RPGamers Network > Reviews > Game Reviews > Chocobo Racing
Let's analyze this: yes, the graphics are perhaps a little outdated. We have basically 2D characters riding around on simplistic, sometimes bland 3D graphics that could of came from 1995-PlayStation era.
I would very well understand how someone could think the game music was irritating. I personally think most of the music is pretty well done (tracks Vulcan-o Valley, FFVIII Course). Yeah, there's the occasional grate-on-the-nerves song (Gingerbread Land track), but most of it is standard racing material.
And, at last: The Kiddy Factor. How "kiddy" is this cart racer? Apparently, the creators of this game were going for mass appeal, so the more kiddy it was, the more the game would sell. So of course the game is dripping in it's own cuteness and it's bright colors. Just look at the menu screen - if you highlight a specific mode, the word itself (example - "Grand Prix" starts bobbing up and down on the screen. Kids will love the bobbing words; you may not. I didn't mind it.
I guess I didn't really explain the game. If you haven't figured out yet, Chocobo Racing is Square's own cart racing game. There are eight characters to begin with. Each one has their own default ability - Chocobo, the little cuddly bird, has an ability of "Dash" -- a short sprint that lets the player speed up around and past opposing players.
There are ten tracks in all -- two tracks are secret. I'll stick to my opinion and say that the secret tracks are more of a challenge and are better than any other of the basic tracks you start out with.
The several and different modes on the game vary from an innovative "Relay Race" mode (where you and a friend each select three characters to race against each other - using a different character on each lap) to a subpar "Story Mode."
In "Story Mode," Chocobo is on a journey to find some truth about a mysterious blue crystal. Along the way, OF COURSE, he meets new friends, and each of them - not a big surprise - also have a blue crystal. What does this mean? What are these blue crystals? Who the heck cares?
The story is read to the player in a pop-up storybook format. Every time Chocobo encounters a new friend, he has to race him/her/it. Each race Chocobo wins, the more characters he gains for his adventure.
At the end of the story mode, you'll gain both a new character (the first and second times you play), and you'll also be able to create your own racer.
Creating your very own racer is practically the only fun part of "Story Mode" - forget the pop-up story. How good your own racer will be depends on how well you raced in the story mode.
There are many deciding factors in creating your own racer -- what it looks like, what color it is, how fast it is, and more -- choosing factors such as acceleration, grip, drift, etc. And you also get to test it out before you decide that you want to save it on a memory card.
The other modes -- "Time Attack," "Grand Prix," and "Versus Mode" -- these are the basic modes you probably know from other racing and cart racing games.
I've pointed out so far that "Relay Mode" and creating your own character are good points in this game. There are others, of course:
The "battle system." Most of you are probably thinking "What battle system?" ..Of course it isn't the usual RPG type battle system. But since this game was created by the powers that be at Square, they toyed around with the little cart racing engine that many other companies produce by the millions and created a whole new, semi-fresh system that has players casting spells instead of throwing banana peels.
Littered around the track are different Magic Stones. Each stone contains a different spell - Fire, Haste, Reflect, Ice, Doom, etc. You can use these to either attack others or defend yourself. Once you get one, you are able to use it; but if you collect three in a row of the same item, you'll get an even more greater effect.
The other good thing in the game is perhaps the gamplay. Driving for each character varies, and you'll have to use brake a lot more than in other cart racing games.
Chocobo Racing has been my choice of cart game for awhile lately. Creating your own characters and racing around in Relay mode is always fun. Many will constantly bash this game, and for perhaps good reason. But there's no reason younger players won't enjoy the colorful, bland visuals. And if you lost your copy of CTR: Crash Team Racing, why not just pop this in? You'll find some enjoyment in this somewhat innovative racing game.
Game Stats | |
---|---|
Genre | Racing |
Platform | PlayStation |
Format | CD-ROM |
# of Players | 2 |
Released Jap | 03.18.1999 |
Released US | 07.31.1999 |
Released EU | 11.01.1999 |
Aprox. Length | 1-5 hrs. |
Reviewer Rankings | |
Battle System | 8.0 |
Gameplay | 7.0 |
Music | 7.0 |
Originality | 6.0 |
Plot | 5.0 |
Replay Value | 6.0 |
Sound | 8.0 |
Visuals | 5.0 |
Difficulty | Medium |
Overall | |
6.5 |
Chocobo Racing
By: Square EAReviewed By: spectre316
Chocobo Racing, when released sometime around August/September 1999 in the United States, gave way to many bad reviews from top notch gaming publications. Most reviewers noted that it had bad graphics, a music score which was irritating and annoying, and it was perhaps a bit too.. uh, "kiddy."Let's analyze this: yes, the graphics are perhaps a little outdated. We have basically 2D characters riding around on simplistic, sometimes bland 3D graphics that could of came from 1995-PlayStation era.
I would very well understand how someone could think the game music was irritating. I personally think most of the music is pretty well done (tracks Vulcan-o Valley, FFVIII Course). Yeah, there's the occasional grate-on-the-nerves song (Gingerbread Land track), but most of it is standard racing material.
And, at last: The Kiddy Factor. How "kiddy" is this cart racer? Apparently, the creators of this game were going for mass appeal, so the more kiddy it was, the more the game would sell. So of course the game is dripping in it's own cuteness and it's bright colors. Just look at the menu screen - if you highlight a specific mode, the word itself (example - "Grand Prix" starts bobbing up and down on the screen. Kids will love the bobbing words; you may not. I didn't mind it.
I guess I didn't really explain the game. If you haven't figured out yet, Chocobo Racing is Square's own cart racing game. There are eight characters to begin with. Each one has their own default ability - Chocobo, the little cuddly bird, has an ability of "Dash" -- a short sprint that lets the player speed up around and past opposing players.
There are ten tracks in all -- two tracks are secret. I'll stick to my opinion and say that the secret tracks are more of a challenge and are better than any other of the basic tracks you start out with.
The several and different modes on the game vary from an innovative "Relay Race" mode (where you and a friend each select three characters to race against each other - using a different character on each lap) to a subpar "Story Mode."
In "Story Mode," Chocobo is on a journey to find some truth about a mysterious blue crystal. Along the way, OF COURSE, he meets new friends, and each of them - not a big surprise - also have a blue crystal. What does this mean? What are these blue crystals? Who the heck cares?
The story is read to the player in a pop-up storybook format. Every time Chocobo encounters a new friend, he has to race him/her/it. Each race Chocobo wins, the more characters he gains for his adventure.
At the end of the story mode, you'll gain both a new character (the first and second times you play), and you'll also be able to create your own racer.
Creating your very own racer is practically the only fun part of "Story Mode" - forget the pop-up story. How good your own racer will be depends on how well you raced in the story mode.
There are many deciding factors in creating your own racer -- what it looks like, what color it is, how fast it is, and more -- choosing factors such as acceleration, grip, drift, etc. And you also get to test it out before you decide that you want to save it on a memory card.
The other modes -- "Time Attack," "Grand Prix," and "Versus Mode" -- these are the basic modes you probably know from other racing and cart racing games.
I've pointed out so far that "Relay Mode" and creating your own character are good points in this game. There are others, of course:
The "battle system." Most of you are probably thinking "What battle system?" ..Of course it isn't the usual RPG type battle system. But since this game was created by the powers that be at Square, they toyed around with the little cart racing engine that many other companies produce by the millions and created a whole new, semi-fresh system that has players casting spells instead of throwing banana peels.
Littered around the track are different Magic Stones. Each stone contains a different spell - Fire, Haste, Reflect, Ice, Doom, etc. You can use these to either attack others or defend yourself. Once you get one, you are able to use it; but if you collect three in a row of the same item, you'll get an even more greater effect.
The other good thing in the game is perhaps the gamplay. Driving for each character varies, and you'll have to use brake a lot more than in other cart racing games.
Chocobo Racing has been my choice of cart game for awhile lately. Creating your own characters and racing around in Relay mode is always fun. Many will constantly bash this game, and for perhaps good reason. But there's no reason younger players won't enjoy the colorful, bland visuals. And if you lost your copy of CTR: Crash Team Racing, why not just pop this in? You'll find some enjoyment in this somewhat innovative racing game.
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