Star Fox Zero

Wii U, 2016

Hyper - - FEATURE -

In a per­fect world, the Wii U would have pre­pared us for Star Fox Zero, and its re­lease to­wards the end of the con­sole’s life would have been the cul­mi­na­tion of the sys­tem teach­ing us new ways to play be­fore giv­ing us a game that prop­erly made use of every­thing the sys­tem could do to make games unique. As it turns out, ‘unique’ wasn’t what any­one wanted. Star Fox Zero is an odd one – the con­trols only fi­nally clicked for me, and started to feel good, dur­ing my third at­tempt at de­feat­ing the fi­nal boss. This is not ideal, ob­vi­ously, but then when I went back and started re­play­ing from the be­gin­ning it sud­denly felt fresh and ex­cit­ing and creative. Star Fox Zero didn’t com­pro­mise just be­cause the Gamepad had failed to in­spire most de­vel­op­ers – it went all-in on giv­ing an ex­pe­ri­ence that only the Wii U could pro­vide, one with a steep learn­ing curve well worth con­quer­ing. We weren’t ready for it; and now, with the Wii U writ­ten o› as a fail­ure, we never will be.

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