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10-14-2001, 08:14 AM
One, Two, Middlesboogie's Avatar
One, Two, Middlesboogie
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Here's that article from OPS2 that I was talking about:

WIPEOUT FUSION
The game with speed that knows no bounds is fast approaching. Don't get in its way - it won't stop for anyone.


To begin, let's throw around a few similes. In this case, for speed. As fast as a speeding train. Quick as a flash. Like a greased Scotsman. In the blink of an eye. Faster than a mayfly's homeymoon. Bundle together all these dreadful approximations, and the result is something pretty fast. Agreed? Agreed. And the only thing that nimble bundle can be compared to is the sensation that WipEout Fusion is going to bring to PS2.

Proof required? Well, it's not often that having played a game for just half an hour, any other movement seems slow in comparison. Just getting up and walking away from the screen gives the sensation that you're in some kind of freeze-frame world. In gaming terms it ahs the ability to make - take a deep breath - GT3 look like it's stuck in first gear.

It's a little over-confident to suggest WipEout Fusion will be a life-changing experience, but it certainly won't disapoint in terms of pace. As you pelt through lush jungle, around maountain peaks, down mines and into sub-aquatic tunnels, there is a constant, pant-wetting thrill akin to a ride on a life-threatening roller-coaster. The scenery is highly detailed, elevating the race areas, giving a sense of depth, thoguh you'll only notice them when you crash.

Even at this pre-pubescent stage, the game is in place. We played seven tracks, each having three sections that can also be played in reverse. The most obvious thing that has changed in couse layout from previous WipEouts is that the tracks are no longer just made up of straights, turns and the occasional drop or climb. Loop-the-loops make an appearance as do corkscrew twists and huge, almsot vertical inclines.

One memorable section of the Katmoda 12 course has a drop where at the apex you lose sight of the track altogether with just an unnerving nothingness below your craft. In another, a jump pad suddenly fires you on to an upside-down track, sending you in the wrong direction. Believe us, this is brilliant.

If WipEout was broken up into essential components, then Fusion's covered the msot important one. Speed. What about design and sound? It's already been well-documented that Studio Liverpool wanted an entirely new look to Fusion, with design firm Good Technology taking over from Designers' Republic. A totally clean slate was ordered and subsequently delivered. Even if you really don't care that the drivers now have a caricatured face and exhibit 'more personality' or that the craft look a bit different (and did we mention that the fonts have changed?) it's a good selling point. Furthermore it's a big two-fingers-in-the-face to those who say Fusion is just a PSOne update. Musically, the developer has opted for a mix of well and not so well-known artists including Orbital (Yes! Yes! Orbital! - Middlesboogie), BT, Lunatic Calm, Luke Slater, Plump DJs and Utah Saints. Still no ZZ Top though.

It would be unproductive to mention that in its current state Fusion is prone to slowing down in more detail-heavy portions of the track, most noticeably in Two-player mode, or that some of the graphics could still do with being smoothed over. You know and we know that SCEE would be mad to release a game of WipEout Fusion's heritage in an anything but an entirely complete state. Which is why we must wait a little longer for the full experience (Yes, they've postponed the date again! *sigh* - Middlesboogie). Over to you Studio Liverpool.
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