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| Issue 40 - August 12, 1999
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Preview
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| Wip3out page 2 of 2 |
| PlayStation |
What are the tracks like?
All eight of them are set in one city, and although the first is pretty easy to negotiate, they soon get tricky. One's called the Mega Mall and sees you speeding through a downward helter skelter-style spiral. Damned exciting. The designers have mainly opted for a rather dour palette and much of it is terribly dark and foreboding, particularly in the tunnels. Some of the circuits demand repeated play in order that you negotiate them successfully, simply because they're so twisty turny. The track designers have added a neat 'double route', so you can choose to whoosh along a slightly shorter section or along another one that features a selection of power-ups.
Are the power-ups important aspect of the game?
More so than in either of the previous WipEouts, the strategic elements that the collectibles bring to the game can determine whether you win a race or not. There are seven new weapons; some are attacking and others defensive. Also, one of the shoulder buttons acts as a speed booster, albeit for a limited period.
What about the two-player, split-screen game, then?
Yes, at last we've got ourselves a WipEout that two can play on a split-screen (2097 featured a fine link-up option, but how many played it?). It's the option that we always craved, and although Psygnosis claim that it was really tricky to pull off, they've done us proud. Even with two players, the game is tremendously smooth, fluid and, importantly, quick.
So it's the best WipEout, then?
Absolutely. Without a shadow of a doubt.
* Bigger, better, faster, more
* All in high resolution
* Split-screen option
* Huge selection of weapons
* Evolution, not revolution
You can find more screenshots on the Future Gamer Website...
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