If story doesn't matter in Star Fox then why did Miyamoto delay the game for half a year to work on the story? Obviously he thinks it's important. There's also a difference between story not mattering and making the game a scene-for-scene retread, the beginning and ending even have identical lines.
And how does it come across as bullying? Because it recognizes that Miyamoto failed? Even if you want to ignore the obvious story problems, he failed at his mission.
Bosman is a Nintendo fan, so if he does have a bone to pick he has a right. No one on GT errrr, Ez Allies talks about Nintendo as much as Bosman. If anything this is a fan that has become fed up.
Reading that second video makes it sound like you didn't even watch the video. Story doesn't matter in all games, but when you delay a game to work on story and cutscenes you don't expect it turn out like Star Fox.. Especially since this is a remake of the N64 story in the first place.
That narrative doesn't fool anyone that followed the game's develpment closely. Either people making the claim are been either purposefully misleading or naively becoming tools of propaganda.
The game got delayed for vairous other important reasons besides plot and cinematics, like overall quality/polish and gameplay oriented reasons like Level design, enemy AI, placment and pattern formations, tweaks.
Focusing soley on the story aspect as the reason for the game's delay is just reaching and a tactic to have more munition to attack the game. And repeating the same statement page after page while ignoring the people that has already adressed this is not conducting to good discussion or finding the truth.
I mean, those games fail on certain levels but from a holistic perspective they're gems. But we're not talking about a holistic view here. Miyamoto's goal was to justify the gamepad to the larger gaming audience with these controls, and by all observable metrics that has not hapoened. Simple as that.
Mr. Miyamoto's goal was to create a game that used he Gamepad's features. Like i already explained he selected 2 fitting choices for it: Vehicle game to inject some light sim aspects and a tower defense game.
That you think that: it's done solely to "justify the Gamepad to the larger gaming audience" is raher naive since both are super niche genres. Specially an On Rails shooter in 2016.
As for the controls themselves, I'm a big fan of gyro. I love it in Killzone mercenary, Splatoon and gravity rush and with the Steam controller, however SFZ's implementation of the gyro was horrible for me. I'm not arguing against gyro, I'm arguing for better gyro. This is one of the worst gyro based control systems I've encountered in a game.
That's a hollow comment since you are conditioning it with your opinion. It is possible to talk objectively about how a game's control system works just as much as you can talk about it's frame rate, resolution or mechanics.
Zero controls are not "horrible", they are not broken, they are responsive, precise and work correctly in the context of the game. i wouldn't dare to say StarFox 64 controls are "horrible" because they are less precise than Zero's, 64 controls worked well within the game's design.
Considering many games have actually done spaceship/flight controls well, and that you can use a steam controller to play Elite or any other space sim with gyro and it's way better there, I'd call this a failure. The controls don't introduce additional complexity or uncover any depth. They just create the illusion of complexity by making basic tasks way harder than they should be. I invite people to play Eve Valkyrie or any other space sim on a VR headset with a steam controller if you want the true immersive gyro driven action packed flight experience.
People complained about paying 300 U.S. in 2012 for a Wii U and you are directing us to experince true inmersion with 600/800 HMDs that became available in 2016.
Of course you speak the truth here, playing an Space Sim with an HMD is more immersive. However, playing Zero with the Gamepad is more immersive than doing it with a 360 controller, for example. Having a screen and audio closer to the user enhances the experience of looking through the cockpit of these vehicles.
The Wii U wasn't packed with VR HMD's, it was packed with the Wii U Gamepad and this is the interface that's been used to augment the experience.