The first is a pointer at the bottom of the screen indicating where the nearest racer behind you is and how close they are. While the HUD is incomplete, we should touch on a couple of aspects that are currently in it, as they may well make it into the final game, just in a slicker form. While the surroundings are already looking great, we've been told that there are a number of unfinished assets included, and that there will be more activity in the surroundings, so we can only expect things to look better on final release. Who would have thought beige could look so cool? The code we played is still very much a work in progress - the look of the HUD and the cool pulsing honeycomb shield effect, as well as the weapon effects, aren't finalised, nor is the balancing of the AI. The intense glare from the sun in some sections is nicely contrasted by the shadows stretching across the course and the more muted colour palette. The vibe is much more muted - you're racing through more complex turns set high up amongst the tall buildings of a far more drab, even industrial city. Which course is this? Remember the 'Robots Build Robots' sign on that big sweeping turn? That's the one. Same deal for Chenghou Project, although this course has a completely different aesthetic and course design. It's pretty faithful to the Pure version in terms of the environment and course design (so yes, the nifty little boost pad laden shortcut is still there), but the far higher resolution textures and big screen presentation really ups the immersion levels. Designed for speed rather than technical turns, Anulpha Pass doesn't really require use of the airbrakes at all, instead focusing on smoothly leaning into its corners at speed. The entire setting seems to be custom built for the race, with huge grandstands of cheering AG racing fans and what appears to be a honeycomb array of VIP viewing areas curving around the outside on one building. Plus, almost every structure has neon blue rims, emphasising that you're racing in the crazy Tron-esque future. ![]() Anulpha Pass practically jumps out of the screen - as you scream along the course, the neon blue strips on the road surface turn and wind hypnotically with its curves, while cheery bright billboards seem to lean in alongside you, further increasing the sensation of speed. In fact, while we were only able to go hands on with a very limited demo of the game, both the courses - Anulpha Pass and Chenghou Project - were from Pure, and they both looked fantastic in their 1080p, 60fps incarnations. We suspect that - purely for ease of translation - it will be the former. It's not clear at this stage whether all the courses will be pulled from Pure and Pulse - the two PSP incarnations, or whether it will also have courses from earlier console-based WipEout titles. HD isn't an all-new WipEout game, instead taking its cues from WipEout games past.
0 Comments
Leave a Reply. |