Wipeout 2097

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Wipeout 2097/Wipeout XL
Developer(s) Psygnosis
Publisher(s) Psygnosis
Designer(s) Psygnosis, The Designers Republic
Release date(s) 1996
Genre(s) Racing
Mode(s) Single player, multiplayer (for PlayStation via link cable)
Platform(s) Sony PlayStation, Sega Saturn, Microsoft Windows CD-ROM, Mac OS/Mac OS X, Amiga

Wipeout 2097 (Wipeout XL in North America) is the second game in the Wipeout series to be released. It moved the Wipeout brand forward, introducing new tracks, new craft, and new weapons such as the Quake Disruptor (which sent a ripple down the track) that became instant fan favourites. To cater for the increase in the PlayStation owners, an easier learning curve was introduced whilst keeping the difficulty at top end for the experienced gamers.

Artists contributing to the in-game soundtrack included The Prodigy, Chemical Brothers and Underworld. An entire nightclub tour was also initiated in conjunction with Red Bull Energy Drink, which was featured prominently throughout the game.

The game takes place in the year 2097.

Contents

[edit] Gameplay overview

Gameplay did not differ much from the previous title. Aside from the different circuits and new weapons, the fundamental aspects were kept. Pilots would race each other or computer controlled A.I opponents, in order to finish in the highest position possible. In order to help them achieve this end, weapons were provided (see below).

Aside from the usual tactical aspects of racing, Wipeout 2097, (like its predecessor) offered the chance to eliminate competition (or at least subdue them temporarily) by the use of weapons. Each craft had a shield energy quota, and when this quota reached zero, either from damage sustained from weapon attacks, or impact from other craft or the edges of the circuit, the craft would blow up. The craft would also blow up if a certain time limit was not reached, though this only applied to human players.

The aim of the game was simple: Complete various and increasingly difficult challenges in order to move onto the next one. Changing the difficulty level was simply that of upping the top speed of the craft, through four different levels (Vector, Venom, Rapier, Phantom). The amount of laps needed to complete a race also increased with each new level.

Certain tracks, speed classes and vehicles were only available through completion of the challenges in the game.

[edit] Teams

Main article: Wipeout teams
  • Feisar
  • AG Systems
  • Auricom
  • Qireж
  • Piranha (Hidden team)

[edit] Weapons

Wipeout 2097 retained the idea of weapons from the original game, but expanded on it, by adding more and varied types. The weapons were attained by the user flying the craft over strategically placed "X" blocks on the floor of the circuit (there were also blue arrow blocks on the circuit floors - these gave the craft a small boost of speed when they flew over them). The user would then be able to activate the weapon at his or her discretion, allowing for tactical weapon usage. Once the new weapon had been picked up, there would be a simple symbol in the top centre of the screen, showing which weapon was currently waiting to be used. When a weapon was activated or about to be activated against the user's craft, a voice would announce the name of the weapon as a warning.

  • Rockets - A set of three missiles are fired from the front of the craft in a straight line. This causes light to medium shield damage.
  • Missile - A single missile is fired from the front of the craft. Has lock-on capability, for crafts either in front or behind. Causes light to medium shield damage.
  • Mines - Several mines are ejected from the back of the craft. They only explode upon contact with other craft, or when an X-bomb is detonateded in the vicinity. Causes medium shield damage.
  • Thunder Bomb - A single bomb is ejected from the back of the craft, and around half a second later, explodes, destroying all mines in the vicinity and causing medium to strong shield damage to all target craft in range.
  • Quake Disruptor - A wave is sent rippling through the track, destroying all mines in its path, and causing heavy shield damage to all craft in range.
  • Electro Bolt - A slow-moving bolt of electricity is fired from the fron of the craft. Has lock-on capability. Causes very light damage upon contact with a target craft, and causes the craft to slow down and become hard to control.
  • Plasma Bolt - A white-hot missile is fired from the front of the craft in a straight line. Causes instant destruction if it hits a target craft. Takes about a half second to charge.
  • Turbo Boost - Gives the craft a instantaneous burst of acceleration when activated.
  • Shield - Protects craft from all damage for around 5 seconds when activated.
  • E-Pack - Is only available if the craft has critically low shield energy. Gives the craft about 25% shield energy back.
  • Auto Pilot - Places the craft under A.I control for around 8 seconds. A message sounds when the weapon is activated, and warns when the auto pilot is about to disengage. A bug in the game's programming meant that around 90% of the time, the human player was given back control of the craft just as it was about to slam into a wall. This was due to the fact that the auto pilot, (unless disengaged by the user) would only disengage when the craft was on an even keel - the autopilot would often wait until the last split second before turning into a corner, leaving the user no time to react.

Though the human pilots were allowed to use all of the weapons, A.I pilots could only use Rockets, Missiles, Shields, Mines and Electro Bolts. For some reason, the shield weapon is not available on the Talon's Reach circuit.

[edit] Circuits

  • Talon's Reach - Set in an industrial complex in Canada, this is usually the first circuit that is raced on, and thus, is the fastest and the easiest. Features include a long right-hander inside a low-level tunnel, and jets of yellow steam emanating from the ceiling. This is also the only fully indoor circuit.
  • Sagarmatha - This circuit is set in the mountains of Nepal, and is slightly harder to master than Talon's Reach, with more elevation change, and harsher corners. Features include slow moving droplets of snow, and a small section of track cut straight into a mountain face.
  • Valparaiso - This is one of the two circuits named after real-life locations, and is set in the South American jungle, near the Chilean Andes. The highlight of this circuit is clearly the section of track that runs through a temple.
  • Phenitia Park - Part of a German amusement park, this track boasts several jumps, high walled, sharp bends, and quick, reaction testing tunnel sections.
  • Gare D'Europa - Made from a disused French metro system, this circuit has the longest straight section, and the highest elevation change in the game. There is plenty of scenery, including a huge zeppelin. Lightening and rain batter down on this track, and the evening setting simply adds to the atmospheric quality. The main feature of this circuit is a Large tunnel section with harsh, hairpin-like bends. This is the longest of all of the circuits.
  • Odessa Keys - The last of the initial circuits, this is also the hardest to master. This circuit is suspended entirely over the Black Sea. There are many highlights to this track, including a huge altitude change near the beginning, which often forces beginners into the wall ahead.
  • Vostok Island (Hidden track) - set on the island in the Pacific Ocean, of the same name, this, as a hidden track, is of course, very hard to master. The flat 90 degree right hander right at the end and the split-tracks are two of the many features of Vostok Island.
  • Spilskinanke (Hidden track) - This circuit is set on an island near the U.S., and is by far the toughest of the circuits. Boasts an experimental pitlane, (in the sense that it is not next to the start/finish straight and has weapon grids in it) and many twisting sections of hard-braking corners.

[edit] Music tracks

  • Future Sound Of London: "We Have Explosive" (PlayStation exclusive)
  • Future Sound Of London: "Landmass" (PlayStation exclusive)
  • Fluke: "Atom Bomb (Straight Six Instrumental)" (PlayStation exclusive)
  • Fluke: "V6" (PlayStation exclusive)
  • Chemical Brothers: "Dust Up Beats"(PlayStation exclusive)
  • Chemical Brothers: "Loops Of Fury" (PlayStation exclusive)
  • Photek: "The Third Sequence" (PlayStation exclusive)
  • Underworld: "Tin There (edit)" (PlayStation exclusive)
  • Prodigy: "Firestarter (Instrumental)" (PlayStation exclusive)
  • CoLD SToRAGE: "Canada"
  • CoLD SToRAGE: "Body In Motion"
  • CoLD SToRAGE: "Kinkong" (Saturn/Windows exclusive)
  • CoLD SToRAGE: "Plasticity" (Saturn/Windows exclusive)
  • CoLD SToRAGE: "Messij Xtnd" (Saturn/Windows exclusive)
  • CoLD SToRAGE: "Tenation" (Saturn/Windows exclusive)
  • CoLD SToRAGE: "Surgeon" (Saturn/Windows exclusive)
  • CoLD SToRAGE: "Hakapik Murder" (Saturn/Windows exclusive)
  • CoLD SToRAGE: "Messij Received" (Saturn/Windows exclusive)
  • CoLD SToRAGE: "Body Plus" (Saturn exclusive)

The soundtrack was also released as a music-only CD, though with a different artist and track listing. See Wipeout XL (album). Also the songs on the soundtrack could be listened to by inserting the CD for the Playstation version into a CD player.

[edit] Criticism

A lack of a split screen two player option on the PlayStation version was seen as a serious flaw by many gamers. Mirroring the trend of many PlayStation games early in the consoles' life, Wipeout 2097 offered only a console link-up section requiring players to have access to a link cable, two television sets and two copies of the game.

[edit] Reviews

  • Official PlayStation Magazine UK: 9 out of 10 (90%)
  • IGN: 9.0 out of 10 (90%) (PlayStation version reviewed)
  • GameSpot: 8.5 out of 10 (85%) (PlayStation version reviewed)
  • GameSpot: 7.1 out of 10 (71%) (PC version reviewed)
  • Edge (magazine): 8 out of 10 (80%) (PlayStation version reviewed)

[edit] See also