Star Fox Zero has finally arrived after being delayed for a couple of months to refine its motion control. Fox McCloud and his Star Fox team are back for another action, but is the game worth the wait? We take a look at some of the game critics and see if it was worth it.
GameSpot shares the compilation of the game reviews for the game. Below are the links to the game reviews from other gaming websites along with their verdict and closing remarks about Star Fox Zero.
Star Fox Zero’s fun stages and impressive boss fight give me a lot of reasons to jump back in and play them over and over, and especially enjoyed them in co-op until I got a hang of juggling two screens myself. I’ve played 15 hours and I still haven’t found everything. Learning to use the unintuitive controls is a difficult barrier to entry, though it comes with a payoff if you can stick with it.
Hearing about how different Star Fox Zero was compared to its inception, it’s almost like Miyamoto jettisoned most of the new ideas in favor of playing it safe due to complaints from testers. Even with Platinum’s involvement, it’s a confusing project that isn’t quite sure of itself, wanting to try new things while simultaneously reigning it in. Despite these blemishes, I enjoyed my time with it.
But slight is fine if it’s at least fun to play, and even a perfectly designed campaign packed to the rafters with content couldn’t cover up the awkwardness of Star Fox Zero’s controls. That’s what’s so disappointing – there are moments of greatness in here, little sparks that, despite other flaws, remind me why I loved Star Fox 64 in the first place. Unfortunately, all of it is constantly undermined by a slavish devotion to wrapping the core design around every feature of the Wii U’s Gamepad, regardless of whether it makes sense or feels good to play. 19 years is a long time to wait for a game to live up to the legacy of Star Fox 64, but we’re going to have to keep waiting. This game isn’t it.
By the end of my first playthrough, I was eager to go back and retry old levels, in part because I wanted to put my newfound skills to the test, but also because Zero’s campaign features branching paths that lead to new locations. Identifying how to open these alternate paths requires keen awareness of your surroundings during certain levels, which becomes easier to manage after you come to grips with Zero’s controls. My second run was more enjoyable than the first and solidified my appreciation for the game. While I don’t like the new control scheme, it’s a small price to pay to hop into the seat of an Arwing. Though I feel like I’ve seen most of this adventure before, Zero is a good-looking homage with some new locations to find and challenges to overcome. It doesn’t supplant Star Fox 64, but it does its legacy justice.
So far the game was given a mediocre rating due to its poor motion controls, which lessens the overall gaming experience. Star Fox Zero is now available for the Nintendo Wii U.