IGPX: Immortal Grand Prix

By Alex Arbizo . September 22, 2006 . 9:39am

Your heart races as quickly as you accelerate, it seems to be going as fast as you’re moving, somewhere around 350MPH.  But there’s no time to think about that, not when your two teammates are counting on you to think of a strategy and coordinate your next attack, all while still keeping in mind you need to get to the finish line first.  Just another day for an IG pilot.  In the year 2049, a new sport has emerged where teams of mechs race and fight there way to the finish line for fame and glory.  This is Namco-Bandai’s latest anime derived PS2 title, IGPX: Immortal Grand Prix.

Purchase at Play-Asia

 

The central characters of IGPX and the team you control in Grand Prix mode is Team Satomi.  They are an up and coming team of teenagers with everything to prove.  They have the talent but are not the experience of other IG-1 teams.  Do they have what it takes to win IGPX?

 

IGPX is not a normal race and does not adhere to normal rules. It uses a point system to determine the winners of each race.  Races begin with 2 teams, each with 3 racers.  They race at speeds in an excess of 350 MPH.  Points are accumulated by damaging your opponents, using brutal combo attacks that involve more than one of your pilots (big points for that) and winning the race that begins during the final lap.  First place receives 15 points, 2nd gets 7, 3rd gets 5, then 3, then 2, then 1.  Mechs that do not finish the race do not receive points.

 

Each team is comprised of 3 members, one Forward (FW), a Midfielder (MF) and a Defender (DF).  The FW is the most balanced between strength, on both offense and defense, and maneuverability.  The MF is extremely agile but lacks attack power and durability.  The DF is the tank, able to take hits and dish out the damage, but also the slowest. Players start each race as the FW and teammates are CPU controlled.  IGPX allows players to switch during the race, and automatically swaps control when one racer is damaged too heavily and is removed or a combo move is performed.  Some of the other teams that make an appearance in IGPX and are playable in the VS mode are Team Black Egg, Team Sledge Mamma and Team Velshtein.

 

The actual combat in IGPX is closer to a fighting game than anything else.  There is no targeting system, so timing is key when attacking or defending.  Simple three hit combos are used to quickly inflict damage and send opponents tumbling.  When the player controlled mech is knocked down, a recovery meter appears and fills as the player mashes buttons and rotates the analog stick, which makes the mech re-stabilize. Grabs can also be used, on both opponents and teammates.  Opponents can be grabbed and beaten, dragged on the road for good damage, or thrown.  While, teammates can be grabbed and launched as a devastating spin attack.  Each mech also has a block move that makes a shield appear.  The shield is not very big though, so be sure to face the direction of the incoming attack.  During all this damage exchange the combo bar will fill up.  Once full, a combo attack can be initiated.  This is the technique for heavy damage and big points.  After a short combo, you will throw one opponent to a teammate.  You will then gain control of your teammate and the target enemy will glow.  Attack him and continue the combo to your next teammate.  This can be continued indefinitely, as long as you can hit your target.  If one pilot is too far ahead or behind, and the enemy can not be reached in the short window of time and the combo ends.  When you are the target of a combo, shielding at the right time can break it. Opponents can also do if you juggle them enough times. My record is 11, almost 4 attacks with each pilot, then he countered L; so if you get way up there, just neglect to throw him to your next teammate and the combo with end successfully.

 

IGPX courses are approximately 60 miles in length, and are the same more or less.  They have a small section with obstacles that if struck, cause you to tumble and take damage.  Some have a jump or bumpy zone, but overall there is not much variation.  The scenery is uninteresting with minimal detail, and does not create a feeling of a 350 MPH race.  This shortcoming goes unnoticed much of the time though, as the fighting is clearly the major focus of the game.  Attention is paid to your opponents’ movements on the track, rather than taking in the scenery.

 

A good game interface is something that most people just expect, and is often overlooked.  When fighting the HP bars are clear but not obtrusive and all other relevant information is available.  There are two maps, one displays information about where you are with respect to the entire course, and another centered on the player controlled mech and the location of other mechs nearby.  The latter is much more useful, it helps to set up combo attacks and avoid knocking enemies down in the path of your teammates.

Racing is a very small part of the picture.  From the time you are told to race to the finish and when the race ends is usually a matter of 10 or 15 seconds.  IGPX is definitely centered on the fighting.  All the fighting game mechanics are there, button sequences, timing, and variation through customization of each mech.  Parts become available at the shop after specific races are completed.  Left and Right arm purchases allow players to use new special and throw attacks, and accessories can be equipped for additional attack, defense, stability or maneuverability.  Customization is limited though, upgrades are marginally better and usually very expensive.  If you find yourself stuck on a race, it is most likely not a parts issue.  Observe was the other team is doing and look for a weakness, often it will just be a matter of when to attack.  Important thing to keen in mind; an opponent that is eliminated during the battle lap can not beat you to the finish, so take them out!

 

Version Covered: North America

Release Date: 09.12.06

 

+ Pros: Fights are fun, controls are intuitive and easy to learn, can get very in-depth, can send teammates instructions in combat (see cons). Challenging, some races can not be won on luck alone, detailed models with many color choices, catchy music and true-to-the-show voice acting

 

- Cons: Not a lot of course variation, no scenery to enhance the 350MPH experience, part purchases are rare. A minor issue, but the minimap does not cover much space around you, making it difficult to keep track of your team and opponents position (a hindrance when setting up an attack). Miscellaneous menu features and navigation ( re-loading saved games every time you exit and re-enter GP mode, race completion goes to home menu, not available race list ).

 

Overall: Entertaining for IGPX anime fans and non-fans alike.  Complex and enough content to make it worth the time.  The above-average voice acting adds to the experience.  However, if it is a racing game you are looking for, you will not find it here.

 

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One Response to “IGPX: Immortal Grand Prix”

John H. Says:

So, are all the team members on the same vehicle? Has Namco actually the courage to finally give us a game version of Sidehackers?

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