Comments 2

Re: Feature: The Making Of Star Fox Command

Silvermyst

@Dirty0814 No, it does not. The choices themselves and the outcomes they lead to are what gives the game replayability. You do not need a forced route to encourage you to try different choices and outcomes. People will naturally do that as long as they are enjoying the game. Locking choices does not encourage that at all. It removes player choice and holds it hostage. If you've ever played any game where dialogue choices affect gameplay and endings (Wolf Among Us, Dragon Age Origins, Baldur's Gate, any visual novel), choices are never locked away behind a 'beat the game first and then you can make more choices' hostage situation.

As for the gimmick controls, even if you want to try something new, always, ALWAYS give an option for simple, non-gimmick based controls. Let the player decide what fits their play style. I cannot tell you how frustrating it was trying to play with the stylus, and they didn't give any other standard control option.

Re: Feature: The Making Of Star Fox Command

Silvermyst

It was pretty much copy/paste battles, and locking away your choices at the start did the game no favors. When it comes to choices in games that can effect the outcome of the story, they should always be available at the get-go. Not "Here's the handful we will allow you, and now you have to replay to unlock new choices". Simply having the choices there even at the start would make it replayable, as people will naturally want to explore all of the different routes to get all of the different endings, so long as the game is enjoyable. No need to lock certain routes off.

Also, stop trying to force gimmick controls into the game! We don't need gyro controls. We don't need being forced to use a stylus.

Though I really do want to see a new Star Fox with Marcus being the new leader. That is one thing this game made me want. Overall, it's a decent game that shoots itself in the foot.