26

фев

That’s not the most interesting monolith on Phobos. There is a stranger more interesting one on the lip of the largest crater on Phobos. Looks like a round or oblate structure, like a black flattened ball, with what appears to be two legs or arms clinging to the soil. It’s there on most posted images of Phobos, but nobody except one noticed it. Earth moon monolith. Closeup of the monolith taken by MRO When NASA’s Mars Reconnaissance Orbiter (MRO) mapped the tiny Martian moon, Phobos and beamed back photos of the small, potato-shaped satellite, a furor broke out amongst space buffs. Tags Conspiracy Phobos monolith Space Force space mysteries Micah Hanks is a writer, podcaster, and researcher whose interests cover a variety of subjects. His areas of focus include history, science, philosophy, current events, cultural studies, technology, unexplained phenomena, and ways the future of humankind may be influenced by science and innovation in the coming decades. The location of the monolith (HiRISE image PIA10368) The Phobos monolith is a large rock on the surface of Mars's moon Phobos. It is a boulder about 85 m (279 ft) across and 90 m (300 ft) tall. A monolith is a geological feature consisting of a single massive piece of rock. The monolith appears to be a large boulder, variously described as building-sized or 90m tall. It stands in a desolate, featureless region of Phobos, which probably makes the monolith seem even more impressive. Other spooky features, like the infamous face on Mars.

MSRP $59.99Star Fox has been missing in action for a long time. There have been a few spin-off entries in the series, but the core franchise hasn’t seen a real entry since 1997’s beloved Star Fox 64. After a rotating cast of developers experimented with the form to various degrees in Adventures, Command, and Assault, Bayonetta studio Platinum Games has taken the helm for a much more traditional take on the series with Star Fox Zero.As the approaches the end of its life, Star Fox Zero looks to be one of the final major releases for Nintendo’s ill-fated follow-up to the Wii before the rumored NX arrives. Is it a fitting swan song for an under-utilized console, or too little too late? It’s about time you showed up, FoxThe core gameplay remains essentially the same as in Star Fox 64. Levels are either on rails, guiding you through a colorful rollercoaster while you blast enemies, dodge environmental hazards, and rack up points; or all-range battles where you must face enemies in fixed arenas. Platinum’s action pedigree shines particularly in the linear levels, which are intense and tightly designed.

In addition to the classic Arwing jet and Landmaster tank, Zero introduces two new vehicles to the Star Fox roster, all of which are featured in levels throughout the game. The Arwing has an alternate, bipedal Walker form, which it can switch into at any time. There is also the new Gyrocopter — a stealthy drone that drops a small, cable-connected robot that looks like ROB (who looks like Wall-E) so you can explore tight passages or hack panels. The hacking aspect feels under developed, with its stealth/puzzle sections a somewhat tedious distraction in an otherwise fun campaign.The campaign takes roughly five or six hours to run through, but branching paths, collectible medallions, hidden levels, and the pursuit of higher scores give it a lot of replay-ability. Collecting those medals stashed around each level unlocks additional challenge missions for each vehicle, providing more fodder if you want to chase a high score. Do a barrel roll!The new control scheme with the Wii U gamepad has been a major source of interest and consternation among fans. We found it somewhat clumsy when we first got our hands on it at E3 2015, but got used to it pretty quickly when we played at home.

Star Fox Zero for Wii U is the latest entry in the Star Fox series. Fox, Falco, Peppy and Slippy are back once again in the Star Fox mercenary team. In this instalment, you use the TV screen to pilot your craft, while using the cockpit view on the Wii U GamePad to shoot down your enemies. Star Fox Zero serves as a good way to please fans and get new players on board, but the occasional control issues can be slightly frustrating. Feel free to forget about Guard, though.

While the television screen shows the series-standard third-person view, the gamepad provides a first-person perspective from inside the cockpit. In previous Star Fox games you simply aimed at wherever you were flying, but targeting is now controlled by the gamepad’s gyroscope. Star Fox Zero’s linear levels are intense and tightly designed.Switching back and forth between two screens can be disorienting, and it forces you to be more mindful of how you hold the controller relative to where you are looking.

Star Fox Zero

After getting over the initial confusion, however, we found that decoupling where you are flying and where you are aiming opened up a wider range of tactical possibilities than were previously available, like buzzing a large enemy ship and maintaining constant fire as you zoom by.Awkwardness does arise in situations where the aiming reticle on the television doesn’t quite fire where it appears to at certain ranges, forcing you to use the gamepad for more accurate aiming. It also has a tendency to lose its center, particularly in all-range battles, but a quick press of the left stick recalibrates it. There’s a distinctly steeper learning curve than in previous incarnations, but accordingly the ultimate skill cap is higher, allowing for a greater degree of mastery through repeated play.A secondary benefit of this control scheme is that it allows for a new kind of local cooperative play, with one player flying with an additional controller while a second player takes the turret on the gamepad. It’s nothing revolutionary, but it’s a fun way for two players to enjoy an otherwise single-player experience together. A lot of people seem irked by the new control scheme, particularly because it’s more or less mandatory.

It can be awkward, but we applaud the fact that it actually makes use of the console’s unique capabilities. With few exceptions (like the delightful Affordable Space Adventures or some parts of Nintendo Land), almost no games released during the Wii U’s lifespan utilized its secondary screen in any meaningful way to create gameplay that could not exist otherwise. Had this game come out early in the console’s life, it could have encouraged more experimentation, but as is it serves as an unfortunate reminder of what could have been. We’ve been here beforePlaying through the game’s first level on Corneria, you could easily be forgiven for thinking that this is an HD remaster of Star Fox 64, and not a wholly new sequel. The models all feature more detailed skins, but they are draped over essentially the same, polygonal forms from the previous game. All the familiar characters return with the same voices, and even their talking portrait animations between levels have the same, choppy framerate, including that muppety robot, ROB 64, who gives updates from the Great Fox.As a generation that came of age in the 80s and 90s has grown into gaming adults, nostalgia has become a huge driving factor in what games are made and how. Star Fox Zero sits on a knife-edge between capturing the spirit of a.

Fox

Nintendo is still gamely puttering along and releasing a game every couple of months for Wii U, the latest being Star Fox Zero, available Friday. The latest in a line of space-dogfight games starring a cast of battle-hardened, no-nonsense fuzzy animals, Zero is built around a weird gimmick, one that in my experience I never got comfortable enough with to start really having fun.Here's the twist: On your television screen, you see a full third-person view of the action: Your ship, the terrain, the enemies, their bullets. On the screen that's built in to the Wii U's GamePad controller, you can see a first-person view from the cockpit of ace pilot Fox McCloud. So you've got to split your attention between the television and the controller, avoiding collisions and enemy fire by controlling your ship with the joystick while simultaneously using the pad's motion control to aim your cursor and fire, constantly looking between both screens.It sounds confusing. It is confusing. It's also not optional.

This is how you play Star Fox Zero. It's the shooter equivalent of rubbing your stomach while patting your head and also keeping a hacky-sack in the air with your foot.

There was an excellent level that I felt made great use of the two-screen concept. While Fox's standard vehicle is the plane-like Arwing, there are many other controllable assault vehicles used in the game's levels, each of which handles differently. One level was built around a hovercraft, a gyro-copter sort of contraption that was paired with a stealth mission. So in this case, you had minute control over the movements of your craft, and could hover in mid-air unmolested while you looked around, checked both screens, and formulated a plan of attack. This was a coherent marriage of control scheme and gameplay.Star Fox Zero is in all other respects a highly polished experience, Nintendo at its best: The worlds you fly to are beautiful and varied, the enemy designs are clever, the music is fantastic—but it's as if you were trying to play it through a hole in a fence, working around a weird control setup instead of that control setup working for you. If there are players out there for whom this control scheme makes perfect sense, they'll find little to dislike about Star Fox Zero.

But that wasn't me. Bonus: A Better GameIf you buy Star Fox Zero at retail, a second disc is included featuring a separate game called Star Fox Guard.

This is another one of Nintendo's experiments in crafting games that use both the television and the GamePad screen in tandem. The difference with Star Fox Guard is that, for me at least, it clicked automatically, and I was having a blast from the first moment.Star Fox Guard is a sort of tower-defense game, but it's almost entirely (from what I've played so far, the first 20 or so levels) about quick reflexes rather than strategy.

On the GamePad screen, you see an overhead view of your base, which has winding hallways that lead to a glowing widget that you do not want enemies to get anywhere near. You have 12 security cameras, and you use the touch screen to drag them around to any of your base's walls and swivel them around, at will. NintendoThe television shows the video feeds from each of those cameras. You set the cameras up so that you can see as much of the base as possible, then when enemies start trooping in, you watch the array of monitors, select the camera on which you see the enemies appear, then use the guns mounted to each camera to blast them before they can make headway.Soon it starts sending in tougher enemies: They might disable your cameras (or destroy them entirely), they might appear on the monitor screens but not on the map, and they might carry shields so you have to shoot them from the back.This is brilliant from the off, and it's only possible on Wii U. Switching your focus between screens, in this game, is a much more intuitive process. It adds a feeling of tension having to juggle the two, but it feels great every time you successfully repel a wave of invaders. I'm not even sure which feels better—being so on-point that none of the enemies even gets close to the middle of your base, or pulling off a total skin-of-your-teeth victory by wildly spinning a camera around at the absolute last second while blind-firing.You can buy Star Fox Guard by itself on the Wii U's digital store, which I wholeheartedly recommend.

For Star Fox Zero, on the other hand, I think it all depends on your own personal appetite for confusion.

That’s not the most interesting monolith on Phobos. There is a stranger more interesting one on the lip of the largest crater on Phobos. Looks like a round or oblate structure, like a black flattened ball, with what appears to be two legs or arms clinging to the soil. It’s there on most posted images of Phobos, but nobody except one noticed it. Earth moon monolith. Closeup of the monolith taken by MRO When NASA’s Mars Reconnaissance Orbiter (MRO) mapped the tiny Martian moon, Phobos and beamed back photos of the small, potato-shaped satellite, a furor broke out amongst space buffs. Tags Conspiracy Phobos monolith Space Force space mysteries Micah Hanks is a writer, podcaster, and researcher whose interests cover a variety of subjects. His areas of focus include history, science, philosophy, current events, cultural studies, technology, unexplained phenomena, and ways the future of humankind may be influenced by science and innovation in the coming decades. The location of the monolith (HiRISE image PIA10368) The Phobos monolith is a large rock on the surface of Mars\'s moon Phobos. It is a boulder about 85 m (279 ft) across and 90 m (300 ft) tall. A monolith is a geological feature consisting of a single massive piece of rock. The monolith appears to be a large boulder, variously described as building-sized or 90m tall. It stands in a desolate, featureless region of Phobos, which probably makes the monolith seem even more impressive. Other spooky features, like the infamous face on Mars.

MSRP $59.99Star Fox has been missing in action for a long time. There have been a few spin-off entries in the series, but the core franchise hasn’t seen a real entry since 1997’s beloved Star Fox 64. After a rotating cast of developers experimented with the form to various degrees in Adventures, Command, and Assault, Bayonetta studio Platinum Games has taken the helm for a much more traditional take on the series with Star Fox Zero.As the approaches the end of its life, Star Fox Zero looks to be one of the final major releases for Nintendo’s ill-fated follow-up to the Wii before the rumored NX arrives. Is it a fitting swan song for an under-utilized console, or too little too late? It’s about time you showed up, FoxThe core gameplay remains essentially the same as in Star Fox 64. Levels are either on rails, guiding you through a colorful rollercoaster while you blast enemies, dodge environmental hazards, and rack up points; or all-range battles where you must face enemies in fixed arenas. Platinum’s action pedigree shines particularly in the linear levels, which are intense and tightly designed.

In addition to the classic Arwing jet and Landmaster tank, Zero introduces two new vehicles to the Star Fox roster, all of which are featured in levels throughout the game. The Arwing has an alternate, bipedal Walker form, which it can switch into at any time. There is also the new Gyrocopter — a stealthy drone that drops a small, cable-connected robot that looks like ROB (who looks like Wall-E) so you can explore tight passages or hack panels. The hacking aspect feels under developed, with its stealth/puzzle sections a somewhat tedious distraction in an otherwise fun campaign.The campaign takes roughly five or six hours to run through, but branching paths, collectible medallions, hidden levels, and the pursuit of higher scores give it a lot of replay-ability. Collecting those medals stashed around each level unlocks additional challenge missions for each vehicle, providing more fodder if you want to chase a high score. Do a barrel roll!The new control scheme with the Wii U gamepad has been a major source of interest and consternation among fans. We found it somewhat clumsy when we first got our hands on it at E3 2015, but got used to it pretty quickly when we played at home.

Star Fox Zero for Wii U is the latest entry in the Star Fox series. Fox, Falco, Peppy and Slippy are back once again in the Star Fox mercenary team. In this instalment, you use the TV screen to pilot your craft, while using the cockpit view on the Wii U GamePad to shoot down your enemies. Star Fox Zero serves as a good way to please fans and get new players on board, but the occasional control issues can be slightly frustrating. Feel free to forget about Guard, though.

While the television screen shows the series-standard third-person view, the gamepad provides a first-person perspective from inside the cockpit. In previous Star Fox games you simply aimed at wherever you were flying, but targeting is now controlled by the gamepad’s gyroscope. Star Fox Zero’s linear levels are intense and tightly designed.Switching back and forth between two screens can be disorienting, and it forces you to be more mindful of how you hold the controller relative to where you are looking.

\'Star

After getting over the initial confusion, however, we found that decoupling where you are flying and where you are aiming opened up a wider range of tactical possibilities than were previously available, like buzzing a large enemy ship and maintaining constant fire as you zoom by.Awkwardness does arise in situations where the aiming reticle on the television doesn’t quite fire where it appears to at certain ranges, forcing you to use the gamepad for more accurate aiming. It also has a tendency to lose its center, particularly in all-range battles, but a quick press of the left stick recalibrates it. There’s a distinctly steeper learning curve than in previous incarnations, but accordingly the ultimate skill cap is higher, allowing for a greater degree of mastery through repeated play.A secondary benefit of this control scheme is that it allows for a new kind of local cooperative play, with one player flying with an additional controller while a second player takes the turret on the gamepad. It’s nothing revolutionary, but it’s a fun way for two players to enjoy an otherwise single-player experience together. A lot of people seem irked by the new control scheme, particularly because it’s more or less mandatory.

It can be awkward, but we applaud the fact that it actually makes use of the console’s unique capabilities. With few exceptions (like the delightful Affordable Space Adventures or some parts of Nintendo Land), almost no games released during the Wii U’s lifespan utilized its secondary screen in any meaningful way to create gameplay that could not exist otherwise. Had this game come out early in the console’s life, it could have encouraged more experimentation, but as is it serves as an unfortunate reminder of what could have been. We’ve been here beforePlaying through the game’s first level on Corneria, you could easily be forgiven for thinking that this is an HD remaster of Star Fox 64, and not a wholly new sequel. The models all feature more detailed skins, but they are draped over essentially the same, polygonal forms from the previous game. All the familiar characters return with the same voices, and even their talking portrait animations between levels have the same, choppy framerate, including that muppety robot, ROB 64, who gives updates from the Great Fox.As a generation that came of age in the 80s and 90s has grown into gaming adults, nostalgia has become a huge driving factor in what games are made and how. Star Fox Zero sits on a knife-edge between capturing the spirit of a.

\'Fox\'

Nintendo is still gamely puttering along and releasing a game every couple of months for Wii U, the latest being Star Fox Zero, available Friday. The latest in a line of space-dogfight games starring a cast of battle-hardened, no-nonsense fuzzy animals, Zero is built around a weird gimmick, one that in my experience I never got comfortable enough with to start really having fun.Here\'s the twist: On your television screen, you see a full third-person view of the action: Your ship, the terrain, the enemies, their bullets. On the screen that\'s built in to the Wii U\'s GamePad controller, you can see a first-person view from the cockpit of ace pilot Fox McCloud. So you\'ve got to split your attention between the television and the controller, avoiding collisions and enemy fire by controlling your ship with the joystick while simultaneously using the pad\'s motion control to aim your cursor and fire, constantly looking between both screens.It sounds confusing. It is confusing. It\'s also not optional.

This is how you play Star Fox Zero. It\'s the shooter equivalent of rubbing your stomach while patting your head and also keeping a hacky-sack in the air with your foot.

There was an excellent level that I felt made great use of the two-screen concept. While Fox\'s standard vehicle is the plane-like Arwing, there are many other controllable assault vehicles used in the game\'s levels, each of which handles differently. One level was built around a hovercraft, a gyro-copter sort of contraption that was paired with a stealth mission. So in this case, you had minute control over the movements of your craft, and could hover in mid-air unmolested while you looked around, checked both screens, and formulated a plan of attack. This was a coherent marriage of control scheme and gameplay.Star Fox Zero is in all other respects a highly polished experience, Nintendo at its best: The worlds you fly to are beautiful and varied, the enemy designs are clever, the music is fantastic—but it\'s as if you were trying to play it through a hole in a fence, working around a weird control setup instead of that control setup working for you. If there are players out there for whom this control scheme makes perfect sense, they\'ll find little to dislike about Star Fox Zero.

But that wasn\'t me. Bonus: A Better GameIf you buy Star Fox Zero at retail, a second disc is included featuring a separate game called Star Fox Guard.

This is another one of Nintendo\'s experiments in crafting games that use both the television and the GamePad screen in tandem. The difference with Star Fox Guard is that, for me at least, it clicked automatically, and I was having a blast from the first moment.Star Fox Guard is a sort of tower-defense game, but it\'s almost entirely (from what I\'ve played so far, the first 20 or so levels) about quick reflexes rather than strategy.

On the GamePad screen, you see an overhead view of your base, which has winding hallways that lead to a glowing widget that you do not want enemies to get anywhere near. You have 12 security cameras, and you use the touch screen to drag them around to any of your base\'s walls and swivel them around, at will. NintendoThe television shows the video feeds from each of those cameras. You set the cameras up so that you can see as much of the base as possible, then when enemies start trooping in, you watch the array of monitors, select the camera on which you see the enemies appear, then use the guns mounted to each camera to blast them before they can make headway.Soon it starts sending in tougher enemies: They might disable your cameras (or destroy them entirely), they might appear on the monitor screens but not on the map, and they might carry shields so you have to shoot them from the back.This is brilliant from the off, and it\'s only possible on Wii U. Switching your focus between screens, in this game, is a much more intuitive process. It adds a feeling of tension having to juggle the two, but it feels great every time you successfully repel a wave of invaders. I\'m not even sure which feels better—being so on-point that none of the enemies even gets close to the middle of your base, or pulling off a total skin-of-your-teeth victory by wildly spinning a camera around at the absolute last second while blind-firing.You can buy Star Fox Guard by itself on the Wii U\'s digital store, which I wholeheartedly recommend.

For Star Fox Zero, on the other hand, I think it all depends on your own personal appetite for confusion.

...'>Star Fox Zero(26.02.2020)
  • gridapp.netlify.appStar Fox Zero ★ ★
  • That’s not the most interesting monolith on Phobos. There is a stranger more interesting one on the lip of the largest crater on Phobos. Looks like a round or oblate structure, like a black flattened ball, with what appears to be two legs or arms clinging to the soil. It’s there on most posted images of Phobos, but nobody except one noticed it. Earth moon monolith. Closeup of the monolith taken by MRO When NASA’s Mars Reconnaissance Orbiter (MRO) mapped the tiny Martian moon, Phobos and beamed back photos of the small, potato-shaped satellite, a furor broke out amongst space buffs. Tags Conspiracy Phobos monolith Space Force space mysteries Micah Hanks is a writer, podcaster, and researcher whose interests cover a variety of subjects. His areas of focus include history, science, philosophy, current events, cultural studies, technology, unexplained phenomena, and ways the future of humankind may be influenced by science and innovation in the coming decades. The location of the monolith (HiRISE image PIA10368) The Phobos monolith is a large rock on the surface of Mars\'s moon Phobos. It is a boulder about 85 m (279 ft) across and 90 m (300 ft) tall. A monolith is a geological feature consisting of a single massive piece of rock. The monolith appears to be a large boulder, variously described as building-sized or 90m tall. It stands in a desolate, featureless region of Phobos, which probably makes the monolith seem even more impressive. Other spooky features, like the infamous face on Mars.

    MSRP $59.99Star Fox has been missing in action for a long time. There have been a few spin-off entries in the series, but the core franchise hasn’t seen a real entry since 1997’s beloved Star Fox 64. After a rotating cast of developers experimented with the form to various degrees in Adventures, Command, and Assault, Bayonetta studio Platinum Games has taken the helm for a much more traditional take on the series with Star Fox Zero.As the approaches the end of its life, Star Fox Zero looks to be one of the final major releases for Nintendo’s ill-fated follow-up to the Wii before the rumored NX arrives. Is it a fitting swan song for an under-utilized console, or too little too late? It’s about time you showed up, FoxThe core gameplay remains essentially the same as in Star Fox 64. Levels are either on rails, guiding you through a colorful rollercoaster while you blast enemies, dodge environmental hazards, and rack up points; or all-range battles where you must face enemies in fixed arenas. Platinum’s action pedigree shines particularly in the linear levels, which are intense and tightly designed.

    In addition to the classic Arwing jet and Landmaster tank, Zero introduces two new vehicles to the Star Fox roster, all of which are featured in levels throughout the game. The Arwing has an alternate, bipedal Walker form, which it can switch into at any time. There is also the new Gyrocopter — a stealthy drone that drops a small, cable-connected robot that looks like ROB (who looks like Wall-E) so you can explore tight passages or hack panels. The hacking aspect feels under developed, with its stealth/puzzle sections a somewhat tedious distraction in an otherwise fun campaign.The campaign takes roughly five or six hours to run through, but branching paths, collectible medallions, hidden levels, and the pursuit of higher scores give it a lot of replay-ability. Collecting those medals stashed around each level unlocks additional challenge missions for each vehicle, providing more fodder if you want to chase a high score. Do a barrel roll!The new control scheme with the Wii U gamepad has been a major source of interest and consternation among fans. We found it somewhat clumsy when we first got our hands on it at E3 2015, but got used to it pretty quickly when we played at home.

    Star Fox Zero for Wii U is the latest entry in the Star Fox series. Fox, Falco, Peppy and Slippy are back once again in the Star Fox mercenary team. In this instalment, you use the TV screen to pilot your craft, while using the cockpit view on the Wii U GamePad to shoot down your enemies. Star Fox Zero serves as a good way to please fans and get new players on board, but the occasional control issues can be slightly frustrating. Feel free to forget about Guard, though.

    While the television screen shows the series-standard third-person view, the gamepad provides a first-person perspective from inside the cockpit. In previous Star Fox games you simply aimed at wherever you were flying, but targeting is now controlled by the gamepad’s gyroscope. Star Fox Zero’s linear levels are intense and tightly designed.Switching back and forth between two screens can be disorienting, and it forces you to be more mindful of how you hold the controller relative to where you are looking.

    \'Star

    After getting over the initial confusion, however, we found that decoupling where you are flying and where you are aiming opened up a wider range of tactical possibilities than were previously available, like buzzing a large enemy ship and maintaining constant fire as you zoom by.Awkwardness does arise in situations where the aiming reticle on the television doesn’t quite fire where it appears to at certain ranges, forcing you to use the gamepad for more accurate aiming. It also has a tendency to lose its center, particularly in all-range battles, but a quick press of the left stick recalibrates it. There’s a distinctly steeper learning curve than in previous incarnations, but accordingly the ultimate skill cap is higher, allowing for a greater degree of mastery through repeated play.A secondary benefit of this control scheme is that it allows for a new kind of local cooperative play, with one player flying with an additional controller while a second player takes the turret on the gamepad. It’s nothing revolutionary, but it’s a fun way for two players to enjoy an otherwise single-player experience together. A lot of people seem irked by the new control scheme, particularly because it’s more or less mandatory.

    It can be awkward, but we applaud the fact that it actually makes use of the console’s unique capabilities. With few exceptions (like the delightful Affordable Space Adventures or some parts of Nintendo Land), almost no games released during the Wii U’s lifespan utilized its secondary screen in any meaningful way to create gameplay that could not exist otherwise. Had this game come out early in the console’s life, it could have encouraged more experimentation, but as is it serves as an unfortunate reminder of what could have been. We’ve been here beforePlaying through the game’s first level on Corneria, you could easily be forgiven for thinking that this is an HD remaster of Star Fox 64, and not a wholly new sequel. The models all feature more detailed skins, but they are draped over essentially the same, polygonal forms from the previous game. All the familiar characters return with the same voices, and even their talking portrait animations between levels have the same, choppy framerate, including that muppety robot, ROB 64, who gives updates from the Great Fox.As a generation that came of age in the 80s and 90s has grown into gaming adults, nostalgia has become a huge driving factor in what games are made and how. Star Fox Zero sits on a knife-edge between capturing the spirit of a.

    \'Fox\'

    Nintendo is still gamely puttering along and releasing a game every couple of months for Wii U, the latest being Star Fox Zero, available Friday. The latest in a line of space-dogfight games starring a cast of battle-hardened, no-nonsense fuzzy animals, Zero is built around a weird gimmick, one that in my experience I never got comfortable enough with to start really having fun.Here\'s the twist: On your television screen, you see a full third-person view of the action: Your ship, the terrain, the enemies, their bullets. On the screen that\'s built in to the Wii U\'s GamePad controller, you can see a first-person view from the cockpit of ace pilot Fox McCloud. So you\'ve got to split your attention between the television and the controller, avoiding collisions and enemy fire by controlling your ship with the joystick while simultaneously using the pad\'s motion control to aim your cursor and fire, constantly looking between both screens.It sounds confusing. It is confusing. It\'s also not optional.

    This is how you play Star Fox Zero. It\'s the shooter equivalent of rubbing your stomach while patting your head and also keeping a hacky-sack in the air with your foot.

    There was an excellent level that I felt made great use of the two-screen concept. While Fox\'s standard vehicle is the plane-like Arwing, there are many other controllable assault vehicles used in the game\'s levels, each of which handles differently. One level was built around a hovercraft, a gyro-copter sort of contraption that was paired with a stealth mission. So in this case, you had minute control over the movements of your craft, and could hover in mid-air unmolested while you looked around, checked both screens, and formulated a plan of attack. This was a coherent marriage of control scheme and gameplay.Star Fox Zero is in all other respects a highly polished experience, Nintendo at its best: The worlds you fly to are beautiful and varied, the enemy designs are clever, the music is fantastic—but it\'s as if you were trying to play it through a hole in a fence, working around a weird control setup instead of that control setup working for you. If there are players out there for whom this control scheme makes perfect sense, they\'ll find little to dislike about Star Fox Zero.

    But that wasn\'t me. Bonus: A Better GameIf you buy Star Fox Zero at retail, a second disc is included featuring a separate game called Star Fox Guard.

    This is another one of Nintendo\'s experiments in crafting games that use both the television and the GamePad screen in tandem. The difference with Star Fox Guard is that, for me at least, it clicked automatically, and I was having a blast from the first moment.Star Fox Guard is a sort of tower-defense game, but it\'s almost entirely (from what I\'ve played so far, the first 20 or so levels) about quick reflexes rather than strategy.

    On the GamePad screen, you see an overhead view of your base, which has winding hallways that lead to a glowing widget that you do not want enemies to get anywhere near. You have 12 security cameras, and you use the touch screen to drag them around to any of your base\'s walls and swivel them around, at will. NintendoThe television shows the video feeds from each of those cameras. You set the cameras up so that you can see as much of the base as possible, then when enemies start trooping in, you watch the array of monitors, select the camera on which you see the enemies appear, then use the guns mounted to each camera to blast them before they can make headway.Soon it starts sending in tougher enemies: They might disable your cameras (or destroy them entirely), they might appear on the monitor screens but not on the map, and they might carry shields so you have to shoot them from the back.This is brilliant from the off, and it\'s only possible on Wii U. Switching your focus between screens, in this game, is a much more intuitive process. It adds a feeling of tension having to juggle the two, but it feels great every time you successfully repel a wave of invaders. I\'m not even sure which feels better—being so on-point that none of the enemies even gets close to the middle of your base, or pulling off a total skin-of-your-teeth victory by wildly spinning a camera around at the absolute last second while blind-firing.You can buy Star Fox Guard by itself on the Wii U\'s digital store, which I wholeheartedly recommend.

    For Star Fox Zero, on the other hand, I think it all depends on your own personal appetite for confusion.

    ...'>Star Fox Zero(26.02.2020)
    © 2020 Star Fox Zero.