Wipeout Fusion — PlayStation 2 cover art

Wipeout Fusion

Racing Sci-Fi Arcade 2002 CHD

The PS2 debut of Sony's anti-gravity series widened its tracks, added destructible ship weapons and introduced Zone mode — and split the fanbase doing it.

Download Wipeout Fusion 1.5GB .CHD Game manual 2.2 MB .PDF

CHD is a compressed disc image. Point PCSX2 (or any emulator with CHD support) straight at the file — no need to extract it first. The manual is the original scanned booklet.

Platform
PlayStation 2
Format
CHD
Released
2002
Developer
SCEE Studio Liverpool
Publisher
Sony Computer Entertainment
Players
1-2
Serial
SLUS-20462
Region
NTSC-U
About Wipeout Fusion

Zone mode arrived here first. Strip away the weapons, the rivals and the lap counter, leave a craft accelerating on its own forever, and ask the player only to survive the increasing speed by not touching the walls. It was the purest idea the anti-gravity series ever had, and it showed up in the entry longtime fans tend to like least.

That tension runs through the whole of Wipeout Fusion. Studio Liverpool's first attempt on PlayStation 2 was clearly meant to broaden the appeal: tracks got wider, the handling got more forgiving, ships carried mountable weapon pods that could be upgraded, and courses were littered with shortcuts and jumps rather than the tight, punishing geometry of the PS1 games. Someone decided the series needed more spectacle and less cruelty. The result is a racer that feels loose where its predecessors felt surgical, and for players who had learned to shave hundredths off a lap in Wip3out, loose was close to an insult.

It is still a strange and interesting game on its own terms. The teams were redesigned with real personality, the course rosters push into volcanoes and orbital habitats, and there is a persistent sense of ambition outrunning the hardware — frame rate that sags when the screen fills with effects, draw distances that pop, a general muddiness to the art direction that the later Pure and HD games would wash clean. The soundtrack is the one element nobody argues about: Fluke, Orbital, Timo Maas and company give the thing the club-adjacent confidence the series has always traded on.

Played now, with the weight of what the series became removed from it, the racing holds up better than its reputation. The wider tracks make the weapon exchanges genuinely fun in a way the knife-edge PS1 courses never allowed, and the upgrade system gives the long championship grind a shape. What it does not have is the terrifying clarity of the earlier games, where a single scrape against a wall ended your run and you knew exactly whose fault it was.

The interesting legacy is that Sony learned from it fast. Two years later the handheld entries went back to narrow tracks and brutal precision, keeping only Zone mode as the souvenir. Fusion is the experiment that produced one perfect idea and a lot of lessons, which is a more honourable fate than most sequels manage.

▸ MORE RACING GAMES
▸ COMMENTS
Visitor comments

loading comments…