Shigeru Miyamoto has given an interview with Time about the forthcoming Star Fox Zero, and has revealed that an "invincible" mode will be included for those who find the challenge a little too daunting.
While this might sound like dumbing-down, the legendary designer reveals that other modes will be included to make the challenge even more intense:
We have additional ones for people who like the game but find it too hard to get past certain levels. So for instance there'll be a way for them to get an invincible Arwing, so that they can fly through and see the levels. But at the same time, we're also preparing modes for Star Fox fans looking for an even harder challenge, such as a ship that does more damage, but which also takes more damage.
The topic of difficulty is something that Miyamoto seems particularly concerned with, in fact:
One thing that I think is a misunderstanding, is that I'm not very supportive of simply making a game easy so that people who don't play games can play the game themselves. Obviously part of the fun of taking on a challenge is that the challenge has to be a hurdle that you overcome. Simply lowering the hurdle doesn't necessarily mean that the challenge will be fun. What's fun is you mastering the skill and having that sense of accomplishment—of achieving something that's difficult.
So I think that action games like this have to have a certain level of difficulty to achieve that satisfaction. And particularly with Star Fox Zero, if you try to complete this game, I think you're going to find it to be quite challenging. But it's because of that, that we have things like Star Fox Guard and the cooperative mode in this game. What those do, is allow people who maybe can't deal with that level of challenge or difficulty to easily be a part of the gameplay and enjoy this universe.
The game's controls have been the subject of much discussion, and we've heard rumours lately that the title was very nearly delayed (again) because of a lack of confidence in the setup. However, Miyamoto seems sure that he and his team have ironed out all of the issues:
We realized that for players who were seeing it for the first time, we needed to come up with additional ways to make it easier for them to understand. So that was an area where we put in a lot of effort. For instance, since you have many different vehicles, and because the gameplay differs where each of those vehicles appear, people may have different control expectations. So we worked very hard to try to find the right balance on each of the vehicles. Those are some of the things that have changed.
Additionally we looked at how we were sharing information with the player in the form of things like icons on the screen. And we also worked on the response of each of the vehicles, because certainly you have expert players and they need the right kind of response. But then you have newer players, and if the controls are too responsive, it becomes difficult for them to play. So we spent a lot of time identifying the right balance in control responsiveness for each of the vehicles.
It's long been known that Star Fox Zero takes inspiration from Star Fox 64, and Miyamoto goes into a little more detail on where the Wii U game fits in the series canon:
Because the game is split between two screens, we feel the gameplay this time is going to feel very fresh, and thus we thought it would be a good opportunity to go back to the roots of Star Fox. The game itself is not a Star Fox '4' or '5', and it's not a new spinoff. It really is going back to the roots, and that's where the 'Zero' comes from.
For the Star Fox story, what's really important are the relationships between General Pepper and Andross and Fox and his father. I didn't want to try to tell a new story, so by keeping those relationships at the core, then going back to the Star Fox 64 story framework, we've added quite a bit of story to that and introduced the idea of these teleporters. The teleporters have an important role both from a story as well as a gameplay standpoint, and that's allowed us to strengthen the original story that existed in Star Fox 64.
And so the characters that appear will have the same names, but of course the boss battles are all new, and also the way that you attack each of the routes and approach the levels is very different. It will feel like you're playing that original style of Star Fox 64 gameplay, but in an all-new version.
Miyamoto also explains that Star Fox Zero now follows a movie-like structure, as opposed to the TV show setup he hinted at when the game was first revealed:
At the time of E3 2014, that was the direction. Afterward, going back to work on the game in Kyoto, we got a lot of feedback from Star Fox fans and fans on the staff. And what we decided to do at that point was take the game more in the direction of Star Fox 64. So it will feel more like a longer form movie, and we did that because we wanted to try to complete the game in a way that will satisfy those longtime fans.
But I still have a desire to create Star Fox in a form that's maybe better suited to the current age, where people have different competing demands for their time, where you'd be able to play maybe in shorter bursts in a more compact form. So I'll continue to look at those ideas and see what we can do with them in the future.
Star Fox Zero is out this April.
Thanks to Benson for the tip!
[source time.com]
Comments (99)
Will probably not be using it myself... right?
Hrmmmm. Seems legit.
May use it to get a feel for the controls, as I've never played a Starfox game. Then will play normal, and maybe beat it in the hardest difficulty aswell? I suck at games but I try to 100% them.
@Lizuka "Handing you the win," maybe. But depending on HOW invincible we're talking here, it could also mean "handing you hilarious glitches that no one thought to play test."
And THAT I am absolutely here for.
So kinda like Mario lands golden invincible tanooki suit? And for a second I thought the headline was gonna say it added multiplayer
Plenty of games have built in cheat codes to give yourself similar levels of power, and PC games have long allowed players to edit relatively simple configurations to make the player overpowered. Making these a visible mode rather than a hidden option is not a problem.
I think it is entirely appropriate to let the player decide how he wants to play the game. This is, after all, a game.
Miyamoto says he doesn't want to make the game easy so everyone can complete them, and that you should feel an accomplishment for completing them. But by putting this in the game, isn't all difficulty removed? It's not like Mario where you still need to deal with platforming, you can just fly right through the stage. And it's not like anyone is playing Star Fox for the plot. So why does this mode exist? Who is going to use this?
I see no issue with this. I like.
Install white Tanooki program?
Nah. It's for noobs.
Sounds like Kid Icarus: Uprising. (I need a sequel to that game.)
Edit: Oops, looks like @NintyDan commented before me.
I'm all for this. Bring on the harder dificulty. Those who what to just play for fun can and I can play the way I want. More options is better for everyone.
Incoming usage of this mode for speedruns.
That's cool. I won't be using it though... I like some challenge.
Now about online multiplayer...
I like the "invincible mode". It's good for real young players who aren't that good at games.
Variable difficulty is a good thing. And having Platinum involved means that harder modes will most certainly live up to the name.
I actually don't agree with this. Challenging games today (like Dark Souls) and challenging games 30 years ago didn't have an "invincible" option. If Nintendo wants an "easy mode", they can at least think of something better than invincibility or White Tanooki Leaf invincibility. Games are supposed to be fun and rewarding when you beat them, but now you feel like you cheated because there is no challenge. I'm sure that Star Fox Zero is easy enough for even first-timers to beat. -_-
i refer to the easiest settings in games as 'dork mode' or 'wimp mode'. i like how in wolfenstein (i think) if you chose the easiest difficulty, the pic of bj was made to look like a baby. for this, they should make an amiibo of a pussycat to unlock it. you get an audible mockery as confirmation of engaging weakling mode. also, isn't easy difficulty an oxymoron?
I don't know why games should be made that autoplay themselves. Whats the point? Are people really that incapable of any sort of difficulty? So what if a player struggles. It's the only way they'll get good.
That's good for the new player, me thinks. I personally like how Nintendo is adding some form of accessibility to their games to attract newer gamers nowadays, despite me not using most of them (the only one Accessible Mode I've been using was Helper Hare for Find Mii II and even if it's a cheat, it made the game so much more tolerable for me).
To anyone who questions why these modes need to be in the game, ask @rjejr.
I like what Miamoto was saying there. Everything really. Definitely boosts my confidence in this game and the capability of its control scheme.
Did we all need an invincible mode for Super Mario Brothers? Paaa-lease.
Someone I know was saying they can't wait to see Miyamoto demand every game have a mode that makes the game play itself, haha...This is coming pretty close I think.
I'm more interested in that deal more damage, take more damage mode though.
i like this mode. my son is one of those kids who gets mad when he can't beat a level after he has tried a million times. This is an option but you don't have to use it if you don't want to.
I honestly have no qualms with this, as long as it's optional. Sometimes casuals need help to beat their games and don't wish to practice, and it'd also be good for little kids. Seeing a more difficult risk VS reward mode however sparks delight in me.
Still though, where's our online multiplayer? Star Fox would be perfect for it and some of us don't have the luxury of playing local multiplayer. And please let it be good netcode like Mario Kart 8 is, and not bad netcode like Smash 4 is.
If Star Fox Zero had problem with development time (and it surely had, being delayed), this kind of easy mode is simpler to implement than a rewriting of AI, stats and even a new object placement. While the second would be a proper easy mode, it requires much more development time. So I can see why such a curious mode was implemented instead of a proper easy mode. I like that finally Miyamoto himself tries to describe some design choice in depth, I would really like this to be done more often as we're frequently left with just these single "ipse dixit" lines that depicts the man in a not-so-bright light that maybe is not so correct after all (see Sticker Star for example - I can see the point about the story in his Mario games but Super Mario 64, one of the last games directed only by Miyamoto, had original characters and settings!).
That last quote just screams "Next Star Fox game will be portable."
Invincible Mode eh, so if there ever was going to be a new F-Zero then your machine will never explode? Hmmm... I think I remember a certain game where you can never die / lose, I forgot was it Big Rigs: Over the Road Racing! or Superman 64? Kirby's Epic Yarn perhaps.
I'm fine with a super easy mode as long as it doesn't intrude on my normal playthrough, like 3D World and those annoying invincibility leaves.
Makes sense for easy star fox mode to be invincibility since the real challenge isn't surviving, but getting enough hits to earn medals
@Jayvir Some people have moter control problems.
I have no problem with including an invincibility mode. It definitely makes the game much more accessible for kids. If it wasn't for Game Genie, I wouldn't have gotten very far in most of the games I played as a kid. I would have quit a game like Battletoads after a couple of minutes if it weren't for the abilities Game Genie provided, including invincibility.
Huh, okay Mr. Miyamoto.
It'll be great for people who don't normally play games.
"...I still have a desire to create Star Fox in a form that's maybe better suited to the current age, where people have different competing demands for their time, where you'd be able to play maybe in shorter bursts in a more compact form."
Sounds perfect for a handheld release. 3DS still has a year or two left in it that we know of, plenty of time to make a Star Fox game with these guidelines. That being said, also a great idea for an NX launch title if it really is a hybrid handheld and home console.
Back on topic, I have no problem with an invincibility mode. I love Nintendo for having these as my 5 year old nephew loves older games like Sonic 2 and Super Mario Bros. 3, but they are really hard for him. I had to rely on cheats a lot when I was his age, so this is no different. The golden Tanooki suit from 3D World is how we played a good portion of that game together, and I remember using a gameshark on N64 with Star Fox 64 when I was younger just to mess around and get past some of the hard bits. It was the practice I had as a child with the cheats that waned my ability to handle myself once I was older to play with the challenge.
I have a feeling this game just isn't going to be that good, nor fun. :/ The controls sound way too inconvenient and troublesome to be much fun, and tbh the game looks -very- rough and bland.
I was watching some very recent direct-feed HD videos in full screen on my TV today, and if it hadn't been for the Starfox characters and Arwings, you could've told me it was some rushed, low-budget indie game from early last gen, and I wouldn't have batted an eye. Seriously. And the game's finished. I'm worried. :s
sigh...I already feel like this game has SOOO much lost potential in terms of controls, story line, art direction...everything. But I withhold any and all judgement until I can at least see a review for it, if not play it myself.
I love how people are complaining about the game playing itself being too easy, no reward for beating it when in the same article it mentions there are also more difficult then the standard modes.
Don't use the easy mode if you don't like it and play the more difficult mode. How is that so hard to figure out?
This "invincible mode" sounds like it might be very similar to Yoshi's Wooly World's "Mellow Mode." Besides introducing people to Star Fox's gameplay, that sounds great for times when you're just looking to shoot stuff and chill.
I wonder, though, if the multiplayer aspect of the game will be limited to the co-op Arwing controls (which sounds like a rather tacked-on system). Even strictly local multiplayer without GamePad functionality would be nice, and it's highly doubtful that such a mode would detract from the innovations or atmosphere Miyamoto is trying to convey through the 1P mode. Unfortunately, it sounds as if this game is heading in the direction of Splatoon's feature philosophy: excellent gameplay but very few ways of playing it.
For a second there I read the title as Imbecile mode for new players.
@Lizuka Well, let me give you an example; my mother just recently started getting into games.
She started with Assassin's Creed 3 and 4 because she was greatly amused by me popping out of bushes and dragging people back into them.
She loves sneaking around and hunting animals in 3, but she hates combat.
The invincible mode would be ideal for her, because it would allow her to get used to the type of action-packed combat that Star Fox has without fear of dying constantly like she did to bears and wolves in AC3, or other ships in 4.
And once she's used to it, maybe she'll go back and try it without easy mode.
The point is to let her enjoy it first, then challenge herself later.
Even if that means going God-mode.
@Ralizah To be fair, those didn't intrude, either.
Just don't touch the leaves.
It's funny how a gamer might pay 60-80$ (depending on their region) to play a game, but there are always those who bemoan an 'easy' mode or a casual mode.
So they made this game accessible for all gamers with 3 difficulty settings so that's bad?
Looking at videos of how the game controls, maybe it's a really good idea to include a few difficulty settings. I mean, it sucks dying in a game when it's an easy enemy but the controls suck.
I like easy modes, because I don't have alot of gamer friends. It's nice to just mess around with those non gamers sometimes without having to deal with the frustration of overly aggressive AI.
Hotline Miami. Fun game, stupidly hard. Anyone who can beat that game in a single life gets huge props from me. But it took me 3 months to beat, simply due to how fast you die.
I can't imagine SFZ being that hard, but Bayo 2 definitely had some intense moments and the W101 inspired gestures they shoehorned into one of the Bayo 1 battles had me rage quitting more than once.
Awkward, frustrating or broken controls can make anyone wishing for an easier difficulty during such prolonged periods of learning and adjusting.
@smashbrolink They do intrude. They're a constant little temptation that I don't like being present.
There's nothing wrong with an optional easy mm ode, but I see no fun in playing an invincible mode.
As someone who grew up in the 8/16-bit era, I had my fill of masochistically difficult games back in the day. I've no problem with a sliding scale challenge.
I found Alien Isolation very frustrating so knocked it down to Very Easy and really enjoyed admiring the beauty of the environments and the atmosphere.
You know what's really odd? I know a few people that absolutely cannot stand actually expending effort to develop skill in a game (or give up the minute things get even a little difficult), but when I tell them a game has a feature like this, they say things like "well that's lame. Then what's the point?". It seems people are never satisfied unless a game matches EXACTLY their level of skill, regardless of how impossible it is for that to happen 99% of the time. It really bothers me sometimes how little some people care about improving themselves, even if it's just for a game... :/
I could be wrong (translations are a funny thing) but the way Miyamoto suggests that the invincible Arwing will let you 'see the level' makes me wonder if it's more like the Super Guide from Donkey Kong Country Returns/Tropical Freeze, as in you see the whole level so you know what's coming and can plan your attack, but completing it with the invincible Arwing doesn't actually serve you a win.
I'd much prefer it to be this way, and given his comments about not wanting to just make things too easy I think it's likely that this is what was intended.
Sure, why not?
I won't use that mode but I don't have a problem with it being a thing. It would be a good way to introduce someone new to gaming and get them familiar with the controls and mechanics.
@BlueNitrous My 3-yr-old will use this
@AshFoxX
"...I still have a desire to create Star Fox in a form that's maybe better suited to the current age, where people have different competing demands for their time, where you'd be able to play maybe in shorter bursts in a more compact form."
Sounds perfect for a handheld release. 3DS still has a year or two left in it that we know of, plenty of time to make a Star Fox game with these guidelines. That being said, also a great idea for an NX launch title if it really is a hybrid handheld and home console."
Umm, I think he's talking about mobile...
I guess it will be similar to Mario games, fail five times on a level and you get invincible mode.
I don't like this method of cheat. I would rather seen an easy, normal and hard mode.
I think I'll post this here because it explains how I feel about the new Star Fox game rather well:
http://www.inceptional.com/2016/03/12/now-this-is-how-you-do-a-modern-remakeremaster-of-a-classic-game/
Along with the example in the link below, which I think shows where I expect a new Star Fox game to be in terms of presentation and graphics also, as well as being on the cutting-edge technologically (stereoscopic 3D in VR in this case):
https://www.youtube.com/watch?v=amtBUkmHS0w&list=PLgzzAlT_CcFfyTE2R8dnHKns8-9IUzzO2&index=12
The original Star Fox on SNES was mind blowing and cutting edge in terms of presentation and graphics, relative to its time, and absolutely epic in how it made the player feel when going through the game. For its time, it was kinda like Nintendo has created its equivalent of Star Wars, and it actually felt that special as a space shooter on the consoles of the day; way ahead of anything else we'd seen in the genre. It felt like a genuinely defining event; when the SNES went full 3D on us:
http://www.meanmachinesmag.co.uk/pdf/starfoxsnes.pdf
Do you even imagine for a second the new Star Fox is going to sniff reviews that come close to the one in the link above? I mean just read the comments the reviewers made at the time, and look at how it scored in every single category.
Star Fox Zero appears to fall short for me, in multiple ways, from the overall presentation and graphics, to the control setup and presumably the gameplay as a direct result of the slightly gimmicky and clunky controls.
People can keep saying the motion controls are not difficult or broken; I'm not buying it. It's not enough for controls to simply work technically imo, 99.999% of games manage that feat, but they also have to feel great too. And, if they're going to change things up from previous games, it has to be a step forward, making things easier, more intuitive, and more fun, rather than the other way around. You're simply not going to convince me that's the case with the controls on Star Fox Zero—I can see and tell very clearly how they wok.
On the Tank these controls actually make some sense, which still doesn't mean they do or don't work better than in previous games, but at least they make some kind of sense. On the Arwing they simply do not, and nothing I've seen has convinced me it's going to be more fun using this dual screen setup for flying through levels and aiming/shooting at enemies than a more standard (and correct in the case of the Arwing design) point the ship where you want to shoot control scheme. There's actually a reason most games do it a certain way in this case.
Getting used to and overcoming clunky, unintuitive controls is not the same thing as well designed, intuitive controls. And I've played enough games on Wii, DS/3DS, and Wii U to know when a gimmick is just a gimmick (even if it's not terrible and might even be some fun sporadically) and when it's actually improvement on what came before it.
PS. You do have to switch between the two views to properly attack certain enemies, as well as at times on the all range mode, and at times on the boss battles, from everything I've seen and read. So it cannot be ignored and it cannot be avoided—and, more importantly, anyone who loved the original Star Fox games and simply wanted to be able to play a modern version of those classics basically cannot, because they're stuck playing a facsimile of Star Fox with weird, forced dual-screen motion controls that are shoved in there at multiple points. Dual-screen motion controls they categorically cannot turn off.
Well that sounds interesting always in for a challenge!
Whould be nice to have a mp option as well.
Too bad they forgot to include modes for experienced players in games like Skyward Sword and Dream Team. Those games are all tutorial, all hand holding, all the time. Experienced players are not welcome in those games.
I guess it makes sense though. Nintendo's ruining Star Fox a different way: unwanted, unneeded, clunky motion controls. For all the flak Nintendo gets for not doing new things in other franchises, I wish they'd stop trying to do new things in Star Fox so we can get a good game instead of slop like Command and Zero.
@Kirk Well said. I wish I could give you more than one like.
@Kirk About the part you said you've played enough games on Wii U to know when a gimmick is a gimmick and if it's an improvement on what came before.
What do you make of Splatoon's motion controls, do you reckon they're an improvement on what came before? I loved the pointer controls of Metroid Prime 3 and definitly felt they were an improvement over dual analogue but then I played Splatoon and after some initial struggle, they clicked and I feel they've improved on the pointer controls of MP3. The combination of dual analogue and motion feels so natural I'm not sure I can ever go back. Maybe it will be the same with Starfox.you just need to play it and get past the initial struggle then it'll click. If they're as clunky and unintuitive as your predicting them to be, I'm sure Nintendo wouldn't release it. Personally, I'm looking forward to the challenge of learning a new way to play.
@Kirk If you've actually tried it out fair enough, if not you sound a bit ridiculous
isn't this likely to just be the 'P Wing' of Star Fox. Does not in any way detract from the main game as it is something that most wont use. If it is a P-WING it will have the same effect in mario of shaming you into life of solitude when the game (after your 10 death on the same section) politely asks you if you would like to use it for your next try, being all lovely and patronising
Considering what they did with the controls, I may just use invincibility mode until I get the hang of it.
None of us, as far as I am aware, has even tried this game yet, and a LOT of people are already slating it.
Why not wait until the game releases, read some reviews, check out some actual gameplay by PLAYERS on YouTube, and then try and make an INFORMED decision.
Some people call themselves Nintendo Nuts, or fans, but are the quickest to slate anything new that Nintendo is trying. You can bet anything you like, both Sony and Microsoft will be looking at this game, both in terms of controls, and the dual screen layout. They get their ideas from Nintendo, the head of Sony said so himself, quite a few months ago.
Also, for the people on here asking for info on online multi-player, you should look back at a few videos that were posted on this very site a short while ago. Miyamoto stated, there is no online multi-player in this game.
I'm ok with this. It helps younger players and those that want to get used to the controls.
@JaxonH I was hoping to beat you in here for this one, but I knew if I scrolled down long enough I'd see your name, and mine next to it.
See, if you complain long enough and loud enough, people do listen. (That was going to be my comment either way.)
Now I might have to look into getting this one, though this game really isn't my thing, I like to keep my feet on the ground. I'll probably rent it though next time I re-sub to Gamefly. Redbox still seems opposed to Wii U games. Wii games yes, Wii U games no.
I don't understand why people get so annoying by things like this existing, its not like its taking anything away, so you can just play the game pretending it never existed
The internet and social media backlash towards this announcement is growing ever bigger.
Even Eurogamer reported on the internet and social media backlash in their story on this today.
I suspect Nintendo will have to respond to control the outrage soon.
I wonder if the backlash will be strong enough to force Nintendo to delay the game further to remove said feature or cancel the game outright.
@Xenocity WHY? It's an option of difficulty. It's not necessary. My god the Internet is full of complete morons. Just don't select it. Nintendo can ignore this, as they only need to respond to intelligent thoughts.
The more difficulty levels, the better. Won't need the invincibility mode unless I'm wanting to do a fun run or a blindfolded run. But a harder difficulty mode sounds great too.
I'm not hating on easy modes, but is there a reason to include a mode that makes you completely invincible? Doesn't seem very fun even if you are new to the game. I hope they realize their mistake and make a more legitimate easy mode(less enemies or less damage taken than normal mode an idea?)
@LegendOfPokemon There's also a harder mode to play. Something for everyone. AKA, it's a good thing. There is no law saying you must play every difficulty level.
@XCWarrior
Because gamers and fans both are used to being catered to exclusively.
They don't want to share with the mainstream/"casual"/kids/females....
The outrage is growing stronger and it's quite possible it will spill over into the mainstream media by Wednesday.
Literally all the main gaming sites and forums are seeing their users enraged over this.
I can't wait to hear Nintendo's PR statement.
I might buy the game now due to the outrage.
@Xenocity What are you talking about?This is a really pathetic attitude and people need to get a grip if this is upsetting them in any way
Good idea for new comers n for experience players cuz Star Fox is always about that replayability.
@XCWarrior Yeah, but invincibility shouldn't be Nintendo's go-to "easy mode".
@OorWullie I liked the idea of Splatoon's motion controls until I played the game. But, it's not the use of motion controls in that game that I have an issue with; it's the specific way the aim cursor works. I do not like it. And the real frustrating thing for me is that it works the same whether you're playing with motion controls or not. Other than that the controls are actually fine.
Wiimote pointer controls are a different thing, because in and of itself the Wiimote pointer actually offers a much more precise and instant aiming method than dual analogue sticks, as experienced personally in all the arcade gun games on Wii as well as Quake Wii homebrew (my personal top implementation of fps controls on Wii), but it comes down to how it's implemented ultimately. I like the pointer on Wii. For the most part I don't like the implementation of the motion controls in most Wii games—and that trend seems to be continuing on Wii U.
But the real issue with Star Fox Zero for me isn't the motion controls to aim; it's the dual screen method that allows you to aim independently of moving (the combination of tracking two screens and using motion controls). I don't think having to look between two screens during a hectic space shooter is a great idea on the face of it, and nothing I've seen of this game has convinced me otherwise. And, while it may actually make some level of sense to have such a control method for the Landmaster (seeing as tanks can usually aim/shoot independently of their moving direction), it just doesn't on the Arwing. The very design of Arwing ship itself says as much; it visibly has only forward firing guns on the actual ship model. So not only am I convinced it's going to feel slightly more clunky and complicated that it needed to be, but it's just stupid imo.
@Vegaphil I often sound ridiculous to some people, until I'm shown to be right.
@Kirk Hmm, I bet that happens a lot
@Vegaphil It happens all the time.
@Vegaphil
The backlash is being driven by folks who see this as "casualizing" Star Fox Zero and deluding the game down.
They see Star Fox Zero as being made for "casuals"/kids/women and not for gamers and the like.
The backlash is really something big and will only get bigger as more gamers and like find out about it.
Ironically this is all over game with bright colors and talking animals, which the series already had a negative stigma over.
This too is being picked up by press outlets, with Eurogamer being the first ones to press.
I mean this happens every time a game is announced with Super Guide. There was also a big deal when Fire Emblem Awakening and Fates stated they had casual and phoenix modes alongside the lower difficulty options.
You'd think people would be more upset at Microsoft announcing the merging of Xbox One/Xbox brand with Windows 10 going forward and having it being their GDC presentation this week (Xbox will no longer be the focus after this year).
So basically, it's a remake of Star Fox 64. That's what a lot of fans probably want anyways, especially compared to going with a game like Adventures... Star Fox doesn't really have a deep narrative anyways, and Miyamoto is no linguist or writer, so this may not be such a bad idea. The real question will be how well it's executed and fleshed out.
As for Invincibility mode, I think it would have made more sense to, like mentioned in above comments, simply make the enemies more or less aggressive and numerous with differing difficulty levels, while keeping the same shield capacity/power ups/firepower of self, allies, and enemies. Arbitrarily buffing shield capacity and firepower is just artificially altering the difficulty of the game; changing that alone does not present a genuine difficulty spectrum.
If you want greater difficulty, you should have smarter and more well coordinated AI, not changed metrics. If you want lesser difficulty, you should have dumber and more disorganized AI. That's all there is to it.
It can make the game more accessible, especially to disabled gamers.
@Ralizah That's not intruding, because it's not affecting you when you play in another mode.
You're letting it weigh on your mind on purpose just to have something to complain about.
Even if that's not how it is, that's how it seems.
But in either case, steel your will and enjoy the game in your chosen mode.
Once you get into the action, you won't be giving easy mode a second thought, if you truly value challenge.
@Kirk Well you won't need to worry then.
The developers already stated in a previous report that they've readjusted the way the dual screens work; you no longer have to keep the game pad held up to see both screens at once.
You can just use the gyroscopic aiming at the same time while keeping the pad in your lap.
And since there's an aiming sight and you can track where your shots are going without needing to worry about something like accuracy percentage, there shouldn't be a need to look down at the pad if you're really that against doing so.
Nothing could be easier than that outside of degrading the controls down to sticks-only, which would, if what they've said is true, make certain sections of the game stupidly difficult, if not impossible, to beat due to not being able to fly and shoot in different directions quicker than you could with just twin sticks.
I can personally think of several corridor sections where this could come into play.
Imagine approaching a spinning laser grid with a section that will obviously fall if you hit a button enough times, but the button is in the upper left corner of the wall while the section that will drop is the bottom-right section, and your speed is higher than usual, to the point where braking won't help much if at all.
Being able to shoot that upper left corner while remaining in front of the bottom right section that is about to drop would be crucial at that point.
If you don't like what's being presented, that's fine.
But let's not pretend that it's a disadvantage to be able to shoot and fly in independent directions.
@smashbrolink Well, let's see if it's as simple and intuitive as you think it is in the final version. Let's see if you basically never have to look at the Gamepad to play the game.
I ain't convinced.
Also, I still think it just looks stupid to have the Arwing firing in basically any direction while flying in basically any other direction. The concept doesn't bug me on the Landmaster, because it's a tank and it makes sense there, but it does on the Arwing, which simply does not have multi-directional, independently aiming guns on it:
If Nintendo really wanted to add this feature it could have at least taken the five minutes required to add a multi-directional cannon model to the front of the ship or something.
It's all just so clunky, silly, and lazy—and it absolutely shows that this wasn't initially intended to be in a Star Fox game but the mechanic was forced into a Star Fox game just because.
@mjc0961 They've already released a statement that they've improved the controls so that you no longer need to be looking at the game pad to use the gyroscopic controls.
Your point is moot.
@Shiryu Although, Star Fox snes did have that 2-3 hit invincibility item. I'll be taking it depending on how that item is proposed-- Anything like that white Tanooki suit in 3D World is cheap cheating to my warrior's ego haha..
@Kirk I wasn't convinced with half-motion controls either, until Splatoon showed me how great the disadvantage was compared to twin-stick aiming.
If Star Fox can improve upon that, I'll be all for it.
Also, as for it not making sense on the Arwing, imagine this;
In the original version of Star Fox on the 64, the lasers were fixed frontally.
Just straight stick barrels leading back into the innards of the machine.
In this one, the stick barrels are placed on a swivel ball.
Think the gunnery seats on the Millennium Falcon which were huge spheres with a couple of laser barrels sticking out of them that could rotate in any direction, only micro-sized and without pilots.
That's the new lasers on the Arwings; barrels on balls.
Barrels on balls everywhere.
.....
God I hope no one turns that into a quote/meme...
Failing that, just imagine that the lasers have special properties that allow the normal shots to now have a limited form of homing to them, much like the charged shot does, only player controlled.
I really, really REALLY hope they used the full power of the gamepad's gyro, like Samus's gunship in NintendoLand. Motion+ level, like splatoon(requiring a reset button) is not acceptable to me.
I can understand people who don't want to hold the gp in the air, just having it laying comfortably on their lap (Needing a reset button), but then what was the point of the gamepad's advance gyroscopic sensors?? sigh
@smashbrolink But they aren't placed on a swivel ball. There's clearly only two forward facing cannons and a homing missile launcher on the front-bottom. And if Nintendo is going to force in gimmicky mechanics like this then the very least it could do is tweak the ship's 3D model to show such a new feature.
I mean, I don't think I'm asking too much of Nintendo to at least not totally half-*ss every element of this game.
And I really don't think the solution to lazy design is for me to just create imaginary versions of how it could work in the places Nintendo hasn't bothered to put in any design time or effort to even show a basic thing like a swivel/ball gun attachment on the latest version of the ship. Pretending they're all magic homing-lasers ain't the solution here imo. I might as well pretend the presentation and graphics are cutting-edge while I'm at it.
@Kirk I think demanding that much realism in a game about flying space foxes and giant monkey brains that can somehow survive in the vacuum of space is a bit silly to begin with.XD
In either case, even if it looks half-assed by design, it's the effectiveness of implementation that counts.
We'll just have to wait and see, as you alluded earlier.
But if they get it to the point where it's a more refined take on Splatoons motion aiming, I think it'll be fine.
Sadly, though, even if it turns out fine, I get the feeling that this is going to be another case of Skyward Sword Syndrome; people are going to claim the controls suck when they actually don't, and that's going to be the rhetoric that the dude-bros and haters spread like wild-fire just after release when they can't get used to them.
Which will be ironic, considering this game isn't nearly as precision-demanding as Skyward Sword's sword controls were.
@smashbrolink That's really not some excessive demand of realism. It's simply getting some of the basic design stuff to be congruent with the rest of the game. I think that's the least we should expect here. And you shouldn't be trying to switch the onus the other way around. It's not my job to pretend Nintendo isn't being lazy and half-*ssed. It's Nintendo's job to give these games the time and effort they deserve. I'm just calling Nintendo out when I see it's clearly not even bothering—or at least not anywhere near as much as I think it should. Star Fox is supposed to be one of Nintendo AAA flagship franchises. This game would and will convince a lot of people otherwise as far as I'm concerned.
@Smokingspoon Yes, just like when I was young, I like to earn my victories not taking the easy route.
@Kirk Fair enough, but again; effectiveness > design, IMO.
We'll just have to wait and see.
@Kirk Kind of reminds me of how Dinosaur Planet wasn't originally supposed to be in a Star Fox game...
But yeah, the multiscreen Arwing controls make no sense, it's not even how the actual pilots aim, see, and fire. They're clearly meant to fire close to the center of where the nose is pointing while moving at rapidly adjustable velocity, since they're agile dogfighting aircraft with front and side facing shielded windows. (1 screen aiming) Whereas a tank would have 180 degree vertical and 360 degree horizontal movement from the top turret mount, with limited eye vision but scope aided optics. (2 screen aiming) Total agreement with you there.
I think Miyamoto just doesn't know what he's doing with Star Fox anymore. He's so determined to make it work one way that he won't accept that maybe the way the characters themselves would see and design the controls might be better than anything he himself could design. He doesn't know how to let his characters do the designing for him.
@LegendOfPokemon OK, but do you know if it is the only easy mode? For all you know, they have invincible, easy, medium, hard, extreme, and "I'm going to make you cry" difficulty modes.
This is simply one of the settings. It's there, don't use it if you don't want to. I am looking forward to letting my 3 year old play in invincibility mode. Because, guess what? He's not going to be able to play Star Fox otherwise, and I would like him to be exposed to Nintendo games instead of mobile stuff.
@Xenocity LOL, or the small minority of idiots voices died out and no one cares by Tuesday. Thank goodness.
But buy the game anwyay, because it looks fun, and I still hope it's going to be somewhere near as good as SF64.
@XCWarrior Yeah, you do have good points. Hopefully Nintendo reveals other difficulty modes in the future. 😄
By the way, this is kinda the look I'd like to see used for a new Star Fox game:
https://www.youtube.com/watch?v=Qwim52Xui0c
It's in-keeping with the original game's flat-shaded polygons but still looks totally gorgeous by modern day standards.
Imagine if you could play the Landmaster missions like that.
@XCWarrior Exactly. Let's all look at the quote again.
"We have additional ones for people who like the game but find it too hard to get past certain levels. So for instance there'll be a way for them to get an invincible Arwing, so that they can fly through and see the levels."
The invincible Arwing is an example, stated just after exclaiming additional "ones" (plural), much like how it was stated multiple modes (plural) for challenges.
@DAMO Did the "invincibility mode" that everyone freaked out about get cut from this game, or am I just too dumb to figure out how to use it? I was curious to see how it worked, but I can't seem to find it in the game.
@-DEMISE- Fail a mission a few times and you'll get it.
Ah. I wondered if that was how it worked, but I haven't taken the time to actually try it.
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