Console-tations by Zack Roman

    Wipeout Fusion
    For Playstation 2

Gee, its been so long since I actually sat down and put some effort into writing one of these. The last couple of have been last minute rush jobs. (This one almost was). (A rush job that is, its still last minute, considering that as of right now the CT goes up in about 6½ hours). Trying to think of anything new that’s happening . . . On Feb. 16, Everquest Online Adventures comes out, which means I’ll be freed from my non-disclosure agreement, so I’ll have a rockin’ article next time about the game, and about the beta process. I’ll also have a review of Unreal Tournament 2003 coming up. Other than that, I don’t have anything right now to rant or talk about, so . . .

Wipeout Fusion is the sequel to Wipeout, which I believe is a game for N64. The game is sorta reminiscent of Pod Racing. You race against a host of other racers, all in little ships that float just above the ground, and basically consist of some engines strapped to a cockpit. The whole gimmick to the game is that in addition to racing to get first place, your ships can pick up various weapons to unleash on each other. Weapons range from a photon cannon to homing missiles to earthquake generators to black-hole generators. Ships range from light and fast, to flying armored bricks (think miniature space shuttle with booster rockets). The in addition to a racing circuit mode, the game has an arcade mode, a challenge mode, multiplayer, speed trials and more.

Plot. Not much plot here; it’s just a racing game. The booklet has some background information, but it’s all rather random and irrelevant. The thing is supposed to take place sometime in the future. The racers all have an anti-grav unit, a shield generator, and a weapons system multiplier (you pick up weapons from pads on the ground, and when you use it, your damage is multiplied by your weapon damage multiplier). The booklet also has pointless background information on all the pilots, but that space could have been better used to give more detailed information on how some of the game modes work, and exactly what some of the weapons do, and what the ship stats mean. (The whole pamphlet is rather sketchy and unhelpful.)

Graphics. The graphics are fairly good, standard PS2 stock. (You know, its rather hard to talk about console game graphics, because given that the hardware is always the same, and the graphics engines probably the same (not quite sure how that’s done for consoles) for every game, there’s not much to talk about. The scenery for all the tracks is varied, and generally visually pleasant, even if the actual track is anything but pleasant to navigate. Locations vary from ice and snow, to jungle and rain, to arid rocky places, to uninspired futuristic-looking cities. Ummm . . . yeah . . .

Sound. Sound is ok, lots of effects, game announcements like "Player Eliminated" and "Go!" Also whenever you pick up a weapon, there is a vaguely feminine sounding garbled voice that tells you the weapon you just picked up. Engine noises, that’s about it. Oh! Except for the music soundtrack, which you can pick from kind of like a radio. Most of the tracks are fairly amusing.

Gameplay. Gameplay is actually quite good. You control using an analogue stick, L2 and R@ control your brakes (more on brakes in a second). L1 fires your current weapon, X is gas, (*goes to look a controller*) and Square ditches your weapon if you don’t want to use it. Basically, you go racing through the course for three laps. There are brightly colored little pads on the ground, and when you drive over it, you get a random weapon (random regardless of the pad’s color). Most weapons fire only once. For example if you get a homing missile, it locks on to someone (surprisingly its an instantaneous lock. The second you begin to acquire someone, you can shoot and it fully homes in), and then you fire, and that’s it. Needless to say, you can spend large portions of a lap without a weapon, because once someone goes over a pad, it is deactivated for about 5 seconds or so, which means following someone to try to pass can be very frustrating. Not all weapons are a single "unit" though. If you pick up a grenade, you only get to fire once, but you fire them 3 abreast, at the same thing. Other items include a photon cannon, which sucks, and is annoyingly prevalent everywhere. About every 3rd to 4th weapon you get is the bloody photon cannon. You get 25 shots that do minimal damage, but can slow your target down a little. Hold the fire button down, and you can unload them rapid fire. (We generally discarded them fishing for better stuff, unless there was someone immediately in front of us to shoot.) You can also get standard mines (set of 5) and grav-mines (which stop whomever triggers it dead in their tracks). By far the coolest weapon you get is Quake. Quake sends a big wave through the ground that near as we can tell, goes through the length of the level, hitting everyone in front of you (or behind you if you fire backwards). It is really cool. There are of course other weapons, but this covers the basics, and I’m tired of talking about them. There are other pickups that include a turbo, autopilot, and temporary invulnerable shields. Now for braking. The instruction manual doesn’t over it very well, and we didn’t even know how they worked or what they did until halfway through when we unlocked a ship that had high starting braking. You have a left and right brake, and to use it, break on the side of the turn you are trying to make, and it makes the turn sharper at the cost of speed. To notice anything with the starting ships, you’ll probably need to buy it up some. To unlock most stuff, you play the league mode. A league is a racing circuit. You pick a ship, race 3-7 tracks, and you get points depending on what place you come in, and how many people you kill. At the end, you get money, and if you got first place in the league, you unlock the new league. You can then use your money to upgrade aspects of your ship. (Max speed, acceleration, braking power, turning rate, weapon power, and shield strength). Every two league you can do a special 1 on 1 race to unlock the next ship (about 8 total). As you progress, you also unlock new tracks, new weapons, and new modes.

I N T E R M I S S I O N

(Thought you’d need a potty break by now, since this is getting rather long winded.)

Ok, really quickly, Challenge mode, you do 5 challenges, i.e. survive 5 laps, kill 3 people, get a certain time on a lap, and after you beat all 5, you unlock that ships super-weapon (i.e. a black-hole launcher). In zone mode, you have a small number of shield points, and you have to survive 4 minutes, and even if you don’t hold the gas at all, you keep accelerating. And yes, hitting walls very quickly drains shields. In multiplayer mode, you get to race each other, along with all the other racers, and stuff.

More Gameplay. This is all the not so good stuff. It seems the programmers think that the PS2 controller vibrate function is really cool. SO cool in fact, that the controller vibrates a LOT and very HARD. [Insert suggestive vibrator joke here.] <-It’s that bad. Second, the programmers did an absolutely horrendous job debugging the game. It is exceptionally easy to fly through the walls and stuff into digital purgatory, at which point the game places you back someone on the track, generally way out in front, but sometimes not. And you go through walls a lot. I went through the ground once too, at the bottom of a big hill, when it started to curve back up. I just kept going straight. Occasionally you go randomly flying too, which is equally odd. I am personally amazed at how buggy the game is, and that they released it. Very shoddy.

Difficulty. (finally) Difficulty setting is good. The game is challenging, sometimes frustratingly so, but we eventually made it through the entire league mode, and unlocked 80% of stuff after a week or two. (League mode is only like 35% of the game though) (in case you were wondering, there is a nice little statistics window that tells you how far along you are). Zone mode we have yet to complete anything on (I did get 3 min 30 seconds out of 4 minutes once), and arcade mode is coming along sorta ok. The game is kinda addicting too. (oops! Too soon)

Replay Value. The game is kinda addicting too. Don’t pay full price though. Under $30 is good.

Neato-ness. Unlocking stuff is fun. Times 4 damage is fun. We actually didn’t play multiplayer that much, so can’t say a whole lot. However the game is annoyingly buggy.

Overall. The game is fun to play and get everything, but after you do, I think it will lose a lot of its appeal. If you can score it for like $20-$30 it might be worth picking up for a week or three of fun.

Final Ratings:

Plot7.0
Graphics7.7
Sound7.0
Gameplay8.2
Difficulty8.7
Replay7.0
Spiffyness7.0
  
Overall7.514

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Copyright © 2002 Zack Roman

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