Star Fox Zero Review

Star Fox Zero

Star Fox Zero is pure 90s nostalgia: gameplay, story and even the graphics awaken pleasant memories of a time when the world was even easier. But not everything from the past is actually better than today, outside the transfigured memories. Star Fox Zero offers a lot of fun, but something has fallen out of time – and is accompanied by a control, which in the most grave case may be described as necessary.

Star Fox Zero wins the nostalgia firsthand. So much so that you’re not sure if you are playing a completely new game or a remake of the classic N64 classic Lylat Wars. Regardless of the setting, the story and even the graphic, everything seems so familiar that the boundaries seem to flow away. The first level is no exception: Naturally it is on the earth-like planet Corneria, whose level build-up seems to have taken directly from the N64 predecessor.

The answer to the question is, No, Star Fox Zero is not a remake. The planets that are explored in Star Fox Zero are all known from Star Fox or Star Fox 64, but it does not take long until you realize that the level set-up is always new: old battlefields, new action. This leaves a sense of lack of autonomy through the entire game: Star Fox Zero always has no ambitions, as if one had been satisfied to revive old-fashioned ones in a new way, instead of really inventing something new. It lacks handy surprises – and until the end I was not quite sure if it was actually a new story or the old story one more time.

Arcade shooter have fallen into oblivion in the last few years and nowadays little more an edge of the video game everyday. With its stubbornness, ignoring the trends of the past 20 years, Star Fox Zero sprays a pleasant touch of nostalgic freshness. Unfortunately, in the course of the game, high heights hit boring depths.

Classic on-rails levels like Corneria, where you are automatically guided by an action rollercoaster, are pure, simple fun in reink culture. Unfortunately, there is not enough of it: in most of the stages, you can use all-range movement, where you can move freely with Arwing and Co on a planet or in space, to get rid of all sorts of aliens. But as in the past, these are always the places where Star Fox is the least fun. Fighting opponents in an open space is simply not as fun as watching a beautifully orchestrated leveling.

In Star Fox Zero, the Star Fox team is once again offered various vehicles: the iconic Arwing is suitable for agile balloons in the air as well as in space and can now also turn into a agile walker who marches on the ground like a chicken And also small areas can explore. The Landmaster also has a tank in the repertoire of the Star Fox team, which is predestined for huge ground operations and can even hover for short moments. Gyrowing is available as the last vehicle. A slow drone equipped with a small robot – used in absolutely horrific levels that easily mark the playful low point of Star Fox Zero.

The scope is familiar short: the first run of Star Fox Zero takes just under 4 hours. Afterwards there are new routes – which in Star Fox Zero but unfortunately a bit disappointing – and to discover bonus level, while in the different stages on medalsjagd goes. However, if you lose your appetite as soon as the end credits run over the screen, your investment is less happy.

The control

Okay, now I have pressed long enough for the topic, which is always the focus in talks about Star Fox Zero: the control. The impressions to the control, which shows an exterior view of the spaceship on the TV and a cockpit perspective on the GamePad, range the entire spectrum: Some find the motion controls so badly that they make Star Fox Zero unplayable, others find it quite okay And again others think they are fantastic and welcome the new possibilities that the control system would open up.

One thing, however, always stands still: It takes a lot of familiarization time before it finally clicks and the control goes into flesh and blood.

My experience looks like this: The basic gameplay has been relatively easy from the start, but in tough situations, which require a cool head and exactly targeted shots, I felt over and over again, mainly against the control to fight. This is especially frustrating in boss battles, which seem simple, but which one because of control problems just do not get to the line. In particular the flying change between the two screens wants to be learned.

And when did it finally click on me? Just when I defeated the final boss. Suddenly I had the feeling that everything was sitting and I was like a world champion through the whole nozzle.

Even though Star Fox Zero is an arcade shooter, which has been created several times, this is quite late. After all, a game of this genre should be fun without compromise from the start. Even if there was a happy ending between the controller and me, I can not give her a good judgment: she offers too little good to justify the long familiarization period in a game like this.

Star Fox Zero Conclusion

Star Fox Zero is one of the best games in the Star Fox universe, but at the same time, not the fabulous return of Fox McCloud. This sounds contradictory, but can be explained by the lustless ambitionlessness of the title. Star Fox Zero is satisfied to offer no surprises, and to follow old paths of the predecessors once more. It’s not that easy to get a remake or a new game, because although Star Fox Zero is a new game, it does not feel like a new chapter in the Star Fox Universe. In addition, there is a control system that takes several hours to settle in before it finally goes into flesh and blood: too long for a fast arcade shooter, which is only 4 hours long in the first run.

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