Reviews from

in the past


Anfangs hat das Spiel bei mir überhaupt nicht gezündet, da ich nicht so recht verstanden hatte inwieweit das Surfboard zur Kurbel steht, und dann wie man Geschwindigkeit aufbaut. Aber wo ich nun etwas reingekommen bin, ist es ein launiges Spiel für Zwischendurch. Daher perfekt für nen Handheld, aber jetzt auch nichts wofür man einen Playdate kaufen muss. Würds empfehlen, wenn es nicht eh jeder Playdate-Besitzer hätte.

I kinda thought I would get bored of this quickly but I keep finding myself coming back to it. Using the crank to control the board feels good and it's satisfyingly easy to play but hard to master.

This might be controversial but... I don't think I like this. It's a fine minigame. It's a decent way to show off the Playdate crank out of the box I suppose. I just don't feel like there's a lot here. I gave it a lot of tries and even once I figured out how to really pick up speed it didn't feel like there was much to it. It's okay.

So I bought a Playdate, a small handheld console with only two buttons, a D-pad, a monochrome screen, and an analog crank. Yes that's right, a crank. As part of the purchase, the developers give two free games per week as part of the first "season" of content, with Whitewater Wipeout being one of the first two games. You play as a surfer with three attempts to get the best high score on each run. There's no other content than that; it's an arcade-esque experience with only one mode, making the game very short but sweet. To angle your surfer into the waves you use the aforementioned crank. I will admit the controls are a bit unintuitive at first, as its the angle of the crank that directly corresponds to your player angle, not the relative angle. Once you get the hang of it though, the game is quite fun. The graphics are really nice and I think it is a good choice to include as part of the first week's batch, as it showcases a unique idea that only this system can do. The A and B buttons aren't even used at all. However, it's a very short game, and if you aren't terribly interested in beating your high score then it won't hold your attention for very long.

A little too short to be sweet. I enjoy the concept and what they were going for, but it seems to be over before it begins. Most likely a skill issue on my end though.

Edit: It was a skill issue. Got good, the game is super fun.


Eu entendo a ideia do jogo, de ser algo mais arcade que usa a manivela, mas nossa, como é obtuso o negócio. Eu tentei por tanto tempo, vi vídeo, e ainda não pareceu realmente divertido jogar. Achei uma escolha bem estranha pra ser o 1º drop da Season One.

Controls are poorly explained (really, not at all). I might have figured it out eventually but I just looked it up - once I got the hang of it a bit, it's pretty fun. The game is not ambitious but I think it achieves its aims quite well, though I can't find a comfortable way to hold the Playdate while playing.

A fun enough gameplay loop of chasing flips which lacks much complexity in the variation of tricks you can do

A simple little arcade surfing game that’s somewhat difficult to control but simultaneously more interesting because of the crank. Good tune, decent straightforward gameplay. Pretty good!

En su día, conocí los videojuegos gracias a arcades como California Games, y en 2022 la juventud los sigue descubriendo a través de versiones actualizadas del mismo tipo de juego, como éste. Todo cambia para que todo siga igual, y me parece bien.

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Back in the day, I was introduced to video games through arcades like California Games, and in 2022, young people are discovering them through updated versions of the same kind of game. Everything changes so that everything stays the same, and that's fine with me.

Wow, this is pretty bad. The gameplay is hard, but not really an intersting kind of hard, and it feels overall pretty shallow. The memey messages when you wipe out don't help me feel any better about it. Nice as a tech demo of the crank, weak as a game.

Love the curve from difficulty to mastery. Perfect example of integrating the crank into gameplay. Fun little high-score chaser that I'll probably return to.

Pretty neat intro to the Playdate, but...even though I know the platform is built for bite-sized experiences I wish there was a little more to this.

Works well as an intro to the Playdate's crank controls, and as such makes for a pretty good game to show off your new console to friends briefly. Briefly is the key here as I don't think there's much depth or longevity to the game unless you are just really interested in chasing high scores.

I’m not sure if it’s better or worse that Panic decided to start with a pretty weak title for the Playdate’s first free season 1 game. If you remember those McDonalds happy meal toys that were little handheld digital soccer goalie games in the late 2000s, Whitewater Wipeout very much reminds me of them. They’re both small, short, sports based games that rely on providing 1-5 minute sessions rather than a prolonged experience. I don’t want to get ahead of myself, as I am writing this review after having already played a handful of other Playdate games, but I think a couple of other titles do this so much better and more addictively than WW does.

Unlike Root Bear, Snak, (two Playdate games I’ll review soon) and even the soccer McDonalds toy, Whitewater Wipeout is less about precision practice and random chances resulting in strategy re-evaluations and more about doing one single thing the exact same every single time. I’ll give small props that it relies solely on the console’s crank, but finding the sweet spot in how many times you can spin around in a circle before you wipeout from the waves or landing upside down gets old fast. It’s a game about performing simple surfing tricks as you flee an approaching wave, so why can I only do one move? Why would I want to play the game any more than to understand what it’s about when that entails me having to sustain a single time-limit unbound run by flipping over and over and over with no breakup of monotony or increasing of stakes. Whitewater Wipeout isn’t bad because the mechanics aren’t sound or premise uninteresting. It’s bad because it offers little to latch onto past its elevator pitch and doesn’t stand out from other five minute pick-up-and-play games.

Ein guter erster Titel fürs Playdate um mit der Kurbel vertraut zu werden. Wenn man erstmal den Dreh raus hat, dann fühlt sich das Surfen per Kurbel echt super an.

There's no completing 'Whitewater Wipeout,' but I've gotten good enough at it to set it aside for now and move on to the new games opening up on my Playdate. 'Wipeout' controls well, makes a good case for the crank as an input device, and is fun. I think there was an opportunity here for the game to recognize more stunts than just 360s, though. Why not points for height? Or even backside 360s, which are possible but not treated any differently than a frontside. For what this is, though, I had good fun with 'Whitewater Wipeout.'

I wasn't sure about this one at first, but after a short while with it, it clicked.

Whitewater Wipeout is one of two games you get out of the box with your playdate. It's a simple high-score-based game that uses the crank to steer a surfer as he tries to do tricks and outrun the crashing of a wave.

Given little to no instructions, some flippant dialogue, and a very short time to play, this game quickly feels offputting.

Many players will spend and have spent, their first week with only this game and casual birder.
What this game does, is serve to demonstrate the playdate's greatest strengths.

The playdate isn't a steam deck, it's here to deliver the short and charming distractions of simple handheld gaming.
Whitewater Wipeout does just that.
It's minimalist but just deep enough to get invested over your first week.

Share this game with friends and you start to understand the entire philosophy behind the handheld.

If you really like the style and energy here, Chuhai Labs made an excellent follow-up for the device called Carve Jr. that's a demake of their Meta Quest VR title, it has a lot more mechanics and replay value for those more deeply interested in a sports style high-score game.

Bit of a rough first game for the Playdate to "give" me considering the initial very rough difficulty, but it's quite addictive once you "get" it, although overall simple

I still wish it was quicker to restart after a fuck up though (since there'll be a lot) - the game gives you snarky "wow you're bad!" messages after you die, which is extremely bold and kinda begging for the player to just dump the game lol

Not much to this one, but still a fun little score attack game. The use of the crank does add an extra layer of precision to rotation and landing in the absence of other mechanics

Weird to control at first, but satisfying once you get the hang of it. The music is honestly not my thing which has made it a bit less fun to pick up and play.

It takes a while to take the grip with the crank, but it makes you see how can you translate skate kind of games to it. Score attack games never get me very attached, but gotta recognize this is fun if you're into them.

Great execution of a very simple arcade surfing game that uses the crank. I severely lack the skill to get good at this game but I can see that those that love mastering tricks and timing in skating/snowsports games would love chasing a high score in this. Great introductory game to give to a first time Playdate player.


One of my favorite score attack games in recent years.

Pretty simple, but quite entertaining, wee arcade game. Already sunk a bunch of time high score chasing - way more than I expected. It's good folks! (Although I do question the decision of having this be one of the first games you play when booting up the playdate and not, say, Crankin', which the console was unveiled with.)