======WipEout Pure====== [{{ wipeout_series:covers:wopure_eu_cover_art.png?200vh|WipEout Pure (EU retail cover art)}}] **WipEout Pure** is an original anti-gravity combat racing video game developed by [[https://en.wikipedia.org/wiki/Psygnosis|Studio Liverpool]] for the PlayStation®Portable. It is an attempt at a return to form after the controversial design decisions introduced in [[wipeout_games:wipeout_fusion|WipEout Fusion]]. The game features original tracks and ships. It is the fifth mainline installment in [[:wipeout_series|the WipEout series]], and was well-received when it first released. The player competes in the [[#Lore|FX300 Racing League]], piloting anti-gravity racing ships that float above the circuits at high speeds. These anti-gravity racing ships are able to obtain and use various [[#Pickups]] to disrupt other players or assist the pilot. Like all [[:wipeout_series|WipEout games]], **WipEout Pure** focuses on delivering high-speed, high-thrills combat racing action. It was released on UMD®: * North America: //March 16th, 2005//[[#References / Sources|[1]]]; * Japan: //April 7th, 2005//[[#References / Sources|[1]]]; * Germany: //August 30th, 2005//[[#References / Sources|[1]]]; * Rest of Europe and the UK: //September 1st, 2005//[[#References / Sources|[1]]]. It was also released digitally on PlayStation®Store: * North America: //November 20th, 2007//[[#References / Sources|[2]]]. =====Gameplay===== **WipEout Pure** is fast and precise; it requires strategy and resource management with [[#Pickups]] and [[#Shield Energy]], and it rewards track knowledge with piloting skills. While **WipEout Pure**'s gameplay differs based on the [[#Game Modes]], there are common elements that make up the WipEout experience in this entry. This section focuses on these common elements. ====Ship Handling==== Ships float in **WipEout Pure**. This is an important distinction to make for anyone coming over from car racing games. (FIXME describe handling) The handling consists of the following mechanics: ===Thrust=== Press and hold the **Accelerate** button (mapped by default to //Cross//) to speed up. The player can also get a speed boost at the start of the race by performing a **Perfect Start**. The moment the countdown reaches "GO", press and hold the **Accelerate** button. ===Pitch and Steering=== Control your ship through //D-Pad// or //Analog Stick// inputs - **Steer** it left and right, and **Pitch** it up and down. * **Steering** is the basic way to control the direction of your craft. * **Pitching** is useful for getting more airtime or reducing it. More airtime may enable some [[#Barrel Rolls]], but excessive airtime loses speed. ===Airbrakes=== **Airbrakes** are a way to turn more aggressively. When an airbrake is engaged, a flap is raised on one side of the ship, increasing that side's air resistance, which helps steer the craft in that direction. They are activated by holding down the **Left Airbrake** and **Right Airbrake** buttons (mapped by default to //L// and //R// respectively). At higher speeds, **Airbrakes** are essential to complete most turns. Ignoring them is a big mistake, but so is overusing them. Using both at the same time will slow the ship down like a normal brake; however, using them to simply turn doesn't drop the craft's speed much. ===Sideshifts=== **Sideshifts** push the craft to the side quickly. They are activated by quickly tapping either **Airbrake** button twice (the craft shifts to that **Airbrake**'s side). You can control the distance of the **Sideshift** by holding the button for longer, or releasing it quickly. **Sideshifts** are used to immediately and radically correct the race line. They're a situational tool that is often fired when undershooting a turn, missing a [[#Speed Pads|Speed Pad]], or recovering from a [[#Pickups|Weapon]] impact. ---- ====Pickups==== **Pickups**, also known as //Items// or //Weapons// (despite the category not being limited to them), are helpful power-ups that a pilot can obtain by going over a [[#Weapon Pads|Weapon Pad]]. Only one can be held by a pilot at a time; when equipped, they get the choice to either **Absorb** it (ditch it in exchange for some [[#Shield Energy]]), or to use it. **WipEout Pure** has **10 Pickups**. Each one is unique - having their own use cases, varying degrees of usefulness, and even **Absorbing** for different amounts of [[#Shield Energy]]. ---- > **[[pickups:rockets#In WipEout Pure|Rockets]]**\\ Three rockets that are fired forward from the ship - classic, simple and effective. > **[[pickups:missile#In WipEout Pure|Missile]]**\\ Twin gyroscopically-stabilized homing projectiles that lock onto a pilot and bounce off and around walls during their chase. > **[[pickups:mines#In WipEout Pure|Mines]]**\\ Deploy 5 small obstacles onto the track behind your ship. Hitting one is manageable, but hitting many will hurt. > **[[pickups:bomb#In WipEout Pure|Bomb]]**\\ A singular, more powerful obstacle that will also deal splash damage to nearby pilots when triggered. > **[[pickups:plasma#In WipEout Pure|Plasma]]**\\ A very mean, heavy hitter that's tricky to aim, but pays off with dividends on a hit. > **[[pickups:quake#In WipEout Pure|Quake]]**\\ A seismic wave that will go down the track from where it was fired. Tricky for recipients to escape. > **[[pickups:autopilot#In WipEout Pure|Autopilot]]**\\ Let a computer take control of your craft for a moment. Take a breather, or take advantage of this state's supernatural agility. > **[[pickups:shield#In WipEout Pure|Shield]]**\\ Protect yourself from any harm coming your way within the next few seconds. > **[[pickups:turbo#In WipEout Pure|Turbo]]**\\ Get a temporary, immediate speed boost upon use. Overtake someone, or go to places you couldn't go before... > **[[pickups:disruption_bolt#In WipEout Pure|Disruption Bolt]]**\\ Hit your enemies with a random effect. ---- ====Shield Energy==== [[#Teams|Ships]] in **WipEout Pure** have **Shield Energy**. It is a resource that represents the structural integrity of your ship. The starting point is //100% Energy//, and when it gets below //0%//, the ship fucking explodes lmao. **Shield Energy** is reduced by colliding with walls or other players, getting hit by [[#Pickups|Weapons]], going out-of-bounds, or by performing [[#Barrel Rolls]]. There are also ways to restore the craft's **Shield Energy**: for example, in [[game_modes:single_race#In WipEout Pure|Single Races]], it is restored by [[#Pickups|Absorbing Pickups]]. **Shield Energy** management is an important skill in **WipEout Pure**. Getting stingy will get you eliminated, setting you way back in the best case, or even failing the event entirely in the worst case. Having enough **Shield Energy** is also required to successfully perform [[#Barrel Rolls]], which are crucial for any high-skill pilot. It is displayed in percentage points to the player; however, internally, **Shield Energy** is measured in //units//. Each [[#Teams|Ship]] has a set capacity for energy //units//, with various [[#Pickups]] replenishing set amounts of these //units//. The only thing that relies on energy //percentage// are the [[#Barrel Rolls]], with them always taking **8% of your Shield Energy** when attempted. As such, ships with a lower **Shield Energy** stat are actually better for [[#Barrel Roll]]-heavy gameplay: each [[#Pickups|Pickup]] the player [[#Absorption|Absorbs]] restores a higher //percentage// of these ships' energy. ====Barrel Rolls==== Introduced in **WipEout Pure**, **Barrel Rolls** are tricks that you can perform while your ship is mid-air, awarding a speed boost if completed before landing. By pressing //Left-Right-Left// or //Right-Left-Right// on your steering input when mid-air, you can attempt a **Barrel Roll** for **8% of your [[#Shield Energy]]**. Your ship will attempt a 360° barrel roll, and if it completes before you land, you will get a quick burst of speed, not unlike a [[#Speed Pads|Speed Pad]] or a [[pickups:turbo#In WipEout Pure|Turbo]] boost. If the ship lands before that happens, you will get disappointment, and your [[#Shield Energy]] will be taken anyway. **Barrel Rolls** are essential for high-level gameplay. They can be performed in spots other than the obvious drops through precise and clever maneuvers for //just// enough airtime. They enhance the resource management element of [[#Shield Energy]] while testing the pilot's skill and directly rewarding them for good play. Additionally, **Barrel Rolls** are closely linked to [[#Pitch and Steering|Pitch control]]: pitching up can enable **Barrel Rolls** that would otherwise be impossible, and pitching down will decrease unwanted airtime - landing faster, wasting less time in the air and getting the speed boost sooner. **WipEout Pure**'s implementation of **Barrel Rolls** is somewhat flawed: unlike later games, //you're required to complete the full 360° roll// for the speed boost to be awarded. While this may sound fair on paper, in practice, pilots find this quite frustrating. Later games allow leeway. Additionally, when AI pilots are on screen, it is very difficult to initiate a **Barrel Roll**, even with the correct inputs. ====Speed Pads==== These blue arrow-shaped panels on the track's floor will give the ship a burst of speed when flown over. The speed boost is gained rapidly and will decrease back to cruise velocity over a few moments. **Speed Pads** can be placed alone or in series, stacked horizontally or vertically, placed in challenging spots or next to [[#Weapon Pads]]. Hitting one likely won't change the outcome of the race, but hunting them reliably will give the skilled pilot a competitive edge. Combined with their [[#Weapon Pads|colorful counterpart]], **Speed Pads** also introduce an element of split-second strategy to the race. ====Weapon Pads==== When flown over, **Weapon Pads** give the player a random [[#Pickups|Pickup]]. They shift colors over time and are cross-shaped. In [[game_modes:single_race#In WipEout Pure|Single Race]] and [[game_modes:tournament#In WipEout Pure|Tournament]], they will be disabled for a few seconds after someone flies over them. **Weapon Pads** also introduce strategy to the race, along with elements of resource management and randomness. A lucky [[#Pickups|Pickup]] could single-handedly change the outcome of the race in a split second; neglecting them in favor of going faster will compromise the pilot's [[#Shield Energy]]. ---- =====Game Modes===== **WipEout Pure** presents a choice between different ways to pick the **Game Mode**: * **Single Player**\\ * **Multiplayer**\\ * **Teaser**\\ (FIXME review) ---- **WipEout Pure** offers 5 **game modes**. > **[[game_modes:single_race#In WipEout Pure|Single Race]]**\\ Out-speed, out-smart and out-gun your opponents in the classic WipEout experience. > **[[game_modes:tournament#In WipEout Pure|Tournament]]**\\ Play multiple [[game_modes:single_race#In WipEout Pure|Single Races]] in a row and get awarded points for finishing high. > **[[game_modes:time_trial#In WipEout Pure|Time Trial]]**\\ A full-length race against the clock. > **[[game_modes:speed_lap#In WipEout Pure|Free Play]]**\\ Prove your skill by attaining the fastest single lap time you can. > **[[game_modes:zone#In WipEout Pure|Zone]]**\\ Your ship will conveniently accelerate for you, perpetually. Survive for as long as you can. ---- =====Teams===== [{{ teams:fx300_team_collage.svg?200x200|FX300's participants}}] **WipEout Pure** features 8 **racing teams** competing in the [[#Lore|FX300 Racing League]] and many more as downloadable content. When picking a ship, the game's menu presents you with four of the ship's stats: **Speed**, **Thrust**, **Handling** and **Shield**. Though these //frontend stats// represent the ship somewhat, they are strong simplifications of the ships' //actual// (or, as the community dubbed them, //secret//) //stats//. //Actual stats// are more complex and precisely dictate how each ship handles and feels. Below is a list of the participating teams. Each title links to the section that describes the **WipEout Pure** ships. **Base game** Main contestants of the FX300 AG Racing League: (FIXME revise) > **[[teams:feisar#In WipEout Pure|FEISAR]]**\\ The iconic team enters the FX300 with solid, reliable ships. > **[[teams:qirex#In WipEout Pure|Qirex-RD]]**\\ The Russians' ships are heavily shielded, but no less nimble this season. > **[[teams:piranha#In WipEout Pure|Piranha Advancements]]**\\ Once again entering the track with one of the meanest engines, Piranha also brings an added bite this season. > **[[teams:ag_systems#In WipEout Pure|AG Systems]]**\\ This time, Japan's focus fell on thrust and maneuverability. > **[[teams:triakis#In WipEout Pure|Triakis Industries]]**\\ Now with reverse-inertia deceleration system! > **[[teams:auricom#In WipEout Pure|Auricom Industries]]**\\ In the FX300 season, speed and combat is the Auricom way. > **[[teams:harimau#In WipEout Pure|Harimau]]**\\ Harimau will have to prove the force of nature to the world. > **[[teams:assegai#In WipEout Pure|Assegai Developments]]**\\ Assegai returns as a team again in the FX300 league. **Unlockable** > **Zone**\\ The zone ship is back in the real world! > **MediEvil**\\ The dead has risen and want to race. **Demo** > **Stealth**\\ Not the kind of flying object you would expect in WipEout. **Downloadable content** > **[[teams:goteki_45#In WipEout Pure|Goteki 45]]**\\ Makana's thrustiest enters the FX300 season with high hopes. > **[[teams:van-uber#In WipEout Pure|Van Über]]**\\ The late return of a dormant team. > **[[teams:tigron#In WipEout Pure|Tigron]]**\\ The last ship of a now defunct team... or is it? > **[[teams:icaras#In WipEout Pure|Icaras]]**\\ You can't break the glass cannon if you can't catch it. **Privateer** > **Daxtinator**\\ Your favorite furball want a piece of the action. > **Havenzoomer **\\ It's Jak X all over again ! > **Guardian** \\ Get ready for special operations. > **Patriot**t\\ The big gun's swift and decisive conflict resolution machine. > **Puma**\\ Why run when you can fly? > **WIRE05**\\ Welcome to the Wire festival ! > **Cokestyle**\\ Literally just Coca-Cola. > **Klor**\\ May the style be with you while flying this ship. > **Turboweevel**\\ Actually... what's a weevel? > **Cardracer**\\ Weapons aren't your biggest enemies with this ship. > **Haironaut**\\ Don't get tangled with the control! ---- =====Lore===== The game takes place in the **FX300 Racing League**. FIXME add the lore ---- =====Music ===== Out of the UMD, **WipEout Pure** has 19 music tracks to race to: * Aphex Twin - Naks Acid; * CoLD SToRAGE - Onyx; * Cosmos - Kinection * Drummatic Twins - Twister; * Elite Force - Cross the Line; * FreQ Nasty - Grand Theft; * Friendly - We Got Juice; * Jay Tripwire - Room 2; * LFO - Flu Shot; * Ming + FS - Hellion; * Paul Hartnoll - Ignition; * Photek - C Note; * Plump DJs - Black Jack 3; * Rennie Pilgrem & Roxiller - Bug; * Stanton Warriors - Night Mover; * T Power - The System; * Tayo Meets Acid Rockers Uptown - Crafty Youth; * Themroc - Mean Red; * Tiësto - Goldrush. In addition, 2 tracks are used in the intro and main menu respectively: * Paul Hartnoll - Boot Up; * Röyksopp - Curves. ====DLC==== Music tracks were added post launch via downloadable content. ===Released in America, Europe and Japan=== Classic Music Pack : * CoLD SToRAGE – Cairodrome; * CoLD SToRAGE - Canada; * CoLD SToRAGE - Messij; * CoLD SToRAGE - Operatique. The tracks by CoLD SToRAGE are the only ones to be available in every version that got Downloadable Content. ==Japanese DLC Exclusives== Wire05 pack : * Takkyu Ishino - Jingle Wire05. * Notably, this version is 3 minutes and 51 seconds long while the album version is only 16 second long. Continue Pack : * Akira Ishihara - Breaking the Ice; * Akira Ishihara - Open the P.A. . ==European DLC Exclusives== Oblivion Music Pack * ? (credited in game as Oblivion) - Disconnect; * Spherical & MDA (credited in game as Oblivion) - Reminiscence; * ? (credited in game as Oblivion) - Butterfly Effect. A7 Music Pack * McQueen - Leave Me Dead; * Inner Mantra - How Can This Be Fair; * Fightclub - Bleed on Me; * Machines Wielding Weapons - Flashback. Voice of Cod Music Pack: * Voice of Cod - Bakelite Satellite; * Voice of Cod - Bubbles of Nothing. Exit 15 pack: * Exit 15 remix - Come Shot. PureUrban UK pack : * Sway - Slo' Downn; * Ironik ft. Yazmin & Tinie Tempah - Listen to the Vibe; * Bruza - In the Endz. PureUrban French Pack: * Dakrishna - Bad Boy Racing; * Earsut - The Bad Reputation; * Tarik 'N' Djamel - Wanted Punk. PureUrban German Pack: * Armin Treiber - Just Jack; * Shipper - Echoboard; * Resonator - Loewen Hertz. PureUrban Italian Pack: * Delroy ft. Micronauti - Hard Rain; * DJ War ft. Lu Marra - Jungle Style; * Ruma - Plaiser. PureUrban Benelux Pack: * Big Ed - Pak Uti; * Ijsman - Ziel (Lazerus Remix); * Miss Dee ft. Leo Tani (credited in game as Miss Dee ft Leo Tan) - Stop Foolin'. PureUrban Spanish Pack: * Deepologists ft. Katrina Marie - Apocalyptic Motion; * Jordi Goberna - Are You a Coconut; * Nabil Moratalla - One Minute Theory. Tracks added via the Pure Urban DLC causes a crash on Exostra run. ====Album Release==== An album containing most of the base soundtrack (exception of Goldrush, Black Jack 3, Kinection and The System) by Distinct'ive. In addition, it contained 3 previously unreleased tracks by that label, these 3 tracks does not appear in the game. These were: * Ils - Saxtrax; * Way Out West - Pulse of Life (Edit); * Hybrid - Zulu (Original Score). ---- =====Development===== ... ---- ===== References / Sources ===== - According to [[https://www.mobygames.com/game/17331/wipeout-pure/releases/#psp|MobyGames]]. - According to [[https://psdeals.net/us-store/game/3548/wipeout-pure|PS Deals]] and a [[https://www.wipeoutzone.com/forum/showthread.php?4284-HOLY-CRAP!-Official-WOP-digital-distribution!|thread on WipEoutZone]].