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GoNintendo 'End of Day' thought - Austin's exhaustive StarFox Zero video review

Man, allergies are kililng me. I've noticed a lot of people are really having trouble with allergies lately. I feel your pain, friends! Let's all suffer through the pain and hopefully kick the ass of these meddlesome plants! See you in a few, short hours.

I've talked about StarFox Zero at great length. I've done so in our written review, and I've gone into even more detail on our podcast. You absolutely know how I feel and why I feel those ways. I happen to think the game was very unfairly crapped on by a large section of reviewers. That's all well and good, but what if someone infinitely more intelligent and eloquent took a look at the game? That's where our friend Austin steps in.

Austin takes a break from Eggbusters this week to give us an extremely detailed and well thought-out video review of StarFox Zero. No one out there creates content like Austin. That's true for Eggbusters and equally true here. Please, do yourself a favor and set aside a half hour for this feature.

Check out Austin's channel here

Comments

Top Rated Comment
Tue May 24 16 01:57pm
Rating: 3 (Updated 4 times)

Smash 4 has great controls, so it must be a great game since it has 99% of its gameplay down. It also got rid of all that weird stuff like wavelanding and shffling that you need another pair of arms and a second brain to perform. Ain't nobody got time to learn stuff!

I think Dear Esther and walking sims are even better examples of top-notch game design. WASD to move around and another button to interact with objects. Boom, 99% of a good game right there.

Personally, however, I think even Dear Esther is a bit too much. I mean, that's still four buttons too many. The entire industry should look to masterpieces like Flappy Bird and the Human Benchmark Reaction Time test. One button, maximum funsies. None of the frustration of learning things, which is of utmost importance, since I play games for fun. Honestly, there is no longer even a point in producing games. To what end? The medium has peaked with Flappy Bird and it's perfect controls. That's 99% of a good game and closer to absolute being than anyone could ever hope to reach. Nothing else matters.

aaronights
Tue May 24 16 02:45am
(Updated 3 times)

Amazing, insightful review. I hope this gets heaps of attention, it's very well made and thought provoking. 9 Pies out of 4.

As someone who absolutely loved Star Fox Zero (especially after I "got" the control scheme), this video made me smile. Great job on that part. The only thing I hated about SF0 was the recycled story and Miyamoto's insistence on thinking he knows what we want in our games. I wish they would have allowed Platinum to design the game they wanted, with a brand new story and their trademark, stylish-action in place. But what we do have is a fun game that, despite its flaws, still evokes the essence of Star Fox.

I'll have to watch this again later today. I tried to watch it last night while I was half asleep, and though I sat through the entire video, I don't remember any of it!

"The controls are fine, I don't even want to talk about it"

Really now? And this is why I didn't watch the whole thing.

You're missing out, then. He's just saying that the discussion regarding controls has been done to death already, and he wants to focus on analyzing other aspects of the game for once. Your personal enjoyment of the controls, and how long it will take you to get used to them, are completely subjective anyway, so it would ultimately be a waste of time.

Controls = 99% of gameplay. They are the most important aspect of any game. By far.

Tue May 24 16 12:21pm
Rating: 1 (Updated 1 time)

Eh, I don't entirely agree. I mean, controls are definitely among the most important aspects of a game, but I think that discussing them further would be beating a dead horse. Since they are the main point of contention surrounding Star Fox Zero, few people have really given the rest of the game a fair and in-depth analysis, which Austin has attempted to do here.

BTW, he actually doesn't totally disregard the controls. He mentions them throughout the video, but he just doesn't linger on them too much. I think that's necessary in order to bring up more interesting discussion of the game as a whole. There is a lot more to it, as evidenced by his video's 25-minute length. I recommend watching it.

However, the controls are tha main reason to skip on this game. Not giving it appropruate time is a disservice to viewers.

Tue May 24 16 01:57pm
Rating: 3 (Updated 4 times)

Smash 4 has great controls, so it must be a great game since it has 99% of its gameplay down. It also got rid of all that weird stuff like wavelanding and shffling that you need another pair of arms and a second brain to perform. Ain't nobody got time to learn stuff!

I think Dear Esther and walking sims are even better examples of top-notch game design. WASD to move around and another button to interact with objects. Boom, 99% of a good game right there.

Personally, however, I think even Dear Esther is a bit too much. I mean, that's still four buttons too many. The entire industry should look to masterpieces like Flappy Bird and the Human Benchmark Reaction Time test. One button, maximum funsies. None of the frustration of learning things, which is of utmost importance, since I play games for fun. Honestly, there is no longer even a point in producing games. To what end? The medium has peaked with Flappy Bird and it's perfect controls. That's 99% of a good game and closer to absolute being than anyone could ever hope to reach. Nothing else matters.

Also Undertale, I mean you just move and select things technically, but it's the way it plays with gamers expectations that surprise you.

That's also the issue with Zero, it takes from Star Fox 64 but it doesn't take as much chances as that game. I mean, there's a better vehicle than the gyrowing that it's not used in the main campaign.

I liked this review because it questions the really sad thing about this game. That Nintendo still knows how a Star Fox game should feel, but, they're not willing to push the concept further. And just to speculate I do wonder if both Miyamoto and Platinum had to restrain themselves to a very tight budget, which its also sad since it's a self defeating idea that they knew the game wouldn't have a big audience.

Smash 4 actually has too much buffer (it is the reason why you can often feel that moves do not register as they should. It also is slow and characters do not have to ability to L-cancel. This combined with long landing lag again makes the gam3 feel more sluggish. Lack of Wavedashing and other movement options disrupt the flow of combat, making it more of a waiting game. It controls poorly.

Controls do not just have to be reliable. It must feel good as well. Dear Esther is a Walking simulator. You can barely interact with anything and your walk and run cycles are slow beyond belief. Those are bad controls.

Flappy birds is a touch screen only (gimmick) game with no complexity whatsoever. No feedback. Bad controls.

There is nothing wrong with learning being involved in controls. However, it must be reliable, feel good and not be unecessarily obtuse.

vonter
Tue May 24 16 02:22pm
(Updated 1 time)

What about if much of the game is scripted?

You should also check the rest of the review, it isn't as positive as you would think. If that's what you're expecting.

Controls = 99% of gameplay

oh my god you have to be kidding. this is only slightly different from "graphics = 99% of gameplay" and shows a massive ignorance of how games work and why you play them.

Actually, claiming that controls do not account for the vast amount of gameplay shows ignorance in game design.

crow
Tue May 24 16 05:07pm
(Updated 1 time)

Im two minutes in and I feel like this guy already understands why this is happening.
Wonder if hell mention the fact that most people didnt rate it poorly in either the professional or user scores, but a few people with absolutely abysmal scores brought everything down from a mix of "good" and "alright" to "trash"

I feel its a good time to point out once again that jim sterling, who already didnt think starfox was a good game series, trashed the game because it controlled differently than the old ones. Think about that, a professional games reviwer didnt like that a reboot of a game was different than a game he didnt like
He, it should be noted, works for himself now too, meaning he had absolutely no obligation to review SFZ, and did so knowing he disliked the series, and knowing he hates motion controls, and knowing the game only had motion controls.

Its also a good time to point out that people who review games professionally cannot be trusted, they proved with bayonetta they cannot take their politics out of the reviews, they have told people outright that objectivity is impossible so its pointless to strive for it, from software made an easymode version of dark souls 3 so the reviewers could actually finish the game, according to steam records only 31% of all reviwers played a single hour of rome 2, 25% finished a battle without auto resolving it, and only 2.9% managed to complete a single main objective in a campaign mission. Just go to any game on steam before it releases and check out all the reviewers failing to finish a single "achievement" before theyve reviewed it.
Oh, and if you watch ben kuchera play the first 10 seconds of doom you will quickly come to realize that the man has never played a video game in his life.

Hes 100% wrong about venom though. Its not unfinished, its deliberate, the lack of music is to create an oz effect, where everything seems off because of it, the game slows down and lets you take your time, which implies that you are about to enter the point of no return and that it is going to be brutal.

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