Star Fox Zero - your impressions 7 months later

I enjoyed it, the controls weren't as big an issue as a lot of the negative critical reception on them made it out to be.
 
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.

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.
 
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.
 
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.

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?
 
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?
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
 
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?

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.
 
I think it's a mixed bag. The controls work amazing for the Arwing portions (for me) but I never felt particularly good in the Landmaster and the Gyrowing worked fine but was boring. On top of the controversial controls, the game clearly shows its troubled development cycle and limited budget with recycled content and retread story. An interesting but ultimately less than successful experiment.


BTW, am I the only one who didn't struggle with the final boss? I beat it first try with only a bit of fuss. I found the two-headed dragon and Aquarosa to be much, much harder
 
Hated the controls and the focus on dual screen play on console, really made things like the cinematic battles more of a hassle to play than anything else. The hyperspeed level before Venom was amazing, but I can barely remember any other decent level besides Corneria or the levels I really hated (Fichina and its boss...).

I feel like even without the controls this would be an OK StarFox game. It just feels like a retread of the series. And I know its supposed to be cause its a reboot, but 64 3D was 5 years ago.

Worst part about this is how it'll affect the series again. Low sales, mixed reception, we just came out of a drought with StarFox and now we're going right back into one. I would honestly be amazed if we got a new game on the Switch.
 
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.

But then the question is: "Why design the game to necessitate these controls to begin with?" There are many existing control schemes for this type of game, even previous Star Fox games could have been used as a blueprint, but they decided to reinvent the wheel and create a solution to a problem no one had, resulting in a new problem with no real solution. Nobody wanted a fresh new hot take on Star Fox, people just wanted a solid Star Fox game with no gimmicks and straightforward gameplay.

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.

Clearly, the thought process behind this wasn't "We want to make a Star Fox game. How do we design the controls?", it was "We want to make a quirky gamepad game. What franchise can we warp around to it?". We even know this from the development cycle of the game. That's why the control scheme fails.
 
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 actually agree with you on this, despite loving Zero and preferring it over the other SF games.

People (myself included) just wanted another shooter on rails but Miyamoto insisted on reinventing the formula for no reason and ended up alienating fans and potential new ones alike and made the game bomb, this is true. However he was onto something, they designed it this way because gyro controls is the only way to make arwing sections even more crazy and fast, by giving the player fast controls and precise aiming... SFZ is the best SF game I never new I wanted, but most people sure as hell don't want it.

Nintendo (or maybe just Miyamoto) are obsessed with not making new entries in less popular series unless they can add something new to the formula, and SFZ is obviously a victim of this.
 
The controls were a terrible mess at launch and they're a terrible mess now.

If you want a good Starfox game then get the 3DS one and avoid this like the plague.
 
Basing the entire game off the bad gyro flight controls (that aren't even intuitive, instead of like a flight yolk it's like an independant turret) is one of the worst Miyamoto ideas up there with waggle to roll for DKCR.

Even if you got over the controls there just isn't much of an interesting game there.
 
Loved it when it was released and I still love it today. In Starfox 64 and Assault, I loathed every single vehicle except the Arwing. The decoupling of movement and aiming plus the snappy gyro controls made every vehicle fun, as the arwing's fast and precise aiming was retained across vehicles.

My favorite game in the franchise and one of my favorites this gen. But very much a love it or hate it affair: If you still love old arcade games that don't have the shiniest graphics and where the game revolves completely about the gameplay and chasing high scores, then you're in for a ride. Otherwise it is very likely that you'll think it's garbage.
 
Nobody wanted a fresh new hot take on Star Fox, people just wanted a solid Star Fox game with no gimmicks and straightforward gameplay

The obsession with constantly trying to innovate franchises like Paper Mario, Star Fox, Chibi Robo and Mario Party upsets me so bad. We dont want something thats a rehash but at the same time dont completely change what made the series good.
 
I didn't struggle with the controls, actually enjoyed them for their simulation aspects, the ability to fly somewhere else than where I aim without lockon and other neat maneuvers, and I got exactly what I wanted (basically StarFox 64 1/2). Neat skill-based score system, though it holds no candle to other score shooting games in 2D from Cave or something. So I enjoyed it, I still play it sometimes and as I'm typing this, I get the drive to play it again. Not my GOTY, mind you, but one of the more enjoyable action experiences I had this year - especially since "airship-style" shooting games are quite rare while being a favorite of mine (still patiently waiting for a remake of Panzer Dragoon Orta).

edit: Also, the soundtrack is god-tier.
 
I think it was a missed opportunity.

The control schema it is very disappointing and most of people who played did not like.

If rumors of several Wii U games been ported to Switch, so I hope that this game got ported too, but with a traditional control schema .
 
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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.

I like this game. Other people don't. That's ok.

I played it. Opinions made by people who haven't played it don't mean much to me.

But I should FUCK off? Wow
 
The controls are really good. What hurts the game is everything non arwing and landmaster, and too much free range mode.
 
My opinion now is even lower than at launch. I got used to the controls enough to play competently, and I was never bad enough with them to get worse than a silver on most levels the first time. I never thought they were fun, and never for a second thought they were innovative. From the very start it was clear that this was a last ditch effort to make the gamepad seem useful for something, at Starfox's expense. I feel even more strongly about it now. You're basically forced into flying in 1st person if you want to aim accurately, and flying in 1st person sucks. There's a reason the cockpit view in SF64 was never used and was omitted from the 3DS remake.

I've tried to revisit it a few times just to get my money's worth out of it (this is not a fucking $60 or even $50 game), but every time I get so bored I just turn it off. It really is an awful, rushed game with very few ideas in it aside from the appalling gamepad gimmicks. Almost everything feels like a less fun retread of SF64, right up to the final boss itself. It should have been an eshop title for $30, tops.

The way the branching levels system works is bullshit and it's pretty clear that they rushed it into the game. Having to clear the game once before being able to access levels is lame. It's also not at all intuitive to figure out the triggers.... SF64 almost always gave you hints, like the alternate first boss flying overhead past the waterfall. I still haven't seen the landmaster levels in this game because I apparently beat Starwolf too quickly, and I haven't been able to stomach a replay long enough to go back and earn the alternate routes. It's not even the controls- the game itself is rushed and mediocre and some of that modest amount of content we do get is sheer garbage, like the gyrowing segments. I absolutely regret giving Nintendo my money for it. Wish I had at least waited a few weeks to get the post-bomb discounts.

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.

Because it was, in Miyamoto's own description, just a minigame collection designed to show off the gamepad before a last minute delay wedged the branching levels in. And people defend this as being a great Starfox game.
 
A Star Fox game by Platinum seemed like a dream come true, the kind of combo you would only see once in a lifetime

That it ended up being this is just plain sad. I feel sorry for Platinum. Zero could have been incredible if they'd been allowed to do entirely their own thing.
 
Picture Nintendo and Retro announcing Donkey Kong Country Returns...but it had a new control scheme that had the player tilt the Wii Remote to the side to make Donkey Kong move left/right, and raising the controller up to make him jump, in addition to shaking the controller to make him run/roll. And it was even more of a direct re-adaptation of the first game in story and content than it already is.

Now picture the current scheme for the game's movement for DK (traditional D-Pad for left/right movement and the 2 button to jump, akin to the controls of the original SNES trilogy) were thrown out, and the above scheme was the only way available one could play the game. Even though this will be the first DK game that revisits the 2D Country style gameplay in over a decade, following years of going in different directions and spinoffs such DK64, Jungle Beat, King of Swing, Donkey Konga, and Barrel Blast.

Now you're pretty close to what seemed to the be mentality behind the designers with Star Fox Zero's gameplay, in spite of the rock-and-hard-place situation that the Star Fox franchise was in.

My opinion on the game hasn't changed much--it's an absolute misfire of an IP revival that probably put the series in its grave for good this time. The developers couldn't had picked a worse time and a worse project to refocus the gameplay completely in a different direction, while also doing yet another SF64 throwback in content and story; among other things.

I bet Nintendo as of this writing has already gone ahead misinterpreted this game's sales to mean people don't want Star Fox anymore. Not like there really wouldn't be much of an option remaining for them anyway. What would they do after they've proved to even stuff up their most deliberate attempt in years? Release "Star Fox: This Time For Sure Guys"?

Creating a game that plays differently in the same old worlds. Copying all the complementary stuff and messing up the defining core. Backwards. A testament to the current era of Nintendo having a nasty habit of conceptualizing and executing certain products they make in the most misguided ways possible.

Were it not for the Animal Crossing party game, it would be the worst game Nintendo has released all year, possibly ever.

Animal Crossing: amiibo Festival was last year.

I know it's dangerous but if any game needs to be ported to Switch with classic controls its this.

Zero's control scheme is based around using two screens for displaying multiple viewpoints of the same game, as well as using the gyro controls for standard movement. Porting Zero to the Switch would require them to essentially redesign the entire game design on a basic level and then work on porting the result to the Switch. And then you'd also have to factor in the original game's reviews and sales before you even get into the above two.

What you're asking for I feel is simply not very feasible at all. They would be better off starting from scratch with a new SF game for the Switch that had traditional controls from the start.
 
Easily my favorite Star Fox game, can't even go back to 64 without wanting to just play Zero instead. I had no issues with the controls after about 5 minutes but I realize that this is far from the typical experience. More content would have been nice but I was satisfied with what I got.
 
The worst part about being a Wii U owner was not the software droughts, or the lack of third party support, or the system being abandoned early (from a historical perspective).

It was in the mailed-in garbage Nintendo started releasing/publishing over the last 18 months. Starfox Zero, Amiibo Festival, Mario Party 10, Mario Tennis, Devil's Third...just absolutely horrifically garbage games that honestly tarnish the Nintendo brand.

Starfox Zero is so bad it should've been cancelled.
 
Globally, I liked it. The rail shooting sequences were as great as ever, I didn't mind the motion controls and the game added some ideas I like very much like how the charge shot is stronger if you release as it locks on or how the landmaster can lock on multiple targets.


But after the honeymoon period, a lot of small issues dragged down my opinion of it. I hated the asteroid missions. I didn't like how quarter-assed the alternate stages were for the most part. It's stupid that score is at least partially tied to your wingman's health level (in the rail evels, sure that could be tolerable. But in all-range? Lol no). I didn't like how doing loops and immelmans could be accidentally triggered with normal stick motions and that there's no way to disable it. I didn't like how my ship would lean sideway when I was boosting because of the choices with the control scheme. I didn't like how they handled the lasers power-ups, you pretty much never have full lasers. I didn't like how heavily the game recycled lines from SF64, especially as the original ones are quited good. I hated the gyrowing, and I especially didn't like how the two gyrowing levels have no time limit or bonus for doing them quickly, so doing an optimal score runs require making two long and boring levels even more long and boring, etc ... etc, etc. There's more I could elaborate on. SF64 is still king as far as I'm concerned.

There's a great blog post out there that speaks about the problems I have with the game in a much m ore eloquent manner but I'm on an horrible work connection so I can't link t oit yet. It's also interesting because it's from the perspective of someone who likes SF64 as a score attack game and does not like Zero because it's not a good score attack game. I'll link to it if someone tries to build a strawman that people who don't like Zero Just Don't Understand how to play it as a scoring game, man.
 
I think it would take some redesign to get certain aspects of the levels to work with a traditional Star Fox control scheme

I agree with this, and because of terrible sales they probably won't go through the trouble.

Which is a shame, because they should. This is is the first Star Fox game that actually feels like a proper sequel (or prequel) to Star Fox 64. It has some great missions and boss fights, and bringing back the voice cast for more cheesy dialogue really tugs at the nostalgia-strings.

But one of Star Fox 64's great strengths were it's perfect controls. They were intuitive to learn and fun to master. I think even the more ardent defenders of Zero will admit that it is a step back in this regard.
 
I am glad we got a new episode and I often feel like playing it more but I rarely do simply because the controls get in the way for me. It's not totally unplayable but it feels much less arcade and epic with these controls.

I have to constantly press Y to recentre the target, the chicken controls like ****, I am not a big fan of the all range mode either and the gyro wing stages are pretty boring.

I also hate that I have to choose between dodging things and aiming. If only the shots were landing where the target was it would have been already way better

It's a shame because some of the on-rails stages are great and I think an HD StarFox with regular controls and dissociated from the 64 episode would have been better received and more enjoyable.
 
Some love the controls, most hate it. What I find disheartening is that Nintendo continually proclaims they want simple and easy to use controls, when this game is the complete opposite of that. When people on GAF who play a ton of games are having issues, then you screwed up.
 
It's a pointless game imo.

It has moments of potential awesomeness. Dog fighting, landing on a ship to take it down, etc.
I like the collecting medals and unlocking paths aspects.

But it has so many negatives.

Barely any innovation on the core gameplay.
So many levels feel empty.
The graphics are horrible.
The controls are a hindrance more than a plus.
The story is worse than the original 64 one and familiar enough to not feel new.
So many levels are horrible do the slow sections.
Boss fights are generally bad.
Teammates still useless.

So, like so many movie remakes it's pointless when it's worse than the original.


Things I would do to improve the game.

Scrap second screen stuff. Allow for motion controls as an option.
Greatly improve the graphics.
New story. First playthrough is an arcade run.
Shorten slow sections to keep pace up.

Finally.. add some actual innovation beyond a control input method.

Such a waste. An HD starfox 64 would have been a better game, which is sad
 
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.
 
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.

I agree that it's symptomatic of a lot wrong with Nintendo.

Change of input over actual gameplay innovation.
Controls that have a steep learning curve rather than being intuitive.
Lack of options to really push those bad controls.
Other aspects such as graphics held back by bad design decisions
Franchise held back by bad decisions.
 
I thought the arwing sections were phenomenal once you got used to things. I just played in first-person on my HDTV the whole time and felt that made the game play perfectly. (I'm not sure why that wasn't the default control scheme).

But they shoehorned in these other vehicles and sections that just weren't fun at all and they really tarnished the package with them. The land master, gyro copter and (to a lesser extent) the chicken walker all just aren't very fun at all and had no business being in a retail product.

It took what could have been a solid 8 or 9 out of 10, and made it a 6/10 type experience that isn't very fun to revisit.
 
How do you know that you won't like it if you haven't played it?

I've absorbed enough of the game through Gaf, reviews, and YouTube to have a pretty educated guess of what to expect. The only thing playing it would do is make me see all the same shit I've already seen, only now I'm controlling it. Im pretty confident I wouldn't be head over heels.
 
It seems that the controls either just click with some people, while others find them absolutely unplayable. Personally, I loved them, and I think it made the game much better than the classic SF games, specially in All-Range Mode, to the point where I have a hard time picking up again SF64. However, I feel that in some occasions, such as the Aquarosa, Titania and final bosses, the control became quite difficult to handle for one person alone. When playing co-op these situations made much more sense.

Although I was quite satisfied with the game, my main complain and which keeps it from excellence comes from the the fact that there are some levels which are not that much fun, such as Zoness (though I like playing it with the Arwing), Titania (due to the boss mainly) and Venom, or the fact that Asteroid Field and Great Fox are largely the same level.
 
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.

This right here.
 
The controls are dogshit. One of the most blatant, horrific examples of a desire to legitimize hardware decisions undermining a game since Lair.
 
Didn't outright dislike the controls, but would agree the core game lacked any real inventiveness in level layouts and objectives. It's the third "reboot" in a sense as it pretty much delivers the exact same experience as the SNES and N64 games with some added gimmicks that many didn't care for.

I keep meaning to pick it up again and try other routes, but I really haven't cared that much either to pop the disc back again since my first run on day 1.

I already dislike the gamepad in general, but this did nothing to prove it added anything of worth to classic game experiences, even though I was able to condition to them moreso than others.
 
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