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Futuristic
racing of the highest quality
By William
Barker
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Cranked
over during a high-speed corner
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Starting a legacy on the
original Playstation, Psygnosis created Wipeout. The words used
to describe it were "cool," "funky," and "fast".
These were the words from the mouths of non-gamers - the mainstream,
if you will. Its popularity exploded and soon Sony knew that it
was the start of a very fascinating franchise.
Fast forward a few years and a bunch of games inbetween and you'll
come to Wipeout Fusion - or Wipeout PS2, as it's being called around
the office here.
From the moment the intro kicks in, blasting your oculars with
a dizzying array of anti-grav racers - each jockeying for position
- you know that this is going to be good.
There's no denying this is a first generation game visually. While
it moves at a solid 60fps, the anti-aliasing isn't as solid as we've
come to expect from more recent games, like Jak & Daxter, for
example. The draw-in distance has been pushed back considerably
and the trackside detail has increased ten-fold. The weather effects
are remarkably life-like, with rain, snow and fog all contributing
to the atmosphere.
The new weapons effects are truly amazing and the small ion trails
(or whatever they are) trailing behind the ships add a little more
sophistication to the production. On the whole, the graphics are
very impressive, with good texturing and detail, yet without being
gob-smackingly brilliant. It is a close call though
After the significant break since last playing Wipeout on the PSX,
Fusion seemed somewhat lethargic. I was banging into walls and stuffing
up corners on a regular basis. After an hour or so of playing however,
the game opens up and you begin to appreciate the controls and all
their nuances, but familiarising yourself with the new tracks helps
immeasurably. Like my grandfather used to say, "
there's
nothing like corner anticipation." Or was that constipation
While it will take some time to get back into the groove of anti-grav
racing, those who have played prior Wipeout games will be very happy
with the way the game responds. Dab the air brakes around tight
corners, life the nose slightly if you have to - it's all very smooth
but at the same time blisteringly fast and highly addictive.
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That's
part of the track down there - very cool
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The whole process of progression has taken a rather sharp turn
to the left and, as such, the Vector, Venom, Rapier and Phantom
classes are no more. But fret not, because while these were pretty
cool, the new system is even cooler. But before I get into how the
new system works, here's a little background info.
2150 AD, the F5000 Race Commission celebrates its 100th birthday.
The most popular sport in the world, Anti-Gravity racing, is losing
its market share. The analysts believed the hype surrounding the
F5000 championship had peaked, that people couldn't discern the
difference between the technological improvements occurring each
year. So it was decided that F5000 racing be phased out.
The Race Commission revealed plans for an ambitious new league
- the F9000 class. Many of the F5000 features were retained, such
as the inclusion of weaponry and damage bonuses, but the big drawcard
was totally new tracks involving more dynamism.
When entering the new tournament, you must choose one of four machines
available, with more unlockable as the game progresses. You pick
a racer - each team has two - and choose a tournament. One tourney
is available at first, and once you've beaten this, more will be
unlocked, along with many other new features.
The tournaments are based solely on the leader board - a much better
method than having to place first at every outing, I believe. Basically,
you can lose the first race, or come third or whatever, but if everyone
else goes really badly, or your game picks up in the last few races,
you'll still come out on top. Simple, yet fair.
There are also player races and special challenges interspersed
between the normal tourneys, whereby you'll unlock new pilots and
the like. These serve to break things up a bit, adding more variety,
if you will.
On top of this, money you earn during the tourneys can be spent
on upgrading your ride, making it more stable, faster or better
protected. A small, yet hugely rewarding feature, which makes progression
less daunting for newbies, too.
The other game modes are varied and exciting and, generally speaking,
this purchase makes a lot of sense. There's a least two-weeks of
solid playing for the hard-nose gamer and perhaps a half-year or
more for the casuals.
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Weapons
play a large role in every race
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Back to the game modes: the 'challenge' is a great addition, first
seen in the Nintendo 64 incarnation of Wipeout, if memory serves.
Basically a whole a slew of individual challenges with each subsequent
test unlocked if a gold, silver or bronze medal is captured. The
challenges vary from getting six kills (called eliminations) with
only a certain amount of laps, to performing one 'superlap' in a
very short time. Beating these also unlock new weapons and sometimes
other features.
The arcade mode is fairly straightforward, with each of the eight
locations (and their various permutations - totalling 45 tracks)
on display for you to come first over three laps. There is a time
trial mode, endurance racing and a highly entertaining secret 'zone'
mode.
Seeing as I'm running out of space, here are the games vitals:
32 ships, 16 pilots, eight teams, 45 tracks, five multiplayer modes,
six single-player modes and some 26 weapons.
I really want to talk about the weapons, because they go a long
way to making this game what it is - not just a racer, but a strategic
powerup-using blast-a-thon. And boy, do the weapon effects look
groovy! You start the game off with just a few, opening up the more
powerful weapons, and even a few team-specific ones. There's rockets,
guided missiles, vulcan cannons, bouncing grenades, shields, speed
boosts and mines.
Then you've got your ultra-destructive types: orbital ion satellites,
charge plasma cannons, the venerable 'quake' is back, there's even
a biological weapon that grow across the track, trapping racers.
And who could forget the power swarms - tiny drones equipped with
rapid-fire auto-tracking guns -- oh how I love this game...
Then there's the multiplayer-specific weapons like hunter missiles,
stealth shields and universal energy drains. New to the series is
a new type of pad. A bit like the 'go-faster' arrows, these 180-degree
flip pads work on certain levels - miss them and you'll crash, hit
them and you'll be impressed with the result. There's even secret
shortcuts than can only be accessed by using a weapon to blow a
hole through a wall, for example.
All this and no talk of the music or the cool futuristic logos?
Shame on me
Taking the reigns from Designers' Republic and
creating all the emblems, menus and visual icons is Good Technology.
While many have criticised this move, I don't really care. The menus
worked fine for me, I liked the on-track billboards and racing decals.
They were neither better nor worse than the previous efforts at
'futurising' the look and feel of the game.
Audio? Yes, it's quite pleasing and perhaps a little less relaxed
and more 'in-yer-face' than the last Wipeout game. Here's the list:
1. Future Sound Of London - Papua New Guinea (Hybrid Mix)
2. Braniac - Neuro
3. Pariah - Beats Defective
4. BT - SmartBomb (Plump DJs Remix)
5. Cut La Roc - Basshead
6. JDS - Punk Funk
7. Elite Force - Krushyn
8. Elite Force & Nick Ryan - Switchback
9. Ameythyst - Blue Funk
10. Utah saints - Sick
11. Plump DJs - Big Groovy Funker
12. Stakker - Humanoid (Plump DJs Mix)
13. Timo Mass - old School Vibes
14. Luke Slater - Bolt Up
15. Orbital - Funny Breaks (Plump DJ's Mix)
Non-licensed tracks and artists:
17. Bob Brazil - Big Ten
18. Intuative - Wav Seeker
19. Hong kong Trash - Down The River (torrential Rapids Mix)
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Track
design is simply brilliant
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Of all these, none were particularly bad, with the highlights being
FSOL, BT, Utah Saints (heh!) and Orbital. The result is something
that your average gamer will enjoy, but taken with all other aspects
- the amazing graphics, the cool iconic designs and roller-coaster
tracks - it is quite profound and very easy to see why the game
captured a largely untapped audience back in 1996.
The AI is really impressive too, but not unbeatable. The pilots
of the 15 other ships usually on the track with you don't react
like GT3 drivers, who will follow the same line every time. No,
these guys have their own racing lines and strategies, which makes
for a much more rewarding single-player experience. They'll block,
blast and bash you out of the way - it's quite a nice surprise really.
At the end of the day, Wipeout Fusion has surpassed all my expectations.
More than anything else, it's got almost unparalleled longevity
and most will want to see it through to the very end. The game plays
well, looks good and has some of the most devilish weaponry devised,
you'll invite your mates over just to toast them. Sony Studios Liverpool:
(aka Psygnosis) kudos for not stuffing it up.
Click here for an
Interview with Rob Francis, lead designer on Wipeout Fusion.

Game:
Wipeout Fusion
System: Playstation 2
Players: 1-4
Memory Card: Yes
Developer: Studio
Liverpool (Psygnosis)
Distributor: Sony
Rating: 90%

(Ratings
Key/Explantion)
Wipeout Fusion is on the shelves
now.
Wipeout
Fusion website


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