I didn't get the game, I just saw Arlo's review. I was surprised to learn that the story is exactly the same as StarFox 64.
I don't know if I want to get it now D:
Have you played the demo? That'll help make up your mind. The controls are an absolute mess. It's no surprise that of the few copies that were bought that most of them were on sale secondhand within a week. Nintendo knew the controls were borked and there was that rumour about a month before launch that Nintendo were considering delaying it again to try and fix the controls. But didn't bother because it would have been too much effort and Nintendo just didn't care. Another mediocre game churned out in the twilight of Wii U. I'd give this game a 4/10. I think they may have killed Star Fox.
I think the biggest issue with the controls is that you can't map actions to different buttons, and that the tv cursor isn't that accurate as to what you're aiming at
Just played the demo this morning. My first experience with a star fox game and overall I enjoyed it a lot and didn't find the controls too hard to get to grips with. I guess my question is, for those that have played the game, do you reckon that if I found the controls fine for the demo then I'll get on with the main game as well? Want to give the game a chance but there's been so much talk about the control issues.
@SLIGEACH_EIRE Just because you and others who don't bother to learn how to play a game, doesn't mean that the controls are an absolute mess. Star Fox Zero is a game based on skill, and it requires practice to get all the medals. Try Mario Kart 8 if you want a game with an over-simplified control scheme. If you would like a game where you need to practice to get good (the way games used to be in the past), try Star Fox Zero.
@razortuk88 There are very few control issues if you're willing to learn how the game works. But it's not a game designed around improving your results on each level. Personally, I found it to be a good strategy to keep playing a level until I got the medal for the level and then move to the next.
@Sparx Yep. Although the 3rd person view is kinda logical, the current cursor system in the 3rd person view doesn't help much.
You've said it yourself. You have to LEARN SFZ's controls. And they are a convoluted mess from one vehicle to the next. I've no problem learning something but they should be somewhat intuitive. Not a constant battle that feel almost broken at times, don't feel accurate, have no sensitivity options and don't even allow something as simple as remapping buttons. I love Nintendo to bits but this is probably the worst controlling game I've ever played.
You've said it yourself. You have to LEARN SFZ's controls.
This is true of many good games. I played Jet Set Radio on a keyboard and enjoyed it even with the game kicking my butt on one early level quite a lot, and it's not even supposed to be played that way at all. Dark Souls has the stupidest thing ever for heavy attacks and the kick (at least on 360), and spoiler alert, people really like that game. Not to mention a good chunk of Platinum's games.
I mean, Star Fox Zero isn't even the best example as I feel they either needed to add more options or do more to make sure you actually get the controls, but I learned it. Just as I learn how to play most games that have anything complicated and/or new.
I dunno, maybe it's because I played 64 as a child and thus didn't fully get that game's controls either on my first playthrough.
I remember seeing something about how the makers of Uncharted 4 specifically had a set of controls that you could turn of if you were physically handicapped. It allowed them to basically play the game just the same but do so without making quick and jerky or overly complicated moves on the controls.
When put in that context, one of a changing times where we are trying to accommodate others, controls that unnecessary hinge on motion the way this game's does (for almost no real benefit, Im sorry, I'm still trying to like the game, but its damn hard) seems pretty irresponsible.
At least to me.
It'd suck to have a kid with any kind of physical disability that could otherwise play a simple dual stick game but be limited by these forced controls.
@BiasedSonyFan does that matter? A game with forced motion controls severely limits the ability to play for some. It's a pain in the ass for me and I'm perfectly healthy.
I'm just saying that the lack of options is a pretty big oversight.
does that matter? A game with forced motion controls severely limits the ability to play for some. It's a pain in the ass for me and I'm perfectly healthy.
I'm just saying that the lack of options is a pretty big oversight.
Not everyone can do the same things physically or mentally, but Nintendo wanted to make a game around a certain control setup, adding options to remove or change that control setup would have changed the game. Being inclusive is good but sometimes it can damage the design of a product.
People keep saying the Xbox One doesn't have Backwards Compatibility.
I don't think they know what Backwards Compatibility means...
@televisions maybe it would have, and if it was any other developer, they wouldn't have had motion controls. But Nintendo still went for it to create a particular type of experience and to see if it would work. I am glad they didn't playtest the uniqueness out of it like so many games do now
People keep saying the Xbox One doesn't have Backwards Compatibility.
I don't think they know what Backwards Compatibility means...
@BiasedSonyFan Yeah, that bit struck me as potentially a little insincere as well. It doesn't really come across well when someone seems to whip up some wider 'ethical concern' to further their own point, if there's only a tenuous relation to begin with. I remember one chap saying that the reason he had a problem with Tokyo Mirage Session's localisation changes was that "it would send to the message to young girls that they should be ashamed of their bodies".
Personally I wasn't too personally bothered about changes in question, but accept that ideally you'd want a product as close to the original as possible (though I also accept there are reasons for making them - mainly to jump through whatever hoops each region's rating board throws at you). However, I found it hard to swallow that the reason this guy was so outraged about game was due to him really feeling passionate about the body-confidence of young girls, and the potential of this game to ruin this confidence by changing some outfits.
Suddenly bringing in a vaguely related issue concerning a bunch of people you have no connection with as an argumentative tactic comes across a bit... tasteless.
I mean it. Accessibility and inclusiveness is important.
It is, but it is also important to try different things and celebrate different features. Motion Controls may not work for everyone but that doesn't mean they are bad.
People keep saying the Xbox One doesn't have Backwards Compatibility.
I don't think they know what Backwards Compatibility means...
I think the fact that we're still having this controls argument just proves that they probably should have not made them mandatory. It is just 100% fact at this point that they were divisive, and should probably not be brought back in the next StarFox game, whenever that is. At least, not the only control option available.
@Operative They probably won't be back in the next Star Fox, the Star Fox series is known (and the reason why I love the series) for trying radical and different approaches with each game. However, Nintendo sticking to their guns, knowing these controls were going to be divisive is exactly why I respect Nintendo. They are willing to buck trends and try something new. Mostly only Indies can do that but even then their budgets don't let them go too crazy. Nintendo is big enough to put out a major title for a struggling system with a control scheme that may not be accepted by a lot of people.
People keep saying the Xbox One doesn't have Backwards Compatibility.
I don't think they know what Backwards Compatibility means...
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