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F-Zero GX

2003

  • racing
  • action
  • science fiction
  • single player
  • split screen

The story

F-Zero GX is the fourth installment in the F-Zero series and the successor to F-Zero X. The game continues the series' difficult, high-speed racing style, retaining the basic gameplay and control system from the Nintendo 64 title. A heavy emphasis is placed on track memorization and reflexes, which aids in completing the title. GX introduces a "Story Mode" element, where the player walks in the footsteps of Captain Falcon through nine chapters, completing various missions.

What it’s like

Hard-edged, saturated futurism: chrome vehicles and glowing neon-blue boost trails streak over glossy polygonal tracks that loop through sunset-orange skies, alien cityscapes and clean, sterile arenas, all rendered at a crisp 60 frames per second. The sound is a pounding electronic soundtrack, the announcer's bellowing introductions, and the high whine of engines pushed to the edge, with explosions punctuating crashes. The vibe is adrenaline-charged and bright, the kind of focused intensity that suits a late evening alone with the controller or a lively session with friends on split screen. Pacing is relentless: races are short, brutal and unforgiving, and every lap rewards memorising corners and nailing timing over a sequence of reflex-testing runs. The emotional register is competitive and playful rather than dark, with a loose story mode that follows a cocky pilot through short missions. Vehicle combat means crashes and explosions are frequent but cartoonish, with no gore and no blood. It is for players who want difficult, high-speed racing with a cheerful sci-fi sheen, a sharp learning curve, and the satisfaction of a perfect run.

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