Star Fox

How the fuck do I save this game?

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youtube.com/watch?v=gjbSUUi6lw8#t=18s
twitter.com/Kemononoshima
archive.is/UFiIw
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C'mere Tricky, I just wanna show you something.

Isn't it funny that dinosaurs have feathers now? Turbo autists have had their world shattered.

You can't save this game, in fact, at this point you can't even save the franchise.

this

Seriously how do I save this game.
I want to turn it off so I can play Twilight Princess.

It auto-saves. Dont worry.

Just save state moron

I'm not emulating it's on Wii.

For some reason I don't believe you.

1. Learn to code.
2. Get a job developing the next Star Fox.
3. Make it good.

Pause menu, has a save option

All there is in the pause menu is advice (peppe), map (rabbit), items (other one), and quit.
Do you have to create a save file before you start playing?

Just whine on the internet instead.

There is no saving it. You are playing a piece of hot garbage, user.

When you pause go to slippy he has the save option ya dumb shit.

If hes not they're then you shouldn't have let him die when playing Star fox 64 like a noob.

at least I think it was slippy maybe i'm the dumb shit.
but it's in the goddamn pause menu.

I don't even know who is shitposting against whom anymore. Why would you look for this information on Holla Forums instead of the search engine built into your fucking browser? Fucking, just, fuck.

Ah, whatever, Starfox thread. How would you make Starfox great again, Holla Forums? I think anyone can see the series needs to return to its roots, but are there any mechanics you'd add to the gameplay in order to make it more deep?

I like having branching paths in the main games, but it was neat having different ships in Command as well as the strategy of managing fuel, the fog of war, missiles, etc. It wasn't a good idea in practice since the dogfights don't have enough meat to base so much of the game around, but Starfox is a group of pilots and I thought it was a respectable effort to convey that in gameplay.
>tfw ther's still no new episode of A Fox in Space

I think the first episode took 2 years to make so don't expect episode any time soon.

Play Assault instead.

Google it you dumb fucking nigger. Pointless thread OP and you know it.

I'd introduce the ability to save game progress.

Release the completed Star Fox 2 that Argonaut Games originally envisioned

y tho

/thread

Zero had many steps in the right direction, but failed in many key areas as well. The good parts include the best all-range mode dogfights I've ever encountered in the franchise, bordering on Ace Combat levels of coolness. The bosses were all grandiose and fun to fight, especially Andross. And the levels were relatively challenging and score attacking them was pretty fun. The bad: Ignoring the tilt aiming mechanic that is a point of contention in nearly every discussion of Zero, the bigger downside of the game is that unlike 64 your mission objectives can't change depending on how you do the mission except in a few circumstances. Enemy patterns aren't really that well done and usually don't take into account your tilt aiming to make it more challenging. The Gyrowing was definitely tacked on, though 64 did also have the Blue Marine so it's a gimmick premise that the series has always had. The campaign is short, too short even by Starfox standards, showing that Nintendo really didn't have much to go on besides "we want to make a Starfox game, I guess", which is telling considering Zero technically was in planning since the Wii days, with brief considerations to bring it to the 3DS (Kid Icarus Uprising started in house as a Starfox game), and finally demoed and shown on the Wii U at E3 2014. They played around with the concept of separating aiming from player movement so much and yet couldn't follow through by giving more meat to the game to chew on. Zero is in a sad state in terms of Starfox games: It's better than Command, more than a Starfox game than Adventures, but it lacked multiplayer so it will always be compared against Assault and of course 64.

As for where the series goes from Zero? They simply need to experiment more with how the game plays, and there are many routes they could go about it. The Arwings are supposed to be super space fighters that can defy gravity using G-Diffusers, but in most instances they fly like normal airplanes. They should be zipping around like something out of Macross. Allow for higher speed combat and more maneuvers, give players full 3D space to work with instead of limiting the Y direction. Take a page out of Ace Combat's books if anything.

Technically it's taken at least 10 years, since he had a first concept at first, scrapped that tried to do something original, only to come back with some of his original concept but a bit more faithful to the games. The second episode is well under production, though.

When I got Star Fox adventures I expected a fucking huge adventure and traveling trough planets nshit, instead I got an infinite torrent of blue fox porn and an annoying shit following me around the game. I enjoyed it, but it really disappointed me at the same time. The biggest problem being that Nintendo is not ambitious enough and thinks their fans are all retarded. Maybe they are

Nintendo had little to do with Adventure's development. It's really not their fault Rare couldn't pull themselves together before their final chapter.

It's Nintendo's fault that adventures was not it's own game!!!!! FUCK!

Uh, are you okay?

He is right, Nintendo ruined it

Adventures was originally called Dinosaur Planet and had nothing to do with Star Fox at all. Krystal was the main character until Nintendo decided the project wouldn't be successful unless they made it a Star Fox game.

Actually its well documented that NINTENDO fucked over RARE.

Nintendo in hindsight was an extremely fucking vile company to work with famous for STEALING others peoples work.

All those companies like RARE that left Nintendo did so because Nintendo stabbed them in the back.

In retrospect the love that Nintendo gets is unwarranted.

Supermario64 was actually stolen from a demo from the guys that made croc.

It wouldn't have sold nearly as well, but I wish Dinosaur Planet had gotten its own IP, and in general that Nintendo hadn't let Rare go. Rare deserved a Zelda clone franchise, and Krystal doesn't fit in the Star Fox universe, but she is a fine piece of ass that I wouldn't have minded watching strut in a skimpy loincloth for a dozen hours.
Probably nostalgia goggles talking but I liked Star Fox Adventures and think Rare had something to build on there. It wasn't remarkable but they might have given Zelda something to learn from in a sequel or two. The real story here is that Star Fox is one of Nintendo's red headed stepchild franchises and they had no problem slapping their logo onto a completely unrelated game, not even from the same genre, for marketing purposes.


I agree with
Gimme something FAST, first person, and hard.

...

And then Rare got raped by MS. They didn't deserve this shit.

I'm surprised someone hasn't modded her in as the main character yet. Fuck I'd probably give the game another go for that.
Krystal was my first furry boner, and she was barely on screen. Imagine how many kids we would have lost to furfaggotry had she been the player character.

If this reality wasn't trying its hardest to become great again as of late, I'd be inclined to try and berenstain my way over to the one where the game I loved was better in every way possible.

The main character was Krystal's brother Sabre who looked a lot like Fox, and used a sword instead of Krystal's staff, Krystal is only slightly changed from her original design but the game was pretty much the same with some of the same characters.

Thanks, double digit man, I'm starting to remember why I ditched optimism as a concept years ago.

I forgot about that. Have this for reminding me.

I remember being able to look up her loincloth when she was frozen. She is a prime example of furry bait.

Don't forget that her original name was Kyte and she was only Sabre's adopted sister which explains the color difference. Their father Randorn was a wizard who gets replaced with a nameless earthwalker in Adventures.

warning: ADVANCED autism
N64-era Rare was known for furbait. What a shame they were eaten by Microsoft.


why do you keep doing this to me

To save you pay THIS much.

Dinosaur Planet Krystal looked nothing like Star Fox Krystal. If Nintendo had kept Rare, you wouldn't have the furry fap-bait

Also, they did that to save the game (lol). Miyamoto made the suggestion that they turn it into a Star Fox game, which they did because if they hadn't, they would have taken it with them when Micro$oft bought them. Making it a Star Fox game meant it stayed at Nintendo

rewatching this, holy shit is the fake language cringeworthy, and I'm surprised at the quality of the models and animation for the time. texture resolution aside it holds up for me. you can tell they had a few furfags on the staff obsessing over Krystal who refused to let her be cut out of the game.
i want to rip off krystal's loincloth and slap that ass


NIGGER


I remember some beta screenshots that look closer to her Adventures form than that.


But why did Nintendo let Microsoft buy them in the first place? They were their most important and loyal western developer.

Dipshits in suits. They thought the exact opposite, as judged by the return on various rare products. Nintendo's reasoning was, "They make less than 10% of our overall revenue, they ain't shit, so fuck 'em". Microsoft is responsible for shitting all over Rare, but Nintendo could have prevented it, but they just didn't give a fuck. If you ask me, they're just as guilty.

Nintendo didn't own them. They had first refusal on any offer that Microsoft made for them, because they had a stake in the company. So Microsoft made a really high bid and Nintendo didn't really want to match it

also I'd like to know how they did the fur rendering. I have some ideas but they must have done something interesting to implement that on the Gamecube.


I wonder what were the actual numbers on Rare's contribution to their bottom line. Even less than 10% is still very important to a multinational. They added a lot of variety to Nintendo consoles that I think is missing now. It was nice having a creative and technically competent western dev dedicated to their platforms.


You can look at that two ways:
>microsoft was determined to fuck Nintendo over and used their stockpiles of windowsbux to bet way more than anyone thought Rare was worth just so Nintendo couldn't have them
I can understand the decision in the second situation, but in the first, it's worth remembering that Nintendo has literally billions in the bank and could have easily afforded a reasonable counteroffer to keep their most important second party after HAL labs around. I would not be surprised if there was something political going on behind the scenes, where the Japanese hot shots like Miyamoto were pissed about the idea of a bunch of gaijins having influence on the image of their consoles.

Just fucking make a game like Star Fox 2.
That's the best game of the franchise and we never got it (officially).

Also, if you're going to do twin-stick/tilt aiming, actually design the game to account for it. Star Fox Zero was designed as normal Star Fox game but with the tilt-aiming planted on top of it making it incredibly easy in normal stages. It only benefited some all-range battles.

b-but … i liked this game…

It's okay to like it, but not okay to say it's good.

That Rock creature's face reminds me a whole lot of a mix between that Rock monster from the Neverending Story and the main villain from Crash Nitro Kart.

pretty much this, take star fox 2, update graphics, add some more planets/extra scenarios, 10/10 ez.

Nintendo didn't ruin shit. Rare was already years behind in development of Dinosaur Planet by the time Nintendo told them to just make it a Starfox game with their help. Dinosaur Planet was supposed to be an N64 game first, and started development in 1999. The fact it took them till at at least 2001 to get a semi-finished product meant they couldn't get their shit together BEFORE Nintendo stepped in, and only after that we got Adventures in late 2002.

I didn't say anything about first person. In fact I believe if you take away the first person view you lose a lot of what makes Starfox Starfox. Though, knowing Nintendo, they're open to gimmicks and I can see them throwing some VR gimmick in the future that replaces Zero's tilt aiming with head tracking aiming.

must … not fall into furry …
macha … must be the only level of "furry" accepted
fuck you youth for showing thoses drawing back in the day… now i can t deny that i accept/like krystal's porn even if it s a100% furryshit

You're autistic

Microsoft thought they were buying Donkey Kong out from under Nintendo by buying Rare.

i guess so
but i stand by to what i said:
macha is the only space elf with furry marking . thus it make it ok

I sure wasn't dissapointed

legendofkrystal.com/forum/download/file.php?id=19716&cache=1
well then: enjoy

What you are saying makes no logical sense. Star Fox Adventures came out before the company was sold and was made precisely because Nintendo owned half the shares and heavily pushed to have the game moved to their upcoming console.

You are right in that if Dinosaur Planet had been released as planned Krystal would have had little fame as she would have been a cat and made out of blocks and angles, nothing like the seductive curves the GameCube delivered.

From what I've read it's pretty much a combo, with the Stampers playing everyone to get a high price. Nintendo had upfront offered Rare a fairly low price as Yamauchi typically hardballed as fuck. Microsoft thought Rare was going to Activision so when they suddenly got a second chance to make an offer they offered a record sum. I've heard both that Microsoft were desperate to get Rare and that they weren't that needy but wanted to force Nintendo to bleed itself. Who knows what is true?

A point regarding Nintendo's motivation I've seen generally left out is that you have to remember that from Nintendo's perspective it wasn't just a matter of dishing out to get Rare. Nintendo owned half their shares, meaning that if a company bought Rare Nintendo would receive half the money. On the other hand they would of course only have to pay half price to acquire Rare. In the end they chose they more wanted a $250 million inflation adjusted cash injection than shelling out the same to get Rare. Remember that we are talking cash and not bonds and shit.

Nintendo earned $750 million adjusted net for fiscal year 2002-2003 so that decision between buying and selling accounted for 2/3 of their profits that year.

And like you say, how large a role Nippon pride played in all of this is anyone's guess.

Dude, its a fucking Arwing level underwater. Not even remotely close to the "gotta go slow" Gyrowing. If the titl aiming didn't get used, the game would have been an 8 or 9 out of 10, instead of warranting a return out of me. The missions were pretty bland with not a whole lot of different routes, the bosses were just aggravating to hit and even the music doesn't feel as powerful as Starfox 64. The walker controls are even more fucked since you can't strafe and turn at the same time, which makes it worse than SF2. And then you have those chucklefucks blurring the line between Arwing and Landmaster because now the Arwing can be a ground unit and the Landmaster get the ability to fly. What the fuck is the point of the Landmaster then? The Arwing is way more versatile.

If they made SF2 but with more on-rails levels as different scenarios, it would have been better.

...

does the 2 even work?

give it another 60 years, they will discover that dinosaurs could talk and had an advanced civilization where they yiffed all the time

Eh, I never thought it was that bad. Knowing it's a cipher definitely takes away some of the mystery, and it doesn't sound as natural as a real fake language (heh) would, but as a stopgap measure it holds up about as well as I could expect. Perhaps if they had played around with ciphering different consonant sounds it would have felt less artificial. And improved the voice acting. And made it so characters wouldn't randomly say important things in English. And made the game better. And made it so Falco and Andross don't show up for no reason at the end.

Me neither, and I thought it got better over time. The voice for Krystal seems to get more into it and pronounce it not so literal but with more of a flow. This one line always stuck with me: youtube.com/watch?v=gjbSUUi6lw8#t=18s

That's the thing: It's a slow ass, awful underwater Arwing level that takes way too long and fucks you in the ass in multiple ways by intentionally gimping your armaments (no smart bombs, lasers don't affect most enemies). I make the comparison because it's the same kind of slog the Gyrowing levels were.

What kind of crack were you smoking when you played it?

Briefly reviewed the Dinosaur Planet N64 beta footage.
All in all looks pretty decent, and we will never know what might have changed during the transition to the GameCube had it not been turned into a Star Fox game. I'm sure the perverts at Rare were itching to design a hotter Krystal/Kyte anyway.


3 years is a pretty reasonable time frame for a game development cycle, even back then. That's the time frame between GoldenEye and Perfect Dark, for example, or Halo and Halo 2.

are you gay?

Not really.

The blue furry in the tight dress was always named Krystal. Kyte is the pterodactyl in the cage.

...

This looked like a better game.

Speaking about shameless, what the hell does switchdog qualify as? Furbait? Mechabait?

Switchdog doesn't qualify as anything because Nintendo didn't design it to look like that.
THEY'RE FUCKING MARKETERS, THEY LIE AS A JOB

its beastiality

I guess lied to me then.


Autismbait. Anons can ignore regular furbait but they can't resist the siren call of autism.

Her name might have been Kyte at one point, but given the gameplay you posted had her say "My name's Krystal!" I can only her name wasn't changed.

That's real animals though. I think they are called feral when they look like disney animals, but switchie really doesn't.


Oh man ..
I wish a could post my happy cat pic.

oh heavens. i guess i have to brush up on my yiffinese

Wrong, it's called 'childhood ruined' when they're disney animals.

Dr Comet is a nostalgic fap for sure.
I skipped around through it so I must have missed that part.


He's still kicking around.
twitter.com/Kemononoshima

Gee, is what who I think it is?

...

This shit is way too rad for me!


Given the paws I would guess The Fox and the Hound.

Miyamoto convinced Rare to make Dinosaur Planet a Star Fox game because they were being bought out by Microsoft and they would have taken Dinosaur Planet, which Nintendo had presumably sunk a lot of money into, and either ported to or just set it up completely on the Xbox. There would have been no need to make it a Star Fox game if Nintendo were going to keep Rare. It became a Star Fox game so that Microsoft couldn't port it

Perfect Dark's development was riddled with problems

Y'know, I wonder just how many furries Dr. Comet is responsible for.

You ensure the furfags

YIFF IN HELL

This is what they do, satan. Look, they see a snowman and suddenly have the need to fuck it.

OH FUCK

Mostly because a lot of the GoldenEye team left (to work on TimeSplitters iirc) and they had to assemble a new team. The game itself is solid, sold well, and again 3 years is a perfectly reasonable development time frame for a game.


You can count me for one. I had stumbled across some autistic shit before but Dr Comet was the first furshit I could fap to. Nutted so many times to his Krystal.

The switch to GameCube happened some time in 2000, when Nintendo was still considering buying out Rare. The deal with Microsoft was settled in late 2001, after a deal with Activision went bust, and Rare was officially bought in late 2002.

Yeah, except for getting another launch title to drive sales for their new console as opposed to another game for their old and busted one. Nintendo seriously didn't even expect to get the copyright to Krystal so they actually had to rewrite Assault to fit her in.

They were never considering buying out Rare, that's why the Stampers were courting potential buyers. I think this happened as early as 1999.
The switch to Gamecube would have happened either way

Factually wrong according to Rare employees.

Says who?

Satan wills it

archive.is/UFiIw
Further down:

THIS ONE'S A BIT SPECIAL

Good job shooting yourself in the foot. If they weren't considering buying they would not have

1. Made any offers to begin with

2. Extended the time frame they would have to acquire it. Protip: Extending contractual terms isn't free.

Anything else you want to fail spectacularly at?

Here you go user :^)

The metal sperm (lack of a better descriptor) reflect lasers and require spamming the torpedos to kill, the starfish that allah akbar aren't affected by lasers, the giant angler fish thing can really only be killed by torpedos, the boss is practically invulnerable and relies on you spamming torpedoes to beat, etc. Aquas was just a terribly designed level entirely. Maybe if it was an all range mode level instead of a scrolling level it would have been better.

Falco and Peppy continually make statements about the Blue Marine being a tin can death trap.

I was going to reply but this has got to be bait.

I too watch gurularry

...

Yeah sure.

I like space elves and foxes. What the fuck am I doing with my life?

I don't know. That is pretty embarrassing.

Superior and original space elf coming through.

As they should, I've died more times on Aquas than any other level in any Starfox game ever due to the bullshit it pulls.

Thank you for contributing to this video game discussion, tor-kun.

Go away TOR user.

That's a nice elf user.

I rather have tor-kun than anybody who likes shitbad's art

Who?

sinbad the sailor?

Alright faggot.

Wrong, they show you their weakspot before they attack.

Wrong, lasers are what you use to clear them out when they gang up on you.

Wrong, using laser is much quicker.

Wrong. The boss requires you to alternate between lasers and torpedoes on the muscles and the eye. When susceptible to one it will be immune to the other.

Aquas is a top level. The mood established by the music and suffocating darkness, as well as the refreshing break in pacing, makes it an absolute gem.

Are you happy now, letting everyone know how much you suck at Star Fox, in a Star Fox thread?

i wonder if he still prefers you over sinbad the sailor

Press start and there should be a save option you dip shit

then why are you posting dark elf ?

That was pretty shitty. Not that Andross appeared, since I think the plot twist was pretty neat, is shit executed, but the fact that they replace General Scales. I still respect him as a villain because the motherfucker was really menacing.

You never get to fight the dinosaur ship, right? The one with the dinosaur head.

you do as Krystal, but I'm pretty sure you never see it after the prologue

What gets me is that it actually starts a fight, but then ends it the moment you take a swing. It's like they programmed it with there being an actual fight in mind, but didn't have enough time to actually add it in, so you just have this placeholder thing instead.


I feel the plot twist is stupid. Had there been any kind of foreshadowing besides Krystal getting crystalled, it would have been neat. Instead, it's "suddenly, Andross!" with a small heap of exposition at the end of the game to explain it. The whole explanation was terrible, too. The entire thing felt lazy and contrived, like they felt they had to add in Andross as the final boss once Nintendo told them to make it a Star Fox game.

Say it aint so!

lel
just go bother GoRepeat about it, I'm sure he'll appreciate it.
He's surprisingly resilient when it comes to game production, so I wouldn't be surprised if he actually makes a proper ending to Sakyubasu no Tatakai

andross didn't even need to be the final boss. it already was a Star Fox game. Not a main series game, just a spin off, but still a Star Fox game. It was just pure, unadulterated fan service if you ask me.

So you just have to beat the game in one playthrough?

Shit. For a collectathon game that's pretty brutal.

YIFF IN HELL

I still believe that most of them didn't have feathers

I just got Star Fox Zero, found it with Guard for a decent deal. I don't get the complaints. Granted, I'm not the biggest fan of the series and have only played 1, 2, and 64, but Zero seems like a perfectly respectable entry, and the controls are just objectively better. You can still move like before, only now you have one extra form of input so you can be more precise with your shots, and aim and move separately. And then I see all these people complain about it and I don't get it.

I'm not saying it's a perfect game, I'm sure people more into the series than me can make some legitimate complaints (like the shit multiplayer instead of real multiplayer like 64), but even if one is to say it's not the best in the series, I can't see how it could be considered bad. I have to figure a large part of the complaints are furries mad that Krystal isn't in it, or regular autists being mad that it's another reboot.

You pretty much hit the nail on the head, but it also doesn't help that the lackluster marketing, the 2 delays the game had (and despite them nothing seemed to have improved since E3 2015 to Spring 2016), and being a admittedly niche game on the Wii U just doomed it to failure. iirc, while it was in the top 10 selling games the week of release in Japan it only scrapped by with like 21000 units, and it didn't show many more sales in the following weeks. It probably fared just as badly in the western markets, even though Starfox has historically been more popular in the west, due to the bad press it got due to the control scheme. The problem with Zero is that you can really only compare it to the solid gold titles (SNES and 64) and it will never compare well against those gems. Command is universally disliked by many, Assault was even more hit-and-miss than Zero (initially mocked even back in E3 2003-4 for looking awful, and only redeemed by its multiplayer), and 2 never came out officially so any cut content (like it's split screen multiplayer) wouldn't be in it.

This is the part I really don't get. How is giving you more control worse? The closest I've seen to a legitimate complaint about the controls is people saying they should have had the option to turn the motion controls off, but that would just severely gimp you, since moving and aiming separately is such a huge advantage, and you are clearly expected to to it in many points of the game. I wouldn't be surprised if at least a couple parts were actually impossible without it. In this thread I've at least seen people say it makes things too easy, because it wasn't utilized enough, and I can understand that, they probably should have made more parts actually impossible without learning it, but then you'd have even more bitching from people who don't want to learn new things.

I've also seen people saying Guard was not only good, but better than the actual game. Don't get that at all either. Very mediocre tower defense game. Maybe I haven't unlocked enough stuff yet, but this seems less about planning and management, as you'd expect in tower defense, and more about unfulfilling shooting, which is what the main complaint about Zero should be (only Zero actually does it well because you're not stuck stationary and usually behind walls), if it were actually bad. I mean as far as tower defense spinoffs go, this makes Ratchet & Clank: Full Frontal Assault, look like gold, and that's by far the worst entry in its series.

The idea of switching between all the cameras on the fly and having to watch a shitton of tvs like Ozymandias while also doing a shooting minigame sounds cool, but in practice it's just a worse shooter than the main game, which people say isn't good.

The controls are set up in such a way that the reticle on the main screen is inaccurate and you must use the gamepad screen to get any idea of what you're aiming at. Previous games in the series didn't have this problem.
I'm sort of mad, but I'm more mad they still had a cutesy furbait girl character but just didn't have krystal for whatever reason.

That video is garbage.

Do you have a single fact to back that up?

Yes: my opinion is fact.

I understand if you don't like the guy, but you can't dispute the footage at 6:45 which clearly shows the onscreen reticle being inaccurate. Starfox Zero doesn't have more control options, it has two ways of representing the same control option - one of which is inaccurate.

The biggest issue I have with the controls is not their design, but the effect it has on the game. The game is more or less a retread of 64, and the gameplay reflects that in its level design and enemies. This is where the problem arises. Star Fox 64, like most other Star Fox games, is designed as a regular 3D SHMUP where you're aiming is tied to the movement of your ship, meaning in order to aim you had to move in and out of danger. The designs of most bosses reflected this, as their weakpoints were also where they fired from. In Star Fox Zero, they essentially made the game a twin-stick shooter, where aiming and movement are more separate. For those kinds of games you need to design enemies and stages in a way that weaves the new free-aiming with the player's movement, yet Star Fox Zero only ever does this in some of its all-range fights. The first boss of the game highlights that design, where in order to attack the boss effectively, you need to both position yourself properly and take aim. This design is lost in the linear stages, though, as your movement becomes far more restricted and thus enemies all have front-facing weakpoints. In regular Star Fox, you still had to position yourself in front of them to fire or lock-on, yet in Zero they can be shot at from any position on the screen thanks to the free-aiming, making the stages far more easy.

tl;dr: Imagine if someone just added twin-stick controls in Gradius without changing anything else and imagine how much easier the game would be at that point. That's pretty much what Star Fox Zero feels like on normal stages.

NIGGER I WILL FIGHT YOU

I can't agree with that. It chronologically falls between 64 and Assault, and it introduces characters and other things further used in Assault. Then there's the fact that it's only the third game in the series. Plus, with the Arwing sections, it feels pretty intently made to be a main title.

For how much Miyamoto talks up exponential gameplay quality he can't be assed to fix his own.

This. If you want to see twin-stick shooting done right, see games like Sin and Punishment. Zero just feels like a normal SHMUP with extra control that trivializes its own design.

It's not a problem. Just look at the gamepad. The gamepad is the main screen in this game. And you can also switch the gamepad and tv views, IIRC.

You're also using the reticle wrong on the main screen to begin with. It has two squares and the lasers go through them and then continue on to hit their target. It's not that the squares exist in two dimensional space but somehow show where you will hit three dimensionally, regardless of depth. You can argue this way is a bit more unintuitive, but it has logic to it. And you're supposed to use the gamepad anyway.

I don't think "cutesy" is the right word, but regardless, she is an older character than Krystal. That's why. The game is essentially a remake of 64 (which is of course a remake of 1) and she is in 64.


But it's not like they just shoot directly forward, toward the screen. They still aim at you and have other shot patterns. You still have to dodge those, regardless of if you're directly in front of the enemy.

But I can: The person in this video, and you apparently, has never seen the gunsight of a fighter aircraft. Reticles for guns (and in this case lasers) are only meant to give you a lead on a target so that you may hit it while you and the target are in motion. The reticle is not supposed to show the point of impact of your projectile. Also in EVERY Starfox game you should be using the laser shots themselves to aim and not the reticle. People have been playing Starfox like this since SNES because the SNES game DIDN'T HAVE A RETICLE unless you played in the first person mode that only occurred on specific levels. The person in the video is just a fucking idiot who can't git gud.

Enemies can also fire at different directions than the direction they're traveling in, user. This has always been true, even in 64.

Why is everyone focusing on the controls of Zero, when the real problem is that it's a remake of 64, it has no more content than 64 and less branching, no difference in the final boss between endings, it even reuses bosses and levels, and it has the fucking gyrowing?

Just because enemies fire at the player rather than just shooting straight ahead - something present in nearly every SHMUP - doesn't make my statement any less true.

Consider pic related, with the player directly in front of an enemy and above another. If both enemies have projectiles of the same speed, the player has more time to maneuver from the one fired on the line b versus one on the line a. If the player can only fire in the direction their ship is facing, they can only fire when in front of the enemy, and moving there would put them in more danger. If they can freely aim, however, then they needn't worry about moving to aim - they can aim and fire at both enemies wherever they are and only need to move to be at the optimal distance to avoid danger.

This is where the disconnect between aiming and shooting needs to be accounted for in shooters with free aiming. You need to add more elements to the game that would either further control player movement (greater quantity of enemies/projectiles) or force them to move and aim in tandem to deal damage (directional weakpoints). Star Fox Zero does little in this regard - one of the few examples I can think of with the latter are those tripod enemies that were only vulnerable underneath.

My initial posts did say that this was one of the more legitimate complaints, saying that the mechanic could have been used more than it was, but not only do I think you're understating how much it was used, I also don't think it makes the game bad, it just shows a waste of potential. But the potential that was used was still good. Having these controls is better than not. It comes down to you complaining about difficulty, which is fair enough, but trying to 100% this game is still very difficult.

No. Wasted potential was not fully utilizing it in the all-range fights. This goes further.
I disagree. Having them trivializes the gameplay to a pretty large degree that it almost seems like breaking it rather than just being made too easy.
Not when playing the game itself is already easy. At that point 100%ing just becomes a matter of grinding it out rather than an actual challenge.

That's the same kind of bullshit as saying directional whipping and midair control is better in Castlevania.

It's certainly challenge. It's not like this is a game about upgrading your ship or something. It's about getting good.


It is. It doesn't mean that the games that do it are necessarily better, but it's a nice feature.

But it isn't. There is nothing inherently superior about more control. Otherwise, Tetris would be much better if you could just place the pieces however you want. Often times, the fun of a game comes from a lack of control. Flying a plane isn't any fun if you can stop and turn on a dime and aren't affected by gravity at all. Part of the fun of Castlevania is having to commit to your jumps and play around the fact you can only whip forward. It makes you really strategize your jumps and attacks, much like you would in a fighting game. Convenience isn't always a good thing in a game.

You're right, but directional whipping in particular is cool in castlevania. The jumps I get, though. I just think directional whipping, and being able to shoot and fly separately, are both good additions to control. They both make a lot of sense and add new ways to challenge the player without changing things on too fundamental a level.

You're missing the point where it actually does change things on the fundamental level. Just like separate aiming and firing in SFZ makes movement a lot easier to manage and thus making aiming trivial, being able to whip in multiple directions almost completely removes the functionality of your extra weapons and makes the game far more easier without needing to manage ammo/hearts or powerups as much. Just like SFZ as well, SCIV is just a retread of Castlevania 1 with those new controls added in and little additions or changes to the game to actually take the new controls into account.

Not as long as the levels are designed with it in mind to any degree. And the argument that they weren't designed toward it enough isn't a bad one, but I'd argue it's overstated. It's factored into the design quite a bit.

It also adds its own challenge in that it's pretty hard to master that mechanic, and until you do you're sort of left doing what you would do before. It doesn't make it trivial because gaining the skill to make it trivial (which would only apply if the levels didn't take it into account) is itself quite hard.

And the multiple directional whip doesn't at all remove the functionality of your weapons. Weapons are mostly projectiles and your whip still isn't. It isn't like weapons in the original Castlevania were frequently used for shooting up or anything. The difference is just that the game can be designed with a little more verticality in mind now, and it doesn't feel like as much bullshit when a fucker lands right on your head. Now you can argue that fuckers landing on your head is a key part of the series, but of course it can still happen, you just have slightly more of a defensive option, and other options can be looked at for that minimal amount of difficulty that is removed.