Wednesday, April 20

Star Fox Zero review: Whats Star Fox 64 times zero?

All other issues aside, weaving through the canyons and waterfalls of Corneria city is still pretty great.

During my waning years as a Nintendo-only fanboy (just before I bought my first Sony PlayStation in 1998), Star Fox 64 was the rare Nintendo 64 exclusive I could point to with pride. That game’s tight controls helped support simple-but-satisfying fly-forward-and-shoot-what-moves gameplay, with strong, truly cinematic-level design. But that simplicity concealed hidden depth in an elegant, branching mission structure and a skill-based scoring system that encouraged multiple playthroughs.

Star Fox Zero recaptures Star Fox 64’s satisfying simplicity at points, but it spends too much time getting in its own way with half-baked ideas and unneeded complexity. Nearly 20 years after the formula was laid down almost perfectly, Star Fox Zero just can’t seem to avoid mucking up the lessons of the past.

Tilt-based annoyance

The most readily apparent change to the Star Fox 64 formula in Star Fox Zero is the Wii U GamePad and its tilt-based motion controls. While the targeting reticle still moves as you move your ship with the analog stick, it now also moves independently as you tilt the GamePad. The idea is to let you fly your ship in one direction and fire in another without require you to fly directly toward your target.

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