Before Shigeru Miyamoto heads out to meet fans in Los Angeles, he has breakfast with a cup of coffee and the company of an amiibo.
Can you guess which amiibo Mr. Miyamoto took with him as he barrel rolled through his recent adventure in Los Angeles?
And then you were like "this could totally work with the Pro Controller."
I really think this game is an experiment, not the big StarFox people think it's going to be.
Star Fox threads are some of the worse discussions about an upcoming game, with all the preemptive bitching and negativity. There are some Star Fox fans that practically don't want a new Star Fox game. They wan't some kind of a remaster and Miyamoto not part of it.
But the point is that Star Fox U exists solely because it's Miyamoto's bet on Gamepad usage, not because it's some big seller franchise. Otherwise Star Fox would practically be a dead franchise. I think they can afford to experiment with Star Fox because there is nothing to lose practically.
On the other hand, there is no bad 1st party game on Wii U, so your negativity is unwarranted.
You could also technically use dpads instead of sticks for most games, but why would you?
The hate of the gamepad is mind boggling for me.
You could also technically use dpads instead of sticks for most games, but why would you?
The hate of the gamepad is mind boggling for me.
I absolutely do not hate the GamePad. But -- and I've been consistent on this from the beginning -- I think one of its best features is the ability to play games off-TV. When UI implementations are designed that necessitate both screens having unique displays, it obviously follows that off-TV isn't a possibility anymore. And mind you, that's fine if the game has some great, innovative systems in place that take advantage of everything the GamePad + TV flexibility has to offer. But obviously, whether or not it's worth it is up to the end user.
You could also technically use dpads instead of sticks for most games, but why would you?
The hate of the gamepad is mind boggling for me.
We shouldn't rule out the possibility that a button prompt could 'swap' the screens, allowing for Pro Controller support and off-play.
It's still unlikely, but we'll have to see.
Starfox actually sells pretty well. Its no mario kart but the game always sells, even the crappy games.
Starfox fans want a starfox sequel that stays true to 64. Its okay to experiment if it actually adds value to the experience but the fanbase as a whole are done with just gimmicks...
I want a sequel that stays true to Starfox proper, not to the N64 bastardization with its gimmicky vehicles, shitty storytelling, and garbage-tier "music".
http://www.nintendoworldreport.com/news/20208/miyamoto-talks-star-foxs-dwindling-sales
Also this article from Emily Rogers is very good in describing what's up with the series and why it's not that relevant anymore.
So pretty much this the only chance for a Star Fox game to exist.
I want a sequel that stays true to Starfox proper, not to the N64 bastardization with its gimmicky vehicles, shitty storytelling, and garbage-tier "music".
Miyamoto's input ruined the last Paper Mario. This isn't good.
This article is sooo good, thanks... one thing that I coincide with the autor is this:Also this article from Emily Rogers is very good in describing what's up with the series and why it's not that relevant anymore.
The main story modes of Star Fox and Star Fox 64″ didnt last much longer than two hours, and they were both originally released at the price of $60-$70. The best Star Fox games were designed as short games that players would replay multiple times to unlock everything. Nowadays, too many gamers care more about a games length instead of its replay value, and todays gaming media would absolutely crucify a $50-$60 Star Fox game that is shorter than five hours long without some extremely solid online multi-player.
Miyamoto's input ruined the last Paper Mario. This isn't good.
So, based on my memory, back during the demo, controls were mapped the following way:
Left stick controls direction/flight/pitch,
Right stick controls barrel rolls, summersaults and other dodge type moves
Shoulder buttons control Bombs/Projectiles,
And you move the Gamepad/cockpit view to aim your guns so that you can theoretically fly left while aiming right or vice versa.
My sense is that they're going for this type of feeling with the Gamepad's motion controls:
If you remember that scene in Star Wars, the turrets operated with a lot of swiveling and movement. I actually can see them making this feel really good on the Gamepad.
But, I think everyone is underestimating the right thumbstick, or rather the ability to fly with two sticks in conjunction. I could see being able to pull of some very complex maneuvers with two sticks dedicated simply to movement without sacrificing an independent aiming mechanism which will be handled by motion controls.
I would like the arwings to be agile enough so that you're flipping all around the screen at super fast speeds and aiming accordingly with the Gamepad. I could see this being a very fast paced game of cat and mouse.... like Kid Icarus Uprising on steroids.
Imagine being able to pitch left while shooting in several different directions at different targets while also doing a summersault/dodge move to evade enemy projectiles. If this game is fast paced, then we may have a game for adrenaline junkies on our hands.
I have high hopes for this game.
Right. Again, I don't want to sound down on Star Fox. After all, I don't have much to go on here. I'm more than willing to take a wait-and-see approach to see what Miyamoto is cooking up here. I'm just saying that my default stance is that any sort of dual screen interface needs to be damned good if we're losing off-TV as a result. And, despite it often being touted as the gold standard for how to do a Wii U game right, I think ZombiU would ultimately work just fine on one screen with some minor compromises. It's way too early for me to assume that holds for Star Fox, though.
I want a sequel that stays true to Starfox proper, not to the N64 bastardization with its gimmicky vehicles, shitty storytelling, and garbage-tier "music".
I want a sequel that stays true to Starfox proper, not to the N64 bastardization with its gimmicky vehicles, shitty storytelling, and garbage-tier "music".
Im aware that the sales have been declining each game but its only because the quality has declined with each game, otherwise it would probably sell like 64 did.
Hopefully Miyamoto will perform a miracle and make a good game but from past experiences it looks to me like nintendo has just been confused for years on what to do with starfox and its baffling to me since its pretty clear how to handle that franchise.
Just remake the original with modern graphics and I'd be happy.
Miyamoto's input ruined the last Paper Mario. This isn't good.
stickerstar makes super paper mario look like the game of the decade
You haven't read the other article
What would you do?
Ew. No. No. No. No. No.
If it's not playable with a Pro Controller I'm out.
Stay in arwing, on-rails for 75% of single-player, with some on-foot/landmaster (think assault but with well-done controls) to shake up the pace. No free-roam arwing sections except for boss fights. (local and online, also split-screen online [with one friend a la MK])
Assault style multi-player with online (choose between arwing, tanks, on-foot, combinations of all three)
Local co-op for missions with arwings, co-op boss mode.
DLC maps, missions, weapons
Amiibo support for special-designed ships/arwings (cosmetic only)
That's what I personally want.
Why?
why
what if it's fun with the new controls
it isn't impossible
Eh, I still don't think there was anything that couldn't have been done otherwise. Overlays and a view swap button could achieve the same mechanics. Difference would have been you wouldn't have to look back and forth. That's not to say it wasn't neat, just that it doesn't have to be mandatory. I like options, which is something Nintendo has been very on top of with most of their games so far.
So yeah, I'd love to have a Pro Controller or Wiimote/nunchuck option if possible. I don't really see anything in this game being something that absolutely requires the gamepad, but we'll see.
Yeah, given the widespread rejection of the flawed concept that is the gamepad, I find it bizarre that Nintendo is still trying to push immersion-breaking gameplay like this. The market has already responded to the idea of looking back and forth between the main screen and the controller - the response was overwhelmingly "nah, not interested".
You haven't read the other article
What would you do?
I felt the very same way about ZombiU
Then I played ZombiU
I would make starfox into a core franchise by keeping its arcadey vibe but make it more like a triple A game by putting some love, money and time into it. My goal would be a natural evolution of a game that has awesome characters, action oriented gameplay and takes place in space.
I would have the game be centered around space shooting/bosses (like 64) when traveling to different planets or even just flying on certain planets and include ground segments with third person shooting (mass effect style) and action style (dmc/bayonetta) combat. You get to select your other 3 team members before entering a new mission on the great fox, each team member has their own perks, stats and abilities that can all be upgraded overtime with currency on the great fox. On the ground
you choose 2 team mates to help you for these types of missions while the 3rd team mate is air support.
I would make story a huge focus, as well as character development. The game would be quite lengthy and have alot of different paths to take and span over two solar systems. After you beat story mode the first time through you unlock Star Wolf story mode which is the same story but from star wolfs team perspective which would be an entirely different game overall. After both are beaten a true final ending is unlocked which would close the entire story of the game.
There would also be a huge focus on online multiplayer and co op. With multiplayer you could either player the ground style matches or dog fight matches in the air or just score battles. There would be an upgrade and ranking system with the whole online shebang with tons of different playable characters with different stats and abilities.
Of course Nintendo will never do this because A its expensive and risky and B they have been confused for along time on what to do with the franchise so I doubt they will ever figure out how to evolve correctly.
Ps: There would be a ton of secondary/ missions that appear throughout the story in places that you have been that give you a reason to revisit areas. (so this means new enemies/bosses ect..)
The arcade vibe will be intact throughout thanks to various combo, time, and other types of bonuses that add to your score count overall for a level which in turn evaluates how much gold is earned (their can also be 5 star ratings to show how well you did on a mission or something with various extra objectives you can complete.)
There are plenty of games where I prefer the d-pad.
And as Steve mentioned, if the gamepad screen is unique it means I can't play off TV.
Plus it's honestly a bit of a bother to have to look back and forth between two screens, especially in a high speed action game (which I hope Star Fox will be).
To be fair though, they just sort of abandoned the idea. At launch there was basically NintendoLand and ZombiU doing anything meaningful with it, and then from there basically nothing. That's why I was always kind of surprised that the idea of selling a GamePad-less SKU was always summarily rejected. Like, I remember Iwata talking about how they needed to really showcase the GamePad around holiday of last year, and then what were the big releases? Mario 3D World, Fucking Donkey Kong, Mario Kart, and Smash. All great games, but all games that did next to nothing with the GamePad outside of offer off-TV play. But it looks like Miyamoto is giving it another go in terms of showcasing just what the GamePad affords in terms of unique game design.
Are you just describing here Elite: Dangerous meeting Destiny with a story added on top? Because what I'm reading will not make back half of the money invested even if it will sell like MK8.
-Re-tells the anecdote about the shrine near him (with Torii gates that inspired the gameplay on the first Star Fox) that has a fox as the patron spirit.
He also talked about it here:Does anyone have more information on this? Sounds like an interesting tidbit.
Edit: I can't watch videos at work, will save for later.
http://iwataasks.nintendo.com/interviews/#/3ds/starfox/0/2Miyamoto said:Star Fox has a lot of scenes in which the fighter goes through arches, which reminds one of the gates at Shinto shrines called torii. And torii made me think of the thousands of such gates at Fushimi Inari Taisha. In a prototype, there were lots of scenes like going through there. And when you think of Fushimi Inari, you think of foxes.