STACK #138 Apr 2016

FEATURE GAMES

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.

the one and a half year development process. In the end, it took an extra six months though…

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

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?

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.

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