Pretty sure the full review is set to go up tomorrow at gamedaily... but yeah. Here's some of the important bits:
Edit: forgot to mention it's getting 3/5.
Pros/Cons
+ Better sense of speed than nearly any other GBA racer
+ Varied track design. Most genuinely do have their own feel to them
+ A perfect learning curve keeps things challenging, but rarely frustrating
+ The Zero Tests add further replay value to the package
+/- Feels extremely similar to the SNES and first GBA F-Zero incarnations
- The most baffling and pointless story mode Ive ever seen
- machines now seem pinball off walls with much more severity, resulting in cheap deaths.
Bottom Line
If you liked the original F-Zero or F-Zero Maximum Velocity, youll like this title. Even if you didnt, the chances are pretty good youll still like this title. That being said, its not a particularly exciting package. Although there are a few new modes of play, for the most part GP Legend feels like a by-the-numbers sequel. I enjoyed playing the game, and I experienced genuine sensations of speed (which are hard to experience on the GBA), but Im not confident that the formula can hold up for many more sequels.
More about the story mode:
Its unfortunate that F-Zero GP Legends largest addition from the previous GBA entry is that of an in-depth story mode, supposedly following the plotline of the new F-Zero anime. I say unfortunate because its such a garbled mess that its literally laughable. I think the best word to describe it would be bewildering.
You begin your quest as the brash young hero Rick Wheeler, competing in races in between somewhat confusing cutscenes. As you advance his storyline, other characters open up and you can race your way through their plotlines as well. The idea was for some mysteries to remain unsolved until you unlocked this or that character and then you would eventually get to see the events that transpired through their eyes, and all would be made clear. The end result is a jumbled mess of 8 different storylines that often never get resolved, and frequently and inexplicably lead to racing. Youll be racing to get an antidote, to get your memory back, to save a doctor who apparently got kidnapped at some point, and plenty more.
About the cornering and use of brakes
Thankfully, F-Zeros racing itself shines as bright as ever, which makes overlooking the amazingly bad story mode much easier to do. GP Legend isnt attempting to remake the wheel. Tracks still feature mines, huge jumps, lava pits, recharge strips, boosters, and all the other F-Zero conventions. The best thing about the games tracks is that they feature 90 (or more) degree turns quite often, requiring gamers to actually use the brake. It makes the racing experience much more satisfying, as you slowly pick up what turns in each course require braking, leaning with L or R, or simply skillful cornering. Slamming on the brake and turning hard at just the right moment to make an inside pass on a tight corner will probably never get old. The extreme consequences for missing a turn will ensure that gamers get plenty good at it, however.
Edit: forgot to mention it's getting 3/5.
Pros/Cons
+ Better sense of speed than nearly any other GBA racer
+ Varied track design. Most genuinely do have their own feel to them
+ A perfect learning curve keeps things challenging, but rarely frustrating
+ The Zero Tests add further replay value to the package
+/- Feels extremely similar to the SNES and first GBA F-Zero incarnations
- The most baffling and pointless story mode Ive ever seen
- machines now seem pinball off walls with much more severity, resulting in cheap deaths.
Bottom Line
If you liked the original F-Zero or F-Zero Maximum Velocity, youll like this title. Even if you didnt, the chances are pretty good youll still like this title. That being said, its not a particularly exciting package. Although there are a few new modes of play, for the most part GP Legend feels like a by-the-numbers sequel. I enjoyed playing the game, and I experienced genuine sensations of speed (which are hard to experience on the GBA), but Im not confident that the formula can hold up for many more sequels.
More about the story mode:
Its unfortunate that F-Zero GP Legends largest addition from the previous GBA entry is that of an in-depth story mode, supposedly following the plotline of the new F-Zero anime. I say unfortunate because its such a garbled mess that its literally laughable. I think the best word to describe it would be bewildering.
You begin your quest as the brash young hero Rick Wheeler, competing in races in between somewhat confusing cutscenes. As you advance his storyline, other characters open up and you can race your way through their plotlines as well. The idea was for some mysteries to remain unsolved until you unlocked this or that character and then you would eventually get to see the events that transpired through their eyes, and all would be made clear. The end result is a jumbled mess of 8 different storylines that often never get resolved, and frequently and inexplicably lead to racing. Youll be racing to get an antidote, to get your memory back, to save a doctor who apparently got kidnapped at some point, and plenty more.
About the cornering and use of brakes
Thankfully, F-Zeros racing itself shines as bright as ever, which makes overlooking the amazingly bad story mode much easier to do. GP Legend isnt attempting to remake the wheel. Tracks still feature mines, huge jumps, lava pits, recharge strips, boosters, and all the other F-Zero conventions. The best thing about the games tracks is that they feature 90 (or more) degree turns quite often, requiring gamers to actually use the brake. It makes the racing experience much more satisfying, as you slowly pick up what turns in each course require braking, leaning with L or R, or simply skillful cornering. Slamming on the brake and turning hard at just the right moment to make an inside pass on a tight corner will probably never get old. The extreme consequences for missing a turn will ensure that gamers get plenty good at it, however.