This isn’t necessarily a bad thing, and 2048 is still a really strong game, but I’d have loved to see new games types, events and even a campaign structured around unifying the content into a single, consistent experience. This contrasts with the varied and more abstract courses on offer in the HD and Fury packs. It’s structurally more concise and emphasises shorter game types, with the tracks themselves being less defined. Those two complement each other nicely – with the main difference being that Fury experiments with some more wacky and imaginative game modes – but 2048 has a completely different structure and as a result doesn’t quite fit. But although nice to look at, the Vita game’s campaign doesn’t integrate all that well with HD/Fury. With the 2048 content making its console debut, this could arguably be seen the most exciting part of the collection. The mechanics themselves further encourage a zen-like state, but it’s those soothing and robotic voices – y’know, the ones that go ‘ROCKETS, MISSILE, MINES… Autopilot Engaged’ – that induce the Wipeout-trance. The soundtrack blends together old favourites with some well-chosen new additions, and the sound effects are infectious, immersive and maybe even a little hypnotic. Striking audio and visual aesthetic has been a key component of the Wipeout games since the days of The Designers Republic, and it’s fantastic to hear the series sounding as good as it’s ever done. Meanwhile the improved sound design may just be the game’s strongest component. This extends beyond the much-promoted 4K output and into further visual refinements that ensures HD/Fury looks as good as it’s ever done, and 2048 is brought up to standard with improved graphical fidelity and twice as many frames-per-second as the Vita original. The Omega Collection is primarily a graphical and audio enhancement over the original titles. As someone who’s played through every incarnation of the Wipeout content I have mixed feelings about them being repeatedly recycled, and whilst it’s surprisingly fun to look out for the minute differences in Omega Collection, it’s also a shame when opportunities are missed to diversify the experience. Oh, Wipeout Pulse also got ported to the PS2, so four times – let’s not forget that one. This does indeed mean that Wipeout: Omega Collection is partially composed of content that’s been released three times previously. The HD/Fury campaigns were also released as DLC for the Vita game, and in turn took their content from the Wipeout Pure and Wipeout Pulse games for the PSP, being remastered in ‘HD’ originally for the PS3. The total offering of the Omega Collection is three separate content packs Wipeout HD, the ‘HD Fury’ expansion pack, and Wipeout 2048 – the 2012 PS Vita release. Although familiar, Wipeout: Omega Collection delivers a further level of refinement to an already masterful series, and that’s pretty great. There’s tracks here I’ve now played through in four different iterations of the franchise, but the fact that there’s now a Wipeout game on PlayStation 4 is certainly nothing to complain about – especially considering that Studio Liverpool closed back in 2012. Support the game and keep Wipeout's lineage alive.Īdditional Wipeout Sources (The below are NOT of our making)Ĭonsider for shapes and logos of the racing teams.Wipeout: Omega Collection is the remaster of a remaster, and much of the content goes all the way back to the good ol’ days of the PSP. Please consider linking me back to your own artwork using these logos and favorite this deviation. Remember the Liger watermark in the corner is our own and is not included in the pack. Our project started to create a set of tools for creating better fanart of the amazing franchise, soon after the decision was made to share our love for it. 70+ Custom made shapes created from observation of various screenshots from Wipeout HD Fury environments and menu interfaces by Liger-Inuzuka.
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