
It's hard to think of WipEout without also thinking about The Designers Republic, the Sheffield-based agency that built the franchise's look and helped it become one of the trailblazers of the 32-bit era.
What you may not realise is that The Designers Republic – which was founded in 1986 by Ian Anderson and Nick Phillips – only worked on the first three titles in the WipEout series.
While it's long been rumoured that the reason for the split is that Sony asked the firm to pitch alongside other agencies to gain the contract for WipEout Fusion, Anderson has actually confirmed what happened on both the company's official site and within the pages of the book A To Z Of The Designers Republic.
Anderson explains that, after helping to create the design language of WipEout, WipEout 2097 and WipEout 3, the series began to become a little less exciting. "For most of us who were creatively involved it increasingly felt, edition after edition, like the future was becoming a franchise. What seemed futuristic pitched 100 years ahead to, say 2097 (back in 1996), started to feel potentially antique the further into the future we travelled. In terms of gameplay and cultural impact, it felt more like TV re-runs than Blade Runner."
However, as was previously rumoured, this was only partly why The Designers Republic and WipEout drifted apart. It's often been said that the agency doesn't like pitching for work and would instead allow its reputation to do the talking, and, as Anderson explains, someone at Sony did indeed make the fatal mistake of asking his company to compete with other agencies for the contract.
"Ultimately, a chancer with no involvement in the first three WipEouts asked us to pitch ideas for the fourth edition (of a game we'd designed). No thank you. Mission complete. Game over."
The fourth game, of course, was the aforementioned PS2 title WipEout Fusion, which divided both critics and players when it arrived in 2002. The series would continue, returning to the same visual style as its forerunners – but without The Designers Republic's involvement.
The agency would later work on the WipEout spiritual successor, Formula Fusion, which would eventually be released under the title Pacer.
[source thedesignersrepublic.com]
Comments 6
Bullet dodged.
WipEout Fusion is one of the worst sequels in the history of videogames easily on par with Turok 3 and Angel of Darkness.
Because someone will ask:
Thankfully WipEout Pure came out and was such a good game it forms the basis of the current version.
Most of the best Wipeouts came out after, so I'm pretty glad they didn't keep on the series. Also fusion is an excellent game, it is less difficult iirc, which is why it was so divisive. It just happens to be on the one console which has more good racing games than most other combined, so it doesn't shine as bright.
While I would loved to have seen what they would have done with Fusion, I really don't know how you improve on the perfection of Wipeout 3.
Even the design work tDR did on Formula Fusion, as good as it is, just feels super redundant of 2097/XL (which I'm sure was the point, but it's not exciting).
I really felt that the series hit a massive peak with Wip3out — Fusion felt (rather like Angel of Darkness, as mentioned above), that they were basically starting from scratch with a whole new engine that not everyone was familiar or comfortable working with, and it really suffered from that. The Omega collection felt like a fine return to form, but Fusion really dinged my love for the series for a good long while, especially after how sublime I felt 3 was.
Imagine being asked to compete for the right to work on your own franchise. Big balls, Sony!
This completely makes sense to me, now, why I only played the PS1 era and never the later games. DR really was the visual heart and soul of the Wipeout world. Now I don't regret not getting into later games...
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