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**Official F-zero Discussion/Review thread (all regions)**


JFo

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Forgive me for starting a new thread, but for some reason, I can't seem to post a response to current thread.

 

 

All right, I've had the game for a few days now. I suppose it's time to come clean and give you all my impressions of the game. (To tell the truth, I actually wrote out some initial impressions, but problems with the LCVG servers kept me from posting them.

 

At any rate, here is how far I am with the game. I have played through the first 3 available Grand Prix Cups (Ruby, Sapphire, and Emerald) on both the Novice and Standard Difficulty. I have unlocked the Diamond Cup and have played through the first challenge of Story Mode on Normal and Hard. I am currently trying to beat the Diamond Cup on Novice and the first challenge of Story Mode on Very Hard. Here is all I have to say at this point.

 

Technical Stuff

Technically, the game is everything one could hope for. Graphically, the game brings the world of F-Zero to a new level, replacing the empty, bare levels of the N64 version with highly detailed worlds that blaze past you at an unwavering 60 fps. The sense of speed is breathtaking and is further enhanced by support for 16:9 TVs. This is the new graphical reference game for GameCube.

 

Likewise, the soundtrack is very well done. Some tunes from past F-Zero games return while several new tracks are entered into the mix. The vehicles may not rumble your living room like a Pod Racer, but the electrical burst from the engine during a speed boost crackles nicely on a good sound system. This is a good game on which to turn up the volume.

 

Controls

If you've played F-Zero X, you should know what to expect here. This game exemplifies the Nintendo philosophy of easy to learn, difficult to master. The Control Stick steers the craft. A accelerates, Y activates the boost, and the R and L buttons allow your craft to veer slightly to the right and left, respectively. The analog nature of the L and R buttons are put to good use here as you can vary the degree of drift when you press on the button.

 

I won't go into more detail as it may ruin some of the fun, but there is tremendous depth in these controls that is only enhanced by the fact that all 30 vehicles handle slightly different from one another. iCamp, you complained about the seemingly overly tight turning abilities of the craft. Believe me, on some of these courses, you need to be able to turn that sharp. Most racing games use a braking mechanism to slow you down so that you don't over shoot those turns. With F-Zero, it's like, "Braking? What the hell is that?" You have to take these tight turns at full speed to remain competitive. Hence, the turn-on-a-dime controls. The real trick is to make those turns at full speed without spinning out or slamming into the walls (or worse yet, falling off the course altogether!).

 

The Tracks

Each circuit features 5 tracks of varying themes. Old favorites like Mute City and Big Blue return and new locales such as Vegas Palace and Green Plant join the mix. One thing that strikes me about these courses in this game in contrast with the levels from F-Zero X is the length. A lap in that game could usually be completed in 30 seconds, whereas many of the courses in GX take a full 60 seconds to complete. This, of course, means that the levels are a good deal longer than they have been in past games.

 

Additionally, you'll notice several courses with branching paths - a new feature to the series. Knowing which paths to take can play a critical role in winning a race. For instance, on one course, the track forks off into two separate paths almost immediately. One path features several boost pads; the other has a section for recharging energy. Taking the former path on the first lap is the better option, since you won't have the ability to boost on your own until the second lap. Strategies like this must be developed to cut down your times and pull into first place on almost every track.

 

Challenge

I won't dip this in sugar for you. This is game is hard. I can't emphasize that enough. The challenges of Story Mode, of which, I've only seen one, are insane. The first challenge has you collect beacons placed on the race track while trying to complete 3 laps in less than 60 seconds. The courses offer plenty of opportunities to fall off the edges or literally fly off into nowhere and crash. Usually flying off the course happens because you activated a boost going upwards on a steep hill and the momentum launches you off into the wild blue. It is imperative that you learn these courses well, and chances are, you will get to do that as you fall off the edges repeatedly.

 

I have only played through the game on Standard, so I can't comment on the higher AI in the game, although from what I've seen on Standard, Sega has made some smart CPI opponents here. I can't wait to see what they're like on the Master Difficulty.

 

 

That's it for now. At the very least, I hope I've given you a slightly better idea what to expect from this game, and possibly even made the final stretch of waiting all the more unbearable. :)

 

But for now, I have the Diamond Cup to conquer. Tootles!

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Thank you Jeff. Excellent Impressions man and I'm even more looking forward to the game.

 

You know I've yet to own the N64 F-Zero. I've played it many times but have never bought it. I recently picked up Starfox 64 so maybe its time I took my butt out there and picked it up.

 

Also changed thread title to official discussion for the Japanese and American release.

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Additionally, you'll notice several courses with branching paths - a new feature to the series.

 

The SNES game had this to some extent.

 

One question, is the boost system the same as F-Zero X (Get boost after 1 lap and can use it infinitely at the cost of some health)?

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Originally posted byDrunkOM:

One question, is the boost system the same as F-Zero X (Get boost after 1 lap and can use it infinitely at the cost of some health)?

 

It is exactly the same system. This game could not be more of a direct sequel to F-Zero X if they had tried.

 

Edit:

I would like to add one more comment that I forgot to mention in my first post. F-Zero GX is one of those games that requires complete and undivided attention from the player. You literally cannot look away at the screen for a second or allow your mind to wander, because the instant you do, you'll crash into a wall, fall off the track, or suffer the consequences of some other horrific fate. This is not a low involvement game. It requires a high degree of not only quick reflexes and a steady hand, but concentration at every turn.

 

There, I'm done now.

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Awesome stuff Jeffrey, you lucky bastard ;).

 

My question for you, however, is whether you've tried out the multiplayer yet, and how that feels/plays? I'd be interested in knowing, since I know I can sucker a few people into trying it out if I pick it up.

 

Nice to hear about the length and number of tracks though, I'm glad there's definite value-for-money there.

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Nice review, but I have a question about the following:

highly detailed worlds that blaze past you at an unwavering 60 fps

I see so many reviewers throw fps out there. While PC games are usually easy to measure fps, how does one do this for a console?

 

I've never bought or played an F-Zero game (shame on me), but I think this purchase is in my near future.

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Originally posted by Pharmboy:

My question for you, however, is whether you've tried out the multiplayer yet, and how that feels/plays? I'd be interested in knowing, since I know I can sucker a few people into trying it out if I pick it up.

 

I have not had a chance to play any multiplayer yet, nor have I really bothered to work on any of the customization options for building my own machine.

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Nice write up man. I'm really looking forward to the 25th getting here. The only thing that worries me is the difficulty. As much as I like my games to be a challenge, I just dont have the patience anymore to keep repeating the same area over and over. I want to feel that I'm making progress at some point.

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Nice write up man. I'm really looking forward to the 25th getting here. The only thing that worries me is the difficulty. As much as I like my games to be a challenge, I just dont have the patience anymore to keep repeating the same area over and over. I want to feel that I'm making progress at some point.

 

Agreed. I haven't had much time with F-Zero X, but i always thought the original was pretty challenging as well. As long as it doesn't feel cheap (like when there is no way the computer opponent could pass you, and then he does) and it's just fault for not being able to stay on the track, I think i'll be ok :)

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This has been a brutally good week for Cube releases, with SCII, F-Zero GX, and the hopefully non-sucky new Buffy title all being released at once. My wallet is so under assault I can't afford anything :P.

 

You are a lucky dog, Chris, be sure to give us more impressions, I'm still looking for somebody here to chime in on how the multiplayer is.

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I have to admit that the repeated warnings about the difficulty of this game are making me think twice. I don't mind difficult games as long as there's a roughly linear slope as you go from easy to difficult, that allows you to learn as you go.

 

What I really don't like is running into a wall, where making any progress takes hours and hours. One of the early previews I saw for this indicated it was the latter kind of game (I think they said that many of the staff people where they were previewing the game never succeeded after many hours of trying).

 

Can anyone with the game comment on this?

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I find it all too easy to stop playing a game that doesn't throw me the bone of an easy win in the beginning. That brief, even false sense of victory will keep me replaying. Is there a practice mode or slower-at-top-speed vehicles that let you learn the tracks?

 

I'm really, rerally worried about this too. Ten years ago I didn't mind playing a game endlessly to beat it, but somewhere along the way I've just lost my patience for that. I'm dying to get this though.

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I'm really, rerally worried about this too. Ten years ago I didn't mind playing a game endlessly to beat it, but somewhere along the way I've just lost my patience for that. I'm dying to get this though.

 

Weird. I was thinking the same thing recently about my gameplay habits.

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From what I've read through various users first impressions on message boards today, it seems as though if you start it out on novice you can get into the game fairly quickly without getting beat down.

 

I've been looking forward to this game for quite a while now. I just wish that it would have been promoted a bit more.

 

Oh, well.

 

Glen

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Originally posted by adamsapple:

I find it all too easy to stop playing a game that doesn't throw me the bone of an easy win in the beginning. That brief, even false sense of victory will keep me replaying. Is there a practice mode or slower-at-top-speed vehicles that let you learn the tracks?

 

adamsapple, did you ever play F-Zero GX on the N64? If not, then I could perhaps understand why you wouldn't win the first race. As someone who played the crap out of that game, the first race I played on Novice in GX was a cinch. I had no problem at all beating it.

 

Besides, whatever happened to the idea of a game being challenging?

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It is good.

 

Gameplay, tracks, and just about everything else is very similar to F-Zero X on N64. Graphics are 100x better of course, and the the story mode and car customization options seem quite interesting. It was wonderful to hop back into the Cockpit of the Fire Stingray.

 

Graphics are extremely nice, and the inclusion of Widescreen support is GREATLY appreciated. The tracks at first felt like rehashes of FZX's but that quickly changes when you hit the last track in the Ruby cup. There's some great variety in there, and you really have to keep your wits about you as hitting the walls, or any of the obstacles in the middle of the track really penalizes you. As such, I recommend NOT using the 1st person view as the speed sensation is insane.

 

It's not terribly difficult right off the bat. Just like the other F-Zero games, it's pretty easy at the start on Novice, and then it starts to pick up as you get to tougher tracks and then the hard difficulty levels.

 

The story mode might be tough, I played the 2nd mission and was having a bit of trouble with it.

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I seem to recall it being said that you really have to work between Grand Prix and Story Mode, such that there are certain aspects of Story Mode you have no chance in hell of unlocking unless you get the funds or vehicles you need, which necessitates using the Grand Prix mode.

 

I just like pointing that out because I think it's a damn clever bit of design :green:

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