So this is my first time posting and I'm just trying to give a tip to NintendoLife staff about a cool idea for an article (if it's not already being worked on). It seems like it should be easier to send tips and ideas in, but I guess this will do and hopefully someone will see it.
So I think it'd be cool to have an "Advanced Tactics for Star Fox Zero" article in the same vein as the "Advanced Tactics for Star Fox Guard" article that came out a few days ago.
I stumbled upon this video on youtube:
and realized that there is so much more to the scoring system than I ever picked up on in my several run-throughs of the game.
I learned about CUS shots and how splash damage increases your score, I learned that shooting flaming wreckage of enemies killed by a CUS can then be shot again for even more points. There's a lot here, and it would be cool to show people the possibilities in StarFox Zero that they might never figure out on their own. It's increased my enjoyment of the game considerably.
Again, sorry if this isn't the right way to do this, but I really have no idea. If anyone else knows a better way, feel free to take this idea and tell NL about it.
Sorry, this is an even better video showing even more of the intricacies to the scoring system, like picking up laser upgrades when fully upgraded to get awarded extra hits, and more stuff that I never would have noticed.
Thanks again! and credit to Zallard for being the most incredible Star Fox player ever, apparently.
@Noisyboise: Cheers for those,I'll be sure to make use of them once I'm an "advanced" player.Going by first go last night though it might be a while before I get there.
In news that Artwark has been eagerly waiting for since the moment Zero went on sale, it sold 17,114 copies for the Guard/Zero edition and 8,135 solo in the first week in Japan.
@DefHalan: Now that Zelda is gone, I'm having a harder time finding games that I'm truly excited for that release this year. Being in the UK I am still eagerly awaiting Fire Emblem Fates, and I'm also still looking forward to Pokemon Sun & Moon and Monster Hunter Generations but apart from that the rest of the year is a bit dry for me. Persona 5 would be a shoe-in but again I'm in the UK so there's not a chance I play that game this year without importing. Horizon Zero Dawn looks fantastic but I'm awaiting a delay for that too, and then there's not a lot else. So I'm looking forward to getting Star Fox Zero next month as it may just have a chance for me.
Did it take anyone else an embarrassingly long time to realise that Slippy and his Uncle Grippy both have names that describe the frictional properties of a surface, and are in fact antonyms?
I had a dream last night in which I was talking to a French girl about the perils of walking down a particular flight of stairs, and it hit me.
@Maxz, it most definitely took me until the moment you pointed that out. I always just assumed that Uncle Grippy and his mustache were known for being too...grippy. Which makes Slippy's biography a lot more tragic.
Well.. I gave it a shot. Rented this game because I had to try it. I wanted to like it.. I really did. It looks amazing, sounds great, the atmosphere of the star fox universe feels good, but I just can't get past the controls. It isn't even just the motion thing, but the actual button mapping just feels completely alien to me. Shooting your laser with the r button? Using the right joystick to barrel roll, boost and brake? Just... what.. why? I'm probably in the vast minority there... but there it is. I sat there the whole time thinking man.. this game would be awesome if I could play it using the pro controller with a traditional button setup. If by some miracle they ever patch it to allow such a thing, I would totally buy it, but as is... I'm glad I only rented it.
@DarthNocturnal: Yeah, it never feels great to lose your Hyper Laser, but at the same time, I suppose it rewards skilled play as you have to be more cautious about taking damage.
I agree with you about the TV cursor too, it seems a world away from the cursor on the Gamepad (which is really intuitive, obvious, and easy to hit things with). I'd be interested to know about the design decision behind TV one though. Obviously, you've got a different perspective from the cockpit view, which is pretty much of the same perspective as the gun turrets, so that changes things, but it definitely feels 'off' at first. For lock on shots, it does the job, but anything finer is definitely easier on the smaller screen. It's certainly one of the reasons why (when you first pick the game up) trying to play the game like SF64 feels really awkward, but taking the Gamepad view feels very natural (even if you don't have the best awareness of your surroundings). Part of me wonders if they made it that way to encourage Gamepad use, but I'm not sure.
I'm getting fairly good at spending more time on the TV, but I definitely feel as though I'm 'graduating' from the Gamepad in this respect.
As for the Walker, I'm pretty sure I'm right in saying that if you use the RIGHT stick to turn, then you turn on the spot (which is a God-send). The only thing you have to be wary of is double tapping, which launches you sideways. This is probably the biggest and most legitimate gripe I have with the game's controls. I would far rather the sideways roll was only possible upon holding ZL for target view (a bit like LoZ). As someone used to making micro-adjustments in orientation in Splatoon, I found it very easy to accidentally hurl myself off a narrow ledge instead of slightly changing my angle.
I think many people often get 'bad controls' mixed up with 'unfamiliar gameplay' (i.e. shooting and flying in different directions), but this is one issue that it definitely controls based and I feel could be remedied without altering the game in any way.
I can't recall any camera issues though, personally.
Anyway, I hope being able to turn without moving forwards makes your life easier.
I agree with you about the TV cursor too, it seems a world away from the cursor on the Gamepad (which is really intuitive, obvious, and easy to hit things with). I'd be interested to know about the design decision behind TV one though.
Honestly, I think the design decision there is basically Miyamoto really wanting you to look at the GamePad. I ended up liking the game lots and am on board with the controls, but one of my minor complaints was how blatantly the game pleas with you to look at the GamePad â it feels like it's trying to sell you something. I get that you need that reinforcement at the beginning, but when you're at the final boss, and James McCloud says "Trust your view from inside the cockpit!" it starts to impact the tone of the game. When I heard that one, I said to myself, "I heard you the first 12 times, Miyamoto."
@Socar: Nothing official. Early estimates are 157,609 for the US. However; be wary of those. Twilight Princess' pre-order numbers were estimated to be around 750,000 in the US alone, but after some hefty corrections the game is now at 750,000 worldwide sales for its first seven weeks. That's a huge difference. Nintendo games tend to get overtracked, so don't be surprised if the real sales number turns out to be lower than 157,609 for its first week in the US.
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