Also the controls are not unintuitive... or to put it in another way, not much so than a Dual Analog FPS yet people adapted to this control system until it became a standard. If the gaming population gave priority to intuitive controls above all else, then the majority would be playing shooters with a Wii Remote type setup.
There's a big difference between using two sticks at once and using two sticks at once
while looking between two screens with totally different perspectives and moving one of those screens around to aim This is not equivalent to the type of adjustment innovations normally require.
You bring up a good point about the Wii remote. You say it's the most intuitive way to play.... it's also far more advanced than dual analog and can offer the ability to aim and fly independently in a much more elegant way than SF0 did. Sin and Punishment 2 demonstrates that. So, considering how much clumsier the gamepad is at doing the same core actions... why was this the best way to go? Was the need to use two screens that great? Most people seem to report that they ended up mainly using the first person view to play due to the 3rd person reticle being unreliable, so it's pretty much a single screen experience anyway. Lock on mode just gives you a side on view of your ship that doesn't help much the majority of the time until you get tailed by Starwolf. Do we need a second screen for this? Was it worth nuking the classic Starfox gameplay to have this? What would have been lost with a single screen+remote? You could even keep the idea of looking off the edges of the screen by turning the camera when the cursor gets near the edges, like all Wii shooters did.
I just don't see any justification for the dual screen setup. The only times you really need to use it are for abhorrent gimmicks designed solely to give the gamepad and second screen a purpose, like the force fields that regularly emanate out of bosses. The gamepad use in this game was so contrived it's offensive, and you could scrap most of its required "set piece" uses without any real loss to the core experience.
Bear in mind this started as a smaller scale collection of brief missions, not a full Starfox game. It wasn't intended to be a revolution for the classic Starfox gameplay, it was intended to be a showcase for the gamepad using the Starfox IP and its scenarios. The gamepad usage is pretty gimmicky right on the face of it, and I don't think anyone could argue otherwise when it comes to the gyrowing and robot hacking segments.
[*]Does the 2nd screen gameplay really enhance the playabilty of the game?
The 2nd screen serves various purposes:
a) Along with 3D Audio it increases the game's inmersion.
b) It adds a multitasking element to the game, simulating the control of a vehicle.
c) It offers the most precise and wider range aiming of any Star Fox game so far.
d) The cinemtaic view gives players a visual aid for what otherwise would' ve been off screen attacks.
[*]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?
Well it's called "vision" and "artistic intent".
a- The Wii remote could also have done this, and it's not nearly a substantial enough innovation to sacrifice
any element of the control scheme for.
b- most people clearly felt this was an unwelcome distraction and hated it. Developers have complained since the beginning that dual screens were distracting, and even Aonuma admitted that the second screen was a distraction and wouldn't be used for BotW. Having to constantly look between and adjust to two perspectives only delays the player's reaction time compared to flying and shooting at once on a single display.
c- It actually made aiming much clumsier and less reliable than ever in 3rd person, the perspective the series is built on. It only makes aiming more precise in 1st person, a view not suited to nimbly flying between obstacles the way this series constantly demands. Even in 1st person, I still think the gyro pales in comparison to the precision Sin and Punishment 2 allowed for with the IR camera, making this whole "improved precision" argument useless. I mean... did you play S&P2, and if so did you think "this just isn't good enough, I need a 1st person view to enjoy this"?
d- In a normal game there wouldn't be "off-screen attacks" without ample warning to the player. That's a simple matter of game design. The only time this would be an issue is in all range mode, and in that case you had indicators of someone tailing you well in advance.
A lot of people rightly criticized SF0 because it does feature off screen attacks that will come from directions the player often can't possibly be expected to be looking in. There are times when the TV will lock to a boss, leaving you with no view of what's ahead aside from the gamepad, which you're supposed to be using to shoot. So instead of using the screens for what they're meant for you end up trying to navigate with a clumsy first person view while turning to try to take shots at an enemy while the TV gives a nearly useless side view of your ship that often
won't show the attacks coming at you, and because you're already double-timing it on the gamepad to fly and shoot, you're sure as hell not going to use that view to scope out enemies around your ship.
I remember one particular reviewer complaining that some attacks require you to be looking at a specific screen to prepare for, meaning that if by chance you happen to be looking at the other you're screwed and will take a blind hit. This control scheme
maximizes the player's chances of getting hit by attacks they can't see, not the other way around.
Artistic vision and intent aren't really a factor here. This was baldly an attempt to sell people on failed hardware. It was
announced to be just that. Miyamoto is heavily involved in both software and hardware, and this game had more to do with hardware. This was the main game Miyamoto was talking about when he promised he would make use of the gamepad back in 2014. The developers involved have all pretty much openly said the game started as an attempt to make the gamepad useful for something, not an attempt to make a new Starfox.
"[Star Fox Zero] actually started as one of the kind of experiments we did when thinking about how to use the Wii U GamePad," Hayashi said.
Sao: I believe that one of your goals during the development of this game was to make full use of the Wii U GamePad.
Miyamoto: Yes, that’s right.
...
This time it was a little bit less of really focused in on making a new Star Fox game and how we would do the controls for that game.
https://www.nintendo.co.uk/News/2016/May/Star-Fox-Zero-Dev-Team-Interview-Part-One-1106940.html
The intent was not to make the best Starfox possible. Nintendo put the cart before the horse and wedged Starfox into the gamepad with the goal of using all of its features in order to try to rectify their mistakes with the Wii U. You may think that control scheme is serviceable regardless, but the game itself is pretty weak and underwhelming even apart from these controls due to being rushed out in just over a year and is hardly worth the investment it asks of players. Feel free to disagree all you want and if you enjoy the game I'm glad for you, but the rehashed plot, rehashed levels, bosses and enemies, and general lack of ideas in the actual game design are pretty hard to ignore.