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The WipEout series has a history that most developers
would die for. Practically single-handedly, the first title carved
a niche for the PlayStation as the must-have stylish entertainment
centre, as opposed to just a games machine. After what would be
considered a dazzling performance on SONY’s first machine and a
memorable, although probably not for SONY, instalment on the
Nintendo64, the series appeared in an almost lifeless rendition on
the PlayStation2. WipEout Pure has pledged to change the
perception given to the series upon the release of WipEout
Fusion, and utilise the potential of SONY’s new star to the
fullest.
The one thing that’s remained a staple tradition for the
series is its inherent sense of style. From the production of a
soundtrack by contemporary artists Fluke to the slick yet flat and
angular visuals, WipEout has remained distinctive and fluid
throughout the upgrades and flaws in the series production. Much of
this formula remains unchanged with WipEout Pure.
The traditional Tournament Mode returns with a spike
ascribed. The difficulty ramps up between five settings, with the
Phantom Tournaments running at speeds likely to blind. Featuring
eight original tracks and four Classic tracks, each Tournament is
capped by an endurance test through all the original tracks. The
lack of a save function within the Tournaments is a glaring
oversight within a title formed around a system so precisely. The
Zone Mode is an addition that offers an added sense of depth;
propelled around a track automatically, the player has to survive
an increasing speed preset within each Zone on the track whilst
guiding their vehicle with the utmost accuracy. Supplemented by the
usual array of Time Trial and Single Race options, the title
requires players to achieve 1st Place
on every setting in order to unlock the hidden additions.
The
title offers the purest of WipEout traditions – seemingly
lifeless airbrakes, unbearably slow acceleration after collisions,
punishingly early corner committal and vivid techno-coloured
environments whizzing by. But alongside with the stable-mate play
is a long list of small refinements. Being able to recharge a small
amount of energy by absorbing weapon pick-ups removes the arbitrary
ship destruction for all but the inadequate – however the new
feature acts with a double-edge, as often you will find a rear-side
collision draining your reserves and see a Final Lap wasted by
building energy as your opponents sail into the distance just
waiting for that missile to slow them.
The
eight new tracks packaged on the disc offer some adrenaline pumping
play whilst the four original tracks featured in the Classic
League present a garish rendition of some of WipEout’s
finest moments – a nice inclusion as a drastically wasted
opportunity for getting a new generation into an original,
back-catalogue title.
Using
three vividly different approaches to the design of the tracks and
Modes is an inspiring decision although apathetically let down by a
degree of slow-down when the game is at its finest. The special
effects of the weaponry haven’t been toned down inline with their
new approach within the gameplay – offering some stunning
explosions and lighting trail effects. While the backdrops appear
vividly within range, looking deeper will see a drastic drop in
environment presentation – undoubtedly a measure taken opposed to
a compromise with the speed of the title.
The
soundtrack of the title reflects its predecessors although clearly
with a substantial cut in budget; the only recognisable artist
being Aphex Twin, however
it’s not necessarily a bad change to
the convention. The sound effects ping and whistle as you catapult
yourself through every twist and turn and are obviously the honed
work of an integrally understood production package.
The
package on the disc, although limited, shows promise. The inclusion
of only eight new tracks and a minor selection of craft are almost
suffocating, and the current lack of support for downloadable
content doesn’t bode well for launch day. With the multiplayer
features limited by a distinct lack of full online support and the
need for a UMD in each Ad Hoc presented unit, WipEout Pure
can offer a worthwhile play but is stunted prematurely.
While
there’s no denying that WipEout Pure is an extremely good
example of a WipEout game, the inevitable comparisons with
the heralded F-Zero series will only be the titles downfall,
but then, why does every futuristic racer have to be F-Zero?
WipEout Pure is a solid presentable launch title for
SONY’s handheld aggressor, but lacks the longevity to be
reflected upon as the first title did with the PlayStation.
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