What would you expect from a new F-Zero?

I don't understand the need to add to the formula. The GX gameplay was just so much fun. Bringing it into the online world with more emphasis on competition and weapons could get people Rocket League kinds of excited. But I'm not confident that Nintendo can touch it without focusing on some stupid gimmick.
 
The last new Star Fox game came out 10 years ago, and 12 years for F-Zero. They can totally be considered to be in similar situations in that, for the past decade or so, their best chance at getting new games are new types of controls/gameplay. Miyamoto doesn't believe they're worth merely improving on what's already been done.

Star Fox: Zero is another "experiment," for the series, just from a control perspective rather than purely a gameplay experiment. It's in no way "merely a rail-shooter," due to the control scheme.

Since they (Star Fox and F-Zero) are in the same boat, we can look forward to something like Star Fox: Zero happening for F-Zero.

Sure but Star Fox Zero is still an on rails shooter. ¯\_(ツ)_/¯

And F-Zero didn't have the issue that Star Fox in terms of somebody else developing the game and ending up in a bad shape.

I expect a bunch of fans on the internet to bitch if Nintendo tries anything remotely novel.

Or then complain that they play too safe.

Given Nintendo's history this may get greenlit lol.

Yeah considering they greenlit F-Zero in first place...
/s
 
Huh, Star Fox is a somewhat different beast from Metroid and F-Zero, for about two decades Star Fox games have been developed by somebody else with mixed results, Star Fox Zero represents a return to form for the series, for the better or worse. The problem is that Star Fox is still an on rails shooter a genre that has almost died. That and F-Zero hasn't had much experimentation to speak of.

For Metroid we've had: the GBA games, Prime (which even took liberties with MP3 and Hunters) Other M and now Federation Force.

For Star Fox we've had: Adventures, Assault, Command and now Zero

What I mean is that these are either considered main entries for the series or it's a spin off that's being released when a main entry to the series has been long overdue. They aren't treating these IP like Mario or Zelda where they have a can have spin offs like Mario Maker, Hyrule Warriors Tri-Force Heroes in conjunction with a main entry. With those games, they have the room to experiment around with the controls because they still have the main series to keep the fans satisfied. For Metroid and Star Fox, they have done nothing but experiment around with the controls from one game to the next to the point where a new game has little in common with the game before it. That's what they're talking about doing to F-Zero and that's how they've destroyed their fan base. There's a reason NSMB was (and is) so successful - because Nintendo finally went back to control and gameplay people wanted. They even re-released the GC controller and an adapter for Smash Bros so they know it's important, but for some reason they only seem to apply this to certain games.

Edit - It could be argued that the last games in these series to be made by Nintendo were Metroid Fusion (not counting Zero Mission because it's a remake) Starfox 64 and F-Zero X. I haven't played SFZ yet, but I'm guessing calling it a return to form is probably about the same as saying Other M was a return to form. I'm not saying there aren't some good elements in them or that Platinum or Team Ninja are incapable of making a good game, but my point is that Nintendo are intentionally and in multiple ways, handling these series differently.
 
For Metroid we've had: the GBA games, Prime (which even took liberties with MP3 and Hunters) Other M and now Federation Force.

For Star Fox we've had: Adventures, Assault, Command and now Zero

What I mean is that these are either considered main entries for the series or it's a spin off that's being released when a main entry to the series has been long overdue. They aren't treating these IP like Mario or Zelda where they have a can have spin offs like Mario Maker, Hyrule Warriors Tri-Force Heroes in conjunction with a main entry. With those games, they have the room to experiment around with the controls because they still have the main series to keep the fans satisfied. For Metroid and Star Fox, they have done nothing but experiment around with the controls from one game to the next to the point where a new game has little in common with the game before it. That's what they're talking about doing to F-Zero and that's how they've destroyed their fan base. There's a reason NSMB was (and is) so successful - because Nintendo finally went back to control and gameplay people wanted. They even re-released the GC controller and an adapter for Smash Bros so they know it's important, but for some reason they only seem to apply this to certain games.
Hint: perhaps these "certain games" have $omething in common that make it worthwhile for Nintendo to support them.
 
Finally, and although this may be a controversial opinion, I wouldn't want to see snaking make a return, or the "Fall off a corner and back on really quickly to gain loads of speed". It's a personal thing, But I find it disappointing when someone's skill at a game is based on their ability to exploit "glitches" rather than refining the actual laid-out mechanics.

I strongly disagree. Those advanced techniques take far more skill and knowledge of the game than playing it the "right" way. GX wouldn't be half the game it is without them.

Plus, the GX ladders are divided into top speed, snaking, and space flying, so you can still set a WR without relying on crazy stuff like flying thousands of feet in the air around the finish line.
 
Sure but Star Fox Zero is still an on rails shooter. ¯\_(ツ)_/¯

And F-Zero didn't have the issue that Star Fox in terms of somebody else developing the game and ending up in a bad shape.

There's a stark difference between something like Mario Kart 8 (plus its relationship with its previous games) and Star Fox: Zero, even ignoring the games between it and 64. That's the delineation — Mario Kart 8 is very much "traditional," Mario Kart, through and through. There's nothing divisive or unexpected about its controls, and it's a refinement of the formula. Star Fox: Zero's control scheme is unprecedented in general, let alone for a an on-rails shooter.

The overall template may evoke SF64, but the controls and moment-to-moment gameplay are fundamentally different from SF/SF64 because of those controls. It isn't a refinement of past gameplay, and it is something new on a base level — it still has ship combat and on-rails gameplay, but so did Star Fox: Assault and SF: Command. There's a bigger difference between Star Fox 64 and 0 than there is between Mario Kart 64 and Mario Kart 8 from a gameplay perspective.

Also, Miyamoto had this to say about F-Zero and Star Fox some years back.

You've had great success in your ability to predict what players will find fun to play. Have there been games that you thought would be fun but didn't turn out that way?

Yes, that has definitely happened. In the past we've worked with some outside development houses on titles like F-Zero and Starfox — and let me just say that we were disappointed with the results. Consumers got very excited about the idea of those games, but the games themselves did not deliver.

Miyamoto found F-Zero and Star Fox to be disappointing at the time (2007). They're in the same boat in his eyes, which is why we'll probably see more innovation/experimentation with F-Zero when it returns (i.e. Project: Giant Robot).
 
For Metroid we've had: the GBA games, Prime (which even took liberties with MP3 and Hunters) Other M and now Federation Force.

For Star Fox we've had: Adventures, Assault, Command and now Zero

Although still, in the case of Star Fox, Miyamoto hadn't directed any of them until Zero.

What I mean is that these are either considered main entries for the series or it's a spin off that's being released when a main entry to the series has been long overdue. They aren't treating these IP like Mario or Zelda where they have a can have spin offs like Mario Maker, Hyrule Warriors Tri-Force Heroes in conjunction with a main entry. With those games, they have the room to experiment around with the controls because they still have the main series to keep the fans satisfied. For Metroid and Star Fox, they have done nothing but experiment around with the controls from one game to the next to the point where a new game has little in common with the game before it. That's what they're talking about doing to F-Zero and that's how they've destroyed their fan base. There's a reason NSMB was (and is) so successful - because Nintendo finally went back to control and gameplay people wanted. They even re-released the GC controller and an adapter for Smash Bros so they know it's important, but for some reason they only seem to apply this to certain games.

That's on the assumption that anything like that goes wrong for F-Zero, and destroyed the fan base is a little exaggerated, Metroid fans are still Metroid fans even if they don't like the latest games, I personally think Star Fox Zero is good and I'm glad they went back to Star Fox 64 for the basis of it and I don't have a real issue with the controls, in fact my issue with the controls is the right stick rather than the gyroscope...
 
Have a regular racing mode but also have an open world racing/story mode where you play as Captain Falcon in the Blue Falcon apprehending various criminals by smashing into them until their vehicle craps out. Make it similar to Beetle Adventure Racing with tons of shortcuts.

Edit: Oh this secondary mode could have online multiplayer with a cops vs robbers type theme.
 
Bring back Amusement Vision.
Make F-Zero GX2 with no motion controls.
Make a new Super Monkey Ball game with no motion controls.
Pack both together.
Release new levels for both months later like they did with Mario Kart 8.
 
Bring back Amusement Vision.
Make F-Zero GX2 with no motion controls.
Make a new Super Monkey Ball game with no motion controls.
Pack both together.
Release new levels for both months later like they did with Mario Kart 8.
OR
...get this:
Put the Blue Falcon in a transparent plastic ball and use gyro controls to tilt the race track!
GENIUS
 
There's a stark difference between something like Mario Kart 8 (plus its relationship with its previous games) and Star Fox: Zero, even ignoring the games between it and 64. That's the delineation — Mario Kart 8 is very much "traditional," Mario Kart, through and through. There's nothing divisive or unexpected about its controls, and it's a refinement of the formula. Star Fox: Zero's control scheme is unprecedented in general, let alone for a an on-rails shooter.

The overall template may evoke SF64, but the controls and moment-to-moment gameplay are fundamentally different from SF/SF64 because of those controls. It isn't a refinement of past gameplay, and it is something new on a base level — it still has ship combat and on-rails gameplay, but so did Star Fox: Assault and SF: Command. There's a bigger difference between Star Fox 64 and 0 than there is between Mario Kart 64 and Mario Kart 8 from a gameplay perspective.

The gameplay of Zero is pretty much the same, other than the controls and the new vehicles. I still don't see why it's a refinement(good or bad).

Also, Miyamoto had this to say about F-Zero and Star Fox some years back.



Miyamoto found F-Zero and Star Fox to be disappointing at the time (2007). They're in the same boat in his eyes, which is why we'll probably see more innovation/experimentation with F-Zero when it returns (i.e. Project: Giant Robot).

Sure, but experimentation doesn't imply that it'll be something completely different if Star Fox Zero is an example of that, I don't see how Project Giant Robot relates to F-Zero either.

Bring back Amusement Vision.
Make F-Zero GX2 with no motion controls.
Make a new Super Monkey Ball game with no motion controls.
Pack both together.
Release new levels for both months later like they did with Mario Kart 8.

Super Monkey Ball belongs to SEGA, if I recall correctly, also something interesting is that Mario Kart 8 has motion controls(they're optional, just like on Wii)...
 
1. Outdated graphics
2. Controls that only few like
3. Little amount of content, game structure the same as the SNES original
4. No online multiplayer
 
Finally, and although this may be a controversial opinion, I wouldn't want to see snaking make a return, or the "Fall off a corner and back on really quickly to gain loads of speed". It's a personal thing, But I find it disappointing when someone's skill at a game is based on their ability to exploit "glitches" rather than refining the actual laid-out mechanics.

This is the dumbest thing i've read all week, you are acting as if these glitches have been purposefully introduced in the game and regardless i don't see how their existence ruins your enjoyment as in glitched races probably would be removed from hypothetical leaderboards.
Do you enjoy Ocarina of Time less because you or someone else in the world can wrongwarp from Deku Tree to Ganon's Castle?
 
What I want: A sequel to F-Zero GX in 1080p/60fps with online multiplayer.

What we'll get:
F-Zero ships in the next Mario Kart game
 
Hint: perhaps these "certain games" have $omething in common that make it worthwhile for Nintendo to support them.

Let me ask you then. How did those games become to be the financial powerhouses they are? Do you think it's because Nintendo nurtured the games and built upon them or do you think it was by constantly experimenting on them? Think about who has consistently made their most profitable games and how they've been handled.

Although still, in the case of Star Fox, Miyamoto hadn't directed any of them until Zero.

That's on the assumption that anything like that goes wrong for F-Zero, and destroyed the fan base is a little exaggerated, Metroid fans are still Metroid fans even if they don't like the latest games, I personally think Star Fox Zero is good and I'm glad they went back to Star Fox 64 for the basis of it and I don't have a real issue with the controls, in fact my issue with the controls is the right stick rather than the gyroscope...

I haven't played SFZ yet, but I'm not convinced Miyamoto directing it necessarily equates to it being a better game. From what I've read and watched online, it seems the biggest issue with the game are the controls. I can't help but compare it to Other M because it was the same situation where Sakamoto was returning to the series. If Sega made a great F-Zero game with little interference and knowing the history of SFZ and MOM, I think the reception for these games wouldn't have been so polarizing under different circumstances. Both Platinum and Team Ninja are very capable developers.

As for F-Zero - this is the kind of talk Nintendo are making. They're the ones saying they don't know what to do for a new game because none of their new control schemes will work well with it. That's exactly the problem I'm trying to point out. There are other ways to innovate. People brought up track designs. If Mario Maker is such a success (and has a traditional control scheme) that they're talking about porting it to NX, maybe it wouldn't be a bad idea to try that with F-Zero as well.

As for destroying their fan base, what other explanation is there? Money talks. I'm looking at what are their most profitable games and what I hear people say - people that grew up playing Nintendo games. They are the ones destroying their own fanbase and a major part of that is that they seem obsessed with controls and for some of their IP, they seem to think that's the primary way they can improve a game.
 
I'd like a traditional F-Zero with a traditional controller on a traditional console which comes in traditional packaging for a traditional price....I'll get me SNES out
 
I strongly disagree. Those advanced techniques take far more skill and knowledge of the game than playing it the "right" way. GX wouldn't be half the game it is without them.

Plus, the GX ladders are divided into top speed, snaking, and space flying, so you can still set a WR without relying on crazy stuff like flying thousands of feet in the air around the finish line.

I can understand why people want it, but I'm looking at it from a perspective of someone who simply doesn't have time to dedicate to learning the ins and outs of how to exploit the engine to get the most results.

I want to be able to go online, play a race with 15 other people, and then someone wins. What irritates me is if the person who won did so because they were exploiting a glitch/quirk that allowed them to go faster than was initially intended by the developers.

For example, myself an an group of others not too long ago had a big online MK8 session that was also streamed. It was great fun, except that one random Twitch viewer (Who we didn't know) joined us and proceeded to win every race because they were doing that "fire hopping" stuff. It made it not as fun for the rest of us, and eventually we just started ignoring "1st Place".

I mean, if the development team wanted to purposefully build in something like snaking then I'd be up for it, but if it's a "glitch" I don't want it to be there at all.

EDIT:
This is the dumbest thing i've read all week, you are acting as if these glitches have been purposefully introduced in the game and regardless i don't see how their existence ruins your enjoyment as in glitched races probably would be removed from hypothetical leaderboards.
Do you enjoy Ocarina of Time less because you or someone else in the world can wrongwarp from Deku Tree to Ganon's Castle?

Read above, also comparing this to OOT is stupid, as it's not a multiplayer game. If people want to exploit glitches on their own time that's fine by me, but I don't want it dragged into my experience when I wish to play "by the rules".
 
Let me ask you then. How did those games become to be the financial powerhouses they are? Do you think it's because Nintendo nurtured the games and built upon them or do you think it was by constantly experimenting on them? Think about who has consistently made their most profitable games and how they've been handled.



I haven't played SFZ yet, but I'm not convinced Miyamoto directing it necessarily equates to it being a better game. From what I've read and watched online, it seems the biggest issue with the game are the controls. I can't help but compare it to Other M because it was the same situation where Sakamoto was returning to the series. If Sega made a great F-Zero game with little interference and knowing the history of SFZ and MOM, I think the reception for these games wouldn't have been so polarizing under different circumstances. Both Platinum and Team Ninja are very capable developers.

As for F-Zero - this is the kind of talk Nintendo are making. They're the ones saying they don't know what to do for a new game because none of their new control schemes will work well with it. That's exactly the problem I'm trying to point out. There are other ways to innovate. People brought up track designs. If Mario Maker is such a success (and has a traditional control scheme) that they're talking about porting it to NX, maybe it wouldn't be a bad idea to try that with F-Zero as well.

As for destroying their fan base, what other explanation is there? Money talks. I'm looking at what are their most profitable games and what I hear people say - people that grew up playing Nintendo games. They are the ones destroying their own fanbase and a major part of that is that they seem obsessed with controls and for some of their IP, they seem to think that's the primary way they can improve a game.

What I mean, is that since Miyamoto was involved and the developers changed across the games it was bound to happen that the games could be quite different from one to another, and Star Fox's equivalent of Other M was Command... Like I said before Star Fox is bound to get mixed receptions today as the kind of arcadey game it is, regardless of the controls you get absurd complaints like the game isn't longer than 3 hours. And F-Zero, nor Metroid, nor Star Fox weren't the most profitable games in their portfolio, that has always been the same, probably that's why they've gotten that kind of treatment.
 
You know what might (might) be cool? If you had something like Star Fox Zero with the cockpit view on the controller. No control gimmicks though.

Honestly I wish they'd just remake old tracks, give it online and call it a day. Gauge interest, and when it fails, at least it got a cool send off for fans
 
IIRC Miyamoto isn't in charge of greenlighting games anymore, Koizumi is. That may give F Zero a chance.

I think F Zero is a good idea for a launch title. Good graphics + good online are nice features for a launch game.
 
Also, Miyamoto had this to say about F-Zero and Star Fox some years back.

Miyamoto found F-Zero and Star Fox to be disappointing at the time (2007). They're in the same boat in his eyes, which is why we'll probably see more innovation/experimentation with F-Zero when it returns (i.e. Project: Giant Robot).

Pretty sure he was referencing the GBA F-Zero games.

As for a new F-Zero, 60 FPS, 30 player online races, car editor, track editor and some kind of online league system would be pretty hype.
 
No techno, just metal/rock/jazz pls. Can have electro elements but pls no Sega techno again. :)

Gameplay-wise, I want a difficulty balance between X and GX. Other than that, go nuts.

This is important. The think that sucked in GX was the soundtrack when they didnt try to have fun with it (character music is the only thing I really like about it).
The last GBA games have freaking great renditions of hte classic themes and more. I just want those type of compostions done with real instruments.

I also agree with the difficulty in your post.
 
* Arcade Mode (Earn credit to buy parts in Edit mode)
- Race mode
- Battle mode

* Championship (Unlock characters/ships and new tracks)
- Easy
- Medium
- Hard
- Extreme
- Zero

* Challenge / Story Mode (unlocks ships and tracks parts for edit mode)

* Online Mode (30 players simultaneously; allow players to play in a league with non-custom ships)
- Worldwide Championship
- Regional Championship
- Battle mode

* Time Attack (earn rank / titles for Online mode)

* Edit Mode
- Track Edit
- Ship Edit
- Challenge / Mission Edit

* Options


Nintendo can release two type of Amiibo: Characters Amiibo (to unlock exclusive alternate costumes/painting for the ship) and Ships Amiibo (unlocks exclusive parts to build your ship)
 
I mean, if the development team wanted to purposefully build in something like snaking then I'd be up for it, but if it's a "glitch" I don't want it to be there at all.

EDIT:


Read above, also comparing this to OOT is stupid, as it's not a multiplayer game. If people want to exploit glitches on their own time that's fine by me, but I don't want it dragged into my experience when I wish to play "by the rules".

Speedrunners have their own private leaderboards because on the official ones they would probably be deleted and their gameplay don't affect others' races so you are effectively unaffected by them if not by not taking the first place.
And again, those are glitches, it's not like those mechanics were intentionally implemented you can't fault a game try their hardest to exploit the mechanics...
...
...but looking at what you typed if that stuff were intentionally added you would be ok with that? Your reasoning continue to not make sense to me.
 
Let me ask you then. How did those games become to be the financial powerhouses they are? Do you think it's because Nintendo nurtured the games and built upon them or do you think it was by constantly experimenting on them? Think about who has consistently made their most profitable games and how they've been handled.
I'm not Nintendo's management but it's pretty obvious they have the data to suggest certain franchises aren't worth their time or money in their current form. The Miyamoto quote about GX and Assault pretty much says exactly that. Both were strong efforts that should definitely qualify as nurturing their respective franchises, and both bombed pretty bad. I don't know what else there is to say. Even Sony evidently wasn't happy with their return on investment in the Wipeout series in recent years.
 
Make the racing based on X or GX. Add a career mode with some story events, although not necessarily a "cinematic" story. That's it.

Although, really, that always seemed to be just an excuse. He doesn't just want something "new" to the game. They released two New Super Mario Bros after the Wii one which didn't add anything revolutionary. He wants something new that could make its sales explode - which seems unlikely right now with the general state of the racing genre.
 
I expect it to be bad because Miyamoto forcefully wants to put something new in the franchise.
Iterative isn't always bad.
Especially when last time you iterated was like 10 years ago. Honestly Pokemon, Zelda and Mario are the only series of theirs that felt iterative and that's because there are so many of them and spinoffs. Out of the decades that f-zero, Metroid, and Star Fox have been around they get maybe 2 games per platform which I would t say is a lot.
 
This is important. The think that sucked in GX was the soundtrack when they didnt try to have fun with it (character music is the only thing I really like about it).
The last GBA games have freaking great renditions of hte classic themes and more. I just want those type of compostions done with real instruments.

I also agree with the difficulty in your post.

Wut? GX's soundtrack is really goddamn good; so good that I went out and bought the CD for it. I guess it helps if you're a fan of electronic music to begin with.
 
What would you expect from a new F-Zero?

To be cancelled ;_;
jk

Alright, serious answer:
Not really realistic, but I would love for 2 games to be made.
First of all, of course, F-Zero NX: 60fps racing, solid online, story mode optional. Make it GX2 like many in the thread are saying.

The other game I'd love to see would be a beat'em up/brawler style game where you control Captain Falcon. For most people, especially younger folks Captain Falcon is the "Falcon punch/show me your moves" guy from Smash Bros. Make it semi-open world, where you drive from mission to mission and give him a moveset based on his smash moves.

Other than that, just make a new F-Zero Nintendo. It's not always about innovation, otherwise we wouldn't have 3 (maybe more? Not sure right now) Star Fox games with the same story. Don't fix what ain't broken, simple as that.
 
I get that this is a salt thread because OP doesn't like Star Fox Zero's new controls, but I actually do agree that if a new F-Zero comes out in Miyamoto's lifetime, it will probably have some form of gimmick put into it rather than simply being an evolution of GX like everybody wants.
 
Everything in GX + Online + Track Editor + 60FPS + 1080P + more cars/characters

Miyamoto's right in the sense that GX was an unbelievably good game and there's nothing in it I think that can be improved on. The above would probably get starfox zero style "nothing new" complaints, but it'd do me very nicely.

This is basically all that is needed. Hell if they really wanted to do something else with F-Zero they could make a GX like game and one that is more like the SNES and GBA ones. Make like a simplistic 3D graphic style kind of like Horizon Chase and there you go.

Aside from adding more cars, tracks, and modes like online and a track editor and maybe death race. They would have to start taking some ideas from other series like adding weapons (which fans of the series would hate), adding some zone mode like in wipeout, add some speed racer like powers like jumping or "car-fu" from the newer movie.

Add in the story mode and mix it with those missions from the gba games that make you have to do some specific stuff on segments of the tracks. Little missions like that with different objectives help make the game more varied.
 
Speedrunners have their own private leaderboards because on the official ones they would probably be deleted and their gameplay don't affect others' races so you are effectively unaffected by them if not by not taking the first place.
And again, those are glitches, it's not like those mechanics were intentionally implemented you can't fault a game try their hardest to exploit the mechanics...
...
...but looking at what you typed if that stuff were intentionally added you would be ok with that? Your reasoning continue to not make sense to me.

I think you might be confusing what I want with that the game currently is. If I'm playing online against other people competitively (in the new game) I don't want to them to gain an advantage by exploiting unintended glitches. In the current state of F-Zero GX, (since it is not online enabled) any leaderboards/rankings are entirely community driven and the fact that they use glitches/exploits in order to compete doesn't effect my day to day playing.

However, if F-Zero GX was online enabled, those glitches would still be present, and those utilising them would be at a distinct advantage over those who do not. This is why I do not want to see them make a return.

However, I can understand the appeal of having a "hidden extra technique" to give you an upper hand. The problem is that with it's current implementation (i.e, a Glitch) is it totally unrestricted and leads to scenarios that were obviously never intended by the game designers (Flying cars, ridiculous top speeds etc.) If, in a new game, the designers wanted to take the mechanical implementation of "snaking" (I.E What the player does with their inputs) but implement it as a gameplay feature with capped benefits (e.g Max top speed and such) then I could get behind it.
 
What I mean, is that since Miyamoto was involved and the developers changed across the games it was bound to happen that the games could be quite different from one to another, and Star Fox's equivalent of Other M was Command... Like I said before Star Fox is bound to get mixed receptions today as the kind of arcadey game it is, regardless of the controls you get absurd complaints like the game isn't longer than 3 hours. And F-Zero, nor Metroid, nor Star Fox weren't the most profitable games in their portfolio, that has always been the same, probably that's why they've gotten that kind of treatment.

To be fair, Miyamoto was involved in both Metroid Prime and Star Fox Adventures although to what extent I'm not sure. It's obvious they were trying to take those series and make them more successful, but they dropped the ball. With Starfox, it started with changing Dinosaur Planet into Starfox Adventures. I think they had good intentions and saw the potential to help build the Starfox brand, but the gameplay in Adventures was such a departure from SF64, that it introduced major problems going forward. They tried to blend the two with Assault which just didn't work for multiple reasons. It was clear that after that they wanted to move the series back closer to its roots, but again they've never done it. Not one game in the series has controlled like the other.

The same thing happened with Metroid. After a rocky start, they semi-successfully translated the series into 3D. Like Starfox Assault, Other M was an attempt to blend two different gameplay mechanics into one. Both of these could have worked, but in both cases mistakes were made.

Here's what's important. Instead of Nintendo either correcting their mistakes or going back to what worked, they tried something new again with Starfox Zero and Metroid Federation Force further exasperating their problem and digging their hole deeper. The problem is that this doesn't apply to F-Zero. There is nothing wrong with the controls in F-Zero X or GX, yet Nintendo is still adamant on changing them.
 
The other game I'd love to see would be a beat'em up/brawler style game where you control Captain Falcon. For most people, especially younger folks Captain Falcon is the "Falcon punch/show me your moves" guy from Smash Bros. Make it semi-open world, where you drive from mission to mission and give him a moveset based on his smash moves.

I wonder if that isn't a problem they're running into when trying to come up with a new F-Zero game too.

I get that this is a salt thread because OP doesn't like Star Fox Zero's new controls, but I actually do agree that if a new F-Zero comes out in Miyamoto's lifetime, it will probably have some form of gimmick put into it rather than simply being an evolution of GX like everybody wants.

That it has a "gimmick" doesn't mean it couldn't be an evolution of GX...

To be fair, Miyamoto was involved in both Metroid Prime and Star Fox Adventures although to what extent I'm not sure. It's obvious they were trying to take those series and make them more successful, but they dropped the ball. With Starfox, it started with changing Dinosaur Planet into Starfox Adventures. I think they had good intentions and saw the potential to help build the Starfox brand, but the gameplay in Adventures was such a departure from SF64, that it introduced major problems going forward. They tried to blend the two with Assault which just didn't work for multiple reasons. It was clear that after that they wanted to move the series back closer to its roots, but again they've never done it. Not one game in the series has controlled like the other.

The same thing happened with Metroid. After a rocky start, they semi-successfully translated the series into 3D. Like Starfox Assault, Other M was an attempt to blend two different gameplay mechanics into one. Both of these could have worked, but in both cases mistakes were made.

Here's what's important. Instead of Nintendo either correcting their mistakes or going back to what worked, they tried something new again with Starfox Zero and Metroid Federation Force further exasperating their problem and digging their hole deeper. The problem is that this doesn't apply to F-Zero. There is nothing wrong with the controls in F-Zero X or GX, yet Nintendo is still adamant on changing them.

Miyamoto didn't direct either Metroid Prime nor Star Fox Adventures, he was one of the multiple producers on each, he wasn't involved at all on Prime 2, Prime 3 or Other M, as far as I know, neither on Star Fox Assault or Command. The controls might be different but Star Fox Zero is a return to form for Star Fox. Also Metroid Prime: Federation Force is a spin-off, so yeah, and Miyamoto never mentioned on that they were thinking on changing the controls of F-Zero...
 
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