The game could have been so much better paced had it gotten a good DLC level.The controls are fine; it's the lack of content and short levels that really kill it. SF64 had better mission design and more original courses than Zero.
It was the final attempt to make the Wii U gamepad seem worth it. I don't think it worked.
first post needs a tall glass of git gud.Controls are still shit.
The controls were not the problem with Skyward Sword, it was the corridor linearity that was.This game and Skyward Sword were held back by the worst controls ever.
What a complete waste and embarrassment.
Once you're actually playing the game you'll notice they made some changes to very basic Star Fox fundamentals, the biggest being that your bombs and lasers reset at the beginning of each level. You always start with three bombs and can hold up to five, and your laser gets knocked back down to a single. I'm okay with the bomb situation but not so much the lasers due to further changes in how they both work. Bombs aren't really your big screen-clearing attack anymore. They just don't have the blast radius. Your charge shots are more effective for clearing out groups of enemies, probably to emphasize getting bonus hits. Bombs are better used on bosses, and getting three to five per stage is much better than potentially being able to stockpile nine with this in mind. The big change to the lasers, on the other hand, I really don't like. In 64, your laser got reset if one of your wings broke. In Zero, there's no wing damage and your lasers get knocked down a level if you take too many hits. It varies depending on what you have, but in the case of having hyper lasers, "too many hits" averages out to around two. You're not going to keep your hyper lasers, and by the next level you won't even have your twin lasers. It sucks. It doesn't make it so fully upgraded lasers are a fun reward, it just makes it so you almost never have fully upgraded lasers.
The way the branching works is terrible. In Star Fox 64 you would advance to different stages if you fulfilled different objectives during the course of any given full stage. In Zero, stage branches completely interrupt the stage you're currently playing (with one exception). In the first stage, for instance, there's an alternate path you take by transforming your Arwing into the Walker and stepping on a button on the ground. If you save a ship in this path that's under attack from enemies, a teleporter appears that suddenly ends the stage and pops you into another one that consists solely of a single boss encounter. This boss fight stage is graded on time rather than score, as are the other three stages where this exact thing happens. Needless to say, this tanks score potential significantly. It makes alternate paths feel less like a reward and more a sacrifice you have to make if you want to avoid some of the more boring levels.
Anyway, from this boss fight you can either go to ANOTHER time attack stage (which is just Zoness except you're in the Arwing rather than the Gyrowing) or one of the few regular ass Star Fox linear stages, which then dumps you into one of the worse All-Range Mode levels right after. No matter which one you pick, within a stage or two you're back to the regular route. If you just beat the first stage normally you can either continue on the standard route (which will force you to play the awful Gyrowing stage) or bail out of stage 2 early to fight half of Star Wolf, which then dumps you into a very slightly improved version of the bad All-Range stage I mentioned in the other route... which then puts you back on the main route, albeit a little further along than you'd normally be at that point. Rather than there being distinct paths through the game that you can fall in and out of, Star Fox Zero has a single path with a few little shortcuts and diversions. This is especially apparent once you finally see all the routes mapped out and realize that the last three stages are exactly the same in every one. And that's super boring. It makes every playthrough feel super samey. Not that Star Fox 64′s way of doing it isn't also samey, but it can get away with it because it's so short. Playing through a nearly two hour game over and over with only one or two stages being different from last time just isn't any fun.
To round it all out, there's still a handful of peripheral issues that drag things down for me. The game doesn't just grade your score on how good you shoot, there's a +3 bonus for picking up a laser upgrade at max power (good luck) and an end of level bonus for how much health your wingmen have, with a maximum of +10 per. This is, obviously, the goddamn worst. Having 30 points of your score per stage tied up in how well you babysit the AI, which is largely out of your control, is an awful mechanic no matter how you slice it. There's also the change to the gold rings, which increased your health bar in Star Fox 64 and now give you an extra life in Star Fox Zero. This is honestly fine in Main Mode, but in Arcade Mode they felt the need to only let you have one extra life at any given time. This makes most gold rings useless outside of immediate health restoration, and if you have an unfortunate situation where you die twice to one of the game's more terrible objectives or bosses, welp, there goes your overly-long game, start over.
The second reason I dislike the emphasis on All-Range Mode is the bigger one, for me: it turns the majority of stages into a boring scavenger hunt if you're going for a high score. The enemies are all around you, sometimes popping in and out of stage elements, and the game stops becoming a test of reflexes and skill and instead becomes a test of patience. Did you hunt down everything that can increase your score? Are you SURE? There's no radar for you to check! Did you hit them all with a charge unlocked shot for maximum points? Did you use the new mechanic where you can shoot an enemy that's crashing to the ground for extra points on everything you could? It's a tedious slog that's the complete antithesis of fun, and nowhere is it more prevalent than Zoness, the stage that highlights the abysmal Gyrowing. The Gyrowing is a slow, primarily non-combat vehicle that can drop a little robot on a tether that you control on the GamePad screen to hit switches. Zoness is an open area that tasks you with disabling two power generators by flying the Gyrowing around, avoiding search lights and hitting a lot of switches. There are enemies popping in and out of different buildings and bodies of water all over the place, and doing a run where I felt satisfied with my score took 15 minutes. FIFTEEN MINUTES of slowly fluttering around, tracking down enemies and switches. It wasn't anything I wanted to do in a Star Fox game, or any game for that matter. The other All-Range Mode stages are far less egregious, but still suffer from the same problem to varying degrees.
We wanted "Bayonetta" Platinum, but we got "Ninja Turtles" Platinum.
I haven't played. And since people crush the gameplay factor, I wish they could fix this and release it for the Switch.
My father (who hates video games) played over 100 hours of Star Fox 64. I wish I could handle a Switch at his hands with a game that he played years ago just to see his reaction.
(He hates video games because I love to spend my time in front of a TV playing)
On the opposite end of the spectrum:
My dad loved Star Fox 64. He still holds the top five high scores on my game cartridge, and ever since that game came out, he kept asking me "So when are they making another Star Fox? A not that 'Mario with a Star Fox mask on,' thing [Adventures]. A real one."
We'd play against one another a lot back when the game came out, and I would beat him most of the time. He said he let me win, and I didn't buy it until I saw him play against a much older cousin of mine — my dad destroyed him. The third match they had, my cousin managed to be tied with my dad, each needing only one more kill to win. It ended in a game of chicken with both of them flying straight at one another with barely any health. I could barely make out what was going on through the smart bomb explosions. They both shot one another down, yet my cousin blew up in midair. My dad won.
After the N64, my parents pretty much stopped playing video games entirely — if they ever did, it was at gatherings, but never out of their own interest in a given game. Star Fox was one of two console games my dad ever had real interest in (the other being Diddy Kong Racing).
Fast-forward to the present, and I finally get him to sit down and play Zero with me. I was super apprehensive about how he'd react to the controls, and I warned him that they were way different from before. By this point, I'd already played through most of the levels and was used to the controls of the Arwing, but I wasn't sure how he'd react.
Turns out, he was doing pretty well on his own, at least in the training mission. He seemed to do better in that than my first time. I had to show him the timing for the somersault and U-turn with the joysticks, and getting used to resetting the gyro and the lock-on took a bit, but overall, it wasn't bad. I could see him doing okay in some of the actual levels. I was really surprised, because this was a man who barely touched a game for almost three whole gens.
We then palyed co-op and had a blast. He was the gunner, and we played the first three stages and the two landmaster ones, which was a lot of fun. Splitting up the shooting and the steering between two people seemed like it would just halve the fun, each is involved enough to be interesting on its own. There's the added challenge of coordinating with the other person, but just maneuvering the ship fun enough, especially in all-range mode situations. The Fichina boss was great, and I think letting the less experienced person shoot is the best bet. We were having real Star Fox-style banter, calling out plans of attack in real time.
It was great, and I'm really holding out hope for more Star Fox that refines everything in Zero and iterates on its strengths. Control kinks ironed our, more control options, online multiplayer, more types of co-op (online with different types of vehciles used in tandem), and so forth. For now, I'm pleased. Really glad my dad finally got another Star Fox, and we got to experience it together.
The controls were not the problem with Skyward Sword, it was the corridor linearity that was.
I realize that, I guess I am one of few people that had no beef with the controls. The handholding, linearity, and empty world though, were major issues.If you look around, you'll find that many had problems with Skyward Sword's controls in addition to the corridor linearity, extreme degree of hand-holding, and much, much more.