Preview: F-Zero GX

F-Zero. A highly acclaimed racing-game-series since the days of the SNES. Whether it was on Ninty's 16-bit console, the N64 or the GBA, many will fondly remember the adrenalin running through their veins each time they completed another lap, or how they cursed when their beloved anti-gravity car crashed right into a mine or flew off course, leaving nothing but a pillar of smoking debris. So when Nintendo announced a Gamecube-version of F-Zero, it was only logical that gamers everywhere were dying to get their hands on a movie clip, just to see whether or not the follow-up retained all the speed and thrills of it's predecessors.

Well, it's safe to say that F-Zero is still as speedy as ever. Together, Sega and Nintendo have pulled it off to improve the Cube-version on it's N64-predessesor in every aspect imaginable. You'll remember that back in the day, F-Zero X had very basic graphics: it looked good, but Nintendo left out unneccesary backgrounds and textures to keep the game running at high speed at all times. Now as I said before, this futuristic racer is fast, but because of the Cube's added power the design team didn't have to hold back in the graphics-departement: Collosal buildings, impressive looking thunderstorms, lush forests, the occasional robot, insane rollercoaster-like racing tracks and not to mention 29 competitors moving about at 1500 km/h...all that and not a single drop in frame-rate.

Remarkable is the way that your vehicle lets itself handle very well at all times. After all, we're talking about 6 tonnes of anti-gravity car here. No matter how steep the curve or how deep your descent into the depths of an unfamiliar track, as long as you pay attention to what's ahead of you, you won't crash. If you do, then it's your own fault. Since anti-gravity automobiles don't exist (no really, they don't) the designers had absolute freedom to invent the most elaborate control scheme their imaginations could come up with. Thankfully they decided NOT to, instead making it real easy to handle the cars so that the player can focus on the tracks and his/her enemies.

Of course, the tracks...the ones available in the preview version had an absolutely gorgeous design. As stated above, as long as you keep your wits above you, you won't crash. That's partly because of the fluid handling of your racer, but also because every track is designed in a way that excludes 'unfair' layout. In the tracks I've played, there were no turns and curves that could only be avoided after memorising them. As long as you keep your eyes peeled, theoretically any challenge can be overcome the first time you encounter it.

All players except the most talented WILL make mistakes though. Races can get so intense that it would require almost super-human concentration to drive a perfect round the first time you play a course. Don't forget those 29 other drivers who all want to finish first. They offer some heavy competition, but that large amount of fierce contestants makes F-Zero GX a real joy to play and behold, since every race is an action-packed struggle for the craved gold medal....just like in the old days.

F Zero GX is not the most original game on Gamecube; the whole idea, mechanics and gameplay borrow heavy the N64 version. Think of it as an improvement of an already great game. Same type of racing courses, same boost powers, same experience...only improved a hundred times. At least, that's what it looks like right now. Let's hope the finished PAL-version will be just as smooth, fast and fun as the demo played by us at Cube-Europe.


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