Overview

Wipeout Pulse is the second installment of the Wipeout franchise on the Sony PSP. Features include the ability to create and store your own customized race campaigns, infrastructure and ad-hoc multiplayer races with up to 8 competitiors, the ability to customize and create your own custom ship skins and use them in races, and a new campaign feature. The game takes place in the future, where players race around in anti-gravity ships along tracks that weave through cities. Weapons and speed-boosts are two main race features, adding shield management and effective attack usage to general strategies. As with other WipEout titles, the game focuses heavily on speed, reaching far beyond 750 kilometers per hour (in-game).

Wipeout Pulse (stylised as wipEout pulse) is a futuristic racing video game developed by Studio Liverpool and published by Sony Computer Entertainment for the PlayStation Portable.It was released in December 2007 in Australia and Europe, and in February 2008 in North America. A PlayStation 2 port was released in Europe in June 2009. The game is the seventh installment of the Wipeout series. WipEout Pulse Download PC, PS4, PS5, Games - WipEout Pulse is the second WipEout game on the PSP platform, featuring all-new tracks, songs, updated graphics and HUDs, and new Infrastructure features such as custom ship skin editing (through the WipEout website) and a host of new Downloadable Content. WipEout Pulse (Promo) WipEout Pulse: WipEout Pulse Auricom Pack (DLC) WipEout Pulse Harimau Pack (DLC) WipEout Pulse Icaras Pack (DLC) WipEout Pulse Mirage Pack (DLC) WipEout Pure (v1.01) WipEout Pure (v1.02) WipEout Pure (v1.01) WipEout Pure (v1.04) WipEout Pure (v2.00) WipEout Pure A7 (DLC) WipEout Pure Classic Pack 1 (DLC) WipEout Pure.

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Campaign

Grids


WipEout Pulse's campaign is comprised of 16 'grids', displayed in groups of four hexagons. Grids are completed by earning points in events located inside of them, known as 'cells'. Grids are graded in a fashion similar to sports competitions, with Bronze, Silver & Gold ratings. Grids have a minimum amount of points necessary to unlock the next grid with a bronze rating. Achieving a gold rating requires a gold rating in every Cell within the Grid. There are 12 numbered grids (Grid 1, Grid 2, etc.) and four final 'Phantom' grids (Phantom Grid 1, Phantom Grid 2, etc.). Each Grid lays out Cells in a unique pattern.

Cells


Cells are events located inside of Grids. They are identified as hexagons, which are colored with bronze, silver, gold, or empty based on event completion. Cells are spread out in a pattern-like arrangement, with only 1-3 center cells unlocked. Each cell contains one event type and one map type. In order to unlock the other cells within the grid, the player must complete already unlocked cells. This causes every adjacent cell to be unlocked for use. Every cell awards points for completion based on performance. 1 point for a bronze rating, and 3 points for a gold rating. A grid is completed minimally when a sufficient number of points are garnered from cells.Wipeout Pulse Dlc Download

Events


There are 7 events known as Race Types in WipEout Pulse.
  • Single Race- A standard race on a map with a full grid of opponents that usually includes weapons and pick-ups. Medals are awarded on a Place basis, 1st is Gold, 2nd is Silver, 3rd is Bronze.
  • Head-to-Head- Head to Head races are against only one other opponent. They vary between speed competitions and weapon/pick-up based competitions. In the single player campaign, no weapons are allowed.
  • Tournament- A multiple-race event against full grids of opponents. Points are awarded per race based on position, with 8 points going to the leader, and 1 point going to the ship in last place. Medals are awarded at the end based on point totals. There are generally 4, 6, or 12 races per grid in the single player campaign.
  • Time Trial- A single-ship race against a timer on one map. Beat a race within a certain amount of time to win. A running ticker displaying what medal you are currently on track to receive is displayed in the bottom left corner throughout the event.
  • Speed Lap- A single-ship race with 7 laps, in which you strive to complete a lap within the given time to receive a medal. Loyalty Points are awarded for all laps in this race, not just the winning laps.
  • Zone- An event that uses special ships with maximum stats no matter what team you're affiliated with, your ship accelerates automatically as you complete each 'zone', going from Sub-Venom to Super-Phantom speed levels. The objective of this event is to survive for as long as possible and complete a set number of zones before your ship is destroyed.
  • Eliminator- A battle-type race with a full grid of opponents in which you vie not for position, but for the highest number of opponent eliminations before the race ends. This mode has several special super-weapons unlocked for it such as the disruptor and shiruken. In this game mode, you take damage at a much quicker rate and cannot absorb your weapons (pushing the corresponding button only gives you a brief shield). The object in the single player mode is to get ten kills.

Most events can be customized further in the Racebox, a game mode that allows you to create custom races and grids that can be exchanged with other players.

Multiplayer & Sharing

Infrastructure


Infrastructure in WipEout Pulse allows for up to 8 players to connect via WipEout servers and play together. The servers require registration and subsequent logins for access. Options for creating a game, joining a game, reading the game's End User License Agreement (EULA) and quitting the game are available from the main menu.

Game Creation & Joining


Creating a game allows for the choice of Race Type (Single, Tournament, Eliminator, etc.), Speed Class (Venom, Flash, Rapier, Phantom), weapons (on/off) and AI difficulty (if AI is turned on). Joining a game allows you to choose a speed class before displaying a list of available lobbies. Players then join a lobby and choose a ship/skin combination, while waiting for the Host to begin.

Ad Hoc & Game Sharing


Ad Hoc games allow for multiple players to connect locally, and use the same menu system as Infrastructure Mode. Game Sharing works with up to 2 players, allowing one without a WipEout Pulse UMD to download data that temporarily allows them to race against the game's owner.

Data Sharing


Data Sharing allows players with copies of WipEout Pulse to share data with other WipEout Pulse players over an Ad Hoc connection. Profiles, customized race Grids and tracks are shareable.

Teams

FEISAR

Origin: European Union
Motto: 'Race For E-Unity', 'The Future Is Euro'

AG Systems

Origin: Japan
Motto: 'A Friend in Speed'

Qirex

Origin: Russia
Motto: 'High Speed Revolution'Wipeout Pulse Dlc Download

Piranha

Origin: Brazil
Motto: 'With Added BITE!'

Assegai

Origin: United African Nations
Motto: 'Achieve'
Dlc

Goteki 45

Origin: Pacific Islands
Motto: 'Future Proof'

Triakis

Origin: Australia/Multinational
Motto: 'Three Times More Power'

EG-X

Origin: China/Finland
Motto: 'Linked Technology'

Tracks

  • Talon's Junction
  • Arc Prime
  • De Konstruct
  • Tech De Ra
  • The Amphiseum
  • Fort Gale
  • Basilico
  • Platinum Rush
  • Vertica
  • Outpost 7

Track Variations


Tracks in WipEout Pulse come in two variations, referred to as 'White' and 'Black'. These variations essentially determine whether you go around the track clockwise or counter-clockwise. Coloration also tends to vary for each map, as do certain pick-up or speed up bonuses along with Mag Strip placements. The track color is added as a suffix to the track name, such as 'Moa Therma Black' or 'Basilico White'. Some debate may ensue on whether or not each track should be counted seperately, allowing for a 24-default-track listing for the game, or as the same map, which would limit it to 12 original maps. The official listing refers only to 12 tracks.

Soundtrack

  • Aphex Twin - Fenix Funk 5 (Wipeout Edit)
  • Booka Shade - Steady Rush
  • B-Phreak & Groove Allegiance - Break Ya Self (Wipeout Remix)
  • DJ Fresh - X-Project (100% Pure Mix)
  • Dopamine - Flat-Out
  • Ed Rush, Optical & Matrix - Frontline
  • Kraftwerk - Aero Dynamik
  • Loco Dice - City Lights (Martin Buttich Remix)
  • Mason - Exceeder (Special Mix)
  • Mist - Smart Systems
  • Move Ya! & Steve Lavers - Chemical
  • Noisia- Seven Stitches
  • Rennie Pilgrem & Blim - Slingshot (Wipeout Mix)
  • Shlomi Aber & Guy Gerber - Sea of Sand (Wipeout Mix)
  • Stanton Warriors - Tokyo
  • Skream - Suspicious Thoughts

Downloadable Content

Teams

  • Mirage
  • Icaras
  • Auricom
  • Harimau

Tracks

  • Vostok Reef
  • Edgewinter
  • Gemini Dam
  • Orcus

Wipeout Pulse Dlc Download Torrent


Currently, there are no plans to release the DLC outside of the UK, despite loading screens on the US version that advertise ships and tracks on sale at the download store. Relatively poor sales compared to that of Wipeout Pure may have been the reason for this, though no official statement has been released.

Critical Reception

WipEout Pulse garnered a wide range of review scores, ranging from 100's to a 50. Comments ranged from 'The visuals are terrific, with perfect lighting and great frame rates, and the music sticks to its pulsing electronica roots. Pulse, with its challenging gameplay and deep single-player campaign, is first and foremost a fan service to traditional WipEout fans, but newcomers will likely fall in love with the game, too, assuming they don't become too frustrated in the early going.' from WorthPlaying, to a quote from Hardcore Gamer Magazine stating 'The big question is whether or not you’ll have the patience to work through the initial frustration. Why would you choose to spend hours with a game you don’t like, after all, just so that you can someday begin to enjoy it? That sort of dedication shouldn’t be necessary, yet in this case, it is.' The MetaCritic average for the game is 82/100, and the bulk of the reviews gave scores in between 78 and 86.
Wipeout Pulse
Developer(s)Studio Liverpool
Spiral House (PS2)
Publisher(s)Sony Computer Entertainment
Designer(s)Studio Liverpool
SeriesWipeout
Platform(s)PlayStation Portable, PlayStation 2
ReleasePlayStation Portable
  • AU: 13 December 2007
  • NA: 12 February 2008
PlayStation 2
Genre(s)Racing
Mode(s)Single-player, multiplayer

Wipeout Pulse (stylised as wipEout pulse) is a futuristic racing video game developed by Studio Liverpool and published by Sony Computer Entertainment for the PlayStation Portable. It was released in December 2007 in Australia and Europe, and in February 2008 in North America. A PlayStation 2 port was released in Europe in June 2009. The game is the seventh installment of the Wipeout series and serves as a sequel to Wipeout Pure. It takes place in 2207 and revolves around players competing in the FX400 anti-gravity racing league.

The game was developed by Studio Liverpool. Production was centred around focusing on the feedback left by fans regarding Wipeout Pure, and improving on aspects where the development team thought they had failed in with the predecessor. The game features sixteen licensed music tracks from techno artists, including Kraftwerk. Wipeout Pulse received positive reviews upon release. Critics praised the graphics and presentation, although some criticised the repetitiveness and high difficulty.

Gameplay[edit]

Wipeout
From left to right clockwise, the interface displays the number of laps, the teams of competing players, speedometer, shield strength, current playing song, and lap time.

Wipeout Pulse is a racing game set in 2207, ten years after the events of Wipeout Pure. As with its predecessor, the game revolves around players competing in the FX400 anti-gravity racing league. Players pilot anti-gravity ships owned by racing corporations (collectively referred to as 'teams' in-game). There are eight teams in Wipeout Pulse, with one ship available for each – although the player eventually gains the ability to change the appearance of their ships.[1] Each ship has different characteristics; depending on the team chosen, its ship will vary in terms of handling, speed, acceleration and shield strength.[2]

Every ship is equipped with an energy shield which will protect the player from damage sustained from weapon fire or colliding with walls, although energy is taken away if this happens. If the shield completely runs out, the ship will explode and the player will be eliminated from the race.[3] In addition, the player's ship is equipped with air brakes which can be used for manoeuvring through difficult corners at high speed.[4][5] The game features a number of weapons which can be utilised to destroy other opponents or for self-defence. Defensive weapons range from shields—which make the player's ship invulnerable to damage for a short period—to land mines and stationary bombs.[6] Offensive weaponry vary from machine guns, missiles, plasma bolts, and a 'quake' – which comes in the form of a devastating earthquake that will damage all opponents.[7][5]

The campaign mode features sixteen grids divided into cells, each containing a separate event which varies from ordinary races to tournaments. Once the player finishes the event in a single cell, they will earn 'completion points' needed to progress to the next grid. Clearing a cell will unlock additional cells adjoining it.[8][5] Returning game modes from Wipeout Pure include single races, tournaments, time trials, and the 'Zone' mode, which involves the player's ship automatically accelerating to extreme speeds.[9][5][10] A returning game mode from Wipeout 3 is 'Eliminator', which revolves around a group of competitors attempting to destroy each other the quickest in a set amount of time.[5]

While the game only ships with twelve tracks, these can be driven both forward and backwards; the race's direction is marked by the suffix 'White' or 'Black' on the race's title (i.e. 'Talon's Junction White') and may show subtle variations depending on which way they are driven.

The game features a number of extras. Players can take screenshots of in-progress races at any time from the Pause menu in the PSP version. Players are rewarded for using the same team's ship over and over via a 'Loyalty' system which unlocks new ship skins. Players were able to create custom skins for any ships at the game's central website using an Adobe Shockwave-based client, which could be downloaded to the PSP by the creator and/or the public at large. Lap times and other records could also be uploaded to the game's website which features a global ranking leaderboard. Both features are no longer available as the site and the game servers were shut down.

A demo of the game was also released on the PlayStation Store on 13 December 2007, which included one track (Moa Therma) and one team (Feisar), as well as Ad-Hoc support for playing with users who purchased the full game (or owned the UMD).[11]

Expansion packs[edit]

Wipeout Pulse, like its predecessor Wipeout Pure, also has downloadable content packs that include new ships and tracks as well as new campaign grids. A total of four packs were released, each including a new ship, two track variants (i.e. a 'White' variant for a track and a 'Black' variant for another track, and in order to get all variants one has to obtain all four packs) and a new campaign grid named after the downloaded pack. These packs were available to download for the PlayStation Portable version for a price from the PlayStation Store in the European region only. All downloadable packs are already included with the PS2 port.

Development[edit]

Wipeout Pulse was developed by Studio Liverpool. Colin Berry, the lead designer of the game, stated in an interview that the team had received a lot of positive feedback from Wipeout Pure, and was willing to use parts of the feedback to 'help shape some elements of Pulse'.[12] According to Berry, some people had felt that the previous game was too difficult; the ships were considered too fast and the artificial intelligence (AI) too advanced, whereas others thought that the game was too easy and they wanted 'something more challenging to keep them coming back'. The development team also took steps to decrease the feeling of repetition, which was often cited as one of the main complaints of Wipeout Pure. In addition, the team altered the game's difficulty settings so that players were given the choice to change the speed of the game at any time, in the event that they 'got stuck'. Reflecting on this, Berry said: 'We want the people who buy it, to see all the game, we do not want to lock them out'.[12]

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During development, the team decided early on to focus on creating new content rather than bringing back old race tracks which were featured in previous Wipeout games. Berry, however, acknowledged that classic tracks 'went down well' and sought out the possibility of introducing them through future downloadable content (DLC).[12] Berry stated that by the end of Wipeout Pure, Studio Liverpool had designed almost 100 tracks as potentials to include in subsequent games, although the team were only satisfied with 32 of them. The remainder of the tracks were either disregarded or amalgamated into other games.[12] Berry reflected that the tracks using the same 3D computer graphics software as its predecessor meant that certain repetition appeared and caused the team to 'dry up on ideas'. The developers recognised that track design was an important aspect to the game, and also accepted the difficulty in designing a track that is both memorable and enjoyable. Berry felt concerned that the team were starting to repeat design features, and thus decided to create new variables to the track design: as a result of this, the team conceptualised the 'mag strip' – a section of a track which would feature artificial gravity so that a player could safely circumnavigate loops, steep slopes, and upside down sections.[12]

After the release of Wipeout Pure on the PlayStation Portable, rumours circulated that a port was in development for the PlayStation 2.[13] In January 2009, Sony issued a statement saying: 'There are over 9.5 million PS2s in the UK and we will continue to support this large userbase with software on an ongoing basis'.[14] The PlayStation 2 version was released exclusively in Europe in June 2009, featuring enhanced graphics, two-player splitscreen mode and all of the DLC.[15]

The game also features sixteen licensed music tracks in addition to customisable soundtracks from techno artists, including Aphex Twin, Kraftwerk, DJ Fresh, and Skream.[16]

Reception[edit]

Aggregate score
AggregatorScore
Metacritic82%[17]
Review scores
PublicationScore
Edge7/10[22]
Eurogamer8/10[21]
GameRevolutionB+[20]
GameSpot8/10[10]
GameSpy[18]
GameZone9/10[19]
IGN8.8/10[5]

The game received positive reviews upon release. It holds an average score of 82 per cent at Metacritic, based on an aggregate of 40 reviews.[17]

Wipeout Pulse Dlc Download

Critics unanimously praised the game's visuals and presentation. Jeff Haynes of IGN stated that the game was 'Wipeout at its purest', praising the visual presentation of the courses, cities, and other environments.[5] Gabe Graziani of GameSpy thought the graphics were beautiful and also commended the design of the tracks.[18] Eduardo Zacarias of GameZone stated that Wipeout Pulse was a 'very visually pleasing game with some solid visual effects', and also praised the detailed tracks and ships.[19] A reviewer from Game Revolution considered the game's level of detail to the tracks and smooth frame rate to be 'staggering' on a handheld. The reviewer also praised the 'meticulously constructed' backdrops and 'incredibly styled' presentation.[20] Guy Cocker of GameSpot said that the visuals were 'superb', though he thought that many aspects were similar to its predecessor, Wipeout Pure.[10] A reviewer from Edge described the visuals as 'even smoother, brighter, and sharper than Pure's'.[22]

The various aspects of gameplay were mostly praised, although some reviewers criticised the game's repetitiveness and difficulty. Tom Bradwell from Eurogamer praised the new 'Elimination' mode, stating that it was initially 'alarming' and frustrating, but admitted that it 'grows to be rather good'.[21] Cocker enjoyed the new tracks, the difficulty levels, and the promise of downloadable content, although he noted that it had not been made available in the United States at the time of his review.[10] Game Revolution's reviewer surmised that Wipeout Pulse was a more refined version of Wipeout Pure, stating that despite all of the solid and reliable gameplay, the game did not revolutionise the series.[20] Regarding general gameplay, Zacarias opined that Wipeout Pulse 'doesn't deliver' despite the variety in the game modes and 'racetrack front'.[19] Haynes similarly gave a negative opinion on the gameplay, stating that the repetition of tracks and balance of weapons for the AI was disappointing.[5] Graziani criticised the game's difficulty, saying that it was 'extremely challenging to the point of being impenetrable for the uninitiated'.[18]Edge's reviewer described the game as simply another installment of Wipeout.[22]

References[edit]

Citations

  1. ^Studio Liverpool 2007, pp. 4–6.
  2. ^Studio Liverpool 2007, p. 9.
  3. ^Studio Liverpool 2007, pp. 10–11.
  4. ^Studio Liverpool 2007, p. 11.
  5. ^ abcdefghHaynes, Jeff (12 February 2008). 'WipEout Pulse review'. IGN. Ziff Davis. Retrieved 2 December 2016.
  6. ^Studio Liverpool 2007, p. 13.
  7. ^Studio Liverpool 2007, p. 12.
  8. ^Studio Liverpool 2007, pp. 6–7.
  9. ^Studio Liverpool 2007, p. 14.
  10. ^ abcdCocker, Guy (1 March 2009). 'Wipeout Pulse for PSP review'. GameSpot. CBS Interactive. Archived from the original on 1 March 2009. Retrieved 5 December 2016.
  11. ^'WipEout® Pulse Demo | Official PlayStation™Store UK'. 28 September 2018. Archived from the original on 28 September 2018. Retrieved 21 February 2020.
  12. ^ abcdeShea, Cam (14 June 2007). 'Wipeout Pulse AU Interview'. IGN. Ziff Davis. Retrieved 12 December 2016.
  13. ^de Matos, Xav (27 January 2009). 'Rumorang: WipEout Pulse for PS2 still in development'. Engadget. AOL. Retrieved 13 December 2016.
  14. ^Bramwell, Tom (27 January 2009). 'WipEout Pulse may be heading to PS2'. Eurogamer. Future plc. Retrieved 13 December 2016.
  15. ^Goyon, Frederic (19 June 2009). 'Test Wipeout Pulse sur PS2'. Jeuxvideo.com. Webedia. Retrieved 13 December 2016.
  16. ^Yoon, Andrew (20 June 2007). 'Complete Wipeout Pulse soundtrack listing'. Engadget. AOL. Retrieved 5 February 2017.
  17. ^ ab'Wipeout Pulse for PSP'. Metacritic. CBS Interactive. Retrieved 2 December 2016.
  18. ^ abcGraziani, Gabe (11 February 2008). 'GameSpy: WipEout Pulse review'. GameSpy. IGN. Retrieved 5 December 2016.
  19. ^ abcZacarias, Eduardo (17 April 2009). 'WipEout Pulse review – PSP'. GameZone. Archived from the original on 17 April 2009. Retrieved 5 December 2016.
  20. ^ abc'Wipeout Pulse Review'. Game Revolution. Crave Online. 2 December 2008. Retrieved 5 December 2016.
  21. ^ abBramwell, Tom (21 November 2007). 'Wipeout Pulse review'. Eurogamer. Future plc. Retrieved 5 December 2016.
  22. ^ abc'Wipeout Pulse'. Review. Edge. No. 182. Bath: Future plc. December 2007. p. 90. ISSN1350-1593.

Bibliography

  • Studio Liverpool (2007). Wipeout Pulse instruction manual. Sony Computer Entertainment. pp. 2–22.
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