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Everything from hitting enemies with weapons to eliminating them to, yes, completing a lap (which nets you 20 energy points you can't absorb weapons in Detonator, they'll just create a very short shield instead, so making the most of your weapons pickups is key) will get you points that go toward the overall equivalent of a frag limit. Yes, you're still racing around the tracks, but laps and lap times take a backseat to just blowing the hell out of everyone else on the track.
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The other four new tracks, all pulled from Pure's Zone Mode, include Pro Tozo, Mallavol, Corridon 12 and Syncopia these don't feature the usual reverse routes found in the other tracks, nor can they be played outside of Detonator, Zone Battle or Eliminator Two of those will be new names to those that haven't been following the Fury expansion, so allow me to explain:Įliminator events transform the traditional race into something akin to WipEout's take on vehicular combat. Joining Vineta K, Anulpha Pass, Moa Therma, Chenghou Project, Metropia, Sebenco Climb, the Ubermall and Sol 2 are Talon's Junction, The Amphiseum, Tech De Ra (all from WipEout Pulse) and Modesto Heights (from WipEout Pure) there are available in all of the game's modes. Before I delve into those modes, let's detail the courses you'll be playing them on.

If you aren't a diehard or haven't yet been converted, then by all means, read on.
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Ten dollars will change how you play and think of the series far more than my explanations of things in the upcoming paragraphs, and if you count yourself among the WipEout faithful, you can stop reading now and just drop the cash and start downloading. This is WipEout reborn, evolved, and made all the better not by way of an entirely new game, but just an expansion pack. No longer are you racing to get ahead of the pack to cross the finish line first the finish line, in some cases isn't even a physical barrier you cross anymore.

In addition to the same ridiculous sense of speed, you're now saddled with a far more combative series of challenges in Fury's biggest addition to WipEout HD - and indeed the entire franchise.Įh, getting there, but nope, still not representative of how good this game looks.Īt the risk of sounding hyperbolic, the three new modes introduced are the biggest change to the series since its inception. Eighty new Gold Medals await you (nearly as many as the 87 in HD), and the intensity has been punched through the roof. The menus are shunted and distort regularly (even the old Studio Liverpool logo has been replaced by a red tunnel and the new, bulkier, meaner ships), and upon starting the Campaign Mode, you're now given the choice of whether you'd like to play vanilla HD tracks (and if you do, the menus, colors and music all revert to the more chillaxed tone of the original) or the new Fury career. The entire color palette has been flipped, becoming black with red highlights the music is angrier to help further the whole "Fury" motif and the background is a gorgeous loop of hundreds of thousands of pixels that constantly coalesce into the various ship designs for a few seconds before shearing off and becoming a completely different ship while a scanline effect is laid on top of everything. Gone are the clean whites, gentle blues, laid-back music and wireframe-like rolling video in the background. To complement the bullet point additions, an entirely new frontend replaces the cool, almost antiseptic look of the old HD.

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For just under 10 bucks, you'll pocket the usual stuff you'd expect from an expansion eight new tracks (pulled, like the original offerings, from the two PSP releases but lovingly lavished with 1080p detail), 13 new beefed-up versions of the original ships (with slight stat boosts), new 5.1 music and more Trophies.
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Those updates were part of a small-ish free patch a while back, and I mention them only because the Fury Expansion piggybacks off of the inroads made to help get people playing together online beautifully.
