Interesting thing about the Quake in Wipeout3 - sometimes at the end of the quake cycle, you could get a vertical wall for a split second. If you ended up hitting that wall you were eliminated instantly.
I can't tell you how much these videos have been a godsend to me; I'm currently in the process of writing a spec screenplay for a Wipeout film, and being able to definitively sift through the nuances of each games' weapons is helping me immensely. Thank you for this!
honestly, considering the backstory that Hellfire had compiled and uploaded five days after this video, I would feel that a series (animated or live-action, but animated sounds easier to pull off) would be more appropriate, because there is no way a 2-3 (or even 4) hour film will come close to really covering a notable segment of the series in general.
Could you imagine if Fusion had online multiplayer and Global Drain was available? The amount of salt it would produce is enough to replenish all the salt mines in the world.
The F9000 was insane. It was like militarized, the insanely destructive shit they had, you could even tell by the way the final craft upgrades all had military sort of paint jobs. Some people didn't like Fusion but it really does all fit together.
(ง ͠° ͟ل͜ ͡°)ง The Super Missile is what caused the 2164 Temtesh Bay disaster y’know. It was F.E.I.S.A.R. that took responsibility for it and that the weapon rocked the entire underground mining area, and with the huge explosions combined, six racers died in the process.
Fusion was my introduction to the series and still remains my favorite. I've played some of the others since, and I still miss the campaign structure. Playing through the ones included in Omega, I'm always a bit frustrated needing to play various game modes that aren't my favorite. They leave me wishing for the days where the campaign was just tournament after tournament with alternate modes like zone being a fun side thing when I occasionally felt like it. I also miss the way you would earn money from the campaign and use it to upgrade your ship.
Liking all your videos on Wipeout - learnt loads and seen versions of the game I hadn't before since I never bought a PSVita or PS1. My main comment is on the Thunder Bomb from 2097. I really wish they'd bring this back. It had such a satisfying THUNK on launch and it cleared mines too. Anyway, I've only just bought a PS4 PRO and got the latest Wipeout bundle. I have lots of work to do...
37:05 One of my favourite things about the Penetrator was that it had several uses - it could be used to headhunt a player ahead of you, tail them relentlessly with a threat if they fell behind if the AI didn't catch up, or to dumb-fire boost along a straight - which, if done right, gave you a steerable explosive ship for a few seconds after the speed slowly wore off. Works best on a course like Florion 3, the loop section of Cubiss Float 3 or the invert section of Katmoda 12 3, but there's quite a few places dumbfired Penetrator is actually kinda powerful.
I've been playing the omega collection recently, but i have noticed as well that the leech beam will actually drain opponent's energy faster the closer you are to them. It is more noticeable in combat events as you gain points faster, therefore hitting them and draining faster.
When it got to the 24 mines, the video ended and shortened it's length to nine minutes and one second. I had to refresh to restore the video, but RU-vid will probably do it again because of the programming teams lack of competence.
You missed a difference about the leech beam in HD that wasn't in pulse. In WipEout HD, they added a change to where the closer you are to an opponent, the faster the leech beam will Siphon energy from your opponent.
I think the best autopilot was used in 2097 and Wip3out. It could be very unforgiving, and drive you straight through a line of mines. But used well, it could save your race. Even if you're eliminated, the autopilot, if engaged, would keep your craft racing until it either exploded, or fell to the ground. There were several times I was on the last part of the race, with critical energy. Hearing a missile warning let me know to engage the autopilot. Usually it would be enough to get you past the finish line, while eliminated, which still counted as a win.
I actually got to use to the ECM-Pod and Revcon in a special program that would emulate two Playstations hooked together via serial cable, one looks like a yellow shockwave and the other is pink if I remember correctly
Also, about the cloak in Wip3out. Isn't it true that in the regular version of Wip3out, hitting a wall whilst the cloak was active, the respective craft would not get damaged, while in the Special Edition version, craft would suffer damage from wall hits either way?
Wipeout Omega is long here! Problem is, it looked more futuristic in 1995! Although the graphics are silky smooth and HD, the design is pretty much the same. Amirite??
The super missile was the reason behind Temtesh Bay's demise, where the massive explosions from the missile literally rocked the underground mining area of the track, trapping everyone whilst killing pilots.
its unlikely :( although I would buy a PS4 if it had it, Wipeout HD was actually the game that made me buy the PS3 ?" but Wipeout games are just that good :)
Okay? Please don't state your opinions as fact, they are not and your own opinion is valuable as everybody elses, Personally I think all the games are great for their own small differences, personally I think the original and fusion are the worst.
Some things you may have not noticed: Missile: In 2048, Fighter ships tend to lock-on with Missiles faster than other ships. In 2097, 64 and 3, the missile will circle around shielded opponents before hitting them. Rockets: In WipEout 3, it is possible for all two rockets to hit a craft at point-blank range. Plasma: In 2048, it has a slight homing effect allowing for more successful hits. Quake: In Pulse, you can still fire the quake backwards when turning around. Also, in Pure, it can actually damage ships that are protected by a Shield. Mines: In 2048, Agility ships drop four mines and Speed ships drop three mines. Autopilot: In WipEout 3, the autopilot actually makes you slower. Shield: In Pure, Shields will not protect you from Quakes. Electro-Bolt: The weapon actually produces minor damage. Cloak: You can still take damage from walls while using the cloak. Shuriken: The weapon becomes ineffective on mag-strips. Repulsor: Repulsors don't always guarantee successful hits within its radius, likely due to the framerate. Machine gun cheat from 2097: The weapon has the same icon as F.E.I.S.A.R.’s Mini-Gun superweapon from 64, has unlimited ammo, but will slow you down if used constantly. You will also be unable to pick up anything else when the cheat is active. Added bonus: Tigron’s Nitro Rocket is similar to AG Systems’ Shield Raider, both of which are extreme weapons of mass destruction that can eliminate an opponent by simply ramming them after aiming them directly to the opponent, and both are just like missiles. The only difference is that with the Shield Raider, the opponent has no more shield energy remaining while the Nitro Rocket crystallizes the chassis of the opponent with their shield energy intact before any collision/weapon impacts and that its effect is not permanent.
The autopilot also slows you down in 2097, but curiously it doesn't seem to do it in Special Edition. The cloak does protect you from wall impacts in the original Wipeout 3, but not in Special Edition. Also, I think that in Fusion the plasma doesn't have any slowing effects
another minor little detail about the autopilot thats changed between 2097 and 3 - in 2097, the autopilot would always take you through the pit lane, making it pretty handy to get fixed up without losing as much time, but in 3 it would take you along the normal route instead of automatically going through the pit
Quake penetrates shields in pure? I don't think so, since I always kept my perfect lap when leading a race even after an npc used a quake then I used my shields
Adding the fact that bumping with other ships breaks the perfect lap (wipeout pure onwards) thats why it's near impossible when you're in midpack, yet still shields saves my perfect lap even after being hit by a quake
Feisar Super Missiles even caused Temtesh Bay disaster in 2164 which collapsed the mines and killed six pilots in total edit: In WipEout 64, Missiles will go through the shield and in Wipeout 3 quakes could be fired backwards
I salute the people who worked at Studio Liverpool, they made one of the best series of games. I don't know what will happen to Wipeout, but I praise their efforts in Wipeout 2048.
Even if SONY announce a new WipEout, I wouldn't bite personally. As the days of me falling for console exclusivity are over, the spiritual successors are promising.
If someone is still active here please don't let WipeOut community die! Maybe no more games from this serie is coming up but we still Can play and record WipeOut. There is new awesome wo game called BallisticNG
Nitroboost 245 My fav track is WO2097 Talon's Reach and least is Anulpha Pass from WO HD Fury. My fav ship is Goteki45 and least is Harimau. No problem
Nice vid Hellfire! One of my favourite things about Quake is how it cleans up track garbage. Gets rid of Mines and Bombs on the track ahead of you. Very handy when you know your opp has trapped the next corner... - Task
Something I found out when playing the omega collection version of 2048 is the amount of mines dropped is reduced to 3 for Speed Ships while Agility Ships drop 4 instead of 5 like in HD.
Very interesting, especially since I don´t play the ps1 games, 64 and Fusion that much. Listening to this while playing the Omega Collection, Wipeout will never truly die!
It's possible that the thunder bomb from 2097 influenced the mechanics of everything after pure's bomb, just with the area of effect being less ridonkulous.
If I were them I would have added another DLC that added in Van Uber and Tigron,as well as the tracks Sinucit,Staten Park,Koltiwa and Platinum Rush. Maybe even a pack that adds 4 more tracks from Pulse to balance things out.
The odd interaction of turbos and speed pads in Pure is likely a quirk of the game's programming, and not intended behavior. It seems like ships can only have one speed boost effect active at a time, and the speed pad happens to take priority over both the turbo and the barrel roll.
Would just like to say that your videos are fantastic. I recently came across your stuff, and your narration and attention to detail is great. Through watching this, you made me want to go back and play these games, which I've been playing since I was a child, and to strive to improve myself on the newer titles. Thanks for the motivation to return to such an amazing series of games. :)
This is an amazing video!! My only correction I'd offer (just having come from completing Wipeout 64) is that the Piranha stealth super weapon also does damage to other craft when you are in the same space as them, it doesn't just allow you to pass through.
No, they're two very different weapons. The Thunder Bomb is a heavy damage dealer and is able to hit every visible craft in front of you. The Gravity Bomb is designed to disrupt only, dealing minimal damage and having a limited blast radius.