In this review, we go for the title in the GameCube game F-Zero GX. We find out how well this racing game plays.
This game was released in 2003 and would represent the last game in the main franchise.
We have a pretty solid understanding of this whole series now. Previously, we played F-Zero X. That game got quite the great score here. After that, we tried F-Zero: Maximum Velocity. That game got a pretty mediocre score. Finally, we played F-Zero: GP Legend. That game got a decent score. So, we thought we’d try this game to see how well it performs.
When you start, you have a number of modes to play. Among your options are Grand Prix mode, Time Attack, Practice, Customize, and Story Mode. You can practice already unlocked tracks in practice mode with however many laps you wish to race with. Time Attack allows you to simply tackle the course and go for the top time possible. It’s just you against the clock. Story Mode allows you to take on a single story chain of events. Do note that the challenges are quite difficult and not recommended if you are just starting out.
Grand Prix mode is generally the main part of the game. Most of what you can unlock is unlocked through this mode. You start off with three difficulties: Novice, Standard, and Expert. From there, you can select the cup of your choice. You start off with the Ruby, Sapphire, and Emerald cups. Each cup features progressively more difficult tracks. Each cup you start off with has 5 tracks to complete. You race each one in series. The racer with the most championship points at the end of all 5 races wins. You can earn up to 100 championship points each race.
If you happen to have the skill, beating all three cups on medium difficulty will unlock the Diamond Cup. If you happen to have ridiculous skills, beating each up on Expert will unlock the AX Cup (something I couldn’t do, admittedly).
After each round in the championship mode, you’ll earn tickets and unlock various parts. This is where the Customize mode comes into play. As you earn tickets, you’ll be able to afford various things in the customize menu. You’ll also gradually unlock things that you can additionally purchase.
The first thing of note that you can buy and customize is various machine parts. This is handled in the garage. This actually sounds more exciting then it really is because you cannot customize the machines of the main characters. All you can do is build up custom characters from the ground up. You can buy machine parts and put together your machine, getting the stat ratings you desire.
The second thing you can buy are machines themselves. Initially, you only have 4 characters that you can race in. As you earn tickets, you’ll be able to afford the rest of the main 30 machines found in the game. The prices vary between machines, but you’ll be able to unlock the characters you want instead of having to beat certain cups at certain difficulty (as seen in F-Zero X).
A third thing you can buy are parts to the story mode. If you beat a chapter in story mode (and, seriously, congrats if you get past the second challenge), you’ll have the next chapter pop up in the items part of the customize menu. The chapters are quite expensive (probably some of the most expensive items in the game), though it’s more than possible to afford it as each victory will net you enough credits to pay off most of it.
When selecting or customizing your character, you’ll notice that there are three stats that affect the overall machine performance: boost, body, and grip. Grade “A” is supposed to be the best stat while “E” represents the worst parts. While this seems generally confusing (and some players found that the grading system to be misleading), you’ll also get a circle that helps you determine overall performance as well. When customizing, you might think of getting all “A” parts, but each part has give and take. You may end up with a machine with great top speed and no handling for instance. So, it’s a bit more convoluted in practice then on paper.
As for racing itself, a lot has changed thanks in part to the new controller. A great example of how things have changed is that side checking is now handled by holding down “X” and moving left or right. Previously, this was handled with a double tap of the shoulder buttons. Spin attacks simple utilize the “Z” button while turning.
Other elements have largely stayed the same. This includes the sharper turn being handled with both turning and the corresponding shoulder buttons. On the second lap, you can use “Y” to use your boosters. Like F-Zero X, using boosters will deplete your energy. Run out of energy and you’ll die on the course. This forces you to start over.
Track features are largely unchanged. There are still jumps, boost plates that do not deplete your energy, and recharge zones. Like in F-Zero X, there are gravity defying rolls, loops, and a host of other ways the track bends and turns. Most tracks have walls to help keep you on the track, but not always. Keep that in mind as you realize that falling off course will cause you to die and force you to start over. This may sound obvious, but as you race, this actually is far easier said then done as you get used to the controls. Also, there are small red bombs that damage your vehicle as well.
A returning feature is the extreme speeds. F-Zero is known for the high rates of speeds where you easily travel in excess of 1,000 KPH. In this game, some elements are hard to notice as you are flying down the track. As such, you might find yourself suddenly flying off the track before you even notice what has even happened. Sometimes, it’s a badly executed attack. Other times, it is a case of the edge of the track narrowing in on you. Regardless, staying on track is surprisingly difficult at times.
One feature not returning is the free life system. Before, you had a few free lives that you could use while on a particular cup. For every 5 kills, you get an additional free life. If you crash or you restart, a free life is used. This was what happened in F-Zero X. All of this is completely scrapped in this game and, honestly, I don’t miss it. The game is hard enough as it is anyway.
The biggest complaint I do have is the difficulty curve. The game is, at least, forgiving in the novice difficulty. In the later difficulties, opponents rely on cheap elastic banding to increase the difficulty. Rather than relying on pure speed and skill, you are relying on messing with the elastic banding and, otherwise, just trying to keep up. Ideally, you want to have a half decent position and, on the last portion of the track, kick things into high gear as you briefly punch through into the top few positions. In that golden moment of being ahead, you want to make it across the finish line. Too early and your opponents will blast past you. Too late and you’ll only make up a few positions.
Another annoyance is the learning curve. I couldn’t find any of the different techniques anywhere in the game. Even moves I thought I knew were changed around and forced me to look it up online first. Without these techniques, even the normal difficulty would be almost unforgiving.
Beyond that, it’s hard to really find complaints. The extra features of buying things do feel largely underdeveloped. Still, it’s not a crippling problem by any means. This winds up being a fun little extra on the side more than anything. While noteworthy, it’s a very minor issue in this game.
What I do like about this game is the fact that this represents a very logical progression to the new system in terms of feel. F-Zero on the game boy advance really pushed things to the maximum. F-Zero X really pushed things to the limit on the N64 console. What is presented here is what you would expect to see in a next generation console. With more power, the only limitation left is the players capability to keep up with it all. In that regards, this game really does get it right.
Generally speaking, this is one of those games that is tough, but still very enjoyable. It’s a lot like Contra from the 80’s where it was quite tough, but manages to be enjoyable at the same time (a rare combination to pull off, really). Having said that, the biggest two complaints I have in the game is the difficulty and learning curves. The side features are a bit underdeveloped, but this is a minor complaint for me. This game does offer the white knuckle extreme racing you would come to expect from an F-Zero game. So, in spite of some of the problems, this turns out to be quite enjoyable anyway.
Graphics is arguably where this game seriously shines. It would be easy to throw in a couple of objects, then throw a floor and ceiling texture and be done with it. In this game, that is only a start. You have massive cities, huge life filled sand worlds, the industrial look of the fire fields, and a whole lot more. The eye candy throughout the entire game reminds me of the incredible visual journey I experienced while playing Beetle Adventure Racing. The special effects throughout work quite well and the cut-scenes certainly didn’t hurt either. Either way, it’s incredible stuff in this game.
While graphics are truly the star in this game, audio really isn’t that far behind. The game features the fast paced industrial rock with the addition of fast paced trance. Everything is impressively well blended together to provide one serious soundtrack that backs the games overall experience. It mixes elements from previous games all the while offering some new tracks along the way. I really wished Dream Chaser was incorporated somewhere along the line, but that would be my only real musical disappointment. The sound effects throughout the game also have a way of adding some nice punch throughout. The voice work is decent as well. Overall, a great audio experience as far as I can tell.
Overall, this is the kind of transition from the N64 to GameCube I like seeing. It takes the series meant for less powerful systems and gives it a full re-work to apply to a more modern gamer. In doing so, it matches the white-knuckled intensity players from previous generations felt while playing the previous games in the series. The difficulty and learning curves do hold this game back a fair bit and some of the side features feel a bit underdeveloped, but otherwise, it’s hard to find many complaints about this one. Graphics are quite impressive and the audio is also a real treat to hear. So, an overall great game worth playing.
Overall
Furthest point in game: Beat Ruby, Sapphire, and Emerald cups on Novice and normal difficulties. Beat the Diamond cup on Novice. Beat chapter 2 in story mode.
General gameplay: 19/25
Replay value: 8/10
Graphics: 9/10
Audio: 4/5
Overall rating: 80%
Drew Wilson on Twitter: @icecube85 and Facebook.