Along with the sublime looking Super Mario Maker, Nintendo focused a lot of their E3 efforts this year on Star Fox Zero, a game which seems to be dividing opinion based on previews. A common sticking point seems to be the use of gyro controls to look around in cockpit view on the GamePad. It would appear that you either love it or you hate it - like Marmite for our British readers.
While it appears that the E3 build of the game only allowed attendees to play the game using motion controls, we had heard rumours that it might be possible to disable them. We reached out to Nintendo UK for a statement and a spokesperson confirmed it was in fact true:
I can confirm that gyro controls can indeed be switched on or off in Star Fox Zero.
Rubbing our eyes with disbelief we tried our best interrogation techniques to find out more detail. How would the game play without motion controls? Miyamoto has said that the cockpit view is integral to the experience and that some targets can only be hit using it. We also wonder how things will work with the motion input disabled, as both analog sticks are already occupied by other functions - so it's not like you can transfer the movement to the right-hand stick, as is the case in Splatoon.
We asked, dear reader, but were told:
As with all announcements/products from Nintendo more information will be released closer to launch.
So there we have it, the divisive gyro controls can be disabled if you wish to play Star Fox Zero in a more old school way. As with Splatoon, we suspect the game will be more fun if you play it as intended, but it is nice to learn that Nintendo will be giving gyro-adverse players options nonetheless. As always, let us know what you think of this startling revelation with a comment below.
Comments (83)
Thank you, Nintendo! This was by far my biggest concern with the game.
Seeing as we were led to believe that the motion controls were integral to the game I am very curious to see how the game functions without them though I will still end up using the gyro controls regardless.
I don't get it. The gyro controls from the looks of it make it easier to play. Why is it that some hate it? I can understand for the 3DS because you have to move the system but for the Wii U, not so much.....
It's nice they offer the option as they should but people should try the game AS INTENDED first. People tend to just complain about something if it's a little different because they can't stand change. Thus the Playstation and Xbox essentially having the same controller since PS2....
Learning is a part of life, if you never learn to do something different then you stagnate. Like Splatoon people complained at first but those that adjusted now have superior aiming.
I'll try gyro first and only if I can't come to grips with it will I try without.
Didn't they already confirm this months ago?
http://www.gamnesia.com/news/star-fox-wii-u-will-feature-both-traditional-and-motion-controls#.VYk7_fntlBd
We know this for a long time, lol.
@garthvader different doesnt always mean better and presumably some people prefer the tactile nature of standard controls im guessing. So glad to hear this, want to replicate old school starfox controls aand fèel as much aas possible personally. With regards to the right stick being taken up, you neever actually used it a 2nd stick for control, main analogue dealt with ship and reticle movement so dont see hpw that would be an issue. After watching more of SFZ im quite looking foreard to it after a very underwhelming showing at the NDE, treehouse footage made it look much better. Not visually naturally, still looks like a dolphin game.
But oh, gyro is a "gimmick", along with the 2nd screen, right analog, shoulder buttons and even the game itself. Right?
I think the commentor above nailed it. People are stuck in their ways and can't stand change and label anything different than what they're familiar with as a gimmick. Completely oblivious to the fact that gyro/analog combo is the control method of the future, infinitely superior to a standard twin stick set up. It's not some fad, it's the real deal.
Choice = good.
@JaxonH just like motion controls were the future right!🙊
I think have the option to turn them off is less about love or hate and more about disability. A disability may make gyro controls hard to use, but that same person may be able to play by keeping their arms still and just using the buttons/sticks. . .
Just like the 3D effect on the 3DS.
@heyzeus002 Well my main complaint is that people are writing it off before they try it. I grew up playing the original star fox so I am VERY familiar with the tradition controls. I played StarFox, StarFox 64, StarFox Assault, Star Fox Adventures, Star Fox Command and Star Fox 64 3D. I like the idea of aiming with the gamepad because I have mastered the crap out of traditional starfox controls and this will add another layer. I think after a week of playing the game people that opted for the new meathod will like it, as long as the new method is well done. Watching people play the game on E3 and saying it looks uncomfortable is a little nuts because half the editors at E3 can barely play traditional controls. It's painful to watch them demo a game, like watching a 3 year old race mario kart 8 lol. Seriously I have never seen so much struggle rith right analog camera as I do at E3.
@heyzeus002
Absolutely. Just not in the early forms. Gyro is a form of motion, but a much more advanced, precise form. And one in which you still hold a traditional controller.
I've been telling people for years that gyro is superior- ever since I played Resident Evil Revelations with them. It absolutely is the way of the future.
Ask yourself why is it the analog is so much better than anything else? Is it because it's actually better or is it just because that's the only option you had for 20 years and it's all you know? You're moving an analog stick with 80% sphere coverage with a half inch diameter with your right thumb. That translates to motion on the screen with very small increments of analog movement for a normal amount of movement on screen. But with Gyro the range of motion is much greater, allowing you to fine-tune your movement much easier.
Technology is advancing all around us. So why are we still playing video games like we did in 1989?
If it's true the right stick is already in use and can't be used for the camera, then I'm guessing you use the stylus to move around the touchscreen to aim.
I'm filing this one under - be careful what you wish for.
@rjejr
Nah, no game has ever had you use the stylus AND the right analog. Because you'd have to set the stylus down to use the analog
It is odd. Nintendo have just proven that gyro controls are superior in Splatoon, yet people still want to hate a game simply because of them.
@JaxonH
I guess some people don't like the idea of moving a large tablet controller around just to aim.
I find it quite nice in Splatoon, and it may be useful here. But sometimes you just want a standard controller.
Although, they could always put gyro in regular controllers... that'd be nice.
@garthvader I agree, ill certainly be trying it mainly because it looks fun to play in that way, something different and novel. Having played games since the atari 65xe (google it!) Im no stranger to change or progress etc, im just experienced enough to understand that different doesn't always mean better. People will always adapt to change easily, as long as it is better. I never used a d pad until I had a nes but loved as it was better, same with shoulder buttons, dual analogues etc so I thought it was a little harsh of ypu to brand ps/xbox owners as luddites almost who hate change. Agreed about the players though, I thought the day 3 treehouse player was the only 1 that did it justice. And watching the yoshi players, my god, nearly put me off buying the game!
@DarthNocturnal
I have no problem with alternate control schemes for those who prefer them. But if one or two games do only offer gyro, I don't understand why people mock and insult those games when it really is more accurate
@heyzeus002 Haha Atari 2600 here...I still have the thing. Yea the tree house players showed that it can feel natural and I trust it will. Platinum + Nintendo should play well. Now lets cross our fingers for better textures and models.
@Peach64 - my biggest concern is that it appears they are just re-hashing SF64 and shoe horning in the Gamepad.
Having a fresh new adventure is far more important than how the controls work, IMO.
There seems to be a few different sites saying it supports off-tv play. So I guess it must be optional.
@JaxonH I guarantee you we aint playing games like we did in 1989, trust me I was there. To answer your question, in my experience, nobody has nailed gyro controls yet so I will always prefer dual sticks for now as they feel better, more precise more tactile than gyro. Obviously im not stating that as a fact, im just saying it feels better for me to control a game like that, the synergy between brain, eyes, hands and screen seems more intuitive. The gyro ccontrols in starfox do at least make me want to try them as it looks fun as long as I have option to use what suits me ultimately, be it gyro or othetwise.
@heyzeus002
Fair enough. I do agree that you would probably be much more effective with two analog for quite a while just because that's how you've been playing for so long. But I can confidently say after much time with Splatoon that analog simply cannot match the precision or speed of an analog/gyro hybrid control scheme.
Even having played with dual analog my entire life, I am still twice is good, twice as fast, and twice as responsive (if not more) using gyro to aim but still use analog for core movement. And I haven't even been playing that game but for 40 or 50 hours, and already I'm more than twice as good as I am with the analogues which I've been playing with my entire life. I can only imagine how good one could be with 20 years of gyro experience under their belt.
I think it boils down to how well the controls are implemented just like any other game. Some games the gyro controls just suck, just like some games (Conduit comes to mind) analog controls just weren't up to par.
Not sure if you've played Splatoon, but for me (and I know many others) that's the game that finally proved to me that gyro controls can be implemented perfectly. I've been a fan for years but that's the one that showed me they had finally reach full maturity
@garthvader dude I had 1 of them too!! Thats the 1 with the cartridges right? Man I feel old...I dont think the visuals gonna change too much tbh (too far along maybe?) Which is a shame because sfz with mk8 type production values and presentation would've been a sight to behold. You're bang on though, Nintendo+platinum means we practically guaranteed a game that plays well. In fact, if it's similar to sf64 in gameplay terms then itll be one of the wii us best games, high praise indeeed
@Captain_Gonru
I guess that's a problem that some people will face depending on where their power outlet is. They should've included the extended battery as stock, no two ways about it, but they didn't, so I do recommend the extended battery to anyone with a Wii U.
I actually bought two of them just so I would have a spare to change out when next generation rolls around. The extended battery takes you from roughly 3 hours on high brightness to an average of 6 hours, which granted still isn't a whole lot but considering the size of the screen it's powering and the fact the Dualshock 4 only nets 10 hours, I guess it's not bad all things considered. Most importantly, most of my gaming sessions are shorter than 6 hours (except for my Sunday Splatoon binges)
@JaxonH
I think we're still transitioning to a point where they're widely accepted. But for the longest time, playing with a controller just involved sitting down, holding the controller, and pressing buttons. The only motion the controller was supposed to make was the occasional jerk from said button presses... and when we tried to "steer" when trying to avoid our deaths =P.
Nowadays we've got this thing called motion controls, and... there have been hits and misses. Enough misses that many are at the very least wary of them, and at the most, hate them with a passion. To some, gyro controls aren't that much different then say, the Kinect. They see it as a tacked on, well, gimmick. And unfortunately, it has been just that in some games. And since human nature like to exaggerate the negatives more than the positives, here we are!
Also, 10 hours on a DS4, wat. Is that only on a PS4 (due to extra functionality), or does PC also suffer from that? Granted, I assume it's rechargable, but still...
@heyzeus002 Yes I still have my frogger cartridge on display in my livingroom haha. Moonpatrol, Yar's Revenge... Oh the memories.
@JaxonH its a first party Nintendo game dude, of course I have splatoon😜! Not really tried the gyro in that though simply because ive not played it myself for more than a few hours so havent had time to try them and get used to them but when I get around to playing it ill give it a bash for sure. 100% agree with you about implementation though, my guess is that is the problem rather than nything inherently to do gyro controls. Like in witcher 3, geralt is a pain to control in tight spaces at speed, nothing wrong with analogues just bad implementation. Dont even get me started on horse controls...
After making me not suck at an online shooter (Splatoon), I'm all for gyro. Would, however, enjoy the old school approach to relive 64 style (again!) as this will I imagine require many playthroughs for true value.
This is good news. Gyro controls can be fun, but require recalibrating far too often to be a beneficial control method. Something like the Ocarina/Majora's Mask way of doing things where it's only for specific moments is all you need.
@heyzeus002
Ya I have Witcher 3. Fantastic game but they really could of polished up the controls a little bit
@garthvader
I've been gaming since the early 90s on systems like the AMSTRAD CPC, Atrai ST, Gameboy, Gameboy Color, Gameboy Advance, Master System, N64, Gamecube, Xbox, Xbox 360, Playstion, Playstation 2, DreamCast, PSP, Playstation 3, Wii, DS, 3DS and PC. Many good memories from those systems.
I'm not too surprised. Despite seemingly building their consoles around gimmicks, Nintendo doesn't want to force them on players. Whether or not that means Nintendo is a hypocrite or something else is up in the air, but ultimately it's better for everybody.
@garthvader chuckiie egg was a particular highlight for me on the 65xe I think, also remember getting stuck on the dizzy games a lot! Most cherished memory however, was waiting for the cassette tape to load and watching that counter thing go up slowly only to freeze and crash after waiting ages. Almost makes overpriced dlc and microtransactions bearable...almost..
Thank god. I didnt wanna spend most of my time playing this game flailing my arms around with unpercise motion controls.
I just hope players who disable motion controls won't be at a disadvantage. I had to experience that while playing Sin & Punishment...you won't get far without motion controls in that game.
@JaxonH - I was thinking of Kid Icarus:Uprising, which admittedly I still haven't played yet so I probably shouldn't be thinking of it, but I remember everybody on here complaining about the controls. Heck they even sold the game w/ a stand to make it more playable. But anyway that's what I was thinking of w/ my aiming w/ the stylus comment.
Oh, regarding your ongoing gyro dialog you'll be happy to know my 2 kids each w/ their own 3DS played KIU as designed w/ the stylus and never once complained about the control scheme. So yeah, kids don't care. As for me, I only played MKWii and MK8 w/ motion controls, I have the wheel for each game but I've been using the Game pad for MK8. It's possible I could do beer w/o the motion, but I play games to have fun, not for a high score, and playing a racing game w/o motion makes no sense to me. Same for golf and tennis. If I can use motion, why not if it's more FUN that wsy. Motion in DKCR was tacked on though, I'd rather have a button to roll. And to jump, DeBlob was weird w/ it's flying to bounce. It worked OK in Flingsmash, but that whole game was weird.
@Captain_Gonru - You're welcome.
http://smile.amazon.com/GE-51954-feet-Extension-Cord/dp/B00178HJ6C/ref=sr_1_3?ie=UTF8&qid=1435062816&sr=8-3&keywords=extension+cord
Yes, so glad to hear about this
I hope all of you that are skeptical of the gyro controls see this as a safety blanket only and will give the proper controls a try. It's like listening to your favorite band in mono because, dang it, gramophones are just the way it's done. The band mastered the music in stereo! Nintendo designed this game to use gyro controls!
I guess that's cool. With all of the possibilities in the Star Fox universe, I was really hoping for a fresh story, not another take on a similar sequence of events. The controls don't much bother me one way or the other.
But, hey, it seems like it was important to some people, so I guess it was the right choice. Nintendo needs as many people as possible to be on board with this game.
Also, just because the first stage is Corneria doesn't mean this is the same game again. For one thing, it has much wider range gyro controls and a second screen for extreme aiming! Ahem... It's confirmed that the bosses are all new save an homage or two while it was stated the couple that look similar will be defeated in completely new ways. The boss battles are what Platinum Games is taking responsibility for.
The game is not a remake but a reimagining. I think that means the story isn't very ambitious but the game won't have the same stages.
Also, there are several new "transformations". There's the chicken-walker, the hover-thingy, and the Tank transforms into a beefy, slow flyer. This game will be a return to the original idea of Star Fox games with all new ways to play. Sounds good to me.
@BigBabyPeach I hope they are. And it goes other way too:
RE4 for Wii was game breakingly easy even with the unlockable difficulty level.
I hope the developers are not holding back when creating challenges for immediate controllers. Now, that we have finer, immediate control available in games, I hope it is used, and demanded, and not have watered down experiences because of popular demand of sticking with 80's controller hardware.
After playing Splatoon, gyro controllers offer so much more potential for gameplay. The anti-gyro people are probably the same people who complained about the stylus control for KI:Uprising. Yeah, it was a little uncomfortable at times, but it seems impossible to play well or as the game was intended without it. Twin stick shooters may be okay if you're operating a tank but they don't simulate the diverse and freedom of movement of you're arms the way gyro controls can.
Did they also explain why the art style is so bland?
I realized the superior nature of gyro aiming with Legend of Zelda Ocarina of Time 3D. Even with the 3D effect turned on, and the 3D popping in and out obscuring my view when I moved the system (the New 3DS did not yet exist), I could still beat the arrow minigames on the first try, every time. Same with gyro aiming in Wind Waker HD. The hybrid approach (analog controls for the big movements, gyro for the subtle aiming details) is truly a revelation compared to the old way.
I guess I'm glad they're giving players choice, I just hope it doesn't compromise their vision for the game.
BTW, for those who are really focused on stories in the Star Fox universe, you really should give Star Fox: Command another shot. The stories are goofy and campy, but so is the whole Star Fox universe. I actually enjoyed that game a fair bit.
Personally though, I care very little about story in games, so a "reimagining" is exactly what I want to see. It's sort of like how each Legend of Zelda game (with a couple of rare exceptions) is just a reimagining of the concepts introduced in the original game.
Good. If they can't be turned off, this means that the gameplay can rely entirely on their availability, as for instance in Zelda SS. If gyro controls can simply be replaced by stick controls (or whatever) they don't deserve existing in the first place.
Just nice to have the option in case and not feel forced.
Thank goodness, Its fun to goof around for an hour or so with it, but yeah... gald they are giving the choice
@Captain_Gonru
Always good to have other control options, but I think Nintendo should have included Gyro with the pro controllers. That was a huge missed opportunity.
Btw it's not hard to swap batteries. 15 seconds with a screwdriver, unplug the first battery and nest the new one in, plug it in and screw the back on. Take 60 seconds to do the whole thing
Giving players more control options,whether companies agree with them or not, can only be a good thing.
@JaxonH I 100% agree with you. Gyro controls in the pro controller would've made so much sense and would've made things much better.
This is old news but its good that its been confirmed. Now just announce that there will be N64 style online multiplayer nad I'll buy it day one. And so will alot of other people and you'll have more online content. And you'll sell a boat load of games. And I'll be one happy camper. So just do it please!
@JaxonH
I like options, sometimes we peeps are to lazy to lift our arms to play a game
@Captain_Gonru - "similar to Hyrule Warriors"
And many Lego games (not single player LCU though), and W101, possibly Bayonetta 2. And Splatoon, which uses gyro for player 1 on the Gamepad but not for player 2 on the Pro, unless the Pro has a Wiimote tied to it and certain buttons are pressed. So yeah, player 1 on the Gamepad, 2 on the tv w/o gyro could work. But I really think you need 2 screens, for the main game at least. Maybe they can add some bonus multiplayer like Spaltoon and W101 has. Player 2 in Kirby's Rainbow curse seemed like a late addition, maybe Starfox can get 1 as well?
Oh, plug the charger into the top, then fold the wire down along the back and cover it with electrical tape (will look fine if you have the black Gamepad). Leave enough slack up top so you can easily plug and unplug the charger as necessary. (kind of like my electric lawnmower - I need to go mow the lawn when I'm done typing this so it was on my mind)
But why are we even discussing battery life for Starfox anyway, 3 hour battery, 2-3 hour game, I don't forsee a problem.
Changing the battery should be easy peasy. Had issues w/ my original Gmaepad. Turned out the screen protector was slid under the side in 1 spot so the Wii U thought I was always touching the screen there, and since the screen is resistive and not capacitive it basically "froze" the Gamepad for all time. So I needed to remove the battery. There is so much extra space in that battery compartment, changing the battery would be a cinch as @JaxonH said. I unplugged and plugged mine back in no problem.
Extension cord would be both cheaper and easier though.
@CTs_Lieutenant
"Shoehorning"? What part about this is shoehorned? This game looks like it was built with the controls in mind from the very start. That is the complete opposite of something that is shoehorned. In fact this is the epitome of something that is not shoehorned. You couldn't ask for a better example of a game that was built ground up for the gamepad.
I'm glad that this game actually looks like Star Fox. It's made by Nintendo for one, Miamoto in charge at that, Platinum is involved, AND it's actually modeled after the Star Fox everyone wanted it to be modeled after. What's the problem? Had it not looked like Star Fox 64 everybody would've thrown a fit that Nintendo doesn't get it, isn't in touch with consumers and doesn't know what we want. People would've protested that we want a Star Fox like 64, not some new thing. And you and I both know that's exactly how it would've played out.
It's like nothing satisfies people anymore! Nothing. No matter what they do no matter what franchises they bring back, people will find some reason to hate it. Years and years of complaining about wanting a new Star Fox. And not just any Star Fox, but one like 64. And now we're finally getting it- from Nintendo, from Miamoto, from Platinum, just like 64 and now that's all of a sudden bad... I don't get it.
When people lost their mind because games weren't properly utilizing the gamepad, and people demanded that Nintendo make games built around the gamepad, what did they expect it to be like? This is it. This is exactly what people asked for. They rioted over wanting games built around the gamepad, they rioted over wanting a new Star Fox. And now we get both of those things, from a dream team line up of Miamoto and Platinum, now people want to pick apart every little thing they can to complain about? Oh the graphics, oh the controls, oh it's like 64...
Sometimes I just want to throw my hands in the air in frustration because I just don't get it.
@garthvader yes! I do not remember where I read it...but it talked about the learning curve of motion control gaming, those that took the time to learn it, grow found of it and are very good at it...others...and I have personally witnessed this, will try for 3 seconds and toss it down saying this sucks! So then they miss out on one of the better games of a generation because of their own mindset...they think if they are good at games it automatically translates...but it does not...I forced my buddy to learns splatoon as intended and after about 30 mins of struggle( he is not really all that good at any games but like then) he started to love the controls and it helped him become a better player at that type of game... I also notice and it may not mean anything...I feel like ppl who have a curtain touch in athletics, like a smooth short stop, or great free throw shooter pick up motion controls better...does not mean they are better...just an easier learning curve
@JaxonH - clearly you don't get it so let me explain.
SF64 is a remake of the SNES classic. SF64 is then ported and freshened up on 3DS. Now Starfox Zero is a "re-imagined" version of SF64. I'm all for having a Starfox game using the gamepad and gyro controls in the same mould as SF64. But reusing the same levels, voice acting, enemies etc. just seems like they're concentrating so much on the gamepad features that they've forgotten about everything else. So "shoe horning" is an accurate description. Personally, the graphics issue doesn't bother me.
I love Stafox and super excited for it, but I don't want to play the same game for the forth time with different controls and a few extra features.
@CTs_Lieutenant
Ok, That makes your stance a little more clear. I just read so many negative comments about this game and I just can't seem to figure out why people ask for things and then find a reason to reject it when it comes.
Now to be fair, the N64 version was an entirely different experience from anything on the Super Nintendo. It was just such a huge leap that it was basically like a brand-new game. Now it was remade on the 3DS, which I am glad for because that's a really good port and the 3D is awesome. But as for this Wii U game- I thought I had read that this is not a remake. More like a reimagining. Link Between Worlds comes to mind. It's definitely going to have some similarities and some familiar places and characters, but it's not going to be the same game.
I can appreciate what you're saying about playing the same game over and over, but, it has been a really really long time since we had a new Star Fox. And unlike the 3DS version this is not just a port. I suppose it's not the absolute best outcome we could've hoped for, but it's definitely one of the better ones. I can think of quite a few directions they could have taken that would make us beg for this game.
But I am happy that there are even making this game at all, because fans have a habit of asking for things that they then don't follow through and buy, and I've got a feeling that this is going to be one of them. Keeping in mind that they're starting to think about winding down the Wii U, and trying to release some games with quicker development times to fill out the release schedule until the time of NX, it's easier to understand where they're coming from.
I look at the Vita which was suddenly and abruptly abandoned, after just two years, and has absolutely zero support coming from Sony, I can't help but feel thankful Nintendo is not doing the same thing. Granted this upcoming year maybe some smaller titles with quicker turnarounds- obviously they're not going to have time to be making any more three-year cycle games, but at least they're doing something. At least they're doing what they can with the time they have left to keep a controller in our hands playing fun games.
Options are always great. Now, if we can only get Zelda U to have the option of choosing between traditional and motion controls... That would be ideal. I love the motion controls in Skyward Sword, and don't really feel like going back to the standard controls on home console LoZ games. Can't wait to try out Star Fox Zero and determine my preference there. Bet there'll be some really awesome new levels, along with ones reminiscent of Star Fox 64.
This is old news, Nintendo stated this last year.
I think gyro probably will be the best way to play this game, but I do have some hesitation. I just started plying LoZ: WW, and gyro is usually amazing for your items. The only problem I noticed is that it is really hard to use when you get to a circular arena because you inevitably move the gamepad all over the place and then have to work on resetting it. I mostly had this happen against the second dungeon boss using the boomerang, and it was very uncomfortable/annoying.
I could see how the gamepad could be tough to use in dogfight settings in all range mode. Maybe the stick controls for turning around and the limited frame in your cockpit view make it not that big a problem? Still nice to have options.
Alrighty then,still not buying it.
My biggest concern with the Gamepad now is: will it fall off my hands or will I throw it in the air while playing Fatal Frame? This is the reason why they decided to release it worldwide: many Gamepads will be destroyed because of the scariest game ever!
BTW, crossed fingers for Starfox...
I like gyro controls but just don't like looking at the gamepad instead of the tv. I am thankful this game will have options.
Good, the game just got a lot more appealing to me.
@JaxonH - there is far too much negativity around, agreed on that. I think you're also right on Nintendo slowly winding down the Wii U. The fact that E3 only concentrated on 2015 games whereas the 3DS included 2016 titles, plus the "re-imagining" of Starfox; a brand new title would take six to twelve months extra development, are all signs pointing to this.
Though right now, nothing is getting a look in while I'm playing Splatoon and unless I get bored with it over the next five months SFZero won't get a look in either.
Now we're talking.
Now all they need to do is improve those graphics and everything will be great!
Well, that should lay plenty of people's fears to rest. Now all that remains is fixing up the graphics--which aren't nearly as bad as some make them out to be.
I really hope I can play with the Wii CCP, best controller Ninty ever made.
Yaaaaaaayyyy!!
So glad to see Nintendo do something smart every once in a while.
I'll try both, see what I like.
Yea, I already knew this from gonintendo.com, and happy you can cause I hate the motion controls.
Yay
Thank goodness
Plot Twist: The alternative to gyro controls is Kid Icarus: Uprising-esque stylus controls.
@garthvader Oh stuff it. If there's an option to turn it off, then clearly the developers INTENDED the game to be played without them as well. Stop trying to dictate how others enjoy their games.
Yay! Maybe I'll pick it up now. Motion controls are not for me.
@Artwark Don´t you understand ??? we love original challenge of star fox 64 video games are wayyyyy too easy nowdays and motion controlls are not accurate controls stick is wayyyyyyyy better and accurate.
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