
It's been the best part of a decade since we last received an original title in the Star Fox series, a time only briefly broken up by the release of the admittedly excellent Star Fox 64 3D. It feels like this entry could be make or break for these anthropomorphic adventures in space, so can Star Fox Zero meet the lofty expectations governed by its predecessors?
First and foremost, let's talk controls as they seem to be the biggest hurdle a lot of people are afraid of clearing. You pilot your vehicle with the physical controls and move your aiming reticule by moving the GamePad in a similar manner to Splatoon. You can set it so that these motion controls are only active when you're firing your weapon if keeping track of where it is sounds too much like hard work, but in all honesty we got the controls down in the space of about thirty minutes. We certainly wouldn't call ourselves experts and on occasion we still find ourselves not shooting exactly where we want to, but any new control scheme takes time to adapt to. The nub of the matter is that the controls aren't bad, just different, while features such as '3D sound' - utilising the controllers speakers - are undoubtedly fun.
Having the freedom to be able to shoot far outside of what is visible on the screen, using these motion controls, is well worth the extra time spent becoming accustomed to their stylings. This screen-bound limitation becomes very apparent in co-op, wherein one player shoots using the motion controls and the other flies with a second controller. The second player can still shoot using a standard laser that cannot be upgraded, and the feel when taking this role is extremely reminiscent of older games in the series, but suddenly being stripped of the freedom the GamePad provides with its motion-sensitive instruments really brings home just how much more is possible with this new control scheme.
Speaking of different controls, there are three different vehicles, each with two modes that you can use in the main game, namely the Arwing and its Walker mode, the Gyrowing and its Direct-i robot, and the Landmaster and its Gravmaster. A vast majority of missions will seat you in the cockpit of the Arwing, but the other vehicles do offer a nice amount of variety and different ways to play, far more so than previous titles. The Walker is especially enjoyable as you're able to transform any time, landing on giant missles, enemy vessels, and a plethora of other surfaces largely without limitation, even if it's wonderfully impractical.
Even when missions are Arwing-centric, there's a very welcome spectrum of variety to be seen. Some missions take place almost exclusively in All-Range Mode, some are more traditional, some require you to infiltrate enemy vessels Star Fox 2-style; the list goes on. The lessons from previous Star Fox games have clearly been learned and various elements that perhaps didn't work as well have been appropriately left out, resulting in an orgy of the very cream of the series' mechanics.
It's also unsurprisingly the prettiest Star Fox game to date; surfaces are gloriously shiny, explosions are bountiful, everything runs at 1080p and has a mostly stable 60fps of performance. We did notice some slowdown in certain areas, usually when a lot of enemies are destroyed simultaneously by an explosion close to the screen, but it's not clear if this is the hardware struggling or a design choice, but we suspect the former given that it's having to pump out two separate screens simultaneously. There's also no sign of anti-aliasing in true Nintendo style, but given the speed of the action and the intensity of the combat this is overlooked very quickly.
That's another thing we should talk about as well, the game's difficulty - we wonder whether PlatinumGames has had a hand in some of the tougher moments. Whilst nearly a year of Splatoon may have prepared us more than most, it's still not a title most people will breeze through without much thought. It's certainly not cruel and the omission of wing damage does make this easier than some previous efforts. Thankfully for those with more of a thirst for the unthinkably cruel, there are five medals hidden within each mission, many of which require the appropriately obtuse objectives for which the series has become famous. Finding all of these is far more difficult than the Green Stars in Super Mario 3D World, for example, and you can spend countless runs on a single level unable to find one elusive medal. Combining this with the high-score element that has rung true throughout Star Fox since the beginning, the Retro Arwing and the Black Arwing, and you've got a whole host of ways to bring up the difficulty if you so desire.
amiibo functionality should be enough to please both sides of the toy-to-life argument; Fox unlocks the retro Arwing from the SNES original, complete with unique features such as a lack of lock-on for any difficulty junkies, and Falco unlocks the Black Arwing, a glass cannon in the Star Fox universe that deals more damage, can lock onto two enemies at once, but only has a third of the shield strength. Both add to the appeal for skilful players.
In short Star Fox Zero appears to be the Star Fox game we've all been wanting since Star Fox 64, and whilst it's guilty of re-treading old ground that's one of the charms of it. Hearing Falco exclaim his preference for aviation brings us right back to sitting in front of our CRTs in the late nineties, but the polish and genuinely clever ideas help finally drag the series kicking and screaming into the HD era. Star Fox fans: follow your instincts and have some faith in this one.
Comments 65
Super Excited!
OMG, i need this game!
This great and all but I need to know. Does Falco still reminds you that he's on your side while believing you're a scientist?
Because if not, the game is unplayable.
No matter how many barrel rolls you're gonna offer me, if you don't compare me to Mister Relativity, it's a no buy.
Got my preorder down, very excited for this one
@WireWare Are you joking?
That title is perfect.
Can't wait for the release!
I'll gladly take this one. I've really been looking forward to this game for quite some time. I still remember first seeing that Nintendo Power promo VHS for Star Fox 64...and the rumble pack..
"In short Star Fox Zero appears to be the Star Fox game we've all been wanting since Star Fox 64"
Reading that makes me a very happy man!
Why put in the five hidden medal mechanic? It's already tough enough to earn the hit count medals in each level (especially in Star Fox 64's Expert Mode), and the hit count challenges appeal to both completionists and casual players alike. Why shoehorn in a fetch quest mechanic that will prove more annoying than engaging?
The same sort of mentality took Yoshi's Woolly World from a fun, relaxing game to an annoying, repetitive game where you play the same level three or four times all the way through to find one hidden gem or one hidden flower that was not along the natural game path. We need less artificial difficulty and more challenges that fit into the natural flow of the game.
Looks like Star Fox has gone from Zero to Hero!
It's good to know that the game may end up living up to the series after all. I've never been big on Star Fox, so I'll probably wait until my backlog is a little lighter before I buy it.
Old ground, oh dear.
Preordering now. Thanks for the video guys. It looks awesome! The only thing that gets me is the annoyingly dark recording of Star Fox 64, but I suppose this can't be helped as emulators in general seem to render its games much darker.
This further cements my disgust for Star Fox games. I have zero interest in this series. Good luck to the people who find this sort of gaming appealing.
@DarthNocturnal
For one-player I don't think the Pro Controller is an option. You'd still need the Gamepad to target enemies directly on your 3 and 9 o'clock (and possibly directly behind you, on your 6).
In two-player, one person's got the Gamepad, so piloting a vehicle is practical with just the Pro controller.
@copeland4 personally I really enjoyed replaying the levels in Yoshi's Woolly World, looking for the secrets at my own pace. No time limit woo hoo! So much so that I beat the game 100%
This confirms everything I want in the game except multiplayer dog fights but I don't play much multiplayer anymore, and what it does have is the ability to play 2 player for my boys so not a big loss. Can't wait to get this game!
@DarthNocturnal
True, it's been reported several times that gyro can be switched off. All that means is you can probably use the right analog to move your aiming reticule to target enemies you can't see on the TV (on the Gamepad)
Theoretically speaking, I can't imagine how aiming at enemies not visible on the TV would be practical if a single player exclusively uses a Pro controller. You couldn't see what you're firing at.
@Sticker Of course I'm joking. Don't worry, I'm not so petty.
@Turbo857 I think they said Gyro could be turned off last year... but I believe in the most recent preview event a month ago, it was stated that it can not be turned off after all.
“Motion controls cannot be entirely disabled in Star Fox Zero, although players will have some options to choose how they are implemented.”
“The game was designed to be played with motion controls, and it would be incredibly difficult to complete certain areas of the game without the independent aiming and flight that they offer.”
@MJKOP That's awesome that you 100%'ed YWW! It's definitely a fun, relaxing game, and your inner completionist has way more intestinal fortitude than ours does!
"The controls aren't bad, just different"
I bet Nintendo's kicking themselves for not using that as the Wii U slogan.
Wow this actually cleared away some of my reservation about the game. I think I'll invest and try it! Can anyone confirm if a pro controller is required for the co-op pilot/gunner mode?
@Yorumi In a way, Expert Mode is slightly easier due to the increased enemy count, but it's also more challenging due to increased damage, increased wing fragility, and less power-ups. "Oh, so you've upgraded to the double blue Hyper lasers? Wouldn't it be a shame if you ran through this environmental hazard and lost your wings in one hit?"
@Alex_Olney, I'm a bit confused by the wording of the article: are you saying that the game's standard play is or isn't difficult?
Only star Fox game I've played so far is 64 on the 3ds, I'll probably get the Original 64 on Wii U soon as it's still on a sale and I could get some gold coins at the same time! I decently picked up assault as it was getting rather expensive but I want to play adventures first as it introduces crystal! Luckily that one isn't as expensive in the slightest! I'm looking forward to star fox zero loads though if it's anything like 64 it should be grand!
Never underestimate Nintendo even once. They still have Miyamoto-San!
Wish I got the Wii U.....missing out on a lot of great games.
@Shadowkiller97
Hmm, very interesting. To be honest, if gyro can be turned off, in favor of like a right analog camera control (for Gamepad), I can see that being very disorienting for players. So, it's understandable why Ninty would want gyro controls to remain by default.
But I've always been a motion control advocate anyway so... if gyro can't be turned off, all the better for me.
@invictus4000
On Nintendo's site for Star Fox Zero, Wii remote and Nunchuck is an additional optional controller for Star Fox's co-op mode.
I admit defeat......
IF THIS DOES NOT WORK!!!!
@Dakt You forgot to tell us your opinion on Alex's appearance if it's cute or not
I'm a bit adamant about the aiming, but aside from that this looks like the SF64 sequel I've been wanting. Also about the aiming, it IS pretty awesome seeing the Arwing swoop in and start sweeping the ground with its lasers.
I'm just not accepting it: The controls are bad (all things being equal); you've just gotten used to them (mostly). To me, those are not the same thing (good controls and just getting used to whatever controls).
I believe it's possible to get used to basically any controls, but if that was how we measured good or bad controls then there would be no such thing as bad controls, because, as I've said, I believe you can get used to just about any controls ultimately.
I do not think these controls are technically broken, but I think these are bad controls by design. I think the specific way the dual screen control/aiming/shooting works (which isn't exactly like Splatoon because you don't have to look at the other screen half the time to play Splatoon properly) is just a clunky and convoluted design solution, which "fixes" a "problem" that didn't actually exist.
And this roughly sums up exactly how I feel about the rest of the game:
http://www.inceptional.com/2016/03/12/now-this-is-how-you-do-a-modern-remakeremaster-of-a-classic-game/
I want a Star Fox game that's up to par with stuff like this:
https://youtu.be/8TmMIGOevis
https://youtu.be/rcN_Rl4dINs
Stick those two games together, add in high quality rendered versions of the Star Fox characters with animation and voice acting on par with the Ratchet & Clank stuff seen in the link above, and that's the Star Fox game I want and expect in 2016.
I am not letting Nintendo off the hook here. Consumers/gamers deserve more as far as I'm concerned, especially from a new Star Fox game in 2016—it's far behind the kind of stuff that even smaller almost indie devs are putting out on other platforms—and I'm going to make a point of pointing this out any chance I get.
This is not the new Star Fox game I'VE been waiting for, since the SNES days.
@Yorumi It sounds like "A damned if ya do and damned if ya don't" situation on my take.
@zool And THAT's the only thing you gleaned from a pretty extensive and decidedly positive preview? You might wanna try filling up that half empty glass of yours...
Starfox never needed to be anything else other than a Starfox game. Once they tried cramming too much crap into the games it got all messy. StarFox adventures would be fine under it's original name.
@Kirk Yep, these controls seem counterintuitive....
Also, cool features perhaps on the disc, but locked behind a plastic figure, its not really looking to be the update to the series I've waited for either.
@Kirk I agree with your point, but most of these previews also state that then new control makes things interesting such that it is worth it to get the hang of them. From the sounds of it, people aren't as annoyed with coming to grips with the controls like they were with TW101 or Kid Icarus.
That aside, I am most looking forward to the co-op mode. I love the idea of having a separate pilot and a separate gunner. Makes the whole Poe/Finn and Rey/Finn scenes in the new Star Wars movie a reality
@Yorumi
I did enjoy Assault (it was good) but I think the Gamecube controller's C-stick might've made dual analog control feel... less than ideal. Also, the on-foot mission segments felt a bit like filler, imo, and didn't feel as thrilling as piloting a Landmaster or Arwing (eventhough jumping between those vehicles on foot was pretty cool).
The walker in Zero looks pretty cool and I'm eager to give the game a shot. My advice is to give the game an honest shot before you judging too harshly. I think we gotta gem on our hands.
I don't think I've ever been excited for a Star Fox game until now. I always bought and played them because they were part of the "Nintendo Canon" but I usually was bored out of my mind (adventures doesn't count in my book since it wasn't supposed to be starfox). Yet I'm getting more and more enthused the more videos I watch.
Imagine if everyone is used to eating with a knife and a fork....
Then Nintendo comes along and says "we have this great new way to eat... Not granted it's not as simple as a knife and fork, and you have to use 5 utensils instead of 3, but trust us you'll love it!"
I'm looking t forward to this game, but I wish they would stop trying to innovate... It's just sucks when they do.
Edit: control innovation is mostly a bad idea... Gameplay innovation is good!
@TheRealThanos and you 'gleaned' what.
.......and the glass is half full.
@zool I gleaned nothing, or at least not to point out the single thing that doesn't sit well with you. Almost every game has that one thing that you can say "but that part is a shame" about, since most of them aren't perfect.
So we can definitely skip focusing on a single fault. Instead, I like to look at the good parts and I like constructive criticism, not just being negative for the sake of it.
Don't get me wrong: I'm definitely not glorifying this game (yet), I will have to try it for myself before I judge it. One sentence in a preview definitely isn't going to make me wary or make me decide either way.
Idk about the star fox game WE wanted. Most people wanted a game like star fox 64 not a glorified retread. Assault had a lot of good ideas but bad execution I would have liked to see them expand on it. That said the game looks decent, honestly personal preference aside it's kind of an ugly game on a technical level Nintendo has done much better than this, and I'm probably gonna pick it up on sale as $60 is a little steep for yet another score attack game. I would have loved a star fox game with more mission variety, the ability to play as other characters, and a longer narrative told through cinematics instead of stills and told organically through gameplay a la Kid Icarus.
Idk about the star fox game WE wanted. Most people wanted a game like star fox 64 not a glorified retread. Assault had a lot of good ideas but bad execution I would have liked to see them expand on it. That said the game looks decent, honestly personal preference aside it's kind of an ugly game on a technical level Nintendo has done much better than this, and I'm probably gonna pick it up on sale as $60 is a little steep for yet another score attack game. I would have loved a star fox game with more mission variety, the ability to play as other characters, and a longer narrative told through cinematics instead of stills and told organically through gameplay a la Kid Icarus.
@Yorumi
I get your question, but I can't say I completely agree with your analysis, for a few reasons:
#1. I don't think it's fair to compare the on-foot segments of Assault to the Walker segments of Star Fox Zero, especially since noone's played Zero outside of maybe, game site journalists. Like, just because a pilot and the Walker have two legs doesn't necessary mean they offer the same gameplay experience?
#2. Your expressing the opinion (as a definitive judgement) that Zero has "bad controls", again when noone's played the game yet, outside of game site journalists. A game can't have "bad controls" unless a proven, overwhelming majority (that's played the game) says they are bad. The writer of this article seems to enjoy the controls and is even encouraging viewers to play the game in order to see what these controls bring to the table and how they enhance gameplay.
#3. Last I remember, Assault didn't offer a 2-player co-op mode at all, or let you transform your vehicle... at all. From the looks of it, Zero is offering 3 new vehicles never before introduced to the series. So, I don't understand your point when you say Zero's doing the same things Assault is being bashed for. Plus, personally I barely played the multiplayer competitive modes in previous series installments, so players may find that the co-op mode in Zero is a compromise.
#4. Your using words like "appear" and "might" to describe the game's length when again, noone who hasn't played the game knows for sure how long it is in comparison to previous installments.
#5. Since the last time the game was shown in E3, Zero's received praise for its improved graphics and controls. So I don't understand this business about how things are looking rushed. Personally, I'm diggin' all the vidz I've seen recently.
So, I don't think this game should be directly compared to Assault when it seems Zero is more ambitious imo. My advice is to reserve judgement until you try the controls for yourself.
Looks great, can't wait to try it!
Does anyone actually know if the Falco unlock (Black Arwing) can be unlocked in game or if the amiibo is the only method?
@Yorumi
I've seen YouTube vidz of the game but I'm going to reserve judgement until I see it running on my TV. The Wolf battle is a one-on-one duel, I'm not sure how detailed a stage needs to be to intensify that battle.
We are also dealing with the Wii U here, so rendering 2 different perspectives on two screens at 60fps at the same time is a challenging feat in itself. But if journalists are saying that Zero is the most graphically impressive StarFox to date, I think we should be fine with that, right?
3rd vehicle would be the Gravmaster (Landmaster transformation).
Reserved my copy, and I never do that! I also like the fact that we get the physical version of Starfox Guard here in NA.
@WireWare
And does Slippy still repeatedly order you to get that guy off him?
By the sounds of your words Alex, it seems like Star Fox Zero is gonna be really good! I can't wait
@Yorumi
@Yorumi
Good question. And quite a few gamers share your opinion about the "forced" second screen gameplay. But here's the answer.
In every Starfox game you pilot a ship and fire lasers. But you were only able to fire directly in front of you and your ship had to move in the direction you were firing. So enemies had to eventually fly in your limited fixed field of vision in order to be shot at or else there'd be no way to hit'em.
Another fixed on-rails game would be Panzer Dragoon, that any fan of the Sega Saturn should know. If an enemy was firing at you off screen, you could change your perspective but when viewing side or rear views... You couldn't make evasive maneuvers due to the fixed side/rear perspectives.
With a second screen, you can fire at enemies off the TV screen, independent from the direction you are flying. That's actually a game changer when you consider devz now have the ability to make smarter AI for enemy ships so they don't always have to blindly fly in front of you in order to be hit. Now you can fire on an enemy who's on your 3/9 o'clock (maybe 6) without flying in a different direction. U don't think it's cool to fly an aircraft that can attack in this way? This was never before possible in an on-rails 3D shooter. I don't think this'll be a hindrance.
Once the controls are learned, I'm sure it'll be worth it.
@copeland4 it's a matter of your opinion.... Personally I love these challenges
@fafonio Well, of course... ours is no better than yours!
I think this game is going to be a winner! My interest in this game has doubled with the recently published articles and because of them I know I will get the game, I just have to decide if I want it sooner rather than later! This looks to be a worthy entry in the Starfox series!
Looks great and I'm excited to see the reviews! It could very well be a Day One buy for me.
Meh, Kirk and Yorumi pretty much nailed it.
I love Starfox and Starfox 64 (3D) but this game just doesn't do it for me. I'm sure the controls work fine once you got the hang of it like in Kid Icarus but I'm pretty sure any player would still be more effective with the standard Starfox controls in a properly designed game.
To put it into perspective, I've played Counter Strike for a few years and the same argument about controls popped up every now and then regarding Mouse&Keyboard vs Controller. The controller is just fine once you get the hang of it but put a controller pro vs a M&K pro and it's no contest. M&K is faster and more accurate everytime and for CS it's the best control scheme no matter how good the controls may work on a controller.
It's easy to tell how Starfox Zero came to be. Nintendo had to push the Wii U and it's controller with unique software. Simply put, a neat idea for a flight game for the Wii U is created and they tack the Starfox IP on for better sales. This was never meant to be Starfox, just like Dinosaur Planet.
Is Star Fox a shooter on rails?
I'm really looking forward to this!
Well this looks like a lot of fun, and that's about all I look for in a video game.
1080p? Are you sure?
@Yorumi
I hear ya. But in all honesty, if you personally can't see how having guns that can fire independently from your aircraft's position can be a benefit to gameplay in a 3D on/off rail shooter... than the problem isn't with the game design or controls, it's with your perception.
You're only saying an Arwing is "supposed" to be like a fighter jet because that's how Star Fox games played up to this point. Maybe Arwings have had fixed guns in the past due to a hardware limitations from never having a second screen that gave you a window view of what's going on outside the TV?
Before Metroid Prime, I hated the thought of a 1st person Metroid. Despite the fact I favor a 3rd person view, the Metroid Prime series turned out to be fine games.
I applaud Nintendo for taking chances with their established franchises. And let's face it... Star Fox 64 was a perfect game but there aren't really any meaningful ways to improve that formula as is. Since Star Fox 64, they tried switching things up with games like Command and Assault, but regardless everyone comes back to 64.
To fans on this forum complaining about how these controls won't provide an enhanced, stimulating gameplay experience... my advice is to play the game, give the controls a shot and then voice your opinion afterwards.
Believing that Arwings should always have fixed guns, Link should always be left-handed and Samus should never speak are limiting perceptions which can cause you to miss out on some great gameplay experiences.
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