Final Fantasy XIV

CHOCOBO GP Test: A missed copy of Mario Kart

Like Diddy Kong Racing, Chocobo GP has a “story” mode that introduces the various ex officio drivers. The latter are 23 and can all be unlocked by accumulating tickets over the race. On the other hand, to incarnate Cloud Strife and Squall Leonhart, certain conditions will have to be respected. Thus, the Final Fantasy VII hero requests that we reach the level 60 before pointing the tip of his nose, while for the final Fantasy VIII poster head, we will have to go through the daily challenges to amass The 3,000 gills required. You will have understood, several hours of play are needed to get both protagonists, unless you yield to the sirens of microtransactions. Indeed, by putting the hand in the pocket, there is a means of obtaining mythril – € 1.79 for 200 units, € 8.99 for 1,000 units, 24,49 € for 3,100 units, 40.99 € for 5,700 units, € 73.99 for 14,400 units – and thus instantly recover the two characters via a Pass Premium. Note that in welcoming, players are entitled to 800 mythril, which gives the opportunity to offer the standard pass. A commendable gesture that aims probably to calm worries related to possible abuses of the economic model.

On the circuit side, it is also not madness with only nine plots in the program – 21 if we take into account variants. The Track Design lacks imagination. For example, we would have enjoyed overlargers to promote overruns and avoid traps.

Anyway, “History” mode is soporific possible. Unlike a Diddy Kong Racing who had the intelligence to explore the island of Tigers to breathe pace, Chocobo GP imposes a succession of dialogues for non-existent interest. Not only the pretexts to race are laughable, but the humor systematically falls flat. Only multiple references to Final Fantasy will be able to draw the purists from their torpor – not to mention the protagonists and the circuits that are unlocking as and when. As for others, they will focus on the eleven “history” fashion chapters (counting the prologue and the epilogue) go into one afternoon and pose the basics of the game. Just as any Mario Kart -Like, Chocobo GP contains a lot of weapons that can be used to neutralize opponents or distanced them. More concretely, just spend on a magic egg to recover a magilith, knowing that there are three levels of power for each of them. Not surprisingly, Square Enix picked in Final Fantasy to set up the different items. For example, Bahamut makes it possible to become the Lord of the eons and to darken right before ejecting the competitors of the track. Yes, we can compare it to the Bill Ball of Mario Kart. For what is Brasier, Brasier + is the equivalent of the famous red shell, while Brasier X will send a fireball towards the driver occupying the first place. Here too, we can see a blatant resemblance with the blue carapace.


It is impossible not to mention Ultima that has the particularity of being only activated once by race. In fact, if we continue to spend on the magic eggs without consuming the magrids in stock, after a while, we access the supreme power that makes a shower of bright arrows on all the opposing drivers. This last aspect shows that Chocobo GP tries to give a tactical dimension to the races, even if there is a large part of Providence in the results. Depending on the evolution of events, it may be more judicious to focus on a level 3 magilithe than one level 1, the damage imposed being proportionally higher. Thus, a simple puddle (water) will slide the opponent, while a giant wave (water x) will send it into the decor. Privilege the strategy is rewarded in a way, but it imbalance at the same time the debates because the pilot is stopped net in his progression – that is to say that much of the competitors have time to exceed it before ‘He can resume the race. No need to tell you that when you are in the lead, it creates a huge frustration. The idea is good, even replies to a certain logic, but is clearly poorly executed.

Once stuck in the middle of the ranking, it is misery to go up since the magiliths fuse from everywhere. We rarely breathe in Chocobo GP where the skill does not have its place, it is obvious. Still, many standards enacted by Mario Kart have been resumed – boot boot and skidding, aerial waterfall to scrape a turbo to landing, crystals to increase peak speed among others – but it’s Draft from start to the end, the IA Spamming the items as soon as she has one in her hands. And not to arrange anything, each character has its own special capacity (in Chocobo Racing, we were free to choose it) that it can trigger when the associated gauge is full. In summary, there is no finesse. On the side of the circuits, it is also not madness with only nine plots in the program – 21 if you take into account variants. The Track Design lacks deeply imagination. For example, we would have enjoyed overlargers to promote overruns and avoid traps. There, it is common that other pilots or walls are perched because of the narrow tracks. And as shocks are particularly handicing in Chocobo GP… Some races are even monotonous – especially on small loops – which reminds that alternate slow turns and quick portions requires know-how.

This last aspect shows that Chocobo GP tries to give a tactical dimension to the races, even if there is a large part of Providence in the results.

This absence of character, it is found in the characteristics of the pilots – speed, adhesion, acceleration, slippage – which are anecdotal. We will not go so far as to say that the grip is identical to one character to another, but outside the slippage, the differences are not flagrant. Surprisingly, there is no way to change the parts of our vehicle to improve its performance; It is delivered in one block. In any case, given what we have just explained a little higher, it is not of great importance. In addition to the “History” mode, Chocobo GP includes a “series racing” mode where it involves chaining the cuts of four races each, and this by beginner (50cc), master (150cc) or mirror. For its part, the “custom race” mode makes it possible to fix the rules – displacement, level of the AI, number of races, deactivation of magrids among others – while the mode “counter-la-watch” consists of Realize the best tower by measuring its own ghost or that of another player. There is also the local multi mode where up to 8 acolytes can position themselves on the starting grid, knowing that only the host needs the paid version of Chocobo GP. The other participants, they can be content with the free-to-play declination, Chocobo GP Lite. It should be noted that on the same console, split screen parts are limited to only two players. Finally, the “CHOCOBO GP” mode (essential for grinder) features 64 players who will have to compete as part of a direct elimination tournament, the first four of each race being qualified for the next round.

“Who are you?”

[Vinesauce] Vinny - Chocobo GP Racing (Lite Version)

CHOCOBO GP makes the job on the graphic plane, including circuits taking place in known places of Final Fantasy fans. Zozo and its incessant rain, the Gold Saucer amusement park, the Grand Bridge of Final Fantasy V, the city of Alexandria, or the Farm of the Chocobos; The fans will recognize, necessarily. The CID test circuit – present in Chocobo Racing – was entitled to a lifting that literally transfigures it; The opportunity to measure technological evolution from the Psone era where clipping was quite violent. Colorful, Chocobo GP is still radin with visual effects while the console does not seem to be torture. For example, on the Zozo circuit, we do not think that some droplets of water dripping on the camera would have brought the game. Damage.