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As many of you know, I really can't abide racing games. I can't
stand the lack of imagination, the endless variety of on-the-road
cars paraded in front of you and quite often the complete and utter
lack of gameplay, instead replaced by options to customise your
paint job! Instead I prefer games where there are big explosions
and I can hack away at stuff with glee. However, there has been
one notable exception in the past (see my Burnout
3 review) and now there are two. The first title I picked up
for my beautiful new PSP was bought purely on the basis of some
memory of big explosions in the original PlayStation version! I
was ecstatic to find that not only has this got explosions beyond
my wildest dreams, it also excels on just about every other level.
There
really isn't much a of a story, other than a group of companies
coming together to make money out of an incredibly dangerous, yet
popular sport. The FX300 Anti-Gravity Race League is supposed to
be the crème de la crème of the anti-gravity vehicle racers and
each company has their own particular vehicle to promote. For example,
the Triakis Team have a ship that can't be matched for shielding
and is also pretty fast, but it handles like a brick. The Feisar
team, on the other hand, excels in handling, has superb thrust capabilities
but is more like a carthorse than a racing horse when it comes to
the power.
One
of the joys of this game is exploring what each craft is capable
of as you make your way through the various game options, of which
there are so many! Initially, until you find out if any of your
pals have also been able to get their hands on a PSP, you're going
to be playing through the single player options, which include Single
Race, Time Trial, Zone and Tournament. I like to dive straight into
my games so went immediately for the Tournament, albeit on the easiest
setting. It was a bit of a shock to find it was not easy at all
and this setting provided a challenge that took me a good couple
of hours of solid gameplay to work my way through. Getting gold
in Alpha and Beta tracks (4 tracks in each) then opens up the Ascension,
where you have to fly and fight your way through the combined tracks
of the previous two. Getting gold in all is essential to not only
progress through the ranks but also open up some rather splendid
goodies. I'm not going to discuss the goodies, as I'll spoil the
surprise, but needless to say, fans of previous Wipeout incarnations
will be delighted.
Anyway,
coming back to the races themselves, after choosing a craft based
on your preferences for thrust, speed, shield and handling, you
are thrown straight into the game. No fiddling with custom colours
or choosing logos or any of that nonsense - just straight into the
thick of it! I found that no matter how I did in the previous race,
I was always placed right at the back for the start of the next
one, but like Mario Kart and other racers of it's ilk, if you time
it right you can hit the accelerate button right at the start and
get a lovely boost that takes you almost to the front. Keeping yourself
there is a hell of a job though; besides the massive winding tracks
you have to work through, you're up against some incredibly aggressive
computer controlled players, who all have the same options for speed
boosts and weapons as you. You obtain these by flying over certain
sections of tracks, white neon arrows for speed boosts and multicoloured
squares for weapons and other upgrades.
The
armaments you can pick up are absolutely delicious, varying between
single shot rockets that you have to shoot into the back of anyone
foolish enough to overtake you, homing missiles for when you just
have to take out the leader of the pack and even massive bombs,
which are so destructive they make the track in front of you ripple
and can take out three ships in one go. You've constantly got to
be concerned about who is coming up behind you too, which is why
you have the added benefits of mine laying and massive stationary
bombs to leave lying in your wake. There are non-weapon pickups
too, such as shields, extra speed boosts for that essential last
second dash to the finish line and even an autopilot, handy for
those curves where you just know you're going to go skidding into
a wall.
The
only problem is, these are all available to the other players and
they're not scared to use them, in the most awkward places too.
It's galling to find that the speed boost arrow on the track just
around the corner, needed to close the gap on the guy in front,
has mines laid all over it by the leader. Mines will not only wipe
your shields out, but slow you down severely too. The opposition
isn't afraid to use the disruptor beam either, which makes your
craft wobble and shake, becoming completely unresponsive to your
efforts to coax it round hairpin bends. To say the competitors provide
a challenge is an understatement.
Then
you have the tracks themselves, all beautifully crafted and well
thought out. The Alpha tracks have loads of nice straights for some
speed boosts and battling, while the Beta tracks are filled with
curves and bends that tax your reflexes to the limit. Both are replete
with traps and surprises, such as a massive pit right in the middle
of one track, or a series of curved bridges without walls, just
begging you to go flying over the edge into oblivion. One track,
which I particularly like as I've sussed out how to do it perfectly
each time, has a bend so sharp you have to practically brake to
a stop while turning almost 180 degrees to go speeding off in virtually
the opposite direction. All of these twists and turns have carefully
spaced boost arrows and it's essential you fly over them to gain
on your opponents. In later stages of the game if you don't hit
every single one it's a safe bet you're either not going to place
in the top three or may even come last!
When
I cleared the first tournament, narrowly scraping a gold, I breathed
a sigh of relief and looked forward to the next level up, the same
tracks but with faster vehicles. Having gotten used to the track
layout I thought I would have a distinct advantage. How wrong I
was! Doing the same tracks with a radical difference in speed is
like playing new tracks altogether and I think the designers are
well aware of this. You have to come up with completely new tactics
for dealing with corners you previously sneered at and it's in these
races that you really examine the controls of the PSP. The left
and right shoulder buttons are air brakes and if you don't use these
to negotiate the tight bends you've lost before you started. Similarly,
when you hit high ramps that launch you into the air you learn the
advantages of the barrel roll, a quick tap left, right, then left
again; this grants you an added speed boost when you hit the ground
and is an essential trick to learn if you want to move up to the
even faster third level.
This
is where it gets insanely fast and you goggle at the sheer power
of the PSP. How can it perform at such speeds? It's remarkable!
Needless to say, I've not gotten past the third level yet, as my
numbed fingers throb from hammering the buttons and I need to give
my poor heart a break from the constant adrenaline rushes. I will
do it though, dammit, and that's one of the bonuses of this game;
the replayabilty and addictiveness is a constant.
Other
modes in the single player options give you a chance to rest up
from Tournament mode and really hone your skills. The Time Trial
is nice and provides you with a ghost ship to race against, a craft
usually generated by your previous time trial performance. There
is also a Free mode where you can explore any of the tracks you've
opened on your own just to make yourself familiar with the twists
and turns of each. There is also Zone, a nice new touch where you
fly the same section of racetrack over and over. Each time you do
one circuit you enter a new speed zone, until by about the 10th
zone you're flying at insane speeds and it's nigh on impossible
to avoid ricocheting off the walls. The object here is to get to
the highest speed zone before your shields give out and you crash
and burn. It sounds simple, but is almost as exhilarating as flying
in a Tournament.
Considering
that this is just a release title, I'll be amazed if game developers
can come up with better visuals in any upcoming games. They are
spectacular, yet at the same time complement the gameplay perfectly.
Before you even race you see some fantastic designs just in the
game selection and vehicle choice areas, on a stark white background
with text in a futuristic but quite readable font. The lined edges
have come right from a top draughtsman's table, as have the simple
representations of each craft. Pleasantly surprised by the appealing
layout as I was, my jaw simply dropped to the floor when I played
my first race and took my first look at the landscape I'd be steaming
through. The three dimensions of the stadium are so crammed with
detail, from banners on the buildings to the audience themselves.
These buildings are made all the more dynamic by the lighting effects,
which include massive stadium lights and scrolling text on space
age banners, let alone their reflections off the carapace of your
gleaming anti-grav racer.
Then
the race started and my eyes quite simply bugged out of my head
and joined my jaw on the floor! I couldn't believe what I was seeing.
How can a portable console be capable of such speed, such detail,
such dynamism and obvious raw power in its graphic chip? The winding
track and rolling sky blew past at an incredible rate of knots,
the frame rate remaining at a constant that tied in with the speed
of the action and the ever-present detail, yet at the same time
never detracting from the action on track. The racers themselves
burned by, leaving me stunned in their wake, watching their super-thrust
afterglow leave a trail behind them, soon itself to fade into the
distance.
I
couldn't help but admire their sleek streamlined neo-formula one
look. It's as if the designers had taken the best car ever driven
by Nigel Mansell, added wings, lasers and a glowing engine port,
then tweaked the aerodynamic look for each one. Thankfully the paint
jobs are taken care of for us and I was able to recognise each blurred
vehicle by its hue as it passed me in a blink of an eye. Then the
combat started and I was surrounded with spiky mines, pulsating
bombs, massive bursts of deadly rocket power and showers of burning
metal, as racers met their doom. I longed to slow down and soak
in the scenery but the moment I tried to do that I got a disruptor
beam up the backside and my craft turned into yet another pile of
vivid orange and stark black flaming wreckage.
However,
the assault on your senses doesn't end with the graphics. The sound
accompanying all this action is also absolutely remarkable and really
puts competing handheld consoles to shame. Even over the slightly
tinny speakers, everything sounds great, but as with all handhelds
I recommend using the headphones to get the most from it. When you
do, you're going to be hit by a ton of laser fire, exploding rockets,
destabilising pulse beams and the sound of screeching metal against
metal. Not only that but just hearing the massive 'WHOOMPF' of your
afterburners igniting gives you as much sensation of the raw power
of your vehicle as the on-screen action. Add to this a pulse-pounding
soundtrack in true Wipeout style, a blistering series of techno
tracks with a futuristic tint. Ok, techno is incredibly passé on
high-octane games these days, but Wipeout Pure still manages to
keep it fresh, lively and perfectly in keeping with the action on-screen.
So good is the soundtrack you may well be tempted to order the CD
of the music, advertised on a leaflet that came with the instruction
manual.
It
doesn't end there! Oh no, Wipeout still has plenty of extra surprises
in store. There are so many Wireless Lan multiplayer options, the
Tournament probably the favourite and eight players at a time can
compete. Added to this, the other seven players don't necessarily
have to own their own copy of Wipeout Pure either, which is such
a bonus! You can only imagine the thrill of sitting down with seven
of your mates to compete head to head on some of the fastest tracks
portable gaming has ever been able to offer. That's not all! There's
also exclusive online content to be downloaded if you have Wi-Fi
on your computer. You can visit Wipeoutpure.com and get new tracks,
new skins, experimental ships and more. To say that this game will
have you coming back for more is an understatement; it just keeps
giving and giving.
Well,
I'm flabbergasted. What more can I say? Wipeout Pure has it all;
edge of your seat racing, big explosions, challenging tracks, aggressive
competitors, superb graphics, exemplary cutting edge sound and is
altogether one of the most well thought out and brilliantly conceived
titles that it has ever been my joy to come across. If you don't
buy this game after forking out megabucks for your console then
you're a fool - makers of the PSP and developers of Wipeout Pure,
I salute you!
Reviewed by Dave Wynn for AceGamez (All Rights Reserved).
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