F-Zero GX had it all--the spirit of the classic SNES racer, a huge assortment of characters and vehicles, and retina-searing visuals and framerates that made the GameCube seem like an unmatched graphical powerhouse. What it couldn’t offer, though, was the will to continue playing even after you came in last place on your seventeenth tournament attempt. Also, if you’re prone to dry eyes, forget it--blinking for even a moment during a race would ensure much crashing, burning, and sobbing into your controller.
Trust us, we know what it’s like--because we were dumbfounded when we couldn’t beat the second stage in the game’s Story Mode. And you know that sensation of racing cups in games like Mario Kart and Gran Turismo, when you’re in too deep to quit, but there’s no way you’re taking home a trophy? Cups in FZGX are like that, and they span five or more tracks, not the typical four. If only Nintendo had made the game’s AI less cutthroat, or ensured that a single crash wouldn’t derail your entire attempt, maybe we could’ve gotten our money’s worth, instead of quitting for good after six hours of mind-numbing frustration (five hours and fifty minutes of which were repeating the same track over and over again).