I'm always in awe of this guy's ability to pull off these ridiculous scores.
I'm always in awe of this guy's ability to pull off these ridiculous scores.
this makes me want to buy the game. Hes using classic controls and it seems like its still perfect to use and complete missions with. Maybe outside some forced parts.
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?
Would love that Nintendo and Platinum saw Zallards videos to know they did something great.
Would be cool if they put his videos on the official nintendo twitter so more people could see how the controls work creat for sharp shooting.
Classic controls? He uses motion controls like everyone is doing. Thats why he can hist so fast fallen guys to get all those golden +1.
It looks like normal aiming....I'm guessing Gyro is controlling the ship? Because his ship isn't shooting where hes not aiming like I've seen. Like looking down at the game pad and shooting. Where the blasts are almost perpendicular to the way the ship is facing.
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?
It looks like normal aiming....I'm guessing Gyro is controlling the ship? Because his ship isn't shooting where hes not aiming like I've seen. Like looking down at the game pad and shooting. Where the blasts are almost perpendicular to the way the ship is facing.
Nah, I'm not saying you're necessarily missing something. I don't know if there's one specific play style that's definitively better than the rest. It might just come down to what's most comfortable for that particular player.Hmm, I don't know else to say other than when I play with ZR + Motion it feels like I'm playing a sequel to SF 64 with gyro aiming and occasional forced perspective, but I guess I'm still missing something? Oh well. lol
Is there seriously no way to adjust the sound levels in Star Fox Zero?![]()
I played the game the entire game withat control config and the 3rd person on the TV screens, and never looked at the gamepad beside during cutscenes (where you can still move using the gamepad pov) and quick glances during some boss battles like the Corneria and Fichina bosses. I never got scores below the silver mark and beat the target score a bunch of times. The amount of "juggling" you have to do between the screens is very overstated.
Nah, I'm not saying you're necessarily missing something. I don't know if there's one specific play style that's definitively better than the rest. It might just come down to what's most comfortable for that particular player.
I am noticing that some of the high score YouTubers are using the ZR reticle (alternate reticle) like you, though.
Well yes, in terms if unique content, possible amount of routes and how they are structured 64 has the advantage, but that's pretty much all it has over it. Save for some personal preference in regards to music or voice acting.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.
Well yes, in terms if unique content, possible amount of routes and how they are structured 64 has the advantage, but that's pretty much all it has over it.
no. nintendo has always been ass-backwards about customization of any kind.
Well yes, in terms if unique content, possible amount of routes and how they are structured 64 has the advantage, but that's pretty much all it has over it. Save for some personal preference in regards to music or voice acting.
On the other hand Zero has the more precise aiming due to the Gyro controls and a really unique control system that ends up adding an extra layer of immersion, it does really feel like the user is controlling a vehicle. Then there are the transformation and in general all craft are more agile than previous games. These additions contribute to levels feeling more dynamic.
The Landmaster feels way better to control and in the end is pretty safe to declare that levels with this vehicle are a notch above what 64 offered. Same goes for Space Combat ones since Dog Fighting feels better.
Then there are a couple of levels that are more refined, interesting or further developed: Corneria, Titania, Katina and the Greyfox scorts missions.
There are many things to take into consideration, with that i don't think the choice is so clear cut.
i said what we end up having more than we could had hoped for due to the nature of development Zero had. And it can't be stated enough how incredibly brilliant the control scheme is when you think about it.
Not always. Star Fox 64, and IIRC, Star Fox 64 had an options menu where you could set individual levels for music, sound effects, and voice. The fact that SF0 doesn't allow to you adjust the volume in-game and forces you to listen to your teammate's talk through the Gamepad's tiny speakers is unacceptable.
Thanks for the headphone suggestion. I guess I'll have to try that.
Not always. Star Fox 64, and IIRC, Star Fox 64
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.
So, the meat of the game, you're saying...
I actually agree Star Fox Zero does many things right; it's just there's not enough there to hang it all from
Outside of picking up the laser upgrade in the hanger for a bonus +3 if you have max laser's I don't think there's any other opportunities for points at that phase, most bosses in the game are that way really. For phase one a lot of enemies in that stage are grouped so try getting off a crit shot on them to get a nice group hit bonus and blast away the falling ships for the extra +1 they give. If you're a decently skilled and good with aiming you can also opt for unlocked charge shots where you hold the L button so your shots don't lock and you can fire near the groups instead for an extra point. (If a charge shot directly hits an enemy it counts as a normal hit, anything hit by the explosion radius is a +1 so adjusting your shot to hit beside a stationary enemy or the ground beneath flying ones can grant you one additional point.) Those sawblades are also worth +3 each so hit the breaks at that part and blast away, going to the left of the rock at the end of the phase will also spawn an additional one.So after a lackluster first playthrough I've returned to the game to do try for all 70 medals and I must say I'm really enjoying the game far more. Still not a fan of the controls, and I hate the Zoness level (worst level in the game in my opinion) but I'm really enjoying pretty much all the other levels. Not sure why, but things have just "clicked" for me. Going after the medals (especially high scores) has been terrific fun. I'm up to around 55 medals now, just got the Zoness levels and a few of the final levels left to do.
Speaking of which, any tips for getting big scores on. I can get around 320-350 at max but can't reach the 370 target. Points I notice I struggle with are the large enemies at the end of phase one (the orange blade like "things" that take several hits each), I also can't seem to get 30 kills fast enough in phase 2 most of the time. Plus I'm only getting a maximum of hit +10 for the boss battle, is there any way to get a better score against the boss?Corneria 2?
Outside of picking up the laser upgrade in the hanger for a bonus +3 if you have max laser's I don't think there's any other opportunities for points at that phase, most bosses in the game are that way really. For phase one a lot of enemies in that stage are grouped so try getting off a crit shot on them to get a nice group hit bonus and blast away the falling ships for the extra +1 they give. If you're a decently skilled and good with aiming you can also opt for unlocked charge shots where you hold the L button so your shots don't lock and you can fire near the groups instead for an extra point. (If a charge shot directly hits an enemy it counts as a normal hit, anything hit by the explosion radius is a +1 so adjusting your shot to hit beside a stationary enemy or the ground beneath flying ones can grant you one additional point.) Those sawblades are also worth +3 each so hit the breaks at that part and blast away, going to the left of the rock at the end of the phase will also spawn an additional one.
For phase two it helps that any kills you get prior to the /30 counter at the top of the screen do not count towards the 30, which actually goes for all points in the game where such a counter is present. Getting the +1 for shooting down destroyed ships also doesn't count. Good tip for speed is to use your bombs on the alpaca enemies at the base of the tower and the battleships that spawn around it.
played two levels. having a hard time going between the tv screen and the gamepad. the levels weren't bad, but focusing on things to kill wasn't easy.
feels like star fox though. that's more than i can say of every game since 1997 that wasn't star fox 64 3d.
This part makes no sense. Classic control scheme? You have to be pretty confused about controls in this game. :/The fact that the guy posted above is getting ridiculous scores using the classic control scheme tells you a lot about the value of the new controls. In the end, the advantages don't add up to much. It's a shame, because I like everything I've seen so far except the awful gyrocopter level. The game would be a lot more fun with simpler, more direct way to fly and shoot.
Yes, that part sounded strange to me also. Later i' ll try to form a proper response to Nerrel.This part makes no sense. Classic contrdol scheme? You have to be pretty confused about controls in this game. :/
I've explained in detail why the setup works -- the things they enable that weren't possible before, and why that's worthwhile. It's not a hyperbolic dismissal of anything. In fact, I even agreed earlier I have no problem with there being options for alternative options that may be less effective but more accommodating to people's learning curves. Just because I've done a 180* where I went in thinking I'd hate this game and came out loving it doesn't mean I'm exaggerating. It works well, and I've explained why.The game could still be better in the controls department, and too many of you regulars sound as if you're writing off all criticism of those controls (e.g. Neiteio's insane hyperbole to counteract negative critical reaction).
Well that's looking at it from a partialized point of view in regards to what the main part of the game is or can be considered. i think that the aspects i mentioned in favor of both 64 and Zero are elements that constitute the "meat of the game".So, the meat of the game, you're saying...
I actually agree Star Fox Zero does many things right; it's just there's not enough there to hang it all from
Holy shit do the controls suck..
Completed the game and most of the extra missions so I have played my fair share
The problem, imo, is using two screens. Bosses make the main screen essentially a cinematic view while you must look down to aim. It is just a hassle and totally pointless.
Seriously, this could be the worst control setup from any Nintendo game. They usually nail stuff like this
Would have much prefered one screen and just using the gyro-aming, which works good
In the traditional on-rails levels, I just ignore the cockpit view entirely. It just adds too much complexity, even if the aim is kind of wonky.
I've explained in detail why the setup works -- the things they enable that weren't possible before, and why that's worthwhile. It's not a hyperbolic dismissal of anything. In fact, I even agreed earlier I have no problem with there being options for alternative options that may be less effective but more accommodating to people's learning curves. Just because I've done a 180* where I went in thinking I'd hate this game and came out loving it doesn't mean I'm exaggerating. It works well, and I've explained why.
edit: btw, you only barrel-roll when you quickly double-tap the right stick... and this applies to the walker, too. So I'm not sure how you're accidentally barrel-rolling when you're using it to turn sharply, which just requires you to push it in your direction of choice.
Arcade mode is clearing the story (any path) in one life (although you still get the second chance when you have the three gold medals). There are 19 possible paths to the end. It gives you the option to take breaks between levels.So, what the difference between arcade and story mode? And anywhere where I can find out how to access the alt. paths?
The drive a car analogy is fitting to this game, not just applied to watching the "Rear View" mirror but also the left and right side ones. Z locking is just a global view to increase your awareness, you quickly glance at it to get a sense of position and orientation. It's used efficiently in scenearios like The Androsa, Aqua Rosa, Dorara and Andross boss fights. Or scearios like the Corneria Tower defense or aligning Dorara in front of the Grey Fox. It works fine for Dogfighting also.I still think the controls are legitimately weak in a number of ways, and playing more is only reinforcing that instead of changing it. For the record, I don't think I'm doing too bad- I'm getting near gold every level, in the 260-290 range, and I've stayed on the hard path the whole time apparently. I tried ZR only motion and it made things worse; I found myself moving the gamepad to aim without a reaction. I don't really understand why it's supposed to help unless you can't keep your hands still while flying.
I still don't see the point of the lock on system... it makes your TV screen borderline useless, since you can't pilot from such bizarre, shifting angles, and you usually don't get the "rear view" I've heard some people mention where you can see ships tailing you; instead, your ship is usually turned to the side where you have even less visibility of pursuers. The camera is just locked on your target... and that's all that you can clearly see.
But your suggestion of Locking to an enemy so the cockpit view automatically orients itself will take everything away of how an actual dogfight works, this also takes aways any satisfaction from it.I was told earlier that you're supposed to use the gamepad view to fly when locked on, but that negates the point of the entire control setup- using the screen to fly and the gamepad to target- making this needlessly complicated control scheme useless. It's awkward as hell because your cockpit view doesn't lock onto the enemy... After locking on the cockpit view will still be looking off into random space, then have to try to turn your view all around to find the enemy. The fact that the TV view gives you some odd side-on view of your ship doesn't help you to orient yourself much. It's just so fucking clumsy and I still see no purpose for doing it this way. If your cockpit view locked right onto the enemy, keeping them within the gamepad's sight, then it'd be usable. The one time the lock on system actually did work was when fighting a stationary boss in walker mode- then locking on allowed me to strafe and target easily. In Arwing mode against moving targets, it's nothing but a disaster.
The Walker doesn't use the Gyro to turn. i think your recollection is incorrect.Then you've got the walker for some reason using the gyro to turn as well as aim... again, negating the purpose of splitting the two actions up. I've had a few instances of targeting enemies after losing sight of them on the TV screen, which is nice, but... if the controls were better, I wouldn't need to target enemies off the screen. I'd be shooting them down while I had the chance. The gyro is nowhere near as fast and precise as the IR camera on the Wii remote, and nothing it does in terms of the wider view makes up for that.
Can you explain what you mean about reaching over?Even aside from the dual screen gimmicks, I'm not crazy at all about barrel rolling and tilting being on the stick; it's very clumsy to have to reach over and tap the stick twice for a split-second reaction. It's also pretty easy to speed up or slow down accidentally while tilting.
There are no classic controls XDThe fact that the guy posted above is getting ridiculous scores using the classic control scheme tells you a lot about the value of the new controls. In the end, the advantages don't add up to much. It's a shame, because I like everything I've seen so far except the awful gyrocopter level. The game would be a lot more fun with simpler, more direct way to fly and shoot. I'm pretty sure reviewers wouldn't have been saying "Starfox is dated" if these controls weren't getting in the way of the gameplay, because it still feels just as fun to me as ever to shoot down ships during those few moments where the controls aren't doing something to get in the way.
Saying there's no right way to play has nothing to do with whether I'm perplexed by someone having trouble circling an object in a vast open space with nothing to run into.No matter how well the controls work, the bottom line is there needed to be more options — if someone says they are disoriented by the dual screen view and don't find a Zelda-style z-targeting view useful when their movement and actual cockpit view is independent of that, and you then say there's "I don't have a problem with that! sorry!" that is dismissal. Which is especially weird when you go on to say "there's no 'right' way to play," which only supports the complaints people have about wanting to play a certain way that the game doesn't allow.
Huh, I never noticed that a single tap can barrel-roll. Pretty sure that's impossible, but since I'm working right now I'll take your word for it! You're definitely right about both sticks turning sharper, though. I love that feature since it really feels like you're slamming hard to bank!Spring-Loaded said:About the barrel roll: If you tap left to right fast, you will barrel roll to the left and vice versa. It's not only double-tap. And there have been times where I been looking left, wanted to turn while moving to the right and moved the right joystick to the right quickly and it then does a barrel roll while in Walker mode. The on-screen prompt says right stick is used to turn, and I've found you can turn faster by moving both sticks (in the in the Arwing w/banking on the right stick).
On top of that, double tapping for joystick stuff is just bad in general. It doesn't matter much for the Arwing, but it does when you're on the Gigarlla's back platform or are navigating tight interiors, it can be annoying, and with no good reason for it to be the only control option.
I might go through all the stages and think of ways the dual screen and/or gyro could be disabled moment-to-moment. I'm certain all of Cornera would be playable without either if that was someone's preference. They may not get high scores, but they could enjoy it if dual screen and/or gyro isn't enjoyable for them. Saying "it's fine for me!" or "you need to spend more time with it to enjoy it," might be completely true, but saying that does nothing for people for whom it doesn't click for, or for those who don't want to put the work in to enjoy it (and it's not unreasonable for a game in this genre/series to be more accessible than for newcomers than a fighting game).
Only other forced Target Views (that I recall, anyways) are the bird fight with the Great Fox, Wolf using Lightning Tornado on Fichina, and the laser phase of Andross.Btw, i just remember the Androsa and Andross boss fights as forced Z lock views. The rest are let to the player's choice. Can someone correct or mention other forced ones?
What's tragic, I think, is that the walker controls didn't just ape Splatoon's gyro controls entirely. I played some Splat for the first time in ages last night and man it just feels so smooth and wonderful. The walker by comparison is horrifying. So herky jerky when you try to pivot in place. They had it all figured out already, just slap it in there!!!