Wednesday, May 4, 2016

When New isn't always better


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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