


In the early going, the missions spend a lot of time introducing concepts like the Walker transformation but around the midpoint, Star Fox Zero cuts loose a bit and actually gets pretty hard. As in the previous games, you swap between on-rails shooting and arena combat, with the Arwing able to use its standard mix of lasers, homing shots, and Nova Bombs. This is in large part due to the latter half of the game leaning heavily on the Arwing - traditionally the most satisfying vehicle to pilot in a Star Fox game. The latter half of the game in particular is rife with such moments, several of which really got me smiling. But just when it starts to feel like a silly rehash, it redeems itself by taking an enemy or a scene from Star Fox 64 and turning it completely on its head. It borrows heavily from its famed predecessor - so much so that it occasionally feels like a borderline remake. Like both of those games, Star Fox Zero has its share of shortcomings, but it also reaches greater heights than either of them.ĭeveloped in conjunction with Platinum Games, Star Fox Zero represents a return to the franchise's roots, specifically Star Fox 64. The former was hurt by middling touchscreen controls and unsatisfying missions, while the latter was farmed out to Namco and ended up leaning heavily on its much-maligned on-foot shooting. After all, it's not all that tough to top the rough Star Fox Command or the (admittedly underrated) Star Fox Assault, both of which are seen as inferior successors to the first two games in the series. Of course, given the franchise's uneven history in the wake of Star Fox 64, that may be something of a backhanded compliment.
#STAR FOX 64 ON WII U SERIES#
Star Fox Zero may not be everything I could have hoped for out of a successor to the legendary Nintendo 64 shooter, but it's still the best game the series has seen in a long time. I'm going to guess a lot of people will write off Star Fox Zero at the outset due to its motion controls, which initially feel finicky and uncomfortable.
