- Publisher: Namco Bandai Games America
- Release Date: Sep 12, 2006
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Tons of potentials here, but spoiled by overly simplistic controls and horribly sluggish frame rates.
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If you're looking for a racing game where robots punch each other you might be hard pressed to do better. There are better looking and more detailed mech sims, but the fast pace and fun might win you over.
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IGPX never ascends above the label of a quick and dirty fan-service. It has its place, certainly, but that place probably isn’t anywhere near your PS2.
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An odd combination of racing and combat that really doesn't satisfy fans of either genre.
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If you can make it past IGPX's terrible presentation and steep learning curve, you just might find an inexplicably satisfying mech-combat racing game.
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There are gobs of customization options for each of your squad (and lord knows you'll need 'em), but there's not much variety to the goings on, and the whole Grand Prix affair won't take you much more than 8 hours or so. Multiplayer offers some extended usage, but not enough to keep it a long-term rotation.
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Though I like the concept and general idea, for a racing game, IGPX doesn’t move very fast.
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The racing portion of the game takes a backseat to combat, which is problem in and of itself, but both aspects lack refinement.
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Official U.S. Playstation MagazineWhile IGPX isn't quite as shallow as previous anime offerings from Namco Bandai, only hardcore fans of the series will find themselves playing much past a few hours. [Oct. 2006, p.83]
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Play MagazineAt the end of the Saturday morning, I think IGPX will please its younger fans, although it makes some mistakes along the way that may keep discerning gamers at bay. [Oct. 2006, p.59]
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PSM MagazineIt's not easy to make a good combat racer, even with all the mechs in the world, as this game so sorely points out. [Nov. 2006, p.80]