
Разработчик: Feperd Games
Описание

Race at the speed of sound and beyond in the great XF Extreme Formula championship! Taking place in the year 3000, you will tour trough the solar system proving you’re worthy of the title of champion.
Features:
> Arcade mode.
> Tournament mode.
> Single Race mode.
> Time attack mode.
> And story mode.
Immerse yourself in the year 3000 in an engaging story, interact with other XF pilots and learn more about Hoverjet racing.

Поддерживаемые языки: english
Системные требования
Windows
- Requires a 64-bit processor and operating system
- OS *: Windows 7 64-bit / Windows 8 64-bit / Windows 10 64-bit
- Processor: Intel Core i5 4440
- Memory: 12 GB RAM
- Graphics: NVIDIA GeForce GTX 1650
- DirectX: Version 11
- Storage: 15 GB available space
- Requires a 64-bit processor and operating system
- Memory: 16 GB RAM
- DirectX: Version 11
- Storage: 15 GB available space
Mac
Linux
Отзывы пользователей
This game is amazing. The passion and effort is abundantly clear. So much fun. The visuals are fantastic, the maps are exciting, and the music is terrific. Wow! Wow! Wow! It looks like it has a lot of content. I finished the Mercury Cup in 1st place and can't wait for the next race, but I had to leave a review first.
And this is an indie game? Pure talent. I've never played F Zero, and I don't think I need to now, so I won't compare the two. Amazing!
To get it out of the way, this game seems to be pretty inspired by F-Zero GX. There is no shame in that, considering F-Zero GX is without a doubt one of the greatest racing games ever made, and you can argue it is THE best racing game ever made. There are clear similarities between GX and XF- White Kestrel looks a lot like the Blue Falcon (with other ships looking similar to F-Zero ships), certain tracks share elements of tracks from GX, and the pre-race intros are quite similar. That being said, this game deserves much more than to be compared solely to F-Zero GX; XF is similar, but it has enough unique aspects to let it stand on its own.
Everything about this game feels super satisfying to play. The sense of speed is awesome, and the ship handling is very responsive. Pulling off sharp turns in this game feels so good, and nailing the boosts so that you hit those sonic booms is just incredibly rewarding. The game is relatively easy to learn but has a very high skill ceiling. With that in mind, it's also really clear to see improvement in this game should you really try, which is the beauty of a well-crafted single player racing game; you don't need human competitors for proof of your efforts. I am SO HAPPY to read the focus is on single-player and local multiplayer. That's the best decision you could make for a game like this!!
The only things I think could use some work are presentation aspects, and I have complete faith they'll get better when the game is actually done. With a story mode in the works, I have hope that there will be some really cool and creative characters and vehicles added into the game, which goes a long way in making the game leave a lasting impression on people. For example, the story of the Forgery vehicle is pretty dang cool, so more stuff like that would be awesome! Hope to see more unique ships in the full release.
Some cleanup on the HUD would be nice; text is pretty small to read and the fast pace of the game makes reading not really advisable anyway. Also, more audio clarity and cues could add a lot of flash to the game. For example, a more noticeable countdown before the race starts would be nice. Maybe throw in an announcer of some kind, too.
I briefly want to shout out the track design; Frigid Metropolis is a masterpiece of a race, and there are so many courses with cool concepts, like Penumbra Haze, Doublesphere Raceway, and the UK track. I would love a mini-map of some kind that shows the track layout, but that's just a personal preference.
Obviously, I really liked this game; as a longtime casual fan of F-Zero GX, this is exactly what I was looking for. It's similar, but has its own twist and flavor that make it stand out. I'm really looking forward to the future of Extreme Formula and can't wait to see what else is in store for this game. For fans of zero-G racing games, I can't recommend it enough.
I loved everything about this game the content and sense of speed. If you grew up on f-zero gx you will not be disappointed. there were nods to other real racing venues that I loved. I eagerly await the story mode as well.
the downside however if you have a steam deck, you may want to wait. I found myself constantly tweaking graphics as I entered more intricate tracks for a stable 30fps. I have seen in discussion and community info that this will be optimized later though and is possible to get it right but with the lowest settings for play quality it wasnt the best experience. I have refunded for the time being as my steam deck is the only way I can play pc games right now.
(review as of radar update)
Xtreme Formula should be very familiar for anyone who's played F-Zero GX. It is much closer to it than other antigravity racers like Redout. However XF changes the mechanics in some interesting ways. In addition to seperating boost and hp, the boost gauge now regenerates based on your speed, allowing you to chain boosts if you can maintain your speed. I think it's pretty cool.
Also, I think drifting works a lot differently here, I'm still getting the hang of it so idl what to say about it.
(Update: It takes some getting used to, but drifting around corners while boosing = epic.)
However, onto what is my main criticism of the game- the presentation. Graphically, the game looks fine. The game is set in a hard-scifi glowy-radiator nerd future with Terraformed planets and huge space stations and stuff. There's a lot of cool stages that play with this, like a track up along a space elevator, several stages floating alongside giant airships on a gas giant or super huge space tracks alongside giant solar shields. A younger me would be over the moon seeing this stuff.
However, it is lacking a certain wacky charm that something like F Zero had. Like there are a lot of city stages that feel pretty generic. It's in stark contrast to the more interesting stage themes of this developer's previous works. I mean, the tracks set on japanese colonies, there's not a Torii Gate or instant noodle advert what have you in sight!
Similarly, while the music is of good quality, none of it has particularly stood out to me. So far the only one I've bothered to listen to out of game has been the Lunar Bass remix.
TL;DR XF is a great spiritual successor to F-Zero, however its missing some of its predecessor's charm.
cant take this anymore ive lost gallons
Pros:
-Great Music
-Lots of tracks with alot of variety, and I like alot of them too as they can offer a great challenge. Only 2 of them I really hated; Aqua Twist and Ocean Twist. Kasei Circuit 1 was my favorite track by far, and Kasei Circuit 2 is great practice for overstrafing.
-Pretty good, optional, tutorial. It teaches you alot of the games mechanics and challenges you to get good at them. I just wish some of them, mainly overstrafing, wasnt in the last pile of tutorials.
-Arguably the most important thing, it really does nail that sense of speed. When you go fast, you know you are going fast.
-Easy to get into, while the skill cieling is very high.
-Split Screen support. I dont use it, but I do greatly appriciate it.
Cons:
-Major difficulty gap. Call it a skill issue on my end, but I do feel like the difficulty gap between Intense and Extreme is way too much. Opponents on Extreme on average are around 25 seconds faster. With where I am now, Intense is too easy while Extreme feels a bit too much. Perhaps add a difficulty in between? I dont mind Beyond because it warns you about the passive advantage they get.
-Machines. Alot of them are tied to beating a certain Prix on a higher difficulty, even Beyond. This isnt exactly good design because it means alot of machines will be virtually unobtainble for alot of players.
However, this doesnt matter because most of them are terrible anyways. There are only 2 good machines worth using, Long Haul and Centauri. Centauri is max speed, max boost, which is what the game is about, and you have the tools to overcome its poor handling and acceleration. Long Haul trades in some speed for slightly better handling, slightly better accel, and an actual off road stat; Centauri dies on the few offroad tracks in the game cause it has no offroad stat. Long Haul can be unlocked by putting in work on the tutorial, while Centuari is locked behind a grand prix on Extreme difficulty.
Other Thoughts:
Ive heard some criticisms about not having enough varied locations, and while more is better, I was satisfied with the variety we have now. Settings and UI are an issue, yes, but keep in mind this is still an Early Access game, so there is room to grow.
One thing that should be fixed in addition though; in time trials, lap times are only saved once you quit to main menu. If you record a lap, then restart, that time is now gone. Def should be still saved upon restarting.
As a personal request, how about adding a minimap of each track like in Mario Kart and F Zero; which there can be a toggle option in the settings.
I also like that you are valuing story mode more than online mode.
Conclusion:
Overall; if you really want a futuristic high speed machine racer with a great sense of speed and alot of tracks to challenge you, then this is the game for you. Well worth the money.
This game isn't even done yet and it's already the best AG racer on the market, as long as online multiplayer isn't extremely important to you. The developer LakeFeperd has a lot of experience making high speed platforming games, and has brought that experience forward REALLY well into this game, especially in regards to the stage design which blows every other racer out of the water. My only big complaint is that acceleration is set to the bottom face button which is more awkward to hold down than a shoulder button, but at least that makes it easier to tap.
This is the one. It's got some issues with stability and settings changes. But, the content of being fast as hell is simple and addicting. Music is on point.. I'll say it. If you like F Zero GX and wish you didn't suck at F-Zero GX then play this game.
I am terrible at this... I'm going to go cut the tracks some more
For any one who love ultra high speed racing games, this will give you what you are looking for and then some!!! I have Redout and Redout 2 and this game destroys them both! i have played a lot of racing games from F-Zero X on the N64 to the Redout 2 on the X-BOX Series S.
Needs optimization before it can be anything playable...
Feels and plays like F-Zero! If you liked GX u will love this.
As it stands, it has enough content for a whole game, and a good one while at it.
Having the boost separated from health is a huge plus, along with the fact it rewards chaining together speed pads and bursts of O2 boost to continuously make your boost more powerful and, in a positive feedback loop, go faster, awarding even more boost to use, and so on.
39 well-crafted tracks spread across the entirety of the Solar System await your mastery, starring lots of elevation, loops, jumps, offroad sections, boost zones, vaccuum sections and much more, alongisde 15 unique playable hoverjets to play with, each with unique strengths and handling models.
Although I'm currently capable of winning every race on the hardest difficulty available (Beyond), the AI is a bit lackluster in terms of both how they drive and their rubberbanding. Currently, they drive "on rails", so to say, choosing between a few preset racing lines of different qualities. Rubberbanding is sometimes too much to handle, especially on tracks like Hypertona or Krakenaria Y. Speaking of such, Hypertona is, ironically, the hardest track to win on, requiring you to use a hoverjet that favors aero rather than engine power and booster, which doesn't suit an oval race at all. Also the AI currently lacks a collision avoidance system between each other and/or the player.
You can also use mechanics like overdrive or counterstrafing to squeeze those opportunities to improve your pace. The former isn't actually needed to win the races once you reach a certain skill ceiling, however, so it's thankfully treated like a last-resort-measure.
Special difficulty and Gran Turismo styled license tests located at the Proving Grounds are nice bonuses. For the former, the issues with the AI are more proeminent, often finding a good bunch of them throwing themselves out of bounds. It also further highlights balancing problems, favoring handling-based hoverjets far too much. This could be mitigated with a cap on all the stats after applying the buff, and also have the turning double when selecting that mode in question.
Space Daytona.
Exhilarating gameplay with nuanced piloting mechanics and extremely fun maps. This game's even better than what I was missing from F-Zero.
Very obvious nod to F-zero GX on the gamecube back in the day with some different game mechanics and machines with different specifications based on what you want to do. still, early access and there's a training mode if you want to learn how the machines work.
mom i cant see what the fuck is going on i have major tunnel vision
As an opening note, being that this game is in early access, you are paying for a game that isn't jam-packed with features, as the only gamemodes are Tournament, Single Race, and Time Attack. Not a slight against the game, but please bear that in mind if you decide to buy this game.
Anyways, I've been bouncing around all sorts of anti-grav racers, as it's my favorite racing genre (my favorite being Redout 2). From the ones that I've played (Aero GPX, GRIP, Redout 1/2, and now this), I can say this is my favorite game of the bunch so far, and comes as close as to the sense of speed that F-Zero GX gives. And while it's really good at replicating the speed of that game, it stands out as it's own with it's unique mechanics that make it it's own thing. Put it simply, it's a challenging, frantic, and super fun AG racer with the tight controls of the F-Zero games, while having it's own unique mechanics that offer a different take on the genre.
Note that I'll be mainly touching on XF's racing mechanics in this review, but I will talk about other aspects of the game as well after.
XF's unique mechanics
Unlike F-Zero, the boost meter is a separate resource instead of being tied to health. While that might sound like a dealbreaker to people who like F-Zero, managing this resource is just as critical to winning races as is health in F-Zero, as boosting in this game gets stronger when done consecutively without stopping. Alongside this, you gain O2 (the resource needed for boosting), by going fast, and using all of your O2 locks you out of boosting for a while. Whereas F-Zero is all about managing your health in exchange for burst of speed, and where to make the most of it, XF is all about knowing when to drop your boost, and keeping your O2 up at all times. IMO, it's retains the strategic decision making that F-Zero has about boosting, but in a different way from that game that helps it stand out.
Aside from that, this game also has strafing like F-Zero, but unique to it is Overstrafing, where by turning and strafing in opposite directions, you can drift which increases your speed and earns you even more O2. Overstrafing is a big part of what makes going fast in this game so fun, and it's a vital part of maintaining your boost and overall speed. Once you master the mechanic, XF truly starts to reveal the absurd speeds you can go and how strategic maintaining the O2 meter becomes.
IMO, it's the best part of XF's unique mechanics, and shows that an "F-Zero-like" can still be just as interesting without replicating it's central mechanic one to one.
All in all, XF is a game that's all about controlling your machine amidst insane speeds, to MAINTAIN those speeds. With some tracks having tight corners, it can be punishing at times when you miscalculate and run out of boost, but when you master it's boost mechanics, and how to navigate each track while building up O2, it becomes an addictingly fun racer.
There also exists a unique "Overdrive," mechanic, which basically grants a massive boost in acceleration, top-speed, and O2 generation that get stronger the longer it's left on, but consumes massive amounts fuel and health, both of which can lead to being disqualified if you run out. It's no doubt another layer to the mechanics, but it's not as strongly emphasized as O2, and to me, I could take it or leave it. It would be more interesting I feel if machines could have different stats that could influence the power of Overdrive (the game does have Hull Strength and Fuel Efficency stats), which could perhaps offer some interesting variation of Overdrive in machines, but overall it's very samey amongst machines.
Interestingly, the game does offer combat moves, including a spin attack, and a tackle that can go in any direction. The Spin Attack doesn't alter your handling other than slowing you down, and is more so used to fly pass other racers without slowing down when bumping into them. The tackle can be helpful in smashing someone who might be neck in neck with you as well. But unfortunately, I don't really think the combat adds much to the racing in general. There's no reward for taking out other racers, and the game doesn't keep track of your kills which only places combat in the background. And once you do master the game's other mechanics, you'll quickly outpace other racers that combat just becomes unimportant. Overall, it's the least baked aspect in my opinion.
Everything else...
Another cool effect during races are vacuum sections. There are certain tracks that have perfect vacuums. Without any air, your machine must rely on the O2 it uses to boost, but also means that there becomes nearly no limit to your speed, basically removing the top-speed cap. The game transforms from frantically turning corners at 2,000KMH to trying to turn corners as cleanly as possible so as to avoid losing speed. It's a pretty cool change of pace, and is a unique hazard that adds another layer the already chaotic race, and thanks to the game's Precision Handling button that lets you make very small turns to your machine, I welcome it and would love to see more of it.
The game's environments I think could be more varied. While there are some really unique aesthetic and ideas for tracks, (such as Hyperlagos and Red Hell being themed after F1 tracks, Hypertona being NASCAR themed, stadium and all, or the cheesy but charming Hyper Effects which basically looks like an N64 game), a good chunk of the environments are some variance of "sci-fi futuristic cityscape." or just... outer space. Would love to see some of the more crazier environments on display here, and some more variance in the environments if there are to be more tracks.
Soundtrack is tight and entertaining. I don't think it hits the same highs as other AG racers I've played, but there are some headbangers and they do give that adrenaline rush when you're on the last lap and are blazing through turns as you boost like a madman. Overall, great soundtrack.
And, gotta give props: This game has SPLIT-SCREEN multiplayer! I know that seems like no big deal, but I feel in 2024 (soon to be 2025), that's really awesome! And while I might not use it, I hope there are players who love to have such a feature in this game.
Closing thoughts...
I know no game will hit that same nostalgia high I had playing F-Zero GX for the first time, but honestly, I'm okay with that. Because XF is a game that stands on it's own merits as much as the game it's inspired by. There are little things like machine balancing (some machines feel completely overpowered compared to others *cough*
Pros:
-Feels like F-Zero.
-Already has a lot of great original maps.
-Split-Screen in this day and era.
-Cool soundtrack.
-Feels like F-Zero.
Cons:
-No Captain Falcon.
Buy this if you want to go fast. Well crafted, works on steamdeck, fast as fuck with fun music and pretty awesome level design.
The game is so simple on the surface, then you see the HUD showing the Air Pressure, Gravity, Temp and you know some huge nerds were behind this game. They got flavor-text for every planet and moon and some of them don't even have tracks on them. They have this sick forced-air-intake boost system that stacks exponentially if you have the confidence to never let go of the boost button.
Don't even get me started on the soundtrack.
Started playing a few days ago, and I can confidentially say I like it. The physics are fun and exciting, and aren't boring. I also love the F-Zero inspiration. The scenery is cool and unique, with many different environments. The self-paced tutorial system is also good, as it allows you to get used to the game at your own pace. Overall it's a solid buy, and I recommend it to those who enjoy classic arcade racing.
What NintenDon´t
After 20 long years, Extreme Formula might just be the game GX fans have been waiting for. It combines performance with the thrilling "look and feel" of a futuristic racer, capturing the essence of what makes this genre so beloved.
Extreme Formula impresses with sharp visuals and an ultra-smooth experience, supporting 8K resolution and unbound framerates. The clear, minimalistic design ensures a fast and fluid presentation, perfectly suited for high-speed action.
The driving mechanics are spot-on, offering precise controls that perfectly suit high-speed racing. The sense of speed is phenomenal, immersing players in an adrenaline-pumping experience. Additionally, the innovative "Oxygen Mechanic" adds a clever layer of strategy and is brilliantly implemented. Some tracks also feature open sections, offering a refreshing twist and new gameplay possibilities.
The variety of tracks and vehicles is already impressive, with highlights like the Earth Cup, which showcases the developers' creativity and leaves players excited for future expansions. Each track is unique, and the settings are caputred nicely.
The soundtrack is a perfect match for the fast-paced action, featuring energetic, memorable tracks that elevate the overall experience and feel like a medley of X / GX and GP-Legends.
Criticisms:
While Extreme Formula excels in many areas, there are still some rough edges:
Collision feedback feels off, with abrupt stops or unnatural "bouncing" off walls and opponents, which disrupts immersion.
The starting sequence sometimes feels awkward, with AI behavior being particularly strange at the beginning of races.
Occasionally, there are minor visual glitches during intro sequences.
Graphical effects could use further polish, though the game's performance remains unaffected.
Final Verdict:
Despite these issues, Extreme Formula is the most exciting entry in this genre in years. While games like Redout and Fast Racing brought their own flair to futuristic racing, this title comes closest to recapturing the magic of "F-Zero" franchise. With just a few refinements his could become a masterpiece.
They put Gran Turismo style license tests in an anti-grav racer. Enough said.
Absolutely amazing. If you like anti gravity racing games, this one is a must own. It already has plenty of content but i'm very excited for the updates to come.
Tutorial mode is actually flexible - it does not lock players at the beginning of the game for tutorial and you can choose to leave mid-tutorial if you don't like it, which I do like. Starting out of a bat can even unlock two machines, one of which is the best machine for time-attack, not great against unfair AIs when it comes to "beyond difficulty." This game is actually pretty generous towards unlocking new machines.
Physics are phenomenal! Any small marginal errors during time-attack will punish hard: personal advice is know the mechanics very well for every machine - there is a reason why the tutorial exist.
Music is well diverse mainly techno and electronics with some rock in it- I enjoy every single OST races, even I stopped playing I just can't get over the soundtrack. It's very well designed to enjoy and keep playing.
I am not very picky about micro frames and crash physics and such, just the overall play-style with a simple game over or didn't get to the top 3. Graphics itself is a nice cherry on top. I do like machines that go fast it did felt like a well-polished F-Zero X/GX version. I played this during the free demo and even bought right at early access.
My only comment would be if the machines are worth unlocking. Most machines unlocking for are better off at lower difficulty. Unlock machines at "beyond difficulty" I expect to be alot faster and better overall than the unlocked machine at tutorial.
How would I rank this game? I would give an overall scale of low 8 out of 10. I would realistically give a 7.5 despite its major flaw, however the high scale graphics, physics and music were so good I will be very generous about it.
This game is still young, I would give a year or two for this game to be (fully) polished.
This game is straight gas!! It's so good!! Yippee!
F-ZERO REBORN
A fantastic F-Zero inspired game, I'm glad that after Ferpard was able to perfect his sonic like games with spark 3, he went on to make great racing games!
An amazing game that does more than be an f-zero clone. This stands on it's own and the gold standard for the futuristic combat racer genre. Fantastic track design, interesting lore, and unique mechanics that serve in favour of the gameplay. None of it feels like tacked on fluff. And 39 tracks is outstanding, most if not all taking place in unique environments that all feel distinct. The soundtrack and graphics are top notch too.
An all around fantastic time and like i said, the gold standard.
it's fun
This is THE spiritual successor to F-Zero GX. There are no games that come this close, with Fast RMX coming in second. It does enough to build on the formula that it's a wonder the big N hasn't already tried! It's obviously still in early access, but what's on display already is so extremely fantastic (or XF, for short!). The core gameplay is entirely present and it feels absurdly good. All of the tracks have their own identity and take place in very memorable settings. There were many times playing throughout all the tracks where I had a great big grin because of how cool something was.
The music is great, the graphics are more than serviceable, and the game is FAST. There is a mode that will help you with the mechanics of the game which also pushes you to get faster and faster times on the tutorial courses. The game isn't overly difficult, but it's no slouch either. Most of the time, your obstacle won't be beating out the other racers, but beating the track itself and trying to shoot for better times. In my experience, the difficulty settings don't matter too much, but it could be that I'm good enough where I don't really notice it? I wouldn't even call myself amazing at the game, but apparently decent enough to outrace the AI and only worry about falling off the course.
Split-screen is currently in the works and technically playable in the beta branch at the time of writing this review. It's great to know that it is being worked on, especially knowing that you can use something like Steam Remote Play or Parsec to play online with your buddies who don't even own the game using this method. Not sure how well input latency would hold up with a game as fast as this but hey, worth a shot. Hopefully we can see online multiplayer soon!
This is the only indie futuristic racer that I've played that feels like F-Zero rather than Wipeout.
This guy gets it
Fantastic game and super fast. Cars control buttery smooth.
Only gripe is that I can't remap overdrive from Y to LB
The game is locked behind a compulsory near-20 stage tutorial of short, inane and boring sections, each with three grades to beat. Not that these are hard, but this forced tutorial wastes your time. If you're not good at these F-Zero likes, you might find those two hours go by fast and refunding becomes a dream.
That said, driving is fine. A lot of the animations are off though, trying to steer with R2/L2 gives you one-frame animation, same with boosting. I get the intention, it just looks cheap and awkward. The lack of smoothness is apparent with when colliding with objects.
I'd wait for the game to come out of early-access and see if the tutorial stages become optional. You can pick up other futuristic space racers and have more or less same fun.
Lake Feperd has done it again, and I continue to find myself loving his work. XF is probably one of my favorite racing games of all time. It manages to perfectly capture the spirit of the sport, while also innovating on the Anti-Gravity (AG) genre of racing. The obvious inspiration from past works such as Fast Racing NEO or F-Zero Gx are a fun aspect to notice, but this game improves upon them in a way that easily makes it the definite AG racer.
From tracks that twist and turn at every corridor. To the vacuum mechanic, that sees you driving in the dead of space, with you having to manage your vehicle's oxygen meter more closely, and the music & sound effects becoming more distorted, creating nice sequences of spectacle, as you hear the engines of you and the other racers roaring in the chaotic tracks. And with over 30+ tracks to choose from and 14 vehicles, each with their own driver, I'd say that XF is shaping up to become a cult classic, among AG racing fans, and the like.
It could not get anymore of my furthest recommendations as fans of the F-Zero series will love this game, and even just fans of the racing genre in general. With a story mode campaign sure to be following the games full release, I can easily say that XF is well worth the $19 dollar price tag.
Great AG game! Has some really phenomenal tracks and songs. Early access, so still waiting on that story mode. But it does have lots of grand prix, races and time trials.
A love letter to F-Zero GX - with more to come. Developer has had 3 games to perfect speed, and they've done it beautifully in this game.
You absolutely HAVE to stop resetting our saves every time you push a new beta branch. Or at the very least, have everything unlocked.
I am not playing through 12 baby mode courses 1 by 1 just to unlock the first cup AGAIN. I've already done it twice, this is the dumbest prerequisite to being able to PLAY the game I paid for.
Lot of potential with this one!
https://steamcommunity.com/sharedfiles/filedetails/?id=3360367336
Still in early access but for sure already better than Aero GPX and Super Pilot.
XF Extreme Formula delivers insane sense of speed, great tracks design and gorgeous graphics.
This looks absolutely amazing while in motion, not as good as Redout 2 but for an indie game it's impressive. Trust me I played pretty much every anti gravity racing games out there for the last two decades and XF Extreme Formula certainly has the best tracks designs I've seen in recent memory. If you thought Redout 2 was the fastest anti gravity racing game well you might reconsider this after playing XF Extreme Formula, the sense of speed is absolutely ludicrous here.
https://steamcommunity.com/sharedfiles/filedetails/?id=3359575872
With few tweaks for physics, especially for collisions, braking and steering it could be almost perfect feeling for controls.
Also better AI that doesn't feel like cheap cheating in Mario Kart style, online multiplayer or at least leaderboards for time attack then it can become a must have if you enjoy the genre. The soundtrack is also surprisingly enjoyable and fits the game perfectly. Finally I think it would be great to reduce the times required for gold and silver in proving grounds, right now it's only possible for elite players and not a casual player friendly experience.
Anyway keep up the great work Feperd Games, cannot wait to see what's coming in the future updates.
https://steamcommunity.com/sharedfiles/filedetails/?id=3359567397
Early access rating 7.5/10.
Favorite tracks:
Hawkland, Mariner's Tribute, Regolith Storm, Thunder Heights, Penumbra Haze, Highook Heights.
Edit 5/11/2024: The newest update just dropped and it greatly improved controls. The physics are still a bit wonky for sharp turns and collisions are still weird but it feels way better and more satisfying to play. The new ships are pretty cool and they are really well modelized. Cannot wait for more tracks and story mode! Also please Feperd Games do not wipe our saves ever again, that's kinda painful having to re-do the proving grounds missions.
Awesome trip down memory lane for F-zero gx lovers! There are more games like this that go for a sense of extreme speed without the use of weapons like Redout 1 and 2 and Fast RMX.
Highy recommended and works pretty good on deck as well btw ;)
It's alright, but needs a lot more to stand out. Online multiplayer would do this game wonders, even split screen would be nice. I would like to see more mechanics, like sliding, slamming, items or even something new to spice things up. I love whats here, and i know its in early access, so hopefully things like this will release in future updates.(but come on, this game just screams multiplayer madness.)
This developer really brings in the fun in games really reminds me of great games released in the 2000s before 2010s came along instead rather focus on profit more than fun.
I wish this person the best and hope they can grow bigger with more games in the future.
Very cool, very fast.
If you, like me, are looking for something to fill the void which Extreme G, especially XGRA, left behind, look no further!
Handling, visual fidelity, the boost system and the sheer amount (30) of race tracks, each carefully designed around a certain idea, gimmick or play style... Wow.
The race tracks are looooooong. No twitchy "go around in 30 seconds" nonsense like Wipeout introduced to the genre. Some take minutes for one lap.
Remember games which you needed to learn, so you get good enought to unlock new cups and racers? This is one of them.
I enjoyed GRIP, I liked Redout 1 and 2, I love Super Pilot, and thought Aero GPX was peak f-zero-like. But overall, to me, XF Extreme Formula rightfully took the crown. And all this by a single dev from Brazil. incredible!
What a rush! Amazing game with enough content to play and master to rival full priced racers.
As it stands, the game is split into two main gameplay loops. The first is in NOMAD, where you race to complete small tutorial sections of a gargantuan greyscale map. I love the challenge and the strictness in getting gold. In my attempts I naturally failed to get bronze, then consistently got bronze then silver then finally achieved gold. Unlike normal races, the track was a lot harder to read (please change the transparent turn walls to include a red X or something) but the trial and error is a part of the challenge.
The second and main selling point of the game is in the nearly 40 stunning racetracks. The environments are a beautiful, utopic futurism that inspired me to lay down the controller and take in the sights. Most courses feel unique, taking advantage of the game’s unbelievable number of mechanics. I played with the Intense difficulty, and while I didn’t like the AI’s rubberbanding (especially reverse rubberbanding where they sometimes just slow down at the end of the race), I found it to be functionally a fun level of challenge. Health and attacking never feels important enough to concern with as it stands. The tracks are designed with speed in mind, so I find equal HUD space of the pair of FUEL and HULL to the much more important RAM and O2 to be misleading. Instead of health, something like a way to steal O2 or a more punishing loss of speed when receiving a spin attack would be more effective, I feel. This would also make acceleration a more useful stat.
The last critique I have regards flying. Instead of death planes, I would prefer there to be invisible walls or some visual indicator of forbidden zones. Particularly in Jupiter, I encountered situations where I would fly too high and overshoot the racing area and die. This discouraged me from finding shortcuts. This mechanic has a lot of potential (like a better and freer version of gliding in MK) so I hope some kind of small tweak is made.
My favorite character is NEVER CENTAURI. I love that the lack of turning and general slowness encouraged Over Strafing. It made each race more intense. My favorite track is Mariner’s Tribute. I love water mechanics, and this track is the perfect balance of fast fun and strategic turning.
Oh boy now this felt gooooooooooood ! This feeling of speed is on point. We are early in Early Access though and there is one thing bothering me, where is the news feed? I like to follow games I feel a hitch for. XF Extreme Formula is in the right spot to replace the F-zero game have been waiting since the N64 and GC games but there is obviously still a lot to do, the menu kinda sucks, it is unsexy and why don't we get a chart of our best time instead of a text describing the planets (that nobody cares) in the race tournament selection? There are plenty of little stuff like that that needs to be improve I would not certainly not tell you to absolutely buy it right now if you want to be safe but if only if you reaaaaally want to see a great F-zero inspired game like me in order to support their effort. XF feels a little more demanding in term of skills than F-Zero from what I have seen, especially when it comes to managing the turns it asks for a lot more precision and timing I felt.
Is this the Perfect F-Zero challenger? Maybe, it is one a good path to get there but right now it is too early to say, we need multiplayer and story modes to open out then we shall be able to see where does it stand exactly.
game is fun but has to be really poorly optimized. i have a Radeon RX 7900 XTX and a Ryzen 7 7800X3D and it somehow struggles with the overkill settings even though i play new games at max settings no problem at 4k high framerates. can't recommend this game until they figure that out, although i do admit maybe it's somehow a problem on my end of course, maybe it's using the integrated gpu or something idk comment here or pm me if anyone reading this has had this problem
also the inability to rebind controls is a huge oversight, won't be changing my review until that's added
This game feels really nice to play. I've seen a lot of comparisons to F-Zero GX and I honestly don't think that describes the way this game feels well enough. The vehicles all have really nice designs, with references in the form of the White Kestrel and Crosswinds to Blue Falcon and Little Wyvern respectively. I'm a fan of the more realistic approach in how they perform like literal rockets here, alongside using oxygen to propel themselves in this gameplay loop of trying to maintain a positive feedback loop as long as possible. Easily the worst part of the game right now is how frustratingly often the AI will rubberband like mad. I've had times where I'm way ahead and pumping out boost, and the AI will just blitz past me anyway. Or sometimes I'm near the end of the track, and all the AI racers just... Stop for me? Or they slow down a bunch till I blitz past them and then pretend to fall behind just to speed past me later. It's extremely disingenuous even for rubber banding standards when I finish a track because every single racer stopped RIGHT at the finish line to wait for me. (As in a complete stand still. How the fuck?)
The spin attack needs some work in ways I'm not quite sure of, but it feels weird to use. I like hitting people with it to slow them down and get them off my tail, but often times I'm met with the circumstance of not landing it cause it feels like i can't get close enough to hit someone without killing my own momentum cause of how you have to steer your Hover Jet (I think that's what they're called in this game) like a rocket, meaning you need to be super consistent on turns or else you'll lose all your built up momentum. It feels like it was thrown in just to remind me that this game is F-Zero inspired, but nothing more. It's fun to slow everyone around you to a halt and blitz past them with it, but it feels a little jank otherwise.
The OST is stellar. I don't think there's a lot I can say about it other than it's just really damn good.
The space segments feel alright. You lose boost access in exchange for constantly expelling oxygen for a steady stream of boost power. But this is insanely crippling on any Hover Jet with low O2 reserves or boost power (both of which are tied to the same stat, so have fun Crosswinds users). Not to mention if you strike a wall, you're now at a screeching halt and basically can't catch up to anyone at all anymore. Not very fun.
Overall I'm excited to see where this game goes. But definitely some kinks need to be ironed out right now. But none of it detracts from my enjoyment of the game right now.
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Дополнительная информация
Разработчик | Feperd Games |
Платформы | Windows |
Ограничение возраста | Нет |
Дата релиза | 02.04.2025 |
Отзывы пользователей | 92% положительных (119) |