<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0" xmlns:media="http://search.yahoo.com/mrss/">
    <channel>
        <title><![CDATA[ novogamer.com ]]></title>
        <link>
        <![CDATA[ https://novogamer.com/rss/game/star-fox-zero/articles ]]>
        </link>
        <description><![CDATA[ 2 articles about Star Fox Zero | Fox, Falco, Peppy and Slippy save the Lylat system in this new deep space dogfighting adventure. Using the Wii U GamePad controller and the TV together creates a unique interface that allows players to experience the game with two different viewpoints within the Arwing – aim and shoot enemies in one direction while flying in another. This frees up the TV for a more cinematic flight experience. Then, pilot the Arwing with its new Walker transformation, along with the new Gyrowing and the Landmaster Tank, to traverse interplanetary terrain. ]]></description>
        <language>en</language>
        <pubDate>2026-04-08 00:20:52</pubDate>
        <image>
            <url>https://novogamer.com/build/assets/mark-CcUbJs0V.png</url>
            <title>Novogamer Logo</title>
            <link>https://novogamer.com</link>
            <width>150</width>
            <height>135</height>
        </image>
        <item>
                <title><![CDATA[Editorial: Open Letter to Nintendo Re: Star Fox]]></title>
                <link>https://novogamer.com/articles/editorial-open-letter-to-nintendo-re-star-fox-ZZQBweybl9</link>
                <description><![CDATA[<p style="text-align: justify;">I'm at a loss at Nintendo's way of thinking right now. It seems that half the stuff they produce is experimental to point where it will only be enjoyed by the most niche of gamers. One of the biggest examples right now? <strong>Star Fox Zero</strong>. It has a very cinematic approach, the controls are difficult to master, it offers little to no replayability, no multiplayer, and it has very severe pacing issues. Now I doubt Nintendo would actually read this, but I am writing this with the express intent of them eventually seeing it as I have several ideas that could be implemented in a sequel to <strong>Star Fox Zero</strong>. I'd like to make a fan game if I could, but considering that I lack the knowledge to do so (and the fact that doing so is <em>technically</em><span class="redactor-invisible-space"> illegal) this is the best I can do.</span></p><p style="text-align: justify;" rel="text-align: justify;"><span class="redactor-invisible-space">Okay so let's start with the <strong>number one glaring issue</strong>: the controls. I know that Nintendo and Platinum were trying to be intuitive with the Gamepad, but it just winds up being awkward and confusing. I propose going back to the traditional way and just use a standard controller and no motion controls, but if intuitiveness is what Nintendo wants, then I think the picture below says it best.</span></p><p style="text-align: justify;" rel="text-align: justify;"><span class="redactor-invisible-space"><img src="https://novogamer.com/images/archive-broken-image.png" alt="" style="display: block; margin: auto;"></span></p><p style="text-align: justify;"><span class="redactor-invisible-space">Inspired partly by <strong>Sin & Punishment</strong>'s controls, this is the simplest and most intuitive control scheme I can think of. It has enough familiarity of the old control styles for anyone to get the hang of <em>quickly</em> and offers a new challenge by needing to control the targeting reticle separate from the vehicle. Oh and while we're on the subject of vehicles, this needs to be addressed. All of the vehicles that can transform NEED to have the ability to do so from the get go. It promotes a greater emphasis on replayability through experimentation. Giving the ability to the player because of plot reasons is sloppy design in a game of this type. In addition, ONE VEHICLE TYPE PER LEVEL PLEASE. Swapping between vehicles in the middle of a mission defeats the purpose of having a stage dedicated to those specific mechanics.</span></p><p style="text-align: justify;" rel="text-align: justify;"><span class="redactor-invisible-space">Now onto <strong>issue number 2</strong>: Pacing. The Arwing and Landmaster stages usually are pretty good when it comes to pacing the action in a stage, but the addition of the Gyrowing in Star Fox Zero kinda flopped. Know why? Because those missions were a play style that COMPLETELY changed the pacing of the game from action to stealth. So if you want to keep its inclusion in the series, here's how to fix it, AKA make it more tolerable: make the Gyrowing faster, and have the enemies be more aware of the vehicle's presence. Or you could of course completely remove it altogether in favor of the Blue Marine, but to be honest I kinda liked those stages. They just weren't meant for fast paced action. While were on the subject of the Blue Marine though, I really think it needs to make a comeback. Instead of giving it the ability to transform, maybe plop the sub in Zoness and have it maneuver through the murky water using a dedicated sonar button? I think it could work quite well if the pacing was done right.</span></p><p style="text-align: justify;" rel="text-align: justify;"><span class="redactor-invisible-space"><strong><img src="https://novogamer.com/images/archive-broken-image.png" style="font-size: 20px; line-height: 1.6em; font-weight: 400; float: right; width: 532px; height: 354px; margin: 0px 0px 10px 10px; background-color: transparent;" alt="" width="532" height="354">Issue 3</strong>: Optional sub missions and branching paths. I think everyone can agree that one of the things that made Star Fox 64 so great was the fact that just about every stage had a hidden secondary mission that, when completed, would change your route and send you on a harder path. This reward system was great. It gave the player incentive to get better at the game and try the harder paths, unlike Star Fox Zero which had a linear path. And if that wasn't incentive enough, Star Fox 64 made it so you could get an extended (and harder) final boss accompanied by a better ending if you always took the harder choice of the two paths given to you. While I'm at it, the short "satellite" missions in Star Fox Zero that were your "reward" for finding the secret path in a stage were boring. This is not how you reward a player for finding secrets.</span></p><p style="text-align: justify;" rel="text-align: justify;"><span class="redactor-invisible-space"><strong>Number 4</strong>: Story. Now I think this might be the hardest thing to do in a sequel to Star Fox Zero as Nintendo hasn't had the best track record when it comes to this series, and because Nintendo completely rebooted the timeline with this game and altered so much (namely the vast change in Venom's size), it might be a bit difficult trying to reintroduce old characters and worlds. But I think I might have a story that could work. Allow me to elaborate. (Keep in mind this treads on Fan-Fiction territory, just bear with me for the moment.)</span></p><blockquote style="text-align: justify;" rel="text-align: justify;"><span class="redactor-invisible-space"><em>Set 7-8 years after the events of Star Fox Zero, the few remaining stragglers of Andross's fleet (known as the Venomian Cult) are fleeing from the Cornerian army at the edge of the Lylat System. Believing that Andross is still alive in the alternate dimension he was imprisoned in, Andrew Oikonny (Nephew of Andross and former member of Star Wolf) breaks away from the fleet and researches into an alien artifact called the Warp Stone, an ancient autonomous construct built by the now extinct Krazoa of Sauria, which he believes can open a doorway to that dimension. Some time later, the Star</em><em> Fox team intercepts a distress signal from </em><em>Sauria and broadcasts it to Peppy Hare, the new General of the Cornerian Army after Pepper retires. Fearing the worst, Peppy tells them to investigate, but not after having Star Fox enlist two new recruits, Miyu: a lynx; and Fey: a dog (from the cancelled Star Fox 2). After arriving within range of Sauria, the Star Fox team intercepts the being that sent out the distress beacon: A young vixen bounty hunter named Krystal that calls Sauria her home. She explains that a swarm of cybernetic insectoid creatures called Aparoids started pouring out of a portal in the sky shortly after a lone ship landed. Fox and his crew decide to help and thus sets the story in motion.</em><span class="redactor-invisible-space"><br></span></span></blockquote><p style="text-align: justify;" rel="text-align: justify;"><span class="redactor-invisible-space">Now I know this is probably something that might not fit in the new chronology that Nintendo has set up with the reboot of the franchise, but this is just one of many things they could do to reintroduce characters that were erased from the timeline when the canon was reset. They don't have to do this with their next game, I just think this would be a good path they could take. Plus if they <em>did</em> go this route, they could make it so that Andross was assimilated into the Aparoid hive and have the final boss be Andross on the easy path and Andross followed by the Aparoid Queen for the hard path.</span></p><p style="text-align: justify;" rel="text-align: justify;"><span class="redactor-invisible-space"><strong><img src="https://novogamer.com/images/archive-broken-image.png" style="font-size: 20px; line-height: 1.6em; font-weight: 400; float: right; width: 380px; height: 273px; margin: 0px 0px 10px 10px; background-color: transparent;" alt="" width="380" height="273">Number 5</strong>: Game Modes. Hoo boy, this probably made a lot of fans angry when they played Star Fox Zero. The fact that that game had ZERO competitive multiplayer modes, neither local nor online, caused the game's replayability to suffer greatly. This game NEEDS a versus mode in order for it to sustain any kind of life. Here are some examples on how <em>I'd</em> do it.</span></p><ul><li><strong>Score Attack </strong>- First to a specific number of kills wins (Arwing, Gyrowing, Landmaster, up to 16 players when online)</li><li><strong>Dogfight</strong> - 3 lives then game over, last pilot alive is the winner (Arwing Only, up to 16 players when online)</li><li><strong>4v4</strong> - Star Fox VS Star Wolf (Arwing Only, Online Only, must have 8 players to play)</li><li><strong>Warzone</strong> - 3 lives then game over, be the last man standing in a 1st-person only tank war (Landmaster Only, up to 16 players when online)</li><li><strong>Ring Race</strong> - First to pass through all rings in order wins (Arwing, Gyrowing, Roadmaster, up to 4 players)</li><li><strong>Base Hacker</strong> - Whoever has control of the most computer terminals when the timer runs out wins (Gyrowing Only, up to 4 players)</li><li><strong>Bounty Hunters</strong> - A handful of enemies spawn hidden on the map and you need to hunt them down, first to a specific score number wins, killing other players penalizes you. (Arwing, Gyrowing, Landmaster, up to 4 players)</li></ul><p style="text-align: justify;" rel="text-align: justify;">These are just a few game styles that could work quite well in the Star Fox series and the fact that Nintendo didn't make a single one for Star Fox Zero is disappointing. Instead, we got some single-player challenge maps. Not bad ones mind you, just underwhelming is all.</p><p style="text-align: justify;" rel="text-align: justify;"><strong><img src="https://novogamer.com/images/archive-broken-image.png" style="font-size: 20px; line-height: 1.6em; font-weight: 400; float: right; width: 517px; height: 292px; margin: 0px 0px 10px 10px; background-color: transparent;" alt="" width="517" height="292">Number 6:</strong> Bonuses and Extras. If there is one thing that promotes replayability the most, it is usually a bonus of some kind. Star Fox Zero had a couple, but they weren't really all that special. Plus if you had the Fox and/or Falco amiibo, then you didn't even need to attempt to get 100%. In my experience, this is not how you get someone to come back to your game. Yes, Star Fox Zero had an "Arcade Mode" you could unlock where you could go from start to finish in just one go, but that mode should've been the main campaign from the start just like in Star Fox 64. The extras that you get from the two amiibo are nice, but they aren't enough. I think that instead of two new Arwing designs with slightly altered stats, every amiibo should be usable and they should give your vehicles a new paint job based on that figure.</p><p style="text-align: justify;" rel="text-align: justify;"><strong>Number 7:</strong> Challenges and Collectables. This was by far the most underwhelming portion of Star Fox Zero that I played. Not because they were bad, but because on how they were unlocked. In order to unlock a Challenge Mission, you needed to find and collect medals hidden throughout the stages. Now this is all well and good, but some of these medals were really tedious to collect or were downright unfair. 5 medals per stage is perfectly fine, but there should at least be some consistency on how you find them. Here's what <em>I'd</em> do:</p><ol><li>Getting a certain number of points by the stage's end (needs to be more fair though, the current system is downright brutal. Remember, this series is played by children too)</li><li>Keeping all teammates alive</li><li>Finding 3 specially marked gold rings</li><li>Beating the stage boss within a specific amount of time</li><li>Completing the secondary mission to achieve a "Mission Accomplished" at the stage's end</li></ol><p style="text-align: justify;">This is consistent, easy to remember, and simple. I didn't really care for finding specific medals that were just hidden throughout the stage. Hide-and-Seek with collectibles does not a good Star Fox game make. You need to earn them.</p><p style="text-align: justify;"><strong><img src="https://novogamer.com/images/archive-broken-image.png" style="font-size: 20px; line-height: 1.6em; font-weight: 400; float: right; width: 461px; height: 236px; margin: 0px 0px 10px 10px; background-color: transparent;" alt="" width="461" height="236">Final Issue</strong>: Something to set it apart from the other games in the series. Besides the Gyrowing (which we already established was implemented poorly), Star Fox Zero really only had one thing going for it, and that was the fact that both the Arwing and the Landmaster could transform into the Walker and the Gravmaster respectively. This is all well and good and I hope to see it again in a future installment of the series, but if Nintendo doesn't take the next game seriously, then I foresee the possible death of this franchise. Now if I remember correctly, each of the past games had something about them to set them apart in the series. The first one was the first console game with full 3D graphics, <strong>64</strong> had the rumble pack, <strong>Adventure</strong> was an entirely different genre, <strong>Assault</strong> had a variety of on-foot weapons, and <strong>Command</strong> was a tactical game. There is one thing that I think might, I repeat MIGHT, be able to shake up the formula enough without completely alienating fans from a true "Star Fox experience" and that is customizable vehicle load-outs. I think giving the player a variety of different laser and bomb types that they can apply to their ship/tank before a mission would bump up the replayability dramatically. It certainly would be a step in the right direction anyway.</p><p style="text-align: center;"><strong>Closing Statement</strong></p><p style="text-align: justify;">As you can see, there is SO MUCH that can be done to fix this series in the next installment, but unless Nintendo sees this article themselves, the chances of that happening are slim to none. If you agree with the points I made, please share this article as much as you can. Maybe Nintendo will listen if enough people agree with these ideas. But until then, I'll be seeing you.</p><p style="text-align: justify;"><span class="redactor-invisible-space"><span class="redactor-invisible-space"></span></span></p>]]></description>
                <category></category>
                <author><![CDATA[Archive]]></author>
                <guid>ZZQBweybl9</guid>
                <pubDate>Thu, 15 Sep 2016 02:02:00 +0000</pubDate>
                <media:content height="1080" type="image/jpeg"
                               url="https://r2.novogamer.com/747024/conversions/SI_WiiU_StarFoxZero-full.jpg?v=1774124656"
                               width="1920" />
            </item><item>
                <title><![CDATA[Review: Star Fox Zero]]></title>
                <link>https://novogamer.com/articles/review-star-fox-zero-Z8QgwLBV56</link>
                <description><![CDATA[<p style="text-align: justify;">The wait is finally over. After nearly a decade after the release of <strong>Star Fox Command</strong>, we are finally treated to a brand new Star Fox game that isn't a re-release or an enhanced port of an older entry in the series. HOWEVER, it unfortunately isn't a new addition to the story as it is a full on reboot of the series' timeline. In addition, I have also had an unfortunate lack of self-control as I often found myself reading early reviews of the game before its official release, and almost all of them say the exact same thing: They "disliked the game's gimmicky controls" or it is "failed to recapture the spirit of the original." Well I played it thouroughly and in this review, I intend to disprove those so-called <em>professional</em> reviews that likely never gave the game a chance.</p><p style="text-align: center;"><strong>JUST A HEADS UP<br>Unlike my past reviews, this one contains major spoilers to the game's rebooted story.<br>If you do not wish to be spoiled on the game's altered plot, please stop reading now.<br>YOU HAVE BEEN WARNED</strong></p><p style="text-align: justify;"><span class="redactor-invisible-space"><img src="https://novogamer.com/images/archive-broken-image.png" alt="" style="float: right; width: 451px; height: 254px; margin: 0px 0px 10px 10px;" height="254" width="451">Now as I was saying, <strong>Star Fox Zero</strong><span class="redactor-invisible-space"> has been completely rebooted and everything in it was re-imagined from scratch. Shigeru Miyamoto has even described it has being neither a sequel or a prequel, so I guess that would be an apt enough description. The game for the most part has the same design as the previous games where you would either fly down a predetermined path and shoot anything that impedes your progress, or have free-range flight where you need to actively hunt down your targets. But an additional level element was added to the game to make it feel a little more cinematic: Target Mode, where the target enemy is always the focus on the TV screen. This is where the game's new control gimmicks come into play.</span></span></p><p style="text-align: justify;" rel="text-align: justify;"><span class="redactor-invisible-space"><span class="redactor-invisible-space"><img src="https://novogamer.com/images/archive-broken-image.png" alt="" style="float: left; width: 501px; height: 155px; margin: 0px 10px 10px 0px;" height="155" width="501">Unlike <strong>Star Fox 64</strong> or <strong>Star Fox Assault</strong>, <strong>Star Fox Zero</strong> has a brand new control scheme that tries to take advantage of the Wii U GamePad as much as possible. The GamePad's screen always has a first person view from the cockpit of the Arwing, the radio transmissions from your squad-mates and enemies only come from the GamePad's speakers, and aiming the targeting reticle<span class="redactor-invisible-space"> is primarily done with the GamePad's gyro sensor. In addition to these GamePad gimmicks, the controls were mixed up a bit as well in an attempt to try and emulate the controls of a fighter jet (all steering is on the left stick, thrusters and rolling is on the right stick, and the ship's guns and bombs are on the ZR and R buttons respectively). And if that wasn't enough, there are three vehicles that each have different controls with two of them having the ability to transform which alters their controls even further. With these new controls and gimmicks, it makes the game feel a bit awkward and confusing to play, especially during the Target Mode segments where the camera focuses entirely on the enemy. It all makes it feel not fun...AT FIRST.</span></span></span></p><p style="text-align: justify;" rel="text-align: justify;"><span class="redactor-invisible-space"><span class="redactor-invisible-space"><img src="https://novogamer.com/images/archive-broken-image.png" alt="" style="float: right; width: 448px; height: 253px; margin: 0px 0px 10px 10px;" height="253" width="448">You see, this game had a very unusual form of Stockholm Syndrome on me. After I did a few missions in the game (about 2 hours worth) and played through some of the alternate paths, it all suddenly clicked for me and the controls finally started to make sense. From that point on, I was starting to enjoy the game <em>much</em> more than I was previously. The action was fast and exciting, the varied gameplay styles were a nice change of pace, and the environments were creative and colorful. I was even able to finally enjoy the music as well as most of them were remade from <strong>Star Fox 64</strong>. The amiibo features were also quite fun; playing as the Retro and Black Arwings gave the game a new challenge to it I was hoping for. It's just a shame that after I had gotten used to the controls that there is no multiplayer (local OR online) outside of the local Co-Op Mode (which is basically a Han & Chewie mode where one pilots the ship and the other mans the guns).</span></span></p><p style="text-align: justify;" rel="text-align: justify;"><span class="redactor-invisible-space"><span class="redactor-invisible-space"><img src="https://novogamer.com/images/archive-broken-image.png" alt="" style="float: left; width: 448px; height: 253px; margin: 0px 10px 10px 0px;" height="253" width="448">Now the story and level progression is where this game takes an unprecedented turn. Unlike <strong>Star Fox 64 </strong>which is where <strong>Zero</strong> gets most of its inspiration, the game is mostly linear with branching paths having little to no impact on the ending of the game. This is a rather big oversight as <strong>Star Fox 64</strong> had a great reward system where in most stages if you did an unknown additional task during the level such as killing a certain number of enemies before the end or by keeping a certain character alive, you were given the opportunity to take a harder path which would lead to the true final battle and the canon ending of the game. Because that is no longer the case, there is now a lack of motivation to unlock the alternate paths (even though I did it anyway). In addition to this, many of the stages from the original game have been renamed, removed or completely changed to fit the new story. The Nebulae Sectors are now Alpha, Beta, and Gamma instead of X, Y, and Z; Area 6 has been replaced with a new Sector which appears to be a black hole called Sector Omega; Aquas, Katina, Macbeth, and Bolse are completely absent; and the biggest offender, Venom has been reduced to the size of a small moon and remodeled to be a Death Star like device. This last bit right here is why I can safely say that <strong>Zero</strong> is a reboot and not a re-imagining; it makes the plot of <strong>Star Fox Command</strong> completely null and void. That being said, I still really liked the level design and I loved the boss fights.</span></span></p><p style="text-align: justify;" rel="text-align: justify;"><span class="redactor-invisible-space"><span class="redactor-invisible-space">Now the post-game content is probably where a lot of players will get the most enjoyment assuming they stuck around long enough to beat the game. Finishing the main story once will unlock Arcade Mode which is a one sitting play-through of the game with no system map, and only ONE life. You can collect three gold rings to store an extra life for later, but they unfortunately don't stack. That means, one extra life is all you can keep at any one time. This, and the fact that the game keeps track of your high-score and all of the different flight paths you take during a single run is what Miyamoto was talking about when he and Platinum were trying to make the game as replayable as possible. And every time I beat it, I can't help but shed a tear whenever I see that dedication to Iwata in the credits.</span></span></p><p style="text-align: justify;" rel="text-align: justify;"><span class="redactor-invisible-space"><span class="redactor-invisible-space"><img src="https://novogamer.com/images/archive-broken-image.png" alt="" style="display: block; margin: auto;"></span></span></p><p style="text-align: justify;" rel="text-align: justify;"><span class="redactor-invisible-space"><span class="redactor-invisible-space">All in all, <strong>Star Fox Zero</strong> is quite fun, but only after you get the hang of the controls. As such,  I will not be giving this game a star score like I usually do since it is very much an acquired taste due to the steep learning curve. The remade story completely changed the timeline for the earlier made games, but if Nintendo were to continue the series, I'm sure they could figure out how to reintroduce old characters and worlds. Now the physical version of the game also came with <strong>Star Fox Guard</strong> as a bonus, but I'll cover that another time. But until then, I'll be seeing you.</span></span></p>]]></description>
                <category></category>
                <author><![CDATA[Archive]]></author>
                <guid>Z8QgwLBV56</guid>
                <pubDate>Fri, 13 May 2016 10:41:00 +0000</pubDate>
                <media:content height="1080" type="image/jpeg"
                               url="https://r2.novogamer.com/747091/conversions/SI_WiiU_StarFoxZero-full.jpg?v=1774126878"
                               width="1920" />
            </item>
    </channel>
</rss>
