I made it across the line with about a tenth of a second between me and Bowser, who was pushed into second place. The final laps took place where the track was at 2:45 and it felt so exhilarating it was as if the music was pushing me on into a deeper gameplay experience. I’d tried about ten times to beat the last race, and on this final attempt, I was in second place by the time the music was about 2:10 mark. “ Age of Love was playing on the stereo in the background. “I was playing the last race of the 150cc cup in Super Mario Kart on the Super Nintendo, and I’d muted the game audio so I could hear my own music,” he explains. Sony’s marketing department made good use of it afterwards, deftly positioning WipEout as part of a new generation of cool games.”īurcombe’s memory is so sharp that he can even pinpoint the exact moment when the decision to use techno music occurred. The choice to combine WipEout’s excessive speed with techno an organic one it just felt natural. “We were really into the kind of music when we developed the game, so it made sense to feature it in some capacity. “It wasn’t a commercial decision, but a purely artistic one,” he insists. He reveals that the use of music in the game wasn’t for marketing purposes, but was primarily to accentuate and intensify the experience. The game’s designer was Nick Burcombe, who started his illustrious career in 1989 at Psygnosis - the UK company which would eventually be swallowed up by Sony Europe to create the now-defunct Studio Liverpool. We were really into the kind of music when we developed the game, so it made sense to feature it in some capacity It’s perhaps this element of the game that sticks in the mind of people who experienced it for the first time back in 1995. A ground-breaking technical achievement, it was equally famous for the fact that it managed to seamlessly incorporate music from professional dance artists, something which games had been trying to do for years - with varying degrees of success. One of the first PlayStation titles to really show off the raw 3D muscle of the system, WipEout was created by a team of around ten people and took approximately fourteen months to complete, with the bulk of that time being spent exploring untested and unknown prototype hardware.
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