Speaking of tracks, there are nine locations to choose from, most of them having either two or even three different layouts, totalling 21 tracks. The same length of control being clawed away from you persists when you fall off the track, but thankfully there are a minute number of tracks where that’s possible. It makes the inevitable final barrage of items as you’re on the final lap, about to win the race, even more difficult to counter. Furthermore, on the receiving end of a Magicite effect, your character goes through the typical ‘hit’ animation, tumbling over or spinning, then sitting on the track for an excruciating second or two longer than feels necessary. It makes those moments of dire need of ruining the guy ahead of you impossible, and it’s really annoying. Say you’re playing as the Chocobo and using your ability to boost through a section of the track, you can’t use your items then either. The same occurs when you’ve enabled your character’s main ability. If you’re mid-jump or off the track even slightly, pressing L (by default) simply triggers a cross through your Magicite pool, with no effect. I found that certain surfaces that share the same texture as the track surface boost pads don’t in fact grant you a boost, sections of a select few tracks are over-laden with obstacles making them almost ridiculous to navigate, and something that infuriated me most while playing Chocobo GP is the inconsistency of when you can and can’t actually use your items. While the racing itself feels solid enough, the use of items and how certain track elements interact with the driver doesn’t feel as robust. We’ll get to all of those lovely currencies shortly. Collecting 10 will increase your character’s top speed, and you’ll lose them if you’re hit by someone else’s items.īut unlike our mustachio’d man’s currency, the number of crystals you pick up during a race add to the crystal gauge, which when full grants you a ticket, the free-to-acquire in-game currency of Chocobo GP. The final point regarding on-track action, collectable crystals act very much like coins in Mario Kart 8 Deluxe. However, a further 8 characters unlocked from story progression aren’t immediately available but unlocked in the shop for you to purchase. There are a total of 15 characters unlocked by the time you finish the story mode, with a good selection of them available by the end of only the first few races. The titular Chocobo’s ability grants it a speed boost and improved handling for a short time, while others feature the likes of multiple boost abilities, going invisible and invulnerable for a short time, or firing cannonballs into the drivers ahead of you. The bar will fill gradually throughout a race, but you can give it a bump by picking up crystals on the track. Nice!Īlongside Magicites however, each character has a special ability that’s ready to use after your ability bar fills up. You can also head to the ‘How to Play’ section of the Options menu to re-read the flavour text of each item. Thankfully, characters introduce you to specific Magicites across the story mode, and they’ll become obtainable during races from that point onwards. The items, or ‘Magicites’, on offer in Chocobo GP slightly differ from what kart racing veterans are used to, they don’t fully subscribe to the kart racing item meta, which does mean you’ll be a little lost as to what everything does from the offset. That seemed rather out of place for a colourful, light-hearted kart racer.Įnough context regarding the story, how does Chocobo GP feel to play? The driving present is pretty responsive, the different characters (and subsequent karts) all feel unique to drive, drifting during a race isn’t a chore- something I find with many other kart racers that don’t star that Italian lad. There were also far more references to death and whether specific items would kill the player than I expected. Though, I will commend the dedication to Gilgamesh being the butt of the ‘who are you?’ joke throughout the story mode. They do overstay their welcome nine times out of ten, and much like narratives present in kart racing titles past, it’s not wholly relevant. Alongside the plethora of races you’ll find yourself doing, you’ll be granted some hefty, fully voice-acted diorama-esque cutscenes, establishing the story present in Chocobo GP. If you’re playing the full game, you’re better off heading to the Story mode, as it has a tutorial for you to play through first. No, the ‘Chocobo GP’ mode is your first selectable option, thrusting you online and into a tournament mode with up to 63 other players – provided you have a Nintendo Switch Online subscription. The first thing you’ll notice when booting up Chocobo GP, post-introductory video, is the fact the single-player story mode is pushed over to the right of the menu and not taking centre-stage as you expect.
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