Wipeout 3

Last updated

Wipeout 3
Wipeout3.png
PAL region box art
Developer(s) Psygnosis
Publisher(s)
  • NA: Psygnosis
Designer(s) Psygnosis, The Designers Republic
Series Wipeout
Platform(s) PlayStation
ReleaseWipeout 3
  • EU: 8 September 1999
  • NA: 30 September 1999 [1]
  • JP: 3 February 2000
Special Edition
Genre(s) Racing
Mode(s) Single-player, multiplayer

Wipeout 3 [lower-alpha 1] is a futuristic racing video game developed by Psygnosis and published by Sony Computer Entertainment exclusively for the PlayStation. The title is the fourth game in the Wipeout series, and was released in Europe and North America in September 1999. Players control extremely fast anti-gravity ships and use weapons to force other contenders out of the race.

Psygnosis former video game development house

Psygnosis Limited was a video game developer and publisher headquartered at Wavertree Technology Park in Liverpool, England. Founded in 1984 by Jonathan Ellis, Ian Hetherington and David Lawson. The company was known for a number of well-received games on the Atari ST and Commodore Amiga, among other platforms, and is best known for their Lemmings series.

PlayStation (console) Fifth-generation and first home video game console developed by Sony Interactive Entertainment in 1994

The PlayStation is a home video game console developed and marketed by Sony Computer Entertainment. It was first released on 3 December 1994 in Japan, on 9 September 1995 in North America, on 29 September 1995 in Europe, and on 15 November 1995 in Australia, and was the first of the PlayStation lineup of video game consoles. As a fifth generation console, the PlayStation primarily competed with the Nintendo 64 and the Sega Saturn.

Europe Continent in the Northern Hemisphere and mostly in the Eastern Hemisphere

Europe is a continent located entirely in the Northern Hemisphere and mostly in the Eastern Hemisphere. It is bordered by the Arctic Ocean to the north, the Atlantic Ocean to the west, Asia to the east, and the Mediterranean Sea to the south. It comprises the westernmost part of Eurasia.

Contents

Psygnosis hired design studio The Designers Republic to create a simple colour scheme and design for in-game menus and race courses, to create what a Psygnosis staff member called "a believable future". [3] The game is one of the few PlayStation titles to run in high-resolution mode, offering crisper graphics and visuals. Wipeout 3's soundtrack is composed of electronica tracks selected by DJ Sasha and features contributions by Orbital and The Chemical Brothers. The game was re-released in Europe as Wipeout 3: Special Edition in August 2000, which contained additional tracks and content.

The Designers Republic graphic design studio

The Designers Republic (tDR) is a British graphic design studio based in Sheffield, England, founded in 1986 by Ian Anderson and Nick Phillips. They are best known for electronic music logos, album artwork, and anti-establishment aesthetics, embracing "brash consumerism and the uniform style of corporate brands". Work by tDR is held in the permanent collections of the Museum of Modern Art and the Victoria and Albert Museum.

Electronica encompasses a broad group of electronic-based styles such as techno, house, ambient, jungle and other electronic music styles intended not just for dancing.

Sasha (DJ) Welsh Disc Jockey

Alexander Paul Coe, known mononymously as Sasha, is a Welsh DJ and record producer. He is best known for his live events and electronic music as a solo artist, as well as his collaborations with British DJ John Digweed as Sasha & John Digweed. He was voted as World No.⁠ ⁠1 DJ in 2000 in a poll conducted by DJ Magazine. He is a four-time International Dance Music Awards winner, four-time DJ Awards winner and Grammy Award nominee.

The game was positively received on release; critics lauded the graphics, music, and minimalist design elements. The high level of difficulty, perceived lack of new content and courses, and paucity of new game features were seen as the game's primary faults. Despite generally good press, the game was a financial disappointment. Wipeout 3 was the last title in the series to appear on the PlayStation and the next entry, Wipeout Fusion , was released exclusively for the PlayStation 2 platform in 2002.

<i>Wipeout Fusion</i> 2002 video game

Wipeout Fusion is a futuristic racing video game developed by Sony Studio Liverpool and published by Sony Computer Entertainment for the PlayStation 2. It is the fifth instalment in the Wipeout series and was first released in February 2002 in Europe, and in June 2002 in North America. It was also the first Wipeout game to be published on the PlayStation 2. The game takes place in 2160 and revolves around players competing in the F9000 anti-gravity racing league.

PlayStation 2 sixth-generation and second home video game console developed by Sony Interactive Entertainment

The PlayStation 2 is a home video game console developed and marketed by Sony Computer Entertainment. It was first released in Japan on March 4, 2000, in North America on October 26, 2000, and in Europe and Australia in November 2000, and is the successor to the PlayStation, as well as the second video game console in the PlayStation brand. As a sixth-generation console, the PS2 competed with Sega's Dreamcast, Nintendo's GameCube, and Microsoft's Xbox.

Gameplay

Screenshot of Wipeout 3, showing the player's head-up display and racing craft Wipeout3 screen.png
Screenshot of Wipeout 3, showing the player's head-up display and racing craft

Wipeout 3 is a racing game that retains the same basic elements of its predecessors, and introduces players to the F7200 Anti-Gravity Race League. Set in 2116, Players control futuristic anti-gravity ships owned by racing corporations and pilot them on eight circuits (plus four hidden prototype tracks). Each craft is equipped with an energy shield that absorbs damage sustained on the track; if the shield is disabled, the player's craft can be knocked out of the race. Shields are regenerated in a pit lane that is set apart from the main course. The less time spent in the pit lane, the less the shield will regenerate. [4]

Anti-gravity is creating a place or object that is free from the force of gravity. It does not refer to the lack of weight under gravity experienced in free fall or orbit, or to balancing the force of gravity with some other force, such as electromagnetism or aerodynamic lift. Anti-gravity is a recurring concept in science fiction, particularly in the context of spacecraft propulsion. Examples are the gravity blocking substance "Cavorite" in H. G. Wells's The First Men in the Moon and the Spindizzy machines in James Blish's Cities in Flight.

In addition to shields, each racing craft contains airbrakes for navigating tight corners, as well as a "Hyperthrust" option. Players can activate Hyperthrust to increase their speed, but using Hyperthrust drains energy from the shields, making the craft more vulnerable. [5]

Air brake (road vehicle) type of friction brake for vehicles

An air brake or, more formally, a compressed air brake system, is a type of friction brake for vehicles in which compressed air pressing on a piston is used to apply the pressure to the brake pad needed to stop the vehicle. Air brakes are used in large heavy vehicles, particularly those having multiple trailers which must be linked into the brake system, such as trucks, buses, trailers, and semi-trailers, in addition to their use in railroad trains. George Westinghouse first developed air brakes for use in railway service. He patented a safer air brake on March 5, 1872. Westinghouse made numerous alterations to improve his air pressured brake invention, which led to various forms of the automatic brake. In the early 20th century, after its advantages were proven in railway use, it was adopted by manufacturers of trucks and heavy road vehicles.

Scattered across each raceway are weapon grids that bestow random power-ups or items. Wipeout 3 adds new weapons in addition to the five retained from previous games. [6] Several weapons are defensive; for example, the gravity shield protects the craft from attacks and collisions for a time period. Offensive weapons are also available; crafts can use rockets, Multi-Missiles and mines to disable competitors. Players can use an autopilot to safely coast through difficult turns. [5]

In video games, a power-up is an object that adds temporary benefits or extra abilities to the player character as a game mechanic. This is in contrast to an item, which may or may not have a permanent benefit that can be used at any time chosen by the player. Although often collected directly through touch, power-ups can sometimes only be gained by collecting several related items, such as the floating letters of the word 'EXTEND' in Bubble Bobble. Well known examples of power-ups that have entered popular culture include the power pellets from Pac-Man and the Super Mushroom from Super Mario Bros., which ranked first in UGO Networks' Top 11 Video Game Powerups.

The single race mode awards medals to the top three finishing hovercraft. Each contestant must reach checkpoints on the course within a remaining time, or be ejected from the race. Winning consecutive gold medals unlocks New Tracks and Crafts. [4] Wipeout 3 features several other game modes, including challenges to complete courses in a set time. [5] In the "Eliminator" mode, players gain points for destroying competitors and finishing laps. The "Tournament" mode has players compete on several tracks, with points being awarded on race placement. [7] Players can engage in two-player racing via a split-screen option. [8]

Development

In developing the next entry in the Wipeout series, developer Psygnosis retained many of the developers of the original game to preserve the distinctive racing experience of earlier games. [9] At the same time, Psygnosis sought to make the game more accessible to new players of the fast-paced racer, and kept early courses easier for these players; the difficulty was adjusted for later courses so that experts still experienced a challenge. [9] Wipeout 3 was the first Wipeout game to take advantage of PlayStation controllers with analogue sticks, used to offer smoother control of the player's craft. [5]

Psygnosis turned to the graphic design studio The Designers Republic to assist in development. The Designers Republic, known for its underground techno album covers, provided "visual candy" to Wipeout 3's graphics, designing the game's icons, billboards, colour schemes, and custom typefaces. [3] The look and feel of the futuristic courses was bounded by a desire to retain a believable sensibility; Wipeout 3 lead artist Nicky Westcott said that "[Psygnosis] tried to make it look like a believable future, instead of making the sky toxic orange with 10 moons flying around and the world gone mad. It's very low-key [and] a lot more refined." [3]

A special edition of Wipeout 3 was released exclusively in Europe on 14 July 2000. [2] Wipeout 3 Special Edition featured many minor changes to gameplay, such as different craft physics, auto-loading of saves and AI bugfixes. In addition, eight courses from previous Wipeout titles (three from Wipeout and five from Wipeout XL ) plus two hidden prototype circuits previously only available in the Japanese version of Wipeout 3, were added giving total of 22 tracks. [10] The Special Edition also allowed for four-person multiplayer, using two televisions and two PlayStation consoles. [11] Wipeout 3 was the last game in the series made for the PlayStation. The next entry in the Wipeout series, entitled Wipeout Fusion , was released in 2002 exclusively for the PlayStation 2. The game introduced new courses, crafts, and weaponry, as well as enhanced artificial intelligence. [12]

Music

Continuing the tradition set by the first game, Wipeout 3 contains electronica offerings from various artists, including The Chemical Brothers, Orbital, and the Propellerheads. Psygnosis' development manager, Enda Carey, focused on bringing together music early in the game's development cycle, instead of as an afterthought or last-minute addition to the game. [13] Unlike previous soundtracks, Psygnosis selected a single music director, DJ Sasha, who worked with artists to create a cohesive soundtrack. [13] Sasha included several of his own tracks made specifically for the game. The game disc is a Mixed Mode CD that allows Wipeout 3's soundtrack to be played in a standard compact disc player. To promote Wipeout 3 and its game music, Psygnosis sponsored a Global Underground tour for Sasha. [14] Game pods featuring Wipeout 3 were placed at parties and venues, accompanied by a tie-in marketing campaign. [14]

Reception

Reception
Aggregate score
AggregatorScore
Metacritic 89% [15]
Review scores
PublicationScore
Famitsu 30/40 [16]
Game Revolution 8.3/10 [17]
GamePro 5/5 [18]
GameSpot 8.3/10 [19]
IGN 9.1/10 [8]
Next Generation Star full.svgStar full.svgStar full.svgStar empty.svgStar empty.svg [20]

Overall, critical reception of Wipeout 3 was positive; the game holds an 89/100 at Metacritic, indicating "generally favorable reviews". [15] IGN named Wipeout 3 the most accessible game of the series, and in 2007 the title was named the 92nd best game by the site. [21] Despite generally positive reviews of the game, Wipeout 3 was not a commercial success. [22]

The fast-paced gameplay and graphics were singled out as strong features of the game. [8] Jack Schofield of The Guardian was surprised by the level of detail, stating that the "graphics are better than you'd expect the [PlayStation] to deliver". [23] Both GamePro and Game Revolution reviewers praised the new game features, specifically the new weapons and ability to challenge friends via splitscreen. [18] [17] The Designer Republic's style was consistently praised as helping to make the racing locales seem real, [17] though David Goldfarb of the magazine International Design stated that the "techno-meets-Nihonpop-art visuals" had been executed better in previous entries of the series. [24] Wipeout 3's soundtrack and sound effects were also lauded. [8] [25]

A major fault reviewers found with Wipeout 3 was the steep learning curve of the game. David Canter of The San Diego Union-Tribune described the difficulty progression as "ludicrous", with the tournament game mode going from "easy as pie to tough as nails". [5] [18] [26] Though the use of the analogue stick was positively noted as helping to increase control over the onscreen craft, [19] GamePro found that proper handling required large amounts of patience and practice. [18]

Reviewers who gave Wipeout 3 lower marks noted a sense of disappointment that the series broke little new ground. [22] Stuart Miles of The Times admitted Wipeout 3 was a good game, but felt that he had been expecting much more from the sequel: "It's as if the programmers have concerned themselves more with the overall look and feel, rather than further developing the existing gameplay." [6] Alistair Wallace of Gamasutra, in a retrospective on Wipeout 2097 , remembered that "I enjoyed [Wipeout 3] because it was more of the same and I loved it, but I think the series ran out of its innovation. Doing loop the loops isn't a big deal really." [27] GameSpot summed up its review of the game by judging Wipeout 3 an excellent racer, but not able to beat Wipeout 2097 as the best futuristic racing game of all time. [19]

Jeff Lundrigan reviewed the PlayStation version of the game for Next Generation , rating it three stars out of five, and stated that "It's not terrible, but for a series known for its 'gee whiz' level of quality, this is a serious misstep." [20]

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References

Notes

  1. The game title is stylised as wip3out in Europe and Japan, and as wipEout 3 in North America.

Footnotes

  1. "Tactical Surveillance: WipEout 3 (PS)". GameSpy. Archived from the original on 12 December 2007. Retrieved 21 June 2008.
  2. 1 2 "Game Summary: Wip3out Special Edition". GameSpot. Archived from the original on 26 October 2012. Retrieved 29 July 2008.Cite uses deprecated parameter |deadurl= (help)
  3. 1 2 3 Herz, J. C. (26 September 1999). "The Game as Elegant Fashion Statement". The New York Times . p. G4. Archived from the original on 12 February 2012. Retrieved 1 August 2008.Cite uses deprecated parameter |dead-url= (help)
  4. 1 2 Psygnosis (2001). "Wipeout 3 > Game > Gameplay". Sony Computer Entertainment Europe. Archived from the original on 13 February 2012. Retrieved 22 June 2008.Cite uses deprecated parameter |dead-url= (help)
  5. 1 2 3 4 5 Canter, David (26 October 1999). "Wipeout 3 by Psygnosis". The San Diego Union-Tribune . p. 19.
  6. 1 2 Miles, Stuart (1 September 1999). "Not quite a Wipeout, but...". The Times . p. 8.
  7. Psygnosis (2001). "Wipeout 3 > Game > Modes". Sony Computer Entertainment Europe. Archived from the original on 13 February 2012. Retrieved 22 June 2008.Cite uses deprecated parameter |dead-url= (help)
  8. 1 2 3 4 Sanchez, Rick (24 September 1999). "Wipeout 3 Review". IGN. Archived from the original on 7 October 2012. Retrieved 23 June 2008.Cite uses deprecated parameter |dead-url= (help)
  9. 1 2 Perry, Douglass (26 August 1999). "Wipeout 3 Preview". IGN. Archived from the original on 10 July 2012. Retrieved 23 June 2008.Cite uses deprecated parameter |dead-url= (help)
  10. "WipEout 3: Special Edition Game Profile". IGN. Archived from the original on 7 October 2012. Retrieved 29 July 2008.Cite uses deprecated parameter |dead-url= (help)
  11. Staff (August 2000). "Wipeout 3 Special Edition". Official UK PlayStation Magazine . 1 (61).
  12. Staff (21 March 2002). "BAM! Continues To Bring European PlayStation 2 Titles To North America". GameZone. Archived from the original on 8 March 2016. Retrieved 24 July 2008.Cite uses deprecated parameter |dead-url= (help)
  13. 1 2 Psygnosis (12 July 1999). "The Return of the Game That Kickstarted an Era; Psygnosis Announces Complete Band Lineup for Wipeout 3". Business Wire. p. 1.
  14. 1 2 Staff (1 July 1999). "Psygnosis and DJ Sasha Begin the Summer Groove". IGN. Archived from the original on 10 July 2012. Retrieved 2 July 2008.Cite uses deprecated parameter |dead-url= (help)
  15. 1 2 "Wipeout 3 for PlayStation Reviews". Metacritic. Archived from the original on 2 January 2012. Retrieved 12 June 2008.Cite uses deprecated parameter |dead-url= (help)
  16. プレイステーション – WIP3OUT (ワイプアウト3). Weekly Famitsu. No. 915 Pt.2. p. 23. 30 June 2006.
  17. 1 2 3 Staff (1 October 1999). "Game Revolution Review: Wip3out". Game Revolution. Archived from the original on 29 August 2012. Retrieved 12 June 2008.Cite uses deprecated parameter |dead-url= (help)
  18. 1 2 3 4 Staff (1 January 2000). "Review: Wipeout 3". GamePro. Archived from the original on 17 January 2010. Retrieved 20 June 2008.Cite uses deprecated parameter |deadurl= (help)
  19. 1 2 3 Fielder, Joe (27 September 1999). "Wipeout 3 Review". GameSpot. Archived from the original on 2 March 2014. Retrieved 1 June 2008.Cite uses deprecated parameter |dead-url= (help)
  20. 1 2 Lundrigan, Jeff (November 1999). "Finals". Next Generation . Vol. 2 no. 3. Imagine Media. p. 121.
  21. Staff (2007). "IGN's Top 100 Games: #92". IGN. Archived from the original on 14 April 2012. Retrieved 1 July 2008.Cite uses deprecated parameter |dead-url= (help)
  22. 1 2 Salgado, Carlos (1 March 2001). "Hall of Fame: Wipeout". GameSpy. Archived from the original on 11 July 2011. Retrieved 30 July 2008.
  23. Scholfield, Jack (2 September 1999). "Games review: Ripe wipe". The Guardian . p. 6.
  24. Goldfarb, David (November 1999). "Wipeout 3". International Design. 46 (7): 112.
  25. Mitchell, John (20 September 1999). "Tripping out on a wicked race experience". Daily News. New York. p. 4.
  26. Cheung, Kevin (27 September 1999). "WipEout 3 Review". Gaming Age. Archived from the original on 7 May 2008. Retrieved 20 June 2008.
  27. Wallace, Alistair (14 May 2007). "Desert Island Games: Creative Assembly's Dan Toose (Medieval II: Total War)". Gamasutra. Archived from the original on 24 June 2008. Retrieved 24 July 2008.