WipEout 2048
WipEout 2048 |
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Developer: SCE Studio Liverpool This game has hidden development-related text. |
This article is a work in progress. ...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes. |
To do:
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WipEout 2048 is the series' debut on the Vita. It was also one of the earliest implemented examples of crossplay with PS3, through WipEout HD.
This was the final game developed by Studio Liverpool before its closure in August 2012.
Being little more than a very elaborate port of WipEout HD with new stuff, which is in turn just a well-disguised fork of Pulse, of Pure and finally of Fusion, WipEout 2048 contains as many leftover unused assets as can fit, to the point where most of it is not even worth documenting here. This page will spend most of it's time covering what is unique about 2048 in particular.
Contents
Intro Cutscene Changes
In the original European release of the game, the blueprints for the ancient FEISAR race car at the start of the opening movie contain a model name and the FEISAR branding. However, in all other releases of the game since then, and in most uploads of the intro movie to the internet, all text was removed from the blueprint to make it less clear, probably because Studio Liverpool realized it was a stupid idea to imply that FEISAR existed in the early 1900s when they were already canonically founded in 2036. (Even though nothing else about the video is lore-accurate by design, and it's still obviously meant to be FEISAR, but who gives. Had WipEout Zero come out they would have retconned it all anyway.)
Early | Final |
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Unused Audio
There is some unused pre-race radio chatter in English that would later be reused as background ambience in WipEout Omega Collection.
The file WOVO_ER_02.at9, which would have been one of the lines of the announcer saying "Event Complete", is missing or deleted.
Most notably, there are also a large number of unused voice clips that mention a cut game mode called "Zombie".
At one point in development, A+ challenges were called Super Phantom challenges, which is their legacy WipEout HD class name.
There are countless other unused announcer clips as well, including but not limited to recordings of the team names alone, the ship classes alone, unused speed classes E and F, speed classes said in reverse, the scrapped "Hardcore pass" difficulty level, and various unused Ship AI lines.
The amount of unused voice data is too large to reasonably fit onto this page, but there is a Youtube video by Scirvir which covers a significant portion (but not quite all) of it, see right of page.
Unused Weapons
There are various references to the Repulsor and Shuriken weapons in the game's files, implying it could have made a return. The Repulsor and Shuriken were previously exclusive to WipEout Pulse's Eliminator mode. No new 2048 textures exist for these weapons so they were likely scrapped again before the final art pass.
Unused Strings
WipEout 2048 features unused localization tables copied and pasted from WipEout Pure, WipEout Pulse, and WipEout HD Fury, in their entirety. These are still loaded by the final retail version since they are all in the same file with the new ones. There is also a completely unused Korean and Chinese translation which contain no new 2048 strings, definitely just more HD Fury junk.
HD Fury DLC Test Menu
Found in /data/plugins/frontend/NEWGUI/Definition_test.xml:
<Values string="DLC TEST" redirect="dlcTestScreen" x="-200" y="-200" width="80" height="80"></Values>
You can move this to the normal GUI definition files and uncover a very barebones campaign select menu, listing every single HD Fury campaign event. However selecting any of them just crashes the game.
Best guess is it was used to test underlying code used by the new Mjolnir GUI before any interactivity was properly implemented, but we might never know.
Curiously, the Circle button is used to confirm selections here, instead of the Cross button like what is normal on the European units used to develop the game.
AR Museum
In one of the launch trailers for WipEout 2048, the game featured an AR mode where 3D models of the ships could be viewed through the console's rear camera. It can still be accessed by modifying the main menu Definition.xml to create a new menu entry for it. However, the interface is unfinished and the camera is hardcoded to only display the AG-Systems Speed. It is possible that this feature was only developed for the trailer and then abandoned immediately after.
Developer Racebox
There is XML data in /data/xml/DevFE.xml containing an unused debug menu which would have been used to test or alter various race rules.
It uses the legacy HD Fury menu format and not the new touchscreen one, but we know it's not entirely a leftover because it contains references to all the new ships, before they had different performance classes.
The file is too long to embed here. Here is a snippet of it:
... <Page title="Misc"> <Setting name="Disable Zone Acceleration"> <Value string="NO" /> <Value string="YES" /> </Setting> <Setting name="File TTY"> <Value string="NO" /> <Value string="YES" /> </Setting> <Setting name="Draw Collision Data"> <Value string="NO" /> <Value string="WITH MODELS" /> <Value string="YES" /> </Setting> <Setting name="Draw Simulation"> <Value string="NO" /> <Value string="YES" /> </Setting> <Setting name="Display Debug Hud"> <Value string="YES" /> <Value string="NO" /> </Setting> </Page> ...
The WipEout series
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PlayStation | WipEout • WipEout XL • WipEout 3 (Prototype) |
PlayStation 2 | WipEout Fusion • WipEout Pulse |
PlayStation Portable | WipEout Pure |
PlayStation 3 | WipEout HD |
PlayStation Vita | WipEout 2048 |
PlayStation 4 | WipEout Omega Collection |
Windows / Amiga / Mac | WipEout XL |
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