Drinky Crow
Banned
Okay, someone explain to me the appeal of F-Zero GX, here. I picked this up about a week ago, and finished first in the first three cups on the easy setting. After that, it takes some sort of crazy difficulty leap that I seem to have almost no control over.
This is a very hard game to dislike on a superficial level: the visuals and track designs, some small amount of pop-up aside, are fuckin' gorgeous, and the butt rock riffs on classic F-Zero tunage are a perfect accompaniment. There are loads of modes, crafts, pilots, parts, and unlockables. It's a game that, once you pop it in the ol' Gamecube, screams, "you got your 50 bucks worth, motherfucker!", and even more so when you only paid $10 for it used.
That said, I can never really escape the sensation that I'm playing one of those racing "games" from the Sixties, where you moved a plastic car from side to side over an unspooling ribbon of paper with a road attractively sketched onto it. The opponents seem to have no AI to speak of; there's just a bunch of crafts arbitrarily bungie corded to you and who pass or fall behind you based on some number you have no real influence over. I can hit every boost, drift or slide through every turn, and never touch a wall, yet a few of 'em will still spontaneously leap ahead of me at very predictable points in the track. There's no real sensation of real depth and detail to the tracks themselves; they just feel like unwinding ribbons, and there's no sense of the "grip" I got from F-Zero and F-Zero X. I hate to be so inarticulate on this point, but everything feels so floaty, like all I'm doing is pushing left and right at predetermined times, without any of the tension or reaction needed from other racing games. The tracks just seem so pretty and so utterly inconsequential.
I'm just not having fun, even though my audiovisual senses tell me that the whole thing should seriously rock. I got to Chapter 6 in Story Mode last night, and I couldn't be buggered to continue; the whole affair felt Pavlovian rather than engaging. Am I missing something, here?
This is a very hard game to dislike on a superficial level: the visuals and track designs, some small amount of pop-up aside, are fuckin' gorgeous, and the butt rock riffs on classic F-Zero tunage are a perfect accompaniment. There are loads of modes, crafts, pilots, parts, and unlockables. It's a game that, once you pop it in the ol' Gamecube, screams, "you got your 50 bucks worth, motherfucker!", and even more so when you only paid $10 for it used.
That said, I can never really escape the sensation that I'm playing one of those racing "games" from the Sixties, where you moved a plastic car from side to side over an unspooling ribbon of paper with a road attractively sketched onto it. The opponents seem to have no AI to speak of; there's just a bunch of crafts arbitrarily bungie corded to you and who pass or fall behind you based on some number you have no real influence over. I can hit every boost, drift or slide through every turn, and never touch a wall, yet a few of 'em will still spontaneously leap ahead of me at very predictable points in the track. There's no real sensation of real depth and detail to the tracks themselves; they just feel like unwinding ribbons, and there's no sense of the "grip" I got from F-Zero and F-Zero X. I hate to be so inarticulate on this point, but everything feels so floaty, like all I'm doing is pushing left and right at predetermined times, without any of the tension or reaction needed from other racing games. The tracks just seem so pretty and so utterly inconsequential.
I'm just not having fun, even though my audiovisual senses tell me that the whole thing should seriously rock. I got to Chapter 6 in Story Mode last night, and I couldn't be buggered to continue; the whole affair felt Pavlovian rather than engaging. Am I missing something, here?