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.
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.
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!
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!![]()
I think they wanted the walker to feel like a mech/tank — 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.
- 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'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.
This part makes no sense. Classic control scheme? You have to be pretty confused about controls in this game. :/
Well like I said many pages ago, for people like you, they should let you remap the controls.I go from using strictly cockpit view (sometimes on the tv only, sometimes gamepad only) to using only the 3rd person view, though for the latter, there are many times it isn't good enough as the reticule is worthless for far away shots, something that should just be fixed. That wouldn't be so bad if the "switch tv/gamepad," input was the right stick click. I could easily get used to using the right shoulder button for bombs if it meant I never needed to look at the gamepad.
That last bit is so needlessly dramatic, haha.But yes, you being perplexed by people having trouble going form a first-person view to a Resident Evil-style fixed camera view shows a lack of empathy/understanding of the complaints of disorientation. It works for me, but there's nothing about it that's so amazing and functional that the way it currently is in the game should be the only way it works. Resident Evil 4 still has a fixed camera behind the player character, so that's not an apt comparison. Something like REmake would be closer, if every time you aimed in that game, it went into first person mode, and your character was constantly moving forward.
It's good though that you've finally admitted to some of this game's grievous failings in how it presents its controls. Going by some of your earlier posts, i didn't think you'd manage it
I personally like boosting mapped to forward and braking mapped to pulling back since those motions seem to match the resulting action.Spring-Loaded said:And yes, tap left-to-right or right-to-left on the right stick and you'll barrel roll, something that can happen inadvertently while trying to quickly change directions. It's similar to the (horrid) back-foward joystick inputs in Metal Gear Rising. Try it here, don't merely take my word for it, and then come back and say you tried it.
There's no good reason for turn to exist on both the left and right sticks though. It'd be better if left stick was purely for moving around and right stick for turning, boost and brake. Not sure if boosting is even necessary if the movement is calibrated properly you could have straight up Splatoon controls and not need to lock-on to strafe. If there isn't a good way to avoid having turning on both sticks, then Nintendo painted themselves into a corner.
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
Yeah, I imagine it's the most searched query for this game, haha.Thanks. And I googled alt. paths. GOt results super fast, lol.
If you're likening it to a car, I'd say it's like suddenly having to look through the rear view mirror to drive instead of being able to just look out the windshield. Imagine driving to the store and having your view fixed on the destination, looking through yards and parking lots without seeing the road ahead of you.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.
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'm pretty sure it does, I just played last night. The gyro and analog stick seem to do the same thing... small movements move the cursor, larger movements cause the camera to turn.The Walker doesn't use the Gyro to turn. i think your recollection is incorrect.
I usually use X and B and Y during gameplay, since I have inconsistent luck doing somersaults and U-turns the old fashioned way now that it uses analog input. I end up having to switch my thumb over and tap the stick twice, which is not really as quick as just tapping the trigger your digit is already on. Obviously, using the right stick only is the better way to play and I'm adjusting to that, but no matter what it will always be more awkward than just using the triggers.Can you explain what you mean about reaching over?
The most complex thing most people do while driving is changing lanes.
Yet, is not necessary. A glance of the screen tels you the relative positioning. Then you can use your cockpit view to make the necessary navigation adjustments if you are having trouble with the panaromic view on the TV screen.It's apparently not satisfying for some people, and since htese sequences would still be playable without the dual screen (and certainly not the simultaneous dual screen presence), there should be an option to avoid it entirely.
If there's an option to have the cockpit view itself lock onto targets either forcing the ship to circle it once it reaches the edge of the cockpit view, or breaking the lock-on once that happens, or merely showing an arrow pointing off-screen to show where they went then it wouldn't "take everything away of how an actual dogfight works," nor would it take anything away from how you play it. You're telling someone the way that game would be more enjoyable for them is wrong and/or impossible when there's no real alternative to the one way it is in the game.
There are ways around it, but Nintendo could've be arsed with putting in alternatives for some reason.
Yes, there's a reason, i' ve explained it in a previous post.There's no good reason for turn to exist on both the left and right sticks though. It'd be better if left stick was purely for moving around and right stick for turning, boost and brake. Not sure if boosting is even necessary if the movement is calibrated properly you could have straight up Splatoon controls and not need to lock-on to strafe. If there isn't a good way to avoid having turning on both sticks, then Nintendo painted themselves into a corner.
I keep hoping they'll patch in leaderboards for this. If not all the modes but some of them. I know there is Miiverse but still.
No, im not forced to look at the Gamepad to navigate when the Z lock is forced. For Aquarosa i use the panoramic to see which canon will fire or to asses the length of the Electromagnetic shield and judge when it's a good time to take care of the canons. Or when fighting Andross for dodging the lasers.If you're likening it to a car, I'd say it's like suddenly having to look through the rear view mirror to drive instead of being able to just look out the windshield. Imagine driving to the store and having your view fixed on the destination, looking through yards and parking lots without seeing the road ahead of you.
In order to avoid this, you're pretty much forced to use the gamepad view to fly while locked on, which I mentioned above is not ideal at all. Your field of view is pretty limited, which is why the zoomed out arwing view on the TV was intended for piloting in the first place.
No, the reticule or the gyroscope doesn't rotate the Walker aound the Y axis. However, it does let you look up and down.I'm pretty sure it does, I just played last night. The gyro and analog stick seem to do the same thing... small movements move the cursor, larger movements cause the camera to turn.
SOrry to hear that. You need to insist and train yourself accordingly and not relay in the buttons for those manuvers. As long as you hit Left Up plus Right Down/Up at the same time it will register. It is more interesting in terms of "feelback" to hit the sticks than tapping a button for such maneuvers.I usually use X and B and Y during gameplay, since I have inconsistent luck doing somersaults and U-turns the old fashioned way now that it uses analog input. I end up having to switch my thumb over and tap the stick twice, which is not really as quick as just tapping the trigger your digit is already on. Obviously, using the right stick only is the better way to play and I'm adjusting to that, but no matter what it will always be more awkward than just using the triggers.
NAh... You don't need R and L for barrel rolls, one button is enough.The only BIG problem I have with the controls is them trying to include u turns and loops to weird joystick combinations you do at the worst moments most of the time.
I prefered if there was an option to only leave them to the buttons.
Also the barrels rolls in the joysticks, but I know because of how your hands are positioned, putting them in L and R would have hurt.
I've barely been going for medals. I just like replaying levels for fun, and when I find/earn a medal, it's just a happy accident. I might seek them out at some point, but it sounds like many of them are so well-hidden they would require a guide.Yesterday, after many tries, I perfected Andross.
Feels good, mang. I feel like I'm starting to nail the arwing and walker now...yet I'm only at 18 medals, I need to start hunting these, but so far I'm having fun trying to get the top score for each stages...which is quite a challenge so far, honestly.
The Star WOlf fight? No, i remmeber beating him in Walker form without any forced lock. Maybe im wrong.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).
Ah, I think you're right. Thanks for the corrections!The Star WOlf fight? No, i remmeber beating him in Walker form without any forced lock. Maybe im wrong.
On the other hand, do you mean Dodora? Well, no. In both fights the Z lock is leaved to the players desire. In fact Nerrel, do some practice runs against Dodora in Fortuna, i think is a good showcase to learn the dual view dynamic. Quite handy to get a sense of orientation and to avoid the tornados the Monarch produces when faning those gigantic wings.
However, Titania does force the lock against the Worm. But i don't think you would want to play without any way. It works really well in here. Cockpit view shoot down the weak points, panoramic view for navigating when the worm sucks up the sand.
Technically speaking the games hard mode is probably playing with the black arwing which deals but receives double damage. You can get it early if you scan a falco amiibo or unlock it by collecting all 70 medals.I finished all the stages in this game over the weekend and did an arcade mode playthrough and I really enjoyed it. I might even go for all the medals! This clearly seems like the best game in the series to me, and just cements my stance of being really selective when it comes to criticisms focused on "bad controls".
There's nothing like an Expert mode in this game, right? Beyond Arcade? It's a cool game but a harder mode would be super welcome.
edit: regarding "content" vs 64, I did miss Titania on my first playthrough, so subsequent playthroughs did show me more "main" missions. I don't think it matters, though, as I think that ultimately this game is both more consistent and better moment-to-moment than 64.
I think the Wolf fight forces Target View in the Arwing when he uses Lightning Tornado, or at least defaults to it. What I'm not sure is whether you can disengage it in that fight. It disengages on the ground, but I can't remember if it gives you the option in the air.I'm like 90% sure that if you're in the arwing the game forces target lock on you when Wolf is doing his lightening tornado run. Not sure about when your in the walker but almost definitely sure if its the arwing.
On another note this games rendition of All Clear is down right beautiful. Just the right amount of triumphant fanfare for having saved the galaxy.Nothing, nothing's wrong... ;w;
NAh... You don't need R and L for barrel rolls, one button is enough.
i do think it would be good for everybody if they mapped the BArrel Rolls to L bumper and the Camera Change to the Right Thumbstick Click. But still keep Barrel Rolls when hitting the sticks in the same direction twice (since this is a very intuitive way to apply them) and get rid of Barrel Rolling when hitting left to right or right to left quickly, as it could cause accidental inputs with the walker.
Technically speaking the games hard mode is probably playing with the black arwing which deals but receives double damage. You can get it early if you scan a falco amiibo or unlock it by collecting all 70 medals.
Ah, i didn't imply to press both. i meant since you mentiones R and L, i thought you like many others, were suggesting for the Barrel Rolls to work like in older Star Fox games, with R or L changing the direction. With the cuarrent set up they just need to map the action to L shoulder button.Sorry, mean one or the other, not having to press both.
Tried to put my fingers in one of the bumpers, and its a little bit uncomfortable becuase of how the rest of your hand is postioned pressing ZR to shoot.
Ah, i didn't imply to press both. i meant since you mentiones R and L, i thought you like many others, were suggesting for the Barrel Rolls to work like in older Star Fox games, with R or L changing the direction. With the cuarrent set up they just need to map the action to L shoulder button.
How do you hold the Gamepad? The control it's designed so the middle fingers rest in the ZR and ZL and the index ones in the L and R shoulders. Some people that complain about the Gamepad ergonomics don't know that XD
I've barely been going for medals. I just like replaying levels for fun, and when I find/earn a medal, it's just a happy accident. I might seek them out at some point, but it sounds like many of them are so well-hidden they would require a guide.
Star Fox is designed so you press and hold briefly ZL to shoot a stream of lasers, there's no need to spam the fire button. So a timed and steady press of ZR is all that's needed for rapid fire. Check it out for yourself.Thats the problem I have, is too big for me for that to be comfortable (I can do that easily in the 360 controller for example). I tried, and I always prefered to have the index on ZR. The biggest problem is, you can press more per minute with the index than the middle fingers, so having the middle ones in ZR is a waste of valuable shooting time.
In other game I can change on the fly, becuase I dont need to constantly use both (like Splatoon for example). In star fox, I like to be barrel rolling my way out of some situtuations, at least in 64. In this game I dont do it much becuase I feel I can get away in other ways. Its useful on the cannon parts of the omega sector though to get the no hit medal.
ooo, I thought it was just a skin. Nice, I might shoot for that.
Miyamoto: "With Star Fox, what I wanted to achieve was having players actually aim at things themselves. It was very important to me, and I'm happy to see that even beginners are able to aim at things and shoot them. The biggest thing this time is that there are no bombs this time. You have to aim."
There's got to be a point where "git gud" ends and "the controls have problems" begins. I played Fortuna and Sector B tonight, both of which extensively use the lock, and I still wasn't impressed. Sector B does pretty much what I mentioned before- forces a gimmicky dual screen use onto you in order to bypass the shield. I did sincerely try to use the lock while fighting Starwolf, but it was only really useful for briefly seeing where they were in relation to my ship, then letting go. The whole "holding the lock while using the gamepad" idea just sucks most of the time. The TV view is borderline useless during these kinds of battles, both for flight and for shooting.i think asking a bit of coordination and learning from players shouldn't be satanized. Not when the controls work well save for how much a person is willing or not to adpat.
No, the reticule or the gyroscope doesn't rotate the Walker aound the Y axis. However, it does let you look up and down.
Still, to satisfy those who find it difficult, Nintendo should release a patch with the traditional controls and call it "Amateur set-up with auto aim and no Gyro". Make the game run like Ratchet and Clank PS4 with its sluggish 30 fps, manual camera and auto aim feature (and I bet the critics will give it HIGH SCORES). Just move the aiming reticle towards the enemy and the game will do the PRECISION AIMING and killing for you with a press of a button. So convenient!
As if the problem with this game has anything to do with the gyro itself. Most people seem to love Splatoon's gyro controls, WWHD/TPHD/MM3D/OoT3D's gyro controls, and pretty much everything the Steam controller's gyro enables. The problem with this game is that it was designed from the ground up as a showcase for dual screen gameplay and attempts to fully utilize everything the gamepad can do, whether it really suits the gameplay or not. If it were just gyro only- no second screen stuff- no one would be complaining much. Again, just look at Splatoon.
As if the problem with this game has anything to do with the gyro itself. Most people seem to love Splatoon's gyro controls, WWHD/TPHD/MM3D/OoT3D's gyro controls, and pretty much everything the Steam controller's gyro enables. The problem with this game is that it was designed from the ground up as a showcase for dual screen gameplay and attempts to fully utilize everything the gamepad can do, whether it really suits the gameplay or not. If it were just gyro only- no second screen stuff- no one would be complaining much. Again, just look at Splatoon.
Star Fox Zero is not Splatoon. It's an on-rails shooter not a TPS. In an on-rails shooter, your ship is almost always moving forward and its position is moving freely across the screen (unlike in Splatoon/TPS where your character's position is fixed in the middle). Lastly, the camera in an on-rails shooter will always point where you're about to travel next and that's why your aiming reticle will inevtitably move relative to the camera's change in direction.
You're missing the point. Gyro aiming, simply as a method of cursor placement, is generally well liked by most people. You were phrasing it as if people couldn't handle using gyro controls and needed auto aim to do the targeting work for them because they're babies... I don't think using the gyro in itself is a problem for most people playing the game. Even a lot of the reviewers who rated the game poorly due to the controls still acknowledged that the gyro itself was more precise than a stick.
Oh please, let's not start this. I like this game and all but the critics are entirely entitled to their opinions.I'm going to slam the so-called critics for influencing the minds of many people towards this game. They are a bunch of babies.
speaking of stuff that got cut, I remember an early interview where Miyamoto said there wouldn't be branching paths, but rather than replayability would come from redoing the levels with different vehicles.
obviously they dropped that concept when the game was delayed, but I wonder if the "do Zoness as the arwing" level and the Roadmaster are remnants of that concept.
another development fun fax: The pre-delay footage didn't have smart bombs, but this wasn't a case of stuff not being implemented yet. Their obmission was deliberate:
well I'm glad he changed his mind.
I'm upset by the game's lukewarm critical reception tooI'm going to slam the so-called critics for influencing the minds of many people towards this game. They are a bunch of babies.
Of course, but if all of their opinions suck they gotta get called out.Oh please, let's not start this. I like this game and all but the critics are entirely entitled to their opinions.
Of course, but if all of their opinions suck they gotta get called out.
This control setup is a masterpiece in design. There is a logical and compelling reason for every decision.
The series hit a wall: the courses had to be designed so that the movement of the ship coordinated with the location of the enemies, limiting each run to a tight tunnel. This is solved by allowing the gun to aim independently, but this creates a new problem: it's hard to tell where you're aiming. Putiing it in first person gives you great aim, but you loose out on the dodging and dogfighting gamplay. So, why not both?
Which gets us to the contentious part: why can't It just have a 'change view' button like a racing game? The graphics can be better and you don't have to learn anything new. Make the same game, just with a few more button presses here and there.
Here's where Miyamoto wins. The button is there and we don't use it that way. We may prefer to have a certain view on the tv or the gamepad, but we still glance back and forth.
That's because it's less disorienting, more natural, more fun; whatever it is you do it becuase it's better that way.
Gotta fight fire with fire, they started it. Although I hope my tone was as cool as I am.The "switch views" button is furthest away from the default right thumb position. If that were mapped to the right thumbstick, it would negate the need for simultaneous dual screen outside of co-op. WE don't use it because it's the most inconvenient button to hit in the heat of the moment the aim reset is convenient and we use it all the time. There could be a graphics mode that's better in single player and lower resolution in co-op, but they opted for both at once.
And there are a couple reviews that try to assert the controls are broken that's not true, but you have to be sipping the kool aid/on a kool aid IV drip to not see how myriad aspects of the controls are confusing/unintuitive for some people. And there's no good reason there isn't a non-dual screen and/or non-motion control option (let alone other control configurations). Plenty of people getting insanely defensive about this game and writing off any/all complaints is as harmful, but in a different way.
This control setup is a masterpiece in design. There is a logical and compelling reason for every decision.
The series hit a wall: the courses had to be designed so that the movement of the ship coordinated with the location of the enemies, limiting each run to a tight tunnel. This is solved by allowing the gun to aim independently, but this creates a new problem: it's hard to tell where you're aiming. Putiing it in first person gives you great aim, but you loose out on the dodging and dogfighting gamplay. So, why not both?