Wheelspin
WiipEout?
Archer MacLean is a name you might well recognise. He's the founder of legendary dev team Awesome Developments and the author of back-in-the-day classics such as IK+. More recently he's produced titles such as Archer MacLean's Mercury. In short he's got a fair few classics on his CV - so it's good to know his studio, Awesome Play, is working on a brand new title.
Wii-exclusive Wheelspin (known as SpeedZone outside of Europe) is a fast-paced futuristic racer with a firm foundation in arcade accessibility. We sat down with an advance copy to see how MacLean's first game in four years is shaping up.
Aesthetically, it's hard not to draw parallels with the likes of Rollcage, WipEout and even Trackmania. There are 30 tracks, equally distributed between the three modes of Race, Time Trial and Battle. They tend to be sparsely designed yet reasonably elaborate in terms of layout.
Banking curves and tight loops twist above barren landscapes while geometric tunnels barrel through flatly textured hillsides. Cars are angular, near-future affairs, retaining wheels yet spouting jet-like flames. There are speed boosters, upgrades and huge jumps. The focus, despite the inclusion of a racing line guide, seems to be on frantic fun rather than the split-second shaving of lap-times.
You've probably had a look at some of the screens now. You might have had a knowing little chuckle to yourself, disparaging the Wii's graphical grunt under your breath. You might have raised a critical eyebrow and muttered, 'N64'.

Banked curves and twisting loops are key features of many tracks.
Fair enough. When seen statically Wheelspin is not a pretty game. The car models are simplistic, even compared to those in other Wii racers such as Excite Truck. Background landscapes are largely empty and track furniture is virtually non-existent. Track surfaces are flat and relatively lifeless. However, watch the thing in motion and suddenly these details matter a great deal less. Wheelspin's gameplay, and its appeal, is all about speed.
First up there's the impressive 60fps frame-rate. It's incredibly smooth, something which can't be fully appreciated from the YouTube video. A fully upgraded vehicle is capable of reaching virtual speeds of 650 km/h - an arbitrary figure you might think, but one which seems a great deal more relevant once the controller is in your hands.
True, graphical fidelity has been sacrificed for a higher frame-rate, but stopping to admire the scenery is hardly the point. Solid 60fps is a notable achievement on Wii, and here it has been used to great effect - enhancing the essential nature of the experience. The stylised design makes the most of the Wii's graphical power and on some of the more outlandish tracks, such as the black-and-neon environment seen briefly in the video, the two-fingered salute to realism oozes class.
The arcade style was prevalent throughout the parts of the game presented for preview, from the PES-style stat charts for cars to the spanners scattered around tracks, offering extra cash for upgrades. Cars can be enhanced in a marketplace between races, with bolt-on additions shaping performance. It's no Race Pro but realism is clearly not the intention anyway.
Battle mode is the most obvious example of this philosophy in action; scurrying around arenas collecting sci-fi weaponry to blast away instantly re-spawning opponents has no relation to real-world racing. It's pure escapism, and all the better for it.
The default control system makes use of the Wii remote (although classic, GameCube and Logitech Wheel control options are available). Turns are implemented by tilting the controller while acceleration, braking and weapon control are button activated. Initially, it's easy to be cynical about how this will work - there's not MotionPlus support and floaty, inaccurate vehicle control can be a problem with Wii racers.
It doesn't help that I am a haptic numpty with the motor control of an rheumatic hippo, which means I often struggle to fine-tune my motions when using the remote. As hilarious as this might be for my Wii Bowling opponents it results in a frustrating game experience when subtle control is required.
However, Wheelspin's control system seemed somehow compensate for this innate lack of ability. I soon found myself scooting around hairpin bends and swooping across ramped intersections in a decidedly non-Pearsonian style, and even staying on the track 75 per cent of the time.
Whether this is indicative of simplicity or accuracy was hard to tell during the short playtesting session, especially as I only experienced early courses in basic cars. All the same, even the least of co-ordinated Wii owners should be able to master the handling in Wheelspin thanks to the well-designed controls.

Eight-player mode in full effect.
The game also features an impressive range of multiplayer options. By utilising the nunchuck as a separate controller with a similar tilting action, Wheelspin enables full local eight-player games. In this mode, individual screens are spaced around a central map.
On anything less than a relatively large screen it'll be a little fiddly to ascertain what's happening, but those who boast a 50-incher should have no problems at all. Obviously. This is where Wheelspin looks set to shine brightest - as a sofa-based competitive multiplayer game where victory is only a well-aimed dead arm away.
That's an experience which has all but disappeared on the other consoles in the age of online gaming - they're often striving so hard to win prizes for prettiness that multiple iterations of environments aren't possible. Many us who cut our teeth on Goldeneye and Super Mario Kart feel the absence; the difference in banter when the person you're thrashing is 500 miles away is often marked, and sometimes grates. Here's hoping that Wheelspin will present us with opportunities for more sofa-based multiplayer fun.
Wheelspin is due to be published by Bethesda in Europe this autumn. It will be fully playable at the fabulous Eurogamer Expo - get your tickets now.
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Comments (45) Latest comment 3 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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It reminds me a lot of XGRA which was one of my favourite games of the last gen. But please don't try to sell this on how it looks, because it's really not a good idea in the context of the likes of WipEout HD.
Jon
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Thus, not interested in this.
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8-player splitscreen and 60fps are probably decent technical feats, but the graphics really do lack any sort of personality, and the gameplay vid looked like something that had been done several times before... 10 years ago.
As always, I'd love to be proven wrong though.
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But. BUT. I think they underestimated how shallow people can be when choosing a game. It's going to be a tough sell (new unknown IP + those graphics). I think they should've chosen a stronger art direction and bumped up the graphics on single player mode.
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This isn't minimalist, it's just ugly.
EDIT: And I'm by no means a graphic whore, but this doesn't have art direction it just has old and tired looking 'space racer' style tracks we've seen a billion times before.
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And @Darren, I think Micro Machines for the N64 features 8-player local online. You had to share your controller with a buddy. Edit: but it wasn't splitscreen.
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Street Racer for the PSOne did 8 player split-screen.
13 years ago.
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Super Mario Galaxy, MadWorld, Ragdoll Physics, Portal, Viewtiful Joe, XIII plus many more I lovely games rendered with a flair, style and panache but not with 'grunt'.
This doesn't have any style whatsoever - it's generic and flat. Visually, this is to racers what The Conduit was to FPSs.
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DISCLAIMER: I love Wipeout!
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A good game finds the balance between, tech, art & gameplay. If one of those things is missing, the game is a failure, no matter how good the rest is.
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Same for F-Zero I suppose on cube.
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I think you've missed my point entirely. I've not said anywhere that new tech doesn't lead to good looking games but there is sufficient flexibility in current tech to create beautiful games.
Photoshop can create the most amazing looking images, but then so can a piece of charcoal on white paper. My point was that this game looks generic and tired and there's absolutely no justification for that.
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Rollcage was awesome. I preferred it to Wipeout.
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/ponders some kind of comment about Wii owners have lives and XBox owners have LIVE
Split screen multiplayer should be mandatory on every racing game.
Strangely enough the 8 man option is tempting for gatherings of friends as we normally have access to a 50" when we do this.
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Ah, nascent multiplayer gaming back in the 1980s.
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For more than 4 players there are the sports games of course, but if we're doing this blast-from-the-past thing, my very best memories are for Micro Machines v3 (and to a slightly lesser degree its more accessible sequal Micro Maniacs), which supported two multi-taps for eight player gaming as well as controller sharing, which worked fabulously well, great fun! I lived on a student dorm back then so we actually got to use it.
By the way, Jimmy White Whirlwind Snooker for the Win. I had it on Atari ST and still love this game, playing it on STEEM it's still really and surprisingly good, realistic and funny (balls making faces at you, virtual flies buzzing around and sitting on your screen, hilarious). Would love a remake with the graphics of the upcoming Hustle Kings and the PSMC controller. You could even do both a MotionPlus and PSMC version, to share some development costs.
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60 fps seems to be a problem on PS3 & X360, something that initially amazed the hell out of me... but I guess the HD resolution really makes it a pain to achieve that and not everybody does.
ps. Wii has 4 GC controller ports, so it basically supports 8 separate controllers right out of the box... IF you're willing to count GC controllers in
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It may turn out to be fun, but they really should postpone the thing and hire a decent graphical team to make it look somewhat distinct.
Yeah, and: Rollcage was a mess compared to Wipeout, but I agree that it was a fun idea.
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[link url=http://www .youtube.com/watch?v=jaARO__d1VY
]http://www .youtube.com/watch?v=jaARO__d1VY
[/link]
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Like the idea of the game though - loved Rollcage. Fingers crossed.
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Still, wouldn't mind Ninty doing an 8 player online version of the SNES Mario Kart on Virtual Console.... What say you, Nintendo?
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Your kids may go blind, but at least they get proper social interaction
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As for 8-players splitscreen? Nice novelty, but controlling your steering with a nunchuk sounds like an idea that would make me kill people