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Forums - Nintendo Discussion - Rumor: Star Fox Zero continues to have development issues due to motion controls

Dravenet7 said:

... That's not what development hell means. If its almost finished than its not in development hell. The only thing that seems that can be actually taken from this is that Star Fox Zero will have multiplayer. On what capacity I can only guess.

EDIT: Great someone gets it. Better yet, its someone who actually does stories on development hell

So... what does devlimbo mean? And who decides at what point a game is in devlimbo?

 

 

The game was delayed once. And there are rumors it will get delayed till july.

http://www.christianpost.com/news/star-fox-zero-release-date-delayed-until-july-155226/

And there is this. An affirmation of what was stated on neogaf.

"When Ars played Star Fox Zero at this year's E3, it found that the game's control system—which requires players to use the TV for basic maneuvering and shooting, and the gamepad motion controls for precision shooting—was difficult to use, a complaint echoed by several other publications. While the delayed release is disappointing, if it results in a fix to this problem, it'll be a better game for it. Besides which, players can always dive into Mario Maker to tide them over before launch."

http://arstechnica.com/gaming/2015/09/nintendos-star-fox-zero-delayed-to-2016-leaves-gaping-hole-in-wii-u-lineup/

 

Almost five months later issues regarding controls are coming up again. Let's just say it isn't officially in devlimbo.



Hunting Season is done...

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The gamepad sure is causing a lot of troubles to the game



                                                                                     

Come on guys, stop it. It's getting rediculus now. The game is obviously fine. I mean, just look at it!



Seriously though, blaming the gamepad for Star Fox Zero is like blaming the wiimote for Metroid: Other M. The periferal is not what's at fault here - shitty game design is. The gamepad could have easily been used as a control deck or even just a place for dialogue mug shots to go like in kilograms dialogue look shots to go like in Kid Icarus: Uprising. Instead, we get this.



Just wait till the game is out.



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I'm hoping for a Metroid Prime-like recovery for this game but part of me is bracing for a sticker star level of disappointment now.



wombat123 said:

I'm hoping for a Metroid Prime-like recovery for this game but part of me is bracing for a sticker star level of disappointment now.

It's ridiculous how good Prime turned out considering how troubled its production was; embezzlement, corruption, (har har) heaps of key staff leaving, 80-100 hour "death march" work weeks, tons of content being thrown out and completely reworked, etc.

I wouldn't hold my breath for a similar Phoenix-from-the-ashes story for Starfox Zero though. A lot of people who've played it at E3 and other events corroborate the alleged problems with its controls and general quality.



I would honestly not care in the slightest if they completely dropped the motion controls and made star fox 64 style controls the only option



collint0101 said:
I would honestly not care in the slightest if they completely dropped the motion controls and made star fox 64 style controls the only option

I don't think it's the motion controls thats the problem more than the two screen thing Miyamoto is trying to do to try and prove the the 2nd screen on the gamepad is worth the money. It just feels like a waste of computing power that could have been better spent on one screen to try and make the game look more visually appealing.  The big reason the two screen concept worked on the DS and 3DS to me was because you didn't have to exert any effort to look at both screens since they were right next to each other.  On the Wii U, though, it's just a chore having to constantly refocus your attention between a gamepad and a television.



This is just my guess as to what's happened here, but knowing Nintendo's internal politics, I think it may be spot on:

- Mr. Miyamoto really championed the idea of the Wii U tablet. I remember reading this during the Iwata Asks I think at some point.

- With the Wii U sales floundering Nintendo has the option of replacing it but Nintendo opted not to as this would be embarrassing for Mr. Miyamoto and not allow him to "save face". Instead Nintendo's higher ups kinda accepted the system would be a failure, but they were willing to give Miyamoto a chance to show what the tablet controller could do.

- This is where Project: Guard, Project: Giant Robot and Star Fox 0 come from ... they are Miyamoto's attempts to justify the controller after the fact.

- Development on all these projects hasn't been going great, because Miyamoto is trying to force feed use of the controller in weird ways, but no one has the authority at Nintendo to reign Miyamoto in because of his reputation, so everyone is kinda just letting this go on.

This isn't about doing what's best for the game, this is about Japanese corporate culture, no one is going to tell Miyamoto that this control scheme was a bad idea.