What does the future of Star Fox look like?
The Future, Fox?
This week, Zack Handlen treated us to a review of Nintendo’s new Star Fox game. With this game following the same story and format as the series’ most beloved entries (Star Fox 64 and the SNES original), Merlin The Tuna had to wonder if we could even call this a series at all:
Obligatory “nobody plays Star Fox for the plot” disclaimer aside, it seems like a bit of a red flag that the storyline is once again about James McCloud’s death and Andross’ return. This is a six-game series that has now done three different versions of that tale, and given that Star Fox Adventures was an unrelated game rebranded as Star Fox, I don’t think it’s unfair to say that we’re actually looking at three out of five.
So I guess what I’m saying is: Is this even a series? Repetition with these sorts of things isn’t unusual—Samus is always going to lose her powers and regain most of the same ones she had last time, Mario is always going to beat Bowser and rescue Peach, Mega Man is always going to fight robot masters and defeat Dr. Wily/Sigma—but this doesn’t even seem to give the pretense of being a new adventure.
With this in mind, ItsTheShadsy took some time to praise Star Fox Assault, the series’ GameCube entry:
I was going to post a comment about how almost all the criticisms in this review (unnecessary additional modes that don’t improve on the original gameplay) could apply to Star Fox: Assault. But on second thought, Assault really tried something different. I don’t think it succeeded, but it was at least a conscious attempt to push the series in a new direction. Turning Star Fox into Earth Defense Force might not have been the best way to go about that, since it didn’t play to the series’s acrobatic strengths, but it suggested somewhere else Star Fox could go. (I never played Command, but strategic war game elements are an exciting expansion of the games’ themes.) In contrast, Zero just sounds like a grab bag of ideas thrown into the air.
For as many things Assault got wrong, I was impressed by the risks it took in shaking up the stable of characters. Peppy retired, General Pepper was effectively dead, Krystal stepped up as a central player, Andross never appeared, and so on. The skeleton of the game was still similar, but it seemed like the series could sustain itself by rotating out the periphery. For something as formulaic as Star Fox, light serialization can go a long way toward keeping things fresh. That the story in Star Fox Zero is back to being identical to previous games reeks of broader creative stagnation. It’s troubling that the series is only allowing itself an extremely limited palette to play within, and based on Zack’s review, it sounds like that has bigger consequences.
The “Where does it go from here?” discussion reminds me of the troubles facing the Sonic The Hedgehog games. The original concept was executed brilliantly a few times. Anything trying to recapture the originals will always be in their shadow. But whenever a future game attempts some fundamental change, it’s usually either poorly executed or so divergent from the original DNA that it doesn’t connect. So if it can’t stay the same but is too brittle to evolve…what comes next? Does anything need to come next?
Up With The Sickness
Also this week, we had a new contributor, Alexander Chatziioannou, make his debut with a review of Hyper Light Drifter. The game is a challenging Zelda-like adventure through a gorgeously realized world, and its hero spends the journey battling an illness that has him occasionally coughing up blood and falling unconscious. While his condition may not manifest during fights and interfere with the action, it does create an interesting motivation for the character. It got Wolfman Jew thinking about the ways games could use persistent illnesses to shape stories, characters, and the way we play them:
I feel like we’ve spent some time recently discussing games that deliberately limit your power or success, so the character’s heart condition here is probably the most interesting thing about Hyper Light Drifter for me. This sounds kind of callous considering it has its origins in the creator’s own heart condition, but using medical conditions or disabilities or the like seem like smart ways to influence story and gameplay. Having some kind of constant that affects you in battle can add an extra wrinkle to combat, and games about terminal illness can use that to weaken the player character even as he or she becomes stronger in other areas. That could also help with a game’s difficulty by making it more dynamic, or causing the battle mechanics to be less of a grind by the end.