Wipeout Fusion - Gameplay

Gameplay

The game introduces the player to the F9000 Anti-Gravity Race League, which 6 years later after its "opening" in 2156 would be revamped. From that time, Anti-Gravity Racing was given mostly mixed reactions despite getting more aggressive. Tracks are changed somewhat from previous Wipeout games. Each track in Fusion is now a group of 3 tracks, each of which can be run in forward or reverse mode. Many tracks also contain a "trackless" section, generally a wide tree- or boulder-strewn field which offers several paths for pilots, making navigation tricky. Several tracks feature split sections, in which there are multiple paths for players to follow. A few tracks also contain shortcuts, which are hidden behind false walls, or require a turbo boost power-up to successfully navigate.

The basic single-race and league modes are still the core of the game, and the two-player split screen mode is continued from Wipeout 3. The single race mode, called Arcade mode, is used to unlock new tracks. When a player wins a gold on a given track, either another course in that same track group, or another group of tracks, is unlocked. AG League mode has had some changes to it from previous Wipeout titles: instead of having league challenges which encompass the entire set of tracks in sequence, there is a progression of leagues, each with a selection of between 3 and 7 tracks. The outcome of each race is scored by points, which are awarded for both finish order and eliminations. Total points determine the winner of the league. A win on a given league challenge unlocks the next (more difficult) league, or in some cases, a personal challenge against one of the pilots of a new team. Beating a pilot's challenge unlocks the team for which that pilot flies.

Challenge mode, which was introduced in Wipeout 64 has been enhanced in Fusion. Each team has its own set of 6 challenges, selected from race, time, or elimination. Each challenge must be completed with a medal to unlock the next challenge in the sequence, and the final challenge for a team must be unlocked with a gold medal in each of the other challenges.

Fusion features an increase in the use of weapons; weapon pads are more plentiful, and the AI pilots seem quite a bit more aggressive with weaponry than in previous Wipeout incarnations. New weapons have been added to the game, including the proton cannon, grav stinger, flamethrower, and gravity bomb, as well as super weapons. Each team possess their own super weapon, which becomes available for that team's pilots when player obtains special super weapon license, awarded by completing that team specific challenges in the Challenge mode. Some of the weapons have also been modified (the 5 mines are now dropped individually, instead of in a single-fire sequence), and many weapons which normally fire forward may now be fired backward; in particular, the quake disruptor, a weapon that previously could only be fired forward, may be fired to the rear.

Another fairly large change from previous Wipeout titles is the addition of ship upgrades. AG League races, in addition to points, also net the player credits based on performance in race (finishing order), damage (to other players), skill, and time. These credits are used to upgrade the top speed, thrust (acceleration), lateral stability, brake force, weapon power, and shield strength of a single ship. The upgraded ship is available in Arcade mode as well, though is only available to the pilot whose ship it is; the other pilot on a team must have his/her ship upgraded separately. Upgraded ships are not used in Challenge mode; each challenge is played with the basic unmodified craft.

The in-game branding and menus were designed by Good Technology rather than The Designers Republic, who had worked on all of the previous titles.

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