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#any wipEout fans in the club
mossspond · 1 month
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Visdev for a new project :)
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strifereviews-blog · 6 years
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Possibly the best year in gaming
This is only going to be a short post.  This year has been undoubtedly incredibly for gaming on all fronts. A nigh on constant stream of fantastic games across all formats and pretty much all genres. 
I could go through game by game but that would make this a much longer post so I am just going to sum it up month by month. 
January 
January had the release of the reinvention of an old survival horror franchise and everyone loved it. Resident Evil 7 sets a new precedent for the series and was also a prime example of what VR could be. We also had Tales of Berseria which is easily one of the best in the series in a long time as well as Yakuza 0 which has had people losing their minds for pretty much the entire year.
February
Fire Emblem Heroes came out at the beginning of the month and brought a fantastic series to a brand new audience, while somewhat simplistic it certainly had some of the charm of the series embedded into it and many are still playing it now. We also had Nioh, and while I didn’t get on with it the game received fairly widespread praise. For Honor came out and has been doing fairly well since, the people who love it love it and by all accounts it is a fun game. We also had Hollow Knight which is a fantastic Metroidvania game, it is fairly difficult so is a great one to jump into for fans of a challenge. Horizon Zero Dawn came out at the end of the month and was just mind blowing, go play it. Torment: Tides of Numenera was released too and is still on my to play list because it apparently tells one of the best stories of the year. 
March
The release of the fantastic Switch brought with it one of the best games I have ever played in Zelda: Breath of the Wild, the game brought back all the memories of previous games in the series but made them reality by giving the players a stunning world to explore and the tools needed to do so straight away. We also had Nier: Automata which seems to have more and more people raving about it as the year goes on. Definitely another one on my to play list. 
April
Persona 5 dropped here and is a must play for any fan of RPGs. It takes the JRPG formula to some of it’s highest heights and was artistically one of my favourite looking games of the year, even the menus were easy on the eyes. What Remains of Edith Finch also came out in April and this list is making me realise how many games I have yet to play this year. 
May
May saw the release of Prey, Fire Emblem Echoes: Shadows of Valentia, Shadow Warrior 2 (lots of stupid fun if you can get some mates together) and just a whole bunch of Switch releases like Minecraft and Disgaea 5. Injustice 2 also came out and has been getting some awesome new characters throughout the year.
June 
June was good for fighters too seeing Tekken 7 released early in the month.  The Wipeout Omega Collection came out and really makes me want a brand new Wipeout game. Arms was released on the Switch and is generally a lot of fun, especially in local multiplayer mode. Crash Bandicoot N. Sane Trilogy also saw the light of day and got a great reception, hopefully we can get a new Crash Team Racing too. 
July 
The End Is Nigh is a fantastic platformer, it isn’t easy but then a lot of the great games aren’t. We also got Splatoon 2 which has continued getting support since and has had some great splatfests too. My standout game of the month wad Pyre though, a strange combination of basketball and challenging choices, the game was another great showing by SuperGiant and the music by Darren Korb is as glorious as always, 
August
Hellblade: Senua’s Sacrifice is haunting and at times unpleasant game to play, it stares into some incredibly dark things and does so wonderfully. The motion capture was fantastic and the people at Ninja Theory did a great job on this unique game. Nidhogg 2 came out, go get some people to play with and have fun. Undertale was released and is many people’s game of the year as it does such a great job of twisting so many tropes. Continuing Nintendo’s one big game a month streak we got Mario + Rabbids Kingdom Battle, which is a very strange mix of Xcom, annoying creatures and Mario that just works. Absolver was released at the end of the month as well and is one of the best martial arts games I have ever played, it wasn’t perfect but it captured one of my favourite hobbies in a way no other game ever has and is well worth a look. 
September
Destiny 2 was released, a fun game with a fair share of issues, it is great for those looking for a long term project and probably a lot better for newcomers to the series. Divinity: Original Sin 2 was released, I literally bought the pieces for a gaming PC because I needed to play this, it is a nigh on perfect game and is one of the best sandboxes of the year. SteamWorld Dig 2 was released and was perfect on the Switch, it is an overwhelmingly great upgrade on an already fantastic game. We also got Doki Doki Literature Club, which is a must play and is free, go get on it.  The SNES Classic edition came out too, I love the nostalgic bursts that Nintendo put out and hope we get an N64 one soon. 
October 
Middle-Earth: Shadow of War was released to a mixed reception but is still a fun game to play. The Evil Within was another great horror title to come out this year and does a great job of messing with it’s players. We also got South Park: The Fractured but Whole which is a fun RPG for those who enjoy the South Park humour. The we had Assassin’s Creed Origins, Wolfenstein 2: The New Colossus and Super Mario Odyssey all release on the same day, all incredible and in different genres. Seriously, an incredible month.
November
Call of Duty: WW2 came out to the usual fanfare. Pokemon Ultra Sun and Ultra Moon were released which for me just served to make me want a Switch Pokemon game even more. Star Wars Battlefront 2 came out, I know people have enjoyed it and maybe the loot box nonsense was just marketing?
December
Xenoblade Chronicles 2 came out to bring strange voice acting to everyone around and a giant length RPG to the Switch. Romancing SaGa 2 was rereleased making it easily playable for the first time in a very long time, as was Okami HD. 
2017
Not quite as short as I was going for, what a year though. I still have a far few of these to try and get through. The must plays I would recommend are Persona 5, Zelda, Divinty 2, Pyre and Doki Doki. All bring something different and all are worthy of your time and money. 
I guess now we just hope next year is a littl quieter so we can catch up.
Happy New Year
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gta5658bestgaming · 4 years
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Gta V Where Is My Mobile Operations Center
Mod Creator (Mobile)
GTA four APK OBB Data MOD Download 2019 (Full Version). With the very first-individual mode and the larger excellent graphics in the game, you can take pleasure in much better a different element that GTA is known for: driving. In GTA 5, even though the vehicles are nevertheless hard to maneuver, the automobiles do stick to the road better, which means significantly less wipeouts than in GTA 4. A larger map also made the want for GTA five to upgrade its gallery of autos to consist of amazing planes as properly as other aircraft.
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It is worth to mention that as it befits for big mobile games, GTA 5 Mobile requires very new and very-sophisticated telephone in order to launch it smoothly, with out any complications related to optimization. So, in order to enjoy Gta v on android or its ios counterpart, it is encouraged to use new, freshly released phone that supplies you with updated operating technique.
Grand Theft Auto V mobile is a notorious action-adventure game that tends to make you to a universe of composed crimes. Come to be a dance club owner with the assistance of wonderful manager Tony Prince. Welcome acclaimed DJ's Solomon, Tale of Us, Dixon and Black Madonna to enable you to kick the gathering off. It will fill in as a ideal concealment job for your unlawful action as a horde supervisor of San Andreas.
Get prepared to play GTA five and travel via Los Santos like you have never ever noticed it just before, on a mobile phone (or tablet) screen. It's time http://lisadubin.com/how-to-gta-5-android-game-download to adventure on out the whole city in the new GTA 5 iOS and Android game. Grand Theft Auto 5 has lastly created its way to mobile platforms and the fans couldn't be happier with its release. Even even though men and women have made comments about the graphics and FPS not getting as excellent as the console version, that hasn't stopped the thousands of people today from downloading it.
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Android customers can download and verify out the initial 5 levels for absolutely free before the $five paywall pops up to unlock the rest of the game. This is great due to the fact you get enough of a taste of this game to establish no matter whether it's a excellent match for you, and then you can assistance a fantastic indie developer putting out best-notch games for mobile.
The price here is not so negative, thinking of you get the full game with no dumb in-app purchases schemes in place. What with Rockstar milking GTA Online for all that it is worth with microtransactions on console and Computer, it is entirely worth it to go back and revisit these classic games on your telephone. There's essential help for Bluetooth controls and most effective of all the games will load much more rapidly than your PlayStation two ever could back in the day.
As for GTA: Liberty City Stories , the game recycled a lot of the assets of GTA 3 from the PS2 and follows a prequel story to the events of GTA 3 involving gangster Tony Cipriani. The mobile port runs new HD assets, and particular devices potent enough will run the game at 60fps. You can pick up a digital copy of the game appropriate now for iOS compatible devices from the iTunes App Retailer, and you can look for the game to arrive on Amazon and the Google Play Store quickly.
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The Producers have not forgotten Rockstar editor in GTA five Android iOS so players can record their practical experience and publish it straight onto Rockstar Games Social Club or much better yet, YouTube. Share your GTA five Android experience with all of your close friends! Single player mode is also readily available on GTA five for Android and iOS. To enter, customers have to press an icon which they locate on the appropriate side of the screen. Customers can set default camera view, by entering the "Display" section of the Settings and enabling "Let Independent Camera Modes".
For instance, Trevor is crazy Michael is deeper and a lot more complex. On the other hand, one day, Michael discovered his wife was sleeping with a tennis coach. This is a powerful return of Rockstar Games producer after a handful of years of absence. Then, You can copy the file into your telephone. The game is super smooth and runs on-line. This have to be the most significant game of the year released on any other mobile devices.
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immedtech · 6 years
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The Morning After: Pandora's new playlists and a PSVR price cut
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Hey, good morning! You look fabulous.
It's five o'clock somewhere (hey Jakarta!), so grab a beer and tune in for some eSports with your fellow Overwatch fans. Otherwise, you can selectively delete some Facebook data or find out what teachers think about Apple's education-focused iPad.
"These friends are real, and it's amazing."Cheers, chants, and 'Overwatch' at NYC's first eSports supporters club
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Blizzard took a risk, and raised some eyebrows when it decided to model OWL on traditional sports, complete with city-based teams. But only three months into its inaugural season, OWL boasts above-average Twitch ratings (even beating NA LCS in average concurrent viewers for the first time in late February) and -- if the Five Deadly Venoms Crew is any indication -- has attracted a broader audience than its competitors.
PSVR or Oculus Go?Sony cuts $100 from the price of its PlayStation VR bundles
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The new starting price for PSVR will be $299 in the US, €299 in Europe, £259 in the UK and ¥34,980 in Japan. Plus, Sony delivered the WipEout Omega Collection's PSVR update.
Due in 2019.SF Motors reveals two electric SUVs with 300 miles of range
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SF Motors, the US arm of Chinese company Sokon, has just announced two cars -- the SF5 and the SF7 -- as part of a whole new line of electric vehicles. It also developed its own proprietary battery cells that apparently have a range of more than 300 miles (500 km) per charge. The cars will also have "protective autonomy" -- basically Level 3 autonomy -- which are cars that can handle most driving tasks with "limited input" from humans.
Discovery Weekly has a new challenger.Pandora goes full Spotify with personalized playlists
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"We combined our human curation with personalized algorithms to automatically serve up new artists and songs, anticipating the perfect balance of discovery and steady favorites."
Mark your calendar.SpaceX and Boeing inch closer toward crewed space missions
The race between the two companies to be the first to provide commercial transportation services in space appears to be neck-and-neck. Boeing has a crewless orbital flight test scheduled for August this year, and SpaceX plans to complete a crewless flight to the International Space Station in the same month.
"My friends were like, 'It's the end.'"How the 38 Studios scandal shaped 'Life is Strange: Before the Storm'
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In February 2012, 38 Studios' first title, Kingdoms of Amalur: Reckoning, came out and was met with moderate success. By June, it was bankrupt, leaving Rhode Island taxpayers on the hook for a massive loan. Deck Nine narrative director Zak Garriss explains how he's carried the lessons of that experience with him, and how they impacted the development of Life is Strange: Before the Storm.
But wait, there's more...
Tech giants are lined up behind the 'royalty-free' 4K codec AV1
What educators think about Apple's new iPad
Facebook is making it easier to delete your data
Watch NVIDIA's GPU Technology Conference keynote in under 15 minutes
The OnePlus 6 will have a notch
Uber trucking exec Lior Ron is leaving the company
The Morning After is a new daily newsletter from Engadget designed to help you fight off FOMO. Who knows what you'll miss if you don't Subscribe.
Craving even more? Like us on Facebook or Follow us on Twitter.
Have a suggestion on how we can improve The Morning After? Send us a note.
- Repost from: engadget Post
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yahooben · 7 years
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Nintendo Switch launch games: The must-haves, the maybes and the probably nots
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The Nintendo Switch is here, and these are the games you’ll want to buy and avoid.
Nintendo’s innovative home console/portable hybrid machine, the Switch, is finally here. We’ve put the system through its paces, and while the tech is impressive, the real reason to consider buying it is for the games themselves. After all, hardware is only as good as the software it powers.
Unfortunately, there isn’t a great deal to choose from at launch. The Switch arrived with only 10 launch games, a paltry list compared to the other consoles and handhelds that have released in the past decade or so.
But even with a relatively small pool, you likely still have questions regarding which games, exactly, should top your Switch list. Here’s your guide to the best — and the rest.
The Must-Have
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‘The Legend of Zelda: Breath of the Wild’ is the only exceptional launch game for the Switch. But it’s incredibly exceptional.
“The Legend of Zelda: Breath of the Wild” ($60)
I could happily write a few thousand words explaining why Link’s latest adventure is so superb, but my colleague Dan Howley already did that. Go read his review.
If that’s TL;DR, just check out its insane Metacritic score (a jaw-dropping 98 at the time of this writing). “Breath of the Wild” is an incredible video game, a fresh, fascinating, open-world take on a venerable franchise. Immediately ranking as one of the greatest launch games (and “Zeldas”) ever, it’s a shoo-in for Game of the Year contention and light years ahead of any other Switch game. If you own a Switch, you should own this video game. Period.
The Maybes
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‘Snipperclips’ is a fun, interesting game, but not a system-mover.“Snipperclips: Cut it Out Together!” ($20)
This adorable downloadable game turns your Switch into scissors. Cut, move and rotate two weird little shapes to fill holes and solve puzzles either with a few friends or by yourself. Lightweight but clever, “Snipperclips” recalls quirky handheld games like “LocoRoco” for the PSP and makes a fine Day One purchase.
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‘Shovel Knight: Treasure Trove’ brings back the 8-bit magic of the series.“Shovel Knight: Treasure Trove” ($25)
Indie developer Yacht Club Games hit pay dirt in 2014 with this loving homage to 8-bit RPG action. It’s a fine fit for the Switch; the “Treasure Trove” version contains the full original game plus three extra campaigns starring unique characters one of those, “Specter of Torment,” is sold separately for $10. It’s not the revelation it was when it first launched, but if you missed it on other platforms, consider remedying that here.
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‘Fast RMX’ is a lighting quick, exciting game in the vein of ‘F-Zero’ and ‘Wipeout.’“Fast RMX” ($20)
A blend of “F-Zero” and “Wipeout,” “Fast RMX” is a Switch-specific “remixed” take on a Wii U racer called “Fast Racing Neo.” And fast is right. Players careen down a wealth of futuristic tracks in floaty space cars, grabbing turbos powerups and trying desperately not to smash into walls. It’s not the newest idea on the block, but it’s pretty, small-ish (only 900 MB) and priced right.
The Probably Nots
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‘1-2 Switch’ is a quirky game, but overpriced for what it offers.“1-2-Switch” ($50)
Nintendo presumably hopes this mini-game collection will do for the Switch what “Wii Sports” did for the Wii. Sadly, it won’t. While a handful of the 30 or so included games do a decent job of showing off the Switch’s Joy-Con tech, many are just too dull and simplistic to warrant repeated play. Worse, it’s being sold at a ghastly price. This should have been a free pack-in, not a premium buy.
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‘Super Bomberman R’ is a more Bomerman fun, but it’s also overpriced.“Super Bomberman R” ($50)
Overpricing is also an issue with this otherwise solid entry in the vaunted “Bomberman” series. It’s perfectly suited for the Switch’s local multiplayer gaming focus, featuring both single tablet co-op gameplay along with up to 8-player multiplayer for seriously hectic Bombermanning. And while it comes with a 50-stage Story mode, this old-school jam simply doesn’t warrant the $50 price tag.
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‘Just Dance 2017’ is coming to the Switch. But for some reason it’s more expensive than it is on other consoles.
“Just Dance 2017” ($60)
Ubisoft’s long-running (dancing?) series makes it way to the Switch, but this club raised its cover charge since “Just Dance 2017” was originally released for consoles in October of 2016. As with those versions, smartphone integration means you don’t even have to use the Switch’s controllers to play. That’s kind of a bummer in this case; the Joy-Cons offer all kinds of cool tech to tinker with that the game doesn’t really take advantage. Other than your wallet, that is. At $60, “Just Dance 2017” is actually $10 more than it was for other systems five months ago. Stop the music!
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‘I am Setsuna’ offers ‘meh’ gameplay and was released last year.“I am Setsuna” ($40)
Nintendo’s Switch event back in mid-January was pretty big on Japanese role-playing games, and indeed, we get one at launch in this throwback. First released last year, “I Am Setsuna” scores points for a thoughtful story steeped in tragedy, but its ho-hum, derivative gameplay makes it less exciting for genre fans.
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‘Skylanders: Imaginators” is a decent addition to the series, but it’s just another re-release, and an expensive, one at that.“Skylanders: Imaginators” ($60)
Full disclosure: this is the one Switch launch game I did not play … at least not on this particular console. I played it on the PS4, where it was another solid, money-grubbing effort in the toys-to-life franchise. At this point, you’ve likely played it or purposefully passed on it, and while the Switch version gets around the pesky Portal of Power accessory by letting you scan toys using your Joy-Con, it’s just not an exciting game for a brand new system.
More games news:
‘For Honor’ review: You’ll need skill to survive this online fighter
‘Horizon: Zero Dawn’ Review: Combat and storytelling shine in spectacular sci-fi epic
The $450 Analogue Nt mini brings new life to old-school NES games
‘Resident Evil 7’ review: It’s a screaming good time
Ben Silverman is on Twitter at ben_silverman.
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Closing Time: Freddy Peralta graduates
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Thus far, rookie Freddy Peralta looks terrific from every angle (AP/Morry Gash)
The Brewers are in first place in the NL Central, 2.5 games clear of the Cubs. It’s a fun and highly-watchable team, a mix of names you know and names you’re getting to know.
Add Freddy Peralta to that latter group. And give Peralta his graduation papers, he’s pushed his ownership tag to the point that we can’t discuss him as a reasonable add any longer. He’s climbed over the 50-percent threshold, and the future looks bright. We’re now trying to figure out where the story is headed.
The backstory should be a review, stuff we discussed two weeks back (when he was five percent owned). Peralta is a 22-year-old rookie who’s been a strikeout ace at Triple-A and a revelation in four MLB starts. The Twins got the better of Peralta in his second turn, but he’s been a knockout in the other three appearances.
[Yahoo Fantasy Football leagues are open: Sign up now for free]
Start with a 13-strikeout debut at Coors Field, with just one hit allowed. That’s insane. Peralta also tamed the Pirates over six scoreless innings, and Tuesday against Kansas City, it was more bagel parade (7 IP, 1 H, 0 R, 1 BB, 10 K).
Now would be a good time to run some Peralta video. Filthy is as filthy does.
Okay, no one gets a trophy for stopping the 2018 Royals, but appreciate the likely Signature Significance in front of us. Thus far 29 pitchers have managed at least two double-digit strikeout starts, and Peralta made it on just four appearances. He’s sitting on a 1.59 ERA, a 0.71 WHIP, and nine walks against 35 strikeouts over 22.2 innings. These are Wiffle Ball stats.
Of course the kid is going to eventually regress, that’s not any eureka moment. No one is this good. And the Brewers will have a clogged rotation soon enough; Zach Davies should return from the disabled list next week. Peralta’s spot in the rotation isn’t carved in stone, not yet anyway.
That said, the Brewers fancy themselves contenders (consider the Lorenzo Cain and Christian Yelich trades in the offseason), and they need to respect anyone who’s getting it done right now. And the schedule might come in handy as Craig Counsell tries to navigate the glut of pitching. Milwaukee doesn’t have an off day until the All Star Break, and there’s also a doubleheader in the second week of July. The Crew could easily decide to run with six starters, let the logjam figure itself out.
No matter what, Peralta is set to start against the Reds this weekend. Screw Harvey Day (his opponent), it’s Peralta Day. After that, Counsell has some decisions to make.
The only reasonable assumption I see is Peralta hanging around. I always consider my entire fantasy roster tradable, but I’d have to really like a Peralta offer at this moment. The upside is too tantalizing. I’m probably going to hold on with both hands and see where the ride takes us.
• I recognize many fantasy owners dream of complete domination and demolition, assembling an All-Star roster and just crushing opponents.
Hey, I have nothing against star players. Everyone needs a few. But I feel more satisfaction when I find production from a hidden or unlikely source.
Consider Gorkys Hernandez in San Francisco.
Hernandez has been around, stopping in Pittsburgh and Miami before hitting San Francisco in 2016. He played often last year, and did extremely little in 310 at-bats — a .255/.327/.326 slash, no home runs, 12 steals. The bags are nice, the average mediocre, the power nonexistent. The Giants viewed him as a disposable depth player to open the year.
Alas, Hernandez is playing often, and playing quite well. In his age-30 season, he’s apparently figured some stuff out. He has a nifty .284/.338/.482 slash over 68 games, with 10 homers (where did that come from?) and four steals. He’s batted leadoff in seven of his last 10 starts.
He was the hero in Tuesday’s 3-2 win over Colorado, with an early homer (a center-field blast) and the go-ahead walk, plating a run, in the eighth. The leash gets longer.
SFGiants fans March 2018: Why do we still have Gorkys Hernandez? June 2018: Where would we be without Gorkys Hernandez!
— Batting Stance Guy (@BattingStanceG) June 23, 2018
Hernandez was a secondary prospect in his early days, cracking the Top 100 for two major ranking sites in 2008 and 2009. But he was never slotted higher than No. 62 (Baseball America, 2009). He really can’t be called a post-hype prospect; the full hype never arrived.
Hernandez is hitting the ball harder this year, obviously a good thing. He’s also become more aggressive, perhaps hyper aggressive — his walk rate is down a speck, and his strikeout rate has spiked to 28.4 percent. Some might feel this approach will catch up to Hernandez sometime, with all the swinging strikes and out-of-zone chases. But perhaps this is a player who’s learned how to sell out for power and take advantage of it. Selective aggression can actually be an extremely valuable tool at the plate.
I don’t blame anyone who screams out “pumpkin” and doesn’t want in on Hernandez. But at some point we have to trust what’s in front of us. Over the last five weeks, he’s the No. 20 outfielder in 5×5 value. That is no longer a tiny sample size. You don’t have to put Hernandez on an extended leash, but I’m fine to see where this story goes — he’s already on a handful of my rosters.
Hernandez is still available in 92 percent of Yahoo leagues. He’s lagging far behind the ownership tags of Dexter Fowler and Bradley Zimmer, for crying out loud. Remember, we really don’t care about the name. We just want the numbers.
• The Giants closing chase didn’t clean up Tuesday, even with the 3-2 victory.
Mark Melancon worked the eighth and allowed two hits and a run. Lefty Tony Watson retired one batter, two pitches, and cleaned up the Melancon mess. Sam Dyson survived the ninth (double, walk) when D.J. LeMahieu’s sharply-hit ball turned into a game-ending double-play. To be fair, the leadoff double off Dyson was a bloop, a total fluke. But had he merely recorded one out during LeMahieu’s at-bat, the Giants probably would have summoned lefty Will Smith to face Charlie Blackmon. Dyson only threw 11-of-19 pitches for strikes, and walking Chris Iannetta is inexcusable.
How badly did you need those saves, again?
• It’s not easy to figure Detroit’s bullpen, given the team is going nowhere. But Shane Greene has struggled this week, picking up two losses and pushing his ERA over 4. That 1.27 WHIP is mediocre, too. If and when the Tigers want to try someone else, Joe Jimenez (2.65/1.04, 41 K, 9 BB) has the profile of a closer. (Of course, Jimenez was knocked around Monday, too.)
I’m also holding onto Kirby Yates in San Diego, partly for the wipeout innings and partly for the possibility that Brad Hand is traded later this summer. To be fair, the Padres could and maybe even should shop Yates, too. They’re in a rebuild, and relief pitchers are a luxury for non-contending clubs. In the meantime, look at Yates’s 2018 domination — 0.82 ERA, 0.85 WHIP, 40 whiffs against nine walks over 33 innings. He’s turned himself into a fantasy asset in medium and deep mixed leagues.
Have to figure Nick Kingham is back up with the Pirates sooner or later (Kuhl may be hurt). Kingham is at six-percent in Yahoo. Up and down first six starts, but his WHIP is under 1 and he averaged a strikeout per inning. Had a pedigree before TJ surgery. A good speculative play.
— scott pianowski (@scott_pianowski) June 27, 2018
• Whatever they did to fix Matt Carpenter, man oh man, it’s worked. Carpenter was hitting .140 as recently as May 15, but that’s when the party started. He’s on a .349/.424/.691 barrage in his last 38 games, with 33 runs, 12 homers, and 23 RBIs. (Sorry, he’s not a baserunner. But he does grab three positions in Yahoo leagues.)
Carpenter’s best game of the year came Tuesday against Cleveland, a 5-for-5 explosion with a double and two homers. Pretty heady stuff when you consider Corey Freaking Kluber started for the Tribe.
It’s likely Carpenter was playing hurt for the first few weeks of the year, and he’s also maintained a strong hard-hit profile all year. Some bad luck played into the nightmare start, sure. But no one bats .140 for six weeks without being part of the problem. The good news is that when Carpenter finally broke this slump, the signs were clear to see — he didn’t merely start collecting hits, he started ripping extra-base knocks. He batted .393 in the second half of May, with nine doubles, four homers, and a .738 slugging percentage.
Obviously not every slumping player gets a smooth landing. As I’ve said for years, everyone comes around, except when they don’t. But now we have to consider Carpenter back in the $20 and up class, especially when we factor in the three positions of eligibility. Heck, it wouldn’t be a stretch to put him on the All-Star team — his .136 OPS+ is just four points from a personal best, and he could be especially useful for the NL given his defensive versatility.
Follow the Yahoo fantasy baseball crew on Twitter: Andy Behrens, Dalton Del Don, and Scott Pianowski
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When skiffs get radical: the high performance new Superfoiler
The SuperFoiler is a brand new three-hulled foiler designed to bring the 18ft Skiff concept into the foiling era, Crosbie Lorimer finds out more
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SuperFoiler training session at Woollhara Sailing Club in Rose Bay - 18/01/2018 ph. Andrea Francolini
The boundary between control and carnage aboard was thoroughly tested on the inaugural SuperFoiler Grand Prix season this spring with a multi-event circuit around Australia featuring these radical new designs.
For a sense of the insane levels of skill and speed of reactions needed to race the new designs, watch here:
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In 2013, inspired by the spectacle of the America's Cup in San Francisco, the Australian father and son team of Bill and Jack Macartney made the bold decision to revisit the highly successful 18ft Skiff Grand Prix concept they'd masterminded in the 1990s, creating a new multi-venue event from scratch, boats and all.
“The extraordinary spectacle of those 72ft America's Cup catamarans suddenly rising up out of the water was like nothing I'd ever seen before. All of a sudden we saw there was a whole new dimension to it,” said Bill Macartney, “It was at that point that Jack and I said: 'Look, this is too good to not do something about'.”
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SuperFoiler Grand Prix in Adelaide in February 2018, Photo Andrea Francolini/SuperFoiler
Thrills and spills
Twenty years of advances in digital and communications technology since the peak of the 18s circuit has also allowed the Macartneys to bring the onboard thrills and spills of sailing onto screens of all sizes. While the 18s were famously on prime time TV in Australia, for the SuperFoilers event coverage has moved up to a new level with fan zones, open boat parks, drone coverage, live feeds from crew on board, online live-streaming and free-to-air television all forming key elements of the event package.
The costs of designing and building the boats, then putting together such a national roadshow is significant: criss-crossing the continent with four shipping containers and a team of 62 personnel to set up for three days of sailing in five separate venues over seven weeks calls for high level investment and sponsorship; hence the international profile of the six current boat sponsors.
The Macartneys' design philosophy for the SuperFoiler embraced two core objectives: the boats would be designed from the foils up (rather than adding foils to an existing design) and, as importantly, they'd have three crew, all on trapeze, with an all-up weight of 240kg.
The latter objective sought to combine the physicality that was a hallmark of the 18-footer Grand Prix circuit with the challenge of controlling the rudder and daggerboard foils from the wire. There are no America's Cup-style sheltered cockpits and video game box controls for these crew!
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The helmsperson can assess the degree of rake on the rudders by a 4:1 purchase string pot calibration on the stern of the centre hull. A similar system on the mast displays the rake of the daggerboard foils. Photo Crosbie Lorimer
The resulting craft has a lean, businesslike look that is less concerned with Concours d'Elegance pretensions than in packing in ingenious design that is both complex and simple enough to allow a 26ft, 370kg three-hulled craft to achieve steady, foiled flight in as little as 7 knots of true wind.
Working with the design team of Morelli & Melvin and the Australian builders Innovation Composites, the Macartneys also called on the experience of the world's best foiling sailors to create and evolve a SuperFoiler capable of 25-plus knots in upwind mode, and a blistering downwind performance that has seen speeds in the high 30s recorded at the early regattas.
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All of the foils are directly controlled by electric actuators (there is no stored power nor any hydraulics on board). Rudder rake moves through 6 degrees and daggerboards through 9 degrees and neither rudders nor daggerboards can be canted. Note the emergency air bottle attached to the tiller stock. Photo Crosbie Lorimer
Although the computer design programs employed by Morelli & Melvin greatly condensed the foil, platform and rig design iteration process, evolution continued as the first boat was tested. Sail configurations and daggerboard cassettes particularly received attention to gain sufficient rigidity and power in the cassette to minimise foil flex and offer immediate control on foil rake when it's needed – all while minimising any extra weight. 
Sail evolution mostly centred on finding the optimal ratio of mainsail area to jib (each boat has a large and small jib option), resulting in an increase to the mainsail area, which is central to ride height and control, with reductions to the larger jib sizes which tended to lose flow at higher speeds.
Hull skin thickness as little as 2mm in places has also kept the shore team, led in its early phases by Softbank Team Japan's former shore manager, Tyson Lamond, busy with overnight repairs and tweaks to keep the six boats on the water for the three-day regattas.
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Morelli and Melvin's sail design iterations included lowering the rig height to lower the Centre of Effort while 'endplating' the bottom of the sails to improve flow across the hulls and platform; a trend that reflects recent designs in Moths. Photo Andrea Francolini/SuperFoiler
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The upturned J shaped, non-canting daggerboards offer steadier flight than the L shaped foils commonly seen in the America's Cup boats. Keeping a smooth trailing edge on the foils remains a major challenge given the manually operated lifting and lowering through the cassettes. Photo Crosbie Lorimer
Maintaining waterproofed circuitry on a boat that quite regularly capsizes and inverts – particularly as the crews learn to master the foil controls – has been an area of focus for the shore team and designers. Some smart and cost effective solutions, such as 3D printing of minor componentry, has all but eradicated post-capsize downtime and also permitted the team to modify the design on the run as they analyse previous component failures.
The six teams that race the SuperFoilers include crew from five countries (Australia, New Zealand, England, Scotland and the USA) and range from the 'dream team' of Nathan Outteridge, Glenn Ashby and Iain Jensen through to Olympic Silver medallist Olivia Price, who'd never sailed a foiling multihull prior to the lead-up for this event, but teamed up with 2012 Moth World Champion Josh McKnight. Luke Parkinson, skipper of tech2, took a break from two legs of the 2017/18 Volvo Ocean Race to take part in the SuperFoiler series.
Despite the calibre of sailors crewing on the SuperFoiler circuit, spectacular wipeouts, crashes and gear failure were a frequent occurence. Even the best were aware they were sailing on something of a knife-edge while they came to grips with their wild rides.
Outteridge commented: “If we hadn't sailed the America's Cup boats I would be petrified; you are just on the trapeze ready to get catapulted… it is a massive learning moment. This is the 18-footer on steroids!”
Listen to Outteridge here:
youtube
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Daggerbord and rudder foils can be controlled from the tiller extension while on the trapeze. A single tap moves the foils in half degree increments. Holding down the buttons provides continuous foil movement, typically used to set foils to a neutral position going into gybes or tacks.
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Specification
DesignerMorelli & Melvin
Builder Innovation Composites
LOA 7.97m 26ft 3in
Main hull length 7.9m 25ft 11in
Outrigger length 4.5m 14ft 9in
Beam 5.15m 16ft 11in
Draught (daggerboards down)
1.52m  5ft 0in
Displacement 370kg 816lb
Sail area (mainsail) 27.6/32.6m2 297/35 ft2
Sail area (headsail) 7.8/9.3m2 84/ 100 ft2
The post When skiffs get radical: the high performance new Superfoiler appeared first on Yachting World.
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How to Get FREE FIFA 18 Coins and Cash
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How the Iconic Wipeout Series Was Born
From Playstation Blog USA
“It’s only really many years later when you have the benefit of hindsight that you look at the idea, the art direction, the soundtrack, the platform… and it’s all just perfect timing. Those moments don’t come along very often.” – Nick Burcombe, co-creator, WipEout (1995)
WipEout hit 1995 with the force of an earthquake. Its sci-fi vision of armed anti-grav craft battling it out at 1,2000kph for gold and glory on twisting, vertigo-inducing race tracks couldn’t have been further removed from the quintessentially English pub in which it was conceived. Yet it felt perfectly in sync with the world it roared into like a supercharged sci-fi colossus.
Birthed in Liverpool, England and deployed on PS One’s bleeding edge tech, WipEout dropped into the eye of a raging cultural storm that was gripping the United Kingdom. Yet while it embodied the zeitgeist of ‘Cool Britannia’ – a celebration of the country’s beautiful collision of movies, music, art, club culture – its impact wasn’t restricted by geography. Cool Britannia’s epicentre was the British Isles. WipEout’s was anywhere a PlayStation was hooked up to a TV.
How the Future of Racing Started in an English Pub
WipEout was the child of a concept pitch and a vivid memory. The two met in a pub just outside Liverpool in the early ’90s, introduced by a pair of Psygnosis developers – designer Nick Burcombe and artist Jim Bowers. The drinking establishment was a regular haunt for studio staff of which Bowers and Burcombe were two. They’d regularly meet and bounce ideas of each other.
Years earlier, Bowers had created a concept movie of two wedged ships dogfighting along a race track, firing missiles at one another before soaring round a huge loop.
He’d showed it to Burcombe, who recalled the footage when regaling Bowers with a story of how he’d overcome a particularly difficult race in Super Mario Kart by turning the TV’s volume off and cranking up a trance track (‘Age of Love’ by Age of Love) on his hi-fi.
“I had a zen moment were everything flowed perfectly,” remembers Burcombe. That sense of exhilaration as the music reached its peak as he crossed the finish line “was the moment I knew I wanted to make a game that did that to you.”
He envisioned doing the same to Bowers’ concept, setting the piece to a Liam Howlett cover of surf track ‘Wipe Out’ that broke out into the Prodigy’s ‘No Good’.
“I think that was the moment we could both see immediately what the game could be,” Nick says. “Even if it was in our slightly sozzled minds’ eye.”
The concept was gold. But there were two other key elements that helped turn the concept into reality.
How the CD-ROM and the Movie Hackers Made WipEout a Reality
In the early ’90s Psygnosis was making inroads in two key areas. Alongside researching CD-ROM technology on the belief it’d soon be the next big shift in the industry, its Advanced Technology Group art team were getting to grips with 3D modelling. The result was a pair of arcade shooters, Microcosm and Novastorm (the latter, designed from scratch by Burcombe, offered a heavier emphasis on sci-fi).
Unbeknownst to Psygnosis, Sony’s PlayStation console would also use the technology. Impressed by the studio’s output, Sony would soon buy the studio outright and put it to work creating a game for its debut games machine.
At the same time, Sony Pictures approached the studio to create a gameplay sequence for a scene in its movie Hackers. Bowers and Burcombe saw their chance to solidify the idea born from their recent pub conversation. A tight deadline meant there couldn’t be any fat, and the pair raced to refine their initial idea. Burcombe focused on vertigo-inducing track design while Bowers added pop-up walls that could be shot to access new sections of the level.
Their work paid off. So impressed by the concept, when the studio took delivery of its first PSone development kits, Burcombe was put in charge of creating its debut title. “I think [my boss John White] and Jimmy knew I had something in my head that I wanted to get out,” Nick theorises.
Tracks, Setting, and the Feel of Anti-grav
Initial focus was on perfecting track design. Trackside details, the game’s overall tone and theme were secondary.
“I was much more concerned with the length of straight, steepness of elevation, frequency of undulations and the tightness or camber of chicanes and corners,” says Burcombe.
The designer also had a clear idea about the weapons pilots could use during the races, stating that everything initially designed made it into the final game.
The 2052 setting was picked because of its relative proximity to the modern day. Close enough to relate to (“it should still be recognisable. An arbitrary date – like 3231AD – would mean nothing to me”) but still offer a tantalising glimpse into future tech such as anti-gravity, which would be the cornerstone of WipEout’s feel.
“For some bizarre reason, I’d use vocal sound effects to really emphasise the weight of something or the inertia and drift,” recalls Burcombe of trying to convey the feeling of anti-grav to the rest of the team. “So I’d have to say it is a testament to the programming team who actually understood what I was trying to achieve.”
How the Iconic Soundtrack Emerged
You can’t talk WipEout without discussing its soundtrack. At a time when licenced music was a rarity in the industry, it was a combination of Sony’s extra marketing heft – specifically tapping into Sony’s music label – and an early demo of the game that secured the title’s first artist. Burcombe headed to London to meet Phil and Paul Hartnol – better known as dance outfit Orbital.
“We got talking about [the demo we showed them] and they were really enthused.They took us down to the studio to play me a track they had called P.ET.R.O.L. After some remixing and reworking – this track actually ended up on the disc. I think once that contact had been made, it was easier to get some others.”
Leftfield and The Chemical Brothers soon followed, and the game’s success greenlit further collaborations in sequels with the likes of FSOL, Fluke, Underworld, Prodigy, Photek and more. “It was a who’s who of the ’90s dance scene,” Nick says as he runs down the artist list.
Restarting the Project and Finishing the Game
Yet despite discussing the initial concept at length and fine-tuning it before full production began, creating a fully textured, real-time 3D game proved challenging, to the point that at one stage, the team had to restart the entire project, rethinking its approach to its production and programming pipeline.
“There was a moment when Ken Kutaragi came to the Liverpool studio and left believing we couldn’t make our launch dates,” Nick reveals. “But that was like a red rag to a bull for a team that had already worked very hard on it. The final few months of WipEout’s development was extraordinary, and I think being there for the European launch was a monumental achievement.”
“Looking back on it now, if it was just reverse psychology – it worked,” Burcombe admits.
Even when discussion shifts to the game’s launch, and acknowledgment of the fact that WipEout was on every early adopters’ wishlist come the PS One launch night at the studio’s local HMV, in typical developer fashion Burcombe mainly remembers the less enthusiastic critical responses.
“We were reading the 7s more than the 9s and nodding about the things that could be improved. It really focused our attention on what we needed to achieve for a sequel.”
After celebrating its success the team rolled up its sleeves and immediately started work on the next entry: WipEout 2097.
The Price of WipEout 2097
In the original game, weapons were deployed only to slow the competition down, give you time to overtake. In 1997 follow-up WipEout 2097, the studio introduced ship energy bars, meaning competitor – and player – ships could be destroyed if you didn’t recharge via trackside pit lanes. It added a new layer of strategy to races; WipEout’s version of F1 tyre changes mid-race.
Ships would now scrape up against walls, sparks flying, rather than coming to abrupt halt. While the original’s difficulty had its fans – including XDev’s John McLaughlin (“This is also why it is loved so much,” he says. “Once mastered you become one with the handling model, zipping through tracks, bounding over boost pads”) – the team wanted to make a more rewarding experience.
But the development turnaround proved creatively tough. Coming directly off finishing the original, the studio now had just less than eight months to develop and release the sequel. Despite 2097 bettering the original in every way, some of the original staff needed a break. As a third game went into production, Burcombe became a bystander to the franchise’s future. Nick eventually left Psygnosis – or Studio Liverpool as it was rebranded – to form his own independent label, PlayRise, and work on mobile turned console racer, Table Top Racing.
“I was able to stand back and watch as WipEout 3 launched, then Fusion on PS2 and then the PSP, PS3 and PS Vita versions.” But he remains upbeat about seeing the series continue without him. “Watching it evolve from afar has been great and I know so many of the people who have worked on all these different versions – improving and building on it each time.”
“I think it’s one of those games that actually conveys something of the team in it. It is a game with a soul and I think people get that,” Burcombe concludes. “The ideas, the graphic design, the music and the PlayStation all combined to make it perfect for that moment in time.”
The Origin of WipEout Omega Collection
“It’s a unique game; there’s nothing else like it. It defined a generation.” – John McLaughlin, XDev, Omega Collection
December 2016, Anaheim, California. A packed auditorium’s roars are only emboldened as the tease of a bass-heavy electronica track kicking in merges with stunning HD visuals to confirm WipEout is returning. The Omega Collection couples PS3’s fan favorite tag-team of WipEout HD and Fury to PS Vita’s WipEout 2048 for an upgraded, remastered package on PlayStation 4.
It’s a welcome surprise for fans. For John XDev’s McLaughlin – one of those lifelong franchise fans and brainchild behind WipEout’s rebirth – “it seemed a simple and obvious choice” to bring the series back.
Though he admits it couldn’t be his decision alone, he made sure he was in the best possible position when pitching the idea.
“I managed to pry [WipEout HD’s] codebase from IT and got it over to Hustle Kings developer EPOS”. Together with CEO and programmer Staffan, McLaughlin worked out how they could conceivably make a PS4 remaster happen and worked up a timeline for development. To achieve it, they’d have to reach out to Clever Beans studio (When Vikings Attack) to partner with. The pitch worked. WipEout was on its way back.
The original plan, according to McLaughlin, was just to work on the HD/Fury package. “But very early on in development we looked at the 2048 code,” he explains. The PS Vita launch title is the most recent entry into the franchise, but its fiction provided a glimpse into an earlier era of the Anti-Grav Racing League. “We thought it would be great to bring all of the tracks and ships from that game too.”
Artwork was reworked, details added. SFX was totally remastered. Split-screen was coded in – a first for the previously handheld only 2048 – and a couple of nods to the classic era added (“we set about bringing back a couple of defunct teams from yesteryear and brought back Tigron and Van Uber teams.”).
And today, some months short of WipEout’s 21st anniversary, the futuristic racing franchise is reborn on PS4.
Back in 1995 there wasn’t anything like WipEout. In 2017, there still isn’t.
Your favorite race track from the franchise…
While Burcombe has the very first WipEout track, Altima VII, as a highlight (“I purposely put it first so you get that “wow” moment from the rollercoaster style downhill section”), it’s pipped by the game’s later course Arridos.
“It has a brilliant flow to it,” he remembers. “There’s some insane airborne shortcutting and great air-brake drift corners too. I also love that it looks carved into the landscape; the location seems plausible.”
For McLaughlin, it’s a pair of Sols – Sol2 from HD and Sol from 2048 – that are closest to his heart. “I love being thousands of feet in the air, zipping along at 1200KPH knowing I can fall off the edge at any moment. Real seat of your pants stuff!”
Your favorite WipEout team…
Maybe because it’s the default team come the ship selection menu of every WipEout, but both Burcombe and McLaughlin favour the Federal European Institute of Science and Research, better known under their acronym, FEISAR.
Though McLaughlin “has some affection” for Triakis, Burcombe points out the story behind FEISAR’s naming may be why it’s his only choice.
“It was a bit of a political joke. The UK had just signed the Maastricht Treaty in ’92 and it was a sort of prediction on where the UK and EU might be heading.”
Your favorite music track…
Despite not making its WipEout debut until 1997 sequel 2097, Prodigy and dance classic Firestarter is what immediately comes to mind for both men.
“It’s embedded in everyone’s brain,” Burcombe sums up simply. “Even though the version in [WipEout 2097] is the instrumental, it’s so engrained in the UK psyche, your mind just fills in Liam’s incredible vocal without even thinking about it.”
Your favorite piece of fan appreciation…
Much as WipEout is a unique melting pot of near-future techand killer tracks, so too is fan love spread across mediums, styles and disciplines. Burcombe points to seeing WipEout tattoos (“it blows my mind that its influence is strong, they felt the need to etch it into their skin forever”) but also that he “still gets regular emails” from fans thanking him for getting them into PlayStation, dance music or becoming DJs themselves. For McLaughlin though, a homage to the in-fiction ships wins out. “I simply love this model.”
Celebrate WipEout Omega Collection’s launch with its iconic art and music
Listen to WipEout Omega Collection’s soundtrack on Spotify here, and crank up the volume for a curated tracklist of the franchise’s best track from previous entries in our new The Best of WipEout playlist here.
Check out 25 stunning pieces of unseen WipEout artwork from across the franchise’s history here.
Celebrate the franchise’s stunning artwork with a collection of WipEout League t-shirts and hoodies, available from tomorrow exclusively on PlayStation Gear. The tops which were debuted on stage at PSX last year, feature a variant of the iconic Anti-Gravity Racing League logo – which dates back to the original game. Check them out below..
The post How the Iconic Wipeout Series Was Born appeared first on Ship 2 Block 20.
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