Why Star Fox 64 was a groundbreaking classic
43sNostalgic deep dive into why this 30-year-old game was ahead of its time, appealing to retro gamers.
βΆ Play ClipThe video reviews the 2026 remake of Star Fox for the Switch 2, developed by Villain Studios. It explores why the original Star Fox 64 remains a classic and whether the remake successfully modernizes the experience while staying faithful. The reviewer ultimately recommends the game for fans and families but notes it may feel niche to modern audiences.
Star Fox 64 was a cutting-edge arcade game with tight controls, branching paths, and high replayability. The remake preserves these elements.
Missions last 3-6 minutes; a full run is 7 missions (1-1.5 hours). There are 16 total missions with branching paths based on performance.
The core gameplay (boosting, breaking, banking, barrel rolling) remains responsive and fun. Mission design is clever with hidden objectives.
All-range mode missions offer dogfights in limited open space. The reviewer wishes the linear levels were wider to let the Arwing stretch.
New visuals, orchestral music, and cutscenes are highlights. But character designs are too serious, and Fox and Falco are unlikable.
The reviewer recommends the game for longtime fans and families with kids, but thinks modern audiences may not be won over. He wishes Nintendo had allowed more innovation.
"The title accurately reflects the reviewer's recommendation, but the content is nuancedβhe recommends it with caveats, not unconditionally."
Which game is the 2026 Star Fox remake based on?
Star Fox 64
0:35
How long does each mission in Star Fox last?
About 3 to 6 minutes
5:03
How many missions are in a full run of Star Fox?
Seven missions
5:07
How many total missions are in the game across all paths?
16ish missions
5:18
How long does a typical run of Star Fox take?
An hour to an hour and a half
5:09
What are the four basic moves of the Arwing?
Boosting, breaking, banking, and barrel rolling
8:42
What type of mission allows the Arwing to fly in any direction in a limited open space?
All-range mode missions
10:27
Which developer created the Star Fox remake?
Villain Studios
1:36
What replaced the digitized soundtrack of the original?
A fully orchestral soundtrack
14:00
How is Fox McCloud's characterization changed in the remake?
He is a shrewd, bottom-line-focused gun for hire who cares mainly about his paycheck.
15:04
Enduring appeal of Star Fox 64
Explains why the original was a classic and why the remake holds up.
1:25Arwing controls
Describes the simple but responsive move set that makes the game fun.
8:42Mission duration
Provides concrete numbers on mission length and total run time.
5:03All-range mode
Highlights a key gameplay variation that adds depth.
10:27Character tone shift
Critiques the new serious characterization as a potential misstep.
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[00:10] or just stick around to the end of the
[00:11] video to learn more. Okay, Star Fox,
[00:14] they remade it again. Can you believe
[00:16] it? Yeah, you can. Remakes are all
[00:17] getting these days and this is the next
[00:19] one. So, buckle up and keep limbs clear.
[00:21] I think a really interesting starting
[00:23] point for this review is to explore that
[00:24] question more earnestly. Why the hell do
[00:26] they keep remastering or remaking this
[00:28] game since this is literally the fifth
[00:30] time they've done it depending on how
[00:32] you categorize each retelling of the
[00:33] original Lilat Saga? Well, the truth is
[00:35] Star Fox 64 was an instant stone cold
[00:38] classic that sat on the absolute cutting
[00:40] edge of game design, presentation, and
[00:42] technology. Hell, this was the game that
[00:43] came bundled with the Rumble Pack. The
[00:45] next time you're enjoying the haptics in
[00:47] your fancy PS5 Dual Sense Pro, remember
[00:49] the debt we all owe to Fox Mloud and his
[00:51] squad. Star Fox 64 was a near flawless
[00:53] arcade game at a time when it was novel
[00:55] and interesting and desirable to have
[00:57] arcade experiences playable in our
[00:59] living rooms. Its pick up and play
[01:00] gameplay made it immediately accessible,
[01:02] but its intricate level design and tight
[01:04] difficulty tuning created a vast skill
[01:05] ceiling that rewarded those willing to
[01:07] invest proper time into it. Its
[01:09] run-based branching path structure made
[01:10] the game even more enticing to play and
[01:12] replay, following your nose on each run
[01:14] or focusing on specific objectives and
[01:16] pathways to really push yourself. It
[01:18] also had a surprising amount of gameplay
[01:19] depth and diversity across its mission
[01:21] design and its range of vehicles such
[01:23] that no two missions ever felt the same.
[01:25] All these years later and recreated with
[01:26] such obvious love and care for the
[01:28] source material, all of these elements
[01:29] hold up brilliantly. If you know what
[01:31] this game is and you remember playing it
[01:33] and enjoying it back in the day, you're
[01:34] almost certainly going to love this
[01:36] because developer Villain Studios has
[01:37] done a wonderful job in bringing it to a
[01:39] modern presentation standard, complete
[01:41] with some new game modes that are sure
[01:42] to appeal to longtime series fans.
[01:44] Alongside that though, sits another more
[01:46] interesting question. How much appeal
[01:48] might Star Fox hold for the person who
[01:50] has never played it before? Has its
[01:52] structure and its gameplay aged in such
[01:54] a way that it feels contemporary even
[01:55] today? Or does it feel like a retro
[01:57] novelty that reminds us how different
[01:59] modern games are today? Well, it's going
[02:00] to sound like a bit of a copout, but I
[02:02] honestly think it's kind of both. I do
[02:03] think there are elements of Star Fox
[02:05] that feel fresh even in 2026. Like its
[02:07] inviting premise, like its brilliant,
[02:09] snappy controls, like its clever mission
[02:11] design, like its branching pathways and
[02:12] objectives based gameplay. All of this
[02:14] sings as loudly as it did 30 years ago,
[02:16] and it feels particularly at home on a
[02:18] handheld device, which encourages pick
[02:20] up and play experiences. And the
[02:21] inclusion of couch co-op makes it really
[02:23] easy to play alongside kids. But there's
[02:25] no mistaking that this was a game that
[02:26] was made 30 years ago. You can feel it
[02:28] in the short mission duration with some
[02:30] of them being as short as around 3
[02:32] minutes long. You can feel that in the
[02:33] linear level structure where it feels
[02:35] like the agile Rwings are aching to
[02:36] stretch their wings more than the narrow
[02:38] levels allow for. You can feel it in the
[02:40] lack of progression or upgrade economy,
[02:42] which is a feature that most modern
[02:43] games have. And please, for the love of
[02:45] God, do not clip this and make it sound
[02:47] like I think this stuff should be in the
[02:48] game because that's not what I'm saying.
[02:50] I'm just saying that games back then
[02:52] were built very differently to the way
[02:54] they're built today. The arcade game
[02:56] doesn't really exist anymore, at least
[02:58] not like it used to. And playing through
[03:00] Star Fox reminds you of that because it
[03:01] doesn't feel like anything you've played
[03:03] recently. That's going to mean that Star
[03:04] Fox is going to hit really hard with
[03:06] some and it's going to be a total
[03:08] moonball miss for others. And honestly,
[03:09] both reactions are perfectly justified,
[03:11] and I'm going to be really interested to
[03:12] see where the balance on that lies.
[03:14] Separate from that fundamental question
[03:16] about the game's enduring appeal,
[03:17] there's also going to be commentary
[03:18] about how much this remake does or
[03:20] doesn't change versus the original.
[03:22] Purists will appreciate that the core
[03:23] gameplay and most of the level design
[03:24] remains untouched, but they may bristle
[03:26] at new cutscenes that offer a radically
[03:28] different tone for the crew, not to
[03:29] mention those controversial character
[03:31] models. Personally, I would have liked
[03:32] to have seen Villain push the level
[03:33] design further since I think the narrow
[03:35] levels do feel a bit long in the tooth
[03:37] at this point, and I would have loved to
[03:39] have seen some wider arteries, more
[03:40] optional pathways, and some more
[03:42] demanding flight sequences that rewarded
[03:43] precision flying. I'll put it this way.
[03:45] I do recommend this, but not to
[03:47] everyone. And ultimately, I found myself
[03:49] wishing that Nintendo gave Villain a
[03:51] little more latitude to expand this
[03:52] offering because 30 years on, it does
[03:54] feel like some aspects of this package
[03:56] could have been refreshed without
[03:57] upsetting the delicate balance that made
[03:59] the original so wonderful and so loved.
[04:02] >> Nice job, team. Status check. So many
[04:06] targets up here, you're missing out.
[04:14] >> Starbucks completed the objective.
[04:17] For those of you who are unfamiliar with
[04:18] Star Fox, let's cover the basics because
[04:20] I think that understanding what this is
[04:22] may quickly filter out some people who
[04:24] are like, "No thanks, that's not for
[04:25] me." Star Fox is primarily an on rails
[04:28] arcade shooter that's mainly spent
[04:30] flying an Rwing, but there are some
[04:31] levels involving a cute little tank and
[04:33] a sprry little submarine. Most of the
[04:35] levels you play through are strictly
[04:36] linear in that they guide you on a very
[04:38] specific path, though some levels do
[04:39] have branching pathways that open up
[04:41] depending on which objectives you hit.
[04:43] There are also some all range mode
[04:44] missions where you fly the Rwing in a
[04:46] limited 360Β° space, either in dog fights
[04:49] with an enemy squad or with specific
[04:51] objectives in mind, like taking down a
[04:52] satellite array or defending your
[04:54] capital ship from oncoming missiles.
[04:56] >> 5 seconds for impact.
[05:00] >> Beautiful shot, Bob. I'm impressed.
[05:03] >> Each mission runs for about 3 to 6
[05:04] minutes, and a full run of the game is
[05:07] seven missions. So, you can knock over a
[05:09] run in anywhere from an hour to an hour
[05:10] and a half depending on how good you are
[05:12] and which paths you take. And that's an
[05:14] important point because while a run
[05:15] consists of seven missions, there are
[05:18] actually 16ish missions in the game. And
[05:20] each run you'll choose a path based on
[05:22] your performance in a given mission. Hit
[05:24] specific objectives and you'll unlock a
[05:26] certain path. Fail to achieve those
[05:28] objectives or make different choices and
[05:29] you'll unlock a different path. This
[05:31] naturally lends itself to a lot of
[05:32] replay-ability since each run is like a
[05:34] playlist that you can remix on the fly.
[05:36] Over and above finishing a run is
[05:38] finishing it well, maximizing high
[05:39] scores, keeping all of your crew mates
[05:41] safe, earning medals, and later on
[05:43] completing challenges in the dedicated
[05:44] challenge mode which offers you even
[05:46] more intense objectives per mission.
[05:47] Finally, sitting alongside all of that
[05:49] is the option for co-op play during the
[05:51] campaign where one person controls the
[05:52] ship and the other acts as the gunner,
[05:54] as well as a dedicated multiplayer mode
[05:56] that is surprisingly cool. It's 4v4
[05:58] versus either bots or other players
[06:00] using either online or game share. It's
[06:02] PvE VP where you have to accomplish
[06:04] specific objectives like capturing
[06:06] points, collecting things laying around,
[06:07] as well as a capture the flag mode that
[06:09] I thought was a real highlight.
[06:11] >> Star Fox completed the objective.
[06:17] >> So, that's an overview of what this
[06:19] package is, but let me put it to you
[06:20] another way. In the modern era, we
[06:21] typically play through a single player
[06:23] game for multiple hours, expecting to
[06:25] experience new content throughout that
[06:26] play time, and we typically stop playing
[06:28] the game either when we finish it or
[06:29] when we get bored of it. Even the single
[06:31] player games that we are expected to
[06:33] replay, like rogue likes for example,
[06:35] even they slowly meter out new content,
[06:37] typically in the form of upgrades or
[06:38] endgame challenges, people criticize
[06:40] Resident Evil games for their short 8 to
[06:42] 10 hour run times, and the response is
[06:43] often they're meant to be replayed. But
[06:45] even then, there's still a critical mass
[06:47] of people who are happy to play through
[06:48] a Resident Evil game just once, and
[06:50] they'll feel like they got their feel
[06:51] because 8 to 10 hours was enough for
[06:53] them. Saravox is a totally different
[06:55] value proposition, a more throwback
[06:58] retro proposition that says, "Hey, we
[07:00] got about 3 hours of content here if you
[07:02] string all the missions together, but
[07:03] the appeal is replayability and mastery.
[07:06] You don't pick up Star Fox expecting a
[07:08] 15-hour campaign. You pick it up
[07:10] expecting a 1.5hour campaign that you
[07:13] play again and again, getting better at
[07:15] it each time, discovering new secrets
[07:17] and efficiencies that help you chase
[07:18] higher scores and more medals. Now,
[07:20] immediately some people are going to
[07:21] hear that and say, "Lol, what?" And I
[07:23] get it. Expectations about the structure
[07:25] and content offerings of games have
[07:26] changed considerably in the last 30
[07:28] years. And where back then Star Fox 64
[07:30] was the sort of game you'd immediately
[07:31] and enthusiastically recommend to
[07:33] anyone, in 2026 is a decidedly more
[07:35] niche offering. But separate from the
[07:38] enduring appeal of this formula and the
[07:40] quality of this remake, there is
[07:42] something else that modern Star Fox has
[07:44] in its corner. And it's the hardware
[07:45] that this is being played on. Sure, we
[07:47] can play lengthy 80our RPGs on the small
[07:49] Switch screen, but I'd argue that the
[07:51] portability of the Switch is best
[07:52] leveraged by shorter, more immediate
[07:54] experiences that could be played while
[07:56] on the train ride to work or during a
[07:57] lunch break or whatever. The mobile
[07:59] market is built on game sessions that
[08:01] last 2 to 5 minutes. Now, just imagine
[08:04] the best mobile game you've ever played
[08:06] without any of the in-game spending
[08:07] [Β __Β ] That's kind of what Star Fox
[08:10] is. To hell with Candy Crush, this is
[08:11] the [Β __Β ] you should be playing on the
[08:13] toilet. Okay? And believe me, I mean
[08:14] that in the most complimentary way
[08:16] possible.
[08:23] >> I teach you kids some respect.
[08:27] Obviously, there's more to Star Fox's
[08:28] appeal than just its brevity. Its core
[08:30] gameplay really is pretty timeless.
[08:32] something that becomes immediately
[08:33] apparent to you once you pick up the
[08:34] controller and start flying. The Rwing
[08:36] is the foundation. It's the thing that
[08:37] you're piloting the most, and it handles
[08:39] the same as you remember if you played
[08:40] it back in the day. The simple move set
[08:42] of boosting, breaking, banking, and
[08:44] barrel rolling is all there. Incredibly
[08:46] responsive, really snappy, just super
[08:48] fun to glide around with. To see Star
[08:50] Fox is to want to grab the controller
[08:51] and play it. That was true 30 years ago,
[08:53] and it's still true today. It's a simple
[08:55] gameplay formula, but one that works
[08:56] well because of really smart mission
[08:58] design and difficulty tuning. Most of
[09:00] the time, you're just flying in a
[09:01] straight line, dodging various obstacles
[09:02] while trying to shoot down as many
[09:04] enemies as possible. But that's not as
[09:05] easy as it sounds given the very
[09:07] specific placement of these objects and
[09:09] enemies and how hostile some of these
[09:10] levels can be, particularly on the
[09:12] harder pathways. What doesn't jump out
[09:13] at you immediately just by watching this
[09:15] gameplay is how clever the underlying
[09:17] mission design here is. It may all look
[09:19] like you're just flying in a straight
[09:20] line and shooting stuff, but nestled
[09:22] into each mission are a number of big
[09:23] and small objectives that affect things
[09:25] like your squad's health, the medals
[09:26] you'll unlock, and the pathways you're
[09:28] able to open up. For example, one
[09:29] mission sees you trying to stealthily
[09:31] infiltrate an enemy stronghold, and in
[09:33] order to do that, you need to take out
[09:34] every single radar sensor along the way.
[09:36] Failed to do that, and a certain
[09:38] completion path is closed off to you,
[09:39] forcing you toward a different mission
[09:41] route and potentially a different game
[09:42] ending.
[09:43] >> Guess we'll have to take them all out.
[09:47] >> Another smaller example happens in the
[09:49] very first mission where Falco tries to
[09:50] test my flying skills by asking me to
[09:52] fly between a number of archers. Miss
[09:54] one of these and the mission proceeds as
[09:55] normal. But nail all of them and Falco
[09:57] invites you down a secret path that you
[09:59] can't access without his invitation.
[10:01] >> I've got eyes on a high value target.
[10:02] Follow me.
[10:05] >> You'd better be right about this, Falco.
[10:08] I say we trust Falco's instincts.
[10:10] >> After you finish the game the first
[10:11] time, a challenge mode opens up that
[10:13] offers even more objectives to complete
[10:14] during missions. Nintendo have asked us
[10:16] not to share those objectives, but they
[10:17] aren't too surprising. They're really
[10:19] just about pushing committed players
[10:20] further, giving them an even higher
[10:22] skill ceiling to pursue. There are
[10:23] plenty of more ways that Nintendo keeps
[10:25] this formula interesting across the 16
[10:27] missions. One of them is the all range
[10:28] mode where the Rwing can fly in any
[10:30] direction in a limited open space. These
[10:32] missions are often highlights since they
[10:34] see you dog fighting with the Emperor's
[10:36] Chosen. And these dog fights can be
[10:37] really tough because the enemy AI is
[10:39] really good at this video game and once
[10:41] they get on your ass, it can be really
[10:42] hard to shake them.
[10:43] >> This can't be happening.
[10:46] Not so tough now, are you?
[10:50] >> Teamwork. Got to love it.
[10:52] >> Experiencing the Rwing like this with
[10:54] its wings at full stretch with so much
[10:56] more room to move around, it did awaken
[10:58] in me a longing for more of this. And
[11:00] this is sort of my biggest
[11:01] disappointment with the remake. See, I
[11:03] kind of feel like the Rwing is too quick
[11:04] and too maneuverable for how narrow
[11:06] these main linear levels are. I hit the
[11:09] screen edge too often, and I feel as
[11:10] though I don't have enough choice with
[11:12] regards to my flight path. I want to
[11:13] really put the Rwing through its paces,
[11:15] but the levels just aren't big enough to
[11:17] let me do that. I'm sure this is going
[11:18] to be a controversial opinion with
[11:20] Purus, but if I was remaking Star Fox, I
[11:22] would have looked to have addressed
[11:23] this. I would have kept the same
[11:24] missions, the same objectives, the same
[11:26] scenario design and beats, but I would
[11:28] have given people a little or a lot more
[11:30] space on either side of that central
[11:31] artery such that the original experience
[11:33] is still protected, but each level also
[11:36] offered more. More secrets, more
[11:37] challenges, more interesting flight
[11:39] parts, more space for the Rwing to
[11:40] operate in. I get why that might
[11:42] endanger the careful balancing of this
[11:44] game, but I think it's a risk worth
[11:45] taking because it feels as though the
[11:47] Rwing has more to give and a remake
[11:49] would have been the perfect opportunity
[11:50] to let it give it.
[11:52] >> Something's wrong with my cheetah
[11:53] diffuser.
[11:55] Fox, use your boosters to catch up.
[11:58] >> Similly, I do think a few of the
[12:00] missions could have done with some
[12:01] updating. Most of the missions have aged
[12:03] beautifully since their layouts and
[12:04] objectives still feel really engaging at
[12:06] every moment. Some of them though, like
[12:07] the all-range Area 6 mission, is just
[12:10] really boring since it's sort of just
[12:11] flying in a circle, hitting static
[12:13] targets, and that's about it. I
[12:15] appreciate the fact that Villain are
[12:16] going for a faithful remake, but there
[12:18] is such a thing as being a little too
[12:20] faithful, I think.
[12:23] >> I've got you covered, Fox.
[12:27] >> These complaints aside, Star Fox is
[12:29] defined by the cleverness and diversity
[12:30] of its mission design rather than any
[12:32] shortcomings we might nitpick at. The
[12:34] tank and submarine missions are
[12:35] particular highlights. Remixing the
[12:36] experience in clever ways. The Defense
[12:38] of the Great Fox is another highlight.
[12:40] That mission where you need to shoot
[12:40] down the missiles before they hit your
[12:42] capital ship. Incredibly tense. Very
[12:44] cool. You know what it reminds me of?
[12:45] Ace Combat. That is a game where you
[12:47] look at it and you think, "Oh, you're
[12:48] just dog fighting the whole time,
[12:49] right?" No, you were definitely not. You
[12:51] were doing a whole bunch of different
[12:52] stuff from strafing runs to precision
[12:54] flying to escorts and so much more. That
[12:56] mission design ingenuity combined with
[12:58] precise difficulty tuning combined with
[13:00] the demanding objectives and challenges
[13:01] combined with the branching mission
[13:03] structure means that even though
[13:04] missions and runs are short, they're
[13:06] incredibly dense and diverse and they do
[13:09] keep you coming back so long as you're
[13:10] the type of player that's after that
[13:12] focused old school challenge.
[13:14] >> Report in everybody.
[13:16] >> That bomb could have been bad news. Nice
[13:18] work, Fox. When
[13:20] >> you next take flight, you take the hoax
[13:23] the entire system with you. While
[13:25] Villain obviously had pretty strict
[13:26] marching orders for keeping the core
[13:28] gameplay and mission design intact, they
[13:30] were clearly given a lot more freedom to
[13:31] refresh other aspects of this
[13:33] experience, namely visuals, music,
[13:35] voiceover, and storytelling. Visually,
[13:37] man, you can see for yourself this is
[13:38] just a really lovely looking video game,
[13:40] though some levels do a better job of
[13:42] showing it off than others. Sure, you
[13:43] can be out the lava level or the
[13:44] asteroid field and be a little
[13:45] unimpressed, but the real story of the
[13:47] visuals are the more detailed levels
[13:49] sporting more terrain, buildings, and
[13:50] spaceships. They look great, made all
[13:52] the better by some responsive lighting
[13:54] and particle effects that add a lot of
[13:55] pop and sizzle to the action. Nintendo
[13:57] has also commissioned the recording of
[13:58] all new music for the game. Gone is a
[14:00] digitized soundtrack of yesterday year
[14:02] replaced with a fully orchestral
[14:03] soundtrack that honestly sounds
[14:05] incredible. I absolutely love it.
[14:11] >> Nice little block you've got here,
[14:13] Lombbertie.
[14:15] >> You built a good crew, Fox.
[14:16] >> Something I'm less in love with are
[14:18] these new character designs. And look, I
[14:20] don't want to make a big deal of it
[14:20] because it's all personal preference,
[14:22] but for me, these characters look a
[14:24] little too serious compared to the more
[14:25] stylized art direction of the past or
[14:27] even more recent Nintendo games. And
[14:29] yes, I know these designs are based on
[14:31] the original 1993 designs. I get that.
[14:33] But I don't know how important that is.
[14:35] I think a really good point of reference
[14:36] to ground the discussion is to look at
[14:37] the Fox Mloud design from the Mario
[14:39] movie and compare that to the fox of
[14:41] this remake. Personally, I think the
[14:42] movie kind of nailed it. I want to give
[14:44] Glenn Pal's Fox Mloud a hug, whereas I'm
[14:47] kind of scared of this other fox. And
[14:49] why does Falco look so prickly? What's
[14:51] really interesting though is that this
[14:52] more serious visual design was clearly a
[14:54] deliberate choice to mirror the more
[14:55] serious characterization and
[14:57] storytelling going on. Arguably the
[14:59] biggest change that Star Fox serves up
[15:00] other than the visuals and music is the
[15:02] fact that Fox Mloud is no longer an
[15:04] enthusiastic dogooder who just happens
[15:05] to be a mercenary. He's now a very
[15:07] shrewd bottomline focused gun for hire
[15:10] who seems to have very little interest
[15:11] in anything other than his paycheck.
[15:13] >> As promised, my crew is worth what
[15:15] you're paying us, General.
[15:16] >> But Fox isn't even the worst of it.
[15:18] Before, Falco was a bit of a
[15:19] wisecracker. But here, he's a straightup
[15:22] [Β __Β ]
[15:22] >> I've seen that thing in the hanger.
[15:24] What's it made out of? Scrap metal and
[15:27] chewing gum.
[15:28] >> It makes for an entirely different
[15:29] storytelling tone. One that I'm kind of
[15:31] not on board with, to be honest. Like, I
[15:33] don't like this Fox Mloud. I think he
[15:36] kind of sucks. And I definitely don't
[15:38] like this Falco. I'm not sure what the
[15:40] goal was here except to maybe make this
[15:42] appeal to a more mature audience. But if
[15:44] that was the goal, then I think Nintendo
[15:45] and Villain missed the mark here.
[15:47] Thankfully, a lot of the other changes
[15:48] to cutscenes and storytelling are really
[15:50] nice and really additive. Where before
[15:51] the game only had radio chatter between
[15:53] missions, now it's got these beautifully
[15:54] detailed, fully animated cutscenes that
[15:56] allow the characters to shine a lot
[15:58] more. Especially General Pepper, who
[16:00] gets a lot more dialogue, these cut
[16:01] scenes not only provide exposition, they
[16:03] also respond to the branching path
[16:04] structure of the game. As different
[16:05] cutscenes roll based on which missions
[16:07] are available to you next, and they do
[16:08] an excellent job of framing why these
[16:10] missions matter and why you might want
[16:11] to choose one over the other. It makes
[16:13] your decisions feel better understood
[16:15] and more weighty. It sounds risky, but
[16:18] ignoring that creature sounds riskier.
[16:21] >> We'll be pushing the limits like never
[16:23] before, but the Rwings are up to the
[16:25] challenge, Fox. I know they are.
[16:27] >> This new angle on characters and this
[16:28] expanded storytelling secretly makes me
[16:30] hope that Nintendo have plans for Star
[16:32] Fox that go beyond this remake. Fox and
[16:34] Falco being dicks in this game might
[16:36] make for a great character arc in an
[16:38] upcoming trilogy. Right. It'sium, sure,
[16:40] but the Hopium flows because 30 years
[16:42] on, Star Fox still holds up while still
[16:45] also being full of potential.
[16:54] >> Decent shooting, Fox, let's call it a
[16:56] tie.
[16:59] >> I think that's actually my biggest
[17:00] takeaway from this latest remake. The
[17:02] very core of the Star Fox experience has
[17:04] long, long legs. 30 years later, it's
[17:06] fun to fly an R-wing, to barrel roll, to
[17:09] get a bogey off your teammate's tail, to
[17:10] thread the needle through some narrow
[17:12] gap and accomplish some tricky
[17:13] objective. All of that stuff is here and
[17:15] it all works. But it does feel a little
[17:17] trapped in a game that in the modern era
[17:19] could be more. You could expand these
[17:21] levels to give the Arwing a little more
[17:23] room to breathe. You could refresh some
[17:25] of this mission design. You could add
[17:26] some entirely new missions that feel
[17:27] like they were designed with those
[17:29] classic sensibilities while also showing
[17:30] off some modern flourishes. Had you done
[17:32] that, I think Star Fox might have found
[17:34] some new broader currency in 2026,
[17:36] whereas I think this package is going to
[17:38] be quite niche. It's a really nice
[17:40] package. Absolutely one I'd immediately
[17:42] recommend to longtime fans or people
[17:44] with kids who are looking for a really
[17:45] accessible co-op game. But I do suspect
[17:47] that modern audiences may not be won
[17:49] over by its charms in quite the same way
[17:51] we were 30 years ago. I also think that
[17:53] Villain remaining so committed to the
[17:55] source material is a bit of a missed
[17:56] opportunity since this remake might have
[17:58] been the chance for them to experiment
[17:59] with some new ideas and technologies
[18:01] that could then be redeployed in a
[18:03] follow-up because I really really want
[18:05] there to be a follow-up. The series is
[18:07] too cool and has too much potential for
[18:08] Nintendo to just keep remastering and
[18:10] remaking the same game over and over
[18:12] again. We need a proper Star Fox sequel.
[18:15] But for now, 30 years on, there is still
[18:17] a tremendous amount of fun to be had
[18:18] with Star Fox. I recommend it. Oh, and
[18:21] by the way, if you're planning on
[18:22] picking up Star Fox or any other Switch
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