![]() ![]() The remainder of the tracks were either disregarded or amalgamated into other games. Berry stated that by the end of Wipeout Pure, Sony Studio Liverpool had designed almost 100 tracks as potentials to include in subsequent games, although the team were only satisfied with 32 of them. Berry, however, acknowledged that classic tracks 'went down well' and sought out the possibility of introducing them through future downloadable content (DLC). ĭuring 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. 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'. 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'. 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. 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'. 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'. Wipeout Pulse was developed by SCE Studio Liverpool. ![]()
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