I was lucky enough to play a couple minutes of Star Fox Zero during E3 2015. To briefly describe the controls, I would use the word “odd”. That’s “odd” in a different way and not a bad way.
I can understand Mr. Miyamoto’s comments – made to Speigel Online – in allowing players sometime to fully understand and master the controls for Star Fox Zero. It’s a GamePad game that should have been made two years ago.
Spiegel Online: The controls of “Star Fox Zero” are due to the two screens a challenge.
Miyamoto: Compared to other games, it is a bit complex. There are many ways how video games entertain the player. One of it is the process understanding how a game works – another the process to master the controls. With mastering the controls you improve, which results in having fun. Our intention was not that players suggest: “There are two screens, that is making it complicated” Instead: “There are two screens, I can do different things on them.”
Spiegel Online: How long does it take to get into the game?
Miyamoto: It is hard to understand the basics, if you just try Star Fox Zero for a few minutes at like a games expo. Anyhow, if people buy the game and play it at home, after one or two days, they will reach the point where they understand how it works, how to master it – that is the moment the fun begins.
June 29, 2015
Reading this makes me think about Kid Icarus: Uprising. I remember being very disoriented at the start but made clear improvements as I progressed However, I never grew to “like” the Kid Icarus control scheme and I’m hoping the same is not true about Star Fox. Regardless, one of the things I most appreciate about Nintendo is their willingness to try new things even with tried and true franchises (Metroid in 3D!! Cel-Shaded Zelda!! Sacrilege!!)