Star Fox Guard – Miyamoto Defense

Star Fox Guard is that “other” game that came out with Star Fox Zero, by a small Indie developer known as Shigeru Miyamoto. Previously known as Project Guard, it’s one of Miyamoto’s original ideas for the Wii U re-purposed into the Star Fox universe. As it turns out, Slippy’s uncle Grippy has been collecting minerals in space and he’s run into some trouble. I thought we’d never get to play this game, but miraculously it’s been finished and polished quite heavily. I’ve been playing the game a lot the past month and having a lot of fun playing every main mission, beating people’s levels online, and making my own. It’s very different to Zero because the control scheme is much simpler, all you do is scan through the cameras and shoot. Outside switching cameras on the touch screen and aiming them, it literally has one button. Every single button on the GamePad is the shoot button (even the dpad directions will shoot), and you’re going to need it.

robotapproach

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Star Fox Zero – You’re Improving, Fox!

It’s been a crazy few weeks. After my excited 5 hour impressions, I have 100% completed everything in Star Fox Zero. I have all 70 medals and have beaten all 19 paths in Arcade Mode. So has the excitement worn off? Fuck no. It has gotten better every time I’ve played, like I am ascending through the fighter pilot ranks. I’m now shooting things off-screen without even thinking about them. I’m casually dropping missiles below the TV for group combos. I’m flying through a giant robot’s legs and transforming while aimed upwards so I can land on a tiny platform above its butt to reprogram it before it turns around. This would not be possible without the new control scheme. I’m going to use this review to explain how this game is impossible without the Wii U, not because of “forced waggle” but because the level design takes advantage of it. There is a TON of brilliant design in this game that casual players (game journalists) will never see, and hardcore players NEED TO FUCKING KNOW ABOUT.

aquarosa

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Mario Kart 7: A Diagnosis

So I’ve done the basic run through of 150cc and played some online matches. I think I’m prepared to talk about Mario Kart 7. This isn’t a review because I hate reviews and any Mario Kart 7 review that doesn’t read: “it’s Mario Kart“, is a waste of time. I am going to file this under reviews though because, you know, convention. Instead this is an analysis of changes made to the Mario Kart formula in this, the seventh entry to the series. It’ll be posted here and over at Koopa Beach.

First up, I am really disappointed that the game doesn’t feature some of the more extensive time trial options that Mario Kart Wii included. By that I’m talking about being able to download regional and worldwide ghosts and examine the top ten rankings. This was a real source of motivation to improve in Mario Kart Wii and I’m proud to say I made the top ten in Australia for Cheep Cheep Beach and Vanilla Lake. That came from seeing that my times were close to the top times and having amazing ghosts to compete against in the form of wifi friends and housemates. The other great thing it did was tell stories. If you followed the world record times closely you’d see new shortcuts and techniques for tracks open up. It was incredible and I was hoping to dedicate a significant amount of words on Koopa Beach to just that aspect of the game as it went through early development stages. As it stands though, that commentary will now probably come from the elite players who I expect will be hanging around at the established time trial communities. That link I just made though is dead at time of writing. And any stories that do come will only be fragments strewn across message board posts. It looks like history may be lost.

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