By this point in time it's a bit of an understatement to say that Star Fox Zero was met with divided opinion. On one hand, the arcade elements that so many fans knew and loved from Star Fox 64 were present and accounted for in this latest iteration, but the dual screen motion controls dealt it all a killing blow. It's not a bad game for what it is, and now Dylan Cuthbert – a developer who worked on the original Star Fox and its cancelled sequel – weighed in with his thoughts on Fox's latest in a recent Reddit AMA.
Cuthbert came off as being indifferent towards the game, mentioning how difficult it is to live up to the sometimes unrealistically high expectations that are brought on by nostalgia. He also talks about how the walker mode was quite similar to the one that would've showed up in Star Fox 2, which had rather odd controls. Here's the quote:
I think platinum did the best with what they were given. That franchise is very difficult to work on and innovate with because people expect/want it to be better than their nostalgia for the game and that's a tall order. The walker mode was close to what we had in the original but of course no one had made a 3D platformer at that point so the StarFox 2 controls are a little odd. Nowadays there are common mappings and better game camera paradigms. A lot of the platform experiments we did were taken directly into Mario 64 by Miyamoto.
For the full AMA, check it out here; Cuthbert has a lot of interesting things to say about past projects and the game development process.
What do you think? Did you like Star Fox Zero? Where do you stand on the controls? Drop us a comment in the section below.
[source reddit.com]
Comments (98)
...What's an aimbot
I still think it's a great game and am happy with it. Biggest disappointment if I had to pick was no online multiplayer (and I'm not even really that much of an online gamer TBH), as online Starfox has never been done before, and 4 player Lylat Wars on the N64 was pretty much the reason I actually bought Lylat Wars as it was so incredible lol. So to have seen/played it in HD, online across the globe would have been incredible. I personally don't have an issue with the controls, but it would have been nice to have the option to solely play with the Wii U Pro. I certainly think the game is worth the 7.5 it roughly averaged from most people. Any less and I would say it was unfair, any more and I would say it's good, but not that good. The Wonderful 101 only got around the 7.5 mark and I think that is a much better game for instance and deserved at least an 8-8.5
It probably didn't help during the time of release it was trendy to slam Nintendo. Pretty much every game they released got a point or two taken down. Before then it was the Amiibo shortage. Those were dark times...
Now the trend is to complain about NX news. I wonder what the next trend will be after that?
Zero was the worst game I've played all year, it's actually impressive they somehow managed to make a game in the series worse than Command. Poor Platinum keeps getting shafted and has been putting out weak stuff like this and that TMNT game from a few months ago. They're one of my favorite developers, hope they can pick themselves back up and start making good games again.
@MitchVogel I don't wanna seem like I'm getting on your case, but NintendoLife articles have never shied away from the topic of the 'divisive' controls for this game so I feel it's fair dos to ask you about it.
The way you've written this piece seems to misrepresent Cuthbert's quote.
You wrote: "He also talks about how the walker mode was quite similar to the one that would've showed up in Star Fox 2, and that the controls were a bit odd as a result. * "
But that's not what he's quoted as saying: " *the StarFox 2 controls are a little odd."
From his quote it is not clear whether he's talking about the control scheme in Star Fox 2 and Star Fox Zero, or just Star Fox 2.
Maybe in person it was clear what he meant, but the black and white quote doesn't read as a criticism of the walker controls in SFZ from where I'm reading.
Yes, the lack of multiplayer dogfighting was not a plus. Almost nothing else about this game is legitimately bad. The controls are actually very engaging especially as combined with the spectacular graphics and music.
I have yet to play the full game, but the controls in the demo were fine--and I'm a baby about controls. I gave up on Sunshine since it didn't have Y-axis inversion.
@gcunit Ah, that is a bit unclear. Fixed!
@MitchVogel Thanks for clarifying.
Awful game. Absolutely awful. I can't remember a game with worse controls. I don't blame Platinum Games though either.
"I think platinum did the best with what they were given."
I think that's a rather telling statement and I bet he'd like to say more. The game was a lazy effort. No we won't give you a new game. We'll remake an old game, rush it, put rotten controls in there because Miyamoto come hell or high water was making sure this used the gamepad. The game should have had online multiplayer. The franchise is probably ruined for a long time to come, thanks in part to this monstrosity.
@Grandpa_Pixel It'll obviously be about NX specs and how it's super underpowered compared to the (home console) competition despite being a hybrid.
Well, I never blamed Platinum
@Grumblevolcano I look forward to the inevitable ports of Wii U games and people complaining of a lack of original content
I think most of us probably overlook how difficult it must be to develop games for some of Nintendo's IPs... they need to keep close enough to existing games to avoid alienating it, while being different enough to make it seem new and fresh... but it's a fine line between the two, and is further complicated by personal opinions.
Take Metroid, for example... Retro Studios managed to nail it with Metroid Prime, Other M was borderline (good for some, but a bit too different for others), while Federation Force has completely missed the mark.
Star Fox Zero seems to fall on the opposite borderline to Other M, with the new features failing to impress, leaving the rest being too unoriginal to set it apart.
March 10 NX release with Mario game
mar10
It's gonna happen
I've just played it for roughly one hour and a half, f*cking backlog, but I had a blast. I understand it is an arcade game and won't complain about its short length. Damn, even the acclaimed Star Fox 64 doesn't have a save feature, because it's meant to be played in one sitting.
About the controls, well, the only thing I felt odd was the right-left left-right reversal, but I honestly don't remember if it was like this in earlier entries too. Maybe it's a flying controls thing. Beats me. But I got used to it and think this good game has a lot of haters.
I have played demo it did not interested me at all. But I have to mention than I was never a Star Fox fan.
I didn't mind it, it was fun if short and slightly frustrating in places. At the end of the day it wasn't another 2D platformer- it added variety to the Wii U library.
I never got used to the controls. Not fun at all for me.
For me, Star Fox Zero was good. The motion controls take some getting used to, but once you get the down, you can perform some insane score runs.
The main issue I had with Zero though is the length. This game was just too short, and didn't have much to come back to. This was begging for DLC, but with Wii U's lifespan practically over, it's unlikely that will happen now. And that's a big shame.
@BensonUii Colour of the user interface. Confirmed next trend
I also liked the game, and after some time of getting used to it, the controls give a great immersive feeling. My greatest complain are actually... The Boss Fights! I know they got lots of praise, but I really didn't like them. They were all ver similar in the scheme: Shoot weak point, avoid attack, shoot again and there are non on rail boss fights like the ones I enjoyed more in SF64. And the biggest disappointment was the final boss, especially because -SPOILER- of the missing "true" ending...
....I forgot about this game, honestly...lol
Problems I have with the game:
1. Forced motion controls
2. No real multiplayer
3. Same story as Star Fox N64 which had the same story as Star Fox SNES
4. Short game with 2 hours of gameplay
Controls were awful and the farther in the game I got the more forced they were which made the game less enjoyable.
@Grandpa_Pixel I'd say its worse if they're not talking about you. Nintendo can (we'll see) take all the criticisms and run with it, bettering their current situation. But we all know there's always someone who will complain.
I really tried to love it. I really tried to get used to the controls, but I kept struggling and getting frustrated because my brain wanted to do one thing, and the game wanted me to do something else. I tried hard to get used to it, but it just didn't work. Also, it did really bother me how the story was the exact same as Star Fox and Star Fox 64. I couldn't ignore the fact that I had played through this story almost 3 times already. Yes, Mario has the same setup over and over again, but outside of the RPG games, there is pretty much no story. Star Fox is much more story driven and has tons of dialog that makes it very noticeable that it's the same story. Plus half the levels just didn't seem that exciting or inventive. Some were great, but there were so many odd or dull levels.
I tried my hardest, and played through the whole game (unlocking everything, and playing every path) but I doubt I'll ever return to the game. It was just a very frustrating experience.
The controls are perfect for that controller. My biggest issue with the game is that it takes no chances outside of that. I may loathe the GCN game, but that art style was where I wanted the series to go. And the story-telling was better. ZERO feels like a place-holder for the WiiU and after waiting so long for a new star FOX title that's pretty sad.
I really enjoy zero. The controls are misunderstood; it achieves a level of immersion (particularly in all-range mode) that cannot be achieved with traditional controls, and unlike any game before it. It feels like your playing a movie! Gamers need to be more open minded; I understand if you gave it a try and didn't like, but the lack of sales are from people who decided they're gonna hate because it's not the same game from 20 years ago. Same for Federation Force, another excellent game victimized by bone headed gamers.
Beat it. Intented to replay for extra paths. Haven't gone back since.
I fall into “mixed“ for Zero. There were moments the gyro controls were great, and moments it felt like I was fighting against them. Further refinement is needed (and perhaps, making them completely optional in the next game, should there be one).
In my opinion.
That's strange... Where are all the people who used to defend this half baked game and it's awkward controls to the death?
Too bad we don't have a Game Developer Magazine anymore to give us a postmortem of this no doubt migraine riddled headache of a game... Maybe it'll turn up on Gamasutra, games industry.biz, or Edge at some point.
I loved the controls. They were the best part of the game for me, and I used to despise motion controls. I've always been really good at flight sims and rail shooters, so maybe that has something to do with it. The mission to destroy the missle and Corneria 2 were highlights for me.
It's definitely not a perfect game. Some parts felt under developed (Venom, all the Gigarilla parts), I would have liked 2-3 more arwing rail levels, the gyrocopter Zoness mission should have included a supplementary arwing mission, the gyrowing could have used some boosters, maybe make the game playable without motion controls to appeal to everyone...
Personally, I don't care about multiplayer, local or online, but know a lot of people love that aspect of modern gaming, so I get it.
All in all, knowing what we got, SFZ should have been delayed to this Holiday to add things and really polish it.
SFZ isn't a game you can just grab and play, but once you get used to the controls (and I admit it took a while) you realize how much more immersive they can be. For the most part, the missions are fun and varied and the game is polished and charming. I hope its commercial failure doesn't mean we have to wait another decade for another Star Fox game.
@PlywoodStick
"That's strange... Where are all the people who used to defend this half baked game and it's awkward controls to the death?"
They all moved on because the review scores are largely positive and there is no point in bothering to argue with an ignorant group of people who blame their inability to learn a new control scheme on poor design. Stop flamebaiting.
@RantingThespian
Starfox Zero is trash! I truly wanted to enjoy this game because SF64 and Assault are such great games, but the controls for SFZ are complete junk.
@samuelvictor
Same here. I can do a quick play on a lot of levels when I have free time without having to dedicate a large chunk of time to gaming and it takes multiple playthroughs to unlock/achieve everything. Very old-school mentality which is appreciated because I don't always have an entire hour to devote to a single level in a video game. I've gotten more play out of this one than a lot of other games in recent memory.
@Pigeon @RantingThespian
The controls enhanced the core gameplay tenfold. That's the consensus among people who've gotten used to the controls. Now if you feel the controls ruined the experience for you then #1 you suck at playing this type of game or #2 you may not be an evolved enough gamer to understand the controls.
But regardless, the main problem with this game... are the players who can't play it
Easy way to make a successful game based on nostalgia.
1) keep controls, core gameplay, aesthetics, music and sound style the same.
2) ignore everyone asking for changes in everything from 1
3) ignore the complaints, there are two types of complainers, those who will buy the game anyway (actual fans) and people who won't buy it regardless.
4) streamline user interface, add convenience options, remove lives system, improve multiplayer experience.
5) profit
@SharkAttackU
"the gyrocopter Zoness mission should have included a supplementary arwing mission, the gyrowing could have used some boosters,"
Speaking of which, Zoness is actually playable with the Arwing (but requires unlocking). It's a pretty cool mission too.
"Maybe make the game playable without motion controls to appeal to everyone"
I hear this a lot but given the game's design, I gotta disagree - cuz it ain't possible. Giving Star Fox Zero "traditional controls" means omitting the super useful omnidirectional firing range. Mapping the right stick to aiming duties would make it impossible to brake + aim + shoot in the Arwing or hover + aim + shoot in the Walker/Tank. And the gyrowing would be unplayable without twin stick control. So... traditional controls is a no go for this game... and it's better for it. If old school Star Fox fans want traditional gameplay, they should wait for the next 2-D Mario.
@khaosklub
If you remove the lives system, then the game just becomes like every other game on the market these days where you just desperately smash through to the next checkpoint so you can respawn right from that spot again. I don't even think a true "Game Over" exists in most modern games anymore.
@Turbo857 Agreed. I guess I was just trying to be diplomatic, but the gyrowing would be completely unplayable. I loved the game and will be replaying it for years to come. Some people act as if the motion controls are broken. I thought they were dead-on accurate.
@PlywoodStick The game justified the control scheme as early as the 1st level allowing gameplay in a way none of the previous Star Fox games would allow.. you couldn't even pretend Star Fox Zero's 1st All Range mode segment would be remotely possibly with the old control scheme. Star Fox Zero would work without motion controls the same way Metroid Prime would work with just the d-pad...it wouldn't. The game is designed with the player using both analogue sticks and the motion control simultaneously .
After then 1000th time of someone who never played the game saying "Well forced motion control, should have let you use the standard controls" it just becomes old responding to the same old kneejerk responses to motion control "in principal". rather than the actual implementation when it comes to playing the game...months after the game is out.
All this bashing of the controls that goes on, and yet only ONCE have I heard someone even attempt to explain why they didn't like them. Everyone else just says "controls suk" and expects everyone to understand and agree... because who needs motion controls, AMIRITE?
@SharkAttackU
I hear ya. There are some gamers that despise motion controls of any kind... and those gamers are "fossils". Open-minded, adaptable-to-the-times, evolved gamers can appreciate good motion control implementation, which is what is represented in Star Fox Zero. I'm all for including options for motion and analog control but only where all protagonist actions can actually be performed effectively by each alternative control scheme.
I'm still trying to figure out what this author meant by "the dual screen motion controls dealt it all a killing blow."
@Turbo857 Yet many of those same gamers are foaming at the mouth for "VR", blissfully ignorant that "VR" is only possible because of... motion controls.
"the dual screen motion controls dealt it all a killing blow."
It's not a well made sentence.
@meleebrawler
How do you like a comment 10 times?
The only time I've seen anyone give a detailed description of their issues with the controls, they mentioned how you "should have been able to barrel roll with the tap of one button and do a somersault with the tap of one button".
Proving that they're either incompetent or they hadn't even played the game because you can, in fact, do both of those moves with a tap of the button.
@SLIGEACH_EIRE I couldn't say you were wrong for saying the game is awful. Every opinion is valid, it's just that I'd call the game is more- good with glaring flaws that ruin the experience.
I don't personally think they were lazy with the development but that their concept was flawed. Like they tried really hard to make all the wrong ideas work and messed up the basics.
It's a story I'd be really curious to hear, how the game came to be. Like if platinum knew the controls were rubbish but went ahead or argued their point? If online was avoided through design or time etc. It's one of those classic 'what could have been' curiosity tales.....
Nintendolife and its proverbial can of worms...I could have sworn we'd gone through all this a couple of months ago, and if I recall it got very ugly indeed. Obviously they need more clicks.
@WiltonRoots
NintendoLife is a record. On one side is a track called "Star Fox Zero", on the other is one called "NX".
If the party starts to die down, just flip the record over.
@Pigeon
For a person accusing someone of not reading their comment it's regrettfully obvious you didn't read mind. #1. I lumped you with another commenter. #2 The word "if" used before my points should've indicated that they were conditional. So "if" they don't apply to you, I don't understand why you chose to be offended.
First off, I take no offense by your statement at all. Frankly, because I'm not convinced you even mean it. Unlike my previous statement, your response to mine was intentionally trying to be offensive for the sake of it. I was just telling the truth. And you misquoted my statement btw. Unevolved gamers are in fact still real gamers. Like 2D Mario fans who thought Mario 64 was too complex. Those that prefer a dpad to an analog stick.
And thank you for the compliment classifying me as an elite gamer but I'm simply just an openminded one. I make my gameplay decisions based on what the creators give me and not what I think should've been done instead.
I'm categorizing you as a fossil because you dismissed this game's controls as "gimmicky". Now not everyone likes spacecraft shooters but if you can't understand how Zero's controls evolve the core gameplay of its series... I don't know how else to put it. And that's not just you, that's for anyone dismissing these controls as "gimmicky".
I think Zero is a very misunderstood game. To me, the rebooted story was supposed to clean the slate for those who thought the plot was messed up since Star Fox Adventures. Basically, restart the series and have a story with a younger Peppy and no Krystal.
Some people really hate the controls, and I don't get that. Once you learn, you can fly one way, shoot another, and feel awesome while you're doing it. Part of me wonders why there wasn't a dual-stick configuration or a classic configuration to satisfy the rest, but it really does work. One trip through training mode and I got it. To me it's kind of like Skyward Sword; game comes along that utilizes the unique controls and delivers on their original promise, but comes late in the system's lifecycle and draws a bunch of haters.
That said, it's definitely not perfect. To me, the real problem was the levels. It was clearly rushed. Very apparent during endgame levels. It also needed more levels overall. I'm not really criticizing the short arcade play aspect, just thought it needed more routes through the game.
Basically, I'm saying good foundation but should've been bigger and needed more time. Not as replayable as Star Fox 64 in my eyes.
I suppose in a way, Star Fox Zero is the ultimate Wii U game, in that it encapsulates everything that's bad and misguided about the concept.
It's like; "Let's take something that works perfectly and make it needlessly clunky and convoluted" because "innovation"...
@FNL Very true, I think the needle had been stuck on NX for a while and nobody noticed.
For me, at least, the controls were not what soured me on the game. For me it was the pacing. The game starts out at the familiar fast clip from SF 64, but it slows down uncomfortably, particularly with the gyrowing stealth level and during some boss battles, such as against Gigarilla. The pace than inexplicably accelerates past manageable in the level where everything is sped up. Even worse is when you die in the 3rd stage of a mission, and you have to go all the way back to the beginning of it. Pacing was all off.
@FNL There you guys are! I was wondering when you all would show up. Glad to know you're all doing well. I thought there were at least 9 or 10 of you diehards out there...
Any thoughts about seeing a post mortem with Platinum about development for SFZ?
So ONE Wii U game didn't live up to it's promised potential. After delivering the likes of splatoon, mario maker, smash, kart, 3d world, hyrule warriors, etc. ONE wii u game supposedly wasn't good. They probably realized it didn't matter if they made a good game, it's become so fashionable to bash nintendo and not support their systems. And the paid off gaming media in general are largely to blame.
@BlueKnight07 I liked the Skyward Sword controls a lot, myself. I thought they were quite intuitive. The Nintendo Land controls only further exemplified their excellence! Too bad Nintendo never truly capitalized upon them beyond that.
I also liked the Kid Icarus controls a lot, especially with a Thylus (thumb stylus). I couldn't get past the SFZ controls, though. I feel like even keyboard and mouse would feel more intuitive for SFZ...
@PlywoodStick
Sure, sounds good.
Any thoughts on the game retaining a 6.9-7/10 rating on Metacritic?
@FNL Sounds about right to me. I think the mixed reviews make a lot of good points, the positive reviews are too often forgiving with their scores compared to the content of the reviews, and the few negative reviews don't really contribute anything valuable, so much as they are bombastic.
It is known that Metacritic scores can change the sales of a game, but they really abused SFZ. It sold abysmally low compared to all previous entries in the series, and the Media Create launch week sales in Japan of about 17k between both the SF Guard bundle and only SFZ SKU's is unbelievably awful for a core Nintendo product, with the sales staying low to date. NOA/NOE are not publicly reporting their sales, so we can be sure that with the total lack of marketing and minimal/nonexistent store presence of the Wii U in the West, that it also performed poorly in the West. Though, I expect that it did better, with the higher popularity of Star Fox in the West. Some do pin the numbers at being around 300k-400k worldwide, but I think that may be extremely generous. I'd say 150k-200k worldwide to date seems more likely, and even that is still generous.
I feel Metacritic tends to hurt more often than it helps, so I try to minimize my viewing of it.
@PlywoodStick
Cool.
I think you need to shift your attention towards other games at this point because your obsession with Star Fox Zero and the flamebaiting that comes along with it is quite abnormal.
@FNL I'm worried that with the abysmally low sales of SFZ, Nintendo may once again put the Star Fox series on the backburner. SF64 was a million seller, with other entries doing well all things considered. And of course, SF64 3D also sold very well, bringing the longtime favorite back into the limelight.
But SFZ tanked, reminding me of the statement about Fire Emblem being ended if Awakening had failed commercially. If Nintendo's executives take that as judgement for how viable the series is, I fear we may not see a fully fledged, new SF title on NX... Except maybe another redux/port of SF64. All because of the presentation of SFZ, of which the newfangled controls, rehashed SF64 aesthetics, and short-lived content were the centerpiece.
Nintendo faithfuls powered through it, but most people were too taken aback to bother- they'd rather play the original SF64 for $10-30 than shell out $60+ for a game that can be completely finished before watching the whole Lord of the Rings trilogy.
It's not about the controls or nostalgia, it's the small content. The game is ridiculously skinny and doesn't offer much replayability.
@mozzy1 The problem is, that one Wii U game was a Star Fox game, in a series that hardly ever receives any entries. If we want more Star Fox, then this is the one game we didn't want them to botch. All of those games you mentioned would get another chance if their shot on Wii U didn't work out. (Except Splatoon, but that did incredibly well, so we'll no doubt see another entry.) Who knows when we'll ever see another new, fully fledged Star Fox entry, at this point...
I know I shouldn't be surprised, but it saddens me to see this many apologists. The controls are crap. You can learn crap controls, but they're still crap. Motion controls, dual screens. USELESS.
@BlueKnight07 The dual control doesn't feel as tight. It's essentially asking you to rub your stomach and pat your head at the same time. And the first person cockpit sections are clumsy.
I will admit to not giving this game a fair shake because of the controls. I should force myself to sit down and get used to the controls and then give my opinion. I think I might be missing out on a great game because im to stubborn.
@FNL I also think part of it is that most haters... simply cannot fathom that they may be, at least partially, at fault for not being able to grasp the controls. There really shouldn't be any shame in admitting that, and it's their right to dislike the game because of it, but instead they defensively lash out at the game itself, or worse yet, the players who DID enjoy it, calling them, among other things, liars and "apologists" for daring to suggest that the game isn't as broken as they might think.
Another thing I don't understand is the so-called issue of length-to-cost ratio this game has... everyone's tastes will be different, of course, but a game doesn't magically disappear or stop being fun just because you reached the end or got all the items. For me, at least, the game delivers fun, bite-sized whenever the mood strikes, and makes the game worth every penny in my eyes.
@meleebrawler
I sincerely think that this is one of the root issues. People don't like to admit to their shortcomings. And for some people, it really bothers them when they are incapable of doing something that they believe they "should be able to do" when it is solely their own fault. So they shift the blame onto other things.
If they can't beat a game, then the "game is too hard".
If they can't grasp the controls, then "they're needlessly complicated" or "broken".
If the game isn't what they expected/wanted it to be then it's "too far of a deviation from what it should have been".
I'm the first to admit that I'm not very good at sports games. Amongst my circle of gaming friends, I'm often finishing last place in our Madden or NHL tournaments. But I don't blame the controls of the game or how confusing it is, I just recognize that I'm not as good as I'd like to be.
These people grew up playing Star Fox on SNES and/or N64 so they believe that they SHOULD be awesome at it and be able to pick up the game and beat it on the first play. And if they can't, then it's the game's fault and no one can tell them otherwise or else they're an "apologist".
And heck, when it comes to length, you hit it on the head. Length doesn't matter because the replayability is so high. The game delivers a fun, fast-paced experience in bite-sized chunks and gives you plenty of reasons to return to it for more later on. The same people who talk about what "classics" the old NES games are the same ones who complain about the length of SFZ. If you're fine with being able to beat Mega Man 2 in roughly 2 and a half hours, then you should be more than satisfied with being able to beat SFZ in 8 - 9 hours.
But honestly, I really don't care about the text-walls of "facts" and stats that these people post because I have more than gotten my money's worth out of the game and it doesn't affect my enjoyment of it at all. I hope they release a sequel with the same control scheme for the NX because that's a day-one buy for me.
I think Starfox Zero a great game. I can't understand anyone who has a problem with it. I don't want to understand them either. If they are not crying about Starfox, they are putting down Miyamoto or whinging that Nintendo haven't revealed the NX yet and they are not buying it because they've lost interest. 😱
That's it, Nintendo may let a load of staff go because they have upset little 'Johnny nobody' and the company will be screwed without his support.
@FNL Probably a good thing my gaming only really started with the Gamecube, Adventures and Assault likely taught me to accept different concepts and controls.
Well, let's hope Nintendo deems fit to make another new Star Fox game for NX at all. Regardless of our experiences, the ones who decide whether the series continues are executives who look at numbers and results more than any details of the game or enjoyment thereof. Miyamoto isn't as deeply ingrained into the decision making process as he used to be, so he can't necessarily affect that at this point.
@yomanation
I don't need to think to hard? You'll tell me my opinion. "Simple as that". 😎
Thank you for trying to help but I'll decide what I like and what I don't like. I don't let the little herd of Internet naysayers tell me my opinion.
It's called freedom of thought. You should try it sometime.
I bet you any amount of money that in maybe 10 years or so (I know it's a long way away) Starfox Zero will get the acclaim it deserves, because the truth always wins in the end. It was the same with Zelda Wind Waker. When it was released the angry mob were furious with Nintendo for making a baby game. Today it's renowned for the classic that it is.
I seen you talking about the design of Zero to somebody else. I'm playing games for the last 25 years and I know very little about game design but you talk about it like you studied it and have a degree in it, you and others. Other people don't like the controls and the 2 screens. If it's not one thing it's another with them. I see a herd of sheep. Sad really.
Baah ba baaa.
@Grandpa_Pixel
Probably to slam the NX.
@yomanation
You odiously weren't around in 2002. Whatever, see ya.
@yomanation
You place so much faith in Metacritic. Baah
@yomanation
Personally I have one or two critics that I trust. The last place I go is Metacritic. I see far more innovation in Zero than in Waker. I think that's what people really don't like. People hate change.
@yomanation
We'll agree to disagree mate, because I really like Zero.
@yomanation
I beg to differ. I don't find most of the arguments/debates I've read (or engaged in) on the opposing side of Zero's quality nor controls that compelling. But let me ask you a question: You said Zero is not a great game that can stand on its own. What did you think of Star Fox 64?
"Nobody ever whined about Wind Waker's gameplay."
Gamers tend to complain more about the controls in games centered around controlling vehicles/machines then games where they control a protagonist that's supposed to resemble a living creature. Hence, walking is easier and comes more naturally for humans than learning to drive a car. So, I don't understand your point on that at all.
@yomanation
My standards for a game made today is the same as they were when I first started playing 30 years ago. Surely I expect typical advances in hardware technology to lend assistance in enhancing my gameplay experiences accordingly but all I require is for a game to be fun and stimulating - that's it. I don't have as much free time as I used to, so I appreciate a game I can play that offers instant gratification and finish in small intervals in between my seemingly endless 100-hour plus, open-world extravaganzas.
But to me, Zero is much more fun and stimulating "today in 2016" than Star Fox 64 3D is today "in 2016". I own them both and I play a lot more Zero these days than I do 64 3D. After Zero, 64 3D feels like a significant step backwards in so many ways. In ten years from now, Zero will still be more thrilling, fun and stimulating compared to 64 or 64 3D. But to each their own.
@Martendo What is it with you diehards and interpreting any criticism of your favored game as a personal attack warranting an ad hominem response?
@yomanation
I hear ya. Only you can decide what's worth your hard earned money. Speakin' of cash, I got it digitally for $49.99. I don't feel it was a waste of $. Considering Star Fox Guard isn't a bad game, I can't fault the retail package for being $59.99. Even now I think it's been discounted so that's a bargain.
But concurrent competitors? What other on-off rail space craft shooters are currently available that can directly compare to Star Fox? Afterburner 3D? Star Wars Battlefront?
@PlywoodStick
So if you like Starfox Zero your a diehard? Yeah that makes sense.
@yomanation
Then I congratulate you for unlocking all 20 missions in 5 hours 👏🏽. It took quite a bit longer so that's quite a feat. The game was apparently designed to be replayed but maybe they missed the mark with you. Hopefully they'll add some more modes and some online features in a sequel.
@yomanation
If you're going to introduce "cheap replayability" into the debate, then there are a hundred more games you should be taking aim at before SFZ. Unless you feel that endless fetch-quests that require you to run between point A and point B for hours is acceptable content for the $70 you paid for the game.
@yomanation
Good place to start.
@yomanation
I can agree with that. I almost feel like SFZ is a "starting point" of a new direction for the series which will only be expanded upon in the future. Well, at least I DID feel that way until I saw how negative people were about the gameplay innovations. Now, who knows if we'll even get a new Star Fox because of the complainers.
For me, I didn't need a lot of extra content because I enjoy playing for high score and fastest speed, but I could see why others want more content.
@Martendo Liking Star Fox Zero is not equivalent to suggesting that there's something wrong with the mental/psychological capacity of other people. For example, you calling other people sheep and even using onomatopoeia to emphasize it, FML using the terms "abnormal" and "ignorant" to describe someone with a different opinion than theirs, meleebrawler claiming that criticism = kneejerk reactionary defense mechanism, and of course, all the people liking those comments who won't necessarily say it out loud themselves. Blame is being put on other people, rather than on ideas and figures- that's not going to help anyone in this case.
@PlywoodStick
Try to keep it in simple English. Loose the dictionary, please.
Where did I suggest there was a: and I'll quote you "there's something wrong with the mental/psychological capacity of other people." Talk about trying to put words into my mouth.
I'll quote you again "and of course, all the people liking those comments who won't necessarily say it out loud themselves."
If somebody says something negative about nearly anything here, i.e. Miyamoto, Nintendo, the latest game, NX it gets 30 likes. What does that prove? That they're right? Don't make me laugh. You need to look at the bigger picture. I make up my mind what I like and so do most people. Then you've got the herd, they come at you in droves, and you coming at me just proves that. That's where I see the sheep mentality. Following the herd.
Now you've a little bee in your bonnet. It took you all night to answer my comment. Yesterday you posted
"Where are all the people who used to defend this half baked game and it's awkward controls to the death?" and calling us all "Diehards" because we have a different opinion to you.
Now you found someone and your going to tell me a thing or two. Dream on.
@PlywoodStick
I use the terms "ignorant" and "abnormal" because they are completely valid in this situation.
People who have hard-lined negative opinions about a game that they have never played are IGNORANT.
Your continued obsession with this game long after the dust has settled and your consistent flamebaiting over it is ABNORMAL.
The fact that you are even introducing that people 'like' comments anonymously just speaks even louder to your character as someone who is always flamebaiting and looking for a fight. Perhaps the reason they aren't speaking up is because they're not interested in having an obsessive, argumentative weirdo attempt to dress them down.
Move on. Stop flamebaiting.
@Martendo If anything, it seems that the most likes here are being given to the mixed reactions and critical thoughts. (Critical does not necessarily equal negative.) You were imposing your thoughts on yomanation, too, calling them a sheep and "baa"ing at them while making assumptions about them when they were giving a pragmatic viewpoint. Even now, you and FML are getting heated over nothing. There's nothing more to say, I'll leave it at that.
@PlywoodStick
I'm not counting the likes on comments, I'll leave that to you. What planet are you on? You said "all the people liking those comments". What comments is that Ted? Try to be a bit more specific. Your coming at me now with complete and utter BS.
I was having a conversation with @yomanation and you stuck your hoof in.
Your not right in the head dude. Please go away
It's not worth responding to Plywoodstick at this point. Because he gets obsessively weird in arguments, he always needs to get the last word. You'll never shut him up until he makes it look like he's "won". Even if that means coming back and posting in this article two years after everyone else has stopped posting.
@FNL
Lol
@yomanation
I don't want to get into a deep conversation with you. There is a much bigger picture with what happened to Nintendo with Wii and Wii u. They changed tactics and went after the casuals. I wasn't happy about it but look what happened when they went after core gamers with GameCube.
They are damned if they do and damned if they don't. The problem is gamers. It's a volatile group they are trying to please. Fifa will be number 1 for Christmas in the U.K. EA release the same regurgitated game every year but all some people here want to do is kick the ***** out of Nintendo for making a game people wanted for years.
Little boys think it's cool bashing Nintendo. It's boring. Enough already.
@yomanation
I rest my case.
@yomanation I suppose I would chalk up this evolution of how people are responding to Nintendo's plans over the past 10 years as being cognitive dissonance. Well, in any case, welcome to Nintendo Life (I'm assuming you're relatively new here.)
@Martendo On an unrelated note, what happened to all of your comments? You've been here since 2008, but your comments only go back to June of this year. I was lurking NL from 2010 - 2014, and joined back in 2014, so it's weird that I don't remember you...
@yomanation It's a pretty diverse crowd here, so I think you'll have no trouble fitting in. Because of the diversity, there's quite a bit of clashing about Nintendo's current and future direction, but generally the people here want the best for Nintendo and the greater gaming community.
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