It's been almost two decades since we got a new F-Zero game, which really should be a crime, or something. Still, if Nintendo isn't going to make a new F-Zero, then perhaps we should be looking elsewhere – for example, solo developer Aaron McDevitt is currently putting together an F-Zero-style racer by the name of Aero GPX, and it certainly looks like it could build on the good work seen in the franchise's N64 iteration, F-Zero X.
Keen to learn a little more about the game, we sat down with McDevitt for a quick chat.
Nintendo Life: What do you love about F-Zero?
Aaron McDevitt: Well, basically everything! If I were to choose a particular aspect that F-Zero nails, it's the pure responsiveness of the controls. F-Zero X and GX respond almost instantly to player input; even the most basic act of turning the machine feels instantaneous when the player has finesse with the analogue stick. I've tried my best to push that even further in Aero GPX; to make it feel like instead of "driving" the vehicle, you're actually "controlling" it as if it were a character. I hope that makes sense!
What inspired you to create the Aero GPX?
I was bouncing around multiple project files and I had the thought, "Hey, I'm going to try and reproduce the anti-gravity physics of the F-Zero games." I started working on it and eventually, there was a "eureka!" moment where things clicked. I began seeing potential in it; the prototype started feeling nice and technologically it was working smoothly. Of course, my love for anti-gravity racers helped get the ball rolling too.
You've noted that the game will have a focus on flight and deep mechanics - could you elaborate?
An essential part of Aero GPX’s track design are the aerial wind tunnels called “Slipstreams.” Slipstreams can be flown through in all directions and add a significant airborne element to the gameplay of Aero GPX. I wanted to add to the anti-gravity racing sandbox with my own spin, and slipstreams have been an absolute blast to design around. Pilots can also dive in and out of them to gain momentum using a new advanced mechanic called the "Drill Dive" where they commit to a downward angle and dive to build speed. That's the "deep mechanics" part of my design goals; putting in mechanics for players to learn that allow them to express themselves and push the envelope. I'm trying my absolute best to make the game fun for players of all skill levels, but I want to build in special mechanics to reward players that want to optimize and push the game to its limits as well.
What aspect of the game are you most proud of?
So far I'm most proud of the shader that I wrote for the machines. It's honestly just an application of a couple of simple mathematical and modelling techniques that have been around for decades. I found a pretty unique way of presenting them that gives Aero GPX's machines a pretty unique aesthetic. I worked on that shader for basically an entire month making sure it represented that elusive picture in my mind of how I wanted the machines to look!
Is anyone else involved with Aero GPX's development?
Not yet! So far it has just been myself.
You've also said that your intention is to flesh out the game so it's not so close to F-Zero. How do you propose to do this?
Most of this will come about once I start working on the final tracks of the game in the design phase. I'm using both a health and boost resource for Aero GPX; where in F-Zero that all happens under one resource. I keep the risk-reward component by having separate refill zones that are always parallel, forcing the player to choose between refilling health or boost. I also have a ton of track design mechanics and techniques planned out that will definitely make Aero GPX feel like its own thing; especially when you mix in Slipstreams and a few other significant twists on the anti-gravity racing sandbox that I have planned!
What's the timeline for release? Do you think there's any chance this could eventually find its way to Switch?
I don't really have a timeline yet. I've got basically all of the development tools and back-end of the game done now. From here on out it's mostly track design, art, and content work. That could either take longer or be shorter than the progress up until this point; it's the first game that I've made. However, I'm working on it every day and I definitely am going to release Aero GPX eventually. I would also love for Aero GPX to exist on consoles one day starting with the Switch!
Comments 39
Nintendo - sitting on so many IPs that they do nothing (or very little) with....It's a sin.
"make it feel like instead of 'driving' the vehicle, you're actually 'controlling' it as if it were a character."
That quote sold me immediately.
Whenever it comes out, it's a day-one purchase.
I just want to see my vehicle explode when I go off course like it did on SNES.
Also, the big blue theme makes an f-zero.
Hubba hubba! This looks great! Kudos to that guy.
I imagine it will be difficult to get close to GX however as one person developing alone.
@Lordplops Lets be fair though: F-Zero has zero appeal outside of a small fanbase. It doesn't have the cool cache that WipEout generates and GX was far too hard for the majority of gamers which put them right off.
WipEout Omega Collection reached number one in the UK sales charts in 2017 on the back of 100k weekly sales. By comparison F-Zero GX didn't even break into the top 100 selling games by years' end. The bottom selling title, Beyblade (on the PS1!) managed 86k in sales in 2003 on the back of a December 2002 release.
In other words Sony has no idea what to do with a brand that still has a large fanbase whereas Nintendo have shelved F-Zero because nobody ever cared about it in the first place.
Well this looks amazing. Gonna keep an eye on it. Especially if it's 60fps on the switch.
Nintendo does waste a lot of their franchises. Just because not every single one of their IP will sell as well as a Mario or Zelda does not mean that they should sit dormant for decades.
They've also been pretty successful in reviving interest in not so popular franchises recently. Fire Emblem? Metroid? The combination of a good game, high install base and proper marketing have done the trick for those two series.
This guy does what Nintendont! Sorry I'll see myself out...
That's cool. Can someone also make a Wave Race inspired game?
@RadioHedgeFund Wipeout has never been better that F-Zero.
@MetalMan They did, it's just not very good.
Making F-Zero inspired games is cool, but I want an F-Zero game. If I want an inspired game I can play Fast RMX, and seeing as Nintendo funded and helped that game to the finish line, I'll never understand why they didn't just re-skin it as an F-Zero game just to shut everyone up. I guess those things are just too simple for Nintendo.
Well I'm interested for sure, love the look of the game play.
It's pretty sad that Nintendo neglect F-Zero, Star Fox etc, while at the same time churning out remasters and Mario games. Don't get me wrong, I like Mario games but I don't need so many of them on one platform.
@MetalMan Check out Riptide GP Renegade
@YANDMAN Fast is an awsome game but the rubber banding i found to be completely unfair. Running oerfect laps and the opponent that crashed out is suddenly on my tail again. It ruined the expierience for me a bit. Lovet the T.T mode tho trying to beat the devs hot laps.
The early concept looks and perform very well, up the graphics, add some fun tracks, more speed, some explosion, some twist and turns, and a hard rocking soundtrack, and we're good to go.
There it is! The Dream!
Oh WOW.. Yes please. I'll have this now, thank you. It's missing .. music maybe? That slipstream thing is so cool Also liking the flight system with that and locking on.
Yeah I'll get this for sure.
@YANDMAN This is obviously down to personal preference. I was never a fan of F-Zero.
It was my love of the art style and world building Psygnosis did with WipEout, particularly the clean 3rd installment that kick-started my interest in (and led to a career in) Design. It helped that the games were incredible too.
I got my DS at launch but as soon as I saw WipEout Pure running on the PSP I sank £210 on it and my DS gathered dust.
F-Zero GX was awesome from a technical standpoint and the cylindrical tracks were amazing. But after the first campaign the difficulty became too hard. I can gold every track on every WipEout on Phantom Class but GX was just too difficult to be fun. I persevered with it for over a year too and only saw the backend of it thanks to an NGC Magazine cheats disk!
AX is one of the greatest arcade cabinets ever devised though. I played the one with the swinging cockpit chair in the Trocadero whilst I was at Uni and it was fantastic.
The handling looks to be spot on! I love F-Zero but hate most futuristic racers (including Wipeout) because the handling feels off.
Wipeout didn't play half as well as F-Zero. This certainly looks like it will scratch an itch but stuff like this just comes accross as the worst type of port (if you get me.) Don't get me wrong, it looks great and hat's off to the guy, but I want GX (and analogue triggers)
It looks terrible but there is serious potential here if it were funded properly.
Not a fan of the "anime speed lines" on the outside edges of the screen. If there is BOPPIN music in the game, I do want to try it!
I prefer fzero when the vehicles don’t spin to take others out.
This is impressive for a one man build. It needs some graphical work, and is missing that F-Zero catchy music, but it shows a lot of promise. I hope he can get help to put it out as high quality and as fast as possible!
@RadioHedgeFund
According to wikipedia it sold well enough to become a player's choice game in Europe. 1.5 million sold, on the Gamecube, is pretty good in my book. And the game is superb, with great graphics and a great soundtrack.
I Japan, F-Zero GX sold 100,981 units[82] and became qualified for the Player's Choice line in both Europe[83] and North America[84] by selling at least 250,000 copies.[85] Nagoshi said in a 2018 Edge interview that F-Zero GX sold over 1.5 million copies worldwide.[86]
This looks amazing.
Yes please! I've been waiting for a proper F-Zero sequel since the excellent Gamecube version
Keep up the great work!
There's potential, especially the idea of separate regeneration strips for speed and boost. The key to F-Zero is purity in speed. So be careful of gimmicks that break this paradigm, notably obstacles on courses, that ruined much of GX. X on the N64 is the template.
@HalBailman another thing to be careful of is controls. F-Zero has tight controls. Unlike wipeout and others with their floaty controls. a big reason I never liked them.
based on the footage, looks like he has tight controls in this.
the Extreme-G series was pretty good too from what i recall, but it's a bit different with weapons etc.
@RadioHedgeFund Maybe in the UK. Here in the US however, I didn't know a soul that played the wipeout games, and we all played F-Zero.
F-zero has way better controls too, in my opinion.
Looks great gameplay wise just needs some character and a theme to it now
@AgentLA As I understand it that figure is wrong because Nintendo reported all 1st party games that sold over a million to the CESA White Paper and GX was never listed. We are probably looking at 100k Japan, 350k in the USA and 250k in Europe as that was the Players Choice limit.
Pikmin sold 1.6m units and got a Wii rerelease. Mario Strikers sold 1.5m units and got a Wii sequel. F-Zero got buried.
https://vgsales.fandom.com/wiki/F-Zero
https://vgsales.fandom.com/wiki/Nintendo_GameCube
@RadioHedgeFund Wipeout to me has always felt soulless and clinical, but I'm also not a fan of weaponised racers. I agree with all of your comments on GX though and I don't think anybody could truly argue differently. I am all about 'X' and the original. Those two games are amazing and are still a thrill to play to this day. We all have different likes though.
@YANDMAN Its the worldbuilding that drew me into WipEout. the original is an ok-ish racing game but the additional things like the quotes in the instruction manual detailing the fictional history of AG technology and racing really drew me into a believable future.
The 3rd game in the series really shifted my musical tastes as well.
@YANDMAN..... I'm a Huge fan of F-Zero but, Wipeout is a much better game.
Especially 2048.
@Chilly64 each to their own.
@Jamie_R It could use a lot of work and funding, but i don't think its terrible.
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