Star Fox Zero |OT| The Fox Awakens

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.

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.

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.
 
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?

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
 
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.
 
The result of my first playthrough. Not too bad!

WVW69jKrkyszMaIKBG


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.

Gyro is purely for aiming and does not affect your trajectory.
 
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?


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.
 
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.

The gyro only moves the reticule more around the screen than normal, thats why he shoots down while the airwing is looking in the center of the screen the majority of the time.

There are no classic controls, only two options with the gyro, moving the reticule while you press shoot (that is how I started, and you think its better at the beggining but its really not at the end), and moving it freely, independent of shooting or not, thats is basically the way to go when you really want to get into the meat of the game.
I changed it in the middle of the battle against andross, after he killed me a lot, on my first playthough, and never looked back.
 
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
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.
 
I started playing this last night expecting to be completely thrown off by the motion controls, but they're actually not completely horrible.

What's really bugging me is the game's sound. The sound effects in Star Fox Zero are so loud that I can barely make out the music, a problem made worse by the fact that I have to keep the volume on my speaker system low enough to be able to hear the sound coming from the Gamepad. No Options menu as near as I can tell, so is there really no way to adjust the sound levels? :P
 
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.

Thanks for the feedback, glad to hear I'm not the only one who feels this way.

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.

Good to know, thanks.
 
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. 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.
 
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.

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
 
So after going through Venom one more time it seems that the highest possible score you can get on it is 262. Aside from 120 points from defeating Star Wolf fast enough and the 60 possible from Andross you can get +3 extra hits off of all the turrets if you fire off a charge shot next to them (each can take 3) plus the bonus points for extra pick ups which all add up to 262. I only managed to get 256 but that's because I ended up losing my lasers twice before getting another pick up that would've added the extra 6.
 
no. nintendo has always been ass-backwards about customization of any kind.

Not always. Star Fox 64, and IIRC, Star Fox Assault 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.
 
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.

I agree with everything you've said about 0, more or less. The bolded is a big sticking point though, and there's no real good reason the development had to be that way from the outset. Miyamoto starting from the mindset that it would be okay to make a Star Fox game without multiplayer or bombs or considerable branching paths is just a shame.

I also think the way the levels are linked and how alt paths are handled can put a real damper on people's experience with the game. I and another poster missed out on Titania, Sector Y, Fichina, and, in turn, the Star Wolf standoffs and the Salvadora mission, just because
we beat Wolf too fast
in one level. Took me ages to figure that out, and it wasn't a reward for me doing well or exploring/experimenting. Being able to replay levels at any point is great, but for people who just want to play through the game every once in a while and see different paths each time, I can totally see it being underwhelming in that regard — how all this good content (the controls, the cool scenarios, good gameplay) is delivered to the player is really important. It's doubly tragic considering a great template already existed 20 years ago.

No multiplayer is still just ... ugh. Of course you can pin that on the game's budget, timeframe, development plan, etc., but it doesn't make the absence of it any less damaging.

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.

Yeah... it's stuff like this that has no business being worse 20 years later.
 
Not always. Star Fox 64, and IIRC, Star Fox 64

ah!

i guess I was too hasty when I said always (and I'm a tiny bit embarassed to have forgotten sf64's option menu since it's my most played game of forever), but yeah, I cannot any post-N64 Nintendo game that allowed any kind of button layout customization or substantial way to change the audio or video beside the absolute minimum like Mono/Stereo or 4:3/Widescreen. that's always has been the thing I disliked the most about the company
 
The only thing that bums me out right now is how some of the alternative missions are timed. I would love to sandbox in those stages with the different vehicle options considering.
 
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.

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.

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.

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.

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.

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. 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.
 
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


Guess the game might have worked better if you started with an Arcade mode and then you had a chance to replay stages to unlock the rest. In any event, I agree that the game would feel much more complete with three or at least two more stages/branching paths.
 
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
Corneria 2?
. 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?
 
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
Corneria 2?
. 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?
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.
 
Nerrel, I'm on smartphone, but to address a few of your concerns:

- I play with motion on all the time, even when I'm not firing.

- Target View acts as a rearview mirror when the target you lock on is behind you. Allows you to quickly locate rival fighters even if they're behind you on the other side of the planet (literally — see opening fight to Venom). Also allows you to keep tabs on targets that would kill you head-on, or to put distance between you and a target while angling around to find its weak point (or point of infiltration, as the case may be). For me it's a Z-targeting level of advancement for fights, and for a guest I had over today, it made for an entertaining viewing experience. :-)

- I don't find it hard to fly in Target View, even if I'm just looking at the TV. Sorry that you for some reason struggle with this!

- You shouldn't be turning the walker with gyro. Use the left stick to turn the walker, and the right stick to turn sharply. Just use gyro for quick aiming adjustments. Walker is great — you'll get the hang of it. Also note you can strafe with ZL.

- There is no "classic control scheme" in Zero. The person who scored 500+ on Corneria was using motion controls (obviously — motion controls are always on in one form or another). You can also see the subtle tweaks as he plays. The extra angles of approach and increased speed/precision are essential for milking those extra hits.

- There's also no "right" way to play. Many different approaches are possible, each with their own advantages, and which you use will depend on your play style. My own approach changes moment to moment. However you play, you have access to a wide range of expanded gameplay thanks to the increased spatial awareness and precision/speed afforded by this setup.
 
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.

Thanks for the tips. I'll have to give it another shot when I get a chance this week. I think with a little more practice I'll be able to break the 370 barrier, but I predict it'll be one of my closer runs!
 
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.
 
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.

If you dont want to "play it as it was meant" sometimes its easier to just press - and swap views. That being said, I do like playing looking up and down. Kinda makes things more interactive if that makes any sense.


I wonder if there will be any extra dlc challenge stages.
 
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.
This part makes no sense. Classic control scheme? You have to be pretty confused about controls in this game. :/
 
There is no such thing as a "classic control scheme" or "classic controls" in this game.

People, 4/20 was ages ago. Lay off that sticky-icky.
 
This part makes no sense. Classic contrdol scheme? You have to be pretty confused about controls in this game. :/
Yes, that part sounded strange to me also. Later i' ll try to form a proper response to Nerrel.

Something rather neat that doesn't get mention about the contols is that the user can basically play the entire game without the need to move fingers between different inputs. The fingers rest naturally in all the necessary controls. Precision aiming is detached from the right thumb even.

It's rather interesting that this was acomplished with a controller that sports a more traditioanl form factor than say... something like the Wii Remote and it's done in a rather intuitive manner no less.
 
Nerrel's overall point that the third-person lock-on view in bigger boss battles isn't useful enough for it to ever be mandatory still stands.

Alternatives to the dual screen and gyro features would be better than not having any real input customization for the game overall. The game could still be playable without them and for some, all the simultaneous dual-screen and gyro-only features aren't worth the lack of customization. Rather than locking on the bird in the asteroid belt and not being able to tell which direction my ship is facing because it's so small on the big screen, I could just have an arrow pointing to where it is. "But to get high scores, you need everything at your disposal" may be true, but for people who aren't interested in doing as well as physically possible and simply don't want to use those controls, it'd be better than them abandoning the game entirely.

Having barrel roll on the right stick isn't as good as a having them on shoulder buttons, either. If I just want to turn faster with the walker, I shouldn't have to worry about barrel rolling on accident.

The U-turn and somersault shouldn't lock and reset the cockpit view — let me retain control during those moments and manually reset it as needed.

Minus button should be switched with the right thumb stick click. you only need both screens simultaneously in co-op mode, otherwise, switching would be just as good.

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).
 
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).
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.
 
I think learning the controls is really only part of it. Some could easily have issues here. Not going to knock that. However on the other side of the coin, and possibly the most important part, I think some people have to accept the game for what it is and stop fighting against it. Let it be what it is and try to meet it half way. Not doing that I think is like how one wrongly judges a show or a movie for what it's not and for it not being what they imagined in their head (when a show never pretend it was going to be that way) instead of judging it for what it is and on it's own merits. I think that's a big problem all general with a lot of things.
 
I find the controls to be take it or leave it, the only area I find them to be genuinely superior is dogfighting. The rest ranges from works well enough to actively annoying in parts. And I find target view to be clumsy and it should never, ever be forced on the player, especially considering there's a button there to activate it if you want it.
 
I'm kind of intrigued by how Nerrel and a few others have trouble with the Target View. I agree you should always be able to turn it off, but I don't find it difficult to navigate since it virtually always occurs while circling a large target in an otherwise open space.

In other words, you're not at risk at running into anything. You're simply flying through wide open air, whether it's the skies over Corneria circling the saucer-shaped Androsa and Aquarosa to avoid turrets that would kill you head-on, or evading Wolf's Lightning Tornado over Fichina (where it's pretty much essential), or circling the Great Fox to lure the bird into its laser cannons (something you definitely don't want to do sight unseen with HUD indicators). Even when used briefly against Andross (the rotating lasers), the only things you could run into are the things you're dodging simply enough by tilting up and down.

The best thing about the Target View is how it eliminates the aimlessness of finding fast-moving targets. Granted, your rivals were so slow and simple in SF64 (with Wolf's wingmen sticking to your wingmen most of the time) that it wasn't much of an issue, but with how fast and aggressive they are here in Zero, it's invaluable being able to quickly locate them in relation to you with ZL. I also find it essential against those heavy-duty laser turrets that turn to follow you; you use Target View to see where they miss you, and the cockpit (or when you're good, blind gyro) to return fire from the side.
 
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
 
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
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".

The way 64 ties up the levels is vastly superior, however, in terms of the quality of the actual levels i think they trade blows with each other.

Another aspect i think favors Zero in most cases are the boss fights. The bosses and encounter design seems more interesting and have some extra layers of depth typically missing in most 64 encounters.
 
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

Broadly, I agree, but you do sort of get used to them. One thing that helped me is to stop worrying about the two screens and just use the minus button to switch views. They way you're not shifting your eyes all the time.

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.

IMO chicken mode is actually the worst. I find that really difficult to control.

The tank is my favorite on rails, but I hate the all-range sections of it.
 
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'm so glad Nintendo didn't enforce the whole dual-screen controls during the Arwing sections. I was left to just fly around, do some shooting and bask in how each level played out. As boring and predictable as it may sound, the Arwing missions were easily the best missions not because of the way they were controlled, but the way the missions were designed and played out. Loved how the on-rails structure was hidden very subtlety and made you at least feel like you were freely flying/venturing further on - weaving in-and-out of enemy fleets and hostile environments.

The way Fortuna and Sector Alpha especially play out epitomized why 64 worked so well from a structural stand-point and despite how short those sections were, I enjoyed them for what they were. Somewhat disappointed there were no longer-scale missions a la Zoness or Area 6 (gotta love Area 6, objectively the best level/mission in any Star Fox game); I missed that more daring/kamikaze-style pace and space opera-esque drama.
 
Seems like the walker controls are the most difficult/divisive for people. I love them, but I can see why the learning curve is high. It helps immensely when you realize you can strafe with ZL, and that you should turn with the right stick. The feeling of dashing and hovering is so good. <3

The level I replay the most is actually Sector Alpha because I like the walker sections so much. I'm kind of bummed there aren't more levels like that where you get to tear up an area using the walker. There's the latter half of Sector Alpha, the middle of Area 3, and... off-hand I struggle to remember any other dedicated walker areas. Oh, and the tutorial level, of course. Pretty sure I've gotten 200+ on that now.

What felt clumsy and unwieldy to me at first is now a rush seeing how fast I can clear that area. I might try to record video of it.
 
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.

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.

----

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).
 
So, what the difference between arcade and story mode? And anywhere where I can find out how to access the alt. paths?
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.

Someone else can link you to a guide for the alternate paths. :-3
 
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.
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.

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?

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.
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.

The point is of the Lock view is to assess how you are positioned in relation to the enemy and then outmaneuver them.

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.
The Walker doesn't use the Gyro to turn. i think your recollection is incorrect.

The reason the Walker control the way it does is so you can do simultaneous actions like boosting and hovering while retaining control of turning around your axis. That is way side step with the left stick is only available when Z targetting.

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.
Can you explain what you mean about reaching over?

Yes, the user needs to be more cautios about operating the stick. The only issue i have is that some times when i boost the ship is slightly tilted, but this didn't impact negatively the navigation of the ship.

However, they could have repeated the Barrel Roll input in the L Bumper.

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. 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.
There are no classic controls XD

i think the Wii Remote could be supported. i even talked about that before the game's release in another thread.
 
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!!!
 
No matter how well the controls work, the bottom line is there needed to be more options &#8212; 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.
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. :)

Me saying there's no right way to play was in regards to which screen you look at. I'm all over the map on this front: The other day I replayed Corneria 1 almost entirely in vehicle view, but tomorrow I may play entirely in cockpit view. Depends on what I want to do and how I want to do it. Dat flexibility, yo.

But again: I agree that more options are always good. I don't know if you read my posts or just skim for a positive impression and then criticize accordingly, but I actually prescribed some changes they could patch in if they wanted. For example, an option to remap controls, saving multiple controller profiles on a per-vehicle basis. Also, an option to toggle on a laser sight for vehicle view that would connect the tip of your ship to the on-screen reticle, eliminating any "disconnected" feeling people may have when shooting on the TV. Think how RE4 did it.

I also wouldn't be opposed to an aim assist option for those who really struggle. Everyone is wired differently and we take to different things in different ways. That's human nature, baby. It's beautiful!

And who knows: Maybe they'll continue to add features. Pikmin 3 was another Miyamoto brainchild, and that game went on to to have many features added, including the option to play with the touchscreen! :-)


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).
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! :-)
 
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?
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.

In all forced Target View cases, you're surrounded by vast open space with nothing to run into (except for Andross' lasers, which you can dodge by wiggling up and down).
 
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!!!

I think that might have been my issue in the end. The controls are similar to that in Splatoon but no where near as polished in the Walker mode for some reason and I kept wanting to play it like Splatoon but couldn't. Normally I think if you've played Splatoon you'll have an easier time learning the controls. The Walker is a situation where that might hurt to some degree if you don't keep in mind or realize you have to adjust.
 
I think they wanted the walker to feel like a mech/tank &#8212; not a humanoid. It's bipedal, but it's still a vehicle. It has the whole turn-then-go-forward thing (which you can turn while moving, of course, but that's where the focus is). It clicked when I stopped trying to move it like Mario.
 
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