@N00BiSH
The LA remake actually added quite a lot beyond the big graphics shift.
And the Skyward Sword remake changed some things, too, though not to the same degree.
Those are the two most recent remakes, so that’s what I’m gonna go on. I can easily see them changing and adding things in Ocarina.
Those changes boil down mainly to graphical updates and quality of life features. Other than those they are almost the exact same as their originals in terms of how they play and aren't radical reinterpretations like say, the recent Resident Evil remakes or Samus Returns, for example.
"Now I have an obligation to tag along and clear the area if Luigi so much as glances at a stiletto."
I would like to think that Kid Icarus: Uprising being a go to Nintendo game people want back is a prime example of how much you can still do with Star Fox as an on rails shooter. I've never agreed that's some outdated thing. If anything, its the opposite. You look at Sony's focus on very cinematic style games, it feels very clear that there is a modern audience that would be down for epic sequences where you do fun action things but on an ultra linear path designed to maximize the exact pacing and cinematic angles the developer wants. And it feels like Kid Icarus Uprising was going for exactly that.
So there's your modern audience, space and planetary combat sequences for the Uncharted audience. Star Fox is obviously going for a Star Wars thing anyway, cinematic direction is a pretty logical fit.
But even if I'm wrong, I would still gladly be at my table of 1 if necessary for a great Star Fox game of that general direction or at least of the other comparable flying shooters of the era before HD graphics and bloat slowly consumed the AAA game industry.
@N00BiSH
The LA remake has an entire dungeon-building system added onto the game, which in turn adds new characters and quests and items to collect in the main game.
It’s a pretty meaty addition. It’s not rational to say it isn’t.
To be fair, you could say that all the rooms you go through in that mode are in the game's dungeons already (barring maybe very slight variations here or there IIRC) so saying its "new" content is debatable in that way.
Honestly one of other issues with saying Star Fox 64 is too dated at its very core (rather than the more actually dated parts where its a bunch of basic polygons in a full price game (in its time) you could beat in an hour), is that a solid amount of my favorite experiences on Switch were older games. Xenoblade: DE is a remaster of a 10+ year old game that is peak, Metroid Prime Remaster is a 20+ year old game that is still a singular masterpiece (as proven by how much they can't recapture lightning in a bottle with its sequels, despite their (usually) best efforts), and Super Mario RPG is still close to being the best Mario RPG despite being the first one (with the admittedly important caveat that the most compelling boss fights are the new ones). Not to mention Sonic Mania destroying that series' many attempts at modernization by just continuing on from the Genesis era (outside of the other Sonic game to rely on revisiting classic levels which also got re-released fairly recently).
So the idea that the game I replayed for at least the 70th time like a year ago is magically not good now is just...cute. It's just re-heated "no one buys survival horror we have to be action" nonsense from the Resident Evil 5 and 6 days. i feel sorry for people whose tastes are so limited they can't imagine any good modern version of an entire sub-genre. And I don't think I'm super nostalgia pilled, at least not more than any other Nintendo fan. I put 250 hours into TOTK, and that's as modern as Nintendo gets practically. But I'm tired of people rejecting anything but a small selection of trends for gaming as the only way to make successful product. I don't want it because its untrue, and I'd reject it for the sake of game variety even if it was.
It's also just silly since the most likely thing that will happen is we will get a game that's fine but isn't quite what it could have been, again, and it will just sell ok, maybe pretty good because of the Galaxy movie connection, and it'll be mostly forgotten about in 2 months. I don't see a scenario where any Star Fox anything is a huge hit no matter what, and we're just debating on what type of 7/10 game version of our ideal Star Fox game we could get. :V
@kkslider5552000
I have no problem if a new Star Fox is a mix of rail shooting levels, open space dogfights like from the old X-Wing/Tie Fighter games, Rouge Squadron-esque raid levels, and what not. I enjoy all those.
I just do not want it to tell the same damn story and with the same damn levels. It needs to be something beyond "remake."
@rallydefault It is. I don't deny that. But it's an addition that doesn't radically alter the core gameplay and structure of the LA, which is still largely the same as the OG even with all the new features and visuals. It's very faithful in that regard.
I would like to think that Kid Icarus: Uprising being a go to Nintendo game people want back is a prime example of how much you can still do with Star Fox as an on rails shooter.
I'd like to throw in Sin & Punishment Star Successor as another good template of how to do a great modern rail shooter.
"Now I have an obligation to tag along and clear the area if Luigi so much as glances at a stiletto."
@Holdthepineapple That is completely true. Even more so, the same story with less memorable dialogue. Dumb idea. It doesn't need to be some grand epic ongoing game to game story, just do a new thing at all. People are confused about Pikmin 4's story in terms of continuity, but its still better than if they just retold Pikmin 1's story for no reason.
@N00BiSH
It alters the 100% run quite a bit because it adds a whole other class of collectibles, and therefore in my opinion it does alter the gameplay. The dungeon maker system itself adds an entirely new UI with its own mechanics, too.
But if you mean “gameplay” rather technically like the controls and combat system, there aren’t many remakes that change the core systems of a game. The FF VII remake comes to mind with the battle system being fundamentally altered, but otherwise it’s really tough to think of many.
@Bolt_Strike I think you’ve misunderstood the appeal of Star Fox if you think it would really work as an open world game. Star Fox was (& remains) appealing as a tightly scripted arcade shooter with a cinematic flair.
For Star Fox though - open world means you can’t have a carefully considered obstacle course/rollercoaster.
Sonic had a similar issue, most Sonic fans prefer linear, roller coaster-esque levels that you can blast through as quickly as possible. Didn't stop Frontiers from going open world (technically open zone, but close enough) and it was actually pretty well-received and commercially successful. I don't see that as a reason why Star Fox can't do something similar.
It’s especially disappointing since you often assert that open world is inherently incompatible with “Metroidvania” (I disagree - you can already see elements of Metroidvania in the recent Zelda games & Hollow Knight is not entirely linear. A Metroid game built on that from that ground up would be fine).
Not familiar with Hollow Knight, but the recent Zelda games are definitely not Metroidvanias, only the ALttP/OoT style Zeldas are really Metroidvania-esque and the BotW/EoW style Zeldas removed most of what made Metroidvanias Metroidvanias. If you tried to make a BotW/EoW style Metroid game it wouldn't feel like Metroid.
The thing is that the lock-and-key style progression is a key defining element of a Metroidvania. This is what conflicts with open world, because open world wants few to no locks. At best maybe you could have soft obstacles that you could technically progress through but would be easier with requisite gear, think something like the outfits in BotW that protect you from heat/cold to visit extreme environments like deserts, volcanoes, and snow. But a Metroidvania would want at least a dozen obstacles like that and at that point it would make the design very complex, likely too complex to be feasible. So it may not be absolutely, 100% impossible, but it's close enough that it's highly unlikely anyone is actually going to pull it off well to satisfy both Metroidvania and open world fans properly.
The problem with the linear shooter levels isn’t from a consumer experience side - everyone loves Star Fox 64 - it’s from a production side - they’re expensive to make well and modern audiences have a tendency to play a level once and then say “so what’s next? You’ve made 200 more of these right? Oh and each better be completely original and novel or else I’ll scream ‘lazy devs’ until I go blue”.
I honestly think I’d personally do a “randomiser” or rouge lite endless “runner” mode. Realistically that might scratch the itch whilst still providing the same moment to moment experience without requiring a ridiculous budget.
If this assessment is accurate, it just sounds like the Star Fox fanbase is unpleasable. There's no way you can make a large number of on-rails levels without recycling in a way that comes off as "lazy". Procedural generation certainly won't do that, and I don't think a roguelite mode will either. These people are just not going to be happy regardless because their expectations are unrealistic.
I don’t personally want lots of down time flying between “levels” in Star Fox.
I mean you don't want the flying to just be empty and uneventful, that would make it boring. But there's easy solutions to that, at a bare minimum they just need to pepper enemies in the overworld so you can have more dogfights as you're traveling, so you at least have a slightly comparable experience in between proper levels even if it's not quite the same. @Holdthepineapple had some good ideas as well with things like enemy outposts, distress beacons, asteroid fields, etc., those types of diversions in between main levels can keep the traveling from being too boring.
Genuine question, what exact cues could Star Fox take from R&C though? Weapon variety? Sure, maybe. Could be nice to replay levels with new types of power-ups. Visuals? I dunno if we'll see anything on par with the most recent title, and Zero was already a fairly nice looking game. Writing? Only if it's closer to the first couple games, but I know that's just me.
StarFox SNES when it released still felt the most magical and impactful of all SF titles, although it definitely hasn't stood the test of time. StarFox 64, combined with the awesomely innovative debut of the N64 rumble pack never managed to completely suck me in. I remember being put off by it's murkier darker and muddier choice of colors, overall darker tone and vibe which just felt like a total departure compared to the snes original, which was thankfully remedied with the stellar 3DS SF64 remake.
I'd love to re-experience StarFox 64 3DS at 60fps with updated visuals on a TV, in Stereoscopic 3D. IF only! I'm telling you, if 55 & 65" Stereoscopic 3D QD-OLED TV's existed(by shooting 1080p into each eye from 4K, best case scenario) modern flatscreen gaming would be that much more exciting, since you'd feel like you're peering through a window into the gaming world, combined with pop out S3D. This is what traditioanal gaming needs again to break away from the land of diminishing graphical returns, to regain that once wow factor wich came in droves and was always abundent during gaming in the 80's, 90's and 2000's.
Dreamcast was the last ticket to the massive generational leap express. And some would also argue XBOX360, but it was less impactful(even with 720p HD visuals) compared to coming from Saturn, PS1 & N64 and then experiencing the Dreamcat launch just after the summer of 99' imo. I felt that the Wii remote & Nunchuck had a far greater impact, at least on me, when they were utlized at their best(Think Metroid Prime 3, Wario Land Shake it! Elebits, Super Paper Mario, Wii Sports Resort and more). Followed up wih the launch of 3DS(Pilote Wings Resort, Super Monkey Ball 3D, RE: Revaltions, NES 3D Classics, Swapote, MR Mode + MR Cards etc), and PlayStation VR1 which was just tranformative if you were messing with the good stuff.
@NeonPizza I like that in 2026 someone still has a consistent forum posting gimmick that they will adhere to no matter what.
I mean I'll never read most of them in full, because I don't too often care about new OR old tech in that sort of way, but props to the effort. No one does it like that anymore (except maybe Anti).
i had a thing once where i would suddenly go full lowercase for my least serious posts that i think i took from a forum user from like the mid 2000s but i rarely use it anymore
but yeah obvious agree to the pointlessness of "we made these graphics 5% more realistic with the same framerate if you're lucky, give us 10 more dollars every game forever now" when there are other more interesting ways to evolve games (also can we stop pretending gyro is a worthy replacement to Wii pointer controls plz). Though I never got much into 3D since it was too awkward to use for long, and unfortunately would've had to have bought the New 3DS to get a version of that could've worked for me.
So, a general suggestion I have, that could apply across a lot of potential actual versions and genres? I want the Great Fox to return, as an actual base and mission hub. That way, between missions, you can talk with NPCs, follow story threads, and access functions like practice environments or upgrade systems- all while in an immersive environment that draws you further into the world.
Why? Well, the real answer is "Because I have a lot of nostalgia for the Wing Commander games, which used their carrier for exactly that purpose". ahem But I think it would help flesh out the game and the world, even if the game is still ultimately a mission-based 64 clone. And it would come at a comparatively limited cost, too.
@kkslider5552000
I can handle S3D & VR for hours, Unless you throw me on a VR roller coaster simulation. Than I'll be hurling Pikmin patties for days.
Supposedly, the NS2's '9'-Axis Gyro is much mor reliable, accurate & stable than NS1's 6-Axis. But The Wii remote IR pointing still remains supreme. @Jaxon linked CVG's comparison YouTube video a couple months back in another thread, and it seems like the real deal.
And what can i say, the forum days were at their peak during the 2000's & early 2010's before YouTube and other social media platforms completely dominated and took over. NL forums back in the late 2000's & early 2010's had more spirit and enthusiasm, now there's an abundence of uninteresting tech-garbo' chit chat(Than again, I'm totally guilty of this. ), console sales discussion(Stellar consoles & game sales, or popularity don't dictate how much fun i have with said game, although it all brings in the 3rd party support regardless, and we can't have another Wii U situtation.) and typically talk about the big AAA-normies' while overlooking most indie gems(That aren't considered indie darlings. Think Freddy Farmer, Bomb Chicken, Donut Dodo etc) and other titles that gravitate towards being NewWave retro.
Toxic negativity and positivity always seem to rear their head every now and then, and there's less conversations to be had in the main articles since most people on there are probsbly just typing a sentence or two from a smart phone. It also entices certain people to shoot for top comment due to the silly thumbs up & down system.
@NeonPizza Me either. I hope Switch 2 would have something worthy for Wii's most consistently great gimmick, but it is very funny that they instead added mouse controls, which might as well be motion controls that AREN'T pointlessly hated by hardcore gamers. :V
Still a real tragedy that Wii pointer controls were both the most casual Nintendo era and the least exciting era for shooters, as neat as Gyro controls for Doom 2016 were, it could've been an all time favorite of mine with pointer controls, especially based on how much I loved Goldeneye Wii's multiplayer. (a game I probably loved largely BECAUSE of the controls) Bioshock Infinite was planned for Wii U at first too, which has issues of that era of shooters but if they put Wii pointer controls for the skyrail sections, could've been an all time gameplay experience (and would've distracted from the flawed gameplay when you're not doing cool skyrail sections)
Oh and obviously, its always been weird to everyone forever Star Fox missed that era outside of a Warioware minigame. Also makes me wish I didn't stupidly sell Sin and Punishment 2 (literally the last video game I ever sold) and gave it another chance.
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Topic: Ignore the Leaks: How Would You Like To See Star Fox Revived?
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