Motion controls must be harder for fat people
I had a harder time adjusting to the down-is-up plane control.
Well, if VR takes off that's Gyro controls.LOL if you think Star Fox Zero's control scheme is going to become the gold standard you're insane.
But wait, you're not. You just have a shitty drive-by argument of a post that adds nothing to the conversation. You're probably never even going to come back to this thread to respond.
Motion controls must be harder for fat people
Motion controls must be harder for fat people
You clearly haven't played Lair.
LOL if you think Star Fox Zero's control scheme is going to become the gold standard you're insane.
Motion controls must be harder for fat people
Motion controls must be harder for fat people
We are basing on the functions that were designed around the motion controls, for a controller layout without motion controls though, we need to jump out of the picture I feel.
LOL if you think Star Fox Zero's control scheme is going to become the gold standard you're insane.
But wait, you're not. You just have a shitty drive-by argument of a post that adds nothing to the conversation. You're probably never even going to come back to this thread to respond.
But that will be fine for most people 'cause marketing aimed to hardcore.Well, if VR takes off that's Gyro controls.
Do people just have awful motor control paired with a hardwired hatred of anything new? The latter is definitely true in most things, but I'm still stunned to see the reactions to anything that involves the ability to move your wrists in a precise way.
It's like the early reactions to basic motion controls all over - while you get bad shit like waggle, done well motion control is fantastic and far better than analogue sticks for precision.
Wait, what? Have you not played a Star Fox game before Zero came out? Everything listed is standard fare for a Star Fox game, but it only works with a regular gamepad if you tie aiming to the ship's angle of movement. Once you make the movement and aiming independent, you can't make it work with dual-analog without forcing the player to use vital functions without being able to aim. Zero's gyro setup completely avoids this problem in a beautifully elegant fashion by not having to move your fingers and thumbs away from the sticks and triggers.
Wanting a Ratchet and Clank style segments is definitely a overhaul/revamp.A lot of the focus in this thread is on the controls, but I think the bigger picture here is his point about Nintendo overhauling games that don't need it just for the sake of "innovation". I haven't played Star Fox Zero yet, so I can't speak for it in this case, but I do know that Nintendo has a tendency to drastically change things up, whether it's for better or worse.
Take a look at Paper Mario. We had 2 games in that series that followed the usual RPG format. Then they drastically changed it up for Super Paper Mario. I can't speak for that game, because I haven't played it, but response is generally decent for it. Then you have Sticker Star, which Miyamoto stepped in and gave input like:
- Remove RPG elements like levelling up and gaining experience from battles
- Remove plot, who needs plot
- Only use characters from the Mushroom Kingdom. No originality allowed, please.
- Please, no world to explore. Just give them a map to travel on.
Did the Paper Mario series need an overhaul? Not at all. Yet that's what we got, for some reason. Twice, I guess (unsure on how "overhauled" SPM was).
Back to Star Fox, Jim's right on this - the series didn't need any sort of overhaul. There were 4 games total before SFZ. The series hasn't been done to death, and it has easily identifiable potential in the formula that already existed. Again ,haven't played SFZ yet so I can't say anything about it (except I'm really disappointed that they're rehashing the same story AGAIN).
I'd have loved to see a Star Fox game with the classic Arwing missions combined with new on-foot stuff, but instead of doing it like Assault did (a game I loved, mind you, but the on-foot stuff was poorly controlled), you have it control in a more polished way. Think Ratchet and Clank style for Star Fox on-foot.
Anyway, Nintendo has been great over the years for creating new experiences for us. Look at Splatoon, that's fantastic. But not every series needs to be revamped. Some do! But not all.
You can invert X axis controls in the pause menu, although at this point it's probably better for you to stick with it.
To be honest I'm more worried about the continued inability of people to adapt to something new.Jim's on a fucking roll. I haven't played the new Star Fox but I completely agree with everything he said about motion controls and Nintendo's stubbornness around just giving people what they want.
Star Fox is another example of Nintendo just not getting it and just adds to the worry that they never will get it.
The reason is precisely that one. Controls are hard to master, and will take practice, just like I did with Bayonetta and Dark Souls but those are fine because... I don't know. Maybe when you have motion controls it's just easier to say "was it hard to make it the good old way?" even though the game is designed around this control scheme.I've been too busy playing the game to read every negative review of the game, but what exactly is supposed to be "bad" about Star Fox Zero's controls? The game is designed tightly around them, and mastering the controls allows you to play the game at a very high level. To me, that is the definition of good controls, especially in an action game. Are people complaining because they have to practice to become good using the controls? That in and of itself doesn't make them bad.
Jim's on a fucking roll. I haven't played the new Star Fox but I completely agree with everything he said about motion controls and Nintendo's stubbornness around just giving people what they want.
Star Fox is another example of Nintendo just not getting it and just adds to the worry that they never will get it.
To be honest I'm worried more about the continued inability for people to adapt to something new.
Wanting a Ratchet and Clank style segments is definitely a overhaul/revamp.
And I definitely think Star Fox needed some change
To be honest I'm more worried about the continued inability of people to adapt to something new.
This is a case where the game is tons of fun once you adapt. You have to acclimate to the setup in order to fully engage all of the scenarios that would be impossible without it. When it clicks, it clicks big time. It's the fastest, most fluid and intense Star Fox ever.People don't like the idea of having to adapt to unfun. Has Nintendo done good changes? Yeah, look at A Link Between Worlds. But they've done a LOT of divisive ones, some that are inevitably going to be unfun for many.
I agree with the idea that innovation shouldn't be done for innovation's sake, but as I explained at length in detailed posts on previous pages, Zero is a case where the innovation actually works.
The setup here dramatically expands the scope of what's possible while sharply increasing your spatial awareness, speed and precision. This is a case where the setup is 100% justified by the new gameplay it enables and the scenarios built around that new gameplay, and by how fun and addictive it is once learned.
Just like there was a learning curve to dual-analog, tank controls, command inputs, KBM, etc, so too is there a learning curve here, and one that is worth mastering. And again, I say this as someone who had no hype going in, and who was vocally critical of the idea before I played it.
Well, with regard to Star Fox, I was talking overhaul in controls as opposed to the game itself. But you're right, it wouldn't be an easy thing to just throw in. I'd see it as more of an addition than a revamp to gameplay, however.
Fun is entirely subjective.People don't like the idea of having to adapt to unfun
People like change if it's fun and/or makes sense. Change for the simple sake of change is usually a bad idea.
Jim's on a fucking roll. I haven't played the new Star Fox but I completely agree with everything he said about motion controls and Nintendo's stubbornness around just giving people what they want.
Star Fox is another example of Nintendo just not getting it and just adds to the worry that they never will get it.
Some things Star Fox Zero could have done:
A big multi-player VS. mode with a lot of ways to play it (1V1, team vs. team, survival, co-op, in Arwings, in Landmasters, etc.)
Sakurai-style achievements (ie, a huge grid that you gain hints to what to do next as you clear achievements)
Customizable vehicles
Level creator
Would it be that strange though? After all, Star Fox has had two on-foot games.
I agree that change for the sake of change isn't always good with Sticker Star just being bad game design.
Though being gameplay focused franchises they need to change up somewhat to keep selling and experimenting isn't always bad.
The new Zeldas strive to change the formula resulting in LBW and the new Zelda game
Giving options in a game like this would limit the potential game design which would negate the need for such controls.
100% of the things I mentioned were present in Star Fox 64.
1) Since the items are each only required for one dungeon already, putting them inside that dungeon instead of in a shop wouldn't make the game any less non-linear.
2) Items being in dungeons instead of shops wouldn't magically mean that dungeons would then have to be designed with puzzles involving other items.
Like I said, literally the only reason why getting the items outside of the dungeons matter in ALBW is because the developers put a specific obstacle outside of each dungeon that requires the specific item to get past it. These obstacles didn't have to be there in the first place; the items could have simply been inside the dungeons instead.
You could get all the way to the entrance of the Tower of Hera in ALBW without the Hammer. You only needed the Hammer to get past the obstacle they placed outside seemingly solely for the sake of forcing the player to buy the Hammer at the shop before going to the dungeon. Why not just put the Hammer inside the dungeon?