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Developer SEGA Publisher Nintendo Genre Racing Platform Nintendo Gamecube Release 31st October 2003
Retro Recall - In a recent review of Sonic Riders, I -- more than once -- compared the game to another futuristic racing title, funnily enough, developed by the same company (although, not the same development team), that game was, of course; F-Zero GX. The game is twinned with it's arcade version of the game; F-Zero AX (The "G" in "GX" refers to "Gamecube", where as the "A" in "AX" refers to "Arcade", see what they did there?) The two games can share save data between the two versions and are nearly identical in terms of content. The arcade version has a bunch of frilly extras like giving out cardboard, physical "licenses" which track player progression, however that actually works is beyond me.F-Zero GX has a story quite reminiscent of old-school comic books and, frankly, it works quite well. F-Zero is a world where spandex-wearing, super-hover-car racing pilots solve all the world's problems by racing, rather than fighting it out or doing strange bat-dances. The primary antagonist of this world is a one "Black Shadow", who wears a full-body black latex suit and prances around all the time. Black Shadow has two primary skills, the first being the ability to screw up just about everything he tries and the other being the most least-threatening villain possible. The very first scenes in the game show Black Shadow spiralling out of control and being taunted by a strange, vastly superior villain. Doesn't quite inspire dread towards this character. The next scene we see him prancing around on some TV sets which random passers by gawk at, almost like he's in some sort of surreal music video. Even more interesting is that Captain Falcon, the game's main protagonist, does some virtual reality training, only to find that Black Shadow's mug is still on the TV, claiming that he'll "win the grand prix". Well, nice to see he has his priorities right.
I'm guessing it's a lot less than the space hover racer which is burning in the background, somehow.
So, okay. The story isn't fantastic at all. In-fact, Sonic Rider's story seems more likeable and makes more sense in comparison but it has it's charms. If you think of the story as what it really is; a vehicle to progress a mission-driven story mode which comprises of unusual racing scenarios, it works quite well. But take it as a meaningful, well-thought story which drives an overall narrative and frankly, it's like watching the Teletubbies. I mean, at one point, Black Shadow captures Captain Falcon, makes an evil doppelgänger of him called Blood Falcon, attaches a bomb to Falcon's racer and tries to blow him up. The next scene and Black Shadow is rather surprised when Captain Falcon appears on the starting grid. Even though his very distinguished racer; the Blue Falcon is already on the grid right next to his. Now, I don't know about you, but rather than being calm, collected and settling this minor incident of attempted-murder by racing to see who was the best, I would climb Black Shadow's vehicle and beat him within an inch of his life, tie him to the back of my futuristic space racer and drag him along the track. But then the game may not get a PEGI 3+ rating.
I love this future where everyone just gawks infront of any old TVs in the street like it's a national pass-time.
A few flips and these futuristic space hover cars explode? How did this get past Space Health and Safety?
Out of the box, you'll have access to 3 difficulty settings, 3 cups each with 5 courses making a grand total of 15 playable courses, each one is lovingly crafted and each are incredibly varied. If you're good enough, you can unlock an extra difficulty level which borders on satanic on the evil-o-metre and 2 extra cups, one of which you'll probably never unlock unless you devote years of your life to the game which will bring the final course total to 25 courses. Sadly, I'm not in that tiny percentile which was able to unlock the "AX Cup", which is unlocked by beating the "Master" difficulty, a difficulty level so harsh it makes the story mode look like it was teasing you. Much like many other racing games, you start out in a grid, usually at the back but it all depends where you finished in the last race. The further up the rankings in the last race means you start further down the grid at the start of the next. Controls are pretty standard, A to accelerate, B to break. As you start off, you perform a single lap around the track and race normally, this is usually your time to butt-heads with other racers, pressing the Z-Button on the controller performs a spinning attack which can hit multiple enemies but is incredibly weak. A far better means of attacking an enemy is to press the X-Button and either left or right on the control stick to side-swipe another racer, dealing greater damage. This is helpful to either off-course or make an enemy take additional damage by hitting walls or other racers. Every 5 racers you rid yourself of gets you an extra life. Beware though, if you deplete your energy bar to zero, your racer will blow up. Your energy bar will deplete if you hit walls, boost or get hit by enemies or objects on the track.
After the first lap, you're given a "boost power" which as the name implies, allows you to boost. Just how much speed and how many times you can boost is determined by the racer you select. These are graded from D to A on Boost, Grip and Body. Boost determines how good your boost is in both how far a single boost will take you. Grip indicates how easy the craft is to handle and Body is how much punishment the craft can take or how much damage is taken from hitting other crafts or walls. Most of the crafts you unlock during the game are pretty well balanced, some seriously are not, but these are generally special machines you unlock. You can also make your own craft out of parts you buy from the in-game store with tokens. Balance goes out of the window once you start making a custom craft and build up substantial amounts of tokens, though it will take dedicated play to get the best parts, as most have to be unlocked either by completing story missions on hard mode or very hard mode, things which are like ripping nails out of your fingertips in terms of pain. You also have the customary "Air Break" mechanic, which is mandated by law in all futuristic racing video games. The Air Break is a kind-of-sort-of drifting control scheme, only you have more precise control over your turning. It's best to get this mastered before all else as it will make turning while boosting a hell-of-a-lot easier.
Good luck keeping a track of your orientation, even when you can see outside. Just try it when you can't see out there.
Of course, some stages aren't so fun. There are the stages that you will hate either because they're so confusing, such as any stage which has pipes, either ones where you're inside or you're on-top of, keeping track of your orientation while in the tubes can be pretty difficult, especially at speed and learning where all the boost pads are is a challenge, but quite a rewarding one. Sadly, as you get into the later difficulties in the game, the fun starts to diminish as the game becomes more a memory game, remembering where all the speed boosters are, which line to take to hit corners properly, which is odd for me to say that in a racing title, but F-Zero GX seems to chaotic, unstructured during the Novice and Standard difficulties that you can play how you like and still power into the lead. The game is understandably very arcade-y in that anyone can pick it up and play on the easy to medium difficulties, but as you progress into the harder modes, you start to see a more "hardcore" racing game emerge. And it's this balance which is most deserving of praise. The whole package is just amazing.
In terms of visuals, the game is just amazing looking. For a game from 2003, the game is utterly jaw-dropping. The detail on the tracks, the scenery and the speed of the game all add together and give just a wonderful looking game. Everything about it just looks great, the only real down-side I can think about with this game is the pre-rendered story mode scenes, in which there seems to be little direction and the scenes often just fade-out too quickly. Everything else just seems right, after all it has to look fantastic to pull in gamers at the arcades, so it's got to be bright, vibrant and visually distinct appearance. F-Zero GX is all of those things. It looks fantastic. One thing I can say that was perhaps a step too far in the game's visual appearance is that when you win a race, you're subjected to a TV interview, in which you ask a question like "What does it feel like to win?" or "Can I get an autograph?" Most of these are tedious and I struggle to work out why they're there, exactly, since they don't build characters or add to the story in anyway, they're just bland, generic responses. Some of these are hilarious, Deathborn is particularly amazing, go look up those interviews on YouTube or something, it's a good laugh.
Audibly, the game is equally amazing. Each track share's it's city/theme's music score but they are wonderful tracks. There's a lot of cheesy tunes as well, like the character theme songs or the music that's sometimes played in the story scenes that you only hear parts of, usually involving the parts where they talk about characters or just keep repeating "F-Zero" in some way. One stylistic choice which I still can't quite wrap my head around, but is so awesome and unique that it just blends in so well is the announcer voice, which sounds like a southern-American accent. It's not quite the voice I would have thought to have announce a game about futuristic hover-car-racing, but looking back at the Nintendo 64's F-Zero X title, where you had this very gruff and cliché sci-fi announcer, I think F-Zero GX made a pretty bold decision and it paid off. The voice acting in the game is awful, just terrible, but the whole thing's so cheesy that it just works. Characters over-act, lines are delivered poorly, but the whole story and characters come across that way anyway, so nothing is lost there.
Overall, F-Zero GX is an utterly amazing game that completely came out of no-where. This was SEGA and Nintendo working together, just a few years after the demise of the SEGA Dreamcast and a game produced before the SEGA-Sammy takeover in 2004. It's sad to think that if such a game were to be made today, that SEGA wouldn't have the ability to create such a masterpiece title such as this. Perhaps it's why there hasn't been a console F-Zero in nearly 8 years (there have been Gameboy Advance instalments to the series, though). Perhaps it's time for a new F-Zero either on the up-coming Nintendo home console or on the Nintendo 3DS, because we're long over-due and I think everyone who's played this game wants to see where F-Zero goes past this game. Somehow I think it's only downhill from this point, but what do I know? I want to be proven wrong, I really do. If you have a Wii, try and pick up this game, it's fairly cheap and a must-have for anyone who likes arcade racers or futuristic space racers, a game of high priority for everyone else. I promise you wont be disappointed.

Story Mode itself seems rather dull, not very interesting in the slightest and is strung together with hammy dialogue and poor deliveries from the voice cast. 
Amazing. Utterly amazing.
There's a few flaws here and there, but for the most-part, the game looks outstanding, especially for it's age.
A wonderful soundtrack really keeps the game moving and the pace of the game in-check.
4 Hours
4 Hours reflects (roughly) how long it'll take for you to acquire enough tickets and enough skill to get through the game's story mode. I can assure you that you'll be playing a lot longer than just 4 hours though. The game is addictive as all hell.
