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Star Fox Zero

HH.2-3228

02/12/2017 3:12 AM ·Spoilers

I say it frequently, and it probably offends many. It absolutely blows my mind how millions of people don't know how to play/ grow with a Star Fox game. True of past ones (that's what im driving at.) It is a game with certain principles. It isn't an impression. How did this series make it this far with such overwhelming incompetence? I get belly laughs from it. However, I'm forever grateful.

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  • I still love this game! I had no issues with the controls....period.

    Yeahs3
    Played
  • H

    02/12/2017 3:35 AM ·Spoilers

    That's great! I was noting the core essence of a star fox game in general. Sorry if that wasn't clear. In a game like this, there is a difference from mastering the controls and mastering star fox itself.

    Yeahs3
    Played
  • Oh no you were very clear. I was juat saying that seems to be everyones issue. I loved the game

    Yeahs3
    Played
  • No trouble with the controls as well. But I agree it's not for everyone. They should have given a second scheme of controls for the players to choose. This would have been the perfect and logic thing to do. I would stay personally with the motion controls. I like the game this way.

    Yeahs1
    Played
  • H

    02/12/2017 4:28 PM ·Spoilers

    The damage is done absolutely with zero lol. Since the game is entierely designed with them in mind. It wouldn't have been achieveable with options, because you would have to design/ balance for both. But they went all in. I Get that. Yet, I think they took for granted how much the average person knows about the series. They really want you to dig in and strategize.

    Yeahs0
    Played
  • H

    02/12/2017 5:13 PM ·Spoilers

    Another way to put it: Before playing Zero, I understood the ideas that Star Fox espoused over the years. The controls at that point were only about applying them. For some it may be learning the game twice. One time for the controls. Another for just playing the game itself. Zero isn't just about controls, you do have to show up.

    Yeahs0
    Played
  • Well, personally, the first thing I care mostly are the controls. If it drives me nuts, I will stop playing the game no matter how good it is. This is what happened with me and Super Metroid. That wall jump was so badly programed I stopped playing it entirely. So I can understand the issue with some people.

    Yeahs0
    Played
  • H

    02/13/2017 4:38 AM ·Spoilers

    I didn't claim I don't understand. But I am claiming people don't know the series that well, even if they grew up and played 64 a million times. The chances are very strong they played the game and used the controls incorrectly a million times. I'll give some perspective:

    Yeahs0
    Played
  • H

    02/13/2017 4:43 AM ·Spoilers

    the controls are exactly the same as 64, except they're divided up with less buttons. Moving and banking are pretty much the same, except it's tied to a stick. Why change it from the bumpers? Well, one thing many people don't know of in 64: cancel lock on for free flow combos.

    Yeahs0
    Played
  • H

    02/13/2017 4:46 AM ·Spoilers

    You can now roll/ bank without flying like a rock through out the level. You can actually move. you can even boost and break without putting your fingers in awkward positions. (Since its tied to the stick.)

    Yeahs0
    Played
  • H

    02/13/2017 4:49 AM ·Spoilers

    The motion I can see as meaningless to people who play star fox like a vanilla rail shooter. However, all the games have been about planning out your actions in stride. You always want to do everything efficiently, and having to face everything directly makes it very stiff if you're combining maneuvers for a combo.

    Yeahs0
    Played
  • H

    02/13/2017 4:51 AM ·Spoilers

    The tv screen and the gamepad are an extension of your view. Enemies in past games would fly off screen and you can only track them with radar. (You can't gauge altitude, or plan around the environment.) you could even turn and accidently bump into things that couldn't be seen.

    Yeahs0
    Played
  • H

    02/13/2017 4:55 AM ·Spoilers

    The gamepad is to constantly see infront of you. The tv screen is a radar to plan out your next move. Whether it's using a transformation to change the enemies approach. Or finding the devastating weakness each boss secretly has. This is consistent with finding the weak points, but it takes more experimentation to go the extra mile.

    Yeahs0
    Played
  • H

    02/13/2017 4:59 AM ·Spoilers

    The controls become counter productive when people use them incorrectly. I can't see a star fox veteran being completely caught by surprise. Or even someone entierely new to the series. However, I do believe the vast majority play all the games incorrectly. I think it does make sense as to why they're baffled.

    Yeahs0
    Played
  • H

    02/13/2017 5:02 AM ·Spoilers

    IMO as crazy as it sounds: since the game went all in with motion, they should've given people less control options. No ZR toggle. No Y to recalibrate, no buttons for somersaults or Uturns. Because you really don't need to move your fingers ever except to transform. The game has too many choices and controls give too many choices.

    Yeahs0
    Played

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