By using this site, you agree to our Privacy Policy and our Terms of Use. Close

Forums - Nintendo Discussion - Miyamoto wants to put more energy into Star Fox, Pikmin

t3mporary_126 said:

What if the Switch one lets each joy con control two part of the ship like double dash in Mario Kart for local on the go co-op? You only need one joy stick to move and a a few buttons like the N64 version. But now one joy con controls ship movement, barrel rolls, u-turns, and somersaults, turning while the other joy con controls the reticule movement, lock on, laser, and bombs.


What if the Switch one let's you play a Star Fox game that's actually modern and uses all (most) of the new advances and polish in gameplay and story that has developed over the past nearly 20 years instead of restricting itself to 64-bit design philosophies?

You know, like Breath of the Wild is probably doing for Zelda.



Around the Network
bdbdbd said:
spemanig said:
Please let someone else do Star Fox.

Yeah. Like Platinum Games. Oh, wait...

Zero was created from an unrelated gyro control tech demo created by Miyamoto to prove the value of the gamepad. Platinum was brought in later to finish the game after the general concept was thought up and started. Considering what we knew about the game before Platinum was even chosen to work on the project, it resembled SF64 before Platinum even knew the game existed.

SFZ was doomed to be what it ended up being before it was even a Star Fox game, let alone a Platinum game.



I'm pretty sure he was talking about his own characters that he designed/envisioned himself. Pikmin can really be big (they just need a Pixar deal), but star fox, idk bout that.



spemanig said:
t3mporary_126 said:

What if the Switch one lets each joy con control two part of the ship like double dash in Mario Kart for local on the go co-op? You only need one joy stick to move and a a few buttons like the N64 version. But now one joy con controls ship movement, barrel rolls, u-turns, and somersaults, turning while the other joy con controls the reticule movement, lock on, laser, and bombs.


What if the Switch one let's you play a Star Fox game that's actually modern and uses all (most) of the new advances and polish in gameplay and story that has developed over the past nearly 20 years instead of restricting itself to 64-bit design philosophies?

You know, like Breath of the Wild is probably doing for Zelda.

True but the local co-op feature doesnt have to be mandatory just like Double Dash but another feature which uses modern controls in a new way.



DevilRising said:

Platinum games could have produced a perfectly fine SF game, if Miyamoto hadn't absolutely INSISTED that the only way a new SF could be "justified", is if he were allowed to tinker and introduce to the world a brand new control gimmick that no one asked for, as the ONLY control option. That's why Zero tanked, and no other reason.

Granted, it would have been nice to have a FULLY brand new SF game, with a fully brand new story and levels, instead of the SF64 Remix that Zero basically was. But people still would have bought it quite a bit more, if it wasn't saddled with such a nonsense control setup.

There's two problem in the games controls: doing the somersaults/barrel rolls etc. with the right stick, and fire button being R. This sucks. What I do like is that you can disable the gyro (at least in the demo). The game doesn't feel a good game at all.

I'm alittle sceptic about Platinum, as their games don't seem that good. Although, the Bayonetta 2 demo was pretty good.

Einsam_Delphin said:
I don't see what they could have implemented as the game is basically Starfox 64 but with way worse graphics for it's time, no multiplayer dogfights, and of course the awful controls. Perhaps the fancier cutscenes and camera angles, but I think that's just Miyamoto trying to further show off the control scheme.

Pretty much every detail. How something is programmed, and so on. Game design looks more like a dynamic process rather than static.

spemanig said:

Zero was created from an unrelated gyro control tech demo created by Miyamoto to prove the value of the gamepad. Platinum was brought in later to finish the game after the general concept was thought up and started. Considering what we knew about the game before Platinum was even chosen to work on the project, it resembled SF64 before Platinum even knew the game existed.

SFZ was doomed to be what it ended up being before it was even a Star Fox game, let alone a Platinum game.

Everything on Wii U is based around some sort of gimmick. But, I think you're right, it was doomed to begin with.  However, it could have been saved if people had taken their heads out of their asses to look what they had done.

Jumpin said:

Lylat Wars launched when this kind of game was in high demand. These days, no one wants to play a game like that, it's an outdated formula. The only reason "Star Fox" sells anything is because of people who were fans of Lylat Wars.

And no, F-Zero is just another example of a game in a dead genre.

It hasn't been 1997 in almost 20 years.

I don't think the genre is dead per se, just that the games in the genre are so bad. 



Ei Kiinasti.

Eikä Japanisti.

Vaan pannaan jalalla koreasti.

 

Nintendo games sell only on Nintendo system.

Around the Network

I love Pikmkn and would certainly like to see another star fox, so this is good news for me :)

Maybe they should make a star fox mobile game to drum up some interest for the franchise.



bdbdbd said:
Einsam_Delphin said:
I don't see what they could have implemented as the game is basically Starfox 64 but with way worse graphics for it's time, no multiplayer dogfights, and of course the awful controls. Perhaps the fancier cutscenes and camera angles, but I think that's just Miyamoto trying to further show off the control scheme.

Pretty much every detail. How something is programmed, and so on. Game design looks more like a dynamic process rather than static.

 

Just physically making something doesn't necessarily mean it was your idea to make it. Simply copy-pasting 64 and having wonky controls doesn't seem like something Platinum would do, so I can only believe Miyamoto was fully in charge of everything while Platinum was just the manpower to make his vision reality.



t3mporary_126 said:
spemanig said:


What if the Switch one let's you play a Star Fox game that's actually modern and uses all (most) of the new advances and polish in gameplay and story that has developed over the past nearly 20 years instead of restricting itself to 64-bit design philosophies?

You know, like Breath of the Wild is probably doing for Zelda.

True but the local co-op feature doesnt have to be mandatory just like Double Dash but another feature which uses modern controls in a new way.

 I wouldn't mind that at all. Co-op was pretty fun with my little sister.



The tragedy of SFZ is that when its not forcing the dual screen gimmick down the player's throat, it is actually quite fun.

In the on-rails levels, where I could just ignore the Gamepad screen and play from the television alone, I really enjoyed it.



Star Fox, Project: Guard, Project: Giant Robot were Miyamoto's last ditch attempts to justify the dual screen game play design of the Wii U and try to save face.

Platinum Games just waned to make a Star Fox game, it's not their fault the game turned out the way it did.