What would you expect from a new F-Zero?

This Miyamoto quote about F-zero

I certainly understand that people want a new F-Zero game. I think where I struggle is that I don’t really have a good idea for what’s new that we could bring to F-Zero that would really turn it into a great game again. Certainly I can see how people looking at Mario Kart 8 could see, through the anti-gravity, a connection to F-Zero. But I don’t know, at this point, what direction we could go in with a new F-Zero.

has led me to believe nothing more will be done with the series until something truly new can be done with it. Iteration and merely an improvement upon F-Zero GX's formula will not be enough.



enter Project Giant Robot

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This has been M.I.A. for a while. Miyamoto combined Star Fox with Project Guard and the helicopter pilot + gunner project (which were shown alongside Giant Robot), and SF: Zero probably wouldn't have been made had it had a traditional control scheme and/or if it couldn't be released aside Project Guard in some fashion.

This seems like a push Miyamoto would make: have Project Giant Robot become F-Zero: Giant Robot and infuse the series with a new method of control and a new type of gameplay. Traditional F-Zero machine racing could be the second pillar of gameplay, or a separate game included with F-Zero: Giant Robot, perhaps using the NX's capacitive screen to influence the ship's movement while also controlling the robot fighting giant opponents — something like the PS2 game R.A.D. except instead of controlling an on-foot person who is themselves controlling a giant robot, you would be controlling Captain Falcon who is steering is hover ship while he's also controlling a giant robot in a robot fight.

This could then be used to gauge interest in the franchise overall, possibly leading to a standalone racing title. it would justify the NX controller (if it ends up being like the patent mockups).
 
This seems like a push Miyamoto would make: have Project Giant Robot become F-Zero: Giant Robot and infuse the series with a new method of control and a new type of gameplay. Traditional F-Zero machine racing could be the second pillar of gameplay, or a separate game included with F-Zero: Giant Robot, perhaps using the NX's capacitive screen to influence the ship's movement while also controlling the robot fighting giant opponents — something like the PS2 game R.A.D. except instead of controlling an on-foot person who is themselves controlling a giant robot, you would be controlling Captain Falcon who is steering is hover ship while he's also controlling a giant robot in a robot fight.

lay off the weed son.
 
Why not just add a shitty controller gimmick like with Skyward Sword and Starfox?
That surely would meet Miyamoto's criteria.
 
I would expect a stupid gameplay forced on the game and a truck of amiibo exclusive to the game only and has no content worth purchasing the amiibo.
 
F-Zero GX 2 is exactly what everyone wants though. We don't need gimmickly bullshit.
Yep.

GX's gameplay and mechanics are perfection, that with next gen visuals and online play?

Game of the forever.
 
That sounds awful.

Just give me a traditional F-Zero with lots of cars and tracks. No gimmicks.

It would be similar to what Nintendo has done with Star Fox: Zero — rather than rehashing old types of gameplay with which they don't know how do anything new, they could create a new type of control that would add a new degree of immersion.

What would be lost in regards to control precision — and replicating (yet merely improving upon) past experiences with the series — would give way to a truly fresh, new, dynamic experience set in the familiar F-Zero world.


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Speaking of amiibos, they could release F-Zero ship amiibos that work with the touch during gameplay (steering, boosting, etc.).
 
Remember that F-Zero trash in Nintendoland? They're gonna turn that into a full game.
 
There may be an interesting way to add new gameplay to the franchise but unless it's strictly related to racing it probably shouldn't be something you have to do in parallel.
FZero racing should be intense.
 
Remember that F-Zero trash in Nintendoland? They're gonna turn that into a full game.

How did that make use of the gamepad again? It's been a long time since I've played it.

There may be an interesting way to add new gameplay to the franchise but unless it's strictly related to racing it probably shouldn't be something you have to do in parallell.
FZero racing should be intense.

Racing while simultaneously controlling the Giant Robot could still be intense.
 
It would be similar to what Nintendo has done with Star Fox: Zero — rather than rehashing old types of gameplay with which they don't know how do anything new, they could create a new type of control that would add a new degree of immersion.

What would be lost in regards to control precision — and replicating (yet merely improving upon) past experiences with the series — would give way to a truly fresh, new, dynamic experience set in the familiar F-Zero world.

Now try marketing an F-Zero without precision controls.

Precision IS the gimmick.
 
No techno, just metal/rock/jazz pls. Can have electro elements but pls no Sega techno again. :)

Gameplay-wise, I want a difficulty balance between X and GX. Other than that, go nuts.
 
Now try marketing an F-Zero without precision controls.

By making use of the new controller's unique features, and perhaps mixing in amiibo functionality, it would be really easy to market the motion/touch pad/amiibo controls.

Steering, braking, and boosting could all be controlled by sliding the amiibo around on the controller screen, and then tilting the controller (gyro controls?) + the shoulder buttons + joystick/capacitive buttons could all be used for the giant robot. That way, you could have same ship co-op where one person steer the Blue Falcon and the other controls the robot, or one player can do both.

If they justify the controller early on, they'll avoid the mistake they made with the Wii U with making little use of it.
 
I imagine some tacked on gimmick and a forced way to make you use the gimmick fully instead of just partly or in a traditional way.
 
Just add online play and a track editor.

Add that to the idea in the OP? Because online play would be good for that, but I can't imagine Nintendo taking such an endeavor with one of the small projects Miyamoto designed (similar to Star Fox: Zero being the vehicle for the other two projects and having no online modes).
 
Racing while simultaneously controlling the Giant Robot could still be intense.

Oh I don't doubt it could be, but it would come at the expense of the individual intensity of each activity. So you'd end up with a racer that is far easier than GX that also forces you to do other stuff while you race. Not saying it couldn't ever work, but the other stuff would need to be very specific in order to still feel like an F-Zero game, it would need to enhance the feeling of racing in some way.
Balancing a giant robot doesn't feel like it would do that in my opinion.
 
Have it be as bare bones as possible, and release it as a budget title like Captain Toad. Include tons of tracks, a track editor, online and leaderboards and the game will be set for life.
 
Everything in GX + Online + Track Editor + 60FPS + 1080P + more cars/characters

Miyamoto's right in the sense that GX was an unbelievably good game and there's nothing in it I think that can be improved on. The above would probably get starfox zero style "nothing new" complaints, but it'd do me very nicely.
 
Steering, braking, and boosting could all be controlled by sliding the amiibo around on the controller screen, and then tilting the controller (gyro controls?) + the shoulder buttons + joystick/capacitive buttons could all be used for the giant robot. That way, you could have same ship co-op where one person steer the Blue Falcon and the other controls the robot, or one player can do both.

Ohhhh so this is a troll thread.

Got it.
 
By making use of the new controller's unique features, and perhaps mixing in amiibo functionality, it would be really easy to market the motion/touch pad/amiibo controls.

Steering, braking, and boosting could all be controlled by sliding the amiibo around on the controller screen, and then tilting the controller (gyro controls?) + the shoulder buttons + joystick/capacitive buttons could all be used for the giant robot. That way, you could have same ship co-op where one person steer the Blue Falcon and the other controls the robot, or one player can do both.

If they justify the controller early on, they'll avoid the mistake they made with the Wii U with making little use of it.

stop-stop.gif
 
By making use of the new controller's unique features, and perhaps mixing in amiibo functionality, it would be really easy to market the motion/touch pad/amiibo controls.

Steering, braking, and boosting could all be controlled by sliding the amiibo around on the controller screen, and then tilting the controller (gyro controls?) + the shoulder buttons + joystick/capacitive buttons could all be used for the giant robot. That way, you could have same ship co-op where one person steer the Blue Falcon and the other controls the robot, or one player can do both.

If they justify the controller early on, they'll avoid the mistake they made with the Wii U with making little use of it.
Dude...
 
On a more serious note: Nintendo has seemingly been in the habit of branching off their most successful franchises with:

Mario --> NSMB + 3D World + (possibly) Galaxy

Zelda --> LoZ + Hyrule Warriors

Smash --> SSB + Pokken

And Mario Kart is still a huge franchise for them. Seems like they must have at least experimented internally with ideas for a second racing game.
 
As much as I applaud anyone who takes a risk when it comes to game design, for a new F-Zero game I want iteration, not innovation.

GX is a fantastic game! It has a great number of ships, a good number of tracks etc. More of the same would do me fine.

That said, I think some more modern elements would be necessary such as online multiplayer, and even though it's a pipe dream I'd love to see 30 people online racing against each other.

Another thing that I think needs to be looked at is to make sure that every racer has their own "role". I think GX fell into the trap of having a "best" car (IIRC it was one you made through the customization options) so every racer has advantages and disadvantages when it comes to certain tracks.

Finally, and although this may be a controversial opinion, I wouldn't want to see snaking make a return, or the "Fall off a corner and back on really quickly to gain loads of speed". It's a personal thing, But I find it disappointing when someone's skill at a game is based on their ability to exploit "glitches" rather than refining the actual laid-out mechanics.
 
Ohhhh so this is a troll thread.

Got it.



That sounds like a lot, but I didn't mean they'd necessarily have to all used at once. It could just be touch screen (or amiibo slide control) for the race ship + joystick + shoulder buttons for the robot, or touch screen for the ship and gyro for the robot.

For some control configurations, you could set the controller on a table to make it more feasible — having more options would be best.
 
This Miyamoto quote about F-zero



has led me to believe nothing more will be done with the series until something truly new can be done with it. Iteration and merely an improvement upon F-Zero GX's formula will not be enough.

It's not a question of whether Nintendo can make another great F-Zero game, it's a question if they will. Innovation doesn't have to be radical departure of what's worked in the past. For the most part, that's how they handle Mario and Zelda. Sure you might see a spin-off, but for the main games they stick with what works. I don't know why they feel the need to be so experimental with other IP like Metroid, Starfox and F-Zero.

Mario Kart is a perfect example of how they should handle a new F-Zero. Have a lot of cars and tracks (mixing old and new) and then just update the graphics to something more modern. Most of their innovation should come from track design and the gameplay around that, not the controls themselves. For 3D games, most of their controls were almost perfect on the N64. Since then some games (Mario, Zelda, Mario Kart) saw their controls tweaked to make them better, but they didn't deviate from the core mechanics because they work and set the standard for the entire industry. I understand their desire to keep trying new things, but it seems like they have put way too much attention on controls and have neglected other areas that have just as big of an impact on gameplay. For a lot of their more crazy ideas, I don't understand why they don't test the waters in a mini-game within the game while keeping the foundation in tact. Aside from third party support, I think this is the biggest reason Nintendo has lost so much marketshare. Everyone I know that plays games loves Nintendo, but their controllers (and lack of software) have turned players away. These are probably the two biggest complaints people have been making to them for a decade now and I'm still not convinced they get it.
 
The next "gimmick" will be use of scrolls wheels for more precision or something. That what Miyamoto waited for all theses year to make a new F-Zero (Or somebody willing to develop it for them unlike Criterion)
 
It's not a question of whether Nintendo can make another great F-Zero game, it's a question if they will. Innovation doesn't have to be radical departure of what's worked in the past. For the most part, that's how they handle Mario and Zelda. Sure you might see a spin-off, but for the main games they stick with what works. I don't know why they feel the need to be so experimental with other IP like Metroid, Starfox and F-Zero.

Mario Kart is a perfect example of how they should handle a new F-Zero. Have a lot of cars and tracks (mixing old and new) and then just update the graphics to something more modern. Most of their innovation should come from track design and the gameplay around that, not the controls themselves. For 3D games, most of their controls were almost perfect on the N64. Since then some games (Mario, Zelda, Mario Kart) saw their controls tweaked to make them better, but they didn't deviate from the core mechanics because they work and set the standard for the entire industry. I understand their desire to keep trying new things, but it seems like they have put way too much attention on controls and have neglected other areas that have just as big of an impact on gameplay. For a lot of their more crazy ideas, I don't understand why they don't test the waters in a mini-game within the game while keeping the foundation in tact. Aside from third party support, I think this is the biggest reason Nintendo has lost so much marketshare. Everyone I know that plays games loves Nintendo, but their controllers (and lack of software) have turned players away. These are probably the two biggest complaints people have been making to them for a decade now and I'm still not convinced they get it.

Huh, Star Fox is a somewhat different beast from Metroid and F-Zero, for about two decades Star Fox games have been developed by somebody else with mixed results, Star Fox Zero represents a return to form for the series, for the better or worse. The problem is that Star Fox is still an on rails shooter a genre that has almost died. That and F-Zero hasn't had much experimentation to speak of.
 
Huh, Star Fox is a somewhat different beast from Metroid and F-Zero, for about two decades Star Fox games have been developed by somebody else with mixed results, Star Fox Zero represents a return to form for the series, for the better or worse. The problem is that Star Fox is still an on rails shooter a genre that has almost died. That and F-Zero hasn't had much experimentation to speak of.

The last new Star Fox game came out 10 years ago, and 12 years for F-Zero. They can totally be considered to be in similar situations in that, for the past decade or so, their best chance at getting new games are new types of controls/gameplay. Miyamoto doesn't believe they're worth merely improving on what's already been done.

Star Fox: Zero is another "experiment," for the series, just from a control perspective rather than purely a gameplay experiment. It's in no way "merely a rail-shooter," due to the control scheme.

Since they (Star Fox and F-Zero) are in the same boat, we can look forward to something like Star Fox: Zero happening for F-Zero.
 
Gyro controls like the F-Zero minigame in Nintendo Land. That's what I want out of a new F-Zero.

I'd honestly be happy with a remastered version of GX with 30 player online play.
 
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