Original Release: Nintendo, 2003, Gamecube
The first major collaboration between Nintendo and Sega also turned out to be the last major console entry in the F-Zero series … at least for now?
F-Zero GX (Gamecube, Nintendo, 2003)
Where to Buy: Play-Asia
How to Emulate: Coming soon!
Review by: C. M0use
The last of the “big” non-handheld F-Zero games (at least of the time of this writing), before Nintendo decided this series only exists for Smash purposes, F-Zero GX did acquit itself very well as a swan song. While I have a certain nostalgic fondness for the N64’s F-Zero X that’s very hard to top, this one is objectively probably the best of the series by a fair distance.
Gameplay is instantly familiar for F-Zero X fans, just with a couple minor new twists. A new “strafe” mechanic allows you to quickly slip side-to-side with the shoulder buttons; press ’em together to get the more standard slide/drift for those tight corners. Strafing is more for quickly getting over to a speed boost / healing track, dodging cars or getting to the right side of the track going into turns.
Widely seen as the best of the series, GX is also widely seen as the hardest of the series. Part of this is owed to some pretty vicious rubberbanding, you’ll see vehicles literally flying back into place ahead of you here and there like invisible Lakitu is giving them a lift. But part of it is just a combination of a bunch of unforgiving tracks scattered in the mix combined with a style that tends to keep a tight pack of drivers right on your heels even when you’re doing really well. Anyway, I didn’t find the difficulty all that terrible – the “novice” level gives you a fair challenge while letting you learn the ropes and get the feel of the game, all while still making some tangible progress in the various other modes.
The previous games in the series had spartan graphics to focus on the sensation of super speed. This one keeps the vehicle models pretty basic (to facilitate having 30 in a race and potentially onscreen all at once no doubt), but there are some really elaborate and nice-looking track backdrops that push the Gamecube (it’s the first Dolphin game I’ve seen choke to a painfully slow point while rendering certain tracks).
This one also has more ongoing progress doodads to keep you occupied. You now earn “tickets” from various activities, used to buy new cars and parts and so on. They’re also used to purchase new Story Mode missions, which didn’t sit all that well with me. I did welcome the Story Mode otherwise, though, they dropped a little coin on some decent-looking cinematics that I believe are the first in-game look at the cyberpunky world of F-Zero outside of the racetracks.
It’s essentially a souped-up version of F-Zero X with better graphics and more stuff to do and new tracks, but more demanding in the learning of its nuances. And there’s really nothing wrong with that, as F-Zero X was one of the finest racers ever made. This one is right up there with it and easily worth playing if you have the means; it’s a shame after almost 20 years it has yet to be re-released in any way.
Links
Interesting analysis of the game’s graphic effects
F-Zero GX Guitar Arrange Edition: one of my favorite VGM rock albums
Regional Differences (Cutting Room Floor)
F-Zero GX Unleashed – Rebalance mod catering to the competitive scene “Max Speed” play style
Videos