[0:00] There's a reason Nintendo keeps remaking [0:02] Star Fox 64. The N64 iteration of the [0:05] rail shooter, at the time the second [0:07] Star Fox release, remains the apex of [0:10] the franchise, a genuinely fantastic [0:12] game that still holds up and stands the [0:15] test of time. Subsequent sequels that [0:18] have attempted to recapture the magic [0:19] have floundered by comparison. This [0:21] latest iteration, simply titled Star Fox [0:24] for what I can only assume is meant to [0:26] be a soft reboot, plays just as great as [0:29] you remember and even looks better. But [0:32] if you've already played Star Fox 64 in [0:35] any iteration, it will be hard to shake [0:37] the feeling of deja vu. [0:46] Atmospheric entry complete. Extend the [0:48] wings. For the uninitiated, or perhaps [0:51] those who just learned about ultra cool [0:53] guy Fox Mloud from his spotlight [0:55] stealing cameo in the Mario Galaxy [0:57] movie, Star Fox takes place in a galaxy [1:00] called the Lilacat system, composed of [1:03] anthropomorphic animals with futuristic [1:05] space travel technology. Star Fox is a [1:08] group of well-funded fighter jock [1:10] mercenaries who are regularly called [1:13] upon by a military general, a dog named [1:16] Pepper, to assist their space combat [1:19] operations. As established in an opening [1:21] cutscene some years ago, Fox's father, [1:24] James Mloud, was in route to investigate [1:26] questionable activity on a planet named [1:29] Venom when his wingmate Pigma betrayed [1:31] him to the mad scientist Andros. James [1:34] was lost. his trusty wingman Pepe [1:37] escaped and Andros kept quietly [1:39] assembling his army for an invasion of [1:42] the rest of the Lilat system. That [1:44] sequence establishes one of the major [1:46] new features of this remake. Fully [1:49] animated cutscenes, and to their credit, [1:52] these are very well-made sequences. The [1:54] aerial stunts look cool while staying [1:56] true to the original spirit were needed, [1:59] and the voice acting has been updated to [2:01] facilitate the expanded scope. The more [2:04] realistic character designs were [2:05] divisive when shown off earlier this [2:07] year, but I felt fine with them from the [2:10] beginning, and after spending some time [2:12] seeing them animated in cutscenes, I've [2:14] come to really appreciate the look. [2:17] Their faces are nicely expressive, and [2:19] textures like fur give them a sense of [2:21] realism while still staying in the [2:23] fantastical world of space animals. The [2:26] vast majority of the cut scenes take [2:28] place aboard their docking ship, The [2:30] Great Fox, as they discuss strategy, but [2:32] the characters are still given lots of [2:34] characterization in their movements and [2:36] gestures to express their perspectives [2:38] and personalities. For example, Falco [2:41] rolls his eyes a lot because he is above [2:44] all kind of a jerk. [2:46] >> Some of your crew is worth it anyway. A [2:49] similarly heightened level of visual [2:50] fidelity is present in the stages [2:52] themselves, which look recognizable to [2:54] their N64 counterparts without feeling [2:57] too beholden to their jagged edges and [2:59] geometry. While all the stages look [3:01] great, the upgraded style is most [3:04] impressive when it shows off new [3:05] flourishes that weren't available in the [3:07] original, like the lighting effects of [3:09] your lasers reflecting off the surfaces [3:11] and illuminating dark caves. Star Fox 64 [3:14] always excelled at stage variety, but [3:17] this remake accentuates it by making [3:19] each stage appear vastly different from [3:21] the rest. I especially loved revisiting [3:24] the stages that are major departures [3:25] from the others. Revisiting all the [3:27] areas takes at least a few runs because [3:29] of how the stage layout has worked since [3:31] the original. One of the coolest aspects [3:33] of Star Fox 64, and again here, is the [3:36] ability to carve your way from one side [3:38] of the galaxy to another in a relatively [3:40] free form fashion, completing optional [3:43] objectives. In broad terms, you can see [3:45] the three paths as easy, medium, and [3:48] hard, but you aren't limited to one [3:50] track. If you know how to find your way, [3:52] you can easily hop between paths [3:54] throughout. So, you aren't committed to [3:56] only staying on one difficulty track. [3:58] Completing a hidden objective that opens [4:01] the harder path will always let you [4:02] switch to the easier one. But if you [4:05] only complete the easier objective, you [4:07] can't switch to the harder path. In the [4:09] original Star Fox 64, this was presented [4:12] rather plainly with a blue, yellow, or [4:14] red line showing where you can go. In [4:16] this version, it's given a good deal [4:18] more panache, thanks again to the new [4:20] extended cutscenes. Rather than simply [4:23] present you with a choice of locations [4:25] for your next mission, each mission [4:27] starts with General Pepper debriefing [4:29] from the last mission and explaining the [4:31] strategic importance of both next [4:33] possible locations. One might have a [4:35] suspected bioweapon while the other is [4:37] an outpost under attack. In each case, [4:40] Pepper outlines why Star Fox is the best [4:42] or perhaps only available force to [4:44] complete this mission. And since there's [4:47] some overlap as you could approach a [4:49] planet from different directions, it's [4:51] particularly impressive how these [4:52] cutscenes stitch different pieces [4:54] together without feeling noticeably [4:56] disjointed. [4:57] >> You should neutralize the facility and [4:59] destroy that weapon before it's deployed [5:01] against us. [5:02] >> We'll take it under advisement, General. [5:05] >> These all lead to the same outcome. Of [5:07] course, you're ultimately headed toward [5:09] Venom to take on Andros no matter what, [5:12] and it doesn't make a difference in the [5:13] end whether you went to Sector X or [5:15] Solar, but it does a good job of tying [5:18] the journey together and giving each [5:19] mission an appropriate amount of weight. [5:22] Sometimes I even felt bad abandoning one [5:24] planet in Ne for another, even knowing [5:26] that it doesn't have any impact. The [5:28] extended cutscenes also help define the [5:30] characters' relationships with each [5:32] other and with General Pepper. Felco has [5:35] always been portrayed as a cocky hot [5:37] shot, but here we get to see him slowly [5:40] warming to Fox's leadership. Pepe is the [5:43] assured veteran who trusts Fox will come [5:45] into his own as a leader. We even get [5:48] some insight about why the team keeps [5:50] Slippy around as the cut scenes sell him [5:52] as a machinist wonder kind who's always [5:55] two steps ahead in anticipating their [5:57] equipment needs. I've been developing a [6:00] prototype submersible. It's exactly what [6:02] we need for this sort of mission. [6:04] >> And Fox, for the most part, is played as [6:07] the cool Han Solo type, a mercenary [6:09] needing General Pepper to pay for their [6:11] valuable services, even if he's [6:13] obviously going to do the heroic thing [6:15] regardless. Wayfinding to new paths is a [6:18] little easier this time around, too. [6:20] Dialogue will drop hints about what to [6:22] do to open new paths without being [6:24] overly on the nose or spelling it out [6:26] for you. If you miss an optional [6:27] objective, it's easier to restart a [6:29] stage from the beginning or from your [6:31] most recent checkpoint. And doing so [6:33] doesn't even cost you a life or [6:35] eliminate your laser upgrades or bombs. [6:38] You can even entirely complete a stage, [6:40] see where it leads, and then go back and [6:42] do it again immediately to try for [6:44] another way. That said, I was surprised [6:46] that each run through the Lilat system [6:49] is treated as its own distinct game [6:51] progression, like the original. That [6:53] means that once you finish the game, [6:55] you'll need to start a new on Corneria [6:57] and cut your path through from the [6:59] beginning. This is true to the original, [7:01] and I don't mind the faithfulness to a [7:04] point, but for returning fans who [7:06] already know their way around, it would [7:08] have been nice to have the option to [7:09] track which paths you've already opened [7:12] and let you jump back to planets, [7:14] eventually creating a fully filled out [7:16] star map. And while the updated visuals [7:18] are often gorgeous, they do come with [7:20] some trade-offs that take getting used [7:22] to. For one thing, your targets are a [7:24] lot less obvious with much more [7:26] happening on screen visually, so it's [7:28] easier to miss a flyer who gets away. In [7:31] boss battles, weak points are less [7:33] obvious than the glowing vulnerabilities [7:35] of the original, and they don't flash as [7:37] brightly when you land a successful hit [7:39] to let you know that you're doing [7:41] damage. And with the higher fidelity [7:43] making everything look much more like it [7:45] has weight and bulk. It's a little [7:46] strange when a capital warship in Area 6 [7:50] explodes like an empty cardboard box. [7:53] >> Curse you, Star Fox. [7:58] >> Star Fox is a remake, but also appears [8:01] to be an attempt at a reset. The [8:04] franchise has never really found its [8:06] footing despite clearly having a lot of [8:07] love from Nintendo. This story has [8:10] always felt like a starting point, [8:11] establishing the characters and hinting [8:13] at their backstory. So altogether, this [8:16] remake may be the best possible way to [8:18] give the series a fresh start. At the [8:21] same time, the original still holds up [8:23] very well. And if you have Switch online [8:26] with the expansion pass, you can already [8:28] play it. That makes this hard to [8:30] recommend, which is a shame. If Nintendo [8:33] means this to be a new beginning for [8:35] Star Fox, retreading familiar ground [8:37] undermines the effort.