Star Fox Zero |OT| The Fox Awakens

So if the portal isnt around, it'll let you go through a secondary route like normal? Or once the portals arrive on the planets they are there to stay? Because i'd think there was something after the part on Corneria where you take the coastal route.

I will say this game has one of the best attract modes in the series history, especially the end that has Fox pulling off some classic Platinum moves.
 
Again, that building/hangar. Hide in it. :)
Or just turn into the walker, run through his legs, do a 180 by locking-on, then shoot him. If you stay close to him, it's a trivial fight.

I actually found all the bosses fun/engaging to a degree. The missile level was fine too. Anything Areing related is strong in this game.
 
I was actually playing a lot of sin and punishment the week before, and by coincidence I remapped the controls to shoot with ZR.
Targeting an enemy with ZL lets you strafe.

Speaking of chicken, since it auto-adjusts its horizontal position, not to mention stays in place, it's great for putting in high damage. If you're lucky, you can eat through a star wolf meter in 8 seconds or so. It's crucial for fights like omega's boss so you don't have to waste limited window time re-adjusting.
In reality it was an statement made in a yesting manner... Didn't have much issues with the controls in the training excersize.

i expended a lot of time in that training since it was really engaging thanks to the control and the whole learning process. Getting more apt with them it's really satisfying.
 
I bought the game today after my finals are over. I wanted to play with headphones tonight, is there any way to have the conversations go through the receiver (normal speakers) and not the gamepad?

Are there no settings for this game? I cant find them.

Pluging your headphones into the gamepad is the only way.
 
1. I cannot comprehend it because people is judging the game before even playing it. It's motion control done right, probably the most accomplished Wii U game in that regard, and yet the general opinion is that it is shoehorned waggle. Nuts.

I have to disagree. Splatoon is motion controls done right. Star Fox is not intuitive at all and while fine once you learn it, it's still a burden during a hectic dogfight.
 
I actually really like the missile level
I kind of wish there were more missiles. That would be a great (true) co-op mission where trams have to split up to take care of the Great Fox and more missiles. Maybe throw in Star Wolf on top of that.

I have to disagree. Splatoon is motion controls done right. Star Fox is not intuitive at all and while fine once you learn it, it's still a burden during a hectic dogfight.
Dogfights are a place where the dual screen stuff actually justifies itself. The enemy can be more mobile while the player can still keep track of where they are. I only wish the reticle didn't vanish/reset while doing somersaults and u-turns.

You're right that it isn't intuitive though, and anyone who can't comprehend how these controls are confusing for many or allow too much jank are delusional.
 
The copperheads are a lot more fun than they were in 64, for sure.
They are, and the last stage caught me by surprise, not to mention the explosions will kill you in one hit.

I still think the 64 version was more intense overall because it had multiple missiles at once, rather than three spaced out really far. If it weren't for the Grrat Fox being attacked, there wouldn't be much tension once you know how the missiles can be destroyed. That's why I would appreciate a Star Wolf ambush, similar to Bolse in 64 — a main objective complicated by a random element.
 
I have to disagree. Splatoon is motion controls done right. Star Fox is not intuitive at all and while fine once you learn it, it's still a burden during a hectic dogfight.

I thought the controls were strongest during the dogfights, esp. the star wolf ones. It's when all the vehicle switching is required that I think they're truly burdensome. The combo of lock on and cockpit view made tracking and shooting down enemies doing stunts much easier than in 64, into.
 
So I was listening to previous Star Fox soundtracks last night

and uh

Any issues with the GamePad audio aside, I'm just glad Star Fox Zero's music is light years beyond the "quality" present in SF643D.

Star Wolf Theme
Final Battle
Boss Battle C (prepare your ears)

Arrangement of Starfox 64 3D are mostly bad and puts this remake as the same level as the Star fox 64 vanilla because of these mediocre musics... But Star Fox Zero, well, it becomes more and more my favorite Star Fox soundtrack of all time.
 
It has my favourite star wolf theme, thats for sure.
I love that it lowers all the parts that, even in the original, were my less favourite parts of the song, to give more importance to the good parts. Also dat chorus.
 
BTW whats the matter with when star wolf appears some time at random in one stage. The map tells you a member of star wolf has been seen in x planet, you go there, and suddenly eh appears mid on rails section.

Happened to me on Fortuna, tried to shoot wolf down but he was stopping all my shots barrel rolling. Then after some seconds he got away.

Can you shoot them down? Maybe with a bomb? What do you get if you shut them down?
 
BTW whats the matter with when star wolf appears some time at random in one stage. The map tells you a member of star wolf has been seen in x planet, you go there, and suddenly eh appears mid on rails section.

Happened to me on Fortuna, tried to shoot wolf down but he was stopping all my shots barrel rolling. Then after some seconds he got away.

Can you shoot them down? Maybe with a bomb? What do you get if you shut them down?

If you ZL locked member of starwolf during these phases, you go to the alternating path(
a duel with Wolf or Pigma with Andrew
), that's all.
 
WVW69jKPFwcKgnRaYs


Anyway, comparing all the routes thanks to Regiruler's chart, the shortest path to the end is in eight stages:

Corneria -> Aquarosa -> Satellite Mission 2 -> Sector β -> Fortuna -> Sector Ω -> Corneria 2 -> Venom

And there are two paths that are twelve stages long, the longest potential paths to the end:

Corneria -> Sector α -> Area 3 -> Zoness -> Sector β -> Titania -> Salvadora -> Fortuna -> Hunter -> Sector Ω -> Corneria 2 -> Venom

and

Corneria -> Aquarosa -> Satellite Mission 1 -> Asteroid Field -> Sector β -> Titania -> Salvadora -> Fortuna -> Hunter -> Sector Ω -> Corneria 2 -> Venom

There's also only one route that doesn't take you through Sector β, and that's the one done by going to Wolfen by way of Sector α. That's also pretty much the only path that doesn't potentially diverge more than once other than the Corneria split--following Pigma at Sector α locks you into a single route the entire way.

I'm also pretty sure the best route for high scores is the basic main game route through the Titania path. Kinda bugs me that you're given a choice between doing Fortuna or doing three other normal stages. Fortuna doesn't even come close to matching even half the hits potentially available in the Titania route, and Hunter would only make that worse.
 
Bought this last night.

Frankly, people are overreacting about the controls, they're not as cumbersome as everyone makes it to be, i only found myself fumbling a couple of times and it was never a death situation.

Loving it so far, sat and completed the first obligatory playthrough, clocked about 4 hours from tutorial to beating Andross.
The metallic one, im for now assuming just like in the n64 one, there is another andross fight somewhere.

The only thing i didn't like about the andross fight was that it was designed for you to use mostly the cockpit view, so chances are you missed most of his animations while dodging.

I don't like the way "Main Game" is structured (making every unlocked level selectable) but, aw yeah, Arcade move has got my back, and it's Hardcore as fuck!
Also the ranking reveals there are about 20 possible route combinations
. It's just weird that what can totally be dubbed "Classic" mode is locked behind a full playthru of the story.

It's a great remake. It's just a huge shame there is no Macbeth, that was my absolutely fave level in 64.
 
Of course people are judging the game before they play it. They're weighting their options and making a guess as to whether they'll enjoy playing it — everyone does it with every game. These controls are unlike any other console game that I know of. For many, the controls are an unknown quantity overall — there are people who've posted here saying they liked Splatoon's gyro aiming, but didn't like Zero. The game is also $60, and there's no reasonable way to say people should chuck over that much to see whether they like a game despite not liking motion/gyro controls on top of the dual screen stuff.

Being cautious with new control schemes and critizing certain decisions, I can comprehend. All that gratuitous hate and vitriol, I cannot. Sorry. This is my sentiment after what I have read.

And "hard to beat," is not what I'm talking about — I'm saying being completely flummoxed by the basic controls will be a massive hindrance to having fun with the game.

This is an exaggeration. This game doesn't require much more technique than learning how to move around Mario and executing advanced techniques in Super Mario 64, or even at fighting games. But if you do not want to get into what it offers, I think that's it.

You keep throwing out stuff like "it can take time to enjoy the game," and people should try it before writing it off," or "you need to replay levels exhaustively," as if everyone is willing and able to do all this. You don't see the same criticisms levied at the latest Mario Kart or Smash Bros. for being weird to control and unsavory to newcomers/fans on such a basic level. You don't see that levied at Star Fox 64, and that still had a decently high skill ceiling.

Why shouldn't they? Arcade gaming is a valid progression. The game is short > you replay it > you get better at it and at the controls. Getting the hang of it and learning how to utilize this scheme in new ways is part of the experience. I was as clueless as everybody when I first started playing the game, but I as I faced new challenges I was forced to think out of the box and employ the gamepad to, for example, circle around a cruiser and dismantle its cannons, and it felt great.

Nowadays there's still people that do not understand Smash Bros. controls. I was around when Smash 64 was released and there was people that didn't get the tilts, for example. Even inside Nintendo the project was very low key and with many doubts about its results. But people adjusted.

Just because these controls can work perfectly and can be great doesn't mean they will be for everyone, and then we're left with game deemed mediocre by critics, selling worse than it could've. You can't handwave this criticism when the game has released in such dire circumstances.

Just because they can't be for everyone doesn't mean they are bad. I mean, people is wary about everything beyond a dual stick setup, experimentation is not allowed and suddenly everything is shoehorned waggle by Miyamoto the hack.

But yes, the game needed a demo. I hope they release one in the end.

And getting high scores on the actual score attack levels are fun, but stuff like Zoness 1 and the escort missions do not seem well put together. The game doesn't have enough levels to make 3-4 lame missions negligible. That's fluff, and it needed to be better implemented..

That's okay, but I never defended the game's content, which is indeed short. I was talking about the arcade experience. It's plain arcade gameplay, and even those levels offer seamless gameplay, whether you like the vehicle, the mission objective or not. I learned to like the gyro missions, but there's only 1 (Zoness, because Area 3 is a multi-craft mission).

I have to disagree. Splatoon is motion controls done right. Star Fox is not intuitive at all and while fine once you learn it, it's still a burden during a hectic dogfight.

I adore Splatoon, but from a control scheme perspective it doesn't do anything new. You could point at the TV back in the Wii to aim in shooters, and it became more precise with gyroscopes after the motion plus (Wii Sports Resort and Skyward Sword). Being able to play the game with a traditional controller shows not much commitment to the gamepad. Splatoon's novelty is not much about the gamepad's integration but how the game's mechanics and rules blend together and transforms the genre.

Star Fox Zero revolves around the gamepad. Its mechanics and levels are designed around it, and the game would be vastly different without it. It opens up not only new gameplay possibilities, but also offers a new experience by commiting fully to it. It's my Wii U's Super Mario 64 up to this point. Honestly, I could never compare them in the same terms.
 
I have to disagree. Splatoon is motion controls done right. Star Fox is not intuitive at all and while fine once you learn it, it's still a burden during a hectic dogfight.

I feel like dogfighting is where these controls shine the most. It's very fun and intuitive. I find myself wrestling with the controls every now and then during on rails segments, mostly due to the speed.
 
I have to disagree. Splatoon is motion controls done right. Star Fox is not intuitive at all and while fine once you learn it, it's still a burden during a hectic dogfight.
Why do you think is not intuitive at all?

The Dual Analog control system which became a standard in shooter controls is not intuitive either. The last intuitive control method for games of these type was provided by the Wii Remote, yet the PS and Xbox platforms offuscated it's potential and solidified the Dual Analog supremacy for yet another generation.

In regards to Zero, the left stick controls movement in an intutitive way in relation to what craft is been controlled. The right stick for the mayority of cases has an physical motion that is logically tied to in game actions. For example, up/down typically accelrates or slow downs the craft. Double taps to the sides have a lateral evade or tilt in hte corresponding direction.

Finally the aiming, is more faithful to the act to pointing at something in real life. And the Dual Screen system works more like a "convenience" that can be mostly ignored, unless you are going for super high level play.

So, maybe intuitive yet atypical is a good way to describe the control scheme here.
 
Just played the first four levels today. I'm really digging the feel of flying and control while using the Arwing. Some movements and missions have been a bit cumbersome but I'm enjoying my time with the game so far.
 
I feel like dogfighting is where these controls shine the most. It's very fun and intuitive. I find myself wrestling with the controls every now and then during on rails segments, mostly due to the speed.

Agreed! I remember in the n64 i had tons of trouble keeping up with Star Wolf, but here? As soon as they start to run away i quickly switch to the game pad and that allows me to score a ton of shots before they manage to get away that were impossible in the N64.
 
Why do you think is not intuitive at all?

The Dual Analog control system which became a standard in shooter controls is not intuitive either. The last intuitive control method for games of these type was provided by the Wii Remote, yet the PS and Xbox platforms obfuscated its potential and solidified the Dual Analog supremacy for yet another generation.

In regards to Zero, the left stick controls movement in an intuitive way in relation to what craft is been controlled. The right stick for the majority of cases has an physical motion that is logically tied to in game actions. For example, up/down typically accelerates or slow downs the craft. Double taps to the sides have a lateral evade or tilt in the corresponding direction.

Finally the aiming, is more faithful to the act to pointing at something in real life. And the Dual Screen system works more like a "convenience" that can be mostly ignored, unless you are going for super high level play.

So, maybe intuitive yet atypical is a good way to describe the control scheme here.
Great writeup! I fully agree.
 
So I played and liked this game, but didn't absolutely love it (partially because the motion controls) The last Starfox game I played before this was the original on SNES. Should I try to pick up Starfox 64 3D to experience that game? I know it's highly regarded, and sadly the N64 version isn't available on Wii U virtual console.
 
3D is a major graphical improvement over the original, and the music is slightly worse.

That said you can still buy it on Wii VC where I played it for the first time. I'm not sure what 64 3D is currently going for, but the wii vc version should be 10.
 
So I played and liked this game, but didn't absolutely love it (partially because the motion controls) The last Starfox game I played before this was the original on SNES. Should I try to pick up Starfox 64 3D to experience that game? I know it's highly regarded, and sadly the N64 version isn't available on Wii U virtual console.

It's out in PAL so it may or may not appear in NA soon, as well. Though, of course, the 3DS version is a lot prettier.

3D is a major graphical improvement over the original, and the music is slightly worse.

That said you can still buy it on Wii VC where I played it for the first time. I'm not sure what 64 3D is currently going for, but the wii vc version should be 10.

All regular N64 game releases are always 10 bucks, yea.
 
It's out in PAL so it may or may not appear in NA soon, as well. Though, of course, the 3DS version is a lot prettier.

This, plus, the game is already on Wii VC if you want to play it on your TV sooner via the Wii Mode on your Wii U.

(Edit: this was already covered. I don't have anything worthwhile to add here. Whoops, sorry. 😅)
 
So just got to Salvadora for the first time. That was fun as hell!
Lol at peppy saying barrel roll everytime he did one

That was great but something tells me the game feels unfinished as it seems there could have been one stage
with each character
and they didnt have time.

Would have loved a spin off of the Macbeth train
playing with Falco for example
In fact thats one of my regrets with this game, would have loved the Macbeth train, just more spectacular with a spin somehwere (maybe using the airwing instead of the landmaster and being a high speed train). It was my favourite boss of 64.

https://www.youtube.com/watch?v=CuxUt22j5QU

Katt's theme gives me major Bayonetta vibes btw.

It really sounds like something out of Bayonetta with the added background instrumentation.

So I played and liked this game, but didn't absolutely love it (partially because the motion controls) The last Starfox game I played before this was the original on SNES. Should I try to pick up Starfox 64 3D to experience that game? I know it's highly regarded, and sadly the N64 version isn't available on Wii U virtual console.

Apart from some wonky music conversion is the same game through and through, but with better graphics and some rebalancing.
I dont know becuase I never tried it, but I dont know if they took away the multiplayer.
 
Apart from some wonky music conversion is the same game through and through, but with better graphics and some rebalancing.
I dont know becuase I never tried it, but I dont know if they took away the multiplayer.

They actually redid the multiplayer, too. Supports local play and even uses the camera to show your face above your Arwing so you can actually see who's who :)
 
3D is a major graphical improvement over the original, and the music is slightly worse.

That said you can still buy it on Wii VC where I played it for the first time. I'm not sure what 64 3D is currently going for, but the wii vc version should be 10.

Thanks. Yes, I considered the Wii version but I don't have a classic controller, and I'd be buying it *just* for that game. Starfox 64 3D is rare and expensive as fuck in the United States. Average new copy going for about $100, all the way up to $700. Used copies aren't much better, they're around $59 for starters. Very annoying considering S64 3D is $19.99 everywhere in Europe because it's a Nintendo select.
 
Top Bottom