As we all now know
Star Fox Zero was met with mixed reviews. While many liked the fast
paced action and arcade style feeling of the title, the controls,
graphics and use of the Wii-U Gamepad got lots of criticism. And
while I personally enjoyed the game, I can't ignore the fact that the
critics are right. The only things not working in Star Fox Zero are
the new ideas. And while I'm not suggesting that there should be no
change, sometimes it's better to stick to what people are familiar
with.
You don't change
the recipe of a tasty dish, just for the sake of change.
But that is
exactly what Nintendo is doing in the past couple of years. At least
when they change something and don't play it super safe. Often it
works and new ideas are welcomed, but just as often the change for
the sake of change idea horribly backfires.
But first let's
start with taking a look at the most recent example of this.
Star Fox Zero: The Screen Wars
Star Fox games, at
their core, have a simple formula. They are classic rail shooters.
Yes you have the ability to move on a 2D plane to avoid enemies, but
in the end you're still moving at the pace the game dictates you. The
core gameplay, like with most Nintendo titles, is very basic and fast
to pick up. And it still works because of that simplicity. Apart from
new vehicles there isn't much you can and should change about the
gameplay of Star Fox. And Star Fox Zero didn't change anything in
that regard. Some even argue that it changed to little. Gameplay wise
I don't agree. Why fix something that isn't broken?
The Problem in
that regard lies with the Story, which showed Nintendos lack of will
to move forward. But this is not the problem, that we're talking
about.
Picture Source: Nintendo
Nintendo, or more
specific, Miyamoto realized that there is nothing to change about the
core gameplay of Star Fox. But what we now from interviews Miyamoto
only considers creating a new entry for a game series, if there is
something he can change. Looking at his unwillingness to tell new
stories he is surprisingly ready to try out new stuff in other
fields.
Star Fox Zero was
born of the desire to create a game that uses the Gamepad. Not
because he wanted to make a new Star Fox. Just like Project Guard and
Project Giant Robot it was a tech demo for the Gamepad. Sadly in his
pursuit to prove that the Gamepad works, he achieved the total
opposite.
The two screens
are in constant contest. None of them work 100%. While the 3rd
Person perspective gives you a better overview, but fails at accurate
aiming, the Gamepad screen is the opposite. The player is never sure
where to look, because none of the screens fit his needs. This often
creates a stressful situation, where you only concentrate on one
screen and develop a kind of tunnel vision. All in all it robs the
game of its enjoyment.
Star Fox Zero
shows Miyamotos inability to choose when something new is an
improvement and when it's not. The core problem of the title was the
wish to create a better Star Fox 64 and not a new Star Fox game.
Picture Source: Nintendo
Has Miyamoto lost his Touch?
I wouldn't go as
far as that, just take a look at the excellent Pikmin 3, but I think
he is stuck in a standstill. His intervention ruined the story of
Paper Mario: Sticker Star for many players, because of the
oversimplification of the Story. And with many of the excellent games
from Nintendo he hasn't been directly involved. The Problem he has,
may be the same many creators face, after a lifetime in their
respective industry. After creating countless classic he lacks the
vision to move beyond that. Let me explain what I mean with that.
On the one hand he
constantly tries to innovate with new control schemes and the like,
but on the other hand his games never evolve past their incredibly
simple story and core gameplay. Now don't think that I want Mario to
have a grand epic Story. Far from it. Mario Jump'n'Runs are fine as
they are. But even games where a deeper story would suit perfectly,
never go past an extremely simple framework.
A reason for this
is that Nintendo, and especially Miyamoto, often treat games as
technical showcases for their Hardware. Like I pointed out earlier he
hasn't thought about a new F-Zero game, because he can't come up with
a new way of control.
I think this plays
into Miyamotos wish, that his games should be enjoyed by anyone. A
noble goal indeed, but one that is impossible to reach. That is why
many of his games never move past an extremely basic story and that
is way he often adds new control schemes to them.
What Miyamoto, and
Nintendo, seem to forget is that you don't have to reinvent the
wheel. Sometimes it's enough to polish it up a little from time to
time. Innovation for the sake of Innovation is never good. That is
something that Nintendo has forgotten in the past couple of years and
that they should remember. Because new isn't always better.
So what are your
thoughts on Star Fox Zero and it's innovations?
And as always
thanks for reading
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