Let Us All Remember The Great F-Zero GX

Illustration for article titled Let Us All Remember The Great iF-Zero GX/i
Total RecallTotal RecallTotal Recall is a look back at the history of video games through their characters, franchises, developers and trends.

I play Gran Turismo games because they’re like an interactive version of a glossy car brochure. Others, like Dirt, I play for the sensation of barely keeping in control of a car that looks a lot like the one actually parked in my garage. But then there’s F-Zero GX.

Released in 2003 for the Nintendo GameCube, it’s my favourite pure racing game of all time. As in, when I want the sensation of trying to drive something faster than someone else, this is the game I go to.

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Like other F-Zero games, or even other sci-fi racers of its ilk (like Wipeout), you control a futuristic hovercar as you race through fantastic landscapes and borderline absurd visions of future cities.

So what makes this one so special?

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For starters, even 15 years later, it still looks amazing. Packed with pre-rendered cutscenes that propel a “story” and pushing the GameCube’s hardware (which as Resident Evil 4 showed was more powerful than most gave it credit for) to its absolute limits, its visuals trump anything that could even be mustered years later on the supposedly more powerful Wii (or even some PS3 and Xbox 360 launch games).

The second? It was made by Sega. Yes, before Sonic turned up in Smash and a succession of awful Olympics games, F-Zero GX marked one of the first, and most effective partnerships between the former rivals. While the game was published and “overseen” by Nintendo, development was handled by Amusement Vision, a spin-off division of Sega (technically a second-party developer at the time) responsible for the Monkey Ball series.

This meant that, like Monkey Ball, control was everything. While you can argue that almost every WipeOut game has featured racers that are difficult to really come to grips with, F-Zero GX’s vehicles were sharp, snappy and instantly responsive.

Which is lucky, because they needed to be. Rather than simply resort to having the player just race, GX’s story mode often threw these awesome little scenarios at you, like the second chapter’s infamous “boulder race”, a white-knuckled canyon duel that had you not only needing to beat a fast opponent, but juggle avoiding a bottomless ravine on one side of the track while dodging giant boulders rolling across the screen from the other.

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Sure, it was corny, but that’s part of the appeal for me. This is, as far as driving games go, the ultimate wolf in sheep’s clothing. Because underneath the cartoon cutscenes and ridiculous characters lies one of the slickest, most responsive and challenging racing games ever developed.

Bonus: the game was also available outside your house. An arcade version was developed and also released in 2003, only it was called F-Zero AX. While it was mostly the same game, it had a neat feature which allowed arcade gamers to use cards to track their progress, and an even neater one which let GameCube owners bring their memory cards in, put them in the arcade cabinet and unlock content in GX.

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So sure, Nintendo, give us a Star Fox racing game. But know that deep in our hearts, if a Nintendo console is going to be home to a new sci-fi racing game, there’ll be those of us wishing it was F-Zero instead.

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This story was originally published in June 2012. It has been updated.

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DISCUSSION

ur-other-right-old
Ur Other Right

GX was definitely pretty, and I suppose it does have its fanbase, but in my opinion it failed to live up to the series standard set by its immediate predecessor, F-Zero X.

F-Zero X, released on a less powerful machine even, had features that pushed the franchise to a new level of awesomeness that GX dropped the ball on. My list of issues I had with GX:

1. Load times. Horrendous. F-Zero fans expect everything to be fast, and Sega failed. This isn't supposed to be a Wipeout clone, folks. IT IS F-ZERO. Do some legacy homework and learn what this means.

2. Dull tracks. Graphics notwithstanding, go back and compare the track designs between the two games. F-Zero X was bursting with unpredictable track design, riding that fine line between rollercoaster and flat-out straightaway speed runs. GX had its few moments, but for the most part its tracks felt more like second-rate Wipeout cloning gone bad.

3. Load times. Horrendous.

4. No random track generator. The N64 could handle it. Surely the GC could have whipped its butt in this regard, but Sega apparently didn't think this was worth continuing.

5. Load times. Horrendous.

6. Sad attempt at adding "depth" by coming up with a custom creation mode. Sounds great and innovative on paper, no doubt, but in execution it could have been done far better. I don't think I was the only player out there who though sitting around watching their friends cycle through parts and all the typical creation mode stuff was dull as hell. Take a look at F-Zero X. A ton of preset vehicles, all with different handling characteristics. It was a lot more fun for everyone in a multiplayer environment to experiment in realtime all the different types and finding that special "the one" vehicle that fit that person's racing style. Toggle through a few color options and everyone was back to actually racing in a few seconds.

7. Load times. Horrendous.

8. During multiplayer in GX, players that died a fiery death had to wait for the surviving racers to finish, whereas the slot machine element in F-Zero X was pretty ingenius and kept all players involved to the very end. GX didn't need to copy it, but it could have at least tried to come up with something else to continue the "leave no player behind" concept.

F-Zero X set the standard, and I've been waiting for a new F-Zero that meets or exceeds it. Bring it, Nintendo.