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.
the increasingly senile Miyamoto & his motion control obsession,
the increasingly senile Miyamoto & his motion control obsession,
Oh no you didn't...
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?
Oops. Broodwars is a PlayStation gamer who openly advertises his hatred of the Wii U in his very signature. Never mind.
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.
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.
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.
Ugh. You can stand watching/listening to that kind of stuff? I couldn't take that video after 4 minutes. It's just the same old jargon from complainers who want to whine about the controls but can hardly make any substantial reasons why from the game. I tapped out at the point where he started complaining about the chicken walker stating it controlled even worse or like ass while then moving on to complain about Miyamoto being allowed to use a new control scheme for the game. How does the walker control worse? What is so bad about it compared to the other vehicles? Why would the controls be worse for those sections than other sections? Who knows. The "reviewer" just wanted to mention the chicken walker and say it was crap to probably appease the fan base that actually watch these videos and who probably already feel that way about the game without actually playing it themselves and just want their non-factual opinions validated.
Out of curiousity, have you played Star Fox Zero yet, Broodwars? Just wondering since you say you aren't a fan of Sterling but linked the video stating you were in 100% agreement of it.
Out of curiousity, have you played Star Fox Zero yet, Broodwars? Just wondering since you say you aren't a fan of Sterling but linked the video stating you were in 100% agreement of it.
No, I haven't, which is why I added "and motion controls in general". Plus, the video in general only uses Star Fox 0 as a stepping off point for a look at Nintendo's obsession with adding stupid gimmicks to their games just for the sake of having them, which I do whole-heartedly agree with. Considering his experience with the controls is pretty common across the board with critics and is pretty much my own experience with motion controls in other games, I doubt my experience would be much different than theirs.
If Nintendo finally sees reason and patches Star Fox 0 to add the option of playing with traditional controls, I'll pick the game up. Maybe I'll even give the gyro controls a try like I did Splatoon (though I didn't like them there, either). But I'm not wasting $50+ on a game I already know I'm not going to like because of how it plays, not after Kid Icarus Uprising.
Miyamoto's never really gotten over the fact that motion controls died with the Wii, and they died because no one wanted them once the casuals went to mobile.
Miyamoto's never really gotten over the fact that motion controls died with the Wii, and they died because no one wanted them once the casuals went to mobile.
Miyamoto's never really gotten over the fact that motion controls died with the Wii, and they died because no one wanted them once the casuals went to mobile.
This is blatantly untrue with the VR devices using motion controls as a control method. Then there's gyro usage that still gets action.
Miyamoto's never really gotten over the fact that motion controls died with the Wii, and they died because no one wanted them once the casuals went to mobile.
This is blatantly untrue with the VR devices using motion controls as a control method. Then there's gyro usage that still gets action.
Miyamoto's never really gotten over the fact that motion controls died with the Wii, and they died because no one wanted them once the casuals went to mobile.
This is blatantly untrue with the VR devices using motion controls as a control method. Then there's gyro usage that still gets action.
The new VR devices may support motion controllers, but we have had no sales data to support that anyone is buying or will buy them. The various VR companies are desperately chasing the Wii audience in a vain attempt to try to make lightning strike twice, but that doesn't mean motion control is actually successful again. I suspect that when VR fails this year (as it has before and likely will again, like 3D before it) due to having no compelling software; a high price tag/tech requirement; and there being no way to effectively market it, you'll see those much-vaunted motion controllers lining the bargain bins for years.