Thursday, February 9, 2017

The Star Fox: Zero Dilemma

Star Fox: Zero was a curious case. Ten Years after the last proper Star Fox Game expectations were high, but the game sadly didn't live up to them. Still it wasn't a truly bad game. But it was the perfect example of Nintendos torn philosophy regarding innovation and progress. Star Fox: Zero was hurt by both, lack of innovation and innovating no matter the cost. While playing the game again recently I had a really strange experience. It was fun at a basic level, but because of that I saw the flaws all the more clearly.

Star Fox: Zero was teased at e3 2014 and finally unveiled at the show the following year. Originally it was scheduled to release by the end of 2015, but it had to be pushed back to April 2016. After it's first showing it was widely criticized for its graphics and overall presentation. And while I didn't think the graphics looked bad, I can't disagree with those sentiments. Another point that got a lot of flak was the control scheme, which I liked honestly. But it really needed a lot of training to get right and felt quite unintuitive.

All those problems the game had did come from one of two factors. Either to much or to little innovation. Yes, Star Fox: Zero is a game torn between progress and standstill, and today I would like to talk about it.


Time is flat circle:


The story of the game can be told rather quickly. The mad scientist Andross swears revenge against the Cornerian Army and launches a full scale attack on the Lylat System. The leader of the Army, General Pepper, enlists Star Fox for the fight. Now if this Story sounds a little familiar then because it is the same one as in Star Fox 64 and the original Star Fox. Yes Star Fox: Zeor is basically a retelling of the N64 classic, which was basically a retelling of the original Super Nintendo Game. So Plot and Story wise it brings nothing new to the table. And that is the first problem this game has. The Way the Story is structured and presented is exactly like 20 years ago. Nintendo is often unwilling to move forward with their Stories. They are still caught in their glory days were it was enough to give a basic story without much depths.


I'm not saying that today you absolutely need a massive and ''epic'' Story to succeed. Mario should always stay Mario and a stolen Banana Hoard will always work as motivation for Donkey Kong, but games like Star Fox, Metroid, Zelda and Co. would certainly benefit from it. A game like Star Fox is the perfect background for a vast Space Opera style of Story with intrigues and betrayal waiting around every corner. There could be done so much more than telling the exactly same story for the third time.
While it failed in other areas, in that regard Star Fox: Assault on the Gamecube actually succeeded.

Nintendo is often unwilling to make the necessary step forward and as a result their Games often feel the same as their predecessors. And while established cornerstones of a Franchise have their right to exist, it can help to break them up from time to time. Pokemon Sun/Moon are a perfect example for this. They got rid of some of the most basic concepts of a Pokemon Game (always having 8 Arenas to go through) and as a a result the games felt fresher than nearly every Pokemon Game since the original Red/Blue.

What I'm trying to say is that Star Fox: Zero was clearly held back by a confining story, which was serviceable 20 years ago, but in todays gaming environment just seems out of date. After waiting more than 10 years for a true new Star Fox game the fans not only wanted more of the same, but also something new. Because while the time may have stood still for Fox McCloud and Shigeru Miyamoto it moved on for the rest of us.


Forceful Change:


While the game was stagnating in the Story department, it went into innovation overdrive on the other end. Over the Wii-Us lifespan one of the loudest criticisms of the system was that the main feature, the second screen, was hardly ever used for something worthwhile. Even Nintendo mostly used it as map screen or for Off-TV Play. Sometimes their own games even turned of the second screen completely (Donkey Kong Country: Tropical Freeze). But with Star Fox: Zero the aim was to give us a completely new gameplay experience not being possible on other systems. The team wanted to fully utilize the potential of the Wii-U Gamepad. And during that process they lost sight of the things that actually mattered.


They used two screens to simultaneously show different viewpoints of the action, but didn't realize that this lead to a contest between two screens. And with that they sacrificed a good playability for innovation. One one screen you had a view of your ship from behind, which was perfect for controlling and maneuvering, while on the GamePad you had a cockpit view, which was perfect for aiming. So during an intense dogfight you'd have to use the GamePad view, but this caused you to loose sight of your surroundings, making it easy to ambush you. This created hectic situations where you constantly needed to switch between screens because none of them actually delivered a satisfying experience.

Another thing that amplified that Problem even further was the use of Motion controls for aiming. The Wii-U GamePad is no Wii-Mote. And while it's weight is a non issue during normal play, when you are forced to hold it directly in front of you to aim, it can tire your arms pretty quickly.

So with all this in mind the standard way of playing Star Fox Zero was you frantically switching between two Screens, while also avoiding a cramp in your arms. It was just not enjoyable. And while stressful situation have their place in Video Games (especially in Horror Games), you shouldn't have the feeling that you're constantly fighting with the game itself and not the enemies inside.


Stuck in the Middle:


Star Fox: Zero truly showed a problem of the actual Nintendo. The company is often trapped between Nostalgia and Innovation. Their unwillingness to let some of their franchises step into the modern age and move beyond their simple roots, has hindered some great games from gasping their full potential.
On the other hand they often force themselves to innovate the gameplay, even if it does more harm than help. The control scheme of Star Fox: Zero was born out of the desperation to validate the Wii-U GamePad. It was Innovation for Innovations sake. And that is never a good idea.


In the end Star Fox: Zero is a strange cross between being trapped in the Past, while simultaneously forcing something new (that doesn't fit) onto a perfectly working skeleton. And while the Game is not bad by any means, it also is a testament to the importance of balance between new and old, when moving forward in an established franchise.


And as always
thanks for reading

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