I get Dan's argument about the motion controls, and completely agree. It's awkward, takes a long time to get used to (let alone good at), and will frustrate the hell out of you during boss battles.
But I definitely don't see where he thinks a Star Fox game, or free range dogfight/space-shooter doesn't belong in 2016. When this game is good, it feels really good. Some of the missions that reflect classic Star Fox gameplay has been sorely missing from gaming, at least Nintendo's repertoire, for a long time. There's a few missions that definitely didn't need to be there. The Gyro Wing level will be no one's favorite, period.
But, the game is, for the most part, fun, and the presentation is excellent. It's just disappointingly hindered by a control experiement gone wrong.
People can feel how they want about the Star Fox series, but I really think Star Fox 64 was a turning point and solid achievement in video game history. Until that point Nintendo had never made a game that cinematic and with as much spoken dialog, and I'm hard pressed to think of another title on any other system that matched that presentation. It was also the introduction of mainstream force feedback through a controller. Though limited by the N64 hardware, Nintendo really gave Star Fox an epic and cinematic feel, especially through the music and sound. It's been vastly outclassed in presentation since, but for June 1997 it was top of the line, setting the groundwork for what Nintendo would expand upon in Ocarina of Time a year later.
Personally I think it's a shame Nintendo ran the series into the ground with 2nd-party sequels and misguided experiments, then ignored it for 10 years. Feel like they could have a much stronger IP core than just Mario, Zelda and Pokemon.
Dan: I almost NEVER know what I'm talking about. You seem a little more informed... on things that you say. *Drew bursts into laughter* That's a good thing to be!
ricobanderas's comments