Chocobo GP Review: Copy Map

Five years after its release, Mario Kart 8 Deluxe is still selling by the truckload and this week hovers just outside the top 10 of all formats. It’s all the more notable for being based on the Wii U version of Mario Kart 8, which debuted eight years ago. Quality clearly never goes out of style.

o Why Chocobo GP exists is a bit of a mystery. It’s not that the other kart racers shouldn’t try to compete – Crash Team Racing is doing very well, thanks. But if you want to clone Mario Kart, you’d better be at the top of your game.

Unfortunately, Chocobo GP can’t be sufficiently different from Nintendo’s classic, especially considering that it’s just coming out as a new DLC set for MK8.

On the surface, it dresses up the race with a bright cast of characters borrowed from Final Fantasy, where the franchise originated. But squeaky chocobos, unbridled friends, and grumpy foes quickly lose their shine in the overly garrulous story mode.

The track action mirrors classic Mario Kart moves, from sliding and boosting to collecting power-ups that can attack other racers. Chocobo GP introduces a tiered tier of power-ups that make them more powerful the more you collect, but it proves far too complex in the frantic tussle of a race with seven other characters. Couple that with the excruciatingly long wait for a reset after getting hit yourself, and you have a recipe for frustration.

Where the game really loses pace is in the variety of tracks, none quite as memorable as Mario Kart’s Rainbow Road and just nine worlds in total, albeit with minor variations.

Chocobo GP offers a free-to-play lite version so you can easily make up your own mind by trying out the 64-player championships. There are some caveats compared to the full game, but enough to make you think you’d be better off opting for MK8’s fresh DLC rather than this spirited-yet-derivative copycat. Chocobo GP Review: Copy Map

Fry Electronics Team

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