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| wipeout_series:wipeout_hd [2025/11/18 13:40] – add abrorption mention to shield energy section ThatOneBonk | wipeout_series:wipeout_hd [2025/11/24 22:25] (current) – minor grammar ThatOneBonk |
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| ======WipEout HD====== | ======WipEout HD====== |
| [{{ wipeout_series:wohd_cover_art.jpg?200vh|WipEout HD Fury (Retail cover art)}}] | [{{ wipeout_series:wohd_cover_art.jpg?200vh|WipEout HD Fury (Retail cover art)}}] |
| **WipEout HD** is an original anti-gravity combat racing video game developed by [[https://en.wikipedia.org/wiki/Psygnosis|Studio Liverpool]] for the PlayStation®3. It iterates on the gameplay established in [[wipeout_series:wipeout_pure|WipEout Pure]] and [[wipeout_series:wipeout_pulse|WipEout Pulse]], and features remade circuits and ship designs from both of these games. It is the seventh installment in [[:wipeout_series|the WipEout series]], and was well-received when it first released. | **WipEout HD** is an original anti-gravity combat racing video game developed by [[https://en.wikipedia.org/wiki/Psygnosis|Studio Liverpool]] for the PlayStation®3. It iterates on the gameplay established in [[wipeout_series:wipeout_pure|WipEout Pure]] and [[wipeout_series:wipeout_pulse|WipEout Pulse]], and features remade circuits and ship designs from both of these games. It is the seventh mainline installment in [[:wipeout_series|the WipEout series]], and was well-received when it first released. |
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| The player competes in the [[#Lore|FX350 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 HD** focuses on delivering high-speed, high-thrills combat racing action. | The player competes in the [[#Lore|FX350 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 HD** focuses on delivering high-speed, high-thrills combat racing action. |
| =====Gameplay===== | =====Gameplay===== |
| [{{ wipeout_series:wipeout_hd_cinematic.gif?350vh|High-skill piloting in WipEout HD}}] | [{{ wipeout_series:wipeout_hd_cinematic.gif?350vh|High-skill piloting in WipEout HD}}] |
| While **WipEout HD**'s gameplay differs based on the [[#Game Modes]], there are common elements and traits that make up the WipEout experience in this entry. These elements are similar to previous games of the series - [[wipeout_series:wipeout_pulse|WipEout Pure]] and [[wipeout_series:wipeout_pulse|WipEout Pulse]], with the latter having been [[#Development|developed]] alongside **WipEout HD**. | **WipEout HD** is fast and precise; it requires strategy and resource management with [[#Pickups]] and [[#Shield Energy]]; it rewards track knowledge and acquired skill. |
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| When starting the game, **WipEout HD** presents a choice between different ways to get into a race: | While **WipEout HD**'s gameplay differs based on the [[#Game Modes]], there are common elements and traits that make up the WipEout experience in this entry. This section focuses on these common features and traits, while the [[#Game Modes]] section has links to articles about individual experiences to be had in **WipEout HD**. |
| * [[#Campaign]] mode, with a series of pre-configured events;\\ | |
| * **Racebox**, a way to configure a custom single player event;\\ | |
| * [[#Online]] mode, taking **Racebox** to PlayStation Network with the limitation of only the multiplayer modes being available. | |
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| **Racebox** and [[#Online]] allow the player to pick a track, while [[#Campaign]]'s tracks are preset. Regardless, the player gets to pick their [[#Teams|Ship]] and start the race. | ====Ship Handling==== |
| | Regardless of the [[#Game Modes|Game Mode]], ships float in **WipEout HD**. This is an important distinction to make for anyone coming over from car racing games. A simple way to describe how **WipEout HD** handles is to say that it feels like an aircraft with ground grip. |
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| Once in-game and the 3-2-1-GO countdown is over, you're off to the races. Expect speed, precision, combat, or all of the above. There are some common mechanics and traits that can be found in the game modes: | A more precise way to describe it is to say that ships behave like a box that's attached to a slightly bouncy spring, gliding along the track with little friction. The nose is angled in the direction that the pilot wants to go. There is a lot of focus on momentum, and maintaining an angle, rather than trying to micro-adjust the craft.<sup>[[#References / Sources|[2]]]</sup> Ultimately, though, the best way to get an idea of **WipEout HD**'s physics is to play the game. |
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| ====Ship Handling==== | There are several inputs that allow the pilot to control their craft quite precisely. |
| (sideshifts and airbrakes) | |
| | ===Thrust=== |
| | Press and hold the **Accelerate** button (mapped by default to //Cross//) to speed up. Pressure-sensitive buttons are supported for fine throttle control. The sensitivity of this feature can be adjusted in the **Controls** section of the settings menu by changing the **Acceleration Sensitivity** slider (from 10%, where throttle is binary, to 100%, where throttle is fully analog). |
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| | It is recommended to set throttle to binary. There is not a practical use for this feature; in fact, in **WipEout HD**, a good pilot has no reason to ever release the **Accelerate** button at all. |
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| | 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. |
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| | ===Pitch and Steering=== |
| | Control your ship through //D-Pad// or //Analog Stick// inputs - **Steer** it left and right, and **Pitch** it up and down. |
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| | * **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. |
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| | **WipEout HD** also offers the option to **Pitch and Steer** using DualShock®3's SIXAXIS® motion controls. This is controlled with the **Motion Sensor** option of the **Controls** section of the settings menu: |
| | * **Off**, where motion controls aren't used; |
| | * **Pitch**, which some players may enjoy, as it gives more freedom for [[#Barrel Roll]] inputs; |
| | * **Pitch and Steering**, which is not recommended for serious use due to its impracticality. |
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| | ===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 //L2// and //R2// respectively). |
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| | On 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, despite their nature, in **WipEout HD**, using them to simply turn doesn't drop the craft's speed very much. |
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| | ===Sideshifts=== |
| | **Sideshifts** shift the craft to the side quickly. They are activated by quickly tapping an **Airbrake** button twice (the craft shifts to that **Airbrake**'s side). You can somewhat control the distance of the **Sideshift** by holding the button for longer, or releasing it quickly. |
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| | **Sideshifts** are used to immediately and radically correct the race line. They're a situational tool that is very handy when it is needed - for example, when undershooting a turn, not quite hitting a [[#Speed Pads|Speed Pad]], or recovering from a [[#Pickups|Weapon]] impact. |
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| | ---- |
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| ====Pickups==== | ====Pickups==== |
| **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 HD|Single Races]], it is restored by [[#Pickups|Absorbing Pickups]]. | **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 HD|Single Races]], it is restored by [[#Pickups|Absorbing Pickups]]. |
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| **Shield Energy** management is an important skill in **WipEout HD**. 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 **Ship Energy** is also required to successfully perform [[#Barrel Rolls]], which are crucial<sup>[[#References / Sources|[2]]]</sup> for any high-skill pilot. | **Shield Energy** management is an important skill in **WipEout HD**. 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 **Ship Energy** is also required to successfully perform [[#Barrel Rolls]], which are crucial for any high-skill pilot. |
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| 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 **15% 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. | 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 **15% 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** 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. | **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. |
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| Additionally, **Barrel Rolls** are closely related to [[#Ship Handling|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. | Additionally, **Barrel Rolls** are closely related 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. |
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| ====Speed Pads==== | ====Speed Pads==== |
| These sections of the circuit use **Mag-Lock** technology to keep ships on the track, and enable pilots to fly along the walls, loops and bumpy track sections without falling or detaching. When locked onto a **Mag-Strip**, the ship is effectively pinned to the track surface without negatively affecting speed, acceleration or steering. All gravity effects from tilted track orientation are negated; also, both cornering drift when turning and pitch control are heavily reduced. Overall, though, the ships' handling feels largely the same on a **Mag-Strip**. | These sections of the circuit use **Mag-Lock** technology to keep ships on the track, and enable pilots to fly along the walls, loops and bumpy track sections without falling or detaching. When locked onto a **Mag-Strip**, the ship is effectively pinned to the track surface without negatively affecting speed, acceleration or steering. All gravity effects from tilted track orientation are negated; also, both cornering drift when turning and pitch control are heavily reduced. Overall, though, the ships' handling feels largely the same on a **Mag-Strip**. |
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| **Mag-Strips** debuted in [[wipeout_series:wipeout_pure|WipEout Pulse]] and have been largely unchanged in **WipEout HD**. They mostly serve an aesthetic purpose, however they have real gameplay implications: the inability to detach from these sections prevents barrel rolls and potentially enables blind spots for strategic [[#Pickups|Pickup]] use. | **Mag-Strips** debuted in [[wipeout_series:wipeout_pulse|WipEout Pulse]] and have been largely unchanged in **WipEout HD**. They mostly serve an aesthetic purpose, however they have real gameplay implications: the inability to detach from these sections prevents barrel rolls and potentially enables blind spots for strategic [[#Pickups|Pickup]] use. |
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| **Mag-Strip** sections are pretty common in the track roster of **WipEout HD/Fury**. | **Mag-Strip** sections are pretty common in the track roster of **WipEout HD/Fury**. |
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| =====Game Modes===== | =====Game Modes===== |
| | **WipEout HD** presents a choice between different ways to pick the **Game Mode**: |
| | * [[#Campaign]] mode, with a series of pre-configured events;\\ |
| | * **Racebox**, a way to configure a custom single player event;\\ |
| | * [[#Online]] mode, taking **Racebox** to PlayStation®Network with the limitation of only the multiplayer modes being available. |
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| | **Racebox** and [[#Online]] allow the player to pick a [[#Tracks|Track]], while [[#Campaign]]'s [[#Tracks]] are preset. Regardless, the player gets to pick their [[#Teams|Ship]] and start the race. |
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| | ---- |
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| <WRAP half column> | <WRAP half column> |
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| =====Development===== | =====Development===== |
| put development stuff here | ... |
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| ---- | ---- |
| ===== References / Sources ===== | ===== References / Sources ===== |
| - According to [[https://gamefaqs.gamespot.com/ps3/938148-wipeout-hd/media|GameFAQs]]. | - According to [[https://gamefaqs.gamespot.com/ps3/938148-wipeout-hd/media|GameFAQs]]. |
| - No, this word wasn't written by ChatGPT. | - As originally described by Kabelsalat - a BallisticNG modder and contributor. |
| - [[https://web.archive.org/web/20110826151235/http://www.wipeout-game.com/html/content/TeamInfo?team=AG_Systems|WipEout-Game.com's AG Systems overview]] mentions "their 2206 FX300 Championship title", implying that 2206 was the final season of the FX300. | - [[https://web.archive.org/web/20110826151235/http://www.wipeout-game.com/html/content/TeamInfo?team=AG_Systems|WipEout-Game.com's AG Systems overview]] mentions "their 2206 FX300 Championship title", implying that 2206 was the final season of the FX300. |
| - [[https://web.archive.org/web/20110826151240/http://www.wipeout-game.com/html/content/TeamInfo?team=Assegai|WipEout-Game.com's Assegai team statement]] mentions their "strong performances in the FX350 League" enabling them to "vastly improve their race craft for the 2207 season of FX350 & FX400 Anti-Gravity Racing League events", showing that the FX350 had started by at least the year prior. | - [[https://web.archive.org/web/20110826151240/http://www.wipeout-game.com/html/content/TeamInfo?team=Assegai|WipEout-Game.com's Assegai team statement]] mentions their "strong performances in the FX350 League" enabling them to "vastly improve their race craft for the 2207 season of FX350 & FX400 Anti-Gravity Racing League events", showing that the FX350 had started by at least the year prior. |