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This review contains spoilers

F-Zero GP Legend is the beginning of the end for the F-Zero franchise, with not only just the game, but the anime of the same name that the game was based off of both bombing hard commercially, leading to the end of the franchise just a couple of years later. Despite the doom and gloom of the previous statement however, F-Zero GP Legend is still a solid racing game that is well worth your time.


Like all GBA F-Zero games, GP Legend's gameplay is based heavily on the original SNES F-Zero's gameplay, even utilizing a similar Mode-7 style system for the backgrounds. Unlike the previous GBA entry, Maximum Velocity, however, which aimed to replicate virtually everything about the original SNES F-Zero game to a fault, GP Legends adds in all 30 of F-Zero X's characters, as well as many of the mechanics introduced in F-Zero X - including FZX style boosting (the ability to boost as much as you want after the first lap, at the cost of your health, important because like in all F-Zero games, running out of health signifies the end of the race), Side Attacks (which not only allows for a way to directly attack opponents, but also functions as an alternative way to make very sharp corners), and the Acceleration/Max Speed slider, which allows players a way (ableit a very small way) to fine-tune their car. If there's one thing I'm not a fan of, it's that getting the boost start is not only relatively difficult (as the timing you need to get the boost start differs not only on which car you're racing with, but how you tuned your Acceleration/Max Speed Slider), but also it somehow makes the next few seconds feel relatively slow by comparison. However, that's pretty much the only thing I'm not a fan of race-wise, as otherwise, the entire racing gameplay is fun and very solid, whilst still keeping the sense of speed that F-Zero is well known for.


One thing that is very well known about the previous F-Zero game, F-Zero GX, is its insane difficulty (as you'll see countless times on this very website). GP Legend on the other hand is mostly a relatively easy game (at least for me), even on the hardest difficulty settings - I'd recommend starting out with F-Zero GP Legend due to how easier it is compared to GX. Do be aware however that despite what I said, there will still be a few very difficult sections (especially in Story Mode, where there are a few races that will test your mettle), and on the highest AI difficulty settings, the AI will rubberband extremely closely to you (most obvious on tracks with huge jump shortcuts, such as Big Blue - Slip Road, Lightning - Volute, and Port Town II, where the AI will literally teleport behind you when you make a massive jump).


Whilst none of the new characters from GX make their appearance in F-Zero GP Legend, GP Legend does introduce a few new characters from the anime into the game. New characters introduced include: brand new protagonist Rick Wheeler (Ryu Suzaku in Japan), Misaki Haruka/Miss Killer (Rick's girlfriend-turned-assassin), Lisa Brilliant (Samurai Goroh's wife, expanding the Goroh family yet again) and Lucy Liberty (rookie trainee). All four characters fit relatively well into the game, with my personal favourite character being Lucy Liberty, with her extremely easy-to-handle car, Elegance Liberty, basically carrying me all throughout the game.


Most of the classic F-Zero SNES locations return in GP Legend, with the only exclusion being the Death Wind location. Three additional locations however join the game, each with their own gimmicks, and all of them I think are natural, deserving additions to the game. Lightning (appearing in the anime and returning from F-Zero GX) retains its very fast nature from its home game with lots and lots of boostpads - with the additional gimmick of lightning flashes that briefly blind you for a microsecond or two. Mist Flow, a location so new that it did not appear in any of the anime episodes, has its track permanently covered in mist that obscures the player's vision. Lastly, Illusion (another brand new location that does not appear in the anime for some reason) is set to take the place as the final "boss" location ala Rainbow Road from Mario Kart, as it is the only location in the entire game whose tracks lack any walls. All three locations also have killer theme songs to match, with Mist Flow in particular being among the top tier of F-Zero soundtracks. Speaking of soundtracks, all of the other race songs are remixes taken from either SNES F-Zero or F-Zero X, with Lightning's being the only outright new song for an old location.


Going through each of the main modes of the game. Story Mode returns in F-Zero GP Legend, with a few new tweaks from GX. Instead of one singular "story" as in GX, there are now 8 separate stories for players to complete, with each being 5 races long (with a couple having a hidden sixth race) and each focusing on one character that you play as through the entirety of it. Initially, only Rick Wheeler's story mode is available, but as you play through each of the stories, you progressively open up each of the remaining 7 stories.


As far as I know, GP Legend's story mode does not adapt any of the episodes of the anime it shares its name with, instead being extra side-content that explores the character's personalities, from Jody Summers' desire to find her missing brother, to Jack Levin's desire to surpass rival Rick Wheeler. These story mode plotlines also intertwine within each other, as opposed to being completely separate, disconnected storylines. Storyline beats you discover in one chapter get expanded upon in other stories. One such example is in Captain Falcon's story mode; in one chapter, you race against longtime rival Samurai Goroh who bizarrely accuses you of poisoning him - afterwards, you then unlock Samurai Goroh's story, which focuses entirely on Goroh's search for who poisoned him. This helps each of the stories, and the universe that it contains, feel connected within each other rather than all separate and disjointed.


Credit also goes to the mission objectives - as not every race is a standard fare. Some races will require the player to play somewhat differently - whether it be making your car worse, requiring you to take out an opponent, or removing the ability to boost, giving races a bit more variety than usual. Unique tracks that cannot be raced on in other modes are also encountered: several of these are short point-to-point tracks where you have to reach from point A to point B, though there are a couple of full tracks that cannot be raced on in other modes outside of story mode which...I'm not particularly the biggest fan of.


Playing through one or two stories is fine enough, but when going through all the stories, this game's biggest problem becomes apparent. that being just how much reused content there is for Story Mode. This isn't a problem with the racing itself, but so many chapters of Story Mode involves the same situation happening, with the same buildup, background, and race, with the only difference being that you play as a separate driver. Out of the 42 chapters in the game, about a third of these were recycled from other chapters wholesale (with two separate races somehow managing to get recycled for 3 chapters each (one race where Captain Falcon and Rick Wheeler chase Zoda through Mute City, where you play as all three characters at various points, and another race where Rick Wheeler, Zoda, and Jack Levin race at Big Blue, in which you also race as each of the three characters) - madness considering how small story mode is). I'm sure reused content might have been a necessity, but definitely not one-third's of the content worth, especially with how many characters aren't even in the story mode properly (including two of the four brand new characters in the game!).


One other thing I also dislike about Story Mode as well is the Bounty system - or what is basically your currency system. You get bounty for doing story mode stuff and...that's literally it. There are only a couple of stories in the game that will cause you to spend your bounty (which also is how you get the hidden stories in the first place): one where Rick Wheeler badly wants to enter a race with a high entry fee, and one where Captain Falcon has to fix his machine. Other than that, and how you unlock characters in Story Mode (simply redo races until you get like 2.5 million Bounty for each character) and...it's both a grind, and a real waste of potential. Giving us actual ways to spend Bounty like how it was in F-Zero GX (such as buying new cars, tracks, etc.) would have been a much better solution than what we got.


Like Story Mode, Grand Prix Mode remains the same as per usual, with a few new tweaks to spice it up. Grand Prix mode is your standard 'Do X amount of races and get enough points to win' stuff. There are four cups in the game - Bronze, Silver, Gold, and the unlockable Platinum. Each of these cups come in three different difficulties: Novice, Standard and Expert.

Bronze, Silver and Gold Cup have five races each (with Gold Cup having a fancy gimmick in that the last race is randomized between two tracks: Red Canyon: Peak Jump, and Illusion: Abyss Drop). All three of these cups are already unlocked (though they're ordered in difficulty, with Bronze Cup having the easiest tracks, Silver Cup having slightly harder tracks, and Gold Cup having the most difficult tracks). Each cup also has a set amount of "Spare Machines" - serving as retries in case you either run out of health or wish to restart to get a better position (though thankfully, they scrap the Rank Requirement from SNES F-Zero and Maximum Velocity).


One extra gimmick that GP Legend introduces is Expert-mode variants of tracks, with all 16 tracks from the Bronze, Silver and Gold cups receiving modifications to make them more difficult, with not just alternate, more difficult track layouts, but also additional obstacles (and a couple of tracks where you have to race in reverse). Expert-mode variant layouts were a neat touch, a throwback to how SNES F-Zero did their alternate layout tracks, whilst giving players extra replayability and an extra touch of difficulty. Having said that, whether or not you find the tracks to be too different or not to justify it is up to you - I myself thought those were at least more meaningful than Story Mode's reused chapters at least.


After completing all three cups (Bronze, Silver and Gold), you'll unlock the hidden fourth cup, the Platinum Cup. Similar to the GBA version of Mario Kart, the Platinum Cup all consists of remakes from the SNES version of F-Zero, with one race from each location being represented (except for Death Wind and the three new F-Zero locations). This totals in to a whopping 8 tracks in Platinum Cup, a marathon compared to the 5-track cups of the other circuits. These tracks however transitioned very well from the SNES to the GBA, and the length and difficulty of some of these tracks make it a worthy "final cup". To further add to the retro-ness, some locations also get special remixes of their SNES themes specifically for those tracks (those being Red Canyon, Silence and White Land).


Unlike the other three cups, the Platinum Cup has no Expert difficulty modifier (in part because additional tracks either only appeared in the relatively obscure BS F-Zero 2 (such as Big Blue II, Silence II or any of the Sandstorm tracks) or flat-out didn't exist (Sand Ocean and debatedly Fire Field, though they could have reused a Maximum Velocity track since that game also had Fire Field). Instead, Expert difficulty sets the amount of spare machines you have to zero, making it a true no-death run. By no means this is impossible - I was able to do it after only a couple of tries, but this does make even the tiniest of slip-ups potentially run-ending. Do it on Expert if you really want a true challenge only.


The last major mode is Zero Test, which basically apes Gran Turismo's license tests wholesale, down to the Bronze/Silver/Gold times. I...don't really have much to say about it, it's basically like every license test ever (except you all these do is unlock a couple of vehicles. I can appreciate more content but honestly, I never dabbled on it too much when I could just race instead. If you don't like those sorts of things, then at the very least you can avoid it unlike Gran Turismo, but the mode itself felt relatively uninspiring to me.


One last thing before I finish the review - whilst officially you can't play the e-Reader levels yet in the English version, there already exists a hack that lets you play the e-Reader stuff (and that's assuming Nintendo doesn't patch it in if and whenever they rerelease it for the Switch or something). In my opinion...they're not exactly good. They're worth it for a couple of test runs at least, but at the same time they're only available in Practice and Time Trial mode, and the additional tracks themselves mostly aren't that interesting in my opinion. If you're looking to get it to take a look at the e-Reader stuff, just watch a video or something on those tracks.


F-Zero GP Legend I think is a very solid racing game. If you enjoyed playing SNES F-Zero, you'll probably enjoy playing this one as well: I felt it was a worthy successor to the SNES-styled gameplay. It's relative easiness (especially compared to GX) makes this game the game I'd recommend to players looking to get into F-Zero. Even when comparing this game to the sequel, F-Zero Climax, there's still enough here that isn't in Climax (namely tracks and a story mode) that I think this game is still worth getting.

...that and the fact that Climax still can't be gotten legally in English yet.

As someone who's played fighting games for more than a decade, and who's entry into fighting games was Street Fighter IV, it should come to no surprise that out of all the games Street Fighter has had (barring the original Street Fighter 1), the "Street Fighter" sub-series I have had the least amount of experience in were the Street Fighter EX games. It's not hard to see why: the Street Fighter EX games were the least accessible Street Fighter games out there for me back when my laptop would catch fire if it played a PCSX2 game for more than 5 minutes and I hated running something like epsxe on there. (even today the EX games are the hardest to get into, though more for legality reasons than anything). I still saw some EX gameplay, and did eventually mess around with the games, but I didn't really get into it that much.

For the last couple of months, for whatever reason, I've played Street Fighter EX Plus Alpha: doing most the trials and beating the game with all the characters, and as it turns out I enjoyed the game. (go figure, someone who enjoys Street Fighter in general enjoys Street Fighter EX).


*(for the purposes of this review, I'll be using the Western names. Therefore, Gouki will be called Akuma, the Boxer will be called Balrog, the Claw-wielder will be called Vega, and the Dictator will be called M. Bison)*


Street Fighter EX began as an arcade-exclusive fighting game that released in late 1996, developed mostly by Arika instead of Capcom as most people would expect.. A few months later in 1997, an upgraded version with more characters was released, titled Street Fighter EX+. Street Fighter EX Plus Alpha was the next and final revision of Street Fighter EX: coming exclusively to the PS1 in mid/late 1997, this is the version most fans will likely remember. Street Fighter EX is known today as the first 3D Street Fighter game - though in reality it felt more like Tekken 1 and 2: the game was still played on a 2D plane (similar to many modern "2.5D" fighters), with only a handful of moves (many of them being teleports) truly utilizing the 3D plane. Like in old Tekken games as well, every stage is infinite in size, however, Street Fighter EX still maintains the aspect of cornering your opponents with temporary invisible walls that your character can tumble through when they get hit by a big enough attack (though unlike Guilty Gear Strive, no extra damage is dealt in this situation). Street Fighter EX models look perfectly fine - they're not spectacular or anything, but they're not awful, and the backgrounds are alright, though not as spectacular as Tekken's backgrounds.

Gameplay in Street Fighter EX functions sort of similarly to Street Fighter Alpha 1. Movement in this game is very limited: there are no dashes, runs, superjumps or anything of that sort (except for Skullomania, who has both a run and a backflip, and Pullum, who has a double jump). As mentioned before, despite the 3D plane, this is still a 2D fighter - there are no sidesteps or anything of the sort as you might expect from other 3D fighters like Tekken, Virtua Fighter or the 3D-era Mortal Kombat, so you still have to jump and block your way through fireball spammers like you would in SF2 (and unlike the Alpha series, there is no airblocking in this game).

Despite the fact that there's no chain combos, Street Fighter EX is a relatively combo-heavy game - with extra emphasis on linking out of moves and cancelling into super moves. Linking out of moves feels much more deliberate in Street Fighter EX, with some special/super moves (such as most Shoto characters' reworked Tatsumakis/Hurricane Kicks, Chun-Li's Hienshu and Zangief's new Stomping super move) being designed specifically to let you link out of them. In a way, this makes the gameplay and structure of combos different from the other Street Fighter arcade games on the market at the time, which helps Street Fighter EX out in obtaining an identity beyond "Street Fighter but in 3D".

The other big feature as mentioned above is what the game is most memorable for: cancelling into super moves. Whilst cancelling normals into supers was nothing new, Street Fighter EX would be the first Street Fighter game to allow players to cancel special moves into super moves, a feature that would make its 2D SF debut a year later with the release of Street Fighter III (and then into modern SF games, with SF4, SF5 and now SF6 all featuring super-cancelling). However, what makes Street Fighter EX unique in this regard is that Street Fighter EX lets you cancel one super move into another separate super move, allowing players to perform super moves up to three times back to back. In a nice touch, the light that flashes when performing a super move changes color when cancelled into: from blue, to yellow, to red - with a special KO background for each super-cancel level (going from one meteor shooting down for a Level 1 Super KO, to multiple meteors shooting down for a Level 2 Super KO, to all the meteors striking Earth for a Level 3 Super KO). Having said all that though, some of the super cancels themselves felt awkward to try to land, which typically wouldn't be an issue except for one issue I'll mention later. This would be fine if this was the first game they did with super cancels, but SFEX Plus Alpha was the third version of Street Fighter EX, so I'm less forgiving on this issue. Still, super-to-super cancels are arguably the thing most unique to Street Fighter EX, and, outside of the inferior PS1 ports of the Marvel vs Capcom game series, would never be seen in another Street Fighter series again.

One other mechanic introduced in this game is the ability for all characters to do unblockable attacks. At the cost of one stock of super gauge that you built up, you could press a punch and kick button of the same strength to perform a "Guard Break", an attack that could not be blocked. When hitting an opponent on the ground, this left the opponent up for any attack the player wanted to do for about 5 seconds - when hitting an airborne opponent, the opponent would spent a considerable amount of time in the air. A lot of attacks from older Street Fighter games (such as Chun-Li's Seiei Enbu and Sakura's..."overhead attack") got converted into Guard Breaks. I never personally used it much outside of Expert Mode combos, but the Guard Break attacks tend to animate very well.


Another huge part of Street Fighter EX's identity are its cast of characters, notable largely for the fact that the characters introduced in Street Fighter EX do not show up in other Street Fighter games due to the fact that the EX original characters (and the game itself) was made and owned by Arika, with Arika getting permission from Capcom to add all the Street Fighter characters and use the Street Fighter name. This is also why Arika's latest fighting game: Fighting EX Layer, only contains the EX-introduced characters, and none of the Street Fighter characters like Ryu or Chun-Li.

Most of the original Street Fighter cast makes the transition relatively well, with many of the cast using a combination of unique moves designed specifically for the game (such as Ryu, Ken, Evil Ryu and Akuma's new Tatsumakis, going from a simple spinning kick to a series of hopping kicks that you have to input separately like Iori's rekkas from KOF), and their Street Fighter Alpha 2 moveset. Arguably the only two characters who I don't think made a particularly good transition were Zangief and Evil Ryu - Zangief because with the existance of new grappler character Darun, I felt he was a bit too simple of a character (not helped is the fact that he is one of the very few characters in the game with a Level 3 super move because he doesn't have any super to super to super moves and looping his new Stomping super isn't as fun as repeatedly juggling Darun's INDRA BRIDGE), and Evil Ryu because he was still Ryu with a couple of Akuma's moves (which...basically was Evil Ryu until Street Fighter IV came around and gave him his new Stomp special).

On the other hand, the two characters whose transitions I enjoyed the most from 2D to 3D were Akuma and Dhalsim. Akuma's biggest addition in Street Fighter EX is his ability to perform his divekick whilst either in the middle of his Tatsumaki, or after throwing an air fireball, allowing him a lot of manueverability that no other Akuma has ever had, and a very cool way to pick up combos after an air fireball. He also, humorously enough, gets an infinite off of looping Tatsumakis into his divekick over and over again. The only negative of him is that his Shun Goku Satsu/Raging Demon feels sort of weak, though that's because this game also has two other characters with Raging Demons that show them physically punching through their opponent. Dhalsim's new changes include getting two new supers: Yoga Legend, an autocombo move where Dhalsim teleports to you to kick some ass twice, and Yoga Drill, a super powered version of his regular drill normal that can be steered to comical proportions - the best part of both moves is being able to supercancel Yoga Legend into Yoga Drill. Plus, he gets an extremely funny Guard Break, as his hand grows extremely large to smack his opponent with.

Honorable mentions include Sakura getting a 1-bar Raging Demon (yes, really) and for being the only character to have the classic Tatsumaki, Guile for his Guard Break move being a WWE-style Elbow Drop for some reason and Chun Li for a new divekick move that the AI loves to spam a lot for some reason.


Onto the new characters - the ones I'll spend the most time talking about. First off is Kairi, the guy made to be the main character before the Street Fighter deal happened. Kairi in this game plays pretty much like any old shoto-character, having a fireball, shoryuken and the multi-input tatsumaki. Where his main differences are are in his supers: while he has Akuma's air fireball super, he also gets a double-uppercut super that finishes off with a series of mid-air punches, and a divekick super that is followed on by a rising knee - all of which...mostly blend together? His rising knee kinda feels weaksauce, especially landing it on a grounded opponent where it won't knock down the opponent. Also in his arsenal is a Level 1 Raging Demon move that shows him physically punching his opponent through their stomach, which is one of the coolest and most brutal-looking supers in the game.

If you have a Ryu, you'll also need a Ken, and that's where Allen Snider comes in. Allen Snider to me seems to be heavily inspired by Paul Phoenix from the Tekken series - whilst he has the fireball and shoryuken, instead of a tatsu, he gets Paul Phoenix's Death Fist (or as Allen calls it, Justice Fist), a charging punch that does huge damage, but also has huge recovery. He can use it to blow through fireballs but he still has the huge ass recovery even then which makes that property pretty much useless in actual combat. Allen Snider is home to one of Street Fighter EX's most well known combo - a Justice Fist that gets supercancelled into his launcher super, Triple Break (a series of three bicycle kicks, like Kyo's from KOF), that can get looped up to three times. It's iconic for a reason in that it is an easy loop to execute, and very fun to perform.

Hokuto seems to be designed as the technical character - having Iori's sideswap command grab, a counter move, a rekka type move that starts with an elbow strike and ends with a palm strike to the chest, and a backsway with a followup sweep that can duck under projectiles. She's no Kasumi Todoh but her Aikido style works just as well in 3D. The highlight of her, however, I think, is her fireball super, which has her aim at her opponent like it's a bow and arrow before firing it.

Much more interesting however is the "Evil" version of her, Bloody Hokuto - she loses her counter, and another backsway move, but she can do the final hit of her rekka by itself, from the old elbow strike, or from her backsway rekka. In addition to the two existing supers she has, she gets two from Kairi - one where she performs his Raging Demon (including the punch through stomach part), and another where she performs the first two uppercuts of his double-uppercut super.

Blair Dame, out of all the girls, is designed as the most "attractive" I feel. She seems to be a cross between Cammy White from Street Fighter and Nina Williams from Tekken - nowhere is this highlighted more than in her sliding move - it works similar to Cammy's sliding arrow, but if it hits a standing opponent then Blair will twist her body to knock her opponent over. She has a series of submission-style moves mixed with very good fluidity in her animations I think. The one annoying part about her move though is her aforementioned sliding move - if it hits a crouching opponent, then Blair is left wide open for some unnecessary reason.

Pullum Puruna I felt was one of the more unremarkable characters out of the roster - having said that, she still has plenty of good qualities about her. She's the only character to double jump, she has a cute leapfrog move, she can drill similar to Dhalsim, her supers look relatively good. She kinda needed one or two more things I think to make her feel more complete (probably a few more aerial stuff? I'd like another aerial move at least). She's good and looks cute but is relatively barebones I felt.

Pullum's bodyguard, Darum Mister, is the resident grappler and he felt a lot more fun to play than Zangief did - having a wider array of moves than his Street Fighter counterpart. Alongside like five different grappling moves, he also has a bunch of other moves he can combo into. Special shoutout go to his INDRA BRIDGE super, a super where he launches his opponent extremely high with his mighty stomach. It's baffling how they gave him all of that but gave basically nothing to Zangief.

Skullomania is probably the most popular character to come out of the game and...I just don't get it yet, at least for EX1. To me, probably the least favourite of the new characters, though the super he has when he repeatedly attacks your nuts a bunch of times is pretty funny. Really, there's not much I can say about him, he felt kinda forgettable to me.

Who wasn't forgettable however was Doctrine Dark - arguably the edgiest character to come out of any Street Fighter game (especially if you pick the color palette that makes it look like he was a Nazi officer). Heavily connected to Guile (because you need at least one person in the roster connected to Guile for every Street Fighter game), D.Dark utilizes mines, daggers and a tripwire that functions like Scorpion's spear from Mortal Kombat. Out of all the characters, D.Dark was probably the most unique of the cast just for his sheer amount of weapons he had, and I found him to be one of my favourite new characters based off of his unique gameplay.

Cracker Jack is pretty much a Balrog clone - having Balrog's Dash Straight, Dash Upper, TAP, and Crazy Buffalo super. Instead of more dash punch variants, however, C.Jack brings to the table a baseball bat that he can hit projectiles with, a command grab super and, like Dhalsim, the ability to make his hands comedically large. If he had more original stuff I'd like him more, but he's still pretty cool regardless.

Garuda was designed as the final boss initially, and it shows as he is arguably the most threatening of the characters, with spikes protruding from him for many of his attacks. Many of his attacks involve either his spikes, or spinning while he has spikes (with one unfortunately posed move in particular looking like a swastika if you pause at the right frame). In-game, he is a hidden boss (arguably the most difficult of the three bosses), and encountering him gives him a new ability where he can teleport out of your combo and divebomb you, similar to what Galford and Hanzo could do in the Samurai Shodown games.

The final two characters are composite characters - Cycloid Beta and Cycloid Gamma, with both characters taking moves from all the other characters in the game. Cycloid Beta, a blue 3D-model, utilizes quarter circle motions for his inputs, whilst Cycloid Gamma, a green wireframe model, utilizes charge inputs. Even back then, I would imagine that they were mostly seen as novelty fighters, though they do end up having a few twists of their own (like how Cycloid Beta's Tatsumaki automatically does the follow-ups, or how Cycloid Gamma's head stomp move from M. Bison doesn't have him bounce off his opponent). I'm surprised that they weren't in FEXL already to be honest, and while I wouldn't necessarily need them in a future game, I did enjoy my time with them.


One other new innovation that Street Fighter EX implemented was a Trials mode (or "Expert Mode" as the game calls it). In Expert Mode, each character has 16 trials that they have to perform. Initially, these teach you how to perform special moves and super moves - before working your way up to requiring you to do very difficult combos. These combos can range from easy to frustrating, and some trials I still have not been able to complete. Thankfully, you don't need to perform the trials in order, so if a trial is too hard (for example, if you're struggling to do a certain combo), you can always skip it and come back to it later. These trials are how you unlock up to seven different characters: 4 unlockable characters (Evil Ryu, Bloody Hokuto and the two Cycloids) and improved versions of each of the three boss characters; M. Bison (whose Scissors Kick recovers fast enough that he can combo out of it, leading to an infinite into itself), Akuma (whose Shoryuken has instant recovery when it touches the ground) and Garuda (who gains the aforementioned 'fuck-your-combo' teleport). Doing all the trials will unlock the barrel minigame replicated from Street Fighter 2, though, thankfully, doing most of the trials will give you a cheat code that lets you unlock the barrel minigame, which is good because some of these trials can be hair-pullingly difficult. In fact, to unlock the four unlockable characters, all you need to do is to do all of the easy trials in the game (the ones where you just perform special moves and super moves), and maybe a couple of very easy combos. Whilst most of the trials were simply telling you how to do a combo, some combos in the games required you to perform a specific action (for example, one of Cracker Jack's trials required you to deflect 10 projectiles in a row with his bat), which provided variety in a way that a lot of modern trials simply do not have.

Arcade Mode is the game's main content, as you go through 9 different fighters before facing off against M. Bison. The AI will ramp up in difficulty progressively the further you go - some characters in particular like Chun-Li and Cracker Jack will have nasty AI and will use sneaky tricks on you (like for example, one playthrough saw a Cracker Jack AI supercancel a blocked Crazy Buffalo super into his command grab super to successfully try to sneak a command grab on me). As for the bosses themselves, M. Bison is generally the final boss you face off against, to me, it was basically a crapshoot on whether or not I'd beat him on my first try or on my 10th. If you succeed hidden conditions, you'll also have the opportunity to face Akuma (who replaces M. Bison as the final boss), who was an extremely tough fighter to fight against for me, and Garuda (who you encounter partway through if you do well enough). One of the conditions for facing Garuda is having one level 3 Super Combo finish (where you either do a Level 3 super that kills the opponent, or three Level 1 supers back-to-back in a combo that kills the opponent), and for some characters, that will be the hardest part to perform, as landing three Level 1 supers in the same combo is either extremely difficult, not worth it damage wise, or both. After defeating Bison (or Akuma), you'll be treated to an FMV ending which...well...let's just say they probably shouldn't be making FMVs any time soon. They're basically like a prototype of a Tekken 1 ending and we all know how well Tekken 1's endings looked like.

Other modes aside the aforementioned one include a Time Attack mode where you get to speedrun several different "courses" of pre-set opponents (with it also allowing you to face off in one-round matches against the boss versions of Bison, Akuma, Gaurda, and a separate course that has you face off against each of the four unlockable characters - nice as I've generally never enountered them in arcade mode before), and a survival mode that plays like any old survival mode.

Is the game good? I think it's certainly good. Most importantly, is it worth playing when Street Fighter EX2+ and EX3 exists? Street Fighter EX2+ has a more in-depth fight system, more moves and more characters, but many characters are also removed in the transition between EX1 and EX2. Sakura, Akuma, Allen, Blair, the Cycloids and the Evil/Bloody versions of Ryu and Hokuto respectively are all gone from EX1 to EX2. Sakura, Evil Ryu and Bloody Hokuto do make a reappearance in EX3 though, whilst Allen and Blair both appear in Fighting Layer and Fighting EX Layer (though FEXL I think is a much different game to the Street Fighter EX games, even ignoring the whole "no Street Fighter characters" deal). Akuma and the Cycloids do not make a reappearance at all. I'd probably recommend going with EX2 or EX3 over EX1, but if you enjoyed playing EX2 or EX3, I'd think its worth it to at least check out the missing characters in EX1.

I don't think any game has had as much of a successful overhaul on their franchise as much as Need for Speed Underground did on the Need for Speed franchise. Whilst the casual racing style remained from past NFS games, virtually everything else had undergone such a drastic overhaul that it could have been easily believed to be a new IP or a spinoff to the traditional Need for Speed games that came before. Attaching the Need for Speed license to Underground was the most riskiest decision Need for Speed would take, as this game was everything an old Need for Speed game wasn't, but it paid off huge, becoming not only the most influential racing game of the 2000s (much like Gran Turismo 1 was in the 90s), but also becoming the second best-selling Need for Speed title (with the first being Need For Speed Most Wanted, 2 years later in 2005).

Releasing in 2003 for all the major 6th-gen platforms at the time (PS2, Gamecube, Xbox, and PC), Need for Speed Underground would be the second game developed by EA Black Box, with the first being the PS2 version of Hot Pursuit 2 (the version that is generally considered to be the superior version than the other platforms). Being the first game in the series to be developed on all of the major platforms by Black Box, Underground 1 was by far a radically different game to all the previous Need for Speed games as virtually everything (save the driving model) received an overhaul, ranging from the setting, to the cars, to even the career mode.

The biggest feature Underground 1 would overhaul would be the cars themselves, for two main reasons: Roster and Customization. Comparing Underground 1's car roster to any of the previous Need for Speed games would be like comparing apples to oranges - two wildly different things. Whereas previous Need for Speed games focused primarily on European high-end sportscars like BMWs and Audis, and luxurious supercars like Ferraris, Lamborghinis and Porsches, Underground 1 instead primarily features Japanese cars like Mitsubishis, Hondas and Nissans - with many of the car models appearing in the first couple of the Fast and Furious movies. It wouldn't be until 2005's Most Wanted that we'd see the return of the supercars of old. Whilst there are slightly less cars in Underground than in Hot Pursuit 2, however, it more than makes up for it with Underground's biggest selling point and feature - it's extensive car customization.

Car customization wasn't a new thing in racing games - both visual-wise and performance-wise. Underground's performance upgrades weren't anywhere near the depth that Gran Turismo had, and visual upgrades had existed before - such as Gran Turismo 1 & 2's 'racing modification' which applied a preset racing livery to your car, or Need for Speed High Stakes combining performance upgrades with visual upgrades (for example, applying Racing Stripes when your car got an Engine Upgrade). However, those levels of customization pails in comparison to Underground 1. Instead of applying one preset livery, the player is given free range to personalize nearly every single aspect of their car - ranging from the ability to apply and color multiple vinyl stickers, to being able to customize your car's bumpers, hood, wheels, headlights/taillights and rear-wing spoilers, to being able to add stuff like underglow lighting and roof scopes to your car. By far and away not only was the ability to customize your car the biggest feature about this game, it was arguably the biggest and most influential feature racing games had - with even the big racing franchises in Gran Turismo and Forza allowing players to customize their cars however they wanted to. Nowadays though, the level of customization you have in Underground is rather simplistic compared to future titles, both for good (easier to get into) and for bad (more limited possibilities), though this didn't stop me from spending a good portion of my time customizing my car a bunch.

Along with car customization however came the first appearance of the controversial 'star reputation' / 'visual rating' system - put simply, the more flashier your car looks, the higher your reputation goes: ranging from 0 stars (trash) to 5 stars. Higher quality parts (which you have to unlock by progressing through the game's career mode) add more to your 'visual rating' than lower quality parts (though strangely enough, decals and vinyl stickers never added anything to my star rating), so the further into the game go, the more 'better looking' your car is. Star reputation doesn't affect too much - some races require you to have a certain 'star reputation' before entering, but I never had a problem in that regard: I didn't felt I was ever forced to bastardize my car too much to progress.

The racing itself doesn't change much - the game itself still felt more casual. The biggest introduction however would be the addition of Nitrous Oxide - a speed boost you can install on your car (similar to, say, a Mushroom in Mario Kart). Nitrous Oxide in this game is rather simple, it is a speed boost you can only use in limited quantities (depending on both how upgraded your car is and how long you use NOS for), and unlike in several other titles, such as future NFS games or the Burnout series, NOS does not regenerate. Having played future games before this, the ability feels a bit lacking in how limited it is - because of the game's rubberbanding I felt there was no incentive to use it anywhere else except for the final stretch of the race. That's not to say that actually using it sucks - in fact it's typically one of the best moments in each race, as the liquid-ifying speed of sound and the heavy motion blur makes your car feels like its going at light-speed.

Whereas previous Need for Speed games set their tracks in a wide variety of visually diverse locations - ranging from the perilous, slippery, snow-covered mountaintops of High Stakes' Snowy Ridge, to the Hollywood backlots of the Monolithic Studios in Need for Speed 2, Need for Speed Underground condenses all racing to Olympic City - a small, fictitious city set entirely at night. The visuals aren't spectacular by any means, especially compared to High Stakes (the previous NFS game I reviewed), but Olympic City does looks solid enough nowadays with the graphics set to max. Whilst unlike its sequels in that you cannot freely roam around the city without using mods, you will frequently encounter the same parts and shortcuts of Olympic City, from the bright and bustling Chinatown road to the wet, miserable, seedy canals. The idea of all the racing being done in one city could have worked well (and it would work well in future games such as Most Wanted), but Underground 1 really needed a bigger city that allowed for more places to race on, as due to the short size of Olympic City, I felt that even early on in Underground Mode (the game's career mode), the races sometimes felt repetitive despite them often being different tracks.

Whilst Olympic City was fine, the tracks themselves weren't: it felt like the tracks weren't designed with the car physics in mind and it shows. The cars really needed to be more grounded, there were a couple of times where the road would dip only a smidge, yet my car would spin out of control in the air crashing into a wall - losing control for such a minor reason felt annoying. But even those moments didn't compare to the shortcuts, some of the shortcuts in this game were clearly designed for some other racing game as they were either too difficult to corner on faster cars, caused you to slow down too much, or had a bump that'd send you car flying: it'd get to a point where some of the shortcuts took longer than going the "long way". The drift mode race tracks were the best tracks overall as they were built with the car's physics and handling in mind, it was a shame that this couldn't apply to the actual races themselves. Hitting obstacles also slows you down - occasionally when hitting multiple small crates or something I would end up slowing to a crawl. For what was effectively a casual racer it felt horrible hitting obstacles instead of fun for that reason - and there are some tracks where it is impossible to not hit an obstacle if you are in first (most notably the two bridge jumps in Olympic City). I got passed once because I hit a bridge gate I could not avoid (not in a scrubquote way like if I was driving into a wall or traffic, there was no feasible way anyone could avoid it) and I thought it was the worst thing in the world ever.

In terms of racing modes, whilst point-to-point sprint races and lap-based circuit races make a return in this game (with circuit races having both a standard variant and a knockout variant where the last player in each lap is eliminated), two new racing modes make their debut in Need for Speed Underground: Drift Racing and Drag Racing, both of which fundamentally change how the game is played. Drift racing takes placed entirely in closed-off short circuit tracks. The objective of the game isn't to go fast - in fact, there are no visible CPU-controlled opponents, but to score the most points by 'drifting' your car around corners, with players generating bigger points the longer they drift (and more points by drifting on 'bonus zones' closer to the walls). Holding a drift for as long as possible is rewarded by increasing the speed at which you generate points - up to a '5x' multiplier, in which points accumulate very very quickly. However, the ability to control and move fast is also required: going too slow drops your multiplier, whilst crashing into a wall ends your drift without any points. I wasn't a particularly big fan of this mode at first (though this was more of a skill issue for me because I was bad at it), but after a couple of weeks I found a car I enjoyed doing drifting with and found it to be somewhat fun. Even when I wasn't a big fan of it at first, it helped having a separate racing mode where you don't have to "win" compared to the other game modes. One major gripe I had with this mode, however, was that the CPU's score get updated simultaneously with yours instead of being one checkpoint ahead - this lead into situations where I had enough points to appear to take first when finishing the race, but the CPU would give itself points that would take it above mine. Losing to skill is one thing, but when the game decides the CPU gets more points after the race than I do, it felt like the CPU was flat out cheating to deny me of a victory, and those moments were frustrating.

Whereas drift racing was about stylish cornering, drag racing is about stylish...uh..."straight-lining". Players race in a short line from A to B, whilst having to contend with altered controls (again) and traffic. Instead of turning with left and right, left and right now changes lanes instead. Unlike in all other modes, players are required to manually change gears in this mode - 50% of the gameplay in drag races is timing your gear shifts. Time well enough (when the indicator goes green) and your car goes faster - time poorly (when the indicator goes blue, red, or doesn't appear at all) and your car will slow down. If you don't shift at all, your engine will overheat and eventually blow up, causing an end to your race. Cars are also much more fragile - crashing into a wall or traffic or anything will total your car, ending your race prematurely as well. Out of the two new race types, I preferred drag racing to drift racing - drag events were not only much shorter, but also more exciting, weaving in and out through traffic at hair-raising speeds, in comparison to drift racing. Having said that, drag races could also prove to be annoying: with how awkward changing lanes were, more often than not I would ruin my race by crashing into traffic or another obstacle.

The game's biggest flaw comes in the game's career/story mode - titled Underground Mode. Underground would the first Need for Speed game to have a 'story' mode (and one of the first racing games in general to have a career mode) and it definitely shows how rough it is. Players being the mode racing in a souped-up Acura RSX - however it is quickly revealed to be a dream sequence (beginning the classic Need for Speed trope of starting in a fast car for a short amount of time), as the player then has to then buy one of five shitty cars (don't take my words for it, take the game's words for it), perform well in races, get on magazine covers and move up the rankings.

Progression through Underground mode is very linear: at most, the player will get to choose what order to do their 3 or 4 available races in. This method is fine, though there is one minor flaw with the linear progression system I'll get to eventually. All the standard races I mentioned are available (sprint, circuit, drag and drift). Most races will be single races, however occasionally a tournament will pop-up, where the objective is to score the most points over a few races (typically 3), or a time trial where you race for a special car part or performance upgrade. You can choose which difficulty to race each race in, with higher rewards the higher the difficulty, though the difficulty levels don't matter for one notorious reason (another thing I'll explain later). Many races will unlock something should you win; new tracks for splitscreen/quick race, new cars, new performance upgrades and new parts for car customization across all modes - coupled with the Style Points system (which also has its own unlocks), you'll typically unlock something after most races.

There are two different currencies you accumulate throughout the game - money and style points. Money is earned simply by winning races: these are used to buy performance upgrades and accessories like neon lighting and fancy tire designs, or trade in your car (you only own one car throughout your playthrough). With how the game was structured, money was never an issue for me, even after spending all my money on anything and everything I could spend it on (though I did play this entirely on hard difficulty, which offers the most money).

Style points is a separate form of 'currency'. Unlike money where you earn them by winning, style points is gained by performing skillful and/or flashy maneuvers (for example: drifting/powersliding your car around corners, driving near traffic without hitting (similar to grazing in Touhou), taking Mario-Kart style shortcuts and driving error-free through a section or a lap). The style points you earn after a race also get multiplied by your car's "Star Reputation": ranging from a x1 multiplier to a x5 multiplier. Style points doesn't get spent - instead, style points unlocks new vinyl stickers for your car and bonus cars for quick race and splitscreen multiplayer (though those were just special versions of cars you already had with a unique appearance). Whilst Style Points were a cool idea in theory, there wasn't much of an incentive to actually go for risky maneuvers as they didn't do anything to actually progress your game. I try and not compare to future games but Underground 2 executed this much better by making skillful/flashy maneuvers refill your NOS instead - not only was boosting more useful there as you could use it over and over, but the incentive to perform risky maneuvers was now much better as you got an instant reward with boost.

Unlike many other games, in Underground 1, you could only own one car at a time - having to trade in your car whenever you wanted to change cars. Performance upgrades and visual upgrades carry over between cars: if you bought an engine upgrade for one car, all your cars would get an engine upgrade. I drove all the cars I could possibly have during career mode - if I didn't particularly vibe with a car, I could just swap it back to my old car with 0 penalty whatsoever. Because of how free cars were, it would have been interesting to force players to use only one particular car in a race (similar to Gran Turismo 2's one-make-races), especially as some races seemed to be built for that specifically (such as one in the endgame where you race against 3 Mazda RX7s). The most annoying part was that there was no way to save and reload custom cars in the Underground mode: if you go back to an old car you have to remake it from scratch - doubly annoying as there is already an option to save custom cars for use in quick race/splitscreen.

The storyline for Need for Speed Underground is...forgettable. It's not outright 'bad', there were a few moments I enjoyed (with the standout being TJ turning Samantha's cutesy girly car into what passed as a 6-year-old brother's bedroom door's 'edgy' car), but the plot isn't anything to write home about. Your main goal is to win races and rise up the rankings in each of the four racing styles: Drag, Drift, Circuit and Sprint. The game's main antagonists are the Eastsiders racing crew - with their leader Eddie acting as the final boss, and several members of the crew (Chad, Todd and Kurt, each whom specialize in a particular racing style) are encountered somewhat regularly as opponents throughout the game - even changing their cars to a faster one by the endgame in order to beat you. Whilst it's good that the story doesn't really try and do too much to impact the racing, I think adding a little bit more steak to the story wouldn't have hurt it in any way.

The ranking system however is probably the most useless menu I have ever seen. As mentioned before, each of the four racing styles (Drag, Drift, Circuit and Sprint) have their own in-game ranking system - your main goal of the game is to climb the rankings to become number one. The idea is fine as a storytelling piece, but due to how linear the game's story mode is, the ranking system may as well never be used. Because you only get to choose between a few races at a time, and because you have to do all of them to unlock the next set of races to complete, you will progress through each of the four rankings at roughly the same time. There is also no opportunity for a player to outright 'lose' their ranking by performing poorly (since the game only progresses if you win races). All of this combines makes for a very jarring experience. The ranking system would have fit better by allowing players much more freedom in which order to enter races: in that way, a player could progress their way in the rankings through a particular style (so, for example, a player who particularly enjoyed drifting and hated drag racing could become #2 in the Drift event whilst still remaining #8 in the Drag events). Even considering how often you unlock shit through the game, you could section unlocks like new cars/bonus cars and unique parts to rankings (I would not have been surprised if that was planned at some point since you do get to unlock 4 of the NPC cars you encounter in Underground Mode, which would match up perfectly with the 4 styles). I didn't give this idea much thought so there's probably a ton of issues behind it but it had more thought than the ranking system we got.

I've gone through enough paragraphs without getting to the most notorious part the game has: the game's AI is garbage. Need for Speed Underground will be one of the most difficult racing games to complete for one reason: horrific, cheating AI - AI that will catch up to you in a flash if you so much as steer a smidge too long. Or at least they would be if the AI weren't actually trash at driving. Don't get me wrong - the AI can be unbeatable at times, with horrific rubber-banding and ultra tight cornering, and in the final parts of the game they will catch up to you relatively quickly, but the AI are incompetent at driving - even on hard mode. They'll frequently crash into oncoming traffic or into walls, and take shortcuts they're not supposed to take. If you drive pretty close to them, more often than not they will crash out. I never had problems with the two most notorious races in the game, Race 95 (Kurt's Killer Ride) and Race 103 (Enduro Street Circuit), and the reason why was because of how bad the AI was at racing. I managed to beat Enduro Street Circuit in one go even without downgrading your car (which is a very viable strat due to how the game's rubberbanding worked), very tight AI (and that race's AI I will concede is very tight, as opposed to Kurt's Killer Ride) and with several mistakes (like Matt T-boning me out of nowhere during a corner like he was a Freddy Fastbear) whereas I struggled with several of the midgame races.

Having said that - from what I've seen there's no real difference between difficulty levels: even on easy mode the game will smack the shit out of you with the rubberbanding if it wants to, and several of the endgame circuit races are some of the longest races out there: Kurt's Killer Ride being 6 laps and Enduro Street Circuit being 7 laps. By the end of the game, I was looking forward to Circuit races the least, as those would often be the longest races out there compared to all the other events.

After completing the game, you are locked out of Underground mode entirely. There's no real reason to play through it again - and arguably there's no real reason to play through the game now like I did. Underground 2 is probably more worth your time as it's basically just Underground but Better: if you take away the relatively basic customization features and nostalgia value the game has to offer, you get what is basically a bog-standard racer. Whilst it is an important game to be sure, it isn't a game I'd recommend playing through - you'll get more enjoyment out of it doing an unlock all hack, customizing your car, doing a few races, and then logging off. Which was what I mostly did when I played through Underground mode: do a few races, customize my car, log off. I don't think I'll play through this again.

look at the cars I made after you read through this wall of text if you want an idea of what you can make
here
or here
or even here