file would be used on a web-based application. This section needs expansion.
You can help., p. 3., p. 11., p. 8. ^ O'Donnell, Ryan (18 March 2005). Archived from on 13 May 2016.
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The best way to describe WipEout Pulse is as a marriage between two of my favorite franchises: Mario Kart and F-Zero. I know this sounds a little awkward, but let me explain. F-Zero is a futuristic racing series that is pretty fun.
The only trouble with this series is that most people find it way too difficult to play, and most F-Zero titles seem inaccessible to most average gamers. That is where the Mario Kart comes in.
Mario Kart is known for its approachable and fun gameplay. This marriage may seem a little strange at first, but once the awkward phase is through you'll find yourself rather addicted to the joy that is WipEout Pulse.Much like the other WipEout games, WipEout Pulse has a vast array of ways to play. The main mode of the game features different 'grids,' which represent subsequently more difficult tracks. You have four main levels, each with their own racing teams and stages. Tracks are shared between the different levels, but because there are so many different ways to play the tracks don't seem repetitive. Tracks also feature boost pads and special weapons that you can pick up.
The weapons selector is generic and completely random (much like the question boxes in Mario Kart), and you never know whether you'll get a short supply of mines or a giant laser that zaps the energy out of your opponents.Gameplay, as I mentioned before, is very accessible for a futuristic racer. That is not to say, however, that this game is easy. The game features speeds up to 700 MPH and tracks with steep hairpin turns. You'll probably have to play through different levels multiple times before you get the hang of each level.
But once you learn how to take the turns and find where all the different power-ups are, you'll master the different courses in no time. WipEout Pulse also features several different ways to race to keep the gameplay engaging. Of course you have your straight-up races where you and up to seven other opponents vie for the top spot. These races are probably the most exhilarating because you need a combination of speed and weaponry for success.
But as fun as this mode may be, even I can admit it is a little generic. The most novel of the new modes is a survival type mode where your car is constantly upgrading speed levels and you have to clear different course 'zones' and see how far and how fast you can survive.Another hallmark of WipEout Pulse's gameplay is its speed class system.
This system features different race teams that can race at different speeds. Although this might sound a little weird, it is surprising how much the different speed classes change the gameplay. When you are racing with a very high speed class, weapons become unimportant, and aggressive driving becomes a moot pursuit. But when you're driving in a slower speed class, the opposite becomes true. In order to speed past the competition, you will have to drive aggressively and utilize all your boost and weaponry power to your advantage.