GitarooMan
Member
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...
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
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.
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.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.
You have to make use of the blue charge shot and take advantage of large groups of enemies.
Section gamma had me SWEATIN
Like jeez does anyone else need help while I'm trying to destroy these 3 giant missiles?
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.Well, I got tolast night; gave up and went to bed afterAndross. 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.getting to the head unit
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.
Hmm, can you explain this further?
Hmm, can you explain this further?
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
That was in 64, wasn't it?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?
Man, I have forgotten a lot.Yep. It was required to get medals in it.
This game may as well be Nintendo's answer to Star Wars cuz the Force was very, very, very strong on this one.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.
and the final boss are really great.the last star Wolf encounter in a Mario Galaxy planetoid
No big issues with the Walker. I really dig it and the addition it brings to the arwing sections
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.
That was in 64, wasn't it?
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.
It was probably greenlight because of the controls.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's worth it.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.
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.
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.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.
Random question since Neiteio mentioned it above: is Steel Diver worth $5? Never played it though I've always been curious.
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.
I love Steel Diver. For $5 it's a steal.Random question since Neiteio mentioned it above: is Steel Diver worth $5? Never played it though I've always been curious.
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.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.
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
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Getting the gold at my first playthrough with the final level would have been something.
Of course.
I love Steel Diver. For $5 it's a steal.
Have youto achieve Mission Accomplished? Because that action gives you exactly 10 hits you've needed for a gold medal.U-turned at the very end of a final sequence and shot Andross's back
This controls like a dream!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.