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

DevilRising said:
He SHOULD want to just leave them alone, like he said he was going to do, "retiring" to focus on smaller passion projects, instead of overseeing bigger releases anymore. I love the guy, but he's gotten far too "creative" in his old age, slapping gimmicks on shit that don't need gimmicks.

What I want, personally, as a fan of both franchises, is a Star Fox game that ISN'T built around some stupid gimmick, and just PLAYS like SF64 (but with actual fully new content and story), and a Pikmin game that DOESN'T nonsensically remove the manual swarming and camera zoom features (not to mention multiple save files), that were integral to the Pikmin gaming experience and strategy.

If they want games to sell well, they should stop hindering their own games by adding or removing nonsense, in the name of "justifying making a new entry". Just make GOOD Star Fox and Pikmin games, that play like they're supposed to.

Except Pikmin 3 was well received by fans and critics and sold reasonably well for its series and as a Wii U title. It's one of the Nintendo Selects. Pikmin, unfortunately, hasn't really reasonated among a bigger fanbase than it already has. Even the Pikmin shorts haven't helped gained interest.



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How about a real money maker... Animal Crossing.  Put some more text in the damn game because the conversations are too repetitive.



bdbdbd said:
Einsam_Delphin said:

 

They were just the manpower, like Bandai Namco was for Sakurai. I doubt Platinum had much if any say on the game's design.

Without knowing the specific details, my guess would be that the Platinum Games' vision/ideas were implemented as well. It's just that nothing's been put to the game without Miyamotos permission.

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.



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.



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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.



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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.



Thought pikmin was or is fine. Online MMO play could be fun with it though. Like rts type stuff or something.

As for Star fox, just make regular controls, in fact give the Switch a new play control version of the Wii U game, and all will be better. It was good, just needle more content and motion control scrapped.



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

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

Have Rare do it......Oh wait.....

 



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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. 



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