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Looking at wipeout... ...
The game mechanics also contribute to making wipeout feel smooth. In wipeout, it feels that you just have one type of turn (hold left/right) and that you can add to it more or less effect of the air brakes. It feels that you can take any turn with a single motion. In F-Zero, you've multiple different types of turns to choose from. While in wipeout you can take a long and smooth turn with a single motion, in F-Zero some ships will actually be better taking it with a series of little turns. ...
It's actually much more sophisticated. First off, next to the airbreaks,
side-shifting is very important for cornering esp. for fast cornering, i.e.
for setting the craft up for the next corner, during cornering, and when
coming out of a corner, all depending on the corner, of course. Side-shifting
moves the craft parallel and gives you a little boost. However, the side-
shifting force isn't applied right at the center of mass (varies with the
the craft) and as such the craft loads up angular momentum which is a feature
of WipEout HD and is pretty cool for playing the game. Giving a short steering
impulse also loads the craft with angular momentum and one can use it to set
up the craft for perfect cornering. There are many different ways to go
through a corner in WipEout HD (and all different for each craft) depending on
how you load the craft for the corner. Controlling and balancing these things
is the key to go around the track fast. It also helps in battle, in
stabilizing the craft by shifting the momentum of the craft to counter another
momentum impulse, to make additional barrel rolls etc.. It gives you a very
good feeling of actually controlling the craft. Having mastered the handling
of a craft, and given all the fine corners of WipEout HD, the game becomes a
pleasure racing the tracks again and again. The only track you are going to
hate is Anulpha Pass because it consists mostly of straight. Tracks like
Chenghou Project and Modesto Heights is a never ending joy.
Considering the speed to go around tracks, FAST is obviously very fast, but
speed is nothing without control. As a game developer you have to balance the
speed of the crafts with respect to the tracks and with the physical
properties of the crafts to make the game fun to play, which, up to my point
of view, is done very well for WipEout HD. Whether FAST is balanced or not
will be found out over time, i.e. whether the speed matches the tracks and
handling characteristics of the crafts and whether the game is fun to play in
this case.
On a side note: It is possible to make WipEout HD much faster (much faster
than Phantom, say Supersonic), but you need to adapt all the crafts for this
speed and also to the tracks, which is hard work to find out (lots of tests).
The question is; will the game still be fun? So I think this is where games
like F-Zero, FAST, etc. splits up. They are balanced differently, have put
different weights into the equation. However, the end result, no matter how
fast you can go or not in any particular game, must be fun, fun to play, fun
to race again and again. We don't know yet if FAST too will deliver within
this regard, but we will found out sooner than later!