• Hey Guest. Check out your NeoGAF Wrapped 2025 results here!

STAR FOX WiiU: Let's recap what we know, and talk about what we want to see

Neiteio

Member
Two weeks after E3, and I'm still coming across tidbits about Star Fox WiiU that slipped past my radar. I imagine I'm not the only one. For a game we haven't seen in motion, Nintendo has revealed A LOT about this title. So let's recap what we know and talk about what we want to see! And feel free to point out any corrections that need to be made.

DEVELOPMENT BACKGROUND:

Star Fox WiiU is being overseen by Miyamoto himself, alongside Project Giant Robot and Project Guard. All three are in development at EAD Group No. 5. All three have been prototyped entirely at Nintendo. An external dev will help complete Star Fox; such outsourcing is not uncommon at Nintendo. A small team experimented on Star Fox, unsuccessfully, for six years on Wii. About 6-10 months ago, the project and all assets moved to WiiU. Select members of the press got to play the title at E3. It was in an early state, but Miyamoto said "we do want to bring this to the market very soon," and that they're aiming to have it out "within a year." The game might release by next E3, then, or by the end of 2015.

CONFIRMED GAMEPLAY FEATURES:

The following features are all CONFIRMED.

In terms of general format, Miyamoto referenced the TV show "Thunderbirds" as an inspiration, saying this Star Fox will be less like a movie and more like a TV show. Elaborating on this, he explained you'll have a variety of scenarios that you can pick up and play. The game will be structured episodically (read: this doesn't mean released episodically). Miyamoto said you can think of it as "primetime programming" (the tried-and-true Star Fox gameplay) supplemented by "late-night programming" (quirkier, more experimental fare). The tower defense prototype Project Guard features Star Fox insignia, and Miyamoto hinted this may end up in Star Fox as an example of the "late-night programming."

Aside from the TV format, this Star Fox is also like Thunderbirds in that the player will use a variety of vehicles and mechs. Your Arwing can touch down on the ground and transform into the Landmaster, similar to the mech concept in the cancelled Star Fox II on the Super NES. Players can also control a slow-moving helicopter, new to the series, and simultaneously collect various items on platforms using a robot on a tether. The robot can also fire at enemies to defend itself.

You will have all-range mode in the Arwing, which select members of the press got to try in a dogfight against Star Wolf. You will also have what Miyamoto calls "valley mode," where you're on-rails. This time, however, the GamePad's gyro allows you to aim in one direction while flying in another, rather than your aim always being locked to your path of flight. The GamePad's screen also provides an alternate POV from the ship's cockpit, which will allow you to see details in the environment that you won't see on the TV, and vice-versa, so you'll have to look at both screens in order to succeed. For example, sometimes enemies will flank you and you'll use the TV to outmaneuver them, but then you'll look at the GamePad to shoot down an intricate array of enemies with precision.

The game will also feature cutscenes that play out across both screens (TV and GamePad), giving you multiple perspectives on the situation. Slippy, Peppy and Falco also communicate to you through the speakers on the GamePad.

There will also be a co-op mode where one player can control the vehicle on the TV using the Pro Controller, and the other player can be the gunner using the GamePad. The tethered robot is one example of this mode.

SOME THOUGHTS:

Star Fox WiiU sounds very promising! I'm most excited by the many ways they're incorporating the GamePad, from the second viewpoint to the speakers to the gyro, in both single-player and multiplayer. The GamePad enhances the core gameplay and allows for new ways to tell the story, and new modes and mechanics, including air-to-land missions, asymmetric co-op, and shooting one way while flying another. I never would've guessed that Star Fox would make better use of the WiiU's main feature than Mario, Pikmin, etc. Then again, I had no idea they've been trying to make a new Star Fox for six years, and are now in full development with a 2015 release date. :-)

What do you think about what we know so far? And what do you want to see in the new Star Fox?

SOURCES:

Gamespot -- E3 2014: Nintendo Wii U Star Fox Hands-On and Miyamoto Q&A

Computer and Videogames -- Star Fox Wii U 'about a year from completion,' Miyamoto says

Entertainment Weekly -- Nintendo legend Shigeru Miyamoto believes in the WiiU
 
I hope you guys read the OP. There are a lot of details packed in there. Confirmed features like transforming Arwings, helicopters, tether mechs, communication through speakers, two-screen cutscenes, shooting separate from where you fly, valley mode, all-range mode, asymmetric co-op, tower defense, an episodic format, etc.

I think many people overlooked these details during E3. Some members of the press got to play the game (see the Gamespot story in the OP), and they've revealed A LOT. :-D
 
Required reading
no joke here, read the thread below breh, every single post right now
for this thread

http://www.neogaf.com/forum/showthread.php?t=762791

Ah, Star Fox. Staaaaaar Fox!
STAR FOX 64-II

- Co-developers: PlatinumGames AND Treasure
- Director: Hideki Kamiya / Producer: Shigeru Miyamoto
- The most content-packed installment in series history
- Difficulty slider for risk/reward, like Kid Icarus Uprising
- 100 missions — 70 Arwing; 15 Landmaster; 15 on-foot
- Branching paths can lead to alternate levels and endings
- Players will see roughly 50 levels on a single playthrough
- Levels have three parts — on-rails, all-range, boss battle
- Levels can change up the order and extent of each part
- Levels are vast, intricately detailed, and fully destructible
- Huge variety of enemy types and over-the-top set-pieces
- Issue commands to AI-controlled wingmates in campaign
- Team includes Fox, Falco, Peppy, Slippy, Miyu and Fay
- Arwing can hover and strafe in all-range mode, like Warhawk
- Arwing has extendable appendages for melee and grappling
- Arwing can find upgrades, like a Galaga-style "second ship"
- Arwing transforms into a bipedal mech with new abilities
- Mech is reminiscent of mech in Starhawk, only faster
- Mech can infiltrate installations during flight missions
- Mech can dismantle ground fortifications (I.E. anti-air)
- Mech is originally from the unreleased STAR FOX 2
- Landmaster is amphibious and can roll right into the water
- Landmaster can sail like a ship, and dive like a submarine
- Landmaster's submarine form is called Blue Marine Mode
- Landmaster can drive up walls and across ceilings
- Landmaster uses anti-gravity treads for climbing
- On-foot missions (on-rails) play similar to Sin & Punishment
- On-foot missions (all-range) feature "stylish character action"
- This means TPS action like Vanquish, melee like Bayonetta
- There are also one-on-one rival duels like Metal Gear Rising
- Fox's legs are enhanced with new cybernetic augmentations
- This references his appearance in the SNES promotional art
- Fox's legs can super-sprint, rocket-jump, jackhammer foes
- Fox's leg moves are regulated by a gauge, Vanquish-style
- Fox wields a variety of firearms, and an extendable bō staff
- Fox and his vehicles can be customized to a high degree
- Customize by equipping new armaments and subsystems
- Players control a transformable Great Fox for the final battle
- Andross plugs his head into a robot body for the final battle
- Most cutscenes/codecs feature Thunderbirds-style puppets
- Live-action puppets call back to the SNES promotional art
- Cutscenes during missions are all in-engine (codecs aside)
- Database has art, music, lore, bestiary, 3D figures, dioramas
- Achievements rewarded by prize wall, like Kid Icarus Uprising
- Online leaderboards are available for missions, campaigns
- Replay data is uploaded to authenticate the record-holders
- Multiplayer has local split-screen, online, and local/online
- Multiplayer has Warhawk-like sandbox battles (2-32 players)
- Multiplayer has a co-op campaign for up to four players
- In co-op, players are briefed on the target and receive intel
- Players have various options, similar to the heists in GTAV
- Players must divide and conquer, handling different tasks
- For the sandbox battles, players create custom characters
- Pick species, gender, color of skin/fur/feathers/scales, etc.
- Battle by land, air and sea, in free-for-all and team formats
- Spectate live matches (co-op and PvP) via Star Fox TV
- Soundtrack scored by an all-star team, led by Koji Kondo
- Bonus: Mirror Mode that mirrors levels, remixes enemies
- Bonus: Challenging mini-campaign with playable Wolf
- Bonus: Super FX Mode with flat-shaded polygon style
- Bonus: The unreleased SNES title STAR FOX 2
- Above bonuses are secret post-game content
 
Make that 100% and I'll be happy.

I want ZERO on-foot levels. More like the first two and a LOT less like Namco and Rare's efforts.

He very well could have meant 95% arwing and 5% landmaster with 0% walking


I think I'd actually enjoy it the most if they had assault-like gameplay. except with one game mode that's just an arcade/story mode consisting of only on-rails vehicle levels.

Or maybe Sin and Punishment style on-foot railshooting? That'd be pretty cool.
 
I want a game where you play as fox and you exchange witty dialogue with your co pilots. I dont mind tank, helicopters, on foot, etc as long as it's good. (And it can be)

I dont mind gyro controls, waggle is the only motion controls that suck, but gyro for aiming or flying is actually really good.

Also Star Mech is legit hype. I want that.
 
I'd rather have on-foot levels than tank and under water levels. Make it mostly in the Arwing and a few foot levels and I'm content.
 
Personally want them to go in the direction of Star Fox Command, only with playable controls this time. Great emphasis on the characters while adding gameplay that fits with the series(strategy, not gimmicky controls). I think it would fit well with his desire for an "episodic" Star Fox. The different ways Command played out made it feel that way.
 
So what do you guys think of the confirmed details in the OP? We already have a fairly clear idea of what this game will be.
 
What about bonus levels similar in style to R-Type and the original Swiv? It'd definitely mix things up a bit.

I'd love it to be a prequel and star James McCloud as well.
 
On the topic of outsourcing, these are the four companies that Star Fox will be most likely be outsourced to:

1. Q-Games: Miyamoto has pretty close relationship with the founder of Q-Games, Dylan Cuthbert, especially with Star Fox since they worked together on the first one. This is why Miyamoto has approached Q-Games to help them on the two most recent Star Fox games, Star Fox Command and Star Fox 64 3D. I can see him approaching them again to help with this one.

2. Namco: It's no secret that Nintendo has a pretty good relationship with Namco and it wouldn't be the first time they've gone to Namco to help them develop a first-party title (Smash 4 at the moment). There's also the fact that Namco developed Star Fox Assault in the past, so maybe Nintendo will give them another shot at it.

3. Retro Studios/Next Level: I put these two together since my reasoning is the same for both. Miyamoto said in an interview that Star Fox U will be directly overseen by him and these are both companies that have worked under Miyamoto while developing big Nintendo franchises. Why not give them Star Fox?

Honestly, I'll be alright with any of these four.
 
I wonder if my thread title was a mistake. Everyone's rushing to say what they want and nobody is reading what we're actually getting, lol.
 
I find it interesting that so many just want arwing. i agree too. All we want is an advancement of Star Fox 64. I want the movie feel, not episidic TV show. i want voice acting. I want multiple paths and endings. I want modern graphics and crazy set piece action. I want online score rankings. I want 2 player story mode. I want 12+ player online multiplayer dogfighting with a full suite of options, maps, level progression, ship customization, the works. I DONT WANT a hodge podge of gameplay typles, AKA the mini game collection. Star fox was never broken. the fact that every Star Fox has sold poorly since 64 is because ever SF since 64 hasn't been like 64.
 
On the topic of outsourcing, these are the four companies that Star Fox will be most likely be outsourced to:

1. Q-Games: Miyamoto has pretty close relationship with the founder of Q-Games, Dylan Cuthbert, especially with Star Fox since they worked together on the first one. This is why Miyamoto has approached Q-Games to help them on the two most recent Star Fox games, Star Fox Command and Star Fox 64 3D. I can see him approaching them again to help with this one.

2. Namco: It's no secret that Nintendo has a pretty good relationship with Namco and it wouldn't be the first time they've gone to Namco to help them develop a first-party title (Smash 4 at the moment). There's also the fact that Namco developed Star Fox Assault in the past, so maybe Nintendo will give them another shot at it.

3. Retro Studios/Next Level: I put these two together since my reasoning is the same for both. Miyamoto said in an interview that Star Fox U will be directly overseen by him and these are both companies that have worked under Miyamoto while developing big Nintendo franchises. Why not give them Star Fox?

Honestly, I'll be alright with any of these four.
Tecmo-Koei and PlatinumGames are another two companies Nintendo has done a bit of work with lately. And Monolith Soft is another company that seems to help finish games.
 
There's something very odd about the information we've been given. Miyamoto said they're expecting the game to be done within a year, but how can they say that when they don't even have a development partner? And why is it not developed in-house? Are they really that busy?

I can't wrap my head around this game for some reason. Kind of wish they would've waited to announce this and blow us away with a trailer. I also wonder what they mean about making it "episodic". Hopefully it's still a full retail game and not something smaller scaled.

Gameplay wise, I basically want classic Star Fox in HD. It's been too long.
 
It seems to me the controls are similar to the Metroid minigame in Nintendo Land, and man, that thing is a joy to play.
The way they describe it, the Arwing controls like it always did, both in all-range mode and on-rails (what Miyamoto calls "valley mode"). You use the stick to control the ship. But now you can aim separate from the direction you're flying, by using the gyro on the GamePad. And sometimes you'll have to use the cockpit view on the GamePad to shoot down specific targets with precision, or you'll have to use the TV to outmaneuver enemies on your flank that aren't visible on the GamePad.

As I said in the OP, they've also confirmed your wingmates will talk to your through the GamePad speakers, and cutscenes will play out across both the TV and GamePad, so the format also affects the way they tell the story.

I'm most intrigued by the new helicopter they talked about, and how you control both the helicopter in the sky and the robot on a tether, rolling around collecting items on platforms and defending against enemies. The fact you can also play this mode in co-op sounds fun. :-)
 
I wonder if my thread title was a mistake. Everyone's rushing to say what they want and nobody is reading what we're actually getting, lol.

I read it

I just don't like it, especially the idea of gimmicky tower defense kind of stuff coming in

or the Gyro controls
 
Great work on the right up Neiteio! A shame people are mostly ignoring it. I actually hadn't read about the robot hanging from the helicopter part and that sounds really cool. I'll be interested in seeing whether they can get it done in a year with a partner. I kind of wondered if bringing it to E3 wasn't in-part about trying to see if there was any interest among parties there.

Tecmo-Koei and PlatinumGames are another two companies Nintendo has done a bit of work with lately. And Monolith Soft is another company that seems to help finish games.

By Monolith Soft, I assume you mean the Kyoto Studio; they seem to be more of a co-developer, working only on art and design. I imagine they're busy with other EAD projects already, since they're not so big (less than 30 people as last reported).
 
I REALLY don't understand the tv comparison.
The way I paraphrased it is more or less how Miyamoto said it. The idea seems to be how people spend their time -- Star Fox WiiU will be easy to pick up and play since you can choose missions freely. And the analogy is that classic Star Fox gameplay is like primetime TV -- the bread and butter, the main meal -- while side attractions (the tower defense game, etc) are like those quirky shows you find on TV late at night. They provide variety and supplement the main experience, but they are ultimately secondary to it.

Beyond that, he compares the game to Thunderbirds in how there will be a variety of scenarios where the characters will use all kinds of vehicles and mechs to save the day. But again, the classic Star Fox gameplay is still intact, and still the star of the show. And according to the Gamespot hands-on, it plays better now that you can aim with such precision, and shoot separate from where you're flying (so you can fly in one direction, and shoot in another).

I read it

I just don't like it, especially the idea of gimmicky tower defense kind of stuff coming in

or the Gyro controls
Fair enough -- I'm just glad someone read it, lol
 
Good info round-up, definitely a game I'm looking forward to seeing more of. Fingers crossed we get a trailer at the next Nintendo Direct.
 
A straight-up sequel to Star Fox 64 sounds boring. I like what I've been hearing in terms of changing up the gameplay. It's different, but still feels in the same vein of StarFox; mainly that they're ace pilots, so keep them in vehicles, but it doesn't just have to be on-rail arwings.

Regarding the episodic nature. Could it be that every "mission" has a beginning, middle and end in terms of a story, with a narrative thread connecting all of them? I imagine sort of a "monster of the week" style plot, with each mission hinting more and more who's pulling the strings.

The gunner co-op idea sounds super fun, too. I hope they expand on that in a lot of ways.

Reading more on it. It would be interesting if something like Project Guard was able to be implemented while also flying above the sky. Like, one player is Fox, flying above a fortress and taking out enemy ships and bombers, meanwhile the gamepad player is Slippy, who's hunkered down in the base, trying to protect it from enemy robots. Doing well in the guard segment allows the base to beam up supplies and power-ups to Fox, meanwhile, if Fox can't keep up in the skies, the enemies will begin bombing the base, making Slippy's job more difficult. Completely different games that are still linked together in a way.
 
Wasn't Assault the one where you spent a majority of time on foot with terrible controls and camera angles? The map and waypoints were so frustrating to read too.
 
I want something like Assault.

3252426-4938237557-pokem.gif


Assault is the worst. Too many on foot missions.

A game like the N64 is far better.
 
Great work on the right up Neiteio! A shame people are mostly ignoring it. I actually hadn't read about the robot hanging from the helicopter part and that sounds really cool. I'll be interested in seeing whether they can get it done in a year with a partner. I kind of wondered if bringing it to E3 wasn't in-part about trying to see if there was any interest among parties there.
Thanks, Streets. :-) I started to realize they've confirmed A LOT and tried to see if I could collect it all in one place.

By Monolith Soft, I assume you mean the Kyoto Studio; they seem to be more of a co-developer, working only on art and design. I imagine they're busy with other EAD projects already, since they're not so big (less than 30 people as last reported).
Yeah, I meant them. Didn't know they were less than 30 people, though.

With more on-foot play and a further fleshed out multiplayer.

I'm not even kidding. Assault is the funnest Star Fox I've ever played.
They haven't mentioned any on-foot missions yet, but I'd be all for an expanded version of Assault's multiplayer. Make it like Warhawk on PS3, where I can play with friends in splitscreen and we can go online together in a 32-player match, running around, hopping in the same Landmaster, etc.
 
I want to see Fox in an arwing 95% of the game.

The remaining 5% is for the obligatory tank or underwater level.

This. I'm sorry Neiteio, but everything being told to us by Miyamoto sounds horrible. We don't need a helicopter. We don't need Kid Icarus style aiming. We don't even need Gamepad integration that deep a level. Give us:

1. Stage Select and Cutscene
2. Branching Mission
3. Epic screen filling boss
4. Score Screen

THAT'S IT.
 
So what do you guys think of the confirmed details in the OP? We already have a fairly clear idea of what this game will be.

If those prototypes get released as separate games, it sounds like a good approach considering how fragmented the fanbase is. Each original Star Fox game has been wildly different, so fans of SF64 want a game like that, fans of Assault want something different, and so forth. If Miyamoto has a suite of smaller SF games that each provide those experiences, it could work out well.

If it's all in the same game, it could still work. I just know people who are 100% against on-foot/off-rails gameplay will hate that the game has those features, even if it delivers on on-rails Arwing stuff.

EDIT: see above v_v
 
I wonder if my thread title was a mistake. Everyone's rushing to say what they want and nobody is reading what we're actually getting, lol.

I read it. I'm really quite excited to try the gyro controls, as I've always thought analogue sticks are crap for floating reticule fare like on-rails shooters. As an example, I love the art design, presentation and core gameplay of Panzer Dragoon Orta, but can't stand the controls. Give me something like that but with gyro, I'll be happy as a pig in much. I really hope they go all in on the Thunderbirds influence as well.

Regarding external partners, I think a good case could be made for either Platinum or Treasure. Platinum have got a good thing going with Nintendo atm, and although Kamiya is now tied up with Scalebound, I imagine he'd be able to contribute in much the same way he has to Bayonetta 2. We've also seen with MGR that the studio can be brought in at short notice to take a half-completed project and lead it to the finish line.

That said, I have an inkling Treasure would be a better fit. Unlike Platinum they've damn well proven themselves when it comes to rail shooters, and I get the impression they'd be able to take a game prototype and turn it into something pretty special. It's all speculation though. There any number of developers Nintendo could hire to be the co-developer, and it'll be interesting to see who they go with.
 
A straight-up sequel to Star Fox 64 sounds boring. I like what I've been hearing in terms of changing up the gameplay. It's different, but still feels in the same vein of StarFox; mainly that they're ace pilots, so keep them in vehicles, but it doesn't just have to be on-rail arwings.

Regarding the episodic nature. Could it be that every "mission" has a beginning, middle and end in terms of a story, with a narrative thread connecting all of them? I imagine sort of a "monster of the week" style plot, with each mission hinting more and more who's pulling the strings.

The gunner co-op idea sounds super fun, too. I hope they expand on that in a lot of ways//
RE: episodic nature: I think you have the right idea.

Star Fox WiiU will give you a huge selection of missions. You're free to play them however you see fit. Each mission is a self-contained narrative, with a beginning, middle and end. Maybe a monster is attacking a city. Maybe a convoy needs defending. Most of the missions are Arwing missions, either on-rails ("valley mode," now with the ability to aim in a different direction from where you fly), or all-range mode. Some missions new vehicles -- the Arwing can turn into a Landmaster, and a new helicopter can operate a mech via a tether. And other missions offer entirely different gameplay altogether, like Project Guard's tower defense -- these are "side stories" that add to the variety and supplement the "main show." At any rate, each mission, or "episode," will hint at a larger overarching plot. Completing them all makes the story come together in some fashion, concluding the "season."

Based on what they've said, this is what I expect.
 
If those prototypes get released as separate games, it sounds like a good approach considering how fragmented the fanbase is. Each original Star Fox game has been wildly different, so fans of SF64 want a game like that, fans of Assault want something different, and so forth. If Miyamoto has a suite of smaller SF games that each provide those experiences, it could work out well.

If it's all in the same game, it could still work. I just know people who are 100% against on-foot/off-rails gameplay will hate that the game has those features, even if it delivers on on-rails Arwing stuff.

EDIT: see above v_v



If the story is split up and episodic, too, then it would mean people who absolutely do not want Starfox to change AT ALL from Starfox64
read:crazy people
could play through the traditional Star Fox levels and get a rousing Starfox Space Adventure. Meanwhile, with the other modes being "late night programming" they could contain a completely seperate story with a smaller or different focus.
 
After seeing Miyamoto's other little side projects, I've gotta be honest and say my expectations for this one are rock bottom.
 
Regarding external partners, I think a good case could be made for either Platinum or Treasure. Platinum have got a good thing going with Nintendo atm, and although Kamiya is now tied up with Scalebound, I imagine he'd be able to contribute in much the same way he has to Bayonetta 2. We've also seen with MGR that the studio can be brought in at short notice to take a half-completed project and lead it to the finish line.

I remember hearing the game(s?) are pretty far along. Don't know if it'd be worth bringing in Platinum or Treasure to finish them up.
 
Everything Miyamoto has said thus far sounds fantastic to an old Star Fox fan like me. The on-rail missions have always been the best parts of the franchise and I'm glad to see Miyamoto still considers them the core part of Star Fox, but his idea of adding multiple different vehicles with different variations of gameplay sounds like a perfect fit for the Star Fox world and its characters.

I've always felt like the Star Fox world was perfect for a television series, so I'm glad Miyamoto is taking this approach. They're a mercenary group after all. Each episode could have them taking different jobs each with their own little story focusing on a single Star Fox member or all four members tackling the big threat of the day. Ever since Star Fox 64, it's been clear that the team has a variety of vehicles to combat certain situations, so adding more is natural.

I totally understand how some people can be put off by the fact that they won't focus completely on Arwing missions, but I feel this is the natural evolution of the franchise.
 
I remember hearing the game(s?) are pretty far along. Don't know if it'd be worth bringing in Platinum or Treasure to finish them up.
The core mechanics are complete, and it would appear substantial work has been done on the missions, etc. They still need someone the help them out with the more "superficial" aspects, though -- the art, animation, presentation, etc. Right now, it's apparently still using Wii assets leftover from its first six years of development. I imagine all of that would be retooled. The way Miyamoto put it, the external dev will help them in their aggressive bid to release this within a year, something they recognize as challenging but are determined to do.
 
The core mechanics are complete, and it would appear substantial work has been done on the missions, etc. They still need someone the help them out with the more "superficial" aspects, though -- the art, animation, presentation, etc. Right now, it's apparently still using Wii assets leftover from its first six years of development. I imagine all of that would be retooled. The way Miyamoto put it, the external dev will help them in their aggressive bid to release this within a year, something they recognize as challenging but are determined to do.

They could save a lot of time and money by just using actual puppets for the cutscenes. Then it would TOTALLY be an homage to Thunderbirds!

https://www.youtube.com/watch?v=nFb4IVLXDss
 
Top Bottom