Actually it seems like perfect non essential Amiibo fodder.
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Actually it seems like perfect non essential Amiibo fodder.
Fox is one of the four I personally own, so I'm in business.
Yeah, it's a purely cosmetic feature, not like the fucking non-existent Fire Emblem amiibos that unlock the (overpowered) characters in game.
Has anybody confirmed if this game has "normal" controls yet. Or is it just shitty motion control/gamepad aiming still?
Shit controls only. Why not give both options? Fucking Nintendo.
They showed the Wii U Pro Controller being used for piloting, or is that only during the co-op setup?
They didn't.
Sometimes hope is all we have.
Miyamoto added Millennial Safe Space mode.
Literal trigger warnings
I don't give a damn, the game looks like crap anyway
Miyamoception?
Not even recommended. Ugh.Quote:
Originally Posted by Eurogamer
I have all of the "core" Nintendo games on the Wii U aside from Kirby... I guess I'll get this on sale too
I'm getting this delivered on Friday, but I kind of want to play through the first two notable games before playing this one. And Dark Souls 3 is good as hell, so that might not happen for a minute. We'll see.
The reviews are all over the place when it comes to the controls. Really curious about them. I'm not worried that I'll hate the game or anything, but I'm not expecting the moon here.
Everyone says the controls are terrible. That's a game killer to me.
Everything about this game looks like garbage. I can't believe anyone is buying this.
If it was called anything other than Starfox no one would give it a second glance.
correction: if it was called anything but starfox AND made by anybody but platinum
Platinum is the new Treasure.
Opaque and Tain hit this. This game has always looked like shit.
I was excited from what I saw of the recent preview footage of Star Fox Zero, I think it looks good. Definitely looking forward to playing it, although still not sure if I'll buy it on Friday. Couldn't care less about the worthless reviews.
This Star Fox Zero animated short made in collaboration with Production IG is awesome:
But the crap is usually at least interesting (most of the Clover games, Mad World, Wonderful 101 is more interesting than good) and the good is really good (you know what these are).
Make an 4-16 player online dogfight mode ala StarFox 64 and I'll pay $60 for it.
The fact that this game stinks saves me some money.
http://www.siliconera.com/2016/04/21...nami-resigned/
If this piece of shit game destroys Platinum, I will never forgive Nintendo.
There is not an rolleyes emoticon large enough to reply to you Chao.
I like the In the Hunt Shooting Historia gashapon near the beginning of the animated short.
What do you want me to prove, that there aren't roll eyes emoticons big enough, or the fact that on a project like this Platinum would be paid for their services already, and aren't reliant on the game selling. Or how about the fact that the shit downloadable titles they put out are in the same boat. I mean shit dude could you talk about having a bigger more hyperbolic reaction to something. Plus outside of Metal Gear Rising, regardless of what reviews this gets, it'll probably be one of Platinum's higher selling games.
lmao at Polygon implying that Minami is leaving over Star Fox right after publishing Gies' review.
Thanks!
The biggest hurdle is the second screen stuff. It's like motion aiming in Splatoon, or that touch aiming in Kid Icarus Uprising. For some folks, it just won't register. For others, it'll make sense. There may even be a third subset, where they get that something like this means learning a new control scheme, and putting in the time and patience to have it click.
If you end up in the latter two groups, there's a really fun game here. It's fast paced, bombastic with its score and scale...but it's all very reliant on being in the moment. I don't think this game is nearly as exciting to watch as it is to play. But it's a thrill to play.
It's also a more difficult game than 64...or feels that way, as someone who downright memorized 64. Getting medals means scoring really well, and finding them in stages now. You start with one life, and only get more from 3 gold rings (no more scores boosting life counts up). Hits seem to do a lot more damage. You still lose laser powerups with too much damage, but it doesn't hobble the Arwing's movement.
There's more to mention, but it's all kinda spoilery. You can move sideways and backwards through the campaign now. When I had a dogfight with Star Wolf that went too long, one of them shot Peppy down, and he had to make an emergency landing. So I had to go back and sideways a stage, pick him up, and then sideways and forward to the 'bad ending' path. There's a really cool fight where everyone can transform between Arwing and walker. Lots of bouncing on and off the planet, ducking out into trenches to hide and bottleneck enemies. Good stuff.
Yet the bad comes with the good too. So far the game feels more evenly spread between all the vehicle and mode types. Maybe other people will dig this, but I like having the on-rails, Arwing focused stages the most and wish Zero was nothing but that.
Realistically the motion part of aiming isn't that big of a deal. It would work a lot better if they hadn't designed it around looking at the Gamepad though. The targeting reticles on each screen stop at different distances. Like, 1000 ft for the TV and 5000 for the Gamepad. Something like that. It means aiming with the Gamepad is more precise for distance targets while on the TV enemies need to be closer, or you need to mentally draw a line out for where the shot continues on. It feels like a solution looking for a problem or that, in an insistence to justify the Gamepad, situations/UI are created to make it 'worthwhile.' The motion control aiming on its own would be much stronger, I think, without that insistence. It's actually pretty great to play a Starfox where you aren't wildly swinging about to hit everything you want AND get to that arch or secret path...
I'm digging it though, and if it weren't for my bum neck I would've beaten it already and started looking for secrets and highest score paths. As is, I do like a stage or two, stop for a while, do another, etc. I still like 64 the most, but I feel like Zero's not a bad game, just a divisive one. So much depends on whether the controls click for you. If it doesn't, it won't even matter that a good game is here.
I'm absolute garbage with the splatoon gyro controls. What a buzzkill :(
oof.
I mean, it's possible to play it wihtout, in a way. Just set it on your lap, reset the targeting, and then the target will sway like in 64 when you move. But...it's really, really not designed with that in mind. And that's such a dumb solution to put yourself through.
You could always get it on the cheap if you're still curious! I have a feeling this is gonna end up a 'selects' game like Pikmin 3 and other games Nintendo can't get rid of.
Nintendo got rid of all of Pikmin 3 for a long time, it was super expensive until the selects version. They were really conservative with printing a lot of the WiiU games, the prices shot up and they printed more. This'll probably be the same.
but now EVERYONE can buy a physical copy of Devil's Third for retail price because that's what they actually want
I had a good laugh the other day when I saw DT was readily available. All those idiots spending $150+ for a game they didnt care about and only wanted because omg r@re.
Yeah. I'll gamefly it, or go cheap.
These are opposites to me. Splatoon controls nicely. Kid Icarus Uprising is physically painful to play. One's different. The other is flawed design.Quote:
Originally Posted by Hero
I always chuckle when I see people saying that Kid Icarus is not acknowledged as one of the best 3DS games. They just don't realize that game was impossible to play without pain for lots of people.
Good point, and given my situation this feels like a bit of both? But I know that won't be true for everyone.
Finished!
"This is dedicated to our wingman who fell in battle"
The hell, Nintendo. I'm not crying, you're crying.
Maybe they'll patch in controls like Lair.
Maybe.
Tried Co-Pilot mode with my brother. Seems almost like they should've made co-op required. It plays so much better when piloting and cockpit targeting are split roles. It doesn't feel like one person has more or less to do than the other, and you kinda communicate to each other where enemies are, etc.
That's good to hear, as I suspect my daughter will want to play co-op. She loves 64 3D.
This game is pretty exciting when everything clicks. It takes way longer than Splatoon though and it still isn't quite there for me but it feels like it could be.
I have no idea how to enable co-op. Does that unlock after you beat it or something?
My first impressions single player were not positive, but I haven't given it a fair chance yet either.
When Kotaku makes a diagram for how to play it, you know there are issues.
http://uploads.tapatalk-cdn.com/2016...2d76019a66.jpg
That said, I'll wait for Yoshi's impressions.
This shit makes me want to buy it less and less. I hate gimmick controls.
So what's the difference between Guard and Zero?
Zero is the star fox game that's like old school star fox games. Guard is the little mini game thing Miyamoto showed off I think like 2 E3s ago, just with Star Fox characters put into it instead of generic ones.
It's tower defense. I'd rather just play Sanctum 2 if I was going to play one, but for people who only own a Wii U it looks okay.
My daughter is about to try this by herself. I expect a rage quite within 10 minutes.
edit: She got to the second level before continually dying and getting irritated. I noticed she was holding the GamePad almost flat, so I am sure that is part of the issue. The way they want you to play this is completely unnatural.
I played through the first four or five levels of Star Fox Zero last night, and all of this hullaballoo about the difficult controls is greatly exaggerated. In fact, I've been playing the game like it's Star Fox 64, and I haven't looked down at the gamepad once. Peppy shouts commands at me to switch to the gamepad for better targeting, but I just ignore his stupid ass like I always have.
Basically, whichever direction you move the Arwing in, the Arwing is going to shoot in that direction....just like it always has. The motion controls are just a nice accentuation to the controls, if you want to use them. By that, I mean, if you really want to fly in one direction and shoot in another, then it's possible to do so with the motion controls, and the motion controls are as smooth as butter so when I do use it, I don't even notice it. It's like changing lanes in a car...a slight nudge here and there will do....you're not flailing the controller wildly around trying to make the shots line up.
Most importantly, this game controls NOTHING like LAIR, so there is nothing to worry about. I've never seen so much commotion over a non-issue in my life. In fact, I might even go as far as to say that this is the best controlling Star Fox game to date, just because it gives you so many EXTRA CONTROL OPTIONS to enhance the maneuverability of the Arwing. I have no problems with this game, I'm having a blast, and if you're a Star Fox fan you will enjoy it too.
The purported problem is that you're going to reach a point where that strategy won't work.
I finished level 1 last night and level 2 today. I can't get into the game enough to play a bunch at a time, so it's a good thing it's not intended to be played in one sitting. The experience is just about the polar opposite of 64, which I beat into the ground with every everything collected.
This game would have been better in just about every way if it were on 3DS. The inadequate horsepower would have been better hidden, and the 3D effect would be a benefit, as opposed to the GamePad controls. Hell, even the decision to make the GamePad the radio is terrible. People buy nice stereo systems for their consoles, and it's not so that you can send audio through the shitty speakers in the controller.
edit: I forgot to mention how jarringly bad the prologue was compared to the nice animated short. Why the hell was that short not included on the disc and that narrated prologue taken behind the barn?
Yeah from what I've read later levels force you to use the gamepad controls swinging that shit all around.
For all my complaints with Zero, and it beats the shit out of guard. I'd rather play through Plants vs. Zombies for the 700th time, and it's not close. I was hoping for something decent I could play off screen, but nope, it's another forced dual screen piece of shit.
If they at LEAST offered you standard control for this game I doubt anyone would have bitched. Forcing this down people's throats is just terrible on Nintendo's part.
Nintendo feels they have to justify their hardware decisions. They won't admit making a mistake and so they end up with these Rube Goldberg designs that just end up pissing people off even more.
Yeah, I just hit the first part of the game where I was forced to use the gamepad controls....I think it might be the 6th level in or so....it's the first tank level. The boss does require you to switch between the forced gamepad view and the t.v. screen a few times, and it is more difficult than it needs to be because of it. That being said, it's not something I can't adapt to, and that Polygon "review" is still complete hyperbole.
I know we hate to throw number scores out around here, but seemingly half way into the game, at it's worst moments I can't see giving this less than a 7.5. If the entire 2nd half of the game is like the tank boss I just fought, then I can see where these low scores came from. As long as 90% of the game doesn't force this shit down my throat, and I can look at these forced gamepad moments as glorified mini-games then I can let it slide.
The only thing better than something that has no business in the game is the combination of two things that shouldn't be in the game!
This does sound reasonable at least at some lower percentage.Quote:
As long as 90% of the game doesn't force this shit down my throat, and I can look at these forced gamepad moments as glorified mini-games then I can let it slide.
The gamepad should've been regulated to controls only for the extreme rub Monster Monpiece portion of unlocking StarFox's dad.
Star Fox is the only one in recent memory where it's an actual struggle though. I feel like this is more Miyamoto seeing what those YOUNGINS did with Splatoon and thinking he could do better, but unlike Splatoon, Star Fox has long sections where you're always moving forward and Splatoon's idea is that you only check the screen occasionally when you're jumping to other parts of the map or watching territory. Adding to that, the target range often goes outside of what you can see on the big screen in Star Fox, so you have to look at the small screen.Quote:
Nintendo feels they have to justify their hardware decisions. They won't admit making a mistake and so they end up with these Rube Goldberg designs that just end up pissing people off even more.
They could've done with another 6 month delay but i don't think they had it. As it is, it's as mixed an experience as the review spread. The on-rails parts are the best, the big open sections with big bosses can be kind of irritating because you're constantly having to fly in, pass your target, fly out, turn around, etc. It's worse when you're on a timer because of missiles or the Great Fox trying to blow itself up or something that's trying to make it more frantic than it already is. It works with the Landmaster though, i really enjoyed the boss fights with that.
it's how you get Katt and Bill to join youQuote:
The gamepad should've been regulated to controls only for the extreme rub Monster Monpiece portion of unlocking StarFox's dad.
I really want to get this, but I know I will hate the controls so I am holding off.
...And in other news that Star Fox Guard game that comes with this is pretty damn fun. Tower defense games usually aren't my cup of tea, but this game can get tricky and intense. It's a nice break from the times where Star Fox Zero starts getting frustrating.
Yeah - Guard starts way too easy, but they keep rolling in enemy types and it gets more interesting along the way.
I really think you anyone could play like magnifiedplaid - as long as you get how the targeting on the TV behaves (it's not 'landing' on the farthest distance of the laser), there are very few situations where you have to look at the Gamepad.
...yet, I keep coming back to the thought that they didn't need to design it that way anyway. The motion aiming works great, and would be great if they didn't expect you to check the screen.
Yoshi - I know on the main map, when you pick a stage, before you confirm, you can press X to do co-pilot mode. Dunno if you have to beat a stage first (I beat the game before trying it), but I'd highly recommend trying it out. It definitely feels like a better, balanced experience.
Like right at the end of the game it all kind of worked for me. This isn't going to change anyone's mind, but it's a game that just gets better the more you play it. It makes me want to play Star Fox 64 again, and i wasn't ever a huge fan of Star Fox 64, so there's that.
I agree with this. Although I also know that, practically, a game shouldn't have that kind of barrier to entry.
Like, the more I play the more I know I'm getting better & the less awkward Gamepad aiming gets. I'm willing to put in that time even when it was all kinds of weird because I love rail shooters, Starfox 64, and Zero does have moments where it all feels incredible. Even when you're still learning the ropes.
So...I completely get that not everyone will want to give it a shot, knowing that it needs someone willing to go along with the controls AND willing to be bad at it as they acclimate. If you can do that, if the controls click with you really early on, it's a really fun game. Or...just play Co-pilot for everything. I know that's my most favorite way to play.
The more I read, the more I just want to hook my N64 back up and play some Starfox 64.
SF64 3D is a pretty good remake. Also UltraHDMI N64.
Yea just play the 3DS one. It's good.
I've got it, I just prefer playing it on a TV.
I didn't really have any problems with the controls, I never really looked at the bottom screen unless I was shooting directly below me. It's pretty much like rubbing your belly while patting your head.
Finally played a few stages of this last night. I adjusted to the controls pretty quickly, and I think the gyro aiming is serviceable with auto-recenter on (only move with ZR). I didn't bother looking at the gamepad, and was mostly fine extrapolating from the cursor.
Coming from Star Fox 64, this game seems immediately faster and busier, with infinitely better All-Range sequences and more things to shoot in the bits that feel like a shooting gallery. idk, maybe there's a lot of poop that will drag the game down in later stages, but at this rate I think I'll enjoy it more than 64.
All range needs a fucking radar, please.
We can't let you do that, Fox.
Tried Co-Op. Lily isn't ready for it yet. If the game pad could play as usual, and just have the 2nd player move a reticle of their own for shooting then we'd be in business.
I can't believe the co-op has to be unlocked level-by-level. I'll bet I can find a review on some Nintendo fan site where that gets kudos for "adding replayability" too.
Got a Falco amiibo from Best Buy when it was like $6 the other day, didn't realize it wasn't the same as the Star Fox one. Womp womp.
Holy Shit, this black Arwing RIPS. I'm demolishing my old score.