Wipeout 2097
From Wikipedia, the free encyclopedia
| Wipeout 2097/Wipeout XL | |
|---|---|
| Developer(s) | Psygnosis |
| Publisher(s) | Psygnosis |
| Designer(s) | Psygnosis, The Designers Republic |
| Platform(s) | PlayStation, Sega Saturn, Amiga, DOS, Windows 95, Mac OS 9, Mac OS X |
| Release date(s) | PlayStation PC Sega Saturn |
| Genre(s) | Racing |
| Mode(s) | Single player, two-player (via PlayStation Link Cable), multiplayer (via IPX, TCP/IP, modem, or null modem) |
Wipeout 2097 (or Wipeout XL in the USA; styled wipE'out" 2097) is a 1996/1997 racing video game. It is the second game released in the cult Wipeout series by developers Psygnosis, and a year after the original game in the series. Wipeout 2097 is widely regarded by fans of the series to be the best Wipeout game of them all.[1]
Wheras the original game introduced the F3600 anti-gravity racing league in the year 2057, Wipeout 2097 is set four decades later and introduces the player to the much faster, more competative and more dangerous F5000 AG racing league. The game is set exactly 100 years after the actual release year of the game.
Wipeout 2097 moved the franchise forward, introducing vastly improved graphics over the original, many more tracks and more innovative track designs, and new teams and craft. The game also featured the new ability to actually damage your opponent's racing craft instead of merely stalling them as in the original game, and even potentially blowing them up and therefore removing them from the race and lessening the number of opponents. The player can also take on damage from enemy fire and be blown up, but the ship can be "recharged" to health at the pitstop in exchange for a precious few seconds of the race. Added to this new tactical combat element is an array of new weapons in addition to the ones established in the first game, such as the Quake Disruptor (which sent a ripple down the track) that became instant fan favourites. To cater for the increase in Wipeout players, an easier learning curve was introduced whilst keeping the difficulty at top end for the experienced gamers.
The Designers Republic returned to work on the visual style and artwork, as they did in the previous game. Music artists contributing to the in-game soundtrack included The Prodigy, The Future Sound of London, Chemical Brothers, Fluke and Underworld. There was also a popular soundtrack album. An entire nightclub tour was also initiated in conjunction with Red Bull Energy Drink, which was featured prominently throughout the game, before the drink actually gained popularity in the American market.
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, (unlike 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 number 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] 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.
The colors represent the in-game colors of the items. White is represented by light gray.
- Rockets – A set of three red rockets are fired from the front of the craft in a straight line. This causes light to medium shield damage.
- Missile – A single blue 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 – Five mines are ejected from the back of the craft. They only explode upon contact with other craft, or when a Thunder Bomb is detonated 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 heavy 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 front 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 yellow burst of plasma 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 an instantaneous burst of acceleration when activated.
- Shield – Protects craft from all damage for around 5 seconds when activated.
- E-Pak – Is only available if the craft has critically low shield energy. Gives the craft about 25% shield energy back.
- Autopilot – Places the craft under A.I. control for 4 seconds or more. A message is shown when the weapon is activated, and warns when the auto pilot is about to disengage. The human player is often given back control of the craft just as it was about to slam into a wall : this is due to the fact that the auto pilot only disengages when the craft is on an even keel. Fortunately, the Autopilot can be deactivated manually.
- Minigun - A weapon only attainable through and permanently selected by use of a password. It is a rapid fire weapon with unlimited rounds which can quickly destroy other craft. The Piranha craft, which is otherwise weaponless, can use the minigun.
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] Teams
[edit] Federal European Industrial Science And Research (FEISAR)
LIVERY - Blue and Yellow
A consortium of over twelve European nations of United Europe, established in 2017, FEISAR is one of the oldest players in the AG industry and often bringing in the high profile racers. Nonetheless the consortium is divided along numerous lines and is crippled by its lack of central leadership, letting other parties get the edge in the design of AG racing craft. Of late, FEISAR racing teams have performed poorly.
The FEISAR ship has good turning ability and aerodynamics, but only has average accelaration and shield capability. It is hindered with a poor top speed, and is slightly heavy at turning with room for improvement in overall handling. Perhaps the poorest of all the AG racing craft, but nevertheless designed for those not familar with the game and therefore more suited to beginners.
[edit] Anti-Gravity Systems (AG Systems)
LIVERY - Red and White
Spearheaded by Pierre Belmondo, the elderly French grandfather of anti-gravity and the AG racing league, AG Systems was bought out by a Japanese megacorporation as long ago as 2017 and has since become a significant leader in the global AG industry. Principal-driven AG Systems tend to rely more on research rather more then actual racing, leading to only mediocre success on the track.
The AG Systems ship has excellent acceleration and good turning ability and aerodynamics, but only an average top speed. Its biggest weakness is a poor shield capability, and therefore it is more prone to damage then other ships. Also suited for amateurs.
[edit] Auricom Research Industries
LIVERY - Blue and Red
In 2025 the founder of North American-based Auricom, Delia Flaubert, commended the the ideals of Pierre Belmondo and his vision for the development of AG technology for the good of mankind. As such, Auricom are a non-profit organisation with a fair reputation, although they will need to spend more on development if they are to compete with rivals Qirex.
The Auricom ship is a good all-rounder with average statistics in all fields, and a slightly better top speed, but nevertheless with room for improvement in all fields. Most suited for intermediate players.
[edit] Qirex Research and Development
LIVERY - Purple and Navy Blue
Qirex is the profit-driven Russian AG racing subsidary of the global megacorporation and global communications supremos, Overtel. Qirex was founded by AG Systems detractor Holst McQueen in 2041, and today Qirex is considered the leader of the global AG racing industry, and accordingly Overtel has ever more power and influence over AG racing. The Qirex AG racing craft are designed to be driven only by the experts, who are known for their aggressive racing style. The Qirex team remain the unbeaten champions and most successful team in the history of the sport.
The Qirex ship is one of the most advanced ships in conventional AG racing with good shield capability and top speed, but only average aerodynamics. Despite its good top speed it may take a while to get there as it has a poor accelaration, and most unfortunately a very poor turning ability and heavy handling. Most suited for those more familar with the game.
[edit] Piranha Advancements
LIVERY - Red and Yellow
Piranha Advancements are a fairly new (2060) Chinese/Brazilian collaboration which have already made a fundamental impact on the global anti-gravity industry, making many breakthroughs and succeeding where many other AG corporations have failed, such as developing flawless AG airbrake technology. Piranha Advancements is known to be a very able corporation, whose impressive research scientists are obsessed with perfection in a way that other AG corporations are not. They are also more secretive then other AG racing teams.
Piranha's recently unveiled prototype AG racer is the best ever yet built, with 100% statistics in all fields such as thrust, top speed, turning ability, shield energy and aerodynamics. However, being a prototype, the Piranha ship has not yet been adapted for the current weapon technology of the F5000 AG racing league, leaving it unable to fight back on the track or damage other ships. Rumour has it, however, that Piranha have developed a secret weapon for the ship, which when activated will be the most powerful weapon yet seen in anti-gravity racing...
[edit] Circuits
[edit] Talon's Reach
LOCATION - Canada
LENGTH - 3.2km
ALTITUDE - 74m
CLASS - Vector
Set within a major industrial complex in Canada, this is usually the first circuit that is raced on, and thus, is the shortest 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.
[edit] Sagarmatha
LOCATION - Nepal
LENGTH - 4.3km
ALTITUDE - 158m
CLASS - Vector
This snowy Tibetan 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, although it is still described as an "easy" track in-game. Features include slow moving droplets of snow, and a small section of track cut straight into a mountain face.
[edit] Valparaiso
LOCATION - Chile
LENGTH - 3.9km
ALTITUDE - 220m
CLASS - Venom
Described in-game as being a "tricky" track. This is one of the three circuits named after real-life locations, perhaps named after the city of Valparaíso or the Valparaíso Region in central Chile, South America. The track is in the western and least touched portion of the Amazon Rainforest which borders the eastern part of the Andes mountains. The highlight of this circuit is clearly the section of track that runs through the ruins of a Mesoamerican temple.
[edit] Phenitia Park
LOCATION - Germany
LENGTH - 3.8km
ALTITUDE - 137m
CLASS - Venom
Another "tricky" track, Phenitia Park is a newly constructed German commercial park. This track boasts several jumps, high walled, sharp bends, and quick, reaction testing tunnel sections.
[edit] Gare D'Europa
LOCATION - France
LENGTH - 3.5km
ALTITUDE - 179m
CLASS - Rapier
Described in-game as a "hard" difficulty track. Made from a disused metro system apparently based at Lille in the north of France, this circuit has the longest straight section, and the highest elevation change in the game. There is plenty of scenery, including a huge zeppelin and a cable railway. Lightning 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.
[edit] Odessa Keys
LOCATION - Black Sea
LENGTH - 4.4km
ALTITUDE - 121m
CLASS - Rapier
The last of the initial circuits, and another "hard" track, this is also the hardest to master of the initial tracks. This huge circuit is suspended entirely over the Black Sea, and named after the nearby city. There are many highlights to this track, including a huge altitude change near the beginning, which often forces beginners into the wall ahead.
[edit] Vostok Island
LOCATION - South Pacific
LENGTH - 5.1km
ALTITUDE - 97m
CLASS - Phantom
(Hidden track) – Set on the island of the same name, in the central South Pacific Ocean, Vostok Island, as a hidden track to be unlocked, is of course, very hard to master. The real Vostok island is small, obscure, inhospitable and uninhabitabed coral island covered in dense Psionia trees; however in the game it is revealed to have become a dangerous volcanic island. The flat 90 degree right-hander right at the end and the split-tracks are two of the many features of Vostok Island. It is also the longest track in the game.
[edit] Spilskinanke
LOCATION - North America
LENGTH - 4.0km
ALTITUDE - 82m
CLASS - Phantom
(Hidden track) – As a hidden track, like Vostok Island, Spilskinanke is also described in-game as a "very hard" track. After the West coast of the United States has been shattered, broken and ruined by unprecedented seismic activity, the entire state of California has broken away into the Pacific, with the Sierra Nevada mountains becoming the new coastline of the U.S. Spilskinanke is suspended above an island which was once Los Angeles, 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. It is an anagram of Snake Plissken (minus one "S" and switching an I for the E in "Plissken") from the cult film Escape from New York.
[edit] Music tracks
The songs of the PlayStation version, the Sega Saturn version and the Windows version could also be listened to by inserting the CD into a CD player.
- Future Sound of London: "We Have Explosive" (PlayStation exclusive)
- Future Sound of London: "We Have Explosive: Herd Killing" (Intro)
- 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 2097 The Soundtrack (album).
[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, two PlayStation consoles, 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] References
- Discogs entry: PlayStation edition
- Discogs entry: Sega Saturn edition
- Discogs entry: PC edition
[edit] See also
|
|||||||||||

