14th May 2003, 12:00 AM
Impressions from ign:
Quote:May 14, 2003 - When it first debuted on the Super NES back in 1991, Nintendo's futuristic F-Zero hovercraft racer was focused on one thing: blistering speed. It employed a creative sprite-scaling technology to give racing fans a rush of adrenaline like no other videogame before it, and Nintendo gamers immediately fell in love. Since then, the franchise has shown up on every Nintendo system thereafter, including the fully 3D-rendered F-Zero X on the N64. In it, our hovercraft thrills were expanded to new heights, with courses that twisted and climbed high into the skies to roller-coaster proportions. Despite being just as fast -- if not faster -- than any other F-Zero game in the series, the X edition was often criticized for being graphically plain and devoid of futuristic eye candy. Slap a G on that X, and get ready for all of that to change.
Nintendo and Sega have teamed up to bring F-Zero GX to the GameCube later this year, and here at the E3 2003 show in Los Angeles, CA, we've played it. More than played it -- we've spread our eyes wide with amazement, melted into the controller, and evaporated directly into the widescreen plasma monitors before us. F-Zero GX is truly an amazing site to behold. Sega and Nintendo have taken the exact same gameplay dynamics from the N64 version and reproduced them to perfection on the GameCube hardware. But what makes GX a truly breathtaking spectacle are the gorgeously rendered visuals that flash by on screen at an unbelievably brisk rate (even faster than the N64 version). Having only witnessed still screenshots from the GameCube version prior to today's unveiling, we were unprepared for both the beauty and speed that Sega has married into what is sure to be the best futuristic racer ever created.
Gamers who poured countless hours into the previous N64 title will feel extremely comfortable gripping the helm of this GameCube sequel. Nintendo has kept the core controls identical: the A button accelerates, and the B button hits the brakes. The L and R shoulder triggers lean the craft sharply in either direction -- a staple move of the franchise ever since the SNES original. In the three playable E3 tracks, the latter two are packed with sharp corners that require quick and constant use of the shoulder triggers as players weave left and right through traffic and attempt to keep from bashing against the energy-charged rails. Just like the N64 version before it, racers earn the ability to boost on the second lap and can hit the Y button to send their crafts flying through the pack of 30 CPU-controlled competitors. The boost effect (along with every other effect in the game) is graphically gorgeous, with brilliant streaks of bold, white lightning clinging to your craft as the camera angle slightly distorts to give a hyper-realistic sense of insane speed.
Other controls have been significantly changed in GX, and fans of the previous N64 version may or may not approve. The same ship-slamming attacks are back, but their executions are now much simpler in comparison. Players can horizontally bash into nearby vehicles by simply hitting the X button with a direction on the analog stick, and the same goes for spin attacks with the Z button. Compare this to the depth of the N64 controls: double tap a trigger to slam, or hold both triggers and then press one to spin in that direction. The N64 layout felt much closer to wrapping your hands around a symmetrical flight control system that Captain Falcon himself might use, while the current GCN controls feel more gimmicky and videogame-ish. Perhaps the design change can be attributed to the larger, deeper triggers on the GameCube controller, which could prove tricky for continuous double tapping. Whatever the reason, the slight annoyance is easily forgivable and quickly forgotten once the race starts.
In-race gameplay design is also nearly identical to the N64 version. Races consist of three laps of heated competition against 30 other hovercraft vehicles, each with their own distinct drivers, history, personalities, and tunings. Again, vehicles are rated A, B, or C in the same body, boost, and grip categories as before, and players can customize a slider bar between acceleration and max speed -- identical to the N64 title before it. As the 3-2-1-go countdown ticks, pressing A will activate your engine and levitate your craft. Then it's off to the races as you attempt to fight your way to the head of the pack. In addition to boosting with the Y button on the second and third laps, tracks are again loaded with plenty of high-speed boost pads to zip your craft ahead. Bumping into other vehicles will deplete your energy bar, as will manually using your boost with the Y button. Energy is once again replenished in designated flashing zones along the sides of the track, and running out of energy will see your craft sitting disabled along the side of the road.
F-Zero GX features several gameplay modes, two of which are playable on the E3 show floor: "One Course Race," and "Vs. Battle." The first is most likely a specially designed arena for E3 gamers to hop directly into a race and zoom around, while the second is a multiplayer mode for up to four racers to compete head-to-head in a single race setting. Although final gameplay modes are still being tweaked for the U.S. version, one new addition to anticipate is the inclusion of a "Story Mode" (not playable at E3). In it, players guide F-Zero hero Captain Falcon through a series of missions and gameplay tests. Examples given by Nintendo reps on hand included time trials, head-to-head races against key opponents, and even challenges such as getting past a pack of drivers determined to block off your every move. This new addition should help to deepen the single-player aspect of the game and give fans something else to chew on besides the standard race modes that will again be included.
The final version of the game will feature 30 selectable pilot and vehicle pairs, but here at the E3 show floor, only five are enabled: Blue Falcon, Golden Fox, Fire Stingray, White Cat, and Red Gazelle. If these names sound familiar, it's because Sega and Nintendo are keeping as many of the same great personalities from the N64 version as possible. The final game will also include 20 tracks, and E3 attendees will be limited to three: Mute City (yes!), Lightning, and Metropolis. As with the previous F-Zero titles, the first trip to Mute City is straightforward, with gradual turns and nice, wide tracks easing the player into the feel of the supersonic gameplay.
Courses are stacked with vertically stretching architecture of futuristic buildings, beams, and archways, and the intense sense of speed is greatly enhanced because of it. Far in the horizon, white, fluffy clouds can be seen floating by as real-time lighting effects drop shadows down onto the track below. In the second track, "Lightning," a gorgeous and darkened sky is contrasted with tunnel lighting and bolts of electricity jumping through the air. The style is awesome, and the technical brilliance demonstrated in the clean, crisp visuals is equally impressive. Best of all: the game runs at a blazing 60 frames per second and only once briefly skipped a beat during our playtest. Based on the sweet visuals presented in this early version, we have no doubts that it'll be running 100% smoothly in the final build.
Looking to the future, Nintendo representatives confirmed that the joint Sega-NCL project will indeed appear in arcade form here in the U.S. (dubbed F-Zero AC), and that GameCube players will be able to customize their racers and import them into the arcade version for even bigger thrills afforded by the arcade hardware. Other downloadable goodies from the arcade version such as tracks and pilots are always a possibility, although plans for such are still unconfirmed at this point.
We'll be returning to the show floor very soon to bring back first footage of F-Zero GX running on the GameCube hardware, so keep clicking that refresh button and stay tuned to the E3 2003 madness here at IGNcube.