| spemanig said: I think you misunderstand what I'm saying. I'm not talking about gimmicks in general. I was being literal. Zero was literally "Star Fox: Adventure'd." The IP was added to an unrelated demo that was made to validate the gamepad. This is something that he has been very explicit and open about: "We started work on all of them [SFZ, Giant Robot, and Guard] at about the same time. For Project Giant Robot we started earlier, then left it and came back to it, but all of them went into development at around the same time. Typically when we’re developing, we have a lot of different experiments that we’re working on. So these started off as experiments, but they all went into full development around the same time. Whenever we create new hardware we do some experiments with it, but on Wii we didn’t release any Star Fox games, so we took some of the experimentation that we’d done and the assets that we’d used then and used them for the experimentation we were doing with the Wii U." - Miyamoto, TIME Magazine He appropriated SF onto these experiments because there hadn't been a new one in a while. That's why the turn out was so quick, why it's redoing the same story and areas for the third time, and why they didn't have a dev until after it was announced. And why it was revealed with the other two. I wouldn't be surprised if were called "Project Gyro Aim" or something before the Star Fox IP was left onto it. It may as well be Link's Crossbow Training. |
You are right, but you got me a little wrong. I was just pointing out that the whole of Wii U is made around a gimmick the same way Star Fox Z is. Basically they've done everything like described above. You need to understand the process how Nintendo have traditionally operated; being a software and hardware company, their software have often took advantage of what the hardware could do, or the other way around. It's easy to understand what I'm talking about when we look at the Nintendo's controller innovations.
The G&W D-pad not only made the games possible where you needed to move quickly in different directions while performing actions, whereas without the type of games you did not need the D-pad.
15 years later analog stick made Super Mario 64 and Ocarina of Time possible, but if the games weren't there, there had been no analog stick.
Decade later the DS with it's touch screen made Brain Training possible, even if DS wasn't made with Brain Training in mind.
Wii had Wii Remote and Wii Sports making each other possible. It was followed by Wii Fit and Balance Board. This was followed by WSR and Wii Motion Plus.
Then we had Wii U and Gamepad and games that needed it's innovation... None. There's even no controller innovation, the only innovation there is, is the off-TV play. Nintendo's games on Wii U just seem to focus on "trying to make use for the Wii U gamepad", so the games are full of controller gimmicks that were seen in some tech demo (if at all).
Ei Kiinasti.
Eikä Japanisti.
Vaan pannaan jalalla koreasti.
Nintendo games sell only on Nintendo system.







