anthropomorphic star pilot takes odd jobs

He just flies the ships real good and leaves the computer technical mumbo jumbo to the kids.

I kind of wish they had thrown back further and just made this an arcade-style game like SNES Star Fox. That’s the only one I really like. But apparently Nintendo views that design as a dated, primitive compromise never to be revisited, sort of like the NES Zelda designs.

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SNES starfox is so good. can’t they at least do a 3DS remaster that changes nothing except increases the resolution and framerate? would that be too much to ask? would it??

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Wario Ware Smooth Moves might be the closest we’ll get

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this makes me so mad

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it should be noted that when you pause the game at any point, you can turn most of the gyro motion controls off and mostly use the sticks. you still need to manage looking between 2 screens and you still have motion control when you hold and fire your laser, but this could make it easier for people.

ALSO, i just figured out that the co-op mode for this game involves one person playing flight controls on another controller, and another person using the gamepad to shoot. i haven’t tried this yet, but i’m sure it should help people to get through some of the more challenging stages.

but as for what i find redeeming about the default controls, i think it comes down to personal preference. they’re a lot more sensitive than i was expecting but eventually i adjusted and beat the whole game using them. being able to look all around the cockpit helps when you’re in all range mode and when it works, it kinda reminds you of being luke and han at the MF gunner controls in a New Hope, this feeling of swinging around wide and nailin shots. and there seems to be way more difficult enemies and groups of enemies and kinda feels like an ā€œarcade bullet hell in 3D spaceā€.

the other thing about Zero is that in order to do really well in stages, you have to use the Walker a lot. eventually you can unlock the ability to change from Arwing to Walker at will, and it changes the entire dynamic of All Range mode and boss fights. you now have way more control in any situation, and bosses can be defeated differently (and more efficiently) if you can balance transforming back and forth constantly. it’s a really neat addition and i believe the motion controls help with the transforming dynamic in a way that keeps this game from being a straightforward remake of 64.

it’s just a preference thing. it reminds me of trying to play the other Platinum game, Metal Gear Rising, and just not really connecting with the basic fundamentals of the parry attacks and other moves and upon being frustrated i just stopped. i dunno why i felt like this made more sense than that. i’ve always been a huge Star Fox fan (well, the first two games) and there’s enough challenging but still super satisfying moments in Zero to keep me going.

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I actually think Falco’s Sly Stallone drawl in that cartoon is closer to the digitized voice he has in the original game than the 4kidz antihero voice he has in 64.

(go to like 1:40)

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i remember when i was shocked to learn that ā€œlylatā€ as a voice language option was only in pal copies of lylat wars/starfox 64


I’d never heard of this until today!

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I realize it’s the most obvious comment to make about the franchise, but I really really wonder what the evolution of the series would have been like if Star Fox 2 had come out as planned.

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i never heard of the 64 lylat language thing either, that’s wild!

well damn, now I feel scrubby. But I just wanna stick to my buttons and joynobs.

wow, you’re right! I bet it was a deliberate nod then

As a dude who exhaustively played the original StarFox and that’s it, all this new StarFox stuff looks exactly like it should to me. The idea that ā€œthe modern conception of StarFoxā€ is as different from the SNES game as, like, Twilight Princess is from LoZ is really depressing.

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Played this last night on my friend’s wii u, and I agree that the controls aren’t as bad as many people seem to think. They’re tough, but in a way that makes me want to get better at them.

We also tried the co-op controls, which do make things significantly easier. With the single-player controls there are a lot of disparate elements you need to hold together at any given time - your position on the screen, your viewpoint on the gamepad, the positioning of your thumbs on the left and right joysticks, the position of your gamepad in relation to the screen - and it all just feels prone to collapse. Co-op breaks up the tasks and makes them feel a bit more manageable. But yeah, the core single-player experience of switching between both displays feels fun, it probably just takes time to learn.

The gyrowing sections are godawful, though.

I like this game. I saw some review that called the motion controls ā€œa third analog stickā€ (Polygon maybe?) and I couldn’t disagree more. Once you actually get used to motion aiming you can start to use it to fine tune your aiming reliably in a way that you couldn’t with an analog stick. And since I approach these games with a score attack mentality (going for the best time, most units destroyed, etc.) there’s an incentive to get good as good at using them as possible.

The one dig I’d make at the game is that there are definitely at least a couple of stages dropped in that weren’t as thoughtfully designed as the better stages and feel lackluster–which is not great when your game is supposed to be a focused arcade experience. But even Zoness (the one stage where you need to use the Gyrocopter the whole time) becomes fun once you revisit it and it asks you to rush through it with the Arwing/Walker combo. The Meteor Field became a boring stage from what it used to be in previous games, and its theme is recycled in a better level, but to its credit I barely got the Great Fox out it alive the first time I completed it. Ah well, even Star Fox 64 had Aquas, which I’m pretty sure is worse than any of the stages in this game.

I actually really like exploiting the ability to transform into the Walker once they give you a free pass to do so any time you’re have the Arwing. Many stages require you to hit a stationary or slowly moving targets while in the Arwing, but instead of carefully circling them you can just transform into the Walker, burn some of your boost to float in place (even in space) and wreck stuff until you need to dodge. Like, in the missle command stage, you can speed towards the missles and just land on them in Walker form, which makes dealing with them a lot easier – but only if you plan well and ā€œlandā€ the Arwing in the right spot. It’s a nice feeling when you pull it off. I’m pretty sure getting good scores was built around the idea that you’d improvise in these sorts of ways.

Also this stage is the greatest: https://www.youtube.com/watch?v=bbg09Qz8wDY

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i just replayed through the campaign in co-op and had a great time, really cuts the stress in half but makes for a fun couple hours of arcade-style fun

i love getting better with the walker, makes me imagine more co-op mech game concepts and it’s a shame the wii u is gettin close to dunzo