![]() Given the buzz around Wipeout, its developers would have been aware of its success even if they hadn’t left their Liverpool office, but they made a point of marking the occasion. ![]() Gaming had been quite niche, then the PlayStation - and Wipeout - were instrumental in making it really big." ![]() A lot of people absolutely loved Wipeout because of its music that really hit a nerve. "It was bringing in that fusion of graphic elements, gameplay and music. "The styling wasn't that far removed from the stuff that we had done before, the Psygnosis output was very sci-fi/futuristic, but then Wipeout was a real shift," Nicky reviews. The race to model courses was driven by the European PlayStation launch, which came nine months after work on Wipeout had started, at which point it became the system's killer app. We could do elements of that when you got a very close view, but where you got a wide view we needed something big that wasn't going to take us forever to model." "Whereas if we had made a big city there would have been a lot of detail we'd have had to put in there to make that believable. "There were questions about how we could make big things quickly, and I think Nick suggested that a track might be heading inside a mountain," Nicky ponders. This leaning toward rural locations was driven by expediency as much as design, so much so that all but one of Wipeout's tracks was set in a natural environment. ![]()
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