WipEout 2048 Review
Weightless wonder.
Version tested: PlayStation Vita
I've found a new way to terrify myself. It's not by counting the grey hairs in my beard, nor is it by examining my receding hairline, checking my bank balance or reading up on whatever tropical disease is in vogue. It's by surrendering myself to WipEout 2048, and more specifically, to Zone mode on the track Sol.
It's the drop halfway around this sky-bound track that does the trick; a blind crest that gives way to nothing, the track pulled from beneath you and leaving you suspended for a handful of panicked seconds. It's made more urgent by Zone's airbrushed psychedelics, and more urgent still by the steadily escalating speed of the ship at your fingertips.
This is WipEout at its best, and it's preserved, in part, for the series' Vita debut. WipEout's been much more than a futuristic racing series since its inception - it's been one that's screamed that the future is, in fact, now. It started with the PlayStation debut, a game that did more than just usher in the 3D age - it lent gaming an edgy credibility that helped pave the path to success for Sony's then fledgling interactive empire.
More recently, WipEout HD was proof of concept for a future that's yet to be fully realised. Here was gaming in 1080p and at 60fps, all served up as a digital download. It's a technical feat that's sadly been replicated rarely since, ensuring that both HD and Fury remain high watermarks in the PS3's library.
And now there's WipEout 2048, providing proof of the Vita's abilities as a high-end, high-spec portable. It's an effective showcase, too - witnessing the fidelity and detail as seven fellow anti-grav racers make a violent ascent from a busy New York cityscape, all between the palms of your hands, has as much impact now as the original did some 17 years ago.
Studio Liverpool has turned the clock back to attain that spectacle, offering up a prequel of sorts. A stirring intro video traces the line from Brooklands race track to a near-future Brooklyn, telling how the world of racing lifted itself above the tarmac. There's another line being drawn here - the vehicles of WipEout 2048 are, with more primitive lines and an audible chug and whine, anti-gravity racing's Napiers.
And so the concrete and steel of previous WipEouts is swapped out for the stonework and masonry of a half-imagined, half-real take on New York. Races zip across the Brooklyn Bridge, scale the side of the Empire State Building and spiral through shopping malls. There's a story being told here, too - throughout the three seasons of 2048's single player campaign, WipEout's more traditional vision slowly emerges, culminating in visits to Altima and Sol, tracks from the series' past.
It's WipEout's most dramatic aesthetic shift, but it's not necessarily its most successful. Without the cleanliness and clarity of the future of old, there's a visual clutter that shifts the emphasis away from skill and more towards luck. Find yourself at the back of the pack and the track ahead is a mess of vapour trails and plasma showers, obscuring a route that's already in danger of getting lost amidst the brickwork.
It's impressive how much Studio Liverpool can throw on the screen, but often it comes at the expense of WipEout's purity of design, as well as some of its practicality. Load times before races come in between 30 and 40 seconds, an unacceptable wait in the more immediate world of portable gaming.
1/6 Visually, 2048 is one of the strongest games in the Vita's launch line-up. Though the frame-rate occasionally drops, it does little to detract from Studio Liverpool's achievement.
A little clarity's been lost in the handling, too. It's arguable that Sony Liverpool's a victim of its own success here. Having delivered a weighty and satisfying model strung out across 60fps in both HD and Fury, and having delivered in 2048 a game that comes shockingly close to its PS3 counterparts visually, the dip in frame-rate and the move to the Vita's less substantial analogue stick stings a little. There's no doubt that some of the weight has been lost as well, and while 2048's tracks have been widened to accommodate for the loss of handling fidelity, frequent collisions with the scenery sap away some of the grace.
It's a credit to WipEout's well-worn formula that, despite these problems, 2048 remains an enjoyable and often exhilarating ride. The career, structured as it is across three seasons and underscored by the gentle tug of XP, provides a satisfying departure from the latticed event grids of Pure, Pulse, HD and Fury.
Events are weighted towards traditional races, working their way up through a refined class system where series staples such as phantom, venom and rapier are replaced with a simple grading system running from C through to A plus - where survival is all about pre-empting the next 500 yards.
And races, cluttered as they are, tend towards a chaos that's served by a tweaked weapons system. Each team's garage - and 2048 takes in all the classics, from Feisar through to Pir-hana - is split into four categories, from the self-explanatory agility, speed and fighter classes to the unruly prototypes that are the last to be unlocked. They each offer separate load-outs, with certain weapons excluded from certain teams, while weapon pads now come in both defensive and offensive flavours.
It sprinkles strategy on the combat, though it's still far from thoughtful. Combat events, where the aim is to destroy rather than race, are exercises in pure aggression where the odds can be stacked in your favour with some canny ship selection. Online combat events descend further into chaos, often sinking into farce as competitors are free to tear around the track any which way in order to rack up the highest score.
Earning XP unlocks events, with a season branching off across various paths - each one ending with a new vehicle to unlock.
It's one moot point in online racing that's well structured, smart and - over a wi-fi connection, at least - simple to use. Each race presents a new objective - hit a certain rival for a gold star, for example, or finish in the front half of the field - and as each is ticked off, progress is made in a linear seasonal series. Coming first is not necessarily the primary aim, a concept that may well be anathema to racers - and working towards a well-deserved victory only to be told you've failed your objective can prove galling - but in its place is the kind of frenetic action that's defined Mario Kart and has, to date, been lacking a little from WipEout.
But 2048's at its best when it's applying itself to more traditional WipEout endeavours, and that's when Studio Liverpool's work really shines. That's where its winning details reveal themselves: the cruel placement of speed pads on a corner's apex that can either send you hurtling towards a wall or propel you to victory, for example, or how the rhythm of each circuit is amplified through a string of perfect laps.
WipEout is several steps down from the series' best, but is still a robust and muscular racer, and one that with its solid online and dazzling visuals, does much to recommend its host hardware - doing enough to suggest that the Vita's own future is bright.
7 / 10
This is a review of the Japanese import version of WipEout Vita, which at present doesn't allow access to cross-platform play. We'll be investigating that feature in full around the game's release in Europe on February 22.
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Comments (71) Latest comment 2 weeks ago
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Boo, the PSP releases were possibly my favourite games on the platform and the first thing I did when I got my PS3 was buy HD & Fury
So, how's the soundtrack then? Surely a WipEout review should also review the music that it comes with (I still can't drive and listen to P.E.T.R.O.L. at the same time as I get the urge to Missile the car ahead of me. Makes my wife nervous)
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You don't mention the controls too heavily in the review. Are all the usual suspects still here - airbreaking, shielding, barrel rolls, et cetera? And what about that pilot assist setting introduced in WipEout HD?
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I almost choked. Has it really been that long? I remember pouring over the images in CVG, could hardly believe my eyes. I play HD/Fury with a custom soundtrack consisting of a rip from the 2097 games disc and all of Cold Storage's output.
I'm excited to see how the cross platfrom play works with the PS3 and if i was buying a Vita, this'd be the title i'd get with it.
\hugs everything wipEout.
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*is off to youtube to listen to P.E.T.R.O.L.
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WHERE IS MY FUCKING FLYING CAR GODDAMN YOU TOMORROW'S WORLD!
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looks too clinical and colourful.
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Bloooooody hell...
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http://www.flickr.com/ph otos/36895389@N00/sets/
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And please remember that 7 is a good score! I really liked 2048, but there were a number of issues that made me unable to hand on heart say that it's great. For me it's not quite the measure of HD or Fury - or Pulse or Pure, for that matter - but it's still really, really good.
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@porkface agree, 7 is and always should be a good score. Thought it was a good review.
Edit: any experience of the Near functionality?
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Does this mean that HD will be having 2048's tracks patched in? Or are the HD / Fury tracks available in 2048?
Sad to see that Studio Liverpool has drifted away from the pure thrill of the race - they tried that once before with the combat-heavy Fusion, and it never really felt right - but I'm still sorely tempted to buy a Vita just for this game.
Oh, and all WipEout fans need to try racing on Sol / Sol 2 with Yoko Kanno's Cyberbird as the background music. Epic.
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Even if I say so myself, I own this game (Phantom class & challenges included).
Sadly, I don't think the first game withstood the test of time...
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Oh, and as research I booted up the original WipEout. I don't think it's dated at all - the handling remains unique in the series with an emphasis on pitch that's been toned down in subsequent games. It was a really pleasant surprise spending a couple of races with it - that game's still got it.
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I've always loved WipeEout from the first game. The weakest games, for me, were Wip3out and Fusion, but even they were good.
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Ahh, so there are a couple of tracks? Good to know, it was bugging me
I agree with you about the original, though. The only things I can hold against it are A) it's nowhere near as forgiving as the sequels (just scraping a wall near enough stops you) and B) I still resent the fact that the Amiga version (of all things) had bonus features including weather effects that never made it to any other versions of the game.
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http://www.dailymotion.com/vide o/xo1qfb_camera-embarquee-toyota-hybrid-ts030_auto
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The way the opponents would push you into the side wall which would insta-stop you while they were totally immune ... FFFUUUUUUUU. The game was awesome at the time, but it'd be last on my list of WipEout games to play.
Set the benchmark for killer soundtracks, though (http://coldstora ge.org.uk/music.html)
(BTW, that previous link is the artist's free downloads of much of the music from the first games).
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Ive played this on the Vita and its class!!
I wasnt going to get it but after an hour playing its a day 1 buy for me!
7/10 is a joke.....its atleast an 8 if not more!
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Had almost an hour on Wipeout at PS Vita Rooms and I loved it. It looks *stunning* and you have it there to carry around with you.
Day 1 purchase.
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Edit- You guys are, uh... big fans of that E huh?
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TBH it's just the font really. It's not called WipEout and it never has been.
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Don't then if time is THAT limited in your life
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What I really want to see is a wee HD remake (or Vita equivalent) of Wipeout 3: Special Edition. Holy Moly.
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Wipeout I was quite interested in, but.... dropped frames, load times, ah maybe better wait for the game to appear in bargain bin? If Ridge Racer Vita would be getting more praises then could be worth considering instead? Modnation Racers without online play already dropped off of my Vita launch radar.
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I still have the original WipEout disc. Loved that I was able to get the sound track off it. ColdStorage is the epitome of WipEout sound tracks. I have it as a custom playlist on HD and GT5
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Bloooooody hell...
Enough time for a quick wank between races then.......
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It should be noted that the long load times, and they were quite long are accompanied with a climbing percentage bar. Might not make a difference to some but iv always felt a visual reference when something is loading makes it seem quicker.......That could just be me though.
Played uncharted, everybodys golf and f1 2011 as well and dont think anything took longer than 10 seconds to load on those games. uncharted and everybodys golf were almost instant
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Very excited for this regardless. The game does look stunning.
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http://submit.boingboi ng.net/2012/01/controlled-quantum-levitation-on-a-wipeout-tr ack.html
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WipEout 1 was never on Amiga. (there was rumors about it being developed for the Amiga at one point (1994 or 1995))
The sequel (2097) on the other hand came out on the Amiga and yes the port was superior to the other versions
It also had some new music as well.
here's some more info:
http://hol.abime.net/1737 a>
PS: i took the cd tracks from PS1 titles and added them to the playlist already ingame
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Ł250 to effectively get a Wipeout machine is tough to swallow...
Is it worth waiting for the inevitable PS3 port?
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Will put them on my PS3 as well, as I only like two of HD/Fury's tracks I think.
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The best Wipeout track is Acetone, dammit.
(Also bring back Cold Storage, Sony Jerks)
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I'd love to see a proper career spread over tournaments for different classes like 2097. 2 tracks on the easy setting, 4 track on Venom, 6 Tracks on Rapier and 8 tracks on Phantom or similar. It was such a great way to play as the tracks played differently the faster you went.
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Really happy with the browser update on PS3 by the way. I can finally type into a textbox in 720p mode properly using my BluTooth keyboard.