Came here to make a joke about the file size. Instead I have to bury my head in my hands and cry out in frustration that Star Fox is a rail shooter. Rail shooters aren't allowed to be set in space?

Came here to make a joke about the file size. Instead I have to bury my head in my hands and cry out in frustration that Star Fox is a rail shooter. Rail shooters aren't allowed to be set in space?

| PwerlvlAmy said: I honestly feel like Star Fox is going to be a huge let down and feel more like a collection of mini games rather than a full title |
It's good to be pessimist. When everything is done maybe you'll have a good surprise
We reap what we sow


Scale is not always a good thing. It can results in slow pacing, boredom and emptiness.
I say keep Starfox fast paced and tight.
| WhiteEaglePL said: It's 2015, so the on-foot missions better return and make them actually work and be exciting....... and a couple of compettitive online modes. |
oh come off it, Star War 64 is the gold standard and the game that many adults today relish and remember. what people want IS a great star shooter, not an on-foot game. its a serious about essentially a space airforce of animals haha.
I hope Starfox remains a somewhat niche game in the sense of being a space shooter. I think if it emulates the Nintendo 64 game then it could sell quite well and give the Wii U a nice boost in sales. Star Fox is a brand that has been ignored to some degree in the last decade and there are plenty of fans who would be pumped to see a return to the classic version (i.e. NO PLATFORMING OR FPS style modes)_
Probably a $40 game, so I don't think it will be that big.

"There is only one race, the pathetic begging race"


Starfox needs to stay in his Arwing.
Whenever he leaves it, catastrophe ensues.
sc94597 said:
Sure, but the assumptions in this thread were that there would be more than one planet in the scope of a game like No Man's Sky, Elite: Dangerous, and Star Citizen. I know how a generator works, use them often enough in computational physics. It depends greatly on which initial conditions and constants you choose. What you are describing is the equivalent of choosing a Skyrim preset and then modifying it to your liking. That works for one character, but let's say you know exactly how you want 60 characters to look. At that point you might as well just design the characters how you want them to look, and of course that would take just as much time and resources, while limiting your style to the generator's combinations. Hence, the issue with creating a universe or planet-sized game world for a game which depends on artificial assets and level design (like Starfox.) |
I understand what this thread is about perfectly.
What I'm describing isn't really akin to your Skyrim Character creation example, it's actually more about using development resources more wisely to do more with your time, but still make a focused title, with just as much core focus on quality, but with a lot more potential gameplay for the end player.
Ninja Theory's approach to game design still has a "hands on" approach, but the artists do more with their time, they aren't spending their time creating each speck of dust in a world, there's such a thing as too much attention to detail, especially when geometry and texture features of scenery can be randomized using a game engine to make every square millimetre of a world look different from the last, without an artist physically drawing all of that by hand.
My whole point is about developers just using their time more efficiently, not putting their focus into unimportant minutae that can be handled just as well by the game tools that modern developers have to hand.
NPCs can be handled in this way, as can vehicles.
Building a world or a bunch of them to be huge, using this kind of an approach doesn't mean you can't have design some features by hand down to the tiniest level of detail. Another point I'm making here is that developers have the options to use all of these things available too them.
If Hello Games wants to put some character focused elements, that they've designed by hand into No Mans Sky they can, even though their game's Universe was created using a procedural algorythm, these options are available any developer, especially Nintendo.
All of this depends entirely on the kind of game Nintendo wants Starfox too be, if they want this then it'll happen, if they want the game to be the classic style that Starfox games of old have always had then that's what it'll be.

If it really is coming out this year like Miyamoto claims, I can't imagine it being very ambitious in size and scope. Unless the game was waaay further along in development at last year's E3 then they let on, but I thought Miyamoto specifically said it was still very early.
I think we all know this will be platinum games' take on starfox 64 and it's not likely to be a full priced game. As much as I believe stardom starfox can be bigger this isn't the game that will do it.
