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:: F-Zero GX for GCN Review

If memory serves me correctly, it has been nearly 18 months since Nintendo announced its partnership with both Sega and Namco to join talents in creating an arcade board, named, of all things, Triforce. It was an important step for Nintendo in shaking its poor image toward developers, as the N64 had discouraged many firms from supporting the family company, partially due to the supposedly astronomical royalties associated with creating games for the system. Not only did this merger of interests promise a piece of hardware, but also the software to accompany it. Soon afterward, it was announced that Nintendo would lend out two of its major franchises to its new partners. They were later learnt to be the Star Fox and F-Zero licenses. As part of the deal, GameCube versions of the new games would be made in conjunction with its arcade counterparts, thus benefiting Nintendo with its prime market, which had hit the backburner of the buying publics minds last generation. The first fruits of Nintendo’s radically new business plan have landed. That is, F-Zero GX. Created by Amusement Vision [Sega], has the developer's experience with monkey balls [the games, of course] paid off?

It began with a long day’s “work”. Figuring the best way to relax had to be playing GameCube, the minute; blue F-Zero disc was popped into the tray. It was encouraging to see the game would only take up four blocks of space on an almost depleted memory card, though that was for a single save file, otherwise it becomes multiples of four depending on your number of siblings, or alter egos. Once the corporate mentions ended, it was straight to the main menu, surprisingly not encountering a redundant introductory video, as is common today. The menu itself was very easy to use, allowing for quick access to the various features available in the game. Grand Prix mode stood out the most, being the first option, so it was selected. Here we go!

A few races into my first futuristic grand prix I came away with mixed emotions. I had never gotten aquatinted with the F-Zero series. Truthfully, I first became aware of Captain Falcon with the original Super Smash Bros. I never thought much of him though, seeing as his choice of apparel was rather peculiar considering my ignorance for his profession at that time. Having vague expectations for the final product, I came away thoroughly displeased. The presentation of the game during racing was arcade-like, which I was not particularly fond of. Of course, it was designed with the arcades in mind, being a port of sorts, of its immobile brother. Several races later I had eventually adapted to the play mechanics, and surely enough, soon after I was hooked.

There are two main modes of play in GX, Story and Grand Prix mode. Story mode is divided into chapters, as you follow Captain Falcon between races during training and travelling. This feature of the game is best left to an experienced players as each chapter needs multiple attempts to complete, even to those who excel in piloting F-Zero machines. Surprisingly, these tasks never get tiresome, thanks to quick loading in between attempts. Grand Prix mode is the traditional three-lap racing that can be done in three different difficulty levels initially. Grand Prix’s span variously themed planets and offers the most consistent entertainment throughout the game. The multiplayer aspect of GX came off disappointing because the grid was strictly limited to human controlled players.

It begins at the start of a race. All 30…count ‘em, 30…state of the art vehicles lay assembled on a grid at the start/finish line. A count down from three ensues as an assembly of monitors suspends itself over your vehicle. White-hot lights gradually emit from the exhausts as the vehicles levitate into position. Then, all hell is let loose as they accelerate to cruising speeds of over 900 Mph. Combined, the grid disorients any sense of scale as the camera pans out to display every craft in your vicinity.

Despite the impeccable speed these machines are capable of, it is surprisingly easy to navigate about the circuits. This is due to in part to the intuitive level design. A typical course in the game features long, sweeping turns and smooth elevation changes in succession, making it a feeling not unlike that of a roller coaster. This creates a sometimes-disorienting feeling as you could be completely upside without realizing it. There are 20 levels, dispersed evenly through four cups in Grand Prix mode. Each course has its own unique characteristics. These include racing through tubes that dissect the conventional track or interconnecting routes around the track. Remarkably, I enjoyed every event as much as the next, which is uncommon in even my favorite of racing games. It’s good to see that the ideas weren’t spread thin.

When your transportation is this fast, surely you want it to turn with equal performance. GX grants you that with its extremely tight handling. Some scenarios in story mode call for very precise inputs to weave through obstacles no more than two F-Zero racers wide, and this can be accomplished with relative ease thanks to the sensitive configuration of the controls. For sharp corners, two methods can assist to your turning ability. The first being a slide-turn, where the craft strafes left and right, and for hairpin curves, the drift-turn, similar to what world rally driver’s perform to retain momentum after sharp turns.

The competition itself is very intense. Races are usually down to the last wire as the difference between finishing first and second could span just fractions of a second. Strategic use of the booster helps bridge a gap between the closely matched vehicles, and is essential in dominating most events. But, in order to limit its use the booster also happens to drain your craft’s shields, vital in keeping it operational after collisions. Luckily, as fans of the series know, there are strips on the track that enable you to recharge its energy. To fend off persistent challengers, you are capable of attacking them with two none-ranged attacks. These are the side and spin attacks, which are performed with the Z button. Both come in handy during a hand full of Story mode scenarios but are otherwise neglected during Grand Prix racing.

Besides racing, GX features extensive customization abilities. With an additional 18 blocks of memory the garage feature can be accessed. There you can build your own F-Zero machine from three pieces. These pieces of the fuselage, cockpit and booster vary by weight and their ability to perform to their design. Better parts are constantly earned after Grand Prix tournaments, as well as the tickets to purchase them, which can also be won in Story mode. To add the final touch to your machine, a logo editor allows for your own personal decals.

The visuals in GX are sharp and crisp, though not overly detailed. By no means a downfall, the sometimes-simplistic graphics allow for a rock solid frame rate that never appears to slow. The frame rate and level design in tandem allow for a smooth ride around the circuits, that truly feels frictionless. The environments are creative though difficult to appreciate at such speeds. Perhaps the most surprising aspect of GX was the effort put into FMVs cut-scenes before and after a Story mode scenario. They do a great job of giving Captain Falcon an identity outside of just being another racer.

There never seems to be much in the sound respect of games, other than those of the adventure genre. F-Zero GX is no exception. Sure, the sounds you will hear throughout a race fit in perfectly, but there’s very little room for creativity in this respect. The game’s soundtrack exclusively features techno style music. But, the music never becomes intrusive, which is the case for so many futuristic racers. One particularly amusing moment comes after you win a round of GP races, where a reporter interviews the winning driver. All of the reporter’s questions are followed by odd answers said in a ridiculous voice. Hilarious!

For one thing, I had an absolute blast playing the levels repeatedly. In this respect, it has a great replay value. But don’t buy it for its multi-player merits, as they are almost non-existent in comparison to what single player offers. GX offers fast, polished game play that can only begin to be challenged by the X-treme G series, which relies heavily on weapons to keep the player occupied. Of course, those who play the N64 F-Zero should consider this as the next step in the franchise, and worthy of a purchase by anyone remotely into racing, or the actual F-Zero story line. It’s apparent Amusement Vision truly had a vision for the future of the F-Zero franchise. Yeah, that was a pun…

Final Rating: 8.7

Reviewed by Koren Korok ::




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