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Review: Star Fox Zero

It’s not that Star Fox Zero is a bad game, it’s more that it’s a mediocre three hour one. Talk about a glowing endorsement, eh?

It’s been twenty years since the last core Star Fox game, and Nintendo’s once again decided it can half-ass this new release just to take advantage of desperate, hungry fans. In the waning days of the Wii U, Star Fox Zero does nothing more than to drive home the point that Nintendo’s still willing to slap gimmicky controls on an old favourite to bide time until the NX hits store shelves. The result is a game that borrows liberally from Star Fox 64 while really doing nothing to drive the franchise forward.

Developed by Platinum Games, Star Fox Zero follows a familiar formula. As the specialised Star Fox squadron, you’ll pilot the Arwing in on-rails sequences, take on baddies in off-rails combat arenas and drive a couple extra vehicles along the way. Considering that Star Fox 64 was basically a repackaged version of the Super Nintendo’s Star Fox (and no, I don’t care what you Aussies called it), it’s not necessarily a bad thing that Star Fox Zero does the same. What’s inexcusable, however, is its forced motion controls.

starfoxzero

In default setup, you’ll have a third-person view on your TV and a first-person, cockpit view on your GamePad. You’re supposed to use the GamePad’s left-stick to steer while moving the Pad itself around to aim. Every ten seconds or so, you’ll have to mash the Y button to re-calibrate the entire system. Thankfully, you can avoid using the GamePad screen for most sequences, but boss battles are the clear exception. In those, it’s incredibly important to get a proper angle using the GamePad – flying over a boss and looking down to shoot its top, as an example. Those sequences might have actually been fun if not for the frustrating, unnecessary controls. Anything a Pad can do, a right-stick can do better.

There aren’t any online multiplayer offerings in Star Fox Zero, but players can take advantage of local co-op. There, one player controls the Arwing and the other its weaponry. If you like playing games with one hand tied behind your back, you’re in luck. Like controlling the Gryowing, the Landmaster tank or the (probably scrapped for a reason alongside Star Fox 2) Walker, it’s boring.

In the end, you’re better off replaying Star Fox 64.

starfoxguard

The most enjoyable part of Star Fox Zero isn’t Zero at all; rather, it’s Star Fox Guard, an extra offering included in the game’s first print edition. A tower defence title, you use the GamePad to move through different cameras in order to ID and eliminate enemies. It’s depressing when a little tie-in game manages to make better, more natural use of the Wii U GamePad than the core title it’s been bundled with. Hell, it has something akin to online multiplayer, for Pete’s sake.

Despite the controls and the “been there, done that” feeling that’s to prevalent with Star Fox Zero, Nintendo fans are going to flat out ignore these warnings and bask in the warm glow that’s nostalgia. Not that there’s nothing wrong with that. My three hour playtime could have been extended with remixed levels – not that I can talk about what unlocks after you finish the main game, as per Nintendo embargo guidelines – but it’s still more of the same. Diehard fans might feel differently.

You might be desperate for more Star Fox, guys and gals, but don’t encourage Nintendo. Don’t put up with half-baked ideas and gimmicks. Demand more.

Star Fox Zero and Guard were reviewed using retail discs on Wii U, as provided by the publisher.

 

Review: Star Fox Zero

The good

  • More of the same for diehards.
  • Star Fox Guard.

The bad

  • Stupid motion controls.
  • Extremely short.
  • Boring additional vehicles.

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About the author

Steve Wright

Steve's the owner of this very site and an active games journalist nearing twenty (TWENTY!?!) years. He's a Canadian-Australian gay gaming geek, ice hockey player and fan. Husband to Matt and cat dad to Wally and Quinn.