2+ weeks after release: how do you feel about Star Fox: Zero's controls?

Controls are really simple, especially now that I got two playthroughs done.

The only vehicle I dislike driving is the Gyrowing, although it's probably because the level centered around it is a snoozefest (seriously, that level is really bad).
 
They honestly felt pretty forced to me, but overall I was able to play the game and enjoy it nonetheless.
Save for the final battle with Andross: that fight was honestly a pain in the ass and took me far too long to actually kill the guy, and I'm sorry but I blame the controls for that.

Anyway, in a future Star Fox title (which I frankly don't think it will happen, unfortunately) I hope for a different control scheme.
 
I was always open to them and when I got the game it turned out fine like I thought it would. Controls work perfectly fine. A learning curve in games is not a bad thing.
 
The moment I beat
that gorilla robot boss and lost all of my health from trying to make jank ass landing attemps on his behind to hack that computer
was when I decided that the controls were detrimental to the experience.
 
Love them, they took getting used to but i don't get how that is a bad thing. "Oh driving a car takes getting used to, this sucks i'm never learning how to drive now."

Even the worst controls can be understood, you think understanding something as simple as SFZ's controls is hard, I dare you to learn something like Gravity Sliding in Gravity Rush.
 
Love them, there is no better way to play Star Fox. I go into a state of zen playing this game, it's so good and a large part of that is the control scheme
 
The moment I beat
that gorilla robot boss and lost all of my health from trying to make jank ass landing attemps on his behind to hack that computer
was when I decided that the controls were detrimental to the experience.

To be fair, since that part doesn't actually require motion, it'd have happened anyway with standard controls.
 
A friend of mine lent me his copy, but I haven't played it myself.
He said it hurts his wrists because, unlike Splatoon, you can't modify the speed of the Gyro or something. Curious how I'll feel about it after an hour of playing so I think I'll finally try giving it a shot myself this weekend.
 
This is why we're stuck with dual analogue for the rest of eternity. New control schemes take getting used to. Doesn't mean they're bad.

In this case however... I would love the controls in Star Fox Zero if the aiming reticle wasn't literally broken.

The reticle literally appears in the wrong place. There's no dancing around that fact. It's crap.

Press Y
 
Love them, they took getting used to but i don't get how that is a bad thing. "Oh driving a car takes getting used to, this sucks i'm never learning how to drive now."

Even the worst controls can be understood, you think understanding something as simple as SFZ's controls is hard, I dare you to learn something like Gravity Sliding in Gravity Rush.
Gravity sliding is easy I just use the left and right sticks to guide Kat around.
 
Before release

I was disappointed learning about the strange controls and found the "aim in a different direction from where the ship is flying," off-putting as it meant gyro aiming would be unavoidable, something I'd never used comfortably in a game. I was also put off by the visuals, speed, amount of enemies and various comments from Miyamoto about the game's features (no bombs [which suggested a lack of concern for high scores and options], no plans for multiplayer, only planned for a short turn around, no plans for branching paths, etc.). Just a bunch of things Pretty down on the game, even up to release.

I didn't know about the No Bombs and now that I think about it I find that strange... I also never really thought about multiplayer and after reading this it did make me realize it is a strange omission... it was a fun addition in past SF games...
 
I think they've made for a fun and fresh experience. I've enjoyed getting better and mastering them. It feels like playing a new Sega arcade game or something.
 
The fact this topic even needed to be made shows you had bad the controls are.
It is fucking amazing how Nintendo went from "so easy and intuitive, even grandparents and little kids can pick up and play" to "give it a few weeks and you might get the hang of it!" in one generation.
 

I don't think he's talking about a non-calibrated reticule. The reticule in vehicle view still doesn't give as good an idea of where shots will land as its 64 counterpart. It's showing the angle/direction of the cockpit view, but even when that view is straight ahead, there a lot of times where it looks off, and there's no good way to tell where shots will land at a distance, especially in all-range mode since the camera is pulled back so far.

To be fair, since that part doesn't actually require motion, it'd have happened anyway with standard controls.

He just said the controls were detrimental to the experience, not merely because of gyro aiming.

Love them, they took getting used to but i don't get how that is a bad thing. "Oh driving a car takes getting used to, this sucks i'm never learning how to drive now."

Even the worst controls can be understood, you think understanding something as simple as SFZ's controls is hard, I dare you to learn something like Gravity Sliding in Gravity Rush.

Driving has practical application to everyday life for many people. It's weird to expect eat people to be able/willing to put as much time into learning how to play a given video game as they would have to put into learning something they likely need to learn for school/work/errands.

And you must be talking about the Vita version of Gravity Rush, since that move in the remastered version is a cinch to pull off control-wise. GR was also a game met criticism over its control scheme, and with then rerelease with more traditional controls, there's been fewer criticisms.
 
One of the problems I have with the controls: U-turns takes too long. I really wish there was a button for it, it would actually solve a lot of problems.

And the fact I had to reset the reticle a lot. But other than that I was actually fine with it.
I do personally think reviewers didn't need to be so bashful about it.
 
One of the problems I have with the controls: U-turns takes too long. I really wish there was a button for it, it would actually solve a lot of problems.

And the fact I had to reset the reticle a lot. But other than that I was actually fine with it.
I do personally think reviewers didn't need to be so bashful about it.

B button does u turns.
 
Seven hours of gameplay in, and I've simply lost the desire to even turn it on. The controls don't click with me, and the premise of a star fighter shooting any direction than straight ahead disagrees with my expectations from the genre.
Gimbaled guns. Star Citizen has them too.
I just wished it were 100% arwing controls.

Overall, it feels great, but the non-arwing sections just feel unnecessary to me.
I kind of agree with this. The arwing controls click really well for me now. They are functionally superior to traditional controls. On-rails arwing is great, best parts of the game. The extra aiming functionality is really appreciated, and I usually don't even need to look at the gamepad to gyro-finetune my shots. Feels pretty natural now. I don't love the all-range levels nearly as much, but they are still better than SF64's, especially the dogfights.

Still not a huge fan of the walker/gyrowing/landmaster, though they are 'fine'. They just take too big a chunk out of a game that is already relatively lacking in content.
worst Platinum game on Wii U imo
I mean, yes, that is true :)
People need to stop equating a liking for the controls to Stockholm Syndrome. It's distasteful.
Besides, if we're going to make distasteful comparisons like that, it would apply more to a control scheme that has made it into the mainstream gaming consciousness for the past 15+ yrs despite being vastly inferior to its predecessor in the shooting realm, instead of just one game that hasn't even been out a month that dares to experiment with new controls
Either I'm blind, or that was literally not mentioned.
Pretty sure it's listed on the controls section of the menu (and X is somersault)
 
Yeah I don't think the game actually mentions that the B button will and you need to learn on your own... It does mention that X will somersault, but not the other IIRC.

Goddammit, such a button would have solved a lot of problems for me! Why didn't you mention it, Nintendo?!

EDIT: I did check the controls before and I just don't remember seeing it at all.
 
I learned something new from this thread.

Apparently, Star Fox Zero has been out for two weeks. I had no clue.
 
iam baffled ajd sad that people arent even trying out something they are not understanding. everythings these days about prejudices :(

i was a bit hesitating about starfox zero, but i knew that SF games always are awesome. the controls surprised me. the first level i had some trouble, but then it clicked. i played this game nearly in one sitting. andross stopped me from that.
 
There's a dichotomy few people seem to mention in this game.

The gyro aiming is great in rail sections where looking down at the gamepad is entirely unnecessary.

I HATE the controls when looking down is actually necessary, especially when the main camera is doing some insane panning bullshit like it does when you're fighting the Aquarosa and about half the bosses in the game.

This game would be a 9/10 (except too little to do) if it were 100% on rails. The panning camera is SO BAD I can't believe they included it and that there's no way to turn it off. IT even makes using their already clumsy control scheme vastly harder.

edit: Also, the controls add nothing to the casual player in most situations, except when things were designed explicitly for it (the doduo boss is basically impossible to hit in the back without it, as is the Gigarilla). The Andross fight is hilariously bad because you have to transform into the Walker (automatically, granted), lock on and strafe and...then in that state you're controlling basically the exact same as an Arwing on rails. They came up with the most convoluted way possible to include the most generic Andross fight.
 
It is fucking amazing how Nintendo went from "so easy and intuitive, even grandparents and little kids can pick up and play" to "give it a few weeks and you might get the hang of it!" in one generation.

That's a cute thing to say but exactly what games are representative of the latter situation outside of Splatoon and Star Fox Zero
 
I'm a huge Star Fox 64 fan and I couldn't even bring myself to complete a single playthrough of Zero because of how much I didn't like the controls.
 
That's a cute thing to say but exactly what games are representative of the latter situation outside of Splatoon and Star Fox Zero

He has a point though. That's where Nintendo went wrong this generation even if I enjoy the Wii U. It's not built for pick up a play like the original Wii was.

The Wii and NES were their two biggest console successes and I think it's due to the simplicity of the controllers.
 
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