note Despite it being created in 1995, during the Sequel Gap between the first two F-Zero games - the Nintendo game wouldn't be turned into a series for another three years. Synths would allow us to design characterful sci-fi engines, and give full control over pitch behavior.Wipeout (sometimes styled wipEout or wipE'out") is a series of futuristic racing games developed by SCE Studio Liverpool (formerly Psygnosis), widely regarded as the PlayStation's answer to Nintendo's F-Zero series. This adds many constraints, and with no time to take risks, I decided to use synthesizers. The engine sound needs to behave in very specific ways, especially regarding their pitch modulation. You cannot trick the players with an engine constantly revving up, or with having infinite gears. It is very satisfying, but also a tricky task for sound designers! In games you cannot rely on the editing to reuse your most expressive and powerful sound. What’s important to understand is that in video games, the players’ interactions control the sound. But in reality, I had one week to find a solution for the tonal layers. In an ideal world, I would have spent a lot of time trying to find real world sources, from powerful vehicles to more organic and exotic elements, such as animals and nature sounds. That growly, tonal sound that gives an engine its identity and power! With this prototype I had a pretty full sound, but one major element was still missing. All this has influenced and ‘updated’ their sonic references and expectations. From Star Wars’ pod racers to Tron’s light cycles, from Oblivion’s drones to Transformers’ robots. Over the last decade players have seen many sci-fi movies, and played many games. But using these same sounds again wouldn’t work, they wouldn’t feel futuristic anymore. WipEout HD/Fury were released almost a decade ago, at the time they represented futuristic racing with award-winning sound and music. WipEout HD and Fury from PlayStation 3, and WipEout 2048 from PS Vita. Technically it’s a remaster of three older games. WipEout Omega Collection is a remake of older games, how did you go about refreshing the sounds? Speaking to Native Instruments, Couthier explained how he, together with his team, designed the engine sounds for WipEout Omega Collection, the latest installment of the iconic PlayStation racing franchise. Loïc Couthier is the supervising sound designer within the Creative Services Group of PlayStation Europe in London.
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