Star Fox on repeat
At times I really have to wonder what’s with Nintendo, but then I recall that they’ve always been jealous when another company does something better with their IP than they themselves. I’m almost certain there hasn’t been a new F-Zero because they don’t want it to take any light away from Mario Kart, which allows them change the format however they want, and that AM2 did F-Zero so well with GX that Nintendo recognized right away that they can’t do it any better. Hence, 2D F-Zero fetishism and trying to keep the series “clean,” so to speak.
As for Star Fox, Argonaut did the original and the second game so well, that Shigsy wanted to make a clear split between capabilities between the SNES and the N64. It was marketing bullshit, which allowed them to develop their own reboot of the franchise with Lylat Wars, the superior name to Star Fox 64. Alright, a showcase how much better N64 was for 3D over the SNES, but what then? For whatever reason, Shigsy wanted Rare to use Star Fox license to their Dinosaur Planet game and that was a disaster and a half in terms of development and reception. You’d think at this point Nintendo would’ve realized that people didn’t exactly want on-foot sections for their furry Star Wars clone, but the Triforce agreement with Namco nevertheless split the game with on-foot sections and starfighter battles. Star Fox Assault is a fine game, but again, not something fans glamoured for.
Star Fox Command is an odd duck, because it tries to move things forward but again fails to grasp that what made the series tick in the first place. Considering one of its head devs was an ex-Argonaut head, I’d wager Command was his way to bring back then-lost Star Fox 2 in a new form. Though maybe that’s also why Nintendo has then proceeded to remaster the the reboot in Star Fox 64 3D, another N64 port to the 3DS in hopes of people finding new appreciation for these games. However, rather than pushing things forward, like with Assault and Command, Platinum’s Star Fox Zero is a reimagined version the N64 reboot, which is now booted to the side because Nintendo is fully remaking the N64 reboot.
As if they’re never satisfied with Star Fox and try to make it better without ever realizing they can’t. Nintendo never had the chops for something like Star Fox themselves. It was the SNES original that made its mark with its technical wizardry. All that was on Argonaut Software. It was the right time at the right place. As long as Nintendo keeps getting stuck with the original game, remaking it over and over again, the series will languish in place. All the attempts at trying to expand the series has failed to realize that Star Fox is an arcade shooter first and foremost. Much like why people want Star Wars games where you just fly the ships and nothing else (a reason why Rogue Squadron III is considered the worst in the series), Star Fox is a game where you fly on rails towards the end with the difficulty increasing each stage, with the game’s overall difficulty being determined by which route you to take to the end.
At its core, Star Fox‘s core design isn’t hard. What’s hard is planning out all the planets’ designs, the obstacles, the finely tuned ship controls and enemy appearances. It’s not even all that fun, in the end, as it requires gruesome levels of consideration and iteration. Effectively everything the player faces in the classic Star Fox games had to be planned out. The best real-world example would be one of those thematic rides you see in Universal Studios, where the whole ride has been timed to a perfection. It’s all about fine tuning it, and once you get it down, you can’t really improve it. The only option is to make a new ride, with new theming, with blackjack and hookers. Instead, Star Fox has been relegated to fight Andross in the same fight again and again.
While stage layouts have been kept the same, the visuals have received a major upgrade.
That’s what we used to call being creatively bankrupt. Instead of making a whole new big Star Fox game that would push everything forwards, we’re yet again at the starting point. It’s like if Super Mario Bros. never moved forwards after the first game, just retreading the same paths with better graphics with a tweak or two here and there. Players know what a Star Fox is. There was never a reason to make another revised version of the original game. Instead, making a whole new game, moving the series’ forwards with new enemies, new characters to the supporting cast and everything else sequels usually bring with ’em would’ve been the best option. However, that would’ve required making whole new concepts and settings that the audience wouldn’t be familiar with, and we can’t have that nowadays. Only safe options. If players aren’t fighting Andross’ forces and end up fighting a big floating head at Venom, how could they recognize this as a real Star Fox game?
You could argue that pushing Star Fox forwards has been tried and it has more or less failed every time. That remaking the first game has been the only good move the series has seen. I would rather take that as more evidence that Nintendo can’t deal with the series at its own terms, much like they can’t deal with Metroid and F-Zero. I’d bet that if Nintendo would enter into an agreement with Sega and AM2 again to develop a new Star Fox game, we’d see something that’d blow Nintendo’s own remakes out of the water. Why? Because Sega has always been the more innovative in terms of play and hardware over Nintendo. That was always required in the arcade business far more than in the home console space. Difference was, Nintendo had Yamauchi doing better business… until the N64.
To use Star Fox as an example, it’s the main Super FX chip showcase. Full 3D on a console isn’t something to scoff at, even if the framerate is on the low end. However, by 1992 Sega already had 3D tech in the arcades with Virtua Racing, and a year later Virtua Fighter would hit the scene. They’d counter the Super FX with their Sega Virtual Processor, which powered one single game; Virtua Racing. A homebrew demo of Star Fox running on SVP exists, and for a demo it’s impressive stuff. Nintendo has always been for 3D in their games, but the technology for them has mostly been developed outside their doors. That’s fine by itself, as Nintendo does better by using mature technology in an innovative manner rather than creating innovative technology itself. Take the stereoscopic 3D Nintendo did with the 3DS. Pretty great. Sega had an arcade game in 1982 that already was using the same principle in SubRoc-3D.
I don’t find this new Star Fox remake worth it. What’s to add to this game? Oh, story cutscenes to make a more compelling story? Then make it a movie, not a game. The resources these movies take would’ve been better served in making new stages, new enemies, and new vehicles. Challenge Mode is just busywork trying to extend the time players spend with the game, meaning Nintendo too recognized that the game should’ve been expanded, not its framing. Multiplayer? Half-baked at best as a secondary thought. Three stages, all tied to a format. Single-player campaign split between pilot and gunner, rather than campaign coop. That kind of multiplayer would require more work to optimize the rails and events, after all. We can’t have that.
Where’s the skip button?We’ve seen this game at least three times now and the more Nintendo removes it from its arcade railshooter roots, the more bloated it’ll get. If Nintendo really wants to make Star Fox a golden goose like some of their other IPs, they need to embrace its core in technology pushing the play rules’ limits rather than bolt on heavy framing. However, this isn’t in Nintendo’s DNA. What’s the value playing Star Fox Remake over any of the older games? Face tracking avatars? Does this add anything else but take resources from running the game itself and potentially create security issues with privacy?
Nintendo has been remaking some of their core N64 games for newer hardware. The issue with the N64 wasn’t the graphics per se, but the games themselves. If the rumours for another Ocarina of Time remake are true, then it’s just showing that its easy for them to upgrade these games for modern platforms with bells and whistles that add nothing of value. I’d rather see them touching up older games from their arcade and earlier consoles, giving them a whole new facelift and making them a whole new game. If Breath of the Wild was at its core the original The Legend of Zelda, they can take fucktons of other successful games just as well and give them the same treatment. However, that’s be much more hard work than repeating a remake of a remake.
I don’t even care about the visuals. All of it seems like safe, corporate approved visual language. The game looks like any other generic SF title with glowy lights aiming for some kind of realism instead of trying to stand above the rest in style. It would’ve been more interesting if Nintendo had embraced the original game’s visuals and recreated the puppet models accurately and simplified the Arwings’ models.
Maybe I’m just tired of seeing things I’ve enjoyed never moving forwards, but staying in one place and grinding away the same old shit over and over. Star Fox is a sort of example that its first game laid out the best case for itself, and people have been trying to do something new and better with it, but always they end up missing something vital about the design and play, or make a whole different kind of game. I don’t even dislike Starfox Adventures, but I know everyone would’ve been better off of Rare had stood by their ground and refused the Star Fox branding.
Star Fox is being forced to repeat. Nintendo has always gone back to the game they remade for the N64. Different developers add something new to sequels that doesn’t really work the first time around, only for Nintendo to strip it all away rather than allow other sequels to polish things out. It’s the same shit in different pants again and again. It always loops back to the same starting place; Corneria. #electronicGames #games #gaming #Nintendo #sega #starfox #videoGames #videogames














