So with this in mind, what was the initial
studio brief you gave the team before
development commenced?
The overall game design including the
programming was already done on our end, so
we asked PlatinumGames to convert it for their
systems, as well as producing and designing
a number of stages. I set a challenge to focus
on how they can make it look cool, considering
the difficulties of 60 frames per second with
3D graphics on dual screens. I am happy that
everyone, including directors, worked hard
together as if they were longtime colleagues.
When designing
Star Fox
Zero
for Wii
U, when did the implementation of the
GamePad come into play?Was this part
of the initial planning process or did the
features on the GamePad grow organically
as development progressed?
We spent more than one year on numerous
experiments using the Wii U GamePad, and in
the initial experiments, we conducted tests with
3D graphics on screen using Pikmin and Star
Fox systems as a trial.
While manipulating the RC aeroplane-like
flying experience or creating the mechanism to
appreciate the overall and partial views together,
it made me think I should continue to create
Star Fox
utilising these elements. We fixed the
basic form in six months, and then commenced
the one and a half year development process.
In the end, it took an extra six months though…
What feedback have you been getting with
the Game Pad integration in
Zero
? I found
there was a little learning curve involved
using it at E3 last year, but soon warmed.
Are you finding new gamers are taking to
the GamePad aim concept?
There are some players who say one screen
is sufficient, even amongst those who have
played a lot, however you will realise that
you can’t play if you actually use only one
screen [laughs]. Once you master resetting
the GamePad gyro control, you will be able to
aim with no stress, and it is important to use
the GamePad gyro controls to aim for high
scores, as the accuracy of the aiming is superior.
Once you get used to the flow of a stage upon
completion, by pressing the minus button you
can activate the cockpit view on the big screen
and feel even more like a fighter pilot, while at
the same time enjoying the game from a fresh
new perspective.
I’ve had an eye on
Star Fox
Zero
since the
rumours first began to circulate, and it feels
like a lifetime ago. Is the vision you had at
the drawing board still evident, or do you
have a completely different game now you’re
at the end of the development cycle?
It has certainly grown bigger than originally
anticipated, and it’s completed in an equivalent
scale to the NINTENDO 64 game or even
bigger. The use of the two screens has been
improved and a training mode to assist with
understanding the controls is included, so please
enjoy the practice. Although we considered
being able to play the same stage using
different vehicles when designing the game, we
concluded that the enjoyment of Star Fox is to
discover new routes, and there is enjoyment in
finding different paths even after completion.
Furthermore, there is an Arcade Mode which is
a route-focused mode for advanced users, so I
am confident that players can enjoy the game
for a long time. We hope that you’ll make time
to play [laughs]!
How was the
Star Fox Zero
story written?
Is it a collaborative effort across the team?
Could anyone involved suggest additions/
features to the narrative?
We strengthened the elements from the
NINTENDO 64 version and implemented
new interpretation together with long term
series team members - the character design
supervisor, Takaya Imamura and the script
writer – planning, Mitsuhiro Takano. Please look
forward to the future.
55
FEATURE
GAMES
GAMES
Looking for even more Star Fox action (it’s not like we’ve been waiting
a long time or anything), then you’ll definitely be interested in playing
Star Fox Guard
, a game that ships with the
Star Fox Zero
Limited Edition
or is available as a digital download. In
Guard
, Slippy, along with his
uncle Grippy Toad, is protecting a mining site against waves of robots.
Using up to 12 cameras to find and destroy the enemies,
Guard
features
over 100 levels. Once these have been completed, players can create
their own designs and upload for others to play.