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Fast RMX review

Futuristic racing with an old-school feel.

At this point, we know that the Wii U had a ton of shortcomings. If there was one good thing to come from that console generation for Nintendo, however, it was when they really threw their doors open and welcomed indie games full-bore. We can look back at titles like Runbow and Shovel Knight and know those wonderful experiences helped solidify Nintendo’s indie-friendly stance. None may have been more impactful, though, than Fast Racing Neo—a sequel to the Wii’s Fast Racing League—that gave gamers everywhere the closest thing we’ve had to a new F-Zero in what feels like forever. The love for that game made it a no-brainer then for developer Shin’en Multimedia to continue the franchise and deliver us Fast RMX on day one with the Switch.

In a lot of ways, Fast RMX is Fast Racing Neo 1.5. It touts all 24 tracks Neo had with its DLC, but with six brand new ones also in tow, upping the total to 30. Meanwhile sharper graphics, Switch functionality, and a new “Hero” mode help beef up the experience of this hardcore anti-gravity racer. There isn’t really more than that, but that’s perfectly fine in my book. You just hop into the cockpit of one of three different vehicles (there’s 12 more to unlock as you race) and aim for the finish line. Depending on where you place gives you points, similar to Mario Kart, and the racer with the most points at the end of the three-race circuit is the champion.

The hook for the racing is in the name. Every vehicle averages top-speeds well over 1,000 MPH as you soar through locations both terrestrial and beyond. There is a bit of strategy here as well as different-colored speed strips—activated by changing your exhaust stream with a press of a button to match the color—which can give temporary boosts. Collecting power orbs also allow you to fill up your personal boost meter, giving you that necessary edge in long stretches without speed strips, and again placing a pure emphasis on going as fast as possible. Playing smart and finding the perfect paths between boosts is a must.

And, if you’re going fast enough, you can bump your rivals out of the way too. Fast RMX should be commended for never pulling its punches with its AI; right from the first race, you’ll be fighting all the other racers and jockeying for pole position, as your opponents will use boosts just as much as you while definitely not being afraid of bumping you off course. All of this means that, as the game progresses, unless you pull off a near-perfect race you’ll be more and more likely to lose. I’d never been so happy over a third-place finish before by the time I had reached the Platinum circuit.

You’ll find the 30 courses in the game take place in myriad settings, cutting through rainforests and glaciers here on Earth or zipping around space stations and asteroid quarries. The course locations are absolutely gorgeous, with the amount of detail surrounding each track hinting to a spectacular future where these circuits can take place while also taking your breath away.

If only the tracks themselves were as consistently inspirational. Some definitely take advantage of the anti-grav future premise the game is built around, and will make you audibly utter “wow” as you swirl around the course’s curves. And, if you’re not careful, you can fly off an edge, crashing and burning just as easily as soar ahead of other racers for a victory. There are plenty of shortcuts to be found on some courses, and knowing your vehicle’s capabilities as well as the track could lead to shaving precious seconds off your lap times.

Other courses are very straightforward, however, and don’t push the envelope nearly as much. What’s worse is when it felt like the game tried to make more simple tracks far more difficult by adding obstacles—particularly around blind corners. For example, one track is observed by giant, insect-like robots, which randomly decide to cross the street with no rhyme or reason, crushing your vehicle. It didn’t make the game more difficult as much as it felt cheap at times as a crash all but guaranteed a less-than-stellar finishing position and likely some forced replays until you learn where everything is by heart.

In terms of the game’s modes as well, I wish there was a bit more depth. You start with your standard series of championships and classes. There are 10 three-race championships to start, and three different classes ranging from Subsonic to Supersonic. Although having all 30 tracks available in a single race class was a lot of fun at first, it quickly became repetitive with the minimal increase in difficulty change once it was time to move up in class—and my motivation was lacking since I had already seen all there was to see. It would’ve been better had some championships been relegated to each class, giving a sense of identity to them, and marking a more obvious increase in difficulty between courses.

There’s also the noticeable absence of time attack mode. What could’ve been a great way to learn tracks for championships and improve your times will be patched in later as free DLC, but it being absent at the moment is disappointing to say the least. In its place is the mentioned-above new Hero mode. This is meant more for after you’ve already learned the courses, since your boost meter is also your shield meter here, and it’s much easier to crash—and if you crash in Hero mode, the race is over. If—for some reason—you want Fast RMX to be even harder, this mode is for you.

It’s not just racing against the computer all day in Fast RMX, however. There’s a local multiplayer option that supports up to four players, with each player taking a Joy-Con and linking it to the Switch. There’s also online multiplayer, which works fine at this point, but it lacks certain amenities like online friend support that Shin’en has again said will be patched in later.

Fast RMX is the better version of an already good racing game. If you’re looking for something that will challenge your reflexes and get those competitive juices flowing, then this is a great game for you. The fact that some modes missed launch is disheartening, as is the inconsistent track quality, which can lead to as much frustration as fun at times. We may not ever get another F-Zero game, but the Fast series is doing a great job at trying to make claims to the title of its successor.

★★★☆☆

The fact that some of Fast RMX’s modes like Time Attack missed launch is a bummer, and track design can be a bit inconsistent in terms of quality, but if you’re looking for a pure arcade racing experience, this heir apparent to F-Zero will definitely do the trick.

Developer
Shin'en Multimedia
Publisher
Shin'en Multimedia
ESRB
E - Everyone
Release Date
03.03.17
Fast RMX is available on Switch. Primary version played was for Switch. Product was provided by Shin'en Multimedia for the benefit of this coverage. EGM reviews on a scale of one to five stars.

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