Kerotan said:
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Yes. Miyamoto said that the game was going to come before Zelda, but, as we don´t have any new info, not a single screen, yes, is likely to be delayed.
We´ll know it on the E3.
Kerotan said:
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Yes. Miyamoto said that the game was going to come before Zelda, but, as we don´t have any new info, not a single screen, yes, is likely to be delayed.
We´ll know it on the E3.
PwerlvlAmy said:
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Nintendo budges not for bitching fans.
Or for anyone else for that matter. They largely do what they want.

Monster Hunter: pissing me off since 2010.
Soundwave said:
Not every freaking game needs to be some epic undertaking, Star Fox was never about being a 20 hour game. |
I agree, what I wrote wasn't meant to be something negative but to lower his expectations unto something more realistic.
Please excuse my bad English.
Former gaming PC: i5-4670k@stock (for now), 16Gb RAM 1600 MHz and a GTX 1070
Current gaming PC: R5-7600, 32GB RAM 6000MT/s (CL30) and a RX 9060XT 16GB
Steam / Live / NNID : jonxiquet Add me if you want, but I'm a single player gamer.
Firstly this Starfox has been in the planning stages for years, the actual physical coding and 3D graphics rendering is just a small part of the game's development process.
As for the comparisons to procedurally generated titles, if Indie developers can turn out huge open world titles like WiLD or No Mans Sky, with small teams of people and tiny budgets then there's no reason why a game like this can't have a load more density compared to those games if they're made by even larger teams of people, if the intention of Nintendo is to make something as massive as one of those games.
The whole procedural generation thing can actually be used to create a simulated world, solar system or universe and then tweaks could be made by development teams to add features or gameplay. The overall algorithm used to make such simulated environments can be implemented differently by bigger coding teams, it doesn't have to be handled exactly like an Indie studio, with one or two people working on that math but rather multiple times that number of coders.
Personally I don't mind if Starfox has similar on rails elements, provided Nintendo has created more levels per world, more pathways through those levels for added replay value.
Nintendo could even expand the overall game environment to have more Solar systems to explore and fight in, kind of like how Mass Effect works.
Imagine a Starfox game with the on foot gameplay of Starfox Adventures, multi-layered pathways through Landmaster,Starwing and other craft you can control, with the ability to travel to other solar systems.
Fox and his team can be like a policing force of a certain area of the galaxy and you get to take on a variety of enemies. Personally I hope Nintendo has made something like this, there's so much potential for a game like that IMO.

Goodnightmoon said:
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They're just being secretive. They confirmed in December that it will come out before Zelda. Might as well wait for E3 to show off the game now.
Goodnightmoon said:
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E3 will be good and answer a lot of people's questions!
| JustBeingReal said: The whole procedural generation thing can actually be used to create a simulated world, solar system or universe and then tweaks could be made by development teams to add features or gameplay. The overall algorithm used to make such simulated environments can be implemented differently by bigger coding teams, it doesn't have to be handled exactly like an Indie studio, with one or two people working on that math but rather multiple times that number of coders. |
Sure, but the job of the developer would be to find generated worlds that fit with what they want to present in the game. It is almost like if you chose 60 random Skyrim characters using the character customization and had to choose six character presets which looked good. You would rather just create the characters yourself rather than relying on the generator and choosing what is best. Sure, you can set some initial conditions, like they did in No Man's Sky (for planet size and distance), but those resources could be used elsewhere. Space simulators benefit from these large worlds because they allow you to choose what you want to do and where to go. Star Fox, by the nature of its genre, is a linear game at its core. And that is why the OP can't separate genre from the setting. The setting informs and responds to gameplay.
| Wyrdness said:
A tech demo then. |
No, an alpha build. It isn't demoing anything. It's not a test, it's a foundation.
| JEMC said: I'm afraid you'll be very disappointed, spemanig. Even the Gamecube had better bigger space fight games like Rogue Leader, so it's not a question about how powerful the console is but a matter of what do Nintendo wants to do with it. And taking into consideration that Nintendo only had a prototype at last year's E3, that they were still looking for a team to make the game, and that it will be released this year before Zelda, all signs point to a small scale Star Fox game, not an AAA game. Expect a new Star Fox 64 with better graphics and a 40 $/€ price point, just like Captain Toad. |
I'm not the only person who will be disappointed.
| AlfredoTurkey said:
Yes but setting some sort of standard point of entry (must have ___ and must be ___) is ignorant imo. Star Fox could be an updated version of the 64 game as long as it entertains and is a great game. There really shouldn't be any other qualification. |
Of course there are other qualifications. It's called evolution. SF64 was limited by its technology. SF Wii U will have those restraints lifted. Zelda evolved from a top down grid to a huge open world. Mario evolved from a 2D side scroller to a 3D platformer that played with orbital gravity. Metroid evolved to form an entirely new subgenre named after itself.
If all they want to do is make a better looking Star Fox 64, put it on the 3DS.