Star Fox Zero |OT| The Fox Awakens

So wait.
Is this game a reboot of the first game then?

Since in the animated short they mention Sauria and James McCloud is possibly still alive?

Huge-ass final level spoilers:
James McCloud appears in person (in Arwing) and assists you in defeating Andross.
 
That's what I mean.
I watched the ending, and with the scene for scene remake of 64's ending, along with James, and the Sauria comment in the animation. This feels like a reboot after Command's bungled storyline.
 
If we're talking SF0 music, I really dig Area 3 cause it sounds so much like Star Wars.
https://www.youtube.com/watch?v=ZdWOIb8Hba8&feature=youtu.be

Yeah I like this music for the same reasons, as sfried said Sector β has a star wars vibes too, they have done a really good job with this soundtrack: Star wars vibes, orchestral, military vibes(titania), epicness, chills(choir in meteos theme or Star Wolf or
Star fox 64 BOSS B remix
) and retro("inside the colony"). Yeah this could become my favorite star fox soundtrack of all time.

I really love Fortuna music with this exotic vibe, it screams Fire Emblem, so Rei Kondoh lol.
 
I like putting the cockpit view on the TV. That shit right there is the tits.

Neiteio knows what you mean :D

Damn, he's letting those charge shots rip before they lock onto anything. Also looks like I should be using charge less and just lasering all the exploding enemies.

Yea, the indirect hits give +1 and if you lock onto even one enemy in a group, you get no +1 for that enemy because you hit it directly so he fires the charge shots in their general direction to take out as many as possible with the indirect splash damage. It's kinda nuts.

High level play for SFZ is absolutely bananas already.

So wait.
Is this game a reboot of the first game then?

Since in the animated short they mention Sauria and James McCloud is possibly still alive?

Covered that in the OP.
 
I think you should. This game is right up there with 64 as the best game in the series IMO. The game has a great tutorial for every vehicle in the tutorial mode on the main menu and I'm sure people here will help you out if you are still having trouble.

Sorry for the late reply. I was a bit worried, because there's no nostalgia that could kick in for me, being a reimagining of the classic Star Fox and all.

Guess I'll get the game sometime this week and if I'm having trouble I'll let you guys in the OT know.
 
Greatly enjoyed the main campaign: it's a good, varied, return-to-form for Star Fox games. I think the control scheme - while obtuse - justifies itself by allowing for deeper mechanics.

That being said, you can sense cut corners everywhere. Right when the game gets going, it just ends. Further, it introduces novel concepts, like the Gyrowing, and then drops them completely, without ever iterating on them ever again.

The alternate routes - which reuse assets (and entire boss design/mechanics) to an absurd degree - especially make the low production value apparent. While some of them offer a few interesting ideas, they don't come close to SF1/64's level branching or diversity.

It's a real shame, because I'd like to fiddle with the mechanics some more, but the lack of content isn't really motivating me to do it.
 
I still have 6 more levels to unlock. I want to play more, but stuff is preventing me from doing so. I haven't even touched Guard yet (probably since it's a separate disc).

I have to imagine there's a solution to Gyro controls losing their center out there. I feel like Star Fox doesn't handle it all that well, tbh. Some games definitely do. It still doesn't get in the way of me enjoying the game, but it's hard to be mindful of it all the time.
 
That being said, you can sense cut corners everywhere. Right when the game gets going, it just ends. Further, it introduces novel concepts, like the Gyrowing, and then drops them completely, without ever iterating on them ever again.

Gyrowing is a Blue-Marine of Star Fox Zero. One and a half Gyrowing stages is enough for such a non-conventional vehicle. However, I think that
Roadmaster
could have its own full-fledged level or two... it's a really fun vehicle and a nice unlockable, but I wonder what could be done with it aside from bonus Training Mode mission.

Damn, he's letting those charge shots rip before they lock onto anything.

Hold L to prevent locking on. You can also tap L to reset lock-on.
 
Everyone having problems with Aquarosa:

Never fly directly at the ship/lasers/satellites. Basically, just fly a big circle around the ship, and shoot from the distance. As far as I can tell, your laser has no drop off damage, so you can hit these things from a crazy distance.

This should keep you from taking damage from both the EMP and the big red beams. Just spend some time here and there taking out the random fighters when needed, which is probably after every 2 satellites.
 
Greatly enjoyed the main campaign: it's a good, varied, return-to-form for Star Fox games. I think the control scheme - while obtuse - justifies itself by allowing for deeper mechanics.

That being said, you can sense cut corners everywhere. Right when the game gets going, it just ends. Further, it introduces novel concepts, like the Gyrowing, and then drops them completely, without ever iterating on them ever again.

The alternate routes - which reuse assets (and entire boss design/mechanics) to an absurd degree - especially make the low production value apparent. While some of them offer a few interesting ideas, they don't come close to SF1/64's level branching or diversity.

It's a real shame, because I'd like to fiddle with the mechanics some more, but the lack of content isn't really motivating me to do it.

Online multiplayer or co-op would've helped with further exploration of the game's mechanics. Having to use skills/mechanics against or in tandem with other people is what shows their true potential.

I think more complex "infiltrate ship and blow it up from the inside," missions where you have to coordinate with others would've been helpful for his game. Unless it gets ported to NX, I don't see much chance of that happening.
 
Online multiplayer or co-op would've helped with further exploration of the game's mechanics. Having to use skills/mechanics against or in tandem with other people is what shows their true potential.
I think it'd be cool if they released a Star Fox Versus that would essentially be online multiplayer using these mechanics. Sell it for $10 like Guard.

It'd be an opportunity to flaunt your skills, and incentive to continue getting better. It could have free-for-all and team battles on a variety of maps using both the Arwing/Walker and Landmaster/Gravmaster. Maybe there could also be a horde mode where you compete to score the most points shooting down enemies in the same arena.

And it could support couch co-op, too, so you could work together with a friend to play against strangers online. :-)
 
Co-Op in this game is fantastic. Managed to get Gold on the first try when doing the
solo vs fight against Pigma and Andrew.
You definitely get a sense of added focus.
 
This game is so damn good. Really feels like an N64-Era game with the polish of this gen. Hopefully it does well because I want more.
I'm sure it'll sell well for a WiiU game, being a new Star Fox in a sparse lineup.

The real question is whether Nintendo will listen to the people who complained (many of whom didn't even play the game, but hey!).

I'm quietly confident we'll get a Star Fox NX (Star Fox One?) and it'll play like Zero. Reason being Miyamoto. He does his own thing, and when he's passionate about something, Nintendo supports it.

Look at Pikmin 3, now going on Pikmin 4, and the animated shorts that came out. Now consider Zero (and by association, Guard). Consider the enthusiasm Miyamoto has shown for it, and the ways they've promoted it (Jim Henson puppets at E3, the Production IG short, etc).

Miyamoto believes in this game and its gameplay. I think he'd sooner take another stab at refining it than bowing to the critics who didn't put in the time for it to click. Such a sequel would also be received more smoothly since people would know what to expect, and more people would know how to play going into it.

My wishlist for Star Fox One? Add Faye and Miyu to Team Star Fox:

VfhSZIw.png


Also bring back the Blue Marine, but make it a second transformation for the Landmaster. So now the Landmaster will not only be capable of flight (Gravmaster) but also sailing the seas and diving underwater (Blue Marine). Imagine rolling down a beach and straight into the sea. Amphibious!

I'd also like some planet-based levels that feel like they have real history. Like flying through ancient ruins on a desert planet. It'd be a nice change of pace from the high-tech sci-fi of Zero. :-)

And of course, online leaderboards with replays you can watch, and online multiplayer would be appreciated.
 
I just beat my first run of the game, and I'm not quite sure how I feel.

I find the Arwing stuff pretty awesome. The controls have already clicked, and there are moments where it just comes together and it's really intense and fun.

It's hard to put my finger on it, but it feels a little bit more like a flight simulation game at times with the added control depth. It's much more satisfying to take down enemies. I just have to accept that the gyro aiming isn't giving me a pinpoint accurate cross-hair on screen, which at first is frustrating as hell but grows to feel more realistic.

The walker or helicopter are functional, but less fun to play. Feels more like Pilotwings than it does action-packed Star Fox.


As much as I like the controls and find this game to be a novel experience, for the next Star Fox I'd much prefer the expected dual-analog or wii-remote controlling action game with much presentation, graphics, bosses, and set-pieces, and allow the characters and franchise to grow beyond this repeated base storyline.

After Zero, I think the SF franchise will go on hold for more-or-less another decade, but I'd love to see a pure pulp action approach from Platinum, Retro or Sakurai.
 
HatchX, your Pilotwings comparison might be why I enjoy the walker and gyrowing. I just really like the feeling of controlling a machine.

Agreed on the arwings feeling like more of a flight sim. It's pretty cool. I feel happy thinking about moments where I see Wolf behind me (in vehicle view on the TV) and I somersault behind him, chasing him down in cockpit view on the GamePad, trying to line up my crosshairs with the motion controls while he tries to shake me off.

It comes together so beautifully. :-)
 
Greatly enjoyed the main campaign: it's a good, varied, return-to-form for Star Fox games. I think the control scheme - while obtuse - justifies itself by allowing for deeper mechanics.

That being said, you can sense cut corners everywhere. Right when the game gets going, it just ends. Further, it introduces novel concepts, like the Gyrowing, and then drops them completely, without ever iterating on them ever again.

The alternate routes - which reuse assets (and entire boss design/mechanics) to an absurd degree - especially make the low production value apparent. While some of them offer a few interesting ideas, they don't come close to SF1/64's level branching or diversity.

It's a real shame, because I'd like to fiddle with the mechanics some more, but the lack of content isn't really motivating me to do it.
You can tell that they didn't have time to put any more in and that it's a great basis for future developments. I think there's a lot of room for multiplayer to evolve.
 
Just started this and am digging it. But I find it weird there's no voice acting while you're actually playing. Pretty hard to read shit while flying around shooting bitches.

Edit: nevermind, I'm a dumb ass. Had the pad volume turned off.
 
Just started this and am digging it. But I find it weird there's no voice acting while you're actually playing. Pretty hard to read shit while flying around shooting bitches.

Edit: nevermind, I'm a dumb ass. Had the pad volume turned off.
Haha, I bet a lot of people are going to make that mistake at first. The game tells you to turn up your GamePad volume, but if you don't read that, it's easy to overlook.
 
I only had time to try out the training and the first mission. Controls are definitely going to take some getting used to, what with the cursor recalibration and all, but I definitely had fun with what I've played so far. It feels like the Star Fox 64 sequel that I've always wanted. Interested to play more when I have the chance.
 
I only had time to try out the training and the first mission. Controls are definitely going to take some getting used to, what with the cursor recalibration and all, but I definitely had fun with what I've played so far. It feels like the Star Fox 64 sequel that I've always wanted. Interested to play more when I have the chance.

maybe you have to try out the option "Motion controls only on when press ZR" everytime you stop shooting it will recalibrate. It works well for me
 
Just finished my first run of the game.
That ending fight was a bitch but the whole final level feels amazing. Even then i think is the best Andross fight in the whole series, is super difficult at the beggining and theres a bunch of things going on, but when everything clicks its awesome, and when I beat it I felt like a champion, something I never felt with the original one as it was a piece of cake.

Fuck the
electric hand attacks, at the end I always saved the bombs for that shit, because even doing it well I was left in a postion where I always eat part of his hand when trying to go back

Now to find all the game's routes.
 
maybe you have to try out the option "Motion controls only on when press ZR" everytime you stop shooting it will recalibrate. It works well for me
Okay, that actually sounds pretty good. I'm going to try and replay the first stage with that setting to get a feel for it.
 
Just finished my first run of the game.
That ending fight was a bitch but the whole final level feels amazing. Even then i think is the best Andross fight in the whole series, is super difficult at the beggining and theres a bunch of things going on, but when everything clicks its awesome, and when I beat it I felt like a champion, something I never felt with the original one as it was a piece of cake.

Fuck the
electric hand attacks, at the end I always saved the bombs for that shit, because even doing it well I was left in a postion where I always eat part of his hand when trying to go back

Now to find all the game's routes.
Oh shit, I never thought to try using bombs on the hands

I bet that's helpful!
 
http://www.thejimquisition.com/star-fox-zero-review/

Star Fox Zero is a dumpster game for people who want to have a garbage time, and it belongs in the toilet.

Masquerading as an innovative and all-new experience, Nintendo and Platinum Games’ miserable adventure is actually a bare-bones space shooter utilizing a deliberately obtuse control scheme in order to mask the fact it’s nowhere near as interesting as it pretends to be.

Robbed of its “inventive” little control scheme, Star Fox Zero is an unchallenging and rather humdrum continuation of the Star Fox series. If it didn’t handle like a wingless pigeon in a falling elevator it would’ve been an inoffensive way to spend a handful of hours – not exactly a remarkable or memorable experience, but at least tolerable.

Unfortunately, Star Fox Zero doesn’t control like a proper game, intent on shoveling a bunch of Wii U tech demo features down our throat as if the existence of motion controls has been enough to sell a game since 2008.

2/10 from Jimquisition for the main game. Jeez.
 
Can't say I've ever followed Jim's work too closely, but that's one extreme score. A 2 is something I'd expect for a game that doesn't want to boot up half the time or something like that.
 
Like I said in the Jimquisition thread, it's okay to not like the game... but, god, if you want to review a game, make a review and not a snark-fest.

Can't say I've ever followed Jim's work too closely, but that's one extreme score. A 2 is something I'd expect for a game that doesn't want to boot up half the time or something like that.

In my book, scores lower than 4 are reserved for games which don't work.

(By the way, I've scored this game 7,5 for a local Russian outlet. I really liked Target View and boss fights which made use of it. My problems were the lack of leaderboards and non-co-op multiplayer, alongside with somewhat questionable stick-ficking controls for somersaults and U-turns. Star Fox Guard got a 8,5, and I consider it the best eShop-exclusive Nintendo game for Wii U.)
 
Finally got my copy delivered yesterday and played an hour and a half. Given all the uproar I'd heard about the controls prior to playing the game, I expected something far more disastrous. The presentation, music, gameplay, and controls have all been enjoyable for me thus far. The graphics aren't the best on the system but that's hardly a deal-breaker. Haven't even touched Guard yet, but looking forward to playing more of the game. A 2/10 review for this game is a total joke.
 
Just beat Andross without getting hit once. I love the level of control the controls give you once you master them.

Finally got the Gold for Venom too. Slowly making my way through collecting all the medals (if I can stop playing Arcade).

 
That 2/10 review from Jim Sterling is absolutely ridiculous, but I do like the line "wingless pigeon in a falling elevator." It's wrong, of course, but I still appreciate the purple prose!
 
Just beat Andross without getting hit once. I love the level of control the controls give you once you master them.

Finally got the Gold for Venom too. Slowly making my way through collecting all the medals (if I can stop playing Arcade).

Nice scores! Here are mine... although I haven't played the game in the last two days.

WVW69jJl64kd7q_QsH
 
Whenever I see this image, the sight of Aquarosa, Salvadora and Hunter makes me SO HAPPY

Like I want to touch them on my computer screen and start playing right now!

To be honest, I kind of relieved that I snatched the gold medal on Aquarosa on my second playthrough and don't have to play it again. It's great, but boy it was stressful... and I still have plenty of bonus missions to complete!
 
To be honest, I kind of relieved that I snatched the gold medal on Aquarosa on my second playthrough and don't have to play it again. It's great, but boy it was stressful... and I still have plenty of bonus missions to complete!
Oh, I don't mean to suggest I'm a pro at them. In fact, I don't consciously try to go for gold medals, not yet anyways. When it happens, it happens by accident. I just like replaying those levels because I love their purity of design. Aquarosa, especially, is a brilliant expression of everything that makes this game unique.
 
I found all but two of them

bah

The two you are missing. The first search light when first entering the main area. Hack it off, hack it on, then hack it off again to not get detected. It's bs but there it is.

The second is in the left portion of the reactor. High up there is a search light just going back and forth at a wall. There is a single flame thrower below to its right. Hack that light off, hack it on, then hack it off again to not get detected.

I knew it had something to do with those lights but I never thought to turn them on again. I just blew them up with bombs. A bit of a questionable design choice to me.
 
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