Category: Retrospective


Ultima VII: The Black Gate Retrospective

It’s been a fair while, but today I’m returning to my retrospective of the illustrious Ultima series of games. Last time out I looked at the first-person spin-off title to the series; Ultima Underworld and how it deviated from the main story-arc. However, today I’m going to look at what is probably the most prominent of the main canon games; Ultima VII: The Black Gate.

Now, right up front I’ll give you this disclaimer: I’m probably going to have to renounce all journalistic impartiality in this one. Ultima VII was and is one of my favourite games. It had a big impact on my as a child and will always mean a lot to me. So, while I’ll try and give a professional overview of the game, let’s face it, it’s going to be quite rose-tinted.

That being said lets dive in! Read more …

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Halo 2 Retrospective

In light of the release of The Master Chief Collection, I wanted to take the time to appreciate the main focus of the collection Halo: 2 and celebrate what an amazing feat it is that the game is still such an enjoyable experience ten years later.

For those not entirely clued up about The MCC, this year marks the ten year anniversary of Halo: 2, and so 343 industries took the opportunity to re-release all of the numbered Halo games. This means Halo: Combat Evolved Anniversary, Halo: 2 Anniversary, Halo 3 and Halo 4 all in one package and all bumped up to 1080p and 60fps. Nice. Read more …

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Dragon Age II Retrospective

So we are just over one month away from the release of Dragon Age: Inquisition, one of this year’s most hotly anticipated titles and really one of the only major releases not pushed back till the new year, which has meant that I have already gone back and recreated my perfect playthroughs for Origins and II and built the Thedas that I am ready to help defend as the Inquisitor in this new entry in the series. It has been almost four years since the last time we were there and I think we’ve all been getting a little bit antsy to return. Read more …


Sleeping Dogs

In preparation for the new, shinier arrival of Sleeping Dogs onto our current generation of consoles this October, why not take the time to revisit a classic. For those who missed out or have short memories: read on.

As a massive fan of Hong Kong cinema I was genuinely excited when I first heard about Sleeping Dogs. GTA: San Andreas had already catered for the Boyz-N-The-Hood fanboy in me and now I was finally going to have the chance to recreate scenes from such classics as Hard Boiled, Bullet in the Head and Infernal Affairs. Read more …

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The Wind of Change

Back in the day, I owned a GameCube. I still do, in fact, though it’s currently not connected to my television. My Wii has long since replaced it and my little black box resides in a place of honour in my gaming cupboard. One of the games I played a lot for my GameCube was The Legend of Zelda: The Wind Waker. This was because, a few years ago, I had played and loved Ocarina of Time and Majora’s Mask on my N64, which is also in my cupboard. Despite never owning a SNES, I’d also played and loved A Link to the Past on my cousin’s console, which was where my love of Zelda originated.

Read more …

Wipeout Retrospective


The early years of the PlayStation were a heady mix of excitement and innovation. The beginnings of what would prove to be the explosion of gaming in the modern era, the PlayStation’s early days were something unlike anything seen since, a big step into a brave new world of interactive entertainment; a world in which never-before-seen games were a regular occurrence. While the current generation of consoles have been defined (thus far) by a distinct lack of anything but safety-first, proven IPs, the PlayStation was host to a vast number of new concepts, from the bizarre to the sublime.

Today’s entry falls somewhere between the two. Released just after the PlayStation in September 1995 by developers Psygnosis, Wipeout (or wipE’out” as it was marketed at the time) was a futuristic racing title in which the player took the helm of an F3600 anti-gravity ship to compete in races against other similar ships. The player is given the choice of 8 ships, split across 4 different teams, each having differing ratings for mass, acceleration, turning radius and top speed, as I’m sure you’ll be shocked to hear. While nothing ground-breaking, it did set something of a precedent for racing game son the console, setting the bar for a certain level of variety if nothing else. The track number totals in at six in the main game, which, while not massive, does provide a modicum of variety, with a seventh, hidden, track based on Mars further expanding this upon completion. During the course of a race the player could collect both offensive and defensive weapons with which to alter the course of the race. These were divided into the offensive weapons; Shock Waves, Missiles & Shockwaves; and defensive boosts; Shields, Turbo-Boosts & Mines. While these are pretty standard fare, they provide a layer of strategy and tactics to an otherwise fairly standard affair.

Wipeout Retrospective  raceview

Nope, I donl’t know what green logo at the top means either…

Think of a cross between Mario Kart and TOCA Touring Car with added rocket boosters and you’ll not go far wrong.

The game distanced itself from games such as Mario Kart with its much more serious tone, with the visuals having a much more distinctly urban and techno feel than the cartoon-style of Nintendo’s opus. Indeed, the feel of the game fit in well with the PlayStation’s more mature target demographic. The electronica soundtrack, composed by Tim Wright (under the name Cold Storage) gained the title a prominent following amongst the club scene of the day. Indeed, various lines of Wipeout-themed club merchandise were produced to exploit this popularity and it was not unknown for clubs to have PlayStations set up for patrons to play. Considering the now well-known widespread recreation drug use in the late 90s club scene, it must have been quite an experience for the people playing!

The game is obviously reminiscent of predecessors such as F-Zero, but the game itself manages to differentiate itself from not so much stylistically, but mainly due to its timing. The game itself was not stellar in and of itself. Being, at its core, an amalgamation of aspects drawn from existing popular titles, such as the aforementioned Mario Kart and F-Zero, Wipeout had no one thing that players hadn’t seen and played before. What it was, however, in the right place at the right time. The PlayStation was an unknown quantity; the first console from Sony and a newcomer to the industry, that promised to revolutionise the genre. Wipeout was the first racing title available and just by the grace of that gained significant attention. Combine with that a visual style that distinguished it from its peers at that point and its link to the ‘cool’ club scene at the time and you had all the ingredients for a cult hit above and beyond its merits as an actual game experience, something proven by the steady decline in sales of its successors.

Look at those ships. Ain't they purdy?

Look at those ships. Ain’t they purdy?

Wipeout was not a memorable game for its gameplay, not by a long shot. However, it does deserve to be remembered as the racing game that helped consolidate the PlayStation as a viable console in the market. While I’m not saying it was responsible on its own, obviously not, what it did do, along with other popular titles of the time, was prove that the PlayStation was a console to be reckoned with and gave it credibility in the industry as a whole.

In its own little way Wipeout helped shape the course of gaming as a whole, allowing Sony to consolidate a large portion of the market that it still holds today. What would the games industry look like today if the PlayStation had wiped out all those years ago?

We’ll never really know and that’s, in part, down to games like Wipeout.