So you played it for about 6 minutes max and gave up? There's a small learning curve but by the sounds of it you just didn't want to try it.
You don't have to look at the gamepad, just press minus. Most reviewers say the control scheme makes sense within the first hour which I would call a small learning curve, there aren't many dual screen elements and I agree that third person controls are bad. Just put the cockpit on the Tv.Small? 😑If it were "small," then the sales and critical reception of it wouldn't be as mediocre as they are now.
All they had to do was just make a Star Fox game with motion controls similar to Sin & Punishment 2 or Splatoon. But forcing the players to look down at the gamepad by fudging the sights on the screen is beyond insulting. In fact, it's completely out of character for Nintendo or Platinum to design a system so unintuitively.
You don't have to look at the gamepad, just press minus. Most reviewers say the control scheme makes sense within the first hour which I would call a small learning curve, there aren't many dual screen elements and I agree that third person controls are bad. Just put the cockpit on the Tv.
I think it would take some redesign to get certain aspects of the levels to work with a traditional Star Fox control scheme, they definitely could have done a better job but I'm not sure the walker or enemies with weakpoints on their top and bottom could work without gyro. Perhaps a cursor controlled with the second anologue stick could work but that sounds incredibly clunkyOk, but why does this control scheme exist as it is? Does the second screen gameplay really enhance the playability of the game? Can't a slightly different control scheme have done a better job of making the game playable? I get that there are ways to make the control scheme palatable if you want to suffer through it, but the complete lack of customization to any aspects of the control scheme and the lack of any alternate control schemes makes the game actively hostile to the player. Nintendo know how to make their games more accessible by offering alternative control schemes. There are so many different ways to play Pikmin 3 or Bayonetta. Why is this game stuck with this incredibly obtuse control scheme when there are many alternatives that could have served the same purpose more or less?
Ok, but why does this control scheme exist as it is? Does the second screen gameplay really enhance the playability of the game? Can't a slightly different control scheme have done a better job of making the game playable? I get that there are ways to make the control scheme palatable if you want to suffer through it, but the complete lack of customization to any aspects of the control scheme and the lack of any alternate control schemes makes the game actively hostile to the player. Nintendo know how to make their games more accessible by offering alternative control schemes. There are so many different ways to play Pikmin 3 or Bayonetta. Why is this game stuck with this incredibly obtuse control scheme when there are many alternatives that could have served the same purpose more or less?
Boring game with terrible controls.
I think it would take some redesign to get certain aspects of the levels to work with a traditional Star Fox control scheme, they definitely could have done a better job but I'm not sure the walker or enemies with weakpoints on their top and bottom could work without gyro. Perhaps a cursor controlled with the second anologue stick could work but that sounds incredibly clunky
I agree that the dual screen barely adds anything to the game. Personally I didn't even use it because I could aim precisely just fine without it. The thing is that gyro controls add so much to the speed of the gamepñay that it'd be impossible to replicate it with just dual analogs. Sure you could add the option, but people would complain about the difficulty because it'd be worse than playing Splatoon without gyro aiming (which is doable, yes, but puts you at a ridiculous disadvantage).
People asking for an alternate controls patch are missing the point and underestimating how important the gyro controls are to the game design, for better or worse.
A Switch sequel without dual screen that keeps the gyro controls would be a dream game to me, but I feel like it'd too be hated by people without playing it as well. The formula is probably dead thanks to Zero flopping.
Nobody wanted a fresh new hot take on Star Fox, people just wanted a solid Star Fox game with no gimmicks and straightforward gameplay.
Nobody wanted a fresh new hot take on Star Fox, people just wanted a solid Star Fox game with no gimmicks and straightforward gameplay
.
I still feel the same.
The apologists for the game's faults can get stuffed btw. All the condescending bullshit about "surely, no who actually played the game could complain about _____"
fuck OFF.
Haven't played enough of it yet to form an opinion, but it is the next WiiU game I plan on rinsing.
Not having that in Star Fox 64 and letting the hard route have the true final boss made sense and I am absolutely baffled they didn't include such a scenario for Star Fox Zero.
Were it not for the Animal Crossing party game, it would be the worst game Nintendo has released all year, possibly ever.
I know it's dangerous but if any game needs to be ported to Switch with classic controls its this.
Boring game with terrible controls.
I'll tell you what though, I loved those wacky muppets from two E3s ago.
Give me more of that.
I think it would take some redesign to get certain aspects of the levels to work with a traditional Star Fox control scheme
Best Star Fox Game.
The controls with the gyro aiming are working great. Gives you much more possibilities and speed.
I appreciate the game more and more, after each playthrough.
Rented it, hated it, wouldn't play it again even if it were free.
It's pretty much the epitome of everything wrong with the WiiU and Nintendo as a content creator these days, and has quite possibly killed the Star Fox franchise for good.
How do you know that you won't like it if you haven't played it?
And despite creating a bizarre, vastly different control scheme, the level design is almost identical to existing Star Fox games. Not only that, there are many space/flight sim games with a lot more intricate combat/flight mechanics that work with controls that are way more normal, so they really didn't achieve anything clever with this control scheme. It has no real reason to exist and it's a net detriment to the game.