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Cube: F-Zero GX [Hands-On]

d2alio

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F-Zero GX
Publisher: Nintendo
Developer: Amusement Vision
Genre: Racing
Players: 1-8
ESRB: RP
Release: August 25, 2003

Coming to Nintendo’s GameCube later this year care of Nintendo and Sega, F-Zero GX, available for hands-on play for the first time at E3 2003, is shaping up to be nothing less than phenomenal. But then again, you didn’t need to hear that from us, as over the years and years the F-Zero legacy has far outshined virtually all other racer in its category, delivering blazing fast speeds, hairpin turns and exhilaration like no other, all without slowdown or drops in frame rates that plague many other games to this date. And now, for the first time on a 128bit system, F-Zero returns to reclaim its throne and capture the thumbs of extreme futuristic racing fans all over again as F-Zero GX. Got speed? If not, this game’s got plenty to spare.

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F-Zero GX takes gameplay mechanics directly from the N64 incarnation, but thanks to Sega and Nintendo they have been enhanced to fit GameCube extremities of play. In other words, you’re looking at one truly amazing game. And the most amazing part more certainly are the breathtaking racing environments, visuals…hell, the whole graphical presence of this game is mind blowing. From radiance of color, glare, shine, explosions, lights and more – all of which blazing on-screen at an unstoppable and consistent rate, GX is truly a site to behold; that is if you have time to take a look as you zip through the twisting, looping, winding mid-air extreme race courses in pure F-Zero fashion.

For those familiar with the N64 version, you’ll feel right at home with GX for GameCube due to the game’s identical control structure. A button accelerates, B button brakes, shoulder buttons – L and R – lean for sharp turns and, of course, there’s boost. Boost is absolutely gorgeous onscreen, with a slight blur and thickening lines around your craft as you jettison past the competition giving a great sense of hyper-speed.

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We tackled both the controller and steering wheel control for the game and walked away feeling satisfied with both. With the controller there was easily a feeling of more control via the joysticks, but the steering wheel also had a nice touch to it and only took a few minutes to get use to. There wasn’t any force feedback, but then again that may be better due to the insane amount of times you’re liking going to be banging other crafts or the rails.

There are a few other significant changes to control that may or may not appeal to fans of the series. For starters, the ship banging attacks return, but with a much simpler performance. Players need only to tap the X button and point the joystick in the desired direction to perform a horizontal ship slam, compared to the double tap trigger and hold of the N64 control scheme. The N64’s had more depth to it, but fans may or may not like the ease of use for the GameCube version, as depth is definitely taken away in this regard and replaced with something more generic.

Race structure is identical to the N64, with races consisting of 3 laps against 30 opponents, each with their distinctions between drivers, history, personalities and driving strategy, making F-Zero GX no simple pass-the-leader title. Energy bar returns too and once it’s gone as you bang into opponents, barriers and the like and your ship is gone. Try to keep your eyes on the road to because you still fly right off and lose the race.

Sega and Nintendo has done a stellar job handling the F-Zero for GameCube thus far and fans will appreciate the vast improvements, as well as seeing one of their favorite titles given the 128bit polish. Small issues revolving around depth of control only seem to be this game’s only hindrance, but only time will tell as to whether they are kept in the game or if fans approve or disapprove of them.
 
THAT looks sweet. problem is - i dont have a cube anymore...:(
 
Triple posting is something you don't wanna be doing around here, Zephyr.

Anyway, F-ZERO GX looks f'n tight...almost the best graphics I've seen on the GCN. Good update, Dameon.
 
Why though? The arcade version will be great, but, you'll be able to play it anytime when you've got the console version.
 
Originally posted by codePhoenix
Why though? The arcade version will be great, but, you'll be able to play it anytime when you've got the console version.
Because nothing beats sitting in the ****pit-like arcade booths and racing other people!
 
and kicking peoples **** and making them feel lousy...lol;)
 
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