More money left on the table means less chance for the industry as a whole to grow, and everyone suffers for it. By not funding big name titles in a genre with a respectable amount of fans, they’re leaving money on the table. The only way these types of games are going to come back in a big way is with a significant cash infusion, which is a publisher’s language. I believe that if Nintendo just wants a racing game that is ‘fun and accessible’, they already have Mario Kart for that purpose.” -Toshihiro Nagoshi And in that case, I’d like to make it a challenging game. If the opportunity were to present itself, I wouldn’t mind. “Putting aside the odds of it happening, I must admit I have a lot of affection for F-Zero GX. Since then, the only talk about it came in January of this year when series producer Toshihiro Nagoshi commented on making a hypothetical new entry. In the above 2015 interview with Smosh Games, Shigeru Miyamoto noted there were no current plans for a new game, but that could change if Nintendo were to develop a controller interface uniquely suited to its style. On the other hand, F-Zero seems to be hamstrung by Nintendo’s focus on innovative controls. At least franchise co-creator Nick Burcombe has been keeping the game’s spirit alive working on supercars in Liverpool. While many of those developers went on to form the development studio Firesprite, neither the new company nor Sony has announced any new games in the pipeline. Since then, we’ve only seen the release of Wipeout Omega Collection in 2017, one of the two remastered collections I mentioned above. In 2012 Sony shuttered Studio Liverpool about a year into the development of its next Wipeout title. So why haven’t we seen any new games from either of these racing giants? There are plenty of reasons, but primarily it’s a lack of publisher interest. Whether you were tearing through Mute City to a sick guitar solo or blasting opponents to The Prodigy, these games offered some of the best music in video games, in-house or licensed. In both series, players took control of unique vehicles that hovered above the courses, rocketing along at breakneck speed through futuristic and sometimes alien locales to consistently excellent soundtracks. The last wholly new content from this franchise was Wipeout 2048 in 2012, released on the PS Vita. When all was said and done, there were 10 Wipeout games, including two remastered collections spanning 22 years. That isn’t to say these games weren’t difficult they very much could be. It included weapon powerups, adding a dimension that F-Zero lacked but sacrificing speed along with a bit of technical skill requirement from its players. Wipeout was developed by Studio Liverpool, formerly Psygnosis. We haven’t seen a console game since Gamecube’s F-Zero GX. It was a serviceable game but suffered from balancing issues and the dubious decision to reuse graphics and musical assets from its predecessor released a year earlier, F-Zero GP Legend. Between 19, the franchise spawned seven titles (arguably eight, as BS F-Zero Grand Prix was effectively one game released in two parts), most recently F-Zero Climax on Gameboy Advance. High speed and vibrant colors define the F-Zero games.į-Zero was Nintendo’s offering, focusing on quick reaction time and precision.
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