Author Topic: Star Fox Zero (Wii U) Review  (Read 12573 times)

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Offline NWR_Neal

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Star Fox Zero (Wii U) Review
« on: April 20, 2016, 04:00:21 AM »

Star Fox returns with a new control scheme and a story you might have heard two or three times already.

http://www.nintendoworldreport.com/review/42562/star-fox-zero-wii-u-review

A sense of familiarity pervades all of Star Fox Zero - the third reboot in six games in Nintendo’s Star Fox series. The new Wii U game retells the story of Fox McCloud seeking to save the Lylat System and avenge his father’s death at the hands of the diabolical Andross, hitting all the requisite beats along the way. Fox soars through Corneria as it is under attack. He dog fights with Star Wolf. He does a barrel roll. He fights a lot of bosses that pay homage to their polygonal forbearers. Deja vu is a constant feeling in the adventure, even when it veers off in distinct new directions, such as the new Walker transformation for the Arwing or the slower-paced Gyrowing vehicle. The new control scheme, requiring you to control your ship with analog sticks and aim with the GamePad’s motion controls, is the biggest diversion from what came before, but it still doesn’t hide the ever-present nods to Star Fox’s prior forays on the Super Nintendo and Nintendo 64 either.

To that end, Star Fox Zero is safe in spaces, regularly feeling like a straight-up remake of Star Fox 64. The new controls aid in introducing more nuance to the experience, but, as you might expect, they are still sure to be divisive. It’s tricky to get the hang of processing two screens at once and moving your ship with an analog stick while tilting the GamePad to aim. Once you start to master it, though, the scheme is fun and engaging, especially as the TV offers up brilliant cinematic views while the GamePad lets you fine-tune your aim to take down targets. These controls allow Star Fox to become more of the Star Wars-esque space opera it’s always felt like, especially with the GamePad’s novel use of 3D audio, as it spits out certain sounds and voices in a way that makes you feel like you’re in the cockpit. The only downside to that is that the 3D audio drowns out the spectacular soundtrack that calls to mind old Star Fox tunes with a brilliant new touch from the composer of Bayonetta 2.

At first, the new control scheme didn’t seem all that necessary, but then I tried the control option that limited the motion controls and the contrast was clear: even if the new controls are a little like rubbing your belly while patting your head, the game is far better and more dynamic with them. I felt like I had more control over my ship with the unique control scheme. Even if you are diametrically opposed to motion controls, Zero is balanced for motion controls, so a “normal” control scheme wouldn’t even help much. Aside from the motion controls, the GamePad doesn’t allow for much more than sporadically useful interactions, whether it’s the cinematic angles on the TV or the viewpoint of the Gyrowing’s little robot.

The Gyrowing, one of the few new vehicles added to fray, is a nice contrast from the ever-moving Arwing, but it’s only used sparingly in a pair of slow-moving stealth missions. The Gyrowing’s hook is that it shoots out a little robot - named Direct-i - who has an annoying voice and the ability to hack computers. It’s ultimately not much more than a brief change of pace. Transformations for the Arwing and the Landmaster make up the rest of the new vehicular additions. The Arwing transforms into the Walker, which is an absolute blast to use. Everything about the little chicken walker, from its animations to its handy maneuverability, is awesome. It’s simply spectacular transforming into the walker in space, landing on an enemy ship, and blowing it up as you transform back into an Arwing and fly away. The Landmaster’s transformation is neat but forgettable. The tank turns into a hovercraft temporarily, but the Landmaster is heavily underutilized so you don’t have a chance to explore much of the new elements, except in the bonus Challenge Missions.

The main campaign features numerous branching paths, most of which you can’t even access your first time through (Word to the wise: don’t bother searching for alternate paths until you’re nearly finished your first playthrough). That’s a little frustrating, but in due time, the secret exits and hidden stages start to reveal themselves organically. Each stage also has medals, which can be obtained in a variety of often obtuse ways, ranging from uncovering a nestled secret to getting a high score. They encourage exploration and experimentation, and also hold some fun bonus rewards (like the aforementioned Challenge Missions). You can roll credits on Zero in under five hours, but like past Star Fox games, the magic is in uncovering other stages and alternate paths. To fully see everything, you’ll need to sink in likely at least 10 hours. However, a lot of that time will be spent replaying a dozen stages of the 20 total stages an awful lot. By that token, Zero’s exactly like what came before it: a short experience with a decent amount of replayability if you’re up for it. You can vary up replays with different paths and the Amiibo usage. The Fox Amiibo unlocks the Retro Arwing, which features old-school SNES sound effects. The Falco Amiibo unlocks the Black Arwing, which has more firepower but less shields. Both vehicles bring a new dynamic to the gameplay and while maybe it’d be cool if they were just regular in-game unlockables, they are nice bonuses for folks with Amiibo.

Star Fox Zero’s tried-and-true format and style is, at times, its greatest strength and greatest weakness. This is a brand new Star Fox shooting adventure in 2016, complete with fun new mechanics, dazzling HD graphics, and tons of secrets. On the other hand, it too often treads into remake-like feelings of familiarity. The level design is all different and unique, but the locations and the story are nearly identical. Zero is a great start for a new Star Fox series, but it’s also a start that features a lot of stuff we’ve seen before. I enjoyed saving the Lylat System once again, but give me a year and this experience might just blend in with Star Fox 64 since it shares so much DNA with that classic.

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Offline kokumaker

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Re: Star Fox Zero (Wii U) Review
« Reply #1 on: April 20, 2016, 05:40:23 PM »
Nintendo is sure to lose some sales with that whole "I'm too hardcore for motion controls" crowd.

Offline Khushrenada

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Re: Star Fox Zero (Wii U) Review
« Reply #2 on: April 20, 2016, 06:25:11 PM »
What? That's crazy. Who in their right mind would ever be so obstinate that they would not buy a great game just because it uses a different type of control scheme from the norm? Who would deny themselves an enjoyable experience because of a misguided ideology of personally acceptable control schemes resulting in them not purchasing a game with control schemes beyond this narrow parameter solely on principal?
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Offline Stratos

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Re: Star Fox Zero (Wii U) Review
« Reply #3 on: April 20, 2016, 06:54:06 PM »
Wait...only 1-2 player? No 4-player battle mode? They could have made it the same as 64 in terms of options and it would have been better than no battle mode at all. Big bummer.
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Offline Lemonade

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Re: Star Fox Zero (Wii U) Review
« Reply #4 on: April 20, 2016, 09:07:54 PM »
I dont have very much experience with the Star Fox series, so Im pretty interested in Zero. I will be buying it once Im done with TP HD.

I got the SNES game a few years ago and played a bit of that, but its pretty difficult, I didnt get very far. I have also played a bit of the 64 game, but it was so long ago that I cant remember it well.

Offline broodwars

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Re: Star Fox Zero (Wii U) Review
« Reply #5 on: April 20, 2016, 09:44:47 PM »
Well, since Nintendo has seen fit to pander to the increasingly senile Miyamoto & his motion control obsession, I suppose my money & time will be better spent on better games on other platforms, as usual. It's a pity, as I really enjoyed the original Star Fox & Star Fox 64. Thing is, the consensus from the other reviews I've seen online has been that even if the controls weren't terrible, it still wouldn't be a fantastic game due to rehashed & uninspired level design. I'll just chalk this up as yet another mediocre Platinum game. Maybe this one can hit the impulse buy bargain bin like certain other Platinum failures have.
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Offline Soren

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Re: Star Fox Zero (Wii U) Review
« Reply #6 on: April 20, 2016, 10:12:23 PM »
the increasingly senile Miyamoto & his motion control obsession,


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Offline broodwars

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Re: Star Fox Zero (Wii U) Review
« Reply #7 on: April 20, 2016, 10:14:08 PM »
the increasingly senile Miyamoto & his motion control obsession,


Oh no you didn't...

Oh yes I did. His involvement in games seems to be increasingly the kiss of death, between this and Sticker Star. I love the guy's past work, but it's rapidly looking like the company needs the younger blood in leadership positions sooner rather than later.
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Offline Enner

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Re: Star Fox Zero (Wii U) Review
« Reply #8 on: April 21, 2016, 03:05:44 AM »
"The Next Miyamoto" can be the next "The Next Miyazaki."

Offline Ian Sane

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Re: Star Fox Zero (Wii U) Review
« Reply #9 on: April 21, 2016, 01:13:59 PM »
Ignoring all else, why did they feel the need to rehash the same story for the third time?  That alone ensures that the game is going to be a little too similar to its predecessors.  And then you take out features from the N64 like multiplayer?  In 2016 I would expect online four player co-op through the campaign mode.

That's some major corners cut so is it laziness?  A lack of ideas?  Or did they focus so much on the controls that they didn't have time to fully flesh out the rest of the game?  I recall interviews about Skyward Sword where they said they spent a huge chunk of the development time on getting the controls the way they wanted and that game is full of padding and filler.  Hmmmm.  I wonder if this is the same thing.  Maybe they spent too much time farting around with the controls that when it came time to actually make the game they were hurting for time so rehashing the old story was an easy way to make up for it.

And that reveals the ultimate flaw in Miyamoto's love of motion controls - if other parts of the game have to be compromised in order to accommodate these controls within a respectable development time and budget then the controls have to be that much more impressive to balance it out.  That puts a lot of pressure on them and if they're not significantly improving the experience then it isn't worth it.  It's really the same principle as the Wii/Wii U model where the hardware is compromised to accommodate the controller - the controller then has to really deliver or it wasn't worth the tradeoff.

Offline Evan_B

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Re: Star Fox Zero (Wii U) Review
« Reply #10 on: April 21, 2016, 06:02:26 PM »
I just feel like Miyamoto knows gameplay but not story. The best of his games have relatively basic foundations- Mario is about jumping, Zelda is about exploring, Pikmin is about surviving/finding things.

With Cabal shooters, you either need a decent story or a FUCKIN CUH-RAZY ONE (like Sin and Punishment) to justify your set pieces. Only problem with this game is that it's set in the Lylat System, on the same planets... so... there's really no reason to get unique with the story. Plus, it's honestly a bit too formulaic.
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Offline alexdickdyke

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Re: Star Fox Zero (Wii U) Review
« Reply #11 on: April 23, 2016, 01:25:37 AM »
Is anyone else rage quitting on the final boss? I am so mad right now... Obviously I just need to give it another try tomorrow, but it is infuriating.

I remember not being able to unlock the "true form" in SF64 for a couple years, and when I finally did I was so creeped out it took me awhile to beat it.
But this is just different. Like why?

Offline Caterkiller

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Re: Star Fox Zero (Wii U) Review
« Reply #12 on: April 23, 2016, 01:01:28 PM »
I LOVE THIS GAME!!!!!


My issue with the controls is not the motion, that is actually very natural. It's having multiple functions assigned to buttons and sticks. I find myself using bombs way too much when I'm in the heat of the moment trying to juke out enemies.


I didn't think I'd say this but this needs to be the way Star Fox controls from here on out. It's just better. Well aside from the right stick getting all these functions into one. It feels like classic Star Fox with a little more precision thrown in for shooting.

Edit:
Sorry Ian, thought you said something else.

I'm sure there are plenty of refinements that could come with the controls but honestly it just feels way better and more involved than Star Fox 64 ever did.
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Offline Phil

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Re: Star Fox Zero (Wii U) Review
« Reply #13 on: April 23, 2016, 02:01:00 PM »
Is anyone else rage quitting on the final boss? I am so mad right now... Obviously I just need to give it another try tomorrow, but it is infuriating.

I remember not being able to unlock the "true form" in SF64 for a couple years, and when I finally did I was so creeped out it took me awhile to beat it.
But this is just different. Like why?


Once I knew when to turn into an Arwing and fly out of the way, the attacks weren't bad at all. The only thing I didn't like about the battle was trying to get into the central area with that faraway third person dynamic view. Once I used the GamePad screen to center myself through the holes, it wasn't as bad, but still annoying a bit.
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Offline alexdickdyke

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Re: Star Fox Zero (Wii U) Review
« Reply #14 on: April 23, 2016, 11:36:36 PM »
I beat it earlier this morning. I found that switching the gamepad view(first-person) to the tv made shooting the weak spots much easier. I also find the part where you have to fly in quite awkward, however I enjoyed the fight overall after my initial anger.

This game is weird getting used to, but a very good Starfox game. I think the controls are natural for a veteran starfox player.

Offline kokumaker

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Re: Star Fox Zero (Wii U) Review
« Reply #15 on: April 23, 2016, 11:58:27 PM »
Aaannnd, Broodwars straight up proved me right. Honestly, man, get out of that narrow-minded hatred of motion controls and at least give it a try.

Offline kokumaker

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Re: Star Fox Zero (Wii U) Review
« Reply #16 on: April 24, 2016, 12:00:56 AM »
Oops. Broodwars is a PlayStation gamer who openly advertises his hatred of the Wii U in his very signature. Never mind.

Offline broodwars

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Re: Star Fox Zero (Wii U) Review
« Reply #17 on: April 24, 2016, 12:10:05 AM »
Oops. Broodwars is a PlayStation gamer who openly advertises his hatred of the Wii U in his very signature. Never mind.

If you actually knew anything about this website and its history, you'd know that it's a joking reference to something Lindy said about the original Wii. Hence the whole "Infinite Crisis" part.

I own a Wii U. I have over a dozen retail games on it and several dozen more digital. I don't hate it at all. It's just not a system I bother with fairly often due to very rarely having releases, and what releases it has being far less interesting than those on other platforms, IMO.

But by all means, continue. I enjoy watching fanboys strain to put a single coherent thought together, and we see them so rarely these days.
« Last Edit: April 24, 2016, 12:14:56 AM by broodwars »
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Offline Caterkiller

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Re: Star Fox Zero (Wii U) Review
« Reply #18 on: April 24, 2016, 02:59:41 PM »
As for the story I wouldn't call it rehash. There is a lot of similar dialogue going through much of the same locations but completely redone so it's not like it's just 64 but prettier. There are plenty of brand new places with story developments that never happened so honestly I feel like they basically did make a brand new story just built upon the major blocks that we knew before like the original Star Fox Team with Pigma betraying them.


With that said I don't feel like they were strapped for ideas with creating a new story but I am glad they took this back to the beginning. The planet from Star Fox Adventures was mentioned in the animated short but no Crystal thank goodness and none of the convoluted nonsense that came from Assault and Command. The story in Star Fox needed to start over, it just did.


I actually don't hate Krystal and wouldn't mind her joining into the story going forward. Just don't replace Peppy with her Nintendo!



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Re: Star Fox Zero (Wii U) Review
« Reply #19 on: April 24, 2016, 06:45:51 PM »
The story did need a reboot because any of the Command endings would have been a mess.
I don't think Krystal needs to come back. Ever. I don't mind if they want to add female members to Star Fox, but I don't want Krystal.
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Offline Stratos

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Re: Star Fox Zero (Wii U) Review
« Reply #20 on: April 24, 2016, 07:34:42 PM »
Or just reinvent her and write her into the story similar to Kat from SF64, as someone who pops in to help and eventually joins the team. Only problems with Krystal is her backstory of being from Dinosaur Planet.
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Offline Khushrenada

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Re: Star Fox Zero (Wii U) Review
« Reply #21 on: April 24, 2016, 10:41:46 PM »
Or just reinvent her and write her into the story similar to Kat from SF64, as someone who pops in to help and eventually joins the team. Only problems with Krystal is her backstory of being from Dinosaur Planet.

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Re: Star Fox Zero (Wii U) Review
« Reply #22 on: April 24, 2016, 11:32:29 PM »
I'd rather they dump Krystal and take the two female team members from Starfox 2. Dinosaur Planet never happened
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Offline Ian Sane

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Re: Star Fox Zero (Wii U) Review
« Reply #23 on: April 25, 2016, 12:44:16 PM »
Aaannnd, Broodwars straight up proved me right. Honestly, man, get out of that narrow-minded hatred of motion controls and at least give it a try.

So he should $60 on something that he's not sure he would like?  Games cost money.  The whole reason we have reviews is so that we can get some idea if we'll like a game before spending money on it.

The description of the controls sounds unappealing enough to me that it does not seem worth it to risk $60 on it, particularly when my personal experience with motion controls has been almost universally unpleasant.  If there was a demo then I would absolutely try it out.

Offline Pandareus

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Re: Star Fox Zero (Wii U) Review
« Reply #24 on: April 25, 2016, 02:15:42 PM »
I had a rough time initially with the controls for the Walker and the Landmaster, especially against the Titania boss. And the Andross fight was infuriating. But I've since opened up a bit more of the game and gotten used to the controls a bit more, and it's fair to say Zero has become my favorite entry in the series.


It might pale in comparison to something like the Ratchet and Clank remake but some of the environments are quite pretty. A lot of the boss fights have been imaginative and fun, and as Greg said on RFN, the all-range mode has never been this fun.


And despite the controls taking a while to getting used to, they really got the Star Fox flight physics right (while games like Assault simply felt "off").


The sign of a great game: while away from it, I can't stop thinking about it and looking forward to exploring the levels and mastering them.


It's awesome.