The latter has a slight strategic tint, as different item boxes (eggs) can either provide you with a random type of magic, or the same type you already have queued up. You have the starting countdown boost, drift with multiple levels of color-coded spark boosts, and items (magicite). The core racing engine is going to be very familiar. A custom mode further lets you alter kart speed, toggle abilities, swap bot difficulty settings or turn them off, toggle a random course option, or queue up the number of races for a flexible cup. Overall I wish the tracks took bigger risks (no racer has topped Sonic & Sega All-Stars Racing on this front), but the power to do “short” variations of courses is a nice touch. Some of the early ones are a bit uninspired, but as you progress and unlock more, it opens up from a design perspective. The visuals are hard to convey through stills, but in motion, a lot of the starker elements come to life. I’ll get to the character abilities soon, as they’re the heart and soul of the game. The titular Chocobo is on skates and can boost, Shirma the white mage puts up a defensive barrier, which is crucial in some races, and Ben the Behemoth (ha) rushes towards opponents and knocks them around. ![]() You’ll start with a roster of three, then work your way up from there. Chocobo GP‘s story provides the old school rush of unlocking more content, from tracks to racers, through normal progression. ![]() So many kart racers lack a proper story mode, and ones that do historically include them are rare: especially today.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |