Every Sunday, we bring you an article from our archive - and this week, to celebrate the original PlayStation's 20th birthday, we present the story of the studio behind one of the console's most iconic games.
If in doubt, buy your parents something you want and reclaim at a later date - a useful mantra handed down from generation to generation. I once bought my sister a CD that will remain nameless for shame purposes, even though she had no flashy machinery to play it on. But I did. So, when I suggested she hand the disc to me and keep the cassette recording I had selflessly made for herself, I was expecting nothing but cooperation. Bloody witch didn't see it like that though, did she? Threw a right strop. Ungrateful. But looking back at my foolish youth of yester-year I can see how much I have changed. She lives in China for a start, so no need to get her anything. Present for sister: tick.
It'll be almost two and a half years since WipEout Pure by the time the latest PSP incarnation of Sony's Liverpool-borne future racer hovers into view. In an industry increasingly built on yearly sequels, that's a dangerous gap. Thankfully, based on an excessive amount of time spent hammering around the solo mode, it looks like Pulse continues the series tradition of franchise refinement rather than total reboot.
WipEout Pure was among the first games released for PSP, and remains one of the best, so naturally we were very keen to talk to the people working on the follow-up. Which is what we're doing here, obviously. In this case it's Clark Davies, introduced to us as "WipEout designer". Which probably looks nice on a business card. In light of the game's announcement just over a month ago and the first screenshots, we flung queries his way about how the game will improve on Pure, and how the new features - like the "Mag-Strip" sections - have been put to use by the development team.