At its core, Chocobo GP is equal parts fun and simple. It's got the same mechanics you'd expect to find in a kart racer. There are drifting mechanics if you are a little more well-versed in these kinds of games. You can even find power-ups to locate on each track which are cleverly themed after spells from the Final Fantasy games. For example, collecting a lot of same even upgrades the spells – Fire gets to be Fira and then Firaga. It is a tried-and-true system that's worked before in games like Mario Kart and Crash Team Racing, therefore it is encouraging to determine Chocobo GP doesn't mess with that aspect an excessive amount of.
But what really lets Chocobo GP down is everything else surrounding it. If you'd explained that Chocobo GP began life or will ultimately become a free-to-play mobile game, I'd believe you. So much of the sport is aimed at unlocking currency which, in turn, enables you to unlock content that it feels like a grind. I could perhaps empathize with this design choice in any other game, but in a game like Chocobo GP, the inability to access all of the content after bringing it the place to find a party or group to experience seems like an enormous misstep.
The crux from the content can be unlocked through the game's story mode, actually, though even that's certain to disappoint. Channelling similar energy to the original game, the storyline mode sees characters in the realm of Final Fantasy talking to each other in static dialogue screens before racing one another to solve their problems. It's got better production values than I was expecting (though my expectations were relatively low), it seems like a four to six-hour grind that disguises the lack of content the game has.
In a game title that could quickly be celebrating the rich good reputation for Final Fantasy, it's disappointing to discover that Chocobo GP fails to deliver of most expectations. On one side, I discovered it rather impressive the roster was over twenty approximately characters, each with a unique ability to use mid-race. On the other hand, it had been disappointing to find out that although the roster was diverse, series stalwarts like Cloud and Squall not making launch (and one being paid) feel questionable. A few of the characters who actually made it in only have appeared in a single Final Fantasy game, to see them make it into the base roster over the above feels strange.
Particularly egregious may be the selection of courses available and where they come from. Bizarrely small, particularly when when compared with similarly priced games in the same genre, Chocobo GP offers up just eight tracks to select from. Much more bizarrely, these are pulled from Final Fantasy V, VI, VII, and IX with no other games. The first five or so will also be fairly simple within their design – without any interesting gimmicks or design options to keep things interesting. It feels remarkably barebones for a package that admittedly has a lot polish.
Even more disappointing is the progression. Rather than unlocking characters as well as their vehicles, you open the opportunity to purchase them from the shop. There are three currencies in Chocobo GP, and you'll have to sift through these to buy most of the characters and vehicles you would like – though, of course, one of these can be purchased with real cash. Your primary currency, the tickets, is earned by replaying races and finishing them in a few times. It may you need to be tedious to get all you want when so little content is on offer to experience around with.
Otherwise, the typical modes are here – both local an internet-based multiplayer modes are supported. There's a time attack mode along with a custom mode that permits you to adjust aspects such as the frequency of things. Probably the most unique mode available may be the Chocobo GP mode, that allows as much as sixty-four players to compete online within an elimination tournament-style mode. Placing fourth or better on each race gets you through to the next. It is a novel idea, though i was not able to properly test drive it during the pre-launch period.
I discussed earlier that Chocobo GP has polish, and that is certainly clear with regards to the presentation. The sport is incredibly colourful and runs in a smooth framerate for the most part. So much has been pulled from a wide variety of games, yet the art direction feels strong and consistent. Similarly, the soundtrack is pretty fantastic too. I've always were built with a soft spot for Final Fantasy IX, so to be able to race through Alexandria while a happy hardcore remix of Melodies of Life plays is fanservice at its finest.
Perhaps that's the thing which will save Chocobo GP for most of us – fanservice. It's clearly got something to offer for Final Fantasy fans – though whether or not this has enough is the question. For this avid Final Fantasy fan, it doesn't.
THE NINTENDO SWITCH VERSION WAS PLAYED With regards to THIS REVIEW. An electronic COPY OF THE GAME WAS PROVIDED BY THE PUBLISHER.