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GCN Star Fox Adventures

Posted by EricBall, 05 July 2007 · 45 views

Although it's no Zelda OoT, I'm quite enjoying ripping through Star Fox Adventures.

the bads:
#1 Exit doesn't save, or give the option to save! (I lost an entire stage discovering this.)
#2 Very linear. There's one path through the game and very few (and very short) side stories. In most cases it's pretty obvious where to go & what to do.
#3 Although the manual seems to suggest a complex attack system, it really comes down to A-button mashing while wiggling the control stick. (Although it's far easier to freeze the biggest SharpClaws than to find that first hole in their defense.) Plus, there's no combat tutorial.

the goods:
#1 Save anywhere, anytime - although the restore brings you back to an earlier point.
#2 Hints from Slippy & Peppy for when that path isn't obvious. (Although this does make the game even easier.)
#3 Fox's expressions

I was able to pick it up for $10 (including shipping) on eBay. Definitely worth it at that price.




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#2 Very linear. There's one path through the game and very few (and very short) side stories. In most cases it's pretty obvious where to go & what to do.

You accidently posted this in the "bads" list :ponder:
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Quote

#3 Although the manual seems to suggest a complex attack system, it really comes down to A-button mashing while wiggling the control stick. (Although it's far easier to freeze the biggest SharpClaws than to find that first hole in their defense.) Plus, there's no combat tutorial.
Coincidentally, I was just playing this with my brother Tuesday night, and he discovered that if you roll towards an enemy and strike out of that roll you can perform some different moves (which are pretty cool looking).
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Cybergoth, on Thu Jul 5, 2007 12:11 PM, said:

Quote

#2 Very linear. There's one path through the game and very few (and very short) side stories. In most cases it's pretty obvious where to go & what to do.
You accidently posted this in the "bads" list :ponder:
I put it in "bads" because sometimes it feels like I'm playing a rail shooter. I guess I could put the "obvious" bit in the "goods", although I prefer a little challenge rather than being lead by the nose through the game.

For example, yesterday I got stuck on the third Spell Stone - I couldn't figure out how to open a door. Slippy said look high & use ice, but I'd been up to the balcony, and even extinguished some of the colored flames without effect. Just before I went to the walkthrough, I stumbled into the solution. It turned out the blue flamed torches at the entrance to the hall were part of the sequence giving the order the balcony flames needed to be extinguished.

That's the level of challenge I like. Obvious once I figure it out, but not so obivious I don't need to think.

vdub_bobby, on Thu Jul 5, 2007 5:23 PM, said:

Quote

#3 Although the manual seems to suggest a complex attack system, it really comes down to A-button mashing while wiggling the control stick. (Although it's far easier to freeze the biggest SharpClaws than to find that first hole in their defense.) Plus, there's no combat tutorial.
Coincidentally, I was just playing this with my brother Tuesday night, and he discovered that if you roll towards an enemy and strike out of that roll you can perform some different moves (which are pretty cool looking).
I looked at the IGN walkthrough and the position of the control stick controls where to hit the baddie. I also tried the roll attack and it's neat when you get the timing right. I still get better results from button mashing.
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EricBall, on Fri Jul 6, 2007 5:40 PM, said:

Cybergoth, on Thu Jul 5, 2007 12:11 PM, said:

Quote

#2 Very linear. There's one path through the game and very few (and very short) side stories. In most cases it's pretty obvious where to go & what to do.
You accidently posted this in the "bads" list ;)
I put it in "bads" because sometimes it feels like I'm playing a rail shooter. I guess I could put the "obvious" bit in the "goods", although I prefer a little challenge rather than being lead by the nose through the game.

I know it's just a matter of taste, but usually when I read some advertisment for a game filled with buzz words like "Huge world" near/3 "Free Exploration", then I know it's nothing for me :ponder:

I really do prefer games that make it pretty clear where to go and what to do, more telling me a story than forcing me to make my own. Well, maybe not the best example for story telling, but for instance I loved Duke Nukem 3D for being so linear, compared to all the key/door searching that other then popular Ego-Shooters required :D
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