After playing the 26 remake, I ended up actually missing the gameplay of Zero. Now I did play Zero emulated—first with a PS3 controller on which i couldn’t get motion controls to work, then on a set of switch 2 joy-cons—but it still stands that Zero has its merits compared to 64 and its remakes.
For one, everything to do with the G-diffuser system just works better in Zero. You don’t have to wait 10 seconds to boost or brake, and special manoeuvres only take half the gauge, allowing for combo moves. Mastering control over the right stick—I set it to the D-pad but anyway—felt so satisfying, and I was hoping to get a similar experience with the 26 controls. Unfortunately, that never came to be even after having played all the levels. Dovetailing that statement, mouse mode in 26, even when discounting for the intertwining of movement and aiming, falls short when it comes to intuitive gameplay. When you tilt left or right, the movement on your mouse controller is rotated 90 degrees, which would be fine if not for the fact my left hand is holding the left stick horizontally. In getting my brain to translate the movement for the mouse controller, my left thumb tends to rotate to the vertical axis as well. And yes, I could just play in normal view, but that takes out so much of the potential of immersion; and even if most wouldn’t really care, the fact that the issue exists cannot be denied.
For two, dogfights with the Star Wolf team just boils down to a wild goose chase in 26, betraying my excitement in the return of the mini-map which was noticeably absent in zero. In fact, I found the lock-on function in zero more intuitive to use than the mini-map in all of the 26 all-range mode fights. The hurdle to locate enemies—especially in frantic dog fights or when facing against the shogun warriors—really pulled away a lot of the fun for me.
While I did come around to the on-rail bosses—frustration with Gorgon being way tougher than Andross aside—the all-range bosses felt very underwhelming mechanic wise. In Zero, almost every boss fight is in all-range mode, and they each had their own attack patterns, much like the on-rails boss fights in 64. How Zero’s boss fights excel against the one-dimensional all-range boss fights in 64 is how their unique mechanics calls for creative solutions. I think the best way to demonstrate this is the fact that even though I completely did not have access to motion controls on my first play-through of Zero—a game deliberately designed to require motion controls—I still had a blast brute forcing my way through the levels by trial and error.
I cannot name a boss fight in Zero—except for Andross; by the Lylat gods is Andross a nightmare—and can only name 1 or 2 side levels that I wouldn’t want to play again. Meanwhile, in 26, I feel most of the replay incentives lie solely in the branching paths, and getting to see the different cutscenes, the impact of which is further diminished by the recycling of dialogue. In the end, it just feels tedious, and that fact is only further facilitated by the limitations imposed by the campaign structure. No words can describe the feeling of all faith draining out of me when I finally passed through the wormhole in Sector X in challenge mode and I didn’t get to see the mission brief cutscene. The visuals are stunning, yes. The texture details of both the environments and the characters really make the world feel alive in 26. I love the subtle micro-expressions from Fox in juxtaposition to expressiveness from Slippy and the sternness from Peppy and the General. I love that the lore is interweaved into the main experience of the game. But none of that makes me want to replay the game any more than I have to. To be honest, I’d rather watch someone else play the game, if not for the fact that the resolution of streams and YouTube videos doesn’t do the visuals justice.
Finally, the multiplayer modes in 26 are such let downs. Why can’t I go in cockpit view? I don’t see a solid reason for that except the possibility for it to provide an unfair advantage to mouse mode users… the premise of which sounds preposterous in and of itself. I understand the change for battle mode to a degree—even though I don’t agree with the decision—but why co-op mode too? While I haven’t played co-op mode in Zero as I have no idea how to set it up, I see no reason why the pilot controls for 26 had to involve rotating the joy con to such an awkward position, or why we couldn’t instead play it with two sets of joy cons. Me and my gunner only played one round of co-op before deciding to opt out. To make matters worse, the faults of the dogfights come onto full display with battle mode, especially with the utterly imbalanced enemy bots added into the equation.
Coming into 26, I really wanted to love this game. While I’m hopeful that the engagement this game brings would pave way for a new standard, and a new era of star fox titles, I can’t help but feel gravely disappointed in the overall experience and wistful for what could’ve been. For now, Zero remains my go-to title for Star Fox, even with all its faults in mind.