Star Fox Command is 14 years old this year, a remarkable fact when you consider that, in the time that has elapsed since its release, we’ve only seen one all-new Star Fox entry – and even that was technically a remake of the N64 title, Star Fox 64 (and don't even mention Star Fox Guard). While Nintendo’s attention is currently focused on franchises such as Animal Crossing, Zelda and (of course) Super Mario, it’s easy to forget that once upon a time, the Star Fox series was seen as a true demonstration of the potential of Nintendo’s home-grown hardware.
The original game, lest we forget, marked the start of Nintendo’s relationship with the third dimension and was powered by a revolutionary graphics chip which gave its host console, the SNES, a marked advantage over its rivals. Star Fox 64 required no additional hardware to make it sing, but rather showcased the incredible graphical prowess of the Nintendo 64 with visuals that arguably outclassed those seen on the PlayStation and Saturn. GameCube outings Star Fox Adventures and Star Fox: Assault could arguably be cited as the entries which caused the franchise’s star to falter a little; the former was an unrelated game by UK developer Rare which had the Star Fox IP forced upon it, while the latter was developed by Namco and, impressive opening level aside, was something of a disappointment thanks to its focus on ground-based missions and multiplayer.
This little history lesson hopefully gives some context to Star Fox Command’s release and the weight of expectation that rested on its diminutive shoulders. Following the misfires of Adventures and Assault, Fox’s first handheld adventure had added pressure; not only was it tasked with resorting faith in the franchise, but it was also launching on the Nintendo DS, a console that, at the time, was confounding industry expectation and introducing millions of players to the wonders of touch control.
While some fans may have felt a degree of trepidation when Star Fox Command was formally announced – especially after Nintendo had entrusted the previous titles to companies which had no prior association with the series – fears were allayed when it was confirmed that Kyoto-based Q-Games, headed by Dylan Cuthbert, would be involved. Cuthbert, as you’re probably aware, was part of the team that made the original Star Fox and its SNES-based sequel, the latter of which only saw the light of day with the release of the SNES Classic Edition in 2017.
Cuthbert parted company with Nintendo following the cancellation of Star Fox 2 and would join Sony America to create Blasto on the 32-bit PlayStation before returning to the company's Japanese arm, where he developed the famous “Duck in a Bath” tech demo for the as-then-unreleased PlayStation 2. After contributing to the development of the Japan-only Ape Escape 2001, he left Sony and established Q-Games Ltd. in Kyoto in September 2001 – right on Nintendo’s doorstep.
While Q-Games was always envisaged as a platform-agnostic studio, Cuthbert wasted no time in striking up a working relationship with his former employer. "We had already approached [Nintendo] for a number of experiments and games, and had already developed Digidrive / Intersect with them," he tells us. "There were also a number of fun experiments that had got canned by that point; stuff that used the Game Boy gyro, for example. Then [Shigeru] Miyamoto suggested that we do a concept demo for Star Fox on the upcoming DS, and we went away and spent a couple of months knocking up a really interesting ‘space elevator’ demo that felt just like the original Star Fox. We even totally revamped the look of the Star Fox characters and team, but that direction was dropped when we went into production and Takaya Imamura was assigned to produce the title."
Miyamoto had, of course, worked alongside Cuthbert on the canned Star Fox 2, and the legendary designer wanted that particular title to be something of a touchstone for this new entry; he knew instinctively that Cuthbert was the right man for the job. "Miyamoto suggested it to us because he wanted the ideas in Star Fox 2 explored more and, of course, I had been heavily involved in that," explains Cuthbert. "Not many other people knew anything about Star Fox 2 at that point in time! Even Imamura-san hadn’t been involved directly on Star Fox 2."
It’s tempting to ask why Miyamoto chose to adopt a slightly different play style for Star Fox Command, especially as Star Fox 2 had never been seen by the wider public and the past two titles had displeased some fans by straying too far from the original 'on-rails' formula. Cuthbert thinks that the promise of new hardware – hardware which would come to change the way we play – was one of the key reasons. "The ideas in Star Fox 2 seemed interesting to Miyamoto to apply to the Nintendo DS with its two screens. He explained early on that the Star Fox franchise wasn’t about repeating the same game in sequel after sequel, but was a vehicle for exploring ideas in 3D gaming. Just like the early experiments we did in Star Fox 2 with 3D platforming that eventually helped shape Super Mario 64, he wanted us to try out new ideas and see what happened."
It’s easy to forget just how groundbreaking the Nintendo DS was when it was first released. At the time of Star Fox Command’s development, touchscreen smartphones weren’t anywhere near as commonplace as they are now – neither were concepts such as voice commands, dual displays and wireless internet. Q-Games studio manager Takahashi Akito had joined the company fresh from university, and Star Fox Command was the first game he worked on; he recalls how the console’s innovative tech made the game a truly enticing debut project. "I remember feeling fresh and excited every day about the game design, which took advantage of the DS' unique feel of freely controlling the direction of the aircraft with the stylus, rolling with a swipe, as well as features that hadn't been seen in previous consoles."
Rhodri Broadbent was another new Q-Games hire around the same time, having joined the company from UK studio Lionhead, where he had worked on Fable. He found the process "liberating", adding that: "early on in Star Fox Command we were experimenting and prototyping a lot of ideas for game controls and cameras – some crazy, many wonderful. That period is one of the high points of my career, without question. I think it's hard to remember now how much of a shift the DS was, but we were prototyping Command before the system had launched, so in those early days our own project was the only 3D-action touch-screen dual-screen gameplay example we had! It was an 'anything goes' time and of course, a lot of great ideas had to be discarded in order to shift into production mode. I was responsible for programming the Arwing controls and I particularly liked one of those discarded modes, in which you could hold the stylus over an enemy to keep the camera locked onto it, and the Arwing would smoothly auto-pilot around it whilst you planned how to attack it, or studied the weak points. In fact, I was very pleased to see some of the things we tried out but couldn't use were incorporated in some form into Star Fox Zero."
"I especially liked using the DS Rumble Pak for haptic feedback when you drew routes through meteor fields,” Cuthbert adds. “We did iterate a lot on how to get the strategy and route creation to be as fun as possible. The sound guys at Nintendo suggested using the player’s own voice or sound, but cut up, for all the voices of the characters; because this was a smaller handheld title, it was decided by Nintendo early on we wouldn’t have the cartridge space for lots of real voice samples, unfortunately, so we found a fun technical compromise."
As is the case with many of Nintendo’s outsourced projects, there was a close relationship between Q-Games and its Kyoto neighbour. "Imamura-san was in the office every day working on it with us," remembers Cuthbert. "Miyamoto and [Katsuya] Eguchi came to visit the team, too. However, all the development work was done by Q-Games with the exception of the music and audio engine."
Broadbent recalls how regular visits from Nintendo's design talent helped subtly guide the project. "During pre-production, Nintendo was quite involved in the general direction the game was taking, providing feedback on all of the many and varied prototype control schemes we were trying out for the touch panel. During this phase, Mr. Miyamoto provided feedback on the game, and he was responsible for some of the final control ideas. Once the direction was decided and the main development got underway, the bulk of development happened at Q-Games, but it remained collaborative throughout. Alongside Dylan as director, Mr. Imamura of EAD was the game's producer, and he was at the Q-Games offices for most of the time collaborating with the team on everything from the enemy design to the game feel, to the narrative arcs. Hajime Wakai of Nintendo composed the game's music too, of course.”
A key member of the team despite hailing from outside of Q-Games' offices, Takaya Imamura had joined Nintendo in 1989 and has the likes of F-Zero, The Legend of Zelda: Majora's Mask and the original Star Fox in his list of development credits. He was unwittingly at the centre of one of the most amusing anecdotes relating to Star Fox Command’s development. "There was a funny incident involving the company mascot at the time, 'Pooh-chan', who was my pet French Bulldog who often visited the office," explains Cuthbert. "Imamura-san had bought a lovely pair of suede shoes and, because we are a shoe-less environment, he had taken them off near the front door and placed them to the side. Well, that new suede smell was too much for Pooh-chan to resist, and he promptly went over to them and peed on them! We were all very embarrassed, but Imamura-san took it well… I hope."
As you might expect of the person who created Captain Falcon, Imamura was something of a legend for many of the team’s staffers, including Q-Games Senior director and game designer Kazushi Maeta. "I had the opportunity to work next to Imamura-san, and in addition to the informative stories, I listened to him play his guitar during breaks. Also, before I joined Q-Games, Imamura-san had given me his autograph with an illustration of Slippy, and I had no idea that I would be able to work with him after he joined the company." Yutaka Kurahashi, another Q-Games staffer, also considered it to be a real honour to work with one of his heroes. "Even now, my fondest memory was working on the latest game with the developers of Star Fox, Dylan and Imamura-san – [whose game] I used to play when I was a kid. Imamura-san was very friendly and we enjoyed going out for dinner and talking about cars and other hobbies."
While the Nintendo DS broke a lot of new ground from a technical standpoint, it was the addition of online play which was perhaps the most exciting update, making Star Fox Command the first title in the franchise to make use of the incredible connective power of the internet. "Online was new territory for us, but we wanted to make it fun and give people that exciting feeling of a dog-fight," explains Cuthbert. "Because the systems were quite fledgeling, this part of the game’s development took a bit longer than we expected, but we got it all working in the end. Our air conditioning broke for a few days in mid-Summer while we were developing this bit, and that was pure hell, but we soldiered through it."
Indeed, taking the game online gave the team some headaches that the high temperature of the office wouldn’t have helped with. "In general, the online development infrastructure wasn’t as advanced as it is today, so adding multiplayer arena battles to Star Fox Command was pretty ambitious," admits Broadbent. "I was not involved in the network coding, but I remember clearly that just the fundamentals of keeping things in sync gave a few members of the team some sleepless nights. Aside from the technical challenge, a quite common problem in flight combat games that we also faced was that it can be easy to fly past a target coming towards you before you've had a chance to shoot them. In small areas, it can feel frustrating as you both keep rotating to get your opponent back in frame. In Command though, the prominence of the map on the DS' lower screen helped to alleviate that, allowing players to plan wider approaches and clearly see the way their opponent was headed, as well as exposing the power-ups so that it wasn't simply search-and-destroy, but also about snagging the best weapons before your opponents got to them."
One of Star Fox Command’s most notable legacies today is the fact that it introduced multiple endings for the player to discover, a system which Cuthbert says he lifted from popular 'Choose Your Own Adventure' books, such as the Fighting Fantasy series. "I liked the old adventure books where you would make choices and have branching paths and different outcomes, and while we were looking for a metagame framework I suggested it to Imamura-san and he ran with it, really getting into and enjoying the creation of the narratives. I think it let him be more creative and give the character development more breathing room than they normally would get with a fixed path narrative." Multiple endings added replayability to the final game and their creation clearly gave Imamura a lot of pleasure. "I remember Imamura-san was having a blast making the endings for each route," recalls Maeta. "He said that maybe the sequel could really be one of these ending episodes." His colleague Kurahashi concurs. "Imamura-san looked like he was having a great time drawing them!"
One of the endings – dubbed "Curse of Pigma" – sees Fox McCloud down in the dumps after the loss of his beloved Krystal and taking up racing to lift his spirits, a scenario which appeared to play some part in rumours relating to a Star Fox racing title. What do the team think about Command influencing gaming gossip more than a decade later? "I have no idea about that," says Cuthbert. "But Fox and his team get everywhere! Imamura-san was behind F-Zero of course, so that particular ending with the slight cross-over of the two universes was really cool, I thought." Broadbent adds weight to this viewpoint. "That branch of Command's storyline was quite a natural outcome I think; Mr. Imamura has been heavily involved in both the Star Fox and F-Zero series throughout his career, so when he and Dylan were conjuring up an alternate timeline where Fox and Falco were driven to change careers, high-speed racing was the first choice."
Star Fox Command launched in August 2006 to favourable reviews and reasonable sales (day one in Japan, it sold 20,000 copies), but as is the case with any game, there are elements which the team wish they could go back and change today. "If we’d have had more time, I would have liked to add some 'standard' Star Fox levels with forward-scrolling, but at the time Miyamoto was adamant that we stick with free-range modes," says Cuthbert. "That was part of his 'Star Fox should explore new things' initial direction on the project. I would have liked to expand the mothership sequence more too, adding variation and different things to do, allowing you to enter mothership for an on-rails sequence, perhaps." Fellow Q-Games staffer Maeta reveals that the Arwing transformation that was in Star Fox 2 (and would later be resurrected in Star Fox Zero) was almost included in Command; this would certainly have given the gameplay more variety.
For Broadbent, who would go on to found Scram Kitty developer Dakko Dakko in his native UK a few years later, the game’s strategy elements would have benefitted from some more attention. "I think a deeper integration between your decisions on the strategy map and what happens in the missions would have added some extra depth and a lot of replayability. I think the strategy map is a great feature of Command, and I'd love to see it incorporated into a future Star Fox game to enable greater player choice and interaction between team members. Or perhaps a Starfox RTS?"
What's the likelihood of Star Fox Command getting remade so that it can gain a new lease of life? Cuthbert isn’t optimistic, but stranger things have happened. “I think the chances of a remake are pretty low, although the chances of Star Fox 2 getting a release were pretty low, too! However, I would love to make a Star Fox Command 2 for Switch.”
You heard the man, Nintendo.
Now there’s a game I totally forgot about. It’s not bad at all though, considering it’s early DS.
Star Fox Assault is considered a misfire? Since when?
It was pretty much copy/paste battles, and locking away your choices at the start did the game no favors. When it comes to choices in games that can effect the outcome of the story, they should always be available at the get-go. Not "Here's the handful we will allow you, and now you have to replay to unlock new choices". Simply having the choices there even at the start would make it replayable, as people will naturally want to explore all of the different routes to get all of the different endings, so long as the game is enjoyable. No need to lock certain routes off.
Also, stop trying to force gimmick controls into the game! We don't need gyro controls. We don't need being forced to use a stylus.
Though I really do want to see a new Star Fox with Marcus being the new leader. That is one thing this game made me want. Overall, it's a decent game that shoots itself in the foot.
I’ll mention Star Fox Guard. It was fun!
I actually really enjoyed this game, and I still have my copy of it on the shelf. Being able to do what you could do with a game on the Nintendo DS back in the day was a pretty big deal, and even though I never fully delved into the Nintendo DS's library due to financial struggles. I still have fond memories of this one.
I remember trading someone a couple of Reese's Peanut Butter Cups for a copy of Star Fox Command. It was cool when I was 11.
I tried to like it, but it just isn't a good Star Fox game at all.
I loved the multiple endings of Star Fox Command, I hated playing the game to get them.
@arekdougy I know right, Star Fox Assault is probably my favorite Star Fox game.
It's a real pity Nintendo have not made more of the Star Fox franchise, an open world space exploration game with on foot and space flying combat missions would be ace, and the Switch would be awesome for that type of game.
I Think a lot of people were hoping for a main stream game like the others before
For my self I have given it a chance but it was not for me.
Try new ideas, play around, yes. But at least make us a mainline game once in 2 decades without it having gimmicky controls (Zero) or half the battles on the ground (Assault). They know why we loved star fox 64, they brought it back out on 3DS.
Nintendo just baffle me sometimes with how they ignore such an easy win.
Underrated, don't believe the haters-- this game is tonk and the best Star Fox (After 64)
@tofarawaytimes Well as far as you’re concerned you’re completely wrong then. It’s a ‘new release’ in the sense that it was completed but never released until now. It’s not ‘all-new’ in any sense of the word though, it’s ‘all-old’. It was literally written in the 90s.
@AnnoyingFrenzy Same here. My late friend and I would stay up all hours of the night playing multiplayer mode in that game whenever we had a sleepover. We wouldn't even kill each other; we'd just explore the maps.
Command isn't a bad game, in my opinion, but there are some very serious flaws with it, most notably the time limit, the relative lack of items to increase ship health or said time limit, the turn-based strategizing on the map screen, and the need to protect the Great Fox II from enemies.
Personally, I always saw Command as the weakest entry in the 64 continuity (I split the series up into three different continuities: the original continuity, with Star Fox and Star Fox 2 on the SNES; the 64 continuity, with 64, Adventures, Assault, and Command; and the Zero continuity, with Zero and Guard).
I did enjoy 64, but I always considered Adventures and Assault to be my favorites entries in the series (Assault, especially, as it was my first ever Star Fox game). And they also introduced me to who is now my favorite video game character, Krystal.
In fact, she is the wallpaper for all of my phones and computers; the image in question was made by a very talented 3D artist by the name of CakeInferno (formerly known as GreyFireFox); an entire page is dedicated to him and his custom-made rig for Krystal on the Krystal Archive.
This just reminds me of the touch screen control method era back when they didn't have an analog stick or slider pad so they had to try and replicate that with a screen... that was a dark era.
No one who ever finished it will ever forget the first time they played through Star Fox Command...
...and saw the (cannon) ending where Krystal leaves Fox for Panther and the whole Star Fox team goes on to lead terrible depressing lives. Video games rarely give you such a downbeat ending.
I’d love to see a sequel on Switch (with normal controls). There was a lot of potential there that was held back by the budget and the format. Bigger, more asymmetric levels with some larger (more scripted Star Fox 64 boss style) encounters and some linear stages (as intended by Dylan Cuthbert in the article) could make for a pretty special game.
...so long as the plot went completely off the wall again like the original.
This is just one of those series that they keep trying to bring back once in a while but somehow some way just fail miserably at. I personally never was that big on Star Fox but it's still a real shame to see the series having gotten into this state.
Huh. I somehow never heard of this game. Good read though.
The Wi-Fi multiplayer in this was awesome.
The battles did work well for what they were and the platform they were on
But I'll be damned if I wasn't laughing my ass off at how insanely cheesy and overly dramatic the story with the multiple endings were
Also Krystal is a thot in this game just saying
I will be honest, this is my second favorite Star Fox game after 64. The strategy elements, controls, and story paths are all great. And an online multiplayer that was lots of fun; SF64 on 3DS didn't even have that. I sold New SMB to get this when it came out and I don't regret it.
@johnvboy what happened to the one ubisoft space game with star fox characters as like skylanders things? was that any good besides the whole toys to life thing?
@Silvermyst locking paths off until you do something else in a previous play through adds to the replayability. It gives you something to achieve to be able to achieve something else. As far as gyro controls and any experimenting with how games work I'm all for it. I mean that is how we got most of the great games we have today.
It was a fun little game. I enjoyed and a few of my friends enjoyed it too, if you can get hold of a copy give it a go.
@Christofu it's fun. I have many hours into it and Ubi sells the expansions pretty cheap at least twice a year. You should definitely check it out. I am sure you can get it pretty cheap by now think it is like 25 bucks with the fox mccloud and arwing toy.
It's called Starlink Battle for Atlas.
@Dirty0814 oh dang really? I should try it!
@Kriven you have a right to your own opinion. Me I love all of them, played 64 all the time and probably have beaten it over 100 times easy. Have you played Zero at all or Star Fox 2?
This was fun, a good continuation of star fox 2 (retrospectively).
@Christofu its a open galaxy game really. You go to planets and conquests and side missions in them and also do some in space as well. Level up get new attachments etc. I find it to be a good mix of the star fox genre meets a rpg open world element. I enjoy it but I love the whole star fox theme stuff and this fits right into it for me just with added elements.
You might be able to do a demo. Not sure if there is one or get the game itself cheap from gamestop/eb. Amazon had it new for 25.
Ohh and the toys are not necessary. The ships and characters are all does so no need for those if you don't want them. Their just aminos that are not needed.
Another great game in a series full of winners
Shocked people liked Starfox adventures. That game is boring and just plain right terrible!
Worst Starfox game without a doubt and that includes the bad Wii U game by the way.
I personally find the gameplay in this one boring, though I must have enjoyed it at one time because I did get every ending back in the day...maybe I should give it another go. I wish they had continued the story on from this game, but having 9 different endings made that a bit difficult I think. I guess they'd have to pick one, but with Zero being a reboot and also not being very well received...well I don't know if we'll see that anytime soon. I think the ending you get your first playthrough is canon, but I don't particularly like that ending.
@Dirty0814 I got that game on sale a while back purely because of Star Fox but still haven't played much of it. It did seem like fun though, and it made me want an actual Star Fox game done in that sort of open universe style. Kind of feels like a natural evolution of Star Fox 2 and Command.
I loved this one personally. The multiple endings, the different ships, I found it a lot of fun.
I just really wanted a vs mode where you could use other ships (mainly Panther’s with his super death cannon that took things out in like two hits).
And I still do. Someone please make Starfox: Dogfights.
@Kriven I find Adventures to be a fine game (albeit far outclassed by other platformers of the era like the earlier Rare games and the first few Ratchet and Clank titles), but it's definitely not what I know to be a Star Fox game
Platformer collectathon with melee combat does not really fit the series at all.
Great article, but I never liked Star Fox Command.
The free-range missions were always the worst in any Star Fox game and Command is nothing but free-range missions.
It was a huge disappointment as far as I'm concerned.
That one lady in the back like: I can't push my way to the front or I'll hit the dude on crutches.
I always felt bad for star fox as a series. It is a neat idea but very much a product of its time.
@arekdougy Calling Star Fox Assault a misfire is an extremely nice way to put it.
Well I’ve clearly got to pick this back up. I bought it and played it for a bit and forget why I stopped. I probably got sidetracked with the other 1,000 games in my backlog.
Gonna fire this up tonight on my lovely SNES edition 3DS
Also, @Damo, a Star Fox article during Castlevania season?! Bold move!
Would love Nintendo to develop something like that, without the toys for life feature of course, and some on foot planet exploration too.
@tofarawaytimes Illegal? The devs themselves said it was done and leaked it. The only reason it didn't get made was because Nintendo didn't want to spend money on the superfx 2 chip it needed to run properly.
Sorry but if a game gets released in rom form by the people who made it, I don't feel bad about downloading it and playing it.
This will forever be the worst Star Fox game I've ever played. It just isn't right.
The series has really struggled since Assault left it on an imperfect but relatively decent note. Command started the trend of making each new Star Fox entry rely on a gimmick, which is a shame in hindsight. For comparison, imagine if every mainline Zelda from 2006, 2007 on was Skyward Sword. Star Fox really does deserve better than it has gotten, as a former industry groundbreaker. There really hasn't been a decent Star Fox game made since 2005. Star Fox and Donkey Kong to a much lesser degree are both prime examples of what Nintendo lost when Rare was given the Dementor's Kiss by Microsoft. The charm just isn't there as much as it was.
As an aside, yes, Star Fox Adventures is a flawed but great Star Fox game, arguably the most polished, most ambitious entry in the series. Far too much is made of the fact that it was originally a separate IP that was retooled into a Star Fox game, incredibly sensationalist. Saying it's a "good game, but not a good Star Fox game" is akin to saying Breath Of The Wild is not a good Zelda game because it features open world gameplay that does not directly copy Ocarina Of Time. It's called tasteful reinvention, and no other Star Fox game did it better. This is a game from 2002 running at 60 frames per second on the GameCube with fun, charming, and weird characters, great worldbuilding, Zelda-like exploration and puzzle gameplay in the Star Fox world, and a beautiful soundtrack by David Wise. It is one of the most gorgeous games on the GameCube, second only to 2006's Twilight Princess. Yes, it's a great game despite its flaws. Please set aside the YouTube-assembled opinions and play it sometime.
@Kriven Totally fair. Star Fox has hardly ever stuck for me, including 64. Assault I played quite a bit of, single player and multiplayer and it was fun and varied. Of course I can see why people would want more flying missions, and that's the only thing that'd make it better. It's a franchise with so much potential and we barely get anything.
@MetalMan Meh, I liked it a fair bit. Maybe that's time having passed though. Why was it so abysmal to you?
One of the worst games Nintendo has ever published. And one of only two Nintendo published games I've ever sold in my entire life because I hated it that much (the other being Donkey Kong 64).
@rushiosan You’re never happy!
Nice piece Damo.
I always thought Command was an underappreciated DS gem. The wide array of playable characters and unique ships was cool. As were the multiple endings and the main antagonists.
@arekdougy agreed. Assault was one of my go-to fun games on the Gamecube!
@graysoncharles terrible story, boring weapons but nice graphics. As a Starfox game its awful and as an adventure game its average at best.
Would love to see a YouTube video revealing the whole mess it must have been for rare developing that game.
Star Fox Guard is a much better game then Star Fox Command.
@arekdougy Assault was very good, but people wanted more flying missions (as you already know glancing at comments) and whenever I returned to the game, which was often, I always went straight for the flying missions if I wanted to kill time and nothing more.
The vehicle combat was fine, just... wasn't what I wanted. Wing riding was fun though, wish that ridiculous concept was fleshed out just a little more. Lol.
I'm not a big fan of Star Fox, but this is my favorite Star Fox game. I actually like that it is free range and not on-rails like Star Fox 64.
@arekdougy It wasnt it was really good but like a review back in the day said "imagine going to a steakhouse and getting sushi its best darn sushi you ever tasted but its not what you came for."
Assault was really good but it added some really silly things like getting off on foot to attack.
I loved Star Fox Command. I saw two endings and really appreciated the online battles. I only had dial-up internet back then and was using the Nintendo USB Wifi adaptor to connect the DS. Star Fox, Tetris DS, Mario Kart DS and Metroid Hunters were some of my earliest online times, and still the most fun.
@arekdougy I called it Star Fox Insult. That says it all. I loathed the on-foot levels so much that I stopped playing it after a few levels.
Great article. Shame that the people ae talking about the game instead of talking about the interview itself and the details provided.
@StuTwo I never felt so lucky to get the game used, and completed. All the missions were available, all the path choices were available, I never even knew people were forced to go through ONE ENDING, before getting to see all the rest.
WHY, of all the endings they had, would they go with Krystal leaving Fox to join Star Wolf, first!? @[email protected]
The game is far better, without having to deal with all that!
@Nemesis666 It is a very good article and much appreciated. Just not something I can relate to per se. The games, on the other hand, I can talk about.
"Star Fox Command" - A major example of the adage, "If it ain't broke, don't fix it."
It's also a reason I'm not a big fan of the DS library in general. Except for its excellent roster of RPGs, many DS games in traditional genres like this suffered by having lame DS specific functionality shoehorned into them, or developers just weren't making them for the DS at all in favor of yet another puzzle game or experimental title.
@Dirty0814 No, it does not. The choices themselves and the outcomes they lead to are what gives the game replayability. You do not need a forced route to encourage you to try different choices and outcomes. People will naturally do that as long as they are enjoying the game. Locking choices does not encourage that at all. It removes player choice and holds it hostage. If you've ever played any game where dialogue choices affect gameplay and endings (Wolf Among Us, Dragon Age Origins, Baldur's Gate, any visual novel), choices are never locked away behind a 'beat the game first and then you can make more choices' hostage situation.
As for the gimmick controls, even if you want to try something new, always, ALWAYS give an option for simple, non-gimmick based controls. Let the player decide what fits their play style. I cannot tell you how frustrating it was trying to play with the stylus, and they didn't give any other standard control option.
@jcboyer515 I also found that statement very confusing trying to get my head around where Star Fox Zero sat
@kobashi100 The only real knock against "Adventures" is that the StarFox license was shoehorned into it. On its own merits, it's a very good action-adventure game.
@Menardi At least the gimmicks in "Skyward Sword" actually work and are fun to use, unlike "StarFox Command" and "Zero" (save for the minority who can actually come to grips with the latter's control scheme).
@Coffee_Drinker You could say the same thing about "Star Wars: Rogue Squadron 3: Rebel Strike." The ground mission aren't terrible, just not up to the standards of the flying missions and not what players really want.
@BulbasaurusRex That is a fair point, definitely a hard comparison. Even at its worst in terms of the linearity and how it controls, Skyward Sword is still an incredibly polished game. Really can't say the same for Command, and Zero controls poorly to the point of being distracting, never mind the fact it's just rehashing Star Fox 64. At least Skyward Sword's ending is canon, with regards to Command's nightmare-incuding multiple endings (the DS just wasn't a very good generation for certain classic franchises, was it? Thinking of the lackluster DS Diddy Kong Racing entry, Star Fox Command, and Golden Sun: Dark Dawn. Not a good time for those IPs).
Put simply, Star Fox's main problem beyond the forced gimmicks and the increasing number of years between each entry is that it keeps trying to replicate the magic of 64, which is not the way forward for Star Fox. It will never be as good, and the series will never grow. Star Fox showed great promise in games like Adventures and Starlink, and the series really does need more of what those games brought to the table. A Breath Of The Wild-level overhaul is what will move the series forward.
This was a really enjoyable read.
I've never been particularly attached to this series but this is my favourite Star Fox game (haven't played Command or Zero). The non linear narrative and the fact that you would get completely different team compositions/ ships depending on what you chose to do made this a treat in my eyes.
@Menardi That's hard to say, since we've never had a game other than its own remaster that's truly tried to recapture the magic of "64." I'd like to see just one Star Fox sequel that truly focuses mostly on the classic flight battles of that game (with a good mix of on-rails and all range sections) without mucking it up with alternate genres (save for perhaps a few stages) or experimental controls before we can truly determine what is the best way forward for the Star Fox franchise.
@Kriven Yeah it's an Adventure game. Not a Star Fox game.
@Kriven It's an adventure game, with a Star Fox skin. A very convincing Star Fox paintjob, but it's still a paintjob that lacks anything I personally like about the other games
Please just give me a direct sequel to Star Fox 64. I don't need it to reinvent itself, I don't need gimmicks, I just want a solid on-rails shooter with combos and secrets and hundreds of cheesy yet memorable quotes and an addiction to playing levels over and over again to best your high score. Every Star Fox game that's come out since then has been a disappointment. I get attempting something new every once in a while but why completely abandon the gold they struck? Bewildering.
How was playing this to on Wii U? I'd consider giving it a go on the big screen if it's worth the $10-or so download.
@SpaceboyScreams im with you mate, it seems every game has to be tweaked messed around with then spoilt. Starfox snes, Starfox 64 were pure gold for rail shooter fans. Just give us more of that with new epic levels and boss battles. Simple as that really, if it ain't broke dont fix it.
The fact that you needed an actual guide just to figure out which paths you need to take to unlock all the endings should tell you just how poorly implemented the game mechanics were in Command, though the endings themselves weren't much of a reward, either, especially considering most of them felt like they were written from fanfiction.net and don't even get me started on the beginning and the endings cutscene art.
R-Type had a Command game too. It sucks.
Just a reminder that Star Fox gets chance after chance after f****** chance and F-Zero is long dead.
Looking at the first picture of the celebration of the game, you can tell there was some hefty celebration going on! A little drunk there! Other than that, since Star Fox 64, I haven't enjoyed any since. I thought Star Fox Adventures was great graphics and a good story, but it wasn't as grand as playing the original on the Super NES. I hope they give it another chance...the switch has a bigger audience and could use a great one...just re-release the originals and try them again. F-Zero, Wave Race, 1080, Punch Out, Ice Climber and Kid Icarius could all use another go if they were given the chance...I'd even love to see Startropics make a comeback!
Command was utter garbage: the story was terrible, the multiple endings did NOT make everything better, the enemies were tough to take care of, the timer is ANNOYING, the characters are OOC &, worst of all, the stylus made things WORSE. And the person who wrote this article called Adventures & Assault misfires? Command was the REAL misfire. I hope that Nintendo never makes a sequel to it, nor do I hope that they use its story again.
Tap here to load 77 comments
Leave A Comment
Hold on there, you need to login to post a comment...