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[Wii U] Star Fox


vava

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http://i.imgur.com/7NBIJrm.jpg

 

Developer:

Platform: Wii U

 

Screenshots:

 

http://i.imgur.com/8cvH4b2.jpg

 

http://i.imgur.com/foBRdab.jpg

 

http://i.imgur.com/p2T5WLB.jpg

 

http://i.imgur.com/WT7MEx1.jpg

 

http://i.imgur.com/iYeMzxk.jpg

 

http://i.imgur.com/gbkNyrU.jpg

 

http://i.imgur.com/Bx4cAyP.jpg

 

Packshot:

 

http://i.imgur.com/FiQQb7p.jpg

 

Trailer:

 

Edited by vava
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  • 6 months later...

Star Fox Wii U playable at E3, features GamePad cockpit view

 

Star Fox for Wii U should be playable at this year's E3, according to what Nintendo's Shigeru Miyamoto told Smosh. A good sign that the game will make its intended launch later this year.

 

Miyamoto also detailed that the game will utilize the GamePad's touchscreen as the ship's cockpit view, while the television will display the Arwing in third-person. "One of the things that we're doing is, often times in games you have the cinema scenes where it's a movie that's playing and you have to just sit back and watch. There's no gameplay," said Miyamoto. "But because we have the GamePad with the second screen, what we can do is have these cinematic sequences in the game where you're still able to look around and play."

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  • 5 months later...

E3 2015: STAR FOX ZERO HAS NO ONLINE MULTIPLAYER MODE

 

"So, we're really prioritising getting this new game playing at 60 frames-per-second," he said. "In previous Star Fox games we had focused a lot on dogfighting, but here we're really focused more the single-player experience.

 

"Of course, as we continue on and once people get a feeling for the game... as the process continues if we find that we do think it'd be really good we'll definitely consider it, but right now we're not."

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– Main gameplay idea is a two-screen view

– GamePad shows a cockpit view by default

– TV displays a behind-the-vehicle angle or in some scenes a more cinematic angle

– At times, the player can lock on to an enemy target on the TV screen

– This allows them to see the relative positioning of their vehicle

– Use the Wii U’s gyro sensor to look around in your virtual cockpit by moving the GamePad above your head, downward (glass-floored cockpit), left or right

– Can’t look behind

– Your lasers are essentially on a turret

– In practice, the developers assume you’ll sometimes be watching the TV, sometimes looking at the cockpit

– 4 ways of playing: Arwing flight, the Landmaster tank, a “gyrowing” and a walker

– The walker is the Arwing, transformed

– Hashimoto said that the transformation is mechanically sound, using all the parts of the Arwing

– Landmaster is still a tank but can transform into a hover-tank that can fly through parts of a level

– The transformation holds only for a few seconds, as it is tied to a rapidly-expiring meter

– Gyrowing is a slower flying vehicle that works like a helicopter

– You see it from behind on our TV but also sometimes need to switch to an overhead view so you can position the craft precisely

– The Gyrowing carries a little robot called the Direct-i

– Can drop Direct-i from the gyrowing and drive around

– The robot is tied to a tether so can’t go far from the gyrowing

– The GamePad will display what the Direct-i sees

– Gameplay for Direct-i seems to involve tucking into nooks and crannies, exploring insides of buildings, finding bonuses

– Miyamoto said it added a “Mario”-like element to it in terms of rewarding exploration

– Some dialogue and level design as Star Fox 64

– Not exactly a remake

– New vehicles, planets (levels)

– Returning levels seem different

 

– Star Wolf returns

– Dogfighting with all four of the series’ signature enemy squad

– Levels are intended to be replayed, sometimes with different vehicles

– Ex: only have the Arwing when initially playing the Corneria stage, but can transform into a walker when playing it again

– With the press of a button, the player can transform, drop to the ground and engage robot enemies more directly

– The final battle with the giant saucer can play out very differently

– With just the Arwing, the player has to attack various turrets and chip away at the saucer

– With the walker, players can chip away just enough to spot a now-exposed interior corridor, fly into it, transform, walk into the core of the saucer and destroy the core for a quicker victory

– Star Fox Zero is more linear than Star Fox 64, unclear if there is any branching

– Kotaku was told “not as much” about branching

– The developers told Kotaku that Slippy, Peppy, and Falco will shoot enemies down

– These characters are smarter than in the N64 game

– They’re still designed to let players feel like they’re handling most of the action

– Falco might scold you if you take one of his kills

– 60 frames per second on the TV and GamePad, across two distinct views

– That comes at some price to the complexity of the graphics, which is in turn a challenge for Platinum’s artists

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http://i.imgur.com/7NBIJrm.jpg

 

This is amazing artwork for a Wii U game. Looks like it came out of an animation series.

 

 

 

This is the downside though. :(

Edited by Blaze Naruto Shippuden
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The ship segments in Bayonetta make more sense now.

 

Nintendo likes to take ten steps forward AND THEN FIFTY STEPS BACK.

Calling it now, game will have amiibo crap and DLC trials or something.

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PlatinumGames working on this with Nintendo and a new Nier game with Yoko and Saito, this has been an awesome E3 for them! The game looks great, looking forward to dusting off the Wii U for it soon enough.

 

Hopefully the response to Star Fox 0 will prompt Nintendo to put the unreleased Star Fox 2 for SNES on the eShop soon, the same way they finally did with the similarly finished but unreleased EarthBound 0 localisation for NES.

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More details!

 

– Star Fox Zero’s Corneria mission uses the same layout for Corneria City as Star Fox 64 with a new coat of paint

– Fly under a bridge to save Slippy, boost past falling buildings, and shoot construction robots throwing metal beams

– Control the Arwing with the left analog stick

– ZR: fire lasers

– Can hold down the button for a charge shot

– Y: Arwing does a somersault

– Moving the right analog stick activates boost

– Pulling the right analog stick back triggers the brakes

– Tapping the right stick left or right twice does a barrel roll

– Move the Wii U GamePad to control where the Arwing shoots

– GamePad’s screen shows what Fox sees inside the cockpit

– At the end of the Corneria mission, it switches to an all range mode

– When this happens, Fox needs to shoot spider-like robots from climbing a tower

– Robots are invulnerable aside from a red target on top

– Need to use the cockpit view to shoot down the enemies

– After the spider robots, the Star Fox team needed to shoot laser cannons from a giant saucer

– Another demo at E3 set in Area 3

– This stage brings Fox McCloud into an empty space field with enemies to shoot down in all range mode

– After taking out a few ships Pigma Dengar flies in and turns the stage into a dogfight

– Pigma tries to fly behind Fox to get him in firing range

– Using the somersault and then a charge beam turns the tables on Pigma

– Hold ZL to shift the camera on the TV to focus on the action instead of behind the Arwing

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  • 3 weeks later...
  • 1 month later...
  • 3 weeks later...

A Message from Mr. Miyamoto Regarding Star Fox Zero

I made a big decision last week.

We have been developing Star Fox Zero for Wii U with the aim of releasing it this year. Although we felt that the development had been progressing well, we now believe that we will need a little more time to work on areas such as the unprecedented discovery that we want players to experience in the game by using two screens, and further polishing the level designs and perfecting the tone of the cut scenes. While we have already reached the stage where it would be technically possible to release the title in time for the year-end holiday season, we want to polish the game a bit more so that players will be able to more smoothly grasp the new style of play that we are proposing.

To the people looking forward to the launch of the game this holiday season, I am very sorry.

Star Fox Zero is going to bring new game play and experiences that take it far beyond the framework established by Star Fox 64. All the members of the development team are doing our best so that the final product will not betray your expectations. And the game will not be delayed for a very long time – we’re aiming to launch the game in Q1 2016. Please stay tuned for further announcements.

 

https://www.facebook.com/NintendoConsoleGaming/posts/897445373656670

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  • 2 weeks later...

Star Fox Zero dev - using two screens, 60FPS, delayed to reach "Platinum feel" - Nintendo Everything

 

“Those two screens, you can’t find that anywhere else. When we were doing Bayonetta 2, we just used that screen as a touch pad. With Star Fox, Miyamoto originally had the idea that he wanted to create a shooting game that used both of these screens, and then we said, okay, how can we combine this with Star Fox? Just having to use those two screens makes things interesting.”

 

“We’ve been working with action games long enough. We understand how the players play an action game, how they respond to an action game, how they’ll move, what they’ll do in the situational stuff. What we’re making here now, it’s totally a new learning experience for us, which is kind of fun to find out.”

 

We’ve got them both moving at 60 fps, which is big for a lot of people, I think. But I think that it’s kind of a milestone in gaming, in a way. It’s not something that we have done ourselves before at Platinum, and it’s just not even something that has been done in gaming before. So it’s a lot of new challenges.”

 

:D

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60fps on both screens, nice. Bayonetta 2 looked great and felt incredibly smooth due to the high frame rate and all those slick animations, I trust Platinum to get the feel of this game right and have it run at a good technical standard.

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