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  #1  
02-11-2002, 02:23 PM
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Arrow Wipeout Fusion - my review.

(I'm posting this in 3 parts as it's too long to go in one post).

Make no mistake about it, WipEout Fusion will draw you in, chew you up and spit you out, then throw you down to the ground. It will mercilessly grind you down to the pathetic pulp that you are. Because you're not Good Enough. Are You?

Fusion has recieved many grim reviews, but a far greater number of brilliant ones. But after two and a half solid days of playing it, I can honestly say that the only people who can complain about WipEout Fusion are the people who are crap at it. If you're Good Enough, it's the most rewarding, yet nerve-wracking experience I think you can get on the PS2.

The game is very off-putting for newbies; you start off with only three minging ships, with all their attributes at their minimum level, and you only have the secondary pilots available. Zone Mode, Time Trial, most of the Arcade circuits and all but the first of the Leagues are locked as well. The ships, as I said, start off with poor levels of everything, and you might be tricked into thinking that the rest of the game is as bad as this. Indeed, if I hadn't already been forewarned of this by the people of WipEoutZone, I would probably have been pretty discouraged and would have returned the game, disgruntled, to my shelf along with G-Surfers.

In short, if you want a quick thrill, go for Extreme G-3 or G-Surfers; they offer most of the game at your feet (actually, stay away from G-Surfers; I have it and it's shit). But if you want something that'll pound the hell out of you and make you work your fingers to the gristle trying to reach the cool stuff, Fusion's your weapon of choice.

A lot of the bad reviews were of their opinion because of the occasional slowdown. I'm probably alone in this, but slowdown actually impresses me. If a game is capable of causing slowdown on a machine with as much brute force as the PS2, then it must be a very powerful digital frisbee indeed. And it is only the graphics that slow down; never the sound. This actually gives quite a cool adrenalin-induced slow-motion effect. When it's accompanied by the more ethereal of the music tracks, such as the remix of FSOL's Papua New Guinea, or Switchback, it almost reaches poeticness. And it only happens very occasionally; when there are a lot of ships on the screen all engaging in an orgy of balletic bulletic mayhem.

Speaking of the weapons, I've got very mixed feelings about them. The game used to be about control and racing skill, and the weapons were there just to give you a little helping hand when you needed it. Now, it's ALL about the weapons. You need to be good at steering, but not as good as you used to need to be. It's great fun, and it's had me cackling evilly with delight several times, but it feels very different from the other WipEouts.

And I'm very dubious about some of the new weapons. The Grav Stinger, for example, is a glowing spiky thing that you drop onto the track behind you. When someone drives over it, it takes out their AG unit and they drop onto the track and stop dead (a bit like driving over a police stinger) for half a second. This is Good. You can see it coming and avoid it if you're good enough. And it looks damn funny as well when it happens to another pilot. The Gravity Bomb, on the other hand, does the same thing to all the ships in the vicinity when thrown. Stupid! Too frustrating if it's done to you, and it gives you too much of an advantage when you do it.

The Rockets are one of the weapons that have been there since the beginning of the series. They shoot in salvoes of three, like in 2097, but one after the other, not simultaneously. They cause big damage (thye're far more powerful than they used to be; you have to unlock them by progressing through the 10 Leagues) and are very satisfying. But they're green. GREEN. Since when has any weapon shot Green ammo? They'd have looked so cool if they'd been red, or blue, or purple, but green makes them look wussy.

The Mines are ace, though. They don't look anywhere as good as they appear on the 'Mines unlocked' screen, but they're damn effective. Instead of being shot all the same time (WipEout) or one after the other (2097, Wip3out), they shoot one at a time, so you can press the fire button repeatedly and drop them in a line or a clump for maximum damage, or you can drop them singly in strategic points. I like to drop them on weapon grids and speed chevrons. Instead of sitting passively on the track, though, they're magnetic, and pull the ships towards them. Easier to avoid if you're a big heavy ship like an EG-R, but very hard if you're a Van-Uber. After hitting them, they throw you sideways into the wall, rather like the sideways thrust a spaceship gets after swinging out of a planet's orbit.
I don't like the new Missiles much. The lock-on cursor is very flash, and there's a big explosion, but they cause minimal damage. And what really bugs me is that the hit ship stops dead; causing you to ram into the back of them. In the old WipEouts, they threw the ship into the air so that you could nip under them with perfect timing.

The Quake Disruptor is as cool as ever, but it still looks nowhere near as good as the one in 2097. It's almost as bad-looking as Wip3out's. It doesn't throw ships into the air any more either. When you get hit with one, the controller just vibrates as it passes under you and takes away some shield energy. It doesn't hinder your passage at all. Just plain Wrong.

And the Flamethrower is fecking poo. It doesn't even LOOK like a proper flamethrower; it's just a long yellow cloud. It's totally silent too; the controller doesn't even vibrate when you use it. Now, the the flamethrower in Hogs Of War; THAT'S good stuff. It's quite fun to play with, though; nudge your ship from side to side and the flame waves wildly from one side of the track to the other (Reminds me of that bit in The Mummy Returns when whatshisname says to whatshername with the torch "You know, if you do that fast enough, you can almost write your name"). The damage to hit ships lingers after the flamethrower has stopped flaming them; I expected some dramatic devouring flames but they just get a silly-looking yellow halo.

The Plasma Bolt doesn't eliminate on contact any more! It doesn't even make a nice hissy noise when powering up.

The Shield lets you fire weapons while it is still engaged. While this seems like a big advantage (and it is), it's stupid. In the previous WipEouts, if you saw someone with a shield, you couldn't hurt them, but at least you knew that they couldn't hurt you either.
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Last edited by One, Two, Middlesboogie; 02-11-2002 at 06:26 AM..
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  #2  
02-11-2002, 02:24 PM
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Arrow Part 2!

One cool addition is the inclusion of Super Weapons. Each SW is exclusive to one team and has to be unlocked in Challenge Mode. The coolest (out of the ones I've so far unlocked) is Van-Uber's seismic Field. A black hole is shot from the front of the ship; causing severe damage to all it hits, and at the same time the entire sky goes black and huge forks of lightning flash across it. It has me cackling like a zany!
Another cool one is EG-R's Power Swarm. It locks on to a ship in front, and on firing, five little droids nip out from under your ship and barrage the enemy with bullets. Very scary when it's happening to you and your shield is depleting rapidly, and you're praying that they run out of ammo before they destroy you.
G-Tech's Bio Snare is stupid though. It leaves a green cloud (which looks more like a frayed Humshrub than anything else) sitting on the track, and flying through it causes slowdown (of the ship, not the game), shield damage and makes it hard to steer. And it has a stupid green halo on affected ships that's no better than the flamethrower's yellow one.

Onto the music. I give it 11 out of 10. It's that good.
They haven't signed up big-name artists just for the sake of it; all the tracks have been carefully selected because they fit the game excellently. My favourites are Sick by Utah Saints and Stakker Humanoid 2001 by Humanoid. *adds them to her list of artists to check out the albums of*
Two baffling bits though. In my OPSM Zone Mode demo, there are three music tracks available, one of which is Carnival by Breeder. It's a really cool track and I like it a lot, but it doesn't appear on the full game! Also, the track listing in the manual includes Bleu My (WipE Mix) by Nightmares In Wax, but this track appears nowhere on the disc! Very strange. And why are the menu screens accompanied by a hip-hop track when the rest of the game is quite clearly progressive house?

The graphics are fooking amazing! Yes, I have seen Devil May Cry's graphics, and yes, WipEout Fusion mops the floor with them!
Some reviewers have complained of jagged edges on some of the outlines. What? Where? I can't see any. This game's smoother than liquid silk spread over a polished marble slab with a brand new spatula.
The draw distance is superb; you can see distant objects for miles and every bit as clearly as foreground objects. The backgrounds are no longer flat skins like the PSOne WipEouts; they are fully 3D and independent. Smoke and sandstorm effects look a bit blobby; I think they ought to be flat sheens rather than clumps of gas/dust, but it's a small matter that I'm happy to ignore.
There's no pop-up whatsoever, and the outlines are Sharp. As Ace Rimmer would probably have put it, they're "even sharper than a page of Oscar Wilde rolled up into a point, dipped in lemon juice and then poked into someone's eye". It's amazing that they've managed to keep the graphics so good at such high speeds.

Sound? Well, it does the job. I think there ought to be more of it; most of the weapons are silent, or at least they are under the volume I play the music at (I always have the music at 100% and the SFX at 70% when playing a WipEout game). There is a woman's voice telling you which weapon you've picked up and that you're just about to get hit, and she sounds alright. But the guy saying 'Ready...GO!' and 'Contender Eliminated' sounds like Director Phleg with constipation and a particularly bad frog (Gabbit?) in the throat. Makes you wonder if Studio Liverpool (Psygnosis now wish to be known by their three studio locations, apparently) had the same problems with compressing and decompressing sound files that OWI had with AE.

Gameplay is the driving force in any game, and WipEout has plenty of it. There's just so much to do and to unlock (I'm less than 20% through the game!), and even if you've done everything (which would probably take a lifetime; I still haven't finished my three PSX WipEouts), you can participate in the ongoing online competition on the official site (www.wipeoutfusion.com - take a look; it's very informative and funny!); trying to get the world's best Zone Mode score. It's a brilliant idea; uniting all the gaming territories in one vast international competition. There are also fabbo production art screens to unlock, and presumably print out when the PopEgg is released in Europe.

The speed in the races alone is phenomenal. Just turning the game off and getting up and walking around seems so very slow. It's like driving in a car at 30mph, and thinking "whee, this is pretty fast!" and then hitting the motorway and doing 80mph for half an hour or so. Going back onto a minor road and doing 30mph again seems really slow by comparison.
Continuing the car analogy, you know when you're travelling in a car and you suddenly go down a steep slope, and you get a surge of adrenaline and and what feels like a pressure on your sternum? Well, I've been getting that sensation just by playing Fusion. Just by sitting still. Incredible.
And that's just in a race. I've yet to unlock Zone Mode in the full game, but I do have a demo of it, and I can tell you that it is insanely fast, and as much fun to watch as it is hugely playable.

The track design is by far the best in the series. Each track has something the others don't, and the brute force of the PS2 has let Studio Liverpool cram in lots of previously-unseen features. The very first track has a stonking loop-the-loop, and later on when you unlock its longest route, a huge 200-foot drop that pisses on even P-Mar Project's massive leap. I could go on and I do want to, but I shan't spoil it. Let's just say that all the circuits are nothing like anything you've ever seen before. Even the weather and time of day changes from race to race in some circuits. In Alca Vexus it's always raining and in Cubiss Float it's always snowing, but the intensity of it changes from race to race, and sometimes even during a race. Sometimes it's just drizzling and occasionally lets up altogether, and sometimes it's bucketing it down. And Katmoda 12 is utterly gorgeous and a non-stop thrill-ride. Vohl Square is almost equally beautiful, set in a big city complete with construction sites and fly posters.

The AI is vastly improved too; with real rivalries and evolving personaltities. People who you've mercilessly attacked will remember you and get their own back later on in the race or League. A red triangle appears above the ships whose pilots you've previously pissed off; so you know who to beware of. I've spent a lot of my time beating up everybody and thus making myself notoriously hated, and now when I race, most of the pilots have red triangles over them! The pilots also react to things in a spookily human manner; they even make mistakes.

It's easy to look back on Wip3out with rose-tinted goggles, because it was basically an average game with the odd good point, and it was these good things that stood out and it was these that you remembered. But Fusion is so gob-smackingly, shit-stirringly, eye-bleedingly brilliant, it rams and skyrockets your expectations upwards, so that it's only the few bad things that you recall.
As one of the Palace Flophouse boys said in John Steinbeck's Cannery Row, "it's the little things that make all the difference", and this applies a lot to Fusion. I've actually come to think of it as not a WipEout game at all; it's a whole new series that happens to have the same name. Since Psygnosis have changed their monicker, they're dumped their old logo too. It's very sad to see no owl in the intro. Also conspicuous by his absence is Dr Angryman. Miss Curly, Lucky and the Fat Cat are also gone for good too, as they were created by The Designers' Republic, who have been dropped in favour of Good Technology. GT have done an excellent job, and it was Studio Liverpool's aim to totally recreate the series for the PS2. This makes it better to draw newbies in, but it alienates the hardcore. I need some neon signs with Japanese text, I need the fat floaty cat advertising Luck-Ees, I need Curly saying GO!
Ah yes, that's another thing. 3...2...1...GO! is no more. It just goes 'Ready...GO!' Now, is it just me, or is that just plain unforgivable? It may provide good toke-time, but it's too sudden; you need a countdown. (maybe I should explain what 'toke-time' is; it's a term coined by one of the men on the Studio Liverpool team; it's a well-timed break in the action (Larry loading-time and Percy pause-button don't count) which gives you just enough time to chomp on a biscuit, take a slurp of drink or, in his case, a drag on a spliff. I don't use the time-gap for toking as I don't smoke cannabis, but I do think it's a cool phrase)
There are no 'wuss wagons' (as we at WipEout Zone call the rescue craft) when you fall off the track; instead the screen fades to black and you reappear on the track a few hundred yards before you fell. It just seems daft.
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Last edited by One, Two, Middlesboogie; 02-11-2002 at 06:55 AM..
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  #3  
02-11-2002, 02:25 PM
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Arrow Part 3!

One thing that I didn't like was the handling. It's much easier and slicker than the previous WipEouts, but it's harder to get a perfect lap as the ships' centre of gravity is in the middle rather than at the back, whcih is how it used to be. I think I just don't like it because it's new; I'll get used to it. Each of the three PSX WipEouts has a different feel and it took a while to shape each controlling method for each one. And as someone on the WipEout Zone board said, "perfect laps are for Time Trial mode. It doesn't matter in a race". (although he may be eating his words now, as in Fusion's League mode you get extra money for perfect laps)
But one thing that was really heartbreaking was the fact that the ships 'stick' to the track, and are far more low-slung than they used to be. SL says the idea was to create a 'rollercoaster' feel for the game, and they've done it very well and I quite like the new feel. It's rather like Killer Loop. But in the previous WipEouts you could catch air off jumps and fly more. Instead of soaring through the air and off the track after a jump, you stick to the track and do an Alton Towers' Oblivion-like drop. Whizzo fun, but I miss the old system. On the few occasions when you do 'jump', you don't bounce along with a satisfying 'kathunk-kathunk-kathunk' like you used to before resuming level flight, but instead you resume level flight immediately on hitting the ground.

You can no longer configure the buttons to your liking either. All you get are some stupid presets which are all adequate but just have one or two stupidly placed buttons. And one of the configurations has L1 as thrust and Square and Circle as the airbrakes! What deranged madman conceived that one?! Probably a blind, incompetent underpaid temp with no hands. I'm almost tempted to buy one of those Mad Katz controllers that let you configure all the game buttons no matter what the original layout was. I've already invalidated my warranty by using JoyTech memory cards (on a sidenote, stay away from Blades memory cards; my brother bought a PSX one, and it doesn't even work!). I like to race with Square as Thrust and X as Fire, so I can shoot with the 'heel' of my thumb without taking my thumb off the accelerator. There is no longer an option for me.

It's also a tad too 'arcadey'. I was hoping it'd be more like a simulation, like 2097.

There are some stupid bugs too. The game's a year overdue and you'd have thought they could've used that extra time to iron them out, but no. In Cubiss Float there's a bit where you fly through an ice cave dodging stalagmites (a bit like that rocky cave in the pod race of The Phantom Menace). In this cave sometimes you just fall through the floor for no reason and plummet to your death. And then the screen annoyingly fades to black and you find yourself back on the track, no doubt in 16th place. And there's a totally weird bug in Vohl Square. Very occasionally, my ship whooshes straight upwards and won't come down for ages. It's great fun, but it always loses me the race.
Another stupid thing, or so I've heard, is the Autopilot. Apparently there's no countdown or voice telling you when it's disengaging. I think that's stupid, but it's not a problem for me as I make it a point of honour never to use the autopilot.
The whole weapons announcement system is rubbish as well. The commentator lady tells you what weapon you've just picked up. What? Why? I can SEE what bloody weapon I've picked up; its icon and full name (not an abbreviation like it Wip3out) are on the screen! Tell me what the others are going to do to ME! Like in Wip3out, the only warning you get is the lady saying 'warning: incoming', and her voice is lost among the thumping dance tunes. There's also a tinnily insistent siren when an impact is imminent (as opposed to potential). Don't like that.
SL listened to people's gripes about WipEout, and that's what made 2097 such a big improvement. virtually every pilot under the sun complained about Wip3out's stupid warning system (as opposed to the previous ones where you are told WHICH weapon is about to be used against you so you can take appropriate evasive action), and so we all hoped that they would change it back for Fusion. Alas, it is not so.

WipEout Fusion has left my nerves frayed and my head dancing with pyrotechnics whenever I close my eyes. It's made my hands ache and sweat, and I love it. It's not all I hoped for, but that's only because I've waited so long for it, anticipating it excitedly and unconsciously building it up in my mind's eye until no reality could possibly match my hyped expectations. Even now it still seems unreal; I sort of can't believe that I actually own it.
It's a beautiful beast. It has a beautiful skin on the surface and beautiful meat to chew on once you get into it and start opening it. A PS2 without this game is like Morcambe without wise, like dandelion without burdock, like Chris Evans without a sub machine gun blowing off his stupid bloody ginger head. If you have a PS2, you need this game.

Graphics: 9/10
Music: 11/10
Sound: 8/10
Gameplay: 9.5/10
Lifespan: 10/10
Overall (not an average): 9/10
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  #4  
02-12-2002, 02:13 PM
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Happy

:
Originally posted by One, Two, Middlesboogie
(which would probably take a lifetime; I still haven't finished my three PSX WipEouts)
I thought you had all of them...


Nice review...
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  #5  
02-12-2002, 02:27 PM
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Thanks, it took me a while to write.

And yes, I do have all four PSX WipEouts; I forgot about W3SE.
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