Star Fox Zero |OT| The Fox Awakens

Welp, I ordered the game. It should come in the mail next tuesday, so I have a few days to mentally prepare. I absolutely adore both Starwing and Lylat Wars, and I am giving this one a chance, seeing that the feedback - both critically and from the community - has been so divisive.
 
For those struggling with the controls, perhaps try looking at the gamepad less to begin with. You can play 90% of the game without looking at the second screen.

First, just focus on moving your ship around to adjust your aim, keep the gamepad still and use Y or LS-down to center reticle when needed.
Then as you get more comfortable, use gryo movements and start using the GamePad screen for those precision shots.
 
The thing is that this plays exactly like old Star Fox only with the added ability to have superior precision aiming in a zoomed in view on the GamePad screen (which can be instantly moved to the TV with "-" btw). There's nothing that really needs to click even. You just play Star Fox.

Exactly this. Maybe some people are trying to do too much?
 
I know this gave just released, but is it as replayable as SF64?

I got a lot of mileage out of that game back in the day.

I think so. There's gold medals to get on every stage (between one and five per stage) and there's an arcade mode that tracks your high score on each of the nineteen routes through the game. There's also the hard mode that you unlock once you get all 70 medals.
 
Well, I'm sure as hell not able to get any high scores the way I could in SF64, but the controls are feeling a whole lot more comfortable for me now.
 
Took me almost 5 hours to unlock all the stages, do the training modes/some bonus missions and play through arcade. My biggest complaint is still the TV crosshair not matching up with the gamepad first-person crosshair leading to shots that are just off target. If that was fixed, and you didn't need to look at the gamepad so much this'd be great.
 
Took me almost 5 hours to unlock all the stages, do the training modes/some bonus missions and play through arcade. My biggest complaint is still the TV crosshair not matching up with the gamepad first-person crosshair leading to shots that are just off target. If that was fixed, and you didn't need to look at the gamepad so much this'd be great.

Same, this is the one thing that does really bother me about the controls. That and some of the button layout, I do wish I could remap things. It feels like they've made the tv aiming tougher to encourage you to use the gamepad's and I don't like that at all.
 
Anyone know when the Star Fox Guard special demo is actually going up? It says the 22nd when I click on the link from the main page but... it's the 23rd now
 
I will not buy the game until they create a patch for classic N64 controls.

Just play it as you would Star Fox 64. I didn't really use motion most of the game and beat it with no issues.

You might not get the highest scores, but the game is very much playable with only casual usage of motion controls for very specific enemies or areas
 
While this game isn't as easy to pick up and play as SF64, I've really had a great time with it so far.
It can be cumbersome, but for me it got easier to play when I remembered that I can charge my lasers which then fire with auto aiming.

Really glad I decided to get this despite the mixed reception it got.
 
So are the controls much different than Splatoon?
There seemed to be a lot of reviewers lamenting gyro - personally that might be one of the reasons I buy it eventually. Also Platinum shooter sounds very tempting.

I mean the godly players in Splatoon are able to utilize both screens - I'm alright but not good at multitasking :) I'm guessing SFZ is somewhat similar in that regard. Just want confirmation let me know Splatoon pps
As a splatoon player, starfox zero's usage of the gyro and screens took some getting used to. The gyro aiming is a little more dramatic, turning is sluggish by design, and sometimes you won't want to turn but still need to make a large aiming adjustment. Basically, the gyro aiming is more involved here.

And the multitasking is a step beyond what splatoon asks of you. splatoon lets you glance at a map for a second in order to get a general idea of the match flow, starfox zero wants you to be aware of the action on both screens, and adapt to playing from each view on the fly. Usually you can just stick to one screen and work around its limitations, but there are a few bosses that want you to lock on, and basically circle strafe around them, aiming at their weakpoint with the gamepad view, while also dodging attacks with the TV view. If you don't figure this out, late-game bosses (or anything significant you have to fight in Arwing all-range mode) will be obnoxious to fight.
It's incredibly satisfying once you get it right, but you need to be prepared to practice and fail for a while before that happens.
 
Man, it's frickin Star Fox, I am so happy to have a new game and don't give a shit about the reviews. So far the game is realy fun besides the gyro copter levels (which don't belong in an action game). Are there any paths that avoid these completely?

Also, what does the 3D audio setting do? Either way the voices came out of the gamepad.
 
Four missions in, I'm not sure how to feel about it. It is Star Fox for sure, the stages are very well designed but yeah, the controls are just weird. It is possible to get a hang of it and do some good job with it, but this is achievable entirely without the gamepad so again, why make it mandatory?
 
I beat it once, and that's good for me. This one didn't resonate with or hook me like N64/3DS and SNES.

The controls leave things to be desired, especially with the shit lock on. Also, the levels just aren't as great or replayable -- especially that shitty drone copter/hacking stage.

The final boss is cheap as shit because of poor control mechanics, and it's just not that fun.
 
This is quite possibly the worst controlling game I've played since Neverdead.

And what the hell was with the camera in the Andross fight? It's like they looked at Sonic 06 and thought "Now that's how a game camera should be"


And whoever thought that Landmaster + All Range Mode was a good idea should never be allowed to work in Game design ever again.
The less said about the Gyrocopter, the better.
 
Four missions in, I'm not sure how to feel about it. It is Star Fox for sure, the stages are very well designed but yeah, the controls are just weird. It is possible to get a hang of it and do some good job with it, but this is achievable entirely without the gamepad so again, why make it mandatory?
Because it's the point of the game, why it was developed, the vision of the creators. It's kind of like VR, some people will really get a kick out of an experience designed around it, some will find it frustrating and wish they were sitting in front of a monitor clicking buttons. For me it's really cool to play from the cockpit with motion controls but not have the game be dumbed down.

Only gripe is how you have to recallibrate so often, not sure why it's not as stable as Splatoon.
 
Because it's the point of the game, why it was developed, the vision of the creators. It's kind of like VR, some people will really get a kick out of an experience designed around it, some will find it frustrating and wish they were sitting in front of a monitor clicking buttons. For me it's really cool to play from the cockpit with motion controls but not have the game be dumbed down.

Only gripe is how you have to recallibrate so often, not sure why it's not as stable as Splatoon.

Yep, I have to recalibrate it every 15 mins or so, luckily it is just a reset position button.
 
Final boss spoilers.

What a terrible terrible fight. They have the final battle take for a space combat game take place in an extremely tiny arena. Got to his final stage but those purple lasers he shoots from his eyes are so tough to dodge while also avoiding the walls. He beat me and I had no lives left so I have to start the entire stage again. Awful design.
 
Final boss spoilers.

What a terrible terrible fight. They have the final battle take for a space combat game take place in an extremely tiny arena. Got to his final stage but those purple lasers he shoots from his eyes are so tough to dodge while also avoiding the walls. He beat me and I had no lives left so I have to start the entire stage again. Awful design.

Agreed. It's absolutely dreadful.
 
So after about 1000 hours of Starfox 64, this is DEFINITELY the sequel I've been waiting for.

Personally, I found the games controls completely intuitive and felt totally in control my first time playing the first level. And all range mode is sooooo dope in this game too.

It really does feel like an evolution over SF64. This may be the best game in the series for me which is saying so much.

GAF, I'm in love with this game. But I think it does sort of require you to be a Starfox expert to enjoy it so intuitively upon your first run. I imagine many of the issues people have with the game are that they don't have the N64 version's control hardware to their brain. This game just adds another level of nuances on top which is why the adjustment was so easy for me.

I can literally fly an at wing on the N64 with my eyes closed. I don't think most people feel the same way.
 
Final boss spoilers.

What a terrible terrible fight. They have the final battle take for a space combat game take place in an extremely tiny arena. Got to his final stage but those purple lasers he shoots from his eyes are so tough to dodge while also avoiding the walls. He beat me and I had no lives left so I have to start the entire stage again. Awful design.

I didn't find it challenging beyond figuring out the patterns and how to properly dodge. Most of my lives were lost because he used some new attack I couldn't figure out how to avoid before he killed me. For the eye lasers, just watch them and hover with the Walker, or stand still, depending on where they're coming from.

The one attack I couldn't figure out how to dodge was his magnet hand attack. I had no idea what to do there, luckily he didn't seem to do it that often so it didn't matter.

You were using the Walker for the entire fight, right? The arena and the battle is set up entirely for using the Walker 100% of the time, except for dodging the big laser barrage.
 
Final boss spoilers.

What a terrible terrible fight. They have the final battle take for a space combat game take place in an extremely tiny arena. Got to his final stage but those purple lasers he shoots from his eyes are so tough to dodge while also avoiding the walls. He beat me and I had no lives left so I have to start the entire stage again. Awful design.

When it's just the head? You just stand still or hover, it's super easy. It's probably his easiest attack to dodge in the entire fight.
 
So there seems to be an option for turning off the motion controls but it doesn't actually turn them off?

It only turns them on when you push the fire button. It's worse than useless and makes the game more difficult because you can't line up shots.
 
So there seems to be an option for turning off the motion controls but it doesn't actually turn them off?

It makes it so instead of them being on all the time, it's only on when you press ZR. Which basically makes no difference except you have to be shooting to aim a shot instead of being able to aim then shoot.
 
Platinum games control cycle continues. Every game of theirs has a difficulty curve mastering the controls but once people get past it there is a gem to be found.
 
Hmm, after having a rough time getting a grip on the controls last night, I came back this morning to try the Fichina boss again, and everything clocked. The key is to not look at the game pad unless you need to make a precise shot. Otherwise, use it as a kind of right stick to aim and take out your enemies like you would in a normal Star Fox game.

Also got a chance to play Guard and it's a hell of a lot of fun!
 
As a splatoon player, starfox zero's usage of the gyro and screens took some getting used to. The gyro aiming is a little more dramatic, turning is sluggish by design, and sometimes you won't want to turn but still need to make a large aiming adjustment. Basically, the gyro aiming is more involved here.

And the multitasking is a step beyond what splatoon asks of you. splatoon lets you glance at a map for a second in order to get a general idea of the match flow, starfox zero wants you to be aware of the action on both screens, and adapt to playing from each view on the fly. Usually you can just stick to one screen and work around its limitations, but there are a few bosses that want you to lock on, and basically circle strafe around them, aiming at their weakpoint with the gamepad view, while also dodging attacks with the TV view. If you don't figure this out, late-game bosses (or anything significant you have to fight in Arwing all-range mode) will be obnoxious to fight.
It's incredibly satisfying once you get it right, but you need to be prepared to practice and fail for a while before that happens.

Sounds good
I'm not really good at multitasking so I might not get gud - but sounds like this might be a very good continuation of the things I've enjoyed with Splatoon in terms of controls.
 
I didn't find it challenging beyond figuring out the patterns and how to properly dodge. Most of my lives were lost because he used some new attack I couldn't figure out how to avoid before he killed me. For the eye lasers, just watch them and hover with the Walker, or stand still, depending on where they're coming from.

The one attack I couldn't figure out how to dodge was his magnet hand attack. I had no idea what to do there, luckily he didn't seem to do it that often so it didn't matter.

You were using the Walker for the entire fight, right? The arena and the battle is set up entirely for using the Walker 100% of the time, except for dodging the big laser barrage.


i don't think there is a way to dodge the magnet hand. You just have to hit him with a bomb or do enough damage so he will let you go. Yeah I was using the walker the entire time. The eye lasers are probably easy, but the first time I got to them was on my last life. I felt the view was really tough so I wasn't able to properly see them.
 
Once I prioritized gyro aiming over looking at the second screen the controls started to click. I was basically just controlling it like SF64 with an extra screen, which you can do, but I'm thinking higher scores will be possibly by actually getting good at gyro aiming.
 
In case someone doubts that Star Fox Zero is a true Star Fox experience...

WVW69jI7PYEwFCwI-r
 
jbusgpc3y5odvaaollrq.png

This really works for me.
I also like maintaining focus on gamepad for shooting and then looking at the tv to get a sense of my surroundings.
 
Top Bottom