Star Fox Zero |OT| The Fox Awakens

Pray to Umbasa that this sells well enough so the series continues on this route and gets a sequel on NX.

I don't want to wait 10+ years again. And I wasn't even a huge Star Fox fan to begin with. Zero is that good.
This is how I'm feeling.

The nice thing is, even if people never give this game a fair shake (and continue to opine on it anyways, lol), the fact Miyamoto is invested in it means we'll probably get a sequel along the same lines. Like the Pikmin series, I get the impression Miyamoto is invested in Star Fox.
 
I can't get over this game. Biggest and best surprise of the year by far.

I went from thinking "I don't know if I'll like the controls and dual screens" before release to playing the game and thinking "This is incredible" within the first hour. I giggled like a child descending into Corneria and shooting down the first wave of drones with pinpoint precision. I stood up when taking down the spider bots at the end of the level. Heck, I think I caught myself verbally replying to Slippy. Amazing.

I know. I was on that tip from the intro training segment. I had to stop and post at Miiverse and all I could come up with was "Yooooooooo... this is INCREDIBLE!"

https://miiverse.nintendo.net/posts/AYMHAAACAAADVHlHW4cB0w

Then I proceeded to play Corneria until the sun rose...
 
Basically I want to look at the TV and shoot in 3rd person. Is this possible? I'm confused at what can and cannot be done from reviews and Nintendo marketing.
Yea, it's third person on the TV. You can bring the 1st person game pad view on the TV if you'd like as well.

Instead of buying this, perhaps i should finally get around to playing SF643D...
Definitely play SF64 first, either version. I think the 64 version has better music but the 3D port looks and runs great.
The average level in Zero is like three times longer than SF64 and has like 10x as much stuff going on. Given the scale of many of the levels, I don't particularly mind them revisiting a few areas under different conditions.
I wouldn't exactly say there is even an "average" level in Zero. The pacing is uneven, something that 64 was much better at. There are definitely 64 levels that are longer than Zero levels for sure, and vice versa. I also don't mind the fact that assets are reused, but it clearly came at the cost of brand new content. It's been nearly 20 years since 64 so I was expecting slightly more in terms of brand new content.
 
Open letter to Nintendo:

Please update the Wii U system software to re-route Gamepad speaker to the regular channels. I play with headphones. C'mon, fam.

Thanks.
 
I was including all-range. Regardless, not sure where you got those numbers, but Zero certainly feels longer, probably because you're multitasking more and more stuff is coming at you from more directions.

Couldn't be the youtube links that are within the post you just quoted.

>.>
 
Motion controls can be done without a second screen. For on screen action, Nintendo just needs to add a visible laser pointer that displays a circle when the laser hits an object--similar to how it is implemented in Splatoon's sniper rifles. When the laser pointer reaches the end of the TV, the camera should slightly move and follow the target at the edge of the screen up to a certain point (the same limits as the Gamepad's).

Nintendo, consider including this laser pointer as a control option in your next patch.

star_fox_zero_laser.jpg

I don't know if you're being serious here, but... Don't we already have a laser pointer? Maybe I'm missing something, but aren't your ship's lasers the laser pointer? In splatoon it makes sense - you have limited "ammo" and once you fire you give away your position. Star Fox doesn't have these constraints - you're shooting all the time so you have constant feedback of where your shots are going.
 
I can't get over this game. Biggest and best surprise of the year by far.

I went from thinking "I don't know if I'll like the controls and dual screens" before release to playing the game and thinking "This is incredible" within the first hour. I giggled like a child descending into Corneria and shooting down the first wave of drones with pinpoint precision. I stood up when taking down the spider bots at the end of the level. Heck, I think I caught myself verbally replying to Slippy. Amazing.

And then there was pre-release concern about whether there'd be enough content to keep me going. Turns out I'm endlessly entertained replaying my favorite levels (which are pretty much all of them) over and over, and I'm not even shooting for high scores, "Mission Accomplished," or the 70 gold medals. Some of these levels are super-lengthy, too, with numerous ways to approach them.

I also wasn't sure if I'd dig the look and sound of the game, but I'm loving all of that, too. Game just has a great vibe to it. It makes me happy just looking at all of the levels I've unlocked so far in the score list.

This is shaping up to be an all-time favorite. Too bad a large swathe of the Internet (including many who admit they haven't played the game) are doing their best to scare people away from even trying. Ah well.

Makes me happy to read this!
 
The average level in Zero is like three times longer than SF64 and has like 10x as much stuff going on. Given the scale of many of the levels, I don't particularly mind them revisiting a few areas under different conditions.
Yes, shorter or not most of the levels are more complex than their SF64 counterparts... but even with that, the game would benefit greatly with a couple more of entirely new levels and alternate ones in the style of the satellite mission of Area 3.

Even after liking most of the extra missions that the game has, the teleporter idea for alternate version of other levels, the possibility to unlock completely new ones and bringing more variety to the routes to Venom feels a little wasted. Personally it bothers me that
Venom, or at least the Andross fight, doesn't have a more complex alternative version when we're getting harder and better Star Wolf battles after the main route ends.

I love the game and I'm having a really great time with it, but the margin of improvement over these aspects and the lack of a few levels more are the things that prevents me of putting it ahead of SF64, and it's a real shame how close is Zero from that.
 
I can't get over this game. Biggest and best surprise of the year by far.

I went from thinking "I don't know if I'll like the controls and dual screens" before release to playing the game and thinking "This is incredible" within the first hour. I giggled like a child descending into Corneria and shooting down the first wave of drones with pinpoint precision. I stood up when taking down the spider bots at the end of the level. Heck, I think I caught myself verbally replying to Slippy. Amazing.

And then there was pre-release concern about whether there'd be enough content to keep me going. Turns out I'm endlessly entertained replaying my favorite levels (which are pretty much all of them) over and over, and I'm not even shooting for high scores, "Mission Accomplished," or the 70 gold medals. Some of these levels are super-lengthy, too, with numerous ways to approach them.

I also wasn't sure if I'd dig the look and sound of the game, but I'm loving all of that, too. Game just has a great vibe to it. It makes me happy just looking at all of the levels I've unlocked so far in the score list.

This is shaping up to be an all-time favorite. Too bad a large swathe of the Internet (including many who admit they haven't played the game) are doing their best to scare people away from even trying. Ah well.

I hope Nintendo's feedback hunters find posts like this one. Seems the game hit you in exactly the right way. Sure should be nice for them to know that at least some people "got" exactly what they were going for.

Stuff like this is why I find these kinds of divisive games way way way way more interesting and relevant than those getting showered in praise from all angles because that often means they made something so inoffensively safe and just executed it really well. Star Fox Zero is Code Name S.T.E.A.M. 2016 - only more high profile and thus a bit safer and more people willing to at least try. Ironically, both got idiotic "didn't finish it" treatments from Polygon.
 
I can't get over this game. Biggest and best surprise of the year by far.

I went from thinking "I don't know if I'll like the controls and dual screens" before release to playing the game and thinking "This is incredible" within the first hour. I giggled like a child descending into Corneria and shooting down the first wave of drones with pinpoint precision. I stood up when taking down the spider bots at the end of the level. Heck, I think I caught myself verbally replying to Slippy. Amazing.

And then there was pre-release concern about whether there'd be enough content to keep me going. Turns out I'm endlessly entertained replaying my favorite levels (which are pretty much all of them) over and over, and I'm not even shooting for high scores, "Mission Accomplished," or the 70 gold medals. Some of these levels are super-lengthy, too, with numerous ways to approach them.

I also wasn't sure if I'd dig the look and sound of the game, but I'm loving all of that, too. Game just has a great vibe to it. It makes me happy just looking at all of the levels I've unlocked so far in the score list.

This is shaping up to be an all-time favorite. Too bad a large swathe of the Internet (including many who admit they haven't played the game) are doing their best to scare people away from even trying. Ah well.
bravo! pretty much my thoughts
2 things i don't like though:
1. a button for barrel roll would be better imo, or at least give me the option to change that. shooting and flicking the stick at the same time is not optimal
2. the framerate is really bad at some points
 
Whew, first time doing Arcade mode. Here's my route:

WVW69jJZ_Ao11JyZTH

Corneria- Sector α -
Wolfen
-
Great Fox
- Missile Command - Fortuna - Sector γ -
Corneria 2
- Venom


What's some of your guys first time routes/ scores? The path I took involved a ton of dog fights. Purposely tried to avoid tiresome Gyrowing sections. Managed to gold medal a bunch of stages on my way, too.
 
Whoever in the Jimquisition thread compared the controls to Neo in the Matrix, thank you, you have sold me on this game.
That was me. Now understand that like Neo in the Matrix, it will take some time to become The One. But go into it with the attitude that you're learning how to pilot these vehicles for the first time, and "trust your instincts," as Peppy says. And bit by bit, you'll get it.
 
I got the game and played up to Titania. I love it! Even the Gyrowing didn't suck as much as I feared.

My one complaint so far is that I wish there was a way to disable the analog stick inputs for the U turn and sommersault. I did them by accident a few times and it really annoyed me.
 
Just played Fortuna and then took the boss on 3 times before having to leave, super fun and am looking forward to trying out a new way to approach it next time I play. This game is the perfect game to have with an espresso in the morning and get my brain working and my attention ignited.

I played a little Assault last evening and it felt very very easy and passive comparatively, I was aware of the controller in my hands, the tv in front of me, and that I was hungry. Jumping into Zero afterwards and playing Fichina my attention was honed in on the game and the environment so much that after beating it I "woke" up out of Star Fox land haha. I'm very capable of doing many things at once and often find myself going off mentally to other things when not fully engaged but this game certainly keeps me focused on what I'm doing while challenging me at the same time. Fun times 😍
 
I don't know about that.

SF64 Corneria clocks in at 6:20
SF64 Zoness clocks in at 8:00
SF64 Titania clocks in at 6:30

SF0 Corneria in at 8:00
SF0 Zoness clocks in at 7:00
SF0 Titania clock in at 9:00


Longer? Yes. 3 times longer? Not really. Unless you could the missions that aren't on rails and you can take as long as you want on them.

Where are you getting those times for the 64, both paths in corneria are like 3 minutes each and both bosses shouldn't take you more than one minute.
 
Fuck Aquarosa. Terrible boss with terrible camera angles that really shows all the flaws if the game. I've enjoyed everything else, and found Andross pretty easy once I learned the phase, but this is just horseshit. One more set of tries then I'm just going to use the invincibility thing and move on. I don't give a crap about medals, just want to see all the stages and modes before selling the game.
 
Aquarosa was complete horseshit. One of the few things in the game that I think is objectively bad design as opposed to personal preference.
 
It shouldn't and I hope the audio mix gets patched.

It's currently my biggest gripe with the game.

We need to get a Miiverse message and get loads of "yeahs" and maybe they will listen.

Ideally the audio options should offer to have all audio through the television as well as audio levels for Voice, Music and SFX....which Star Fox 64 has.

(I like the motion controls but a classic "N64" mode should be patched in with some rejigging of the enemy layouts etc to offer a classic controller experience. Star Fox 64 3D offered a gyro mode and an N64 mode with different challenge levels for both due to the difference in control).
 
Aquarosa is one of the best bosses Nintendo has ever made. I'm getting faster and faster at taking it down but it still requires my full attention.

Fuck Aquarosa. Terrible boss with terrible camera angles that really shows all the flaws if the game. I've enjoyed everything else, and found Andross pretty easy once I learned the phase, but this is just horseshit. One more set of tries then I'm just going to use the invincibility thing and move on. I don't give a crap about medals, just want to see all the stages and modes before selling the game.

NeoGAF.gif

I haven't tackled Aquarosa just yet, but is looks awesome and quite a challenge from the videos. I've been trying Sector Gamma (died twice before I went to sleep yesterday), and I loved the design even though I failed lol. This game expects a ton from the player in terms of coordination and space awareness, I love it.
 
Okay my only gripe with the controls is that the minus button was used to switch view and I keep accidentally pausing.

Besides Direct-i I just switch the main screen instead of looking down. Although I've gotten decent at aiming without cockpit view.
 
Didn't have much time to play because of PAX and having friends up (did get the Star Fox shirt from the nintendo booth, was hyped), but I finally started digging in today and I love it. For the most part, it feels really, really good to play. I just don't like the gyrowing levels, which seems to be a common sentiment here. Everything else has been fantastic so far.
 
Hey guys some advice would be appreciated.

Fighting Pigma for the first time and I barley scraped by, didn't really get an idea for where I should be dividing my attention/how I should be playing that bit. Had a similar feeling with the boss on the first level.

Any suggestions?
 
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.
The boss was very hard until I remembered you can move left and right in the Walker. Makes dodging all his attacks rather easy (except the beam grab that I never could stop)
 
Playing through the levels again while searching for medals, portals and high hit counts has really made me appreciate these controls. It was a ballsy move on Nintendo's part, but I think it paid off. It feels like playing and learning a brand new arcade game with a weird control scheme.

Some obvious rough edges here and there, but overall one of the most innovative (and fun!) things I've played in a while.
 
Aquarosa was complete horseshit. One of the few things in the game that I think is objectively bad design as opposed to personal preference.

Yep. It would be fine if the tv screen camera was just normal free range mode and not the stupid locked on cinematic camera. Makes it super awkward to dodge the laser beams (which you can't see well in cockpit cam) and get out of the shield range when it comes back up. And to top it off all the health rings spawn inside the shield, which goes up and down way too fast in the second phase. None of the other ships that are flying around the stage seem to drop them. Just the cannons once base. Argh!
 
Yep. It would be fine if the tv screen camera was just normal free range mode and not the stupid locked on cinematic camera. Makes it super awkward to dodge the laser beams (which you can't see well in cockpit cam) and get out of the shield range when it comes back up. And to top it off all the health rings spawn inside the shield, which goes up and down way too fast in the second phase. None of the other ships that are flying around the stage seem to drop them. Just the cannons once base. Argh!

Aquarosa is the Flamelurker of SFZ. Git gud or git out, as they say.
 
Set it in a different dimension. Ending spoilers ahead:
It's clear James isn't dead so Star Fox could use the teleporter on Corneria to travel to a different dimension in order find him. This would be a great excuse for them to use all new planets and go completely crazy with the level design since they wouldn't have any basic themes they would need to adhere to.

I think they've taken enough gameplay wise from 2. The only other things I hope they bring back are Fay and Miyu.

I like the concept of the game being played in semi-real-time, so while you travel to your destination to defend planet Corneria from invading forces, the enemies can also do the same and wreak havoc on the stations/planets you've defended. If done well, that can easily up the tension.

And, yes. I'll be down with having Fay and Miyu brought back, along with the option to choose which pilot you can play as during a mission.

Proper co-op with missions involving all ships (e.g. Gyro wing player has to lift steal cargo out of Macbeth train while others cover them, linear missions where each player gets their own paths that intertwine, etc.)

Multiplayer is a must too — something as close to Assault's as possible.

It would be cool if, after completing the mission for the first time, you and a friend can choose which vehicle you can pilot and tackle the objective anyway you see fit.
 
Aquarosa is the Flamelurker of SFZ. Git gud or git out, as they say.

Lol. Finally put the fucker down after like an hour and a half of tries.

It's really not a git gud moment. It's a figure out how to get past the terrible camera in the tv screen view to dodge the lasers and set up your attack runs.

It would be super easy if it was just a pure free range stage camera and not the stupid forced lock on.

This boss annoyed me more than any in Bloodborne or Dark Souls 3. Some there were harder, but I just needed to git gud rather than overcome a terrible camera.

Anyway that's done. Won't replay that boss.
 
Lol. Finally put the fucker down after like an hour and a half of tries.

It's really not a git gud moment. It's a figure out how to get past the terrible camera in the tv screen view to dodge the lasers and set up your attack runs.

It would be super easy if it was just a pure free range stage camera and not the stupid forced lock on.

I hear ya. Honestly I have an easier time dodging those big fat lasers on the cinematic camera screen than I do with the cockpit view. Kinda like a three dimensional game of R.C. Pro-Am.
 
Star Fox Zero is fantastic. I feel like I'm sitting at an arcade cabinet playing some new Star Fox Arcade that we never got. Along with a unique control scheme. The game makes me feel an adrenaline rush at times. Especially those first person flips and high speed dog fights. Whoaaaaa.
 
Star Fox Zero is fantastic. I feel like I'm sitting at an arcade cabinet playing some new Star Fox Arcade that we never got. Along with a unique control scheme. The game makes me feel an adrenaline rush at times. Especially those first person flips and high speed dog fights. Whoaaaaa.

I like putting the cockpit view on the TV. That shit right there is the tits.
 
Started Aquarosa, ended at Asteroid Field. I'll say that Aquarosa was fine, practice strafing runs and you'll get it on the first or second try with a Gold.

Escape the base was a nice twist but the Walker controls aren't that hot. I'll have to turn off the Gyro when not firing.
 
Hey guys some advice would be appreciated.

Fighting Pigma for the first time and I barley scraped by, didn't really get an idea for where I should be dividing my attention/how I should be playing that bit. Had a similar feeling with the boss on the first level.

Any suggestions?


1: Press ZL whenever Pigma is not directly in your sight.

2: Bank (right stick left/right) to face him, release ZL when he's in your sight, and pelt him with lasers (don't bother with charge shots, they're took weak). You can easily beat him by focusing only on the TV screen.
 
The gold medal in phase one of Sector Alpha is so dumb. Brake in this random spot with no indication to spawn an enemy that is only on screen for a split second! I actually managed to find this by accident but missed the enemy and then spent over half an hour trying to figure out how I got it to spawn before breaking down and looking it up.

On the bright side I think I got pretty good at the level. I think I could easily break 400 with a little more practice.

 
A bit of a missed design opportunity in not having a on-rails level that makes a full circuit on the space colony. Oh well, leave it for Star Fox One.

There's also plenty of opportunity for stages that incorporate more in-depth methods of swapping between vehicles and interiors/exteriors. Though they'll really have to put their heads together to find a way to make the blue marine fun.
 
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