Nintendo and Sega - two companies who together drove the "16-bit era" of game systems in the early 1990's, created what has inarguably become known as the most heated rivalry in videogame history. When Sega announced in early 2001 that they were exiting the hardware market to concentrate solely on releasing software, seeing their ensuing third party titles on systems other than their own was quite the surreal experience. As if to say "well, that's not strange enough for gamers", Sega developer Amusement Vision has taken it one step further and worked hand in hand with Nintendo to develop the newest installment in the F-Zero series, F-Zero GX.
The original F-Zero for the SNES is generally recognized as the game that brought futuristic racing games to home console systems. F-Zero was all about racing hovercrafts at breakneck speeds around twisting and turning courses, with less emphasis towards the Mario Kart-esque practice of knocking out your opponents than other futuristic racers (such as Wipeout, with its entire arsenal of weapons). It's all about speed and more speed with this series and F-Zero GX for the GameCube is no different. While the ability to eliminate opponents does exist (and is necessary at times), most of the focus in the F-Zero series is towards crossing the finish line fast enough so you don't HAVE to worry about knocking out your fellow racers.
As was mentioned before, Sega developer Amusement Vision worked hand in hand with Nintendo to create this title and they really did an excellent job at keeping the feel of the franchise while bringing new elements to the series, refining others, and, in general, making F-Zero GX the premier futuristic racing game to date. Track designs are nothing short of pure genius, with all sorts of white knuckled jumps, loops, turns, etc. to be found. Not only will F-Zero GX racers find themselves racing around inside a tube filled with plenty of obstacles and "speed pads" (which, of course, serve in bringing said obstacles towards you at even higher rates), there's even a track or two which will have you racing on the OUTSIDE of a tube, watching the world spin round and round as your lunch quickly becomes unsettled. A few tracks even offer multiple tiers to race on and the odd shortcut here and there for those lucky enough to find them. Not every track is this insane, mind you, but each and every one of the 26 available tracks (15 immediately accessible plus 11 unlockable) has plenty there to keep unblinking eyes glued to the television, even after getting each one down pat.
The graphics in F-Zero GX are not simply some of the best that the GameCube has to offer, but some of the best that any system to date has to offer. While the racing machines and tracks hold their own just fine, it's the backgrounds where the real eye candy exists. The true test lies in keeping your attention focused on the task at hand (that is, racing the actual tracks) and not getting diverted by beautifully rendered lightning bolts that fill the skies, a giant sandworm leaping over the track, lush trackside forests, heat and lighting effects all over the place, etc. This is certainly a welcome addition to the F-Zero series, which has never really seen much in the way of off-the-track environments until now. If anything, a good practice would be to let someone else play for awhile so you can just stare at the various locales and truly appreciate what Amusement Vision has gotten the GameCube to do, all at a rock solid 60 frames per second at all times; even in single player mode against 29 other racers all bunched tightly together (as they usually are). The four player splitscreen mode doesn't see any slowdown either and actually plays rather well, considering the nature of F-Zero GX 's tracks and the tendency of sharp turns to come up quite suddenly. Unfortunately, anything beyond single player mode only involves four racers maximum. Even if two players are at the controls, you can only choose up to another two CPU opponents to race against.
Of course, what good would a racing game be without great gameplay? Fortunately, F-Zero GX does not disappoint. The issue of control in a racing game of this nature (or any game, for that matter) should logically be the most important. Thankfully to say, despite the fantastic graphics and excellent track design, this is the area where Amusement Vision has really nailed it. The control in F-Zero GX is, quite simply put, phenomenal. At first, it may seem that your racing machine is a bit on the touchy side. However, once gamers figure out that with the exception of the tightest turns just a little bit gets the job done, it really becomes obvious how much attention was paid to this highly underestimated factor of game design. Before you know it, you'll find yourself physically leaning into turns as if you're in the vehicle itself (a sure sign of a good racing game). The only problem is the actual attacking of opponents during races. Leaning into other racers and causing them damage isn't too hard of a technique to pull off, but the spin attack leaves your car temporarily out of control for a second or two if you don't know what you're doing. Add to that the increasingly difficult challenges that wait not too far ahead and you may find yourself forgetting that the attacks even exist (short of a few instances where you need to use them in the very well played out Story Mode starring Captain Falcon).
The part of the gameplay that may not be welcome for many gamers who don't typically play racers (and even many who do), is in the difficulty level of F-Zero GX. Initially, the game is rather polite when it comes to finishing tracks on the first three circuits in Easy and Standard mode, requiring only that you have a working knowledge of the tracks you're playing and boosting when the opposition pulls too far ahead. Then you get to Expert mode and the even more maddening Master mode (if you're so skilled and lucky). In the blink of an eye, those times when you were winning races by several seconds and patting yourself on the back for being so good at the game disappear in a poof of smoke. In its place lies a wasteland of four letter expletives and game controllers accelerating suddenly from hand to wall.
To say that this is one of those games where success is a labor of love would be an understatement. In order to succeed at F-Zero GX (and unlock everything the game has to offer like the later tracks, Story Mode chapters, and various customizable racer parts earned through tickets won in the Gran Prix Mode), it's not enough to just know the tracks inside and out. You'll also have to have a handle on all the little unassuming subtleties that go with being an expert of the game. Elements such as knowing when to take the sharp line into a turn, drifting into turns instead (where you kick out your back end and thus maintain your acceleration), which path to take through the track to find all the speed pads, where to get maximum effectiveness from your boost, where to set your racer's acceleration/maximum speed ratio for each given track, suddenly make it very clear that F-Zero GX is ten times the racing game than it first comes off as. The problem is that many gamers won't understand that this is eventually required of them and write the game off as being too difficult. Those who stick with it and are able to learn and utilize these techniques (and, of course, earn parts to built racers that are much better than the default ones in the game, complete with decals you can create) will find F-Zero GX to be one of those classic games with the type of fans who drool and froth at the very thought of playing the game when they're away. You know...much like the relationship "gearheads" and the Gran Turismo series has.
As far as the sound in F-Zero GX is concerned, the whir of the engines and various other sound effects are serviceable, though the music comes up a bit on the short end (depending on what you're used to in so far as futuristic racing games). Those familiar with the series will instantly be right at home with the staple tunes found in the game and, to be honest, the mix of techno beats with rock overtones isn't all that bad. For others, don't go in expecting the mad stylings of games such as Wipeout and everything will be just fine. The voice acting in the Story Mode is equally serviceable, if not a bit cheesy. But then again, this is a racing game at heart, so "serviceable" is generally a step beyond what is normally found in games of this genre, anyway.
In the end, what Sega developer Amusement Vision and Nintendo have accomplished here is a game that's easily far and above the most recent games in the futuristic racing genre and one that stands as one of best of the best. For casual racing fans or those who don't have the patience and dedication to unlock the later circuits and everything else there is to offer (and there sure is a lot of it), their mileage with F-Zero GX will vary. Those who DO go into racing games with the perseverance to master and enjoy such a fantastic title, regardless of the ultra-difficult challenge that awaits them, will find that Sega and Nintendo's first title together is nothing short of a match made in gaming heaven?even if that match hits you smack dab in the face with surrealism the very first time you turn on F-Zero GX and see the names "Nintendo" and "Sega" together on the screen.