![]() Pickups in this game are collected via mystery eggs which contain several different elemental magicites, allowing you to perform fire, water, wind and lighting attacks on your competition. Likewise, performing tricks at the top of ramps will provide you with a further boost. Stringing successful boosts together as you slide around corners on the game's 9 courses will become a mainstay in your gameplay and it is as fun as it is addictive. Much like Mario Kart 8 drifting will allow you to activate 2 additional levels of boost. Of course, racing is at the heart of Chocobo GP and thankfully this is where the game shines. The game features a multitude of systems which as the player you will need to get used to, but ultimately it doesn't offer any big surprises, and the mechanics are almost all familiar concepts borrowed or adapted from its competitors in the genre. ![]() There is absolutely nothing that irks me more than a kart racer that feels sluggish, yet you would be surprised how many of these exist. It feels fast with precise controls and well-balanced mechanics. It’s a misfire, and it’s a crushing shame - the core game is great.Screeching away from the starting line Chocobo GP is exactly what you would expect from a modern kart racer. I’d happily have purchased a DLC season pass for additional characters and stages down the line, but for this game to be hitting me with this free-to-play BS from the word go… it doesn't sit right. Sure, that console is portable – but if I boot a kart racer, it’s probably because I want to play a bit of multiplayer or what have you. It’s not something you kill time with on your phone in bed or on the toilet. But something about this format feels wrong – and more than anything, misguided.Ĭhocobo GP isn’t something you’re likely to boot every day. I’ve had my share of gacha addition I pumped hundreds of pounds into Final Fantasy: Record Keeper over the course of my couple of years playing it, and I had fun with it. But the core system feels broken enough that just minor tweaks to the earning model will only go so far.Īnd so here I am I’m out. There’s talk about relaxing and adjusting how much grind is required to unlock things. Square Enix has already begun to walk some of this back. The intention is to get you used to it, desensitize you, from early. But I’ve just been incredibly taken aback by the sheer amount of this stuff Chocobo GP levels at you from the very moment you first boot the game - which as far as I’m concerned is proof positive that Square Enix has plans to aggressively push this stuff in future seasons. We live in a post-Fortnite world now, where season passes and constant, rolling updates with regular costs associated are par for the course. Obviously a lot of these elements are just part of modern gaming. You can earn Mythril, and launch promotions mean that basically everybody will be able to sign up for Season 1 for free – but you can see where this is going longer-term. ![]() FF7’s Cloud Strife and FF8’s Squall Leonhart – beloved protagonists – are only available in their lovingly-rendered chibi forms as playable characters if you pony up for the game’s first Season Pass, which costs 800 Mythril – a little shy of $10. ![]() In some cases, things fans will really want are locked behind this stuff. So why on earth is it immediately giving me opportunities to buy Mythril, an in-game currency, for real cash? As soon as you boot it, it feels like one of Square Enix’s gacha-driven mobile titles like FF Brave Exvius or Record Keeper, right down to time limits on how long you can hold currency, login bonuses, and all that stuff. It’s on the ‘budget’ end of modern pricing at $50/£40, but I consider that a full game. Chocobo GP is a more or less full-priced game. But… for some reason, this game is, like, a mobile game? It’s not Mario Kart, obviously, but I’d definitely pop its core mechanics and feel into that top tier of kart racer alongside things like Sega & Sonic All-Stars Racing and Crash Nitro Kart.
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