Wipeout XL
PlayStation Review from the Net
First some background: I loved the original Wipeout, one of the few games I played regularly since it came out. Linked play was great, and my Wipeout playing friends and I got pretty good at the tracks (at one point or another we were all on the Wipeout Hall of Fame). Needless to say, Wipeout XL was the most wanted title since we first saw the promise of a sequel at the end of Wipeout. The opening was great -- clean, detailed, different craft shapes. I didn't notice the background hum that some people here complained about -- have to listen more closely next time. The menus I felt were not as good. I don't like the blue background, I guess, but the menus still look great. The track selection was different: you're given a 3D rotating rough diagram of the track. I like the "two tracks per class" -- gives the beginners a chance. The load screen has a % complete. I was expecting to blow through the initial tracks and grab the Phantom class right away. The first four tracks were pretty easy -- the first two were gold on the first try, the second two took two tries, I think. But then... Rapier class... wow! The track detail is fantastic. True light sourcing on the track objects (including the ships, which was an improvement), incredible weapon effects (hard to say which is the best, but I love the triple-missiles!), and, IMO the best hands-down jaw-dropping effect ever: vapor trails. It might sound minor, but seeing a pack of four ships curving around a bend in a pitch-black (save for some bluish light) tunnel at some ungodly speed is a sight to behold. Awesome spectacle. Anyway... after about three hours of play or so I finally placed first in the initial six tracks, which allows you to try to qualify for the Phantom class. This time, you have to beat all six tracks at Rapier speed, with three continues. If you get 2nd or 3rd you can replay without burning a continue, but to go on you need 1st. This was _tough_. The first four tracks were now the hardest -- while a breeze at human speeds, the Rapier class makes them difficult. Six or seven hours of play and two days later I qualified for Phantom. Suffice it to say that Phantom is a whole 'nother ballgame -- one of the Phantom tracks is on a track that is post-earthquake -- missing walls on turns, jumbled tracks, etc. Aag! After getting gold in the two Phantoms I assume there's another challenge with the Piranha ship as the prize, but that'll be a while... So even you Wipeout masters out there there will find plenty to keep you busy with this one. Link play on XL is better than the first -- there's more ships on-screen to keep each player tied up, and the other player is indicated with a big red arrow. Nice to know who you should save up that missile for ;) Improvements: much less pop-up, better line show-through, more useful weapons (backwards missiles! autopilot [which can thankfully be killed at any time by dropping it -- sometimes you level out at the worst place]! the ability to drop weapons!), 15 ships on Phantom, light-sourcing, incredible special effects (did I mention how cool the vapor trails were?), great ship balance (Quirex is still clunky, but the other three are all good choices). Drawbacks: loading/saving takes a little longer (reads in both cards), menus don't look as good (opinion!), no long swooping jumps or huge straightaways, and um... that's about it. A truly outstanding sequel, improving on the original in almost every respect. Definately a must-buy, and shows off the best graphics in a video game (for the moment). Buy it. Rob
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