Nintendo has created a monster. A little, white monster.
With the Wii topping console sales charts around the world (with no apparent signs of slowing down) that statement could be taken quite literally. With the aid of the DS, Nintendo has seemingly all but captured the elusive "non-gamer" market and once again become the premier household name in video gaming. However, it's been said that Nintendo may have let their mainstay, "hardcore" crowd out in the cold
just a little, thus far in the generation.
Welcome to What Wii Need: A series of articles devoted to voicing the wants of the real Nintendrones for the Big N's latest console.
Today, we're highlighting Star Fox. Read on if forest creatures with firepower interest you at all.
Remember the good ol' days? A couple clunky, Grey controllers, a dusty cartridge and blasting the crap out of huge floating, silver, polygonal faces? Enter a sleepover with Star Fox 64 at my (early) childhood friend's house.
We all probably have our own special N64 moments but that definitely takes a top spot out of mine. I owned an SNES but the N64 was the console that formally introduced me to the galactic adventures of the canid hero and his ragtag critter crew.
Ever since than, I've been hooked. Maybe it was the easy-to-follow storyline or the rollicking, wild-blasting action. I even enjoyed the controversial GameCube outings, the Legend of Zelda-esque Star Fox Adventures and the poorly received Star Fox Assault and found the DS' Star Fox Command a fun, new take on the franchise.
In any case, the Wii is practically begging for a brand new Star Fox game. Personally, I don't mind the romantic subplot and the third-person running and gunning we witnessed in Assault as long as it's handled well and all in all, I think the Wii has that ability.
Imagine, aiming being controlled with the Wii Remote as a reticule (like a behind-the-back view of Metroid Prime 3: Corruption), shooting with the B-trigger, running around with the nunchuk and throwing grenades with the nunchuk's Z-button. Swapping weapons with the d-pad, while the A-button triggers action commands? Awesome.
And for the more important, in-Arwing half of the game players could have the option of choosing one of several control setups:
a) Holding the Wiimote pointing forward toward the screen, using tilt to control the Arwing like the Paper Airplane mini game in Wario Ware. B-trigger to lock-on and shoot, A-button to use bombs.
b) Holding the Wiimote sideways like an old school controller and maybe using tilt to control the slant of the Arwing.
c) More traditional, classic-controller or GC controller.
Hey, just throwing some ideas out there! And hey, who knows. Throw some online multiplayer and a lengthy campaign and we could have a winner on our hands. That would quench my thirst for some foxy Wii lovin'... Yeah, I went there.
What do you guys think? Got a better control scheme? What in your opinion does Wii Need?
But rather than one lengthy campaign I want a short and addicting campaign, like in the first games. Except that this time, you are presented with alot more paths, possibilities and variety than earlier. This makes sure that the game stays different through every playthrough, and that you rarely go tired of the game. Also I'd prefer if the game sticked to its roots, instead of having all those on-foot missions.
And yeah, the power to choose between the GC, Classic and Wii-mote controller would be swell!
Something I'd be interested in playing that would adhere to Nintendo's law of 'This-needs-to-be-different-because-star-fox-isn't-interesting-on-it's-own-anymore' is as follows.
2 player co-op. One ship. This time around Andross' baddies are more agile, better equipped and appear in greater numbers. To combat this new threat the team has to adapt and thus they employ a new ship designed by Slippy Toad himself;
The uswing (lame, but I'm improvising.)
Anyways, this ship is slightly bigger than the arwing, it has more power, read; faster. But more importantly is built to house two people: A pilot and a gun man.
In single player you can steer and aim independently. Steer to the left with the stick, point to the right with the remote. You control both characters, one embodied by the nunchuck, the other by the remote.
In multiplayer:
Player one steers with one remote, held classically, tilt to steer, d-pad = break, boost, loop, etc. 1=homing shot, 2=regular shot.
In multiplayer, player 1 still shoots, it is light fire and can't lock on. Homing shots are limited by time (over heating light weaponry)
Player 2 also has a remote but can point to aim, lock on, shoot bombs.
ALSO. In multiplayer the second player can detach via, tractor beam tether in which they have limited mobility via tilt. This may be used with puzzles and some more demanding combat.
So thats off the top of my head. Probably terrible, just spewing thoughts.