Star Fox Zero |OT| The Fox Awakens

A question: I purchased DL code of star fox zero+guard ($60) on amazon.
But I only got one code, and after redeeming it I got star fox zero.
star fox guard is nowhere to be found. Should there be a separate code for that?
 
First run through completed. Was perhaps a bit hasty to complain about the controls at the end. I will say though that final mission does
kind of force you to be decent with the walker controls. You need to be somewhat comfortable with transforming and overall movement with the walker after you've gotten Andross' pattern down.
The whole thing was annoying though but I think the same can be said of the final battle in Star Fox 64/3D as well. I was sour on that part of that game as well.

A question: I purchased DL code of star fox zero+guard ($60) on amazon.
But I only got one code, and after redeeming it I got star fox zero.
star fox guard is nowhere to be found. Should there be a separate code for that?


Did you go to the Star Fox Guard section on the eShop to see if it will let you download it?
 
First run through completed. Was perhaps a bit hasty to complain about the controls at the end. I will say though that final mission does
kind of force you to be decent with the walker controls. You need to be somewhat comfortable with transforming and overall movement with the walker after you've gotten Andross' pattern down.
The whole thing was annoying though but I think the same can be said of the final battle in Star Fox 64/3D as well. I was sour on that part of that game as well.

Yeah, it takes some mastery. But everyone's saying strafe. How do you even? Running basically only goes forward. I wish they had inverted controls. It's weird having both sticks act the same way, but with a little difference.
 
I am very glad I gave this game more time after my first run. Doing a lot better now and I'm having fun on levels that annoyed me before. Game really grows on you once you get the flow of the gameplay and balancing two viewpoints.

I did not like all ranges mode at first and I actually really like it now.
 
First run through completed. Was perhaps a bit hasty to complain about the controls at the end. I will say though that final mission does
kind of force you to be decent with the walker controls. You need to be somewhat comfortable with transforming and overall movement with the walker after you've gotten Andross' pattern down.
The whole thing was annoying though but I think the same can be said of the final battle in Star Fox 64/3D as well. I was sour on that part of that game as well.




Did you go to the Star Fox Guard section on the eShop to see if it will let you download it?

No, it won't let me download it. Just give me a discount from $15 to $10 ;(
 
I still don't know what I'm doing wrong. The highest I can get in Corneria is 299, and I'm scratching my head to figure out what I'd missed when trying to destroy everything in sight.
 
No, it won't let me download it. Just give me a discount from $15 to $10 ;(

Yikes. I would check back with Amazon. Check your Games and Software Library in your Amazon account as well. I've not bought a Wii U game from them but with PC games and software the codes for those software are listed there. The Guard code might be listed there along with the Star Fox Zero code.
 
I still don't know what I'm doing wrong. The highest I can get in Corneria is 299, and I'm scratching my head to figure out what I'd missed when trying to destroy everything in sight.
Assuming you're doing the basic stuff of crit charge shots and destroying downed fighters you can snag some extra points by destroying the minicannons on the androsa, flying through in the gap of the tall building in the first city section to spawn some extra enemies and completing the mission fast so your wingmates down take too much damage. Depending on how much health they have at the end you'll get up to +10 extra points per teammate.
 
I still don't know what I'm doing wrong. The highest I can get in Corneria is 299, and I'm scratching my head to figure out what I'd missed when trying to destroy everything in sight.

I struggled with that too until I finally managed to get to 305 few tries later. Here are my tips:

- Don't forget shooting down defeated enemies for orange HIT +1 bonuses.
- Shoot enemies while they are retreating during Phase 2 (and I think shooting them before the start of Phase 2, by using the GamePad during a cutscene, will help too).
- Use bombs on bugs for splash bonus and the bonus for time/distance from the tower.
- Don't go for Mission Accomplished on the boss. Shoot all small turrets, them go for big laser ones.
- Watch some superplays on YouTube - they might help you to notice few enemies in Phase 1 which are represented only by a bunch of pixels in a far corner of GamePad's screen.
 
I'm only three chapters in and not sure how I feel yet, I really liked the first stage but have like each one less and less.

The chicken walker feels really clunky. I'm sure it'll get better but so far I'm really wrestling with the controls and it feels like a tank. I liked the tank levels in 64 but in all-range mode it just feels slow and deliberate in a game I want to be fast-paced and responsive.

And I'm not a fan at all of the drone/ robot combo. I guess it ok as a change of pace but I already don't want to play the third stage
the one with the gorilla mech
again.

I think the flight controls are really fun, and so far the controversial motion controls seem pretty harmless. If you just center the gamepad it plays pretty much exactly like 64, and the added accuracy is fun if you want it.

The Pigma fight was interesting though, I kind of felt like I didn't know what I was doing. In 64 Star Wolf would let you get behind them and shoot them a bit. Here Pigma was constantly behind me. Made me think I was doing something wrong but his ship was seemingly just more agile.
 
What is the Mission Accomplished trigger on Fichina? I just got it randomly on a replay and I can't think of anything different I did other than
defeat Leon fast enough to get +30, but I got a separate medal for that.
 
What's the difference between running through the main game again and
accessing the arcade mode outside of what is scored at the end of the missions? You can find new paths in both right or do you have to find them in "Main Game" section first for them to show up in Arcade mode?
 
What is the Mission Accomplished trigger on Fichina? I just got it randomly on a replay and I can't think of anything different I did other than
defeat Leon fast enough to get +30, but I got a separate medal for that.

Defeat all enemies on the map.

What's the difference between running through the main game again and
accessing the arcade mode outside of what is scored at the end of the missions?

Arcade mode gives you no stage select, limits possible extra lives to one and sends you back to Corneria on Game Over. You can find new paths in both modes, and your high scores and medals are synced between Main Game and Arcade Mode
There isn't much reason to heavily invest in it, but you want to beat it once to unlock
Sound Test.
 
Arcade mode gives you no stage select, limits possible extra lives to one and sends you back to Corneria on Game Over. You can find new paths in both modes, and your high scores and medals are synced between Main Game and Arcade Mode
There isn't much reason to heavily invest in it, but you want to beat it once to unlock
Sound Test.

Thanks!
 
I just ordered this after mostly seeing the positive comments on the game, plus the fact I've been after a new Star Fox game for years, and in help supporting this game it'll hopefully mean an NX Star Fox will be released to.
 
After giving this a good faith effort, the frustrating thing is, these controls are simply not needed. I can't much lay the fault at this game's feet so much as to say it's demonstrative of how flawed the U is as a concept. There's nothing that they do that improves this game, so what's required of the motion controls? They're an obstacle to its enjoyment that could've been perfectly attained through contemporary means. The only thing they do is allow Nintendo to toot their horn to make them feel unique, and this is what bothers me the most. I'm all for trying different things and innovation.....but when it's done not out of the benefit it will bring to the software, but nothing more than the attempt to justify the hardware and differentiate themselves from the competition, it is actively ruining Nintendo's games that would be otherwise more enjoyable without them.

Nintendo needs to get their priorities straight, because as it stands now, they seem to be approching their game development not with the mindset of "how can we use the hardware to improve our games", but instead, "How can we use our games to validate our hardware?"

That seems like an incredibly flawed way to approach game development. Contrarianism now appears to be what they seem to value above all else currently instead of placing the quality of their software at the forefront in relation to how their hardware will help it. I really hope the NX doesn't bring another gimmick where we're going to have to concede the games in order to accommodate it.
 
What an amazing game. I'm having a ton of fun with it. There was a learning curve to the controls, for sure, but it all gels smoothly now. Having the right stick control braking, tilting, and boosting is magical. The brake has been my biggest friend in this game. Being able to hold down on the right stick and stay practically stationary while shooting my target for a short while is absolutely perfect.
 
Finally sunk some time into this. What a rush! That first drop in orbit to Corners was crazy exhilarating!!! Grasping the controls takes a little effort at first, but already I'm seeing signs of organized synchronization. It feels so open! Loving it!
 
Wfvqsge.jpg
Minty cardboard.
 
I've been trying to beat the final boss for the last hour, but I'm not complaining. This game is SO GOOD.

They're able to throw so much at you because the dual-screen setup and motion controls allow you to handle it. This kind of gameplay simply couldn't be achieved through traditional means. It's engaging from all directions, how you can fly one way and shoot another, dodging incoming lasers and force fields on one screen while swatting down enemies and turrets on the other screen — including targets that have long since flown out of view on the main screen. It's amazing and shows the great potential the WiiU has. Just a bummer they're only beginning to realize its potential now, but hopefully the NX will have a second screen, too.

I laugh when people say Nintendo is just trying to be different. This gameplay is amazing and simply wouldn't be possible without this setup.
 
Played through Corneria just now. Seems like a blast so far, it's just gonna take my brain a bit to adjust. I keep trying to aim with the left stick while looking at the gamepad but I end up crashing into stuff instead. I need to shut off my brain and try to stop that.
 
As soon as someone says "the motion controls/dual screens aren't necessary," they need to explain another setup that will allow you to still shoot enemies that have already passed you on the TV, or that will allow you to track and dodge something behind you while shooting something offscreen above you. Enemies and obstacles can come at you from every angle now, and you can actually dodge and fight all of them. Also, if this game had conventional controls, the hit count would have to be cut in half on each level to accommodate slow aiming.

The motion controls and dual screens aren't a gimmick in Star Fox Zero. They're instrumental to making the game more intense, engaging and exhilarating than you could ever accomplish with a classic setup. As I said before, the setup here opens up vast new realms of gameplay, expanding your spatial awareness from multiple viewpoints and dramatically increasing your speed and precision while shooting and evading.

It's a paradigm shift for the series. It's so good!
 
Are you saying you can score 400+ on Corneria 1 without using the motion controls? How do you do it?

I don't care about scores, that doesn't equate to being an enjoyable experience. Having to shift my gaze constantly between the two screens is inefficient and cumbersome. When I have to constantly hold the gamepad up and recalibrate instead of having it comfortably in my lap so I can pay attention to the game, something is wrong. Are motion controls necessary to play and enjoy this game? No, they're not, and that's what I'm saying.
 
I don't care about scores, that doesn't equate to being an enjoyable experience. Having to shift my gaze constantly between the two screens is inefficient and cumbersome. When I have to constantly hold the gamepad up and recalibrate instead of having it comfortably in my lap so I can pay attention to the game, something is wrong. Are motion controls necessary to play and enjoy this game? No, they're not, and that's what I'm saying.
Yes they are necessary, if you want to play a Star Fox that throws the level of action at you seen in this game. Classic controls and a single screen couldn't handle half of the enemies and scenarios this game throws at you.

Keep playing and it'll click at some point, and you'll see why the rest of us are finding this so engaging. It makes SF64 look so slow and shallow by comparison now.
 
Well, if everyone watched that Zallard video, most of his run is playing it like a traditional Star Fox and only using motion controls to fine tune his shots and also to get some bonus hits in.

He shows a great deal of mastery.


EDIT: Also I rarely use the second screen unless it's boss and I then just stick to cockpit view.

I've also played some levels strictly in cockpit view too.
 
As soon as someone says "the motion controls/dual screens aren't necessary," they need to explain another setup that will allow you to still shoot enemies that have already passed you on the TV, or that will allow you to track and dodge something behind you while shooting something offscreen above you. Enemies and obstacles can come at you from every angle now, and you can actually dodge and fight all of them. Also, if this game had conventional controls, the hit count would have to be cut in half on each level to accommodate slow aiming.

The motion controls and dual screens aren't a gimmick in Star Fox Zero. They're instrumental to making the game more intense, engaging and exhilarating than you could ever accomplish with a classic setup. As I said before, the setup here opens up vast new realms of gameplay, expanding your spatial awareness from multiple viewpoints and dramatically increasing your speed and precision while shooting and evading.

It's a paradigm shift for the series. It's so good!

How can I "track and dodge something behind you while shooting something offscreen above you."?

What you say is a perfect example of what's flawed with SFZ. I only have one set of eyes and hands. I can only do so much at one time. So what if a game allows me the means to track 20 targets at once with 20 gyro motion controls? My spatial awareness becomes more confused when I'm confronted with too many options.
 
Yes they are necessary, if you want to play a Star Fox that throws the level of action at you seen in this game. Classic controls and a single screen couldn't handle half of the enemies and scenarios this game throws at you.

Keep playing and it'll click at some point, and you'll see why the rest of us are finding this so engaging. It makes SF64 look so slow and shallow by comparison now.

I'll give it another go, but I'm at a point of frustration currently. They haven't clicked.
 
Speaking from my own experience I can't understand any of the complaints regarding having to look at both the gamepad and the tv constantly. The only time this is really necessary is during the intense dogfights against Star Wolf and any of the bosses, though I don't really use the cockpit view on either Andross or the Trash Worm. During the on-rails segments it's perfectly doable to just you the gyro in the gamepad to align your shots right and look solely at the tv and during all range moment's I find myself only looking down at the pad if I want absolute precise aiming. Anything else and it's again hardly an issue to just focus on the tv and aim appropriately with the gyro. The game's controls clicked for me on my second run through Corneria and once they do the experience just gets elevated to incredible in how well the controls complement the level layouts and enemy placement.
 
How can I "track and dodge something behind you while shooting something offscreen above you."?

What you say is a perfect example of what's flawed with SFZ. I only have one set of eyes and hands. I can only do so much at one time. So what if a game allows me the means to track 20 targets at once with 20 gyro motion controls? My spatial awareness becomes more confused when I'm confronted with too many options.
Here's a video of someone who knows how to play the game. He's glancing at the TV to see the direction of the EMP field and the orientation of the turrets shooting at him from behind. He's banking hard to dive back in for an opportune strike the moment the field starts to fade away. When going in for the kill he can aim down at the turrets on the GamePad, which will put him in a prime position to pull out when a glance at the TV tells him the EMP is charging up. He clinches the battle with such a shot.

I play primarily looking at the cockpit view, glancing at the vehicle view to inform my situational awareness. Others play primarily with the vehicle view, moving the controller in their hand to move the targeting reticle. (Note you can put either view on the TV by switching them with Select.)

You don't have to split your attention 50/50. Just play the way you find comfortable, focusing on the screen that feels right in the moment, and taking advantage of the other screen when you want a different perspective.

For example, in dogfights they can go all-out with the combat now since they know you can track your opponent with the vehicle view. This frees up the enemy to be far more aggressive and agile. It feels like the Death Star trench run in Star Wars, tilting the controller to slickly line up the enemy in your sights. But then they zig when you think they'll zag, and fly out of your cockpit view. You look up at the vehicle view and see them coming in from above, and you respond accordingly.

It's an intense back-and-forth that just wasn't possible in the old games, and wouldn't be possible without the expanded perspective and precision afforded by dual screens and motion controls.
 
I don't care about scores, that doesn't equate to being an enjoyable experience. Having to shift my gaze constantly between the two screens is inefficient and cumbersome. When I have to constantly hold the gamepad up and recalibrate instead of having it comfortably in my lap so I can pay attention to the game, something is wrong. Are motion controls necessary to play and enjoy this game? No, they're not, and that's what I'm saying.

I think score is not important per se, but as an indication of what you are doing in the game. You wrote that the second screen is not necessary, and people pointed out that unless you are making good use of the second screen, it is unlikely that you are getting the most out of the game.

SFZ is based around maximising score. If you dont like this kind of games, fair enough. But it is what it is. If you dont find joy in perfecting your runs, if you are the kind of person who thinks 'one and done', then this game is simply not for you.

Edit: what I am trying to say here is that it is often the case in arcade style of games that there is a central mechanic, a risk-reward meta-game, where the more risk you take, the higher your score.

In SFZ, that mechanic is the second screen. You can ignore it for the most part, but if you really want to exploit the meta-game dynamic then you have to make the effort to pay attention to the second screen. Risk-reward.
 
I'll give it another go, but I'm at a point of frustration currently. They haven't clicked.
Everyone is different. It just has to do with how we're wired. I'm sure there are things that you pick up more quickly than me, and vice-versa. I struggle to do hadoukens in Street Fighter, for example, but others can execute them easily from the moment they pick up a controller.

I recommend that you just keep playing the game. Spending time in training and replaying old levels is good practice and a lot of fun. Don't worry about taking damage or missing shots. Just enjoy the smooth controls and shooting/dodging what you can. Bit by bit, you'll hit more targets and dodge more obstacles.

I'm confident it'll click at some point. For some people it happens in the first few missions, for others it happens halfway through the second playthrough. Everyone's different, and that's fine. But I'm confident there's a game in there for you to enjoy. :-)
 
Thanks for the tips, again I'll give it another shot.
BTW, if you hit Pause, you can make it so the motion controls only kick in when you're shooting. (It's the option in the upper right corner of the pause menu on the GamePad)

I don't use that feature (I like having motion on fully), but many people find it more comfortable. You might want to try that if you haven't already.
 
Speaking from my own experience I can't understand any of the complaints regarding having to look at both the gamepad and the tv constantly. The only time this is really necessary is during the intense dogfights against Star Wolf and any of the bosses, though I don't really use the cockpit view on either Andross or the Trash Worm. During the on-rails segments it's perfectly doable to just you the gyro in the gamepad to align your shots right and look solely at the tv and during all range moment's I find myself only looking down at the pad if I want absolute precise aiming. Anything else and it's again hardly an issue to just focus on the tv and aim appropriately with the gyro. The game's controls clicked for me on my second run through Corneria and once they do the experience just gets elevated to incredible in how well the controls complement the level layouts and enemy placement.

Same, except for Star Wolf. I'm given enough information on the TV that I don't necessarily need the bottom screen. I just angle where the reticle needs to be. One example is if I'm tailing Wolf and he starts to veer heavily left or right to try to get away. He never leaves that Y position, never bobbing up or down, so when he starts leaving the screen my reticle still stays on him without me having to look down.
 
I said the same thing : that they are not needed and was welcomed with grade A level trolling. Not only are they not needed, but they are arguably not fun and in some cases even outright kill the pacing of the game.

I dont know anyone that played the snes game and thought "woooooah slow down. Lets control an ass gyrocopter and pick up bombs with a mini robot".

If anything, they give off a really bad first impression. My first time playing I was slamming into walls left and right when trying to aim with the gamepad, as the reticule in the ship view is hard to determine where your shots are going to go.
 
Something I'd recommend for people who primarily want to play in vehicle view:

Keep your eye on the targeting reticle. When you move the controller in your hands, you're moving the reticle, so if you pay attention to the reticle, you can intuitively line up shots with speed and precision.

It's still easy enough to see your vehicle at the same time, so dodging won't be an issue. The key is to focus on the reticle since it corresponds with the movements of the pad.

Generally speaking, though, I look at the GamePad when there are a lot of enemies, and I look at the TV when I'm dodging obstacles (or platforming, in the case of the walker).

Like others have said, I glance back and forth between both in boss battles or dogfights where the enemy is attempting to outmaneuver me. Use the TV to find where they're at and the motion controls to line up your shots (since they generally move faster and more erratically than a stick would be able to precisely track).

The dual-screen setup is especially useful when taking down large cruisers since you can keep them in sight on the TV while flying away and angling around them to find their weakspots. Then when you've found their weakspots, you'll be in a prime position for a safe approach.
 
If anything, they give off a really bad first impression. My first time playing I was slamming into walls left and right when trying to aim with the gamepad, as the reticule in the ship view is hard to determine where your shots are going to go.

This is something agree with greatly and I do hope they patch and soon. It leaves a very bad first impression and makes some things feel off when it shouldn't be.
 
This is something agree with greatly and I do hope they patch and soon. It leaves a very bad first impression and makes some things feel off when it shouldn't be.
I'm not sure how that could be "fixed." The shots are actually being fired from the Arwing now, not from the center of the screen like the old games. It lines up with the ship now (due to the cockpit view). It's probably best to focus on the reticle in vehicle view, then, instead of the ship itself, since the reticle is what corresponds to the movement of the pad.
 
So just for a test I decided to boot up Co-Op on Corneria but just play by myself using the pro controller to see how it plays as a traditional Star Fox game.. It really makes you appreciate the way the game is meant to be played. Aiming feels sooooooooo slow.

It could be a cool little self imposed hard mode though. No motion, no cockpit view and no laser upgrade or charge shots. Only problem is you can't aim in chicken mode and target view.
 
What's everyone's favorite level(s) so far?.

1Sector Beta: so much star wars vibes, the pace of this mission is really well made,
the meeting of all starfox friends, that star wolf battle
that lead to maybe the best dogfight of all star fox games.
It's like a Rogue Leader mission but with the Star fox gameplay.

2 Sector Ω:
With fox introducing this level that "they set G diffuser to the maximum and are going top speed" with the the start of the music meaning of something so epic.
This level is really a pure rollercoaster. And after all of this you have him, Attack Carrier, is back in the battle with new patterns, with that insane orchestral BOSS B music, striking directly into my childhood.

3
Corneria Hidden Path:
man that vibe, critical vibe with a more dangerous invasion of foes than the first mission.
That music using at the end of it the main theme of Star fox Zero (the first corneria was tribute to the snes one), lot of enemies with fast pace (It's like Area 6 of Star fox 64 but this time it's on corneria).
 
What's everyone's favorite level(s) so far? Here's my top 3.

1. Fortuna
2. Sector Beta
3. Titania

Honorable mentions go to Fichina, Sector Omega, and Sector Gamma.
I still have to unlock a few more (apparently two Star Wolf encounters, and Great Fox), but your top three are definitely among my favorites. I also really like both Corneria levels, Sector Alpha (I love whipping through the walker section), and the hidden boss levels Aquarosa and Salvadora. I keep replaying Salvadora just for fun... It's probably the level I'll show first to friends when they come over.

I have to replay it more, but I suspect Fortuna may end up being my overall favorite. The on-rails section is gorgeous and varied, and the all-range boss battle against Dodora is simply fantastic.

Likewise, I suspect Sector Beta may be my second favorite. So many great moments rolled into one all-range battle: Join Bill to take down the small cruisers; slip through the shield of the large cruiser and escape before it's destroyed; join Kat against Andrew, Leon and Pigma; then stop Wolf before he shoots down Peppy and escapes. Love it!
 
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