Wipeout: Difference between revisions

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[[File:mode2.jpg|frame|''Wipeout HD'''s Sol 2]]
 
'''''Wipeout''''' is a series of futuristic racing games developed by SCE Studio Liverpool (formerly Psygnosis), widely regarded as the [[Play StationPlayStation]]'s answer to Nintendo's ''[[F-Zero]]'' series. Players race anti-gravity craft at speeds of several hundred kilometers per hour (Several ''[[Super Speed|thousand]]'' in some games), while exchanging weapons fire and attempting to avoid potential elimination (an element introduced in the second game). Visuals and atmosphere are two of the hallmarks of the ''Wipeout'' series; the first three games were made in cooperation with well-known Sheffield design agency The Designers Republic.
 
The original ''Wipeout'', released in 1995, was the first non-Japanese game for the PlayStation. Seven installments have been produced since:
 
* [[Play StationPlayStation]]: ''2097''/''XL'' (1996) and ''3'' (1999; ''Special Edition'' rerelease in 2000)
* [[Nintendo 64]]: ''[[Super Title 64 Advance|64]]'' (1998; strange, as Psygnosis was a Sony subsidiary by this point)
* [[Play StationPlayStation 2|PS2]]: ''Fusion'' (2002) and a port of ''Pulse'' (2008)
* [[Play StationPlayStation Portable|PSP]]: ''Pure'' (2005) and ''Pulse'' (2007)
* [[PlayStationPlay Station 3|PS3]]: ''HD'' (2008; ''Fury'' expansion in 2009)
* [[Play Station Vita|Vita]]: ''2048'' (Vita Launch Title; seeks to have cross-platform play with ''HD Fury'')
 
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Not to be confused with a [[Wipeout 1988|a game show involving finding which answers don't belong]], or a [[Wipeout 2008|that obstacle course show with the Big Balls]].
 
{{franchisetropes}}
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=== This game series contains examples of: ===
 
* [[Advancing Wall of Doom]]: The Quake Disruptor weapon. The wall is a ''tsunami of asphalt''.
* [[All There in the Manual]]: The series's story is barely touched on in the actual games, while supplementary materials flesh out the context of the games throughout nearly two centuries of anti-gravity racing.
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** And the humble missile, which is usually an amazing sleeper weapon because it has long range and a powerful effect. And in the first two games there was a weapon (Shockwave/Electrobolt) that would slow down the target while doing virtually no damage; despite this, the slowdown added up to more time lost than any of the explosive weapons and it was the best weapon, followed by the missile. It was still removed in ''Wipeout Fusion'' by the development team because it was considered useless. Fools.
** The energy shield. Time it correctly and you will make it through the Quake unharmed... and if you do, everyone around you (and in front!) gets blasted senseless, leaving you with a chance to take the lead. Every bit as good as shooting that quake yourself!
* [[Canon Dis ContinuityDiscontinuity]]: ''Wipeout Fusion'' was poorly received among the series fan base due to changes in gameplay, the removal of teams dating back to the original game, and lackluster visual design (being the first entry without The Designers Republic's input). The backstory to ''Pure'' undid most of these changes, attributing the excesses of ''Fusion'' to [[Executive Meddling]] and the placement of profit over ethics.
* [[Cherry Tapping]]: Running into walls or other competitors can cause [[Critical Existence Failure]] at low ship energy levels. Nudging opponents to death is very possible and very hilarious.
** And the natural follow-up to a Shield Raider in ''Wipeout 64'' which leaves the target with 1 point of energy.
* [[Coca -Pepsi, Inc.]]: EG-R and Xios merging into EG-X.
* [[Cold War]]: The American (Auricom) and Russian (Qirex) teams are in perpetual rivalry.
* [[The Computer Is a Cheating Bastard]]: Rubberbanding AI ensures you will never win a race by more than a few seconds. In tournaments, the same opponent will always finish all races in first place, unless you finish first in which case he gets a guaranteed second (barring some highly focused strategic weapon play on the player's part)
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** In ''Fusion'' their superweapon was a [[Kill Sat]], but the team leader told you to 'please not use it too much' because it violated the 'beauty of the sport'. (Sorry, I can't hear you over the ''CONTENDER ELIMINATED''. Heh.)
* [[Early-Bird Cameo]]: Piranha is mentioned as a parts manufaturer in the ship specifications section of the first games manual, set almost a full half century before their debut as a racing team in ''2097''
* [[Early Installment Weirdness]]: The first game is markedly different art-wise and has a few gameplay quirks not kept in the sequels.
* [[Endless Game]]: Zone mode, in which the craft keeps going faster until the player can no longer successfully steer through the track.
* [[Energy Weapon]]: The plasma bolt, electro bolt, energy leech, among others.
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* [[Minimalistic Cover Art]]: The cover pieces themselves aren't examples, but in-game menus and HUDs have a distinctly stripped-down feel to them, especially in ''Wipeout 3''.
* [[The Movie]]: Not a literal example, but the first game had a humorous billboard which said, "Stuff explodes in ''Wipe Out: The Movie''!"
* [[Multinational Team]]: FEISAR, the official team of United Europe, has headquarters in ''12 countries''. The games use the resulting inefficiency to explain why FEISAR's ships are so slow. Icaras, originally introduced as a British team in ''Wipeout 3'', also becomes this in the later games.
** Similarly, Assegai is the official team of the United African Nations, though it's unknown how many different nations the UAN spans.
* [[Nintendo Hard]]: The earlier games had a rather unforgiving learning curve. ''Wipeout HD'' is also considered by some to be the hardest in the series, but later patches introduced difficulty levels for those who struggled against the insane AI and speed.
** The hardest two challenges in the series: untextured bonus track 4 on Phantom speed in ''Wipeout 3'' (intended as an ultimate challenge, the AI is insanely fast here) and combo challenge 5 in ''Wipeout 64'' (win a race on the hardest track in the game on the highest speed at the controls of a flying brick, and kill 7 opponents with your only weapon being your superweapon which is great at slowing down opponents but does almost no damage).
* [[No Export for You]]: ''Wipeout Pulse'' got re-released for [[Play StationPlayStation 2]] with all the Europe-exclusive DLC already installed and unlocked... in Europe. ''Still'' [[No Export for You|no export]]
* [[Nostalgia Level]]: Bonus and downloadable content tends to include track remakes from earlier games. Between every game (and including the mirrored and simplified track clones in ''Wipeout 64'') the ''Altima'' track appeared four times; ''Talon's Reach'', ''Gare d'Europa'' and ''Karbonis'' appeared three times.
* [[Oddly-Named Sequel 2: Electric Boogaloo]]: Just look at the list of game titles. ''Fusion'' added or changed a number of gameplay elements, while ''Pure'' was intended as a return to the series' roots.
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* [[Sliding Scale of Shiny Versus Gritty]]: The settings cover the whole spectrum, actually, with everything from smog-belching powerplants and ''[[Blade Runner]]''-style cities to immaculate public parks and high-end shopping malls.
* [[Start My Own]]: The backstory to ''Pure', has a Qirex engineer being dissapointed by their new designs and starting her own team.
* [[TradesnarkTradesnark™]]: Most logos in the earlier games have a conspicuous "©", "®", or "™" marking. This has lessened since The Designers Republic left the series. Most games since Fusion have a more realistic, less obvious use of trademark symbols.
** This was something of a theme in Designers Republic non-commercial work in the late 90s, which spilled over into ''some'' of their commissioned stuff like the ''Wipeout'' universe.
* [[Updated Rerelease]]: ''Wipeout 3 Special Edition'' added tracks from the first two ''Wipeout'' games. ''HD'' took tracks from ''Pure'' and ''Pulse''.
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* [[Wave Motion Tuning Fork]]: Auricom's original super weapon, [[Energy Weapon|''Energy Sphere'']], which, other than being [[Charged Attack|chargeable]], behaves mostly like the ''Plasma Bolt''.
* [[We Care]]: "Let's be friends!" is AG Systems' slogan in ''Wipeout 3''.
* [[What Could Have Been]]: The [http://www.youtube.com/watch?v=2jbf9ilkQWs original version] of ''Fusion'' was quite different. Psygnosis had developed the game using high-powered PCs as they did not receive the [[Play StationPlayStation 2]] dev kits on time, assuming the Emotion Engine could handle it. It turned out the two architectures were completely incompatible and this early version had to be scrapped.
* [[You Don't Look Like You]]
** ''Wipeout XL'' ditched the first game's pseudo-realistic homogenized, decaled ship designs in favor of a more sci-fi look.
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{{reflist}}
[[Category:Play StationPlayStation Portable]]
[[Category:Nintendo 64]]
[[Category:Play StationPlayStation 2]]
[[Category:Play StationPlayStation 3]]
[[Category:Racing Game]]
[[Category:PlaystationPlayStation Network]]
[[Category:Play StationPlayStation Vita]]
[[Category:Wipeout]]
[[Category:Video Game]]
[[Category:Wipeout{{PAGENAME}}]]