Star Fox Zero
Wii U, 2016
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.