Dear Reader:
Dylan Cuthbert on what StarFox taught him and the inspiration behind StarFox 2
Coming from a Game Informer interview with Dylan Cuthbert...
“I came from the 1980s English games industry which had great ideas but lower quality overall game design. Star Fox taught me how to iterate fast and also how to fix tools or even invent new tools. Nintendo had this way of making sure a title had all its elements in place before the game released. They would make sure the ending was as thrilling as the opening of the game.”
We were all willing to experiment with new ideas (in the sequel) and not just repeat the original game. Miyamoto has always said Star Fox is an experimental platform. In Star Fox 2 all kinds of ideas were thrown into the mix…There was a game called Star Luster from the 1980s that had repetitive generative gameplay with ‘encounters.’ [Star Fox 2 director Katsuya Eguchi] loved that game and played it constantly for new ideas.”