You said it yourself, your comment history is there for everyone to see. You opened that door and now people will step through it and find out that not only have you hated this game since before you even played it (how fair!), but that you have trouble playing an intense action game with motion controls.
Again, it's not a big deal. You have simply found a game that you are just not good at. But it's completely preposterous to claim your experiences are the same as the majority's. Your experiences are unique to yourself. Just don't be so angry that someone points this out. You don't have to be good at everything you do.
"First off all the controls force a posture on you, slight bumps and shakes mess up your aim. You have to sit still, in my case and probably most others, resting their arms on their knees for stability. This gets old fast. Furthermore intense action is going to force you to move the controller around and throw off your aim. Simply firing rapidly is going to move the controller enough to have your aim shaking all over the place. I want to see someone do expert area 6 from 64, or hell any arwing level from assault with these controls. Which brings up another point:
To make these controls usable they have to slow down the action. Rapidly pressing buttons applies pressure to the gamepad and messes up your aim. On top of that the need to go between two screens also means you can't have the most intense action because your attention is divided."
You can't figure the controls out. You don't understand how to focus on one screen at a time (looking at the gamepad is RARELY required) and you can't even seem to tap the fire button without bouncing your controller all over the place.
Another "problem" that I have never seen anyone else mention before you. I play Star Fox Zero laying on my side on my couch. Why would I be forced to sit in some ridiculous bent-knee posture to be able to accurately shoot?
You simply cannot grasp the controls. And that's fine, there is nothing wrong with that. But it does not make your opinion fact. You are one person.
You make an excellent point about Xenoblade Chronicles.
That game is a chore to slog through. I bought it day one upon recommendation by critics and fans of the series and I haven't touched it beyond the first 5 hours it took for me to finally understand what the heck is going on and what I'm even supposed to be doing. The HUD itself is a complicated mess.
THAT is more off-putting than needing 20 minutes of practice to get comfortable with the controls of a game like SFZ.
And yet Xenoblade is lauded as an "amazing game" while SFZ is "too complicated".
It's just very important to point out that you are one of the people who have been unable to grasp the controls.
So your OPINION is that the controls are clunky and bad. Someone needs to remind you that you do not speak for everyone, so just because you believe something does not make it fact.
A huge surge in popularity and a massive write-in campaign from enough people who "truly wanted her in after her appearance in Bayonetta 2"? The sales numbers of the game would argue otherwise. It's a niche character from a niche game.
As for your part in our little discussion here?
Accuses me of using straw-man arguments by offering data mined exhaustively over months and gathered from dozens of sources.
Presents a giant straw man argument of "because this guy said so".
You speak as if you've actually done your research into this. Did you not watch the announcement video where they basically explained that she won by virtue of Sakurai rejecting the rest of the characters? I would think not, given your hard stance that she "won". I think the official results also said that she "won" in Europe only. So North America and Japan certainly didn't vote her at the top.
You are absolutely convinced that such a niche character won this poll that it's become amusing. I actually think you would believe it if Sakurai put out a video saying "well golly, it's the darnedest thing, but my cousin Elron won the poll by a landslide thanks to write-in votes! Elron Sakurai is added to Smash!" But we're not getting anywhere with this, so you can keep believing what you want to believe and I'll believe the factual evidence provided, rather than heresay from Sakurai.
You've really, really bought into that word. That was the key word of his excuse.
Well, you're right. All I can do is look forward to the NX and see which characters end up on that version of Smash.
I can't wait to find out that over half of the roster was cut and in its place are brand new characters to the series like Sakurai, Sakurai Sr., Gramma Sakurai, Sakurai's dog, Sakurai's neighbour, Noodle Cart Man (he works down the street from Sakurai's office) and 16 more swordfighters from Fire Emblem. But it would make sense, because they're probably just the most "realizable". I mean, you try thinking of unique movesets for legendary video game characters with rich libraries of games dating back to the '80s.
Whatever you need to tell yourself to keep Sakurai up on the golden pedestal where you hold him.
You claim his word is far more trustworthy than "some random guy". The random guy happens to be a respected member of the Smash community who had no preference whatsoever towards anyone winning the tournament. He just dedicated a lot of time to researching and compiling data to come up with the results of the poll for the sake of information. He had no vendetta.
Meanwhile, Sakurai turns around and says "ha ha I didn't want to add more Fire Emblem characters but my development team locked me in a freezer until I agreed to do it! Those cads! On an unrelated note, here's an essay about how much I love Corrin... but it has nothing to do with his inclusion. Nope! Blame the developers!" He has EVERY reason to lie. He needs to justify including all of the characters that HE thinks are cool in spite of what anyone else wants because he hopes to avoid the backlash. Why else do you think he went out of his way to deflect Corrin's inclusion onto his development team?
You can't show me the supposedly overwhelming data that Bayonetta won the poll because she didn't. The data doesn't exist. We just have to blindly trust Sakurai's word just because.
Oh wait, there is no proof. Just Sakurai's word. Meanwhile, I can show you hundreds upon hundreds of examples where Bayonetta wasn't even on anyone's radar.
I don't even care that she was included, it's more to the fact that the fan poll was a total sham.
Well, we cannot confirm if she did win or not. There is absolutely no concrete evidence provided that she did. In fact, there is an overwhelming amount of evidence that she did not.
But seeing as how you refuse to accept that fact, then yes, we will have to drop it. I have not and will not buy her anyway, so there's no problem there.
So going off of that information alone, you're suggesting there was an overwhelming write-in campaign for Bayonetta votes? I get that you're trying to justify this, but even you have to admit how absurd this sounds. Sakurai chose her because he wanted to. That's really all this is and everything we know about the guy would suggest this to be true. He likely skimmed the list of names from the fan polls and said "hey, this could be an interesting one to create. we'll just say she placed first in Europe to justify it."
Which begs the question of why would you even bother having a fan poll in the first place if you're not going to take it seriously?
That's like holding a presidential election and Joe Q. President wins the vote, but then someone just says "well, we like Johnny Johnson better and would enjoy working with him more, so we're going with him".
See this is the thing. People have made him out to be some sort of god.
He always whines about how taxing making Smash Bros games is and how it "took a lot out of him" and "this is going to be my last, I can't handle it anymore".
Look him up on Wikipedia and you'll see that the amount of games he has worked/contributed on is minuscule in comparison to others in the industry.
While he may work hard on some aspects of it, he's not the programmer and he has a decade-long break between some of the series. I'm not feeling sorry for him. I feel sorry for his development team who are the true unsung heroes of the franchise.
He just walks up to them and says "I want Gonad from Fire Emblem in the game. And make sure he's a swordfighting character. Make it happen. Phew, I need a nap!"
"Roy was brought back to Smash 4 since he was the most requested cut Melee character after Mewtwo."
According to what data? Sakurai's word?
If we're going to discount the exhaustive data scraping that the guy made collecting fan data, then I'm certainly not going to accept Sakurai's word as proof. Show us the data and I'll buy it.
A quote from the only link that isn't a broken article:
"if I cannot meaningfully distinguish them from other characters, or create fun unique characteristics of the characters, then that’s the end for them"
And yet we still got Marth, Lucina and Roy. Carbon-copy characters with only minor variations.
It all comes down to whoever Sakurai decides he likes best and how he's feeling on that day. I don't for a second believe that the development team shouted "add more Fire Emblem characters" while Sakurai sat back saying "noooo, perish the thought! I couldn't do that! Come on, you guys!"
Funnily enough, that very video's Nintendolife article is where I provided all of the links and evidence to back up the fact that Sakurai just picked her because he felt like it. Can we all stop pretending he actually cares about the fans' opinions?
Or do you sincerely buy the excuse that people demanded Corrin be added to Smash?
Someone did an exhaustive mining of votes from every fan poll they could find on the internet. Reddit, GameFAQs, youtube, etc and compiled the data from there. They even included comments on message boards about who people are voting for.
He even separated the data into NA, Japan and Europe. It was quite an impressive feat.
So unless people suddenly decided to completely change their minds right before voting in the poll, this was a pretty damn good representation of the true fan votes (seeing as how they've conveniently decided NOT to reveal the actual votes).
Bayonetta hovered between 9th and 13th place on all of the polls.
Top leaders of characters were Snake, Wolf, Shantae, Shovel Knight, King K. Rool, Inklings and Roy.
Nice try. I see you blindly bought into Sakurai's bias.
Snake, Wolf, Shantae, Shovel Knight and Inklings all ranked higher.
Does that mean you also believe him when he said that his "development team" practically had to break his arms to get him to add more Fire Emblem characters?
Go find the info yourself. It's all out there if you really wanted to know who won. Several different people have compiled the true metrics of the poll.
Glad to hear it! I'm interested to hear your thoughts, good or bad. Just do yourself a favor and ensure you don't skip the training levels. They're very helpful.
Luckily the controls are responsive but not absurdly sensitive, so the likelihood of you accidentally banking your ship when you want to boost or brake is extremely low. And even if you did manage to do it, it wouldn't be enough to affect what you're doing. You'll see.
Again, you'd need to play it to get a feel for the game. You cannot accidentally tilt the stick up or down too far and perform an unintended maneuver, because the motion for both a somersault and a barrel roll are completely independent from each other. U-Turn is even more of a deviation so that's completely removed from the equation.
Barrel roll --- tilt left, then flick right
Somersault — hold one stick down then the other stick up
U-turn — a single press of the B button
I have never once pulled off a different maneuver than the one I was attempting to perform. And this is after hours upon hours of play-time.
I'm really trying to come across as civil as I am intending this to be, but you really need to actually try the controls yourself to be able to find any fault with them.
If you are as big of a Star Fox fan as you claim you are, you are only doing yourself a disservice by not playing it. Yes, you need to forget what you know about how the plane controlled in SF64, but SFZ offers real fans of the series a much more satisfying experience. You're completely in control of your actions, for better or for worse. It leaves some room for error, sure. But it also makes you feel more accomplished when you ace a level. It's very satisfying once the controls click.
" Imagine you're the person driven away. Take your favorite game, and they release a sequel and you just cannot for whatever reason play it, you're completely driven away from the game. It makes less money than the previous installment but still turns a profit. Are you going to say "i'm glad they drove me away from this game cause it was worth it since they made a profit, albeit smaller than before."?"
So it's ok to take a new direction as long as it doesn't conflict with your opinion then, right?
For example the NX. Some of us like the gamepad and motion controls a lot. So Nintendo shouldn't seek a better profit margin by redesigning their system at all. They should just keep everything the same but upgrade the processor.
It IS a personal quibble because it actually feels far more natural doing a barrel roll by doing a quick right flick followed by a quick left flick. It is literally how a barrel roll is performed in a real plane. I didn't even need the tutorial to tell me that because I tried what felt natural and then to my pleasant surprise, pulled it off!
When would you instinctively press the shoulder buttons to do a barrel roll? If we are going to equate instinct with intuitiveness, then you need to address things like this as well.
Your ridiculous use of hyperbole isn't helping your case. I also found the camera angles to be appropriately cinematic and added to the experience as a whole.
It's intended to be jarring when you encounter an intimidating boss.
"However, the controller isn't stable and will bounce around it makes your aim jitter around as you're trying to do things. You can't hold it still on targets while also engaging in extremely intense action."
And yet I and many, many others are capable of doing this. You can't cite your own experiences as factual evidence of something. It is one person's opinion. And again, sometimes one needs to admit to themselves that perhaps they just aren't as good at something as they would like to be. I can do it, why can't you?
What is so unintuitive about these controls? One stick is your throttle, it controls your speed as well as your fancy maneuvers. (PROTIP: There is also a single-button input for the U-turn). The other stick controls your direction. Sounds to me like a real aircraft.
Your biggest issue is your inability to accurately aim with the gamepad. It sounds like you're just too frantic with your play-style. If you find your crosshairs off slightly, just tap the calibration button. Fixes it right away. Control your movements with the gamepad so they are less frantic and you can aim by just using the reticle on the screen. Practice makes perfect.
I have to hand it to you, you're well-versed in the typical "good at arguing, bad at having any real point" lingo like "ad hominem", "straw man", logical fallacy", "false equivalence".
You do realize that any of those accusations you have thrown at me you have also been guilty of, right?
But we're deviating from the topic.
Again, every point you just made comes down to the fact that you are having trouble holding the controller in place. Many others (and you can check the gameplay videos on youtube for visual proof) are perfectly capable of flying the plane around, doing complicated maneuvers and fancy dogfighting tactics while still maintaining the ability to precisely aim at their intended targets.
Just because YOU are not personally good at something, does not mean it is bad. Again, I admit I am not good at Wonderful 101, but I would never say that it is a bad game. I can admit to my shortcomings.
You know why I cherry-picked that point? Because I've seen most of your arguments against the controls of the game. And they always contain the fact that on some level, you hate the controls because they are not "realistic".
A broad stroke of an argument that can be applied to any video game ever. In fact, using that baseline argument, we shouldn't even have video games. Just real-life simulators.
And truthfully, the rest of your complaints boil down to your inability to play the game. Why are you hammering the buttons so hard? Why are your arms shaking so much that you have to prop them up on your knees? Why can't you periodically look between two screens?
@Achoo provided you with a very excellent defense of the controls. I'll defer to their reasoning because it's very sound.
So rather than comfortably using the gyroscopic aiming, you want someone to use the wiimote to point at at the enemies on the screen while also using the D-pad to perform some of the more crucial stunts in the game?
If people can't figure out how to use the current control scheme, you somehow think they will be capable of using yours?
It's what I've been saying all along. It all comes down to opinions.
The problem, however, is that a lot of the negative "opinions" expressed in this (and any) comments section about the game are actually just parroted from whoever the commenter's favourite reviewer is.
You will find less people with a negative opinion who have actually PLAYED the game than you will people with a negative opinion who just say "the controls sound bad and are not intuitive because so and so said so".
If you played the game and you hate it, fine. That's your right. But at least you've played it.
Maybe you can give me your thoughts on how well the NX controls. You seem to have a lot of insight into things that you've never even played before. In fact, how smooth is the gameplay in Pokemon Sun and Moon, anyway?
Because you know exactly what everyone is thinking.
I HOPE people read my review, because those things need to be said. And in fact, my opinions have been consistent since the day I first played the game. Everything I've posted here, everything I've posted on Metacritic and everything I've posted on other forums has been a consistent message: the game is perfectly fine and video game critics need to be held to a higher standard of integrity. Again, why would I bother to take the time to write an actual review if I was just on a vendetta and looking to skew the scores?
In fact, please copy and paste my review to as many places as you possibly can to get the word out. You'd be saving me the trouble.
If you want to talk about post history, though, it's interesting that yours on this site has either been negative nonsense or an attack on me, or both! What's the name of your real account?
If I was just a "keyboard warrior", I would have used a different username to hide who I was. I stand by the score I gave it as well as my review. I think it's a great game. If I was just ranking that to skew the score, I would have given it a 10 and wouldn't have taken the time to write a review. Much like the vast number of people who gave it a negative score without even bothering to state why.
Further to that, when I first wrote my review, there were several more negative reviews that simply said "im just giving this a 0 to counter the high scores given by fanboys". Seems fair!
There was a much greater backlash from these types of people than ANYTHING you see from the "keyboard warriors".
Do a little more research before you try and prove a point.
"Only a handful of people are actually somewhat decent at using this weird control scheme"
Actually, I believe you are the one having trouble grasping the reality of the situation. The truth of the situation is that it's only a handful of people who are having trouble with the controls. Not the other way around. At present time, Metacritic's user reviews show 352 positive user votes for the game. Compare that to the 92 negative and 47 mixed.
What we are dealing with is a very vocal minority. Most of whom admit that they haven't even played the game and refuse to even try it for themselves! Talk about narrow-minded!
Yes, I did actually and the Star Fox Zero situation is absolutely nothing like the Lair situation. You'd also know this if you actually had some hands-on experience with both games. Rather than parroting other peoples' opinions for the sake of participating in a discussion, perhaps you should just recognize that you have nothing to contribute to this situation and it might be best if you just waited until a discussion arose where you did. I'm not even trying to be snarky, I'm actually giving you advice. Because your lack of knowledge regarding anything to do with this is very apparent.
"I don't think I've ever heard such a blasphemous statement before... Retro titles are broken and underwhelming due in part to their age and simplicity of controls?"
How in the world did you get THAT from what I said?
What I'm saying is that if you were to simplify the controls of Star Fox Zero to suit what others claim is the "perfect" control style, you would lose most of the content. It would be impossible to play some of the levels and bosses without the new control style. And these elements that would end up removed are some of the best in the game.
And for the love of all that is holy, stop talking about Lair! Again, you have on merit to anything you are saying because it is not at all the same as SFZ. You would know that if you had actually played the game you are endlessly pretending to be an expert of.
@Turbo857
Such a good summary of this whole debate over the innovation of the controls.
If some people can't grasp it and hate the new style of play, then they'll get left behind. So be it. Evolution is survival of the fittest. If you can't keep up, then there are plenty of other games for you to play that stick to safe, comfortable control schemes.
"A game possibly being beyond one's capabilities, even after training? Gosh, that's condescending to the player..."
Umm not really... I've spent a lot of time playing baseball but I'm by no means very good at it. Maybe I could get there some day, but I'm just not inclined to put in the time to get better. Sometimes things are just beyond peoples' skill levels. If they have trouble periodically looking between the television and their gamepad, then that is their own shortcoming. Because I and many, many others have had no issues with it whatsoever. Just because someone isn't good at a particular game doesn't mean it's bad or broken. Not everyone is meant to be good at any game they pick up. That's why there are different genres.
Some people need to check their ego. Maybe they're just not good at this game and unwilling to practice any further. But again, that's their problem. God forbid we have to dumb everything down to appeal to everyone. I can't even imagine going back to the primitive control style of the original Starfox game at this point. The gameplay of Star Fox Zero is so robust and varied that you would have to strip out over half of the content from the missions.
You'd be left with a game that was easy to play, but a wholly underwhelming experience. THEN you would have truly broken the game.
Yeah, nerd away! I wish we had more opportunities to discuss this game with other fans, rather than these articles always being bogged down by people who haven't even played it.
I really get a feel as if I'm actually piloting the ships and I do like how each vehicle feels different from each other. Heck, I even thought the Gyrowing levels were a lot of fun!
But yeah, I had the same experience as you. I felt totally immersed and like I was in the cockpit. The audio coming from the gamepad adds to the immersion as well. I had such a great time in that first Star Wolf section. That's when I had my first "oh man, this is amazing" moment. Flying around dogfighting, the noise of the action coming from all sides. It sounded great in my surround-sound.
It sucks that they may choose not to pursue this control scheme in the future, because I've never had more fun flying a spaceship in a video game before. I felt it all came together perfectly and that I was in control of everything.
The controls are perfectly fine for the average player if they bother to use the training sections. A lot of people have said they skipped these because they're "boring". Well, then they just refuse to use the tools provided to them. That's their fault, then.
There is a dedicated training section for each vehicle. They are all detailed and do a great job explaining exactly how each vehicle is supposed to work. And then there is ALSO an introductory level that gives you a chance to apply what you have just learned within a "real-world" situation in the game.
If people truly bothered to do the training sections and the introductory level and they STILL can't get the hang of the controls, then I'm afraid that perhaps the game is just beyond their abilities. And they need to be honest with themselves about that, rather than blaming everything else for their shortcomings.
These training levels are also available for them to revisit at ANY time they wish to brush up on their skills. The very definition of "bad controls" are ones that are broken and unresponsive. But every button is mapped comfortably, every action responds immediately to the user's input and the motion is fluid. And heck, you can re-calibrate at the touch of a button!
You keep talking about what Star Fox Zero is "to you". Well, you have no idea what Star Fox Zero plays like, now do you? You'd have to have actually played the game to know how it "feels to you". Heck, I can do it too. I've never played The Witcher 3. But to me, "The Witcher 3 is Pac-Man with shoulder buttons added".
Why are you still talking about this game's controls then? Your opinions have no merit. You're just parroting what others are saying and examining the layout of the controller.
I can't even say you're just stating your opinion, because you're not.
Saying the controls "shouldn't be complicated for anyone" is ridiculous. Some games are just meant for a different class of player. We might as well just dumb things down to the old NES controller to make sure that every game is accessible for people of all ages, skill levels and mental capacities while we're at it.
Seriously, you need to find something else to talk about, because you're not contributing anything whatsoever to the Star Fox Zero discussion because you have no basis to your arguments.
A lot of people have played the game and they say the controls feel natural, intuitive, responsive and fluid. Some people say they hate them. But at least the majority of the people who hate them are speaking from experience rather than just looking at an instructional diagram. I could look at the diagram of how a car operates and tell you it looks complicated and convoluted. But the reality is that once you learn, it's easy.
You keep talking about a complicated control scheme, which it is absolutely not. There is no complication with it whatsoever. And it is completely responsive with no lag whatsoever on the inputs.
Whether or not it's "convoluted" is left up to the opinion of the player. But complicated it is not.
Your opinion of the control scheme is just that - your opinion.
I know you could cite a lot of video game reviewers who share the same opinion as reinforcement, but then the people who like the controls could simply cite one of the greatest video game developers of all time, Shigeru Miyamoto, as reinforcement behind their opinion.
Different strokes for different folks. If you can't get the hang of the controls, that's too bad. I suppose you will have to find a game that is easier for you to play. But a lot of people think they're great. It all comes down to opinions. Opinions, opinions, opinions.
The only thing that has been made clear in this whole Star Fox Zero controls "controversy" is that Nintendo's biggest problem is the lazy, self-entitled gamer. And unfortunately, these people are now the vocal majority.
It's not their fault if they have trouble playing the game and beating it on their very first try. Oh no, of course not! There are plenty of other things to blame -
The controls, the graphics, the frame-rate, the draw distance, the marketing, the console's processing power, the fizzy soda they just drank, Miyamoto's dog, the controller itself, the inclusion of motion controls, the lack of motion controls... dear lord!
It is OKAY to not be good at a game. It is OKAY to find that you just aren't as good at it as you thought you should be and that perhaps you just aren't inclined to spend a bit of time getting better at it. You may want to like the game because it has an intriguing story or premise. But if you just don't connect with the gameplay, that is not always the game's fault!
I have no problem admitting that I didn't enjoy playing Wonderful 101. I love the premise, but didn't really connect with the gameplay. Would I say it was a bad, broken game? Of course not. I just didn't connnect with it.
Comments 352
Re: Nintendo Publishes Part Two of the Miyamoto and Hayashi Star Fox Zero Interview
@Yorumi
You said it yourself, your comment history is there for everyone to see. You opened that door and now people will step through it and find out that not only have you hated this game since before you even played it (how fair!), but that you have trouble playing an intense action game with motion controls.
Again, it's not a big deal. You have simply found a game that you are just not good at. But it's completely preposterous to claim your experiences are the same as the majority's. Your experiences are unique to yourself. Just don't be so angry that someone points this out. You don't have to be good at everything you do.
Re: Nintendo Publishes Part Two of the Miyamoto and Hayashi Star Fox Zero Interview
@Yorumi
Taken directly from your own comments archive:
"First off all the controls force a posture on you, slight bumps and shakes mess up your aim. You have to sit still, in my case and probably most others, resting their arms on their knees for stability. This gets old fast. Furthermore intense action is going to force you to move the controller around and throw off your aim. Simply firing rapidly is going to move the controller enough to have your aim shaking all over the place. I want to see someone do expert area 6 from 64, or hell any arwing level from assault with these controls. Which brings up another point:
To make these controls usable they have to slow down the action. Rapidly pressing buttons applies pressure to the gamepad and messes up your aim. On top of that the need to go between two screens also means you can't have the most intense action because your attention is divided."
You can't figure the controls out. You don't understand how to focus on one screen at a time (looking at the gamepad is RARELY required) and you can't even seem to tap the fire button without bouncing your controller all over the place.
Another "problem" that I have never seen anyone else mention before you. I play Star Fox Zero laying on my side on my couch. Why would I be forced to sit in some ridiculous bent-knee posture to be able to accurately shoot?
You simply cannot grasp the controls. And that's fine, there is nothing wrong with that. But it does not make your opinion fact. You are one person.
Re: Nintendo Publishes Part Two of the Miyamoto and Hayashi Star Fox Zero Interview
@Vee_Flames
You make an excellent point about Xenoblade Chronicles.
That game is a chore to slog through. I bought it day one upon recommendation by critics and fans of the series and I haven't touched it beyond the first 5 hours it took for me to finally understand what the heck is going on and what I'm even supposed to be doing. The HUD itself is a complicated mess.
THAT is more off-putting than needing 20 minutes of practice to get comfortable with the controls of a game like SFZ.
And yet Xenoblade is lauded as an "amazing game" while SFZ is "too complicated".
Re: Nintendo Publishes Part Two of the Miyamoto and Hayashi Star Fox Zero Interview
@Yorumi
It's just very important to point out that you are one of the people who have been unable to grasp the controls.
So your OPINION is that the controls are clunky and bad. Someone needs to remind you that you do not speak for everyone, so just because you believe something does not make it fact.
Just trying to help you argue effectively.
Re: Nintendo Publishes Part Two of the Miyamoto and Hayashi Star Fox Zero Interview
@Yorumi
So from your personal, hands-on experience with Star Fox Zero, what did you think of it?
Re: Rumour: Smash Bros. Update 1.1.6 Only Seems To Impact Bayonetta
@smashbrolink
A huge surge in popularity and a massive write-in campaign from enough people who "truly wanted her in after her appearance in Bayonetta 2"? The sales numbers of the game would argue otherwise. It's a niche character from a niche game.
As for your part in our little discussion here?
Accuses me of using straw-man arguments by offering data mined exhaustively over months and gathered from dozens of sources.
Presents a giant straw man argument of "because this guy said so".
Re: Rumour: Smash Bros. Update 1.1.6 Only Seems To Impact Bayonetta
@smashbrolink
You speak as if you've actually done your research into this. Did you not watch the announcement video where they basically explained that she won by virtue of Sakurai rejecting the rest of the characters? I would think not, given your hard stance that she "won". I think the official results also said that she "won" in Europe only. So North America and Japan certainly didn't vote her at the top.
You are absolutely convinced that such a niche character won this poll that it's become amusing. I actually think you would believe it if Sakurai put out a video saying "well golly, it's the darnedest thing, but my cousin Elron won the poll by a landslide thanks to write-in votes! Elron Sakurai is added to Smash!" But we're not getting anywhere with this, so you can keep believing what you want to believe and I'll believe the factual evidence provided, rather than heresay from Sakurai.
Re: Rumour: Smash Bros. Update 1.1.6 Only Seems To Impact Bayonetta
@smashbrolink
"Realizable".
You've really, really bought into that word. That was the key word of his excuse.
Well, you're right. All I can do is look forward to the NX and see which characters end up on that version of Smash.
I can't wait to find out that over half of the roster was cut and in its place are brand new characters to the series like Sakurai, Sakurai Sr., Gramma Sakurai, Sakurai's dog, Sakurai's neighbour, Noodle Cart Man (he works down the street from Sakurai's office) and 16 more swordfighters from Fire Emblem. But it would make sense, because they're probably just the most "realizable". I mean, you try thinking of unique movesets for legendary video game characters with rich libraries of games dating back to the '80s.
Re: Rumour: Smash Bros. Update 1.1.6 Only Seems To Impact Bayonetta
@smashbrolink
Whatever you need to tell yourself to keep Sakurai up on the golden pedestal where you hold him.
You claim his word is far more trustworthy than "some random guy". The random guy happens to be a respected member of the Smash community who had no preference whatsoever towards anyone winning the tournament. He just dedicated a lot of time to researching and compiling data to come up with the results of the poll for the sake of information. He had no vendetta.
Meanwhile, Sakurai turns around and says "ha ha I didn't want to add more Fire Emblem characters but my development team locked me in a freezer until I agreed to do it! Those cads! On an unrelated note, here's an essay about how much I love Corrin... but it has nothing to do with his inclusion. Nope! Blame the developers!" He has EVERY reason to lie. He needs to justify including all of the characters that HE thinks are cool in spite of what anyone else wants because he hopes to avoid the backlash. Why else do you think he went out of his way to deflect Corrin's inclusion onto his development team?
You can't show me the supposedly overwhelming data that Bayonetta won the poll because she didn't. The data doesn't exist. We just have to blindly trust Sakurai's word just because.
Re: Rumour: Smash Bros. Update 1.1.6 Only Seems To Impact Bayonetta
@smashbrolink
Show me the proof that Bayonetta won.
Oh wait, there is no proof. Just Sakurai's word. Meanwhile, I can show you hundreds upon hundreds of examples where Bayonetta wasn't even on anyone's radar.
I don't even care that she was included, it's more to the fact that the fan poll was a total sham.
Re: Rumour: Smash Bros. Update 1.1.6 Only Seems To Impact Bayonetta
@ASonic3582
Well, we cannot confirm if she did win or not. There is absolutely no concrete evidence provided that she did. In fact, there is an overwhelming amount of evidence that she did not.
But seeing as how you refuse to accept that fact, then yes, we will have to drop it. I have not and will not buy her anyway, so there's no problem there.
Re: Rumour: Smash Bros. Update 1.1.6 Only Seems To Impact Bayonetta
@ASonic3582
So going off of that information alone, you're suggesting there was an overwhelming write-in campaign for Bayonetta votes? I get that you're trying to justify this, but even you have to admit how absurd this sounds. Sakurai chose her because he wanted to. That's really all this is and everything we know about the guy would suggest this to be true. He likely skimmed the list of names from the fan polls and said "hey, this could be an interesting one to create. we'll just say she placed first in Europe to justify it."
Which begs the question of why would you even bother having a fan poll in the first place if you're not going to take it seriously?
That's like holding a presidential election and Joe Q. President wins the vote, but then someone just says "well, we like Johnny Johnson better and would enjoy working with him more, so we're going with him".
Re: Rumour: Smash Bros. Update 1.1.6 Only Seems To Impact Bayonetta
@RealPoketendoNL
And I have no problem accepting Roy as a character. The fans have been very vocal for him and voted for him to be in. No problem.
It's Bayonetta who's supported by the silent minority. And all of a sudden she's "the most requested".
Re: Rumour: Smash Bros. Update 1.1.6 Only Seems To Impact Bayonetta
@RealPoketendoNL
See this is the thing. People have made him out to be some sort of god.
He always whines about how taxing making Smash Bros games is and how it "took a lot out of him" and "this is going to be my last, I can't handle it anymore".
Look him up on Wikipedia and you'll see that the amount of games he has worked/contributed on is minuscule in comparison to others in the industry.
While he may work hard on some aspects of it, he's not the programmer and he has a decade-long break between some of the series. I'm not feeling sorry for him. I feel sorry for his development team who are the true unsung heroes of the franchise.
He just walks up to them and says "I want Gonad from Fire Emblem in the game. And make sure he's a swordfighting character. Make it happen. Phew, I need a nap!"
Re: Rumour: Smash Bros. Update 1.1.6 Only Seems To Impact Bayonetta
@ASonic3582
"Roy was brought back to Smash 4 since he was the most requested cut Melee character after Mewtwo."
According to what data? Sakurai's word?
If we're going to discount the exhaustive data scraping that the guy made collecting fan data, then I'm certainly not going to accept Sakurai's word as proof. Show us the data and I'll buy it.
Re: Rumour: Smash Bros. Update 1.1.6 Only Seems To Impact Bayonetta
@ASonic3582
A quote from the only link that isn't a broken article:
"if I cannot meaningfully distinguish them from other characters, or create fun unique characteristics of the characters, then that’s the end for them"
And yet we still got Marth, Lucina and Roy. Carbon-copy characters with only minor variations.
It all comes down to whoever Sakurai decides he likes best and how he's feeling on that day. I don't for a second believe that the development team shouted "add more Fire Emblem characters" while Sakurai sat back saying "noooo, perish the thought! I couldn't do that! Come on, you guys!"
Re: Rumour: Smash Bros. Update 1.1.6 Only Seems To Impact Bayonetta
@RealPoketendoNL
Haha wow, I had no idea I was dealing with such a Sakurai fanboy. My bad, I won't shatter your image of your deity.
Re: Rumour: Smash Bros. Update 1.1.6 Only Seems To Impact Bayonetta
@RealPoketendoNL
Funnily enough, that very video's Nintendolife article is where I provided all of the links and evidence to back up the fact that Sakurai just picked her because he felt like it. Can we all stop pretending he actually cares about the fans' opinions?
Or do you sincerely buy the excuse that people demanded Corrin be added to Smash?
Re: Rumour: Smash Bros. Update 1.1.6 Only Seems To Impact Bayonetta
@IceClimbers
Someone did an exhaustive mining of votes from every fan poll they could find on the internet. Reddit, GameFAQs, youtube, etc and compiled the data from there. They even included comments on message boards about who people are voting for.
He even separated the data into NA, Japan and Europe. It was quite an impressive feat.
So unless people suddenly decided to completely change their minds right before voting in the poll, this was a pretty damn good representation of the true fan votes (seeing as how they've conveniently decided NOT to reveal the actual votes).
Bayonetta hovered between 9th and 13th place on all of the polls.
Top leaders of characters were Snake, Wolf, Shantae, Shovel Knight, King K. Rool, Inklings and Roy.
Re: Rumour: Smash Bros. Update 1.1.6 Only Seems To Impact Bayonetta
@smashbrolink
Nice try. I see you blindly bought into Sakurai's bias.
Snake, Wolf, Shantae, Shovel Knight and Inklings all ranked higher.
Does that mean you also believe him when he said that his "development team" practically had to break his arms to get him to add more Fire Emblem characters?
Re: Rumour: Smash Bros. Update 1.1.6 Only Seems To Impact Bayonetta
@Zombo
Go find the info yourself. It's all out there if you really wanted to know who won. Several different people have compiled the true metrics of the poll.
Re: Rumour: Smash Bros. Update 1.1.6 Only Seems To Impact Bayonetta
Darn. I thought maybe the patch was going to switch her out and replace her with the character that actually won the fan poll.
Re: ​Shigeru Miyamoto and Yugo Hayashi Discuss Star Fox Zero's Development
@PlywoodStick
Glad to hear it! I'm interested to hear your thoughts, good or bad. Just do yourself a favor and ensure you don't skip the training levels. They're very helpful.
Luckily the controls are responsive but not absurdly sensitive, so the likelihood of you accidentally banking your ship when you want to boost or brake is extremely low. And even if you did manage to do it, it wouldn't be enough to affect what you're doing. You'll see.
Re: ​Shigeru Miyamoto and Yugo Hayashi Discuss Star Fox Zero's Development
@PlywoodStick
Again, you'd need to play it to get a feel for the game. You cannot accidentally tilt the stick up or down too far and perform an unintended maneuver, because the motion for both a somersault and a barrel roll are completely independent from each other. U-Turn is even more of a deviation so that's completely removed from the equation.
Barrel roll --- tilt left, then flick right
Somersault — hold one stick down then the other stick up
U-turn — a single press of the B button
I have never once pulled off a different maneuver than the one I was attempting to perform. And this is after hours upon hours of play-time.
I'm really trying to come across as civil as I am intending this to be, but you really need to actually try the controls yourself to be able to find any fault with them.
If you are as big of a Star Fox fan as you claim you are, you are only doing yourself a disservice by not playing it. Yes, you need to forget what you know about how the plane controlled in SF64, but SFZ offers real fans of the series a much more satisfying experience. You're completely in control of your actions, for better or for worse. It leaves some room for error, sure. But it also makes you feel more accomplished when you ace a level. It's very satisfying once the controls click.
Re: ​Shigeru Miyamoto and Yugo Hayashi Discuss Star Fox Zero's Development
@Yorumi
" Imagine you're the person driven away. Take your favorite game, and they release a sequel and you just cannot for whatever reason play it, you're completely driven away from the game. It makes less money than the previous installment but still turns a profit. Are you going to say "i'm glad they drove me away from this game cause it was worth it since they made a profit, albeit smaller than before."?"
So it's ok to take a new direction as long as it doesn't conflict with your opinion then, right?
For example the NX. Some of us like the gamepad and motion controls a lot. So Nintendo shouldn't seek a better profit margin by redesigning their system at all. They should just keep everything the same but upgrade the processor.
Re: ​Shigeru Miyamoto and Yugo Hayashi Discuss Star Fox Zero's Development
@PlywoodStick
It IS a personal quibble because it actually feels far more natural doing a barrel roll by doing a quick right flick followed by a quick left flick. It is literally how a barrel roll is performed in a real plane. I didn't even need the tutorial to tell me that because I tried what felt natural and then to my pleasant surprise, pulled it off!
When would you instinctively press the shoulder buttons to do a barrel roll? If we are going to equate instinct with intuitiveness, then you need to address things like this as well.
Re: ​Shigeru Miyamoto and Yugo Hayashi Discuss Star Fox Zero's Development
@Yorumi
Your ridiculous use of hyperbole isn't helping your case. I also found the camera angles to be appropriately cinematic and added to the experience as a whole.
It's intended to be jarring when you encounter an intimidating boss.
Re: ​Shigeru Miyamoto and Yugo Hayashi Discuss Star Fox Zero's Development
@Yorumi
"However, the controller isn't stable and will bounce around it makes your aim jitter around as you're trying to do things. You can't hold it still on targets while also engaging in extremely intense action."
And yet I and many, many others are capable of doing this. You can't cite your own experiences as factual evidence of something. It is one person's opinion. And again, sometimes one needs to admit to themselves that perhaps they just aren't as good at something as they would like to be. I can do it, why can't you?
What is so unintuitive about these controls? One stick is your throttle, it controls your speed as well as your fancy maneuvers. (PROTIP: There is also a single-button input for the U-turn).
The other stick controls your direction. Sounds to me like a real aircraft.
Your biggest issue is your inability to accurately aim with the gamepad. It sounds like you're just too frantic with your play-style. If you find your crosshairs off slightly, just tap the calibration button. Fixes it right away. Control your movements with the gamepad so they are less frantic and you can aim by just using the reticle on the screen. Practice makes perfect.
Re: ​Shigeru Miyamoto and Yugo Hayashi Discuss Star Fox Zero's Development
@Yorumi
I have to hand it to you, you're well-versed in the typical "good at arguing, bad at having any real point" lingo like "ad hominem", "straw man", logical fallacy", "false equivalence".
You do realize that any of those accusations you have thrown at me you have also been guilty of, right?
But we're deviating from the topic.
Again, every point you just made comes down to the fact that you are having trouble holding the controller in place. Many others (and you can check the gameplay videos on youtube for visual proof) are perfectly capable of flying the plane around, doing complicated maneuvers and fancy dogfighting tactics while still maintaining the ability to precisely aim at their intended targets.
Just because YOU are not personally good at something, does not mean it is bad. Again, I admit I am not good at Wonderful 101, but I would never say that it is a bad game. I can admit to my shortcomings.
Re: ​Shigeru Miyamoto and Yugo Hayashi Discuss Star Fox Zero's Development
@Yorumi
You know why I cherry-picked that point? Because I've seen most of your arguments against the controls of the game. And they always contain the fact that on some level, you hate the controls because they are not "realistic".
A broad stroke of an argument that can be applied to any video game ever. In fact, using that baseline argument, we shouldn't even have video games. Just real-life simulators.
And truthfully, the rest of your complaints boil down to your inability to play the game. Why are you hammering the buttons so hard? Why are your arms shaking so much that you have to prop them up on your knees? Why can't you periodically look between two screens?
@Achoo provided you with a very excellent defense of the controls. I'll defer to their reasoning because it's very sound.
Re: ​Shigeru Miyamoto and Yugo Hayashi Discuss Star Fox Zero's Development
@Yorumi
"Aircraft arn't built with movable guns. "
And foxes can't fly airplanes.
Suspension of disbelief for the sake of good gameplay.
Re: ​Shigeru Miyamoto and Yugo Hayashi Discuss Star Fox Zero's Development
@PlywoodStick
So rather than comfortably using the gyroscopic aiming, you want someone to use the wiimote to point at at the enemies on the screen while also using the D-pad to perform some of the more crucial stunts in the game?
If people can't figure out how to use the current control scheme, you somehow think they will be capable of using yours?
Re: ​Shigeru Miyamoto and Yugo Hayashi Discuss Star Fox Zero's Development
@nintendo2kop
Really? Because there has never been a time that a game has sold poorly due to critic reviews but has actually been a cult classic? Great logic.
@Yorumi
So from your personal experience, what did you think of the controls in Star Fox Zero? Why do you think it's a bad game?
Re: ​Shigeru Miyamoto and Yugo Hayashi Discuss Star Fox Zero's Development
@nintendo2kop And an overwhelming amount of people LIKE the game. So get over it.
Stop trying to pretend you know better than the players.
Re: ​Shigeru Miyamoto and Yugo Hayashi Discuss Star Fox Zero's Development
@Yorumi
It's what I've been saying all along. It all comes down to opinions.
The problem, however, is that a lot of the negative "opinions" expressed in this (and any) comments section about the game are actually just parroted from whoever the commenter's favourite reviewer is.
You will find less people with a negative opinion who have actually PLAYED the game than you will people with a negative opinion who just say "the controls sound bad and are not intuitive because so and so said so".
If you played the game and you hate it, fine. That's your right. But at least you've played it.
Re: ​Shigeru Miyamoto and Yugo Hayashi Discuss Star Fox Zero's Development
@Yorumi
And yet most of the comments attacking the controls are using logical fallacies.
"I and this other reviewer had trouble grasping the controls so they are CONFIRMED to be bad!"
Re: ​Shigeru Miyamoto and Yugo Hayashi Discuss Star Fox Zero's Development
@PlywoodStick
Oh, you're back in this thread again.
Maybe you can give me your thoughts on how well the NX controls. You seem to have a lot of insight into things that you've never even played before. In fact, how smooth is the gameplay in Pokemon Sun and Moon, anyway?
Re: ​Shigeru Miyamoto and Yugo Hayashi Discuss Star Fox Zero's Development
@nintendo2kop
"Not true".
Because you know exactly what everyone is thinking.
I HOPE people read my review, because those things need to be said. And in fact, my opinions have been consistent since the day I first played the game. Everything I've posted here, everything I've posted on Metacritic and everything I've posted on other forums has been a consistent message: the game is perfectly fine and video game critics need to be held to a higher standard of integrity. Again, why would I bother to take the time to write an actual review if I was just on a vendetta and looking to skew the scores?
In fact, please copy and paste my review to as many places as you possibly can to get the word out. You'd be saving me the trouble.
If you want to talk about post history, though, it's interesting that yours on this site has either been negative nonsense or an attack on me, or both! What's the name of your real account?
Re: ​Shigeru Miyamoto and Yugo Hayashi Discuss Star Fox Zero's Development
@nintendo2kop
If I was just a "keyboard warrior", I would have used a different username to hide who I was. I stand by the score I gave it as well as my review. I think it's a great game. If I was just ranking that to skew the score, I would have given it a 10 and wouldn't have taken the time to write a review. Much like the vast number of people who gave it a negative score without even bothering to state why.
Further to that, when I first wrote my review, there were several more negative reviews that simply said "im just giving this a 0 to counter the high scores given by fanboys". Seems fair!
There was a much greater backlash from these types of people than ANYTHING you see from the "keyboard warriors".
Do a little more research before you try and prove a point.
Re: ​Nintendo is Getting Into the Movie Business
This is the final nail in the Wii U's coffin!
(Until the next announcement of anything)
Re: ​Shigeru Miyamoto and Yugo Hayashi Discuss Star Fox Zero's Development
@G_M
"Only a handful of people are actually somewhat decent at using this weird control scheme"
Actually, I believe you are the one having trouble grasping the reality of the situation. The truth of the situation is that it's only a handful of people who are having trouble with the controls. Not the other way around. At present time, Metacritic's user reviews show 352 positive user votes for the game. Compare that to the 92 negative and 47 mixed.
What we are dealing with is a very vocal minority. Most of whom admit that they haven't even played the game and refuse to even try it for themselves! Talk about narrow-minded!
Re: ​Shigeru Miyamoto and Yugo Hayashi Discuss Star Fox Zero's Development
@PlywoodStick
Yes, I did actually and the Star Fox Zero situation is absolutely nothing like the Lair situation. You'd also know this if you actually had some hands-on experience with both games. Rather than parroting other peoples' opinions for the sake of participating in a discussion, perhaps you should just recognize that you have nothing to contribute to this situation and it might be best if you just waited until a discussion arose where you did. I'm not even trying to be snarky, I'm actually giving you advice. Because your lack of knowledge regarding anything to do with this is very apparent.
Re: ​Shigeru Miyamoto and Yugo Hayashi Discuss Star Fox Zero's Development
@PlywoodStick
"I don't think I've ever heard such a blasphemous statement before... Retro titles are broken and underwhelming due in part to their age and simplicity of controls?"
How in the world did you get THAT from what I said?
What I'm saying is that if you were to simplify the controls of Star Fox Zero to suit what others claim is the "perfect" control style, you would lose most of the content. It would be impossible to play some of the levels and bosses without the new control style. And these elements that would end up removed are some of the best in the game.
And for the love of all that is holy, stop talking about Lair! Again, you have on merit to anything you are saying because it is not at all the same as SFZ. You would know that if you had actually played the game you are endlessly pretending to be an expert of.
@Turbo857
Such a good summary of this whole debate over the innovation of the controls.
If some people can't grasp it and hate the new style of play, then they'll get left behind. So be it. Evolution is survival of the fittest. If you can't keep up, then there are plenty of other games for you to play that stick to safe, comfortable control schemes.
Re: ​Shigeru Miyamoto and Yugo Hayashi Discuss Star Fox Zero's Development
@PlywoodStick
"A game possibly being beyond one's capabilities, even after training? Gosh, that's condescending to the player..."
Umm not really... I've spent a lot of time playing baseball but I'm by no means very good at it. Maybe I could get there some day, but I'm just not inclined to put in the time to get better. Sometimes things are just beyond peoples' skill levels. If they have trouble periodically looking between the television and their gamepad, then that is their own shortcoming. Because I and many, many others have had no issues with it whatsoever. Just because someone isn't good at a particular game doesn't mean it's bad or broken. Not everyone is meant to be good at any game they pick up. That's why there are different genres.
Some people need to check their ego. Maybe they're just not good at this game and unwilling to practice any further. But again, that's their problem. God forbid we have to dumb everything down to appeal to everyone. I can't even imagine going back to the primitive control style of the original Starfox game at this point. The gameplay of Star Fox Zero is so robust and varied that you would have to strip out over half of the content from the missions.
You'd be left with a game that was easy to play, but a wholly underwhelming experience. THEN you would have truly broken the game.
Re: ​Shigeru Miyamoto and Yugo Hayashi Discuss Star Fox Zero's Development
@Achoo
Yeah, nerd away! I wish we had more opportunities to discuss this game with other fans, rather than these articles always being bogged down by people who haven't even played it.
I really get a feel as if I'm actually piloting the ships and I do like how each vehicle feels different from each other. Heck, I even thought the Gyrowing levels were a lot of fun!
But yeah, I had the same experience as you. I felt totally immersed and like I was in the cockpit. The audio coming from the gamepad adds to the immersion as well. I had such a great time in that first Star Wolf section. That's when I had my first "oh man, this is amazing" moment. Flying around dogfighting, the noise of the action coming from all sides. It sounded great in my surround-sound.
It sucks that they may choose not to pursue this control scheme in the future, because I've never had more fun flying a spaceship in a video game before. I felt it all came together perfectly and that I was in control of everything.
Re: ​Shigeru Miyamoto and Yugo Hayashi Discuss Star Fox Zero's Development
@PlywoodStick
The controls are perfectly fine for the average player if they bother to use the training sections. A lot of people have said they skipped these because they're "boring". Well, then they just refuse to use the tools provided to them. That's their fault, then.
There is a dedicated training section for each vehicle. They are all detailed and do a great job explaining exactly how each vehicle is supposed to work. And then there is ALSO an introductory level that gives you a chance to apply what you have just learned within a "real-world" situation in the game.
If people truly bothered to do the training sections and the introductory level and they STILL can't get the hang of the controls, then I'm afraid that perhaps the game is just beyond their abilities. And they need to be honest with themselves about that, rather than blaming everything else for their shortcomings.
These training levels are also available for them to revisit at ANY time they wish to brush up on their skills. The very definition of "bad controls" are ones that are broken and unresponsive. But every button is mapped comfortably, every action responds immediately to the user's input and the motion is fluid. And heck, you can re-calibrate at the touch of a button!
You keep talking about what Star Fox Zero is "to you". Well, you have no idea what Star Fox Zero plays like, now do you? You'd have to have actually played the game to know how it "feels to you". Heck, I can do it too. I've never played The Witcher 3. But to me, "The Witcher 3 is Pac-Man with shoulder buttons added".
Re: ​Shigeru Miyamoto and Yugo Hayashi Discuss Star Fox Zero's Development
@PlywoodStick
Why are you still talking about this game's controls then? Your opinions have no merit. You're just parroting what others are saying and examining the layout of the controller.
I can't even say you're just stating your opinion, because you're not.
Saying the controls "shouldn't be complicated for anyone" is ridiculous. Some games are just meant for a different class of player. We might as well just dumb things down to the old NES controller to make sure that every game is accessible for people of all ages, skill levels and mental capacities while we're at it.
Seriously, you need to find something else to talk about, because you're not contributing anything whatsoever to the Star Fox Zero discussion because you have no basis to your arguments.
A lot of people have played the game and they say the controls feel natural, intuitive, responsive and fluid. Some people say they hate them. But at least the majority of the people who hate them are speaking from experience rather than just looking at an instructional diagram. I could look at the diagram of how a car operates and tell you it looks complicated and convoluted. But the reality is that once you learn, it's easy.
Re: ​Shigeru Miyamoto and Yugo Hayashi Discuss Star Fox Zero's Development
@PlywoodStick
Have you played Star Fox Zero?
You keep talking about a complicated control scheme, which it is absolutely not. There is no complication with it whatsoever. And it is completely responsive with no lag whatsoever on the inputs.
Whether or not it's "convoluted" is left up to the opinion of the player. But complicated it is not.
Re: ​Shigeru Miyamoto and Yugo Hayashi Discuss Star Fox Zero's Development
@PlywoodStick
Your opinion of the control scheme is just that - your opinion.
I know you could cite a lot of video game reviewers who share the same opinion as reinforcement, but then the people who like the controls could simply cite one of the greatest video game developers of all time, Shigeru Miyamoto, as reinforcement behind their opinion.
Different strokes for different folks. If you can't get the hang of the controls, that's too bad. I suppose you will have to find a game that is easier for you to play. But a lot of people think they're great. It all comes down to opinions. Opinions, opinions, opinions.
Re: ​Shigeru Miyamoto and Yugo Hayashi Discuss Star Fox Zero's Development
The only thing that has been made clear in this whole Star Fox Zero controls "controversy" is that Nintendo's biggest problem is the lazy, self-entitled gamer. And unfortunately, these people are now the vocal majority.
It's not their fault if they have trouble playing the game and beating it on their very first try. Oh no, of course not! There are plenty of other things to blame -
The controls, the graphics, the frame-rate, the draw distance, the marketing, the console's processing power, the fizzy soda they just drank, Miyamoto's dog, the controller itself, the inclusion of motion controls, the lack of motion controls... dear lord!
It is OKAY to not be good at a game. It is OKAY to find that you just aren't as good at it as you thought you should be and that perhaps you just aren't inclined to spend a bit of time getting better at it. You may want to like the game because it has an intriguing story or premise. But if you just don't connect with the gameplay, that is not always the game's fault!
I have no problem admitting that I didn't enjoy playing Wonderful 101. I love the premise, but didn't really connect with the gameplay. Would I say it was a bad, broken game? Of course not. I just didn't connnect with it.