Star Fox Zero |OT| The Fox Awakens

omg there are several puppets ads on the site :O
Spiders is great lol. Fox's laugh at the end....

They even have gifs of the muppets. Too bad they are busted and only do a cycle instead of repeating.

Fixed them:
peppy_do-a-barrel-rol04pme.gif

fox_the-galaxy-needs-y3qq6.gif

falco_nice-one2y9pe3.gif


I dont think nintendo understands how gifs work lol
 
I went back and played Assault and 64 today. Holy shit, these new controls are a godsend. The games are much more boring without them. Not to say that they are bad in the older games, I just find the new set up far more engaging. It actually feels like you're piloting a vehicle.
The controls need a few tweaks for the Arwing (keeping free aim while somersaulting/u-turning, tweaks to to lower the need to reset the cursor, screen/switch should be on right stick, generally more customizable controls), a few more tweaks for the walker, and better level design for gyrowing stuff. The controls can add a fun dimension to the gameplay.

That said, the structure of 64's branding paths is straight up superior to Zero's. For too long, I was missing out on about four whole planets and 6-7 missions because I needed to let
Peppy get shot down in one mission
. I only had 6 levels that I wanted to replay and it put a damper on my phone experience since it felt like there were too few fun levels to play and it felt like there was only one real route to go. Once you have all levels unlocked, there's a decent amount of paths (getting ambushed by a Star Wolf member mid-level is neat), but the paths/detours and how they tie into the narrative are kind of a mess here. I still have one level to unlock (boss battle with the Star Destroyer thing?) and I have no idea which planet to get there from, let alone what to do to get there.

Because of that, 64 has more satisfying level progression and seems like more thought/planning went into that aspect. In Zero, it seems like an afterthought, which is disappointing because the branching paths and alternate outcomes to levels made more sense in 64 and was always a fun, more skill-based affair than Zero's obscure, inconsistent approach.

Only for americans?

Popped up, but its just stuck there. Can do anything more.
Also seems is more for the website than the game itself.

You have to leave the official site site first, then it'll start.

It does involve stuff about the site, but there are questions about why you're interested and n SF:0, and opportunities to mention multiplayer
 
As much as I love Zero, I don't think it usurps 64 in any way. They are different enough that I'll probably be playing both for a good long time. Sure Zero has more variety in terms of gameplay, but sometimes straightforward simplicity just hits the spot.

Anyone want a code for Freedom Planet (Wii U), Shantae and the Pirate's Curse (3DS) or Retro City Rampage DX (3DS)?

First one to quote the one they want gets a PM.

Edit: All codes sent.
 
As much as I love Zero, I don't think it usurps 64 in any way. They are different enough that I'll probably be playing both for a good long time. Sure Zero has more variety in terms of gameplay, but sometimes straightforward simplicity just hits the spot.

Anyone want a code for Freedom Planet (Wii U), Shantae and the Pirate's Curse (3DS) or Retro City Rampage DX (3DS)?

First one to quote the one they want gets a PM.

I'd love Freedom Planet if you're giving it away!
 
As much as I love Zero, I don't think it usurps 64 in any way. They are different enough that I'll probably be playing both for a good long time. Sure Zero has more variety in terms of gameplay, but sometimes straightforward simplicity just hits the spot.

Anyone want a code for Freedom Planet (Wii U), Shantae and the Pirate's Curse (3DS) or Retro City Rampage DX (3DS)?

First one to quote the one they want gets a PM.

I'd take the Shantae code. Been meaning to check it out.
 
I went back and played Assault and 64 today. Holy shit, these new controls are a godsend. The games are much more boring without them. Not to say that they are bad in the older games, I just find the new set up far more engaging. It actually feels like you're piloting a vehicle.

I feel like they shine when flying the Arwing, it feels amazing to zip around and pull off cool maneuvers while a huge airship is exploding right in your face. But other moments the controls get too cumbersome IMO.

I haven't gone back to play 64 or Assault but I definitely overall like the new zippy controls, I just never really enjoyed having to look at the game pad for aiming at points, like when fighting the desert snake boss with the landmaster, that fight really tested my patience and my hand dexterity while not being as fun as it should've been.
 
As much as I love Zero, I don't think it usurps 64 in any way. They are different enough that I'll probably be playing both for a good long time. Sure Zero has more variety in terms of gameplay, but sometimes straightforward simplicity just hits the spot.

Anyone want a code for Freedom Planet (Wii U), Shantae and the Pirate's Curse (3DS) or Retro City Rampage DX (3DS)?

First one to quote the one they want gets a PM.

I'll take the Retro City Rampage 3DS code if you still have it!
 
Maybe consider the locked cursor option? You don't need to reset your aim.

Try playing the majority of the first stage with the cockpit view displayed on the TV screen (press the minus button). Remember to occasionally tilt down on the right stick to decrease the Arwing's speed and fire charged laser shots at the enemies (hold RZ, lock onto enemy, immediately release RZ). Don't worry about the Wii U GamePad screen. If you need to get a better look at your surroundings, momentarily switch back to the vehicle view (press the minus button again).

Thanks guys I'll give it a shot.
 
I went back and played Assault and 64 today. Holy shit, these new controls are a godsend. The games are much more boring without them. Not to say that they are bad in the older games, I just find the new set up far more engaging. It actually feels like you're piloting a vehicle.

Yeah it's going to be really difficult to going back on classic control after this one, if the next one don't have any control like that, It will be a huge step back for the franchise IMO.

I was sceptical before testing it, and now I'm having a blast on and on when I play it.
 
I actually went back to SF643DS to check it out again, and good god, Zero controls like a godsend in comparison. It felt so stiff. N64 controls that is, maybe the gyro style is better. But in general, Zero nails it on all fronts, especially in all range/target mode.
 
I actually went back to SF643DS to check it out again, and good god, Zero controls like a godsend in comparison. It felt so stiff. N64 controls that is, maybe the gyro style is better. But in general, Zero nails it on all fronts, especially in all range/target mode.
I've just finished Zero 15 minutes ago but IMO Zero is to Star Fox what Overkill is to House of the Dead; in a couple of years SF:Z will be remembered as one of the best (of not the best) in the series.
 
You have to leave the official site site first, then it'll start.

It does involve stuff about the site, but there are questions about why you're interested and n SF:0, and opportunities to mention multiplayer

Doesnt seem to pop up anymore. What a strange surveying option.

I've just finished Zero 15 minutes ago but IMO Zero is to Star Fox what Overkill is to House of the Dead; in a couple of years SF:Z will be remembered as one of the best (of not the best) in the series.

Actually, thats not a bad comparision.
Its a pity people gave Overkill more of a chance than zero.
 
I've just finished Zero 15 minutes ago but IMO Zero is to Star Fox what Overkill is to House of the Dead; in a couple of years SF:Z will be remembered as one of the best (of not the best) in the series.

It certainly would...if it had a campaign to support it.

Too many of the levels feel half-baked and not fully fleshed out, so that most of the alternate routes in the game feel incomplete--which is in stark comparison to Star Fox 64's much better thought-out main game. Particularly given the extremely disjointed feel of the mission structure, like how Peppy's magically okay if you take the Portal on Titania.
 
I actually went back to SF643DS to check it out again, and good god, Zero controls like a godsend in comparison. It felt so stiff. N64 controls that is, maybe the gyro style is better. But in general, Zero nails it on all fronts, especially in all range/target mode.

Yeah even in a voice acting(they feel really bored), even the staging, in Star Fox Zero it feels natural with a lot of Star Wars vibes (sector beta), but I have replayed Area 6 few minutes ago on 3DS and it was ok but that's it nothing more.
 
Why is this OT not called Slay Fox again?

new_york_on_bed.GIF.3577eb8cc1a5e1c06a93a6cfd9a01cf5.GIF


Anyway, really enjoying the game tbh. The gyro controls are very good once you handle them and the game seems to be good at reminding us why SF64 is remembered fondly!

I'm not expecting a new SF game within 5 years which is a shame but i'm enjoying it atm so I don't really mind
 
Use the gamepad when in target view. Offense is near impossible in third person while it's active unless you've had a lot of practice.

Switching to walker in all range mode automatically turns you towards your target.

Reset your reticle often, especially after turning.

I never had much problems playing with the third person mode. Maybe when I start tackling gold medals I'll have to force myself to use the gamepad view.
 
It certainly would...if it had a campaign to support it.

Too many of the levels feel half-baked and not fully fleshed out, so that most of the alternate routes in the game feel incomplete--which is in stark comparison to Star Fox 64's much better thought-out main game. Particularly given the extremely disjointed feel of the mission structure, like how Peppy's magically okay if you take the Portal on Titania.

Thats the huge disadvantage the game has, not the controls, not the graphics, but this.

Its a pity becuase thats the thing that keeps this game from being the best star fox ever.
If all was much better interconnected and explained, with a few more planets and character situations thrown in (for example, a spin on Macbeth's train,
using Falco and Slippy in two other missions, etc...
) it would have been a marvelous game. Not only would have made the game a little longer, but also more cohesive and the perfect version of original Star Fox. The perfect way to catapult the team to completly knew adaventures and stories for the next games, using the same template, but expanded.
 
I feel like they shine when flying the Arwing, it feels amazing to zip around and pull off cool maneuvers while a huge airship is exploding right in your face. But other moments the controls get too cumbersome IMO.

I haven't gone back to play 64 or Assault but I definitely overall like the new zippy controls, I just never really enjoyed having to look at the game pad for aiming at points, like when fighting the desert snake boss with the landmaster, that fight really tested my patience and my hand dexterity while not being as fun as it should've been.

I rarely look at the pad. Pretty much only during fixed perspective segments. Gyro feels natural enough that it's second nature to aim with it. It's probably due to the ridiculous amount of time I've sunk into Splatoon. The Titania boss is simple if you spam barrel rolls. Puts you in the perfect position. The Fortuna (ice place, I think) boss is much more fun with Landmaster. Better design.


Yeah it's going to be really difficult to going back on classic control after this one, if the next one don't have any control like that, It will be a huge step back for the franchise IMO.

I was sceptical before testing it, and now I'm having a blast on and on when I play it.

You wouldn't believe how archaic it feels. It also makes me realize how much smoother and faster the Arwing flys in Zero. Beyond the new play control, the level design edges out a win too. The air to ground segments in Zero outclass Assault in every way. 64 is hit or miss wheras I find Zero to be more consistent. Comparing the two Cornarias, Zero's iteration blows its predecessor out of the water. I will say, however, as good as the voice acting is in Zero, I love the classic voice direction. Feels so much more iconic.
 
I rarely look at the pad. Pretty much only during fixed perspective segments. Gyro feels natural enough that it's second nature to aim with it. It's probably due to the ridiculous amount of time I've sunk into Splatoon. The Titania boss is simple if you spam barrel rolls. Puts you in the perfect position. The Fortuna (ice place, I think) boss is much more fun with Landmaster. Better design.

Fichina :P

Also its a pity if Nintendo understands from the reviwers the controls were busted, because even if they need some fine tuning in some of the vehicles, are a natural evolution for the franchises if there is a sequel.
 
If you can get used to and/or like the control scheme, the first playthrough of Zero leaves a really good impression, leaving you wondering what other crazy stuff awaits you on other paths. But once you start diving into the rest of the content it becomes pretty apparent that the first playthrough of the main game is basically all there really is outside of one separate main mission in Fortuna and a grouping of much less well constructed side missions made of reused assets. There's really only twelve main missions in the game (the side missions mostly being glorified alternate bosses), and you would normally go through eleven of them in a first playthrough (unless you were good enough to go to Fortuna, in that case it'd be nine).

Though I suppose this feeling wouldn't be as bad if you were good enough to get to Fortuna your first playthrough because missing Titania, Sector γ, and Fichina is actually fairly significant (and the location of the entirety of the Landmaster missions).

64 in comparison has sixteen main missions and you see slightly less than half in a single run through.
 
Because most people (including myself) think that name is immensely stupid.

The Fox Awakens is a decent enough pun, and as a bonus is moderately readable on first glance.

I have a question for you,
in your scoring arcade picture you have chosen the path Aquarosa-> Area 3 -> Sector Beta. what have you done on Area 3 to reach Sector Beta after it?
 
I messaged a mod about changing the thread title and they said they'll be changing it to SLAY fox soon.

Yeah even in a voice acting(they feel really bored), even the staging, in Star Fox Zero it feels natural with a lot of Star Wars vibes (sector beta), but I have replayed Area 6 few minutes ago on 3DS and it was ok but that's it nothing more.

643D's voice acting maybe, but 64's? Absolutely not.
Thats the huge disadvantage the game has, not the controls, not the graphics, but this.

Its a pity becuase thats the thing that keeps this game from being the best star fox ever.
If all was much better interconnected and explained, with a few more planets and character situations thrown in (for example, a spin on Macbeth's train,
using Falco and Slippy in two other missions, etc...
) it would have been a marvelous game. Not only would have made the game a little longer, but also more cohesive and the perfect version of original Star Fox. The perfect way to catapult the team to completly knew adaventures and stories for the next games, using the same template, but expanded.

Seems like most of the branching paths/hidden missions were added after the delay. If they didn't plan those out from the get-go, it's disconcerting they didn't think it would be that important. If they did have these in mind from the beginning, then they weren't structured well enough.

Similar to multiplayer — that they never planned to have any from early on seems like a miscalculation of what people want out Star Fox. Objective steps down from a 20-year-old game in those regards.
 
I have a question for you,
in your scoring arcade picture you have chosen the path Aquarosa-> Area 3 -> Sector Beta. what have you done on Area 3 to reach Sector Beta after it?
Aquarosa leads to a different version of Area 3 called "Satellite Mission 1" that always leads to the Asteroid Field before going to Sector β. The other mission that Aquarosa can lead to is Satellite Mission 2, which is an alternate version of Zoness that leads directly to Sector β. Satellite Missions 1 and 2 have similar looking icons, so are you sure you aren't mixing those up?
 
Aquarosa leads to a different version of Area 3 called "Satellite Mission 1" that always leads to the Asteroid Field before going to Sector β. The other mission that Aquarosa can lead to is Satellite Mission 2, which is an alternate version of Zoness that leads directly to Sector β. Satellite Missions 1 and 2 have similar looking icons, so are you sure you aren't mixing those up?

But there is a path in arcade mode with area 3 that leads directly to Sector Beta without Asteroid field or Zoness.
 
Got to the final boss after spending most of my time replaying the other levels to unlock more medals. Pretty damn hard but in a good way.
 
I asked this on the last page, I just got the game yesterday, beat Corneria and the second stage and before I continue with the rest of the game I just want to clarify if I still play for proper scores and records if I stick with ZR + gyro motion aiming for the majority of the game where Gamepad/cockpit view isn't forced? Because so far that feels really good, I might eventually try to play more of the game fully in cockpit view but am I off in saying it doesn't feel essential to properly completing the game?
 
If you can get used to and/or like the control scheme, the first playthrough of Zero leaves a really good impression, leaving you wondering what other crazy stuff awaits you on other paths. But once you start diving into the rest of the content it becomes pretty apparent that the first playthrough of the main game is basically all there really is outside of one separate main mission in Fortuna and a grouping of much less well constructed side missions made of reused assets. There's really only twelve main missions in the game (the side missions mostly being glorified alternate bosses), and you would normally go through eleven of them in a first playthrough (unless you were good enough to go to Fortuna, in that case it'd be nine).

Though I suppose this feeling wouldn't be as bad if you were good enough to get to Fortuna your first playthrough because missing Titania, Sector γ, and Fichina is actually fairly significant (and the location of the entirety of the Landmaster missions).

64 in comparison has sixteen main missions and you see slightly less than half in a single run through.
Yeah, this sums up my experience. I had a really positive first playthrough and was looking forward to seeing what the rest of the alternate paths were like.

Then I got to them and was disappointed with how most were just remixes using existing content.
 
Yeah, this sums up my experience. I had a really positive first playthrough and was looking forward to seeing what the rest of the alternate paths were like.

Then I got to them and was disappointed with how most were just remixes using existing content.
Honestly, I was mostly satisfied with the reuses. The new star wolf fights are fun.
 
If you can get used to and/or like the control scheme, the first playthrough of Zero leaves a really good impression, leaving you wondering what other crazy stuff awaits you on other paths. But once you start diving into the rest of the content it becomes pretty apparent that the first playthrough of the main game is basically all there really is outside of one separate main mission in Fortuna and a grouping of much less well constructed side missions made of reused assets. There's really only twelve main missions in the game (the side missions mostly being glorified alternate bosses), and you would normally go through eleven of them in a first playthrough (unless you were good enough to go to Fortuna, in that case it'd be nine).

Though I suppose this feeling wouldn't be as bad if you were good enough to get to Fortuna your first playthrough because missing Titania, Sector γ, and Fichina is actually fairly significant (and the location of the entirety of the Landmaster missions).

64 in comparison has sixteen main missions and you see slightly less than half in a single run through.

I am now in my first playthrough and thoroughly enjoying myself, though I struggled to beat the Aquarosa and Titania bosses on my own (in coop it felt much better), What you are mentioning is indeed what I was afraid of, sounds like the game would improve significantly with a few more extra levels or branching paths. Perhaps DLC? I doubt it, though it would be cool.
 
I messaged a mod about changing the thread title and they said they'll be changing it to SLAY fox soon.



643D's voice acting maybe, but 64's? Absolutely not.


Seems like most of the branching paths/hidden missions were added after the delay.
If they didn't plan those out from the get-go, it's disconcerting they didn't think it would be that important. If they did have these in mind from the beginning, then they weren't structured well enough.

Similar to multiplayer — that they never planned to have any from early on seems like a miscalculation of what people want out Star Fox. Objective steps down from a 20-year-old game in those regards.

If they had follow miyamoto's original vision for this game, it would have been a serious let down. He is pretty oblivious sometimes of what people love of what he created.
Its not a good idea to hear screaming voices of fans most of the time, I can assure you that, but sometimes, just sometimes you have to listen.

I dont know if it was actually Platinum who make him had a little bit more sense and do a somewhat bigger game, or the fanbase shouting they needed altarnate paths, but thank god it worked, even if it was a little.
 
I asked this on the last page, I just got the game yesterday, beat Corneria and the second stage and before I continue with the rest of the game I just want to clarify if I still play for proper scores and records if I stick with ZR + gyro motion aiming for the majority of the game where Gamepad/cockpit view isn't forced? Because so far that feels really good, I might eventually try to play more of the game fully in cockpit view but am I off in saying it doesn't feel essential to properly completing the game?

Some of the expert players on YouTube seem to be using the alternate reticle and leaving the vehicle view on the TV screen the entire time, but I don't know if they're looking down at the Wii U GamePad to aim. I guess they would be... at least for the all-range segments?

Though I suppose this feeling wouldn't be as bad if you were good enough to get to Fortuna your first playthrough because missing Titania, Sector γ, and Fichina is actually fairly significant (and the location of the entirety of the Landmaster missions).

LOL. I'm 8 hours in and still haven't unlocked those three stages. I don't even know what I did right to take the alternate route.
 
Great to see pretty much everyone who tries the game figuring it out and loving it. I feel this will be like KIU and TW101 (and to a lesser extent RE6) where its reputation improves as people figure it out and come to grips with the expanded gameplay it enables.

Incredible! He keeps outdoing himself. I wonder if he knows where to improve? I also wonder what the maximum possible score is for Corneria.

He's already exceeded my expectations by 100+ hits. Maybe he can find a way to reach 600?
 
According to the video's description he feels like he's more or less reached his limit there for now, and getting scores at that level are getting more and more dependent on the random outcome of how much his allies get shot in Phase 2.
 
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