Star Fox Zero |OT| The Fox Awakens

Yeah I'm having some fun with it after a few hours but some the design decisions are super weird and it just feels sort of slow and sparse so far. Not really sure what they were going for with it.
 
The one silly part of the controls that bother me is barrel rolling not being on the trigger buttons

Even though I've been playing for hours, I can't get used to it.

It's been on the triggers since the SNES...

THIS. I desperately want to remap the controls. It's so unintuitive. The motion controls are fine... but the button map? Atrocious. Not to mention how stupid it is that there's two different inputs for the same action.
 
I must be the only one who enjoys chickenwing. It's got an unruly sense to the controls like a runaway starchicken probably should. Looking at the GamePad while doing barrels rolls and shooting stuff is bad ass.

Bring on Vanquish 2: The Chickenwingening

I love it too! That's actually the one control scheme I find completely natural, lol
 
Enjoying the game a lot so far. The controls do take time to learn. So far I'm okay with the arwing in both modes and the gyro. The walker form is iffy at times. Need more practice. The landmaster is a problem. That thing has always been a problem for me though and it's no different here. The level with it is really nice though, as is the boss. Sucks that lthe landmaster is bad.

Combat is a lot more intense then I expected. I do plan on doing some missions and even a run with just the cockpit on the TV. Waiting until I've beat the game for the first time before using the Falcon amiibo.

Just Remeber that ALL movement for the Landmaster is on the left stick. Right stick is for rolls, hover and boost. I kept trying to control the Landmaster like the Walker until I got to grips with it.
 
THIS. I desperately want to remap the controls. It's so unintuitive. The motion controls are fine... but the button map? Atrocious. Not to mention how stupid it is that there's two different inputs for the same action.
Nintendo has been kind of good recently with patching more requested options and such into their games lately, wonder if they would ever patch control mapping for this.
 
Sector Beta is probably my favorite stage in this at the moment. Getting to partake in a huge fire fight, flying in formation with the team, both Katt and Bill in the same area plus a super sick fight against Star Wolf while shits still going on in the background. Just pure bliss.
 
Section gamma had me SWEATIN

Like jeez does anyone else need help while I'm trying to destroy these 3 giant missiles?
 
Just finished my first run through the story mode. Loved it!

A dross was a bit of a pan to figure out, but fairly easy to execute once I figured out all the phases.
 
Well, I got to
Andross
last night; gave up and went to bed after
getting to the head unit
. I'm pretty much just brute forcing it, and I suck at the controls. I spend most of my time looking at the gamepad to aim, but just like SNES StarFox, I find that a bad viewpoint to fly from so I have limited awareness of my surroundings most of the time and poor movement. Idk. I'm bad at multitasking period and this was an impulse/I need something different/SNES nostalgia buy. I knew going in I probably wouldn't get the most out of it.

I am having fun though; just wish a) the game had more fast linear levels and b) that SNES sounds weren't locked behind an amiibo/70 tokens.
 
Yikes, this defend the Great Fox section is difficult, looks like I have to approach it differently. Anyone successful at it.....the asteroid one if that helps, not sure if there are others.
 
Just played the first level, but I guess this isn't bad.

WVW69jI82hYdTMFiMN


Controls clicked with me instantly. Love it.
 
Well, I got to
Andross
last night; gave up and went to bed after
getting to the head unit
. I'm pretty much just brute forcing it, and I suck at the controls. I spend most of my time looking at the gamepad to aim, but just like SNES StarFox, I find that a bad viewpoint to fly from so I have limited awareness of my surroundings most of the time and poor movement. Idk. I'm bad at multitasking period and this was an impulse/I need something different/SNES nostalgia buy. I knew going in I probably wouldn't get the most out of it.

I am having fun though; just wish a) the game had more fast linear levels and b) that SNES sounds weren't locked behind an amiibo/70 tokens.
I find the game pad is only needed for certain parts of all range mode and the boss fights. Otherwise I really don't use it.
 
Just finished game and it was a blast. Andross was so not my favorite... He was not fun in sf64 and same here lol. Also I just noticed a lack of on rails bosses, though assult carrier did kind of pace with ya. Well time to find all extra areas and fights, Then spam countless runs in arcade.
 
Another thing that clicked: For the all range boss battles if you try shooting the normal SF64 way you can get wrecked by flying right into lasers from turrets. Gotta go for a bombing run by using the gamepad instead.
 
The chicken walker controls are great. They don't control like Splatoon because you're not controlling a humanoid. You're controlling a vehicle. They're an extension of the Arwing controls.

When you're faced with incoming fire, somersault by flicking the right stick left or right, or better yet, hover up into the air and let the bullets pass underneath you. When you're trying to jump from platform to platform, just hover from one to the next. When you walk into a room filled with enemies, start strafing left or right and look for enemies to shoot on the GamePad. When you're faced with a boss, lock on with ZL and start strafing left or right while shooting the pods on the reactor core. And when faced with laser walls, dash past them by holding up on the stick.

It's simple and a lot of fun. It really feels like you're inside piloting a craft. :-)
 
Hmm, can you explain this further?

You got bonus points for destroying groups of enemies with a single charge shot. If you let go of the button just as you lock on, the charge shot will be blue instead of green. It does more damage and has a larger blast radius so it is easier to get bonus points from larger groups of enemies.

For example on Corneria at the start when the 3 or so ships fly towards you, with a regular green charge shot you would need to lock onto the middle ship to take out all of them. With the blue shot, you can target any of them and still destroy them all.
 
That 1v1 fight against Wolf is absolutely brutal for me but in a good way. If this was 64 it'd be no sweat an done in 20 seconds but here actually takes a bit of skill.
 
Sigh, who the hell came up with the control scheme for chicken mode. It's 2016, we have 3rd person shooter control nailed now. Could have just copied Splatoon

It's bad when a SNES game does it better.

walker.jpg
 
You got bonus points for destroying groups of enemies with a single charge shot. If you let go of the button just as you lock on, the charge shot will be blue instead of green. It does more damage and has a larger blast radius so it is easier to get bonus points from larger groups of enemies.

For example on Corneria at the start when the 3 or so ships fly towards you, with a regular green charge shot you would need to lock onto the middle ship to take out all of them. With the blue shot, you can target any of them and still destroy them all.
That was in 64, wasn't it?
 
I played up through the gyrowing level last night. I played the first level five times, the second level three times, and the third and fourth levels once each. I also played the walker training twice (the second time I doubled my score!) and the Arwing training twice (just because I enjoy the controls so much).

I want to apologize to Miyamoto for having my doubts. This is awesome. This is a paradigm shift for the series of the magnitude represented by Super Mario 64, speaking in purely gameplay terms. Everything works so well.

And that includes the gyrowing. The gyrowing provides a nice change of pace where you're given a semi-open level and you can tackle it in a variety of ways, i.e. avoiding spotlights or hacking them or dragging bombs into them or dropping girders on them, etc. My favorite parts are where you use ZL to move the camera overhead and you descend down shafts avoiding obstacles and collecting items. I also love sinking the gunships lined with ROB-like robots.

In general, this game reminds me of Steel Diver, in the sense your mind is micromanaging all of these different control elements. I find that sort of task mastery to be very satisfying, especially when all of the in-game feedback is so good. The way your lasers lance across the screen and strike down targets like a hot knife through butter is just beautiful, especially now that you can still shoot down enemies that in SF64 would've already passed out of your range.

I think that's why I'm enjoying this so much more than I ever did SF64. SF64 was frustrating for me because I wanted to shoot many enemies but simply couldn't because I was trying to avoid obstacles. In Zero, I feel like I have the potential to do that, sharpshooting enemies that have already flown past me or under me while still steering the craft around falling skyscrapers and through gates.

In Zero, it feels like there's 10 times as much gameplay as SF64 (which might be true -- there are something like 20 stages with multiple phases, and each phase is the size of a course from SF64!). And these levels feel much more engaging and exhilarating, with multiple moments in the first few levels alone where I felt like Luke in the X-Wing at the end of the first Star Wars, tracking an enemy in my sights.

It's a twin-stick twin-screen motion-controlled shooter. And it works wonderfully.
 
Finished with the campaign (first playthrough) I'm missing a few stages and to replay early ones, but I think I can feel safe saying SF Zero is the best SF game since SF64. Maybe even the best Star Fox game ever.
Loved the final 3 stages with the really fast "shortcut to venom" and the
the last star Wolf encounter in a Mario Galaxy planetoid
and the final boss are really great.
No big issues with the Walker. I really dig it and the addition it brings to the arwing sections
While there is a learning curve, the game is forgiving enough to allow one to ease themselves in. I really think Tamaki's "yo, Nintendo of Europe says the controls are flat out broken and are trying to delay the game to save it" did more harm than good giving people that mindset.
I was honestly expecting it to be a whole lot worse with even GameXplain saying it took awhile to get used to and they were the most positive previews.
Got used to it in like 10 minutes
 
CguNzmdUYAATf7T.jpg

Getting the gold at my first playthrough with the final level would have been something.

And these levels feel much more engaging and exhilarating, with multiple moments in the first few levels alone where I felt like Luke in the X-Wing at the end of the first Star Wars, tracking an enemy in my sights.
This game may as well be Nintendo's answer to Star Wars cuz the Force was very, very, very strong on this one.

the last star Wolf encounter in a Mario Galaxy planetoid
and the final boss are really great.
No big issues with the Walker. I really dig it and the addition it brings to the arwing sections
I was thinking of Ratchet & Clank actually (The side planets in Crack in Time).

And while this Andross escape seemed shorter, realizing I can turn round and hit his weakspot which what killed him was so damn satisfying.
 
I played up through the gyrowing level last night. I played the first level five times, the second level three times, and the third and fourth levels once each. I also played the walker training twice (the second time I doubled my score!) and the Arwing training twice (just because I enjoy the controls so much).

I want to apologize to Miyamoto for having my doubts. This is awesome. This is a paradigm shift for the series of the magnitude represented by Super Mario 64, speaking in purely gameplay terms. Everything works so well.

And that includes the gyrowing. The gyrowing provides a nice change of pace where you're given a semi-open level and you can tackle it in a variety of ways, i.e. avoiding spotlights or hacking them or dragging bombs into them or dropping girders on them, etc. My favorite parts are where you use ZL to move the camera overhead and you descend down shafts avoiding obstacles and collecting items. I also love sinking the gunships lined with ROB-like robots.

In general, this game reminds me of Steel Diver, in the sense your mind is micromanaging all of these different control elements. I find that sort of task mastery to be very satisfying, especially when all of the in-game feedback is so good. The way your lasers lance across the screen and strike down targets like a hot knife through butter is just beautiful, especially now that you can still shoot down enemies that in SF64 would've already passed out of your range.

I think that's why I'm enjoying this so much more than I ever did SF64. SF64 was frustrating for me because I wanted to shoot many enemies but simply couldn't because I was trying to avoid obstacles. In Zero, I feel like I have the potential to do that, sharpshooting enemies that have already flown past me or under me while still steering the craft around falling skyscrapers and through gates.

In Zero, it feels like there's 10 times as much gameplay as SF64 (which might be true -- there are something like 20 stages with multiple phases, and each phase is the size of a course from SF64!). And these levels feel much more engaging and exhilarating, with multiple moments in the first few levels alone where I felt like Luke in the X-Wing at the end of the first Star Wars, tracking an enemy in my sights.

It's a twin-stick twin-screen motion-controlled shooter. And it works wonderfully.

Agreed on absolutely everything!

I'm playing the main game again trying to get medals and high scores. Can I find the alternate paths to new stages just by playing like this? Whats arcade mode then?
 
That was in 64, wasn't it?

Yeah, it was in 64 too. Just as crucial in Zero if you want to get gold trophies.

And that includes the gyrowing. The gyrowing provides a nice change of pace where you're given a semi-open level and you can tackle it in a variety of ways, i.e. avoiding spotlights or hacking them or dragging bombs into them or dropping girders on them, etc. My favorite parts are where you use ZL to move the camera overhead and you descend down shafts avoiding obstacles and collecting items. I also love sinking the gunships lined with ROB-like robots.

Zones is actually one of my favourite stages in the game. I love the gyrowing.
 
I just dont know why nintendo couldnt keep it simple with this release. Its like insist that they insert a new idea or mechanic for the sake of adding something new even if it doesnt belong.

I really dont get them or miyamoto anymore.
It was probably greenlight because of the controls.
 
I really really loved Star fox 64 back in my teenage years, i completed the game so many times, all paths, etc.

But damn, 65$ canadian for the game... its a tough pill to swallow for this game, sucks even more than Nintendo is notorious to almost never dropping prices.
It's worth it.
 
I just dont know why nintendo couldnt keep it simple with this release. Its like insist that they insert a new idea or mechanic for the sake of adding something new even if it doesnt belong.

I really dont get them or miyamoto anymore.

"Doesn't belong"? Lol

Stop shoehorning your expectations into the game and learn what's in front of you. If you can't do that it's definitely not for you.
 
Yeah, it was in 64 too. Just as crucial in Zero if you want to get gold trophies.



Zones is actually one of my favourite stages in the game. I love the gyrowing.
I'd emphasis what's more crucial is getting down the crit(blue) charge shot timing. Basically as soon as you here the lock on ping fire the shot and it'll fire a powerful blue shot that'll cover a wider area.

EDIT: 1:59:99 for the Andrew, Pigma fight. Just made it for the gold!
 
I just dont know why nintendo couldnt keep it simple with this release. Its like insist that they insert a new idea or mechanic for the sake of adding something new even if it doesnt belong.

I really dont get them or miyamoto anymore.

Dude play the game. This is how Star Fox needs to play going forward. It's just better.

--

So I know I like to poke fun at "racism" in Star Fox but come on, how racist is Andross? There is a lot going on in the social lives of the Star Fox characters.
 
Random question since Neiteio mentioned it above: is Steel Diver worth $5? Never played it though I've always been curious.
I love Steel Diver. For $5 it's a steal.

Some say Steel Diver feels "low budget," but it has this great aquarium vibe to it (please play it with 3D turned ON) and this amazing atmosphere when you wear headphones and hear the water gurgling and distant whale calls and so on. It's a short game if you just play it straight through, but there is a solid number of levels that are all rather lengthy with lots of sights to see and things to do. It's all about manipulating levers, dials, switches and wheels on the touchscreen to rise and sink, move forward and backwards, angle up and down, and fire torpedoes. You must anticipate your ship's momentum/inertia in order to avoid clipping obstacles like rocky outcroppings or underwater mines. (There is also a sea monster!)

There are clever moments where, say, you might need to jump out of the water, Free Willy-style, to clear any obstacle. So you'll have to tilt a wheel to angle up, then slam the throttle forward to surge forward and build up speed to breach the waves, fly over the obstacle and slam back into the water. In other parts, you'll be speeding up, slowing down, backing up and nudging forward to thread past all kinds of dangers.

It's a great game. Something to pick up and chip away at here and there.
 
I just dont know why nintendo couldnt keep it simple with this release. Its like insist that they insert a new idea or mechanic for the sake of adding something new even if it doesnt belong.

I really dont get them or miyamoto anymore.
They needed the controls to , experiment and offer something "new" to an otherwise safe retreat, keep the Star Fox formula wirhout taking too much of a risk, and, have a low budget for one of the last U games.

Its a B game or whatever its called, some people will love it, others hate it and a few in between, im sure Nintendo was expecting a mixed reaction for this game.
 
I must be the only one who enjoys chickenwing. It's got an unruly sense to the controls like a runaway starchicken probably should. Looking at the GamePad while doing barrels rolls and shooting stuff is bad ass.

Bring on Vanquish 2: The Chickenwingening


Yeah, i find the chicken to be really useful, the lock-on is wonderful.
 
CguNzmdUYAATf7T.jpg

Getting the gold at my first playthrough with the final level would have been something.

Have you
U-turned at the very end of a final sequence and shot Andross's back
to achieve Mission Accomplished? Because that action gives you exactly 10 hits you've needed for a gold medal.
 
I just dont know why nintendo couldnt keep it simple with this release. Its like insist that they insert a new idea or mechanic for the sake of adding something new even if it doesnt belong.

I really dont get them or miyamoto anymore.
This controls like a dream!

The ability to shoot in directions different from where you're flying/driving/walking, and to still track stuff on one screen that already passed you on the other screen, opens up vast realms of meaningful new gameplay that is thoroughly engaging, exhilarating and FUN. :-)

Like, I went into this with every doubt in the world. I was actively doubting Miyamoto and saying the same stuff you're saying... before I had played it. But last night I was giggling like a fucking child, standing up and really getting into this game. It's like a magical factory that specializes in the production of Death Star trench run moments.

Oh, and the dogfighting in this game is INTENSE. Seeing your opponent behind you on the TV screen and slamming the left stick and right stick sharply to turn tight and bring him into your crosshairs on the cockpit view is just... just...

tJUs47.gif
 
I like the Walker controls. FWIW, before even playing the game I went into training mode and practiced the walker since that's already available as a training from the start.

The land master feels harder to use than the Walker to me. In particular there are segments where I want to drive around a boss with the turret rotated at a 90° angle to fire at it, and that seems pretty hard to do since I have to twist my body and hold the Gamepad at a 90 degree angle to achieve that. In comparison the Walker can lock on and strafe easily.
 
I definitely recommend everyone do the walker training level twice before playing the second level. The walker is a lot of fun when you know how to use it, and the training does a great job easing you into it. Then you'll be ready to somersault past enemies and hover over incoming fire when it comes time to infiltrate the ship in the second level.
 
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