For years
this space based tactical shooter had been a lost curio after its dramatic
cancellation. But in the PlayStation era, was out dated graphics the real
reason ‘Star Fox 2’ was shelved?
Developed by
Nintendo / Argonaut Software
Published by
Nintendo
Released in
2017
When you
write about old games, there’s always the struggle between nostalgia and
objectivity. Should a game be reviewed within the context of the time of its
release, or compared to other things you could be playing today? Something that
was once pioneering will now look trait and dated, but does that lessen its
worth or historical significance? The true classics don’t age and can’t be
eclipsed. However, for the most part, advancing technology (and a greater
understanding of what makes good games great) leads to many to modern titles
simply being better than the mediocre games of yesteryear. A game that was
comparatively good decades ago, may not be good today because there’s so much
more to compare it against.
However how
do we view old games that are only now available (legally) for the first time?
Should we play them comparing them to titles that would have come out at the point
of cancellation? Alternatively do we criticise them for not measuring up to
either expectations or currently available alternatives?
‘Star Fox 2’
is really a fan favourite game that’s been robbed of “fan favourite” status.
It’s an ambitious game cancelled before it got a chance to gain a following.
However, it’s also a game that sadly doesn’t measure up to the expectations
heaped upon it.
‘Star Fox’(or ‘Star Wing’ in Europe) had been a huge critical and commercial success for
Nintendo. After selling over four million copies, a follow up was inevitable. Co-developed
by Nintendo EAD in Japan and Britain’s Argonaut Software, ‘Star Fox 2’ was
intended to be the third title in their three game Nintendo exclusivity deal. Dylan Cuthbert served as both the
designer and lead programmer on the sequel, working alongside a largely
Japanese team. Overseeing work was the legendary Shigeru Miyamoto and ‘animal
crossing’ creator Katsuya Eguchi became the project director. However,
According to Edge magazine, complications lead to two years of development,
which meant ‘Star Fox 2’ would come to market far later than anticipated.
Despite the game being shown at the 1995 CES (where a man was arrested for
attempting to steal the demo cartridge from Nintendo’s booth) the game was
cancelled. The “fully completed and QA’d” Japanese version quietly shelved,
presumed never to see the light of day.
‘Star Fox’
is of course best known for its polygon based 3D graphics, made possible by the
on-cart Super FX chip. For the sequel, the team decided early on to use the
enhanced Super FX 2 chip, which had been initially developed for ‘Yoshi’s Island’. This upgraded chip could manipulate more
on-screen polygons, scale larger sprites simultaneously, and texture mapped a
twice the speed of the original Super FX. This extra processing power allowed
for something the original ‘Star Fox’ lacked: free-roaming 3D
environments. ‘Star Fox’ was limited to
on rails shooting due to the restrictions of the original super FX chip,
despite the original intention for it to play similarly to the Amiga’s
‘Hunter’. “The series was never intended to be limited to linear 3D scrolling
stages” Acknowledges Cuthbert. “I’m glad we could do that with the sequel”.
However, explore-able 3D environments weren’t they only gameplay addition
introduced in ‘Star Fox 2’.
Miyamoto
suggested that the ‘Star Fox’ series should be seen as an opportunity to
embrace new gameplay concepts; a Developer’s “test bed”. “We were all willing
to experiment with new ideas and not just repeat the original game,” Cuthbert
remembers. “Miyamoto has always said ‘Star Fox’ is an experimental platform
[so] In ‘Star Fox 2’ all kinds of ideas were thrown into the mix”. This
creative freedom notably inspired the three-dimensional platforming sequences,
often cited as being inspiration for a specific system-selling N64 game. “ Bear
in mind, this is a long time before ‘Super Mario 64’ and Shigeru Miyamoto was very interested in this
part of the game” rightfully boats Cuthbert. “Some of the platforming
experiments we did definitely gave Miyamoto the confidence he needed. At one
point we had slopes and rotating platforms, switches and things that really did
feel like Mario in 3D."
As Fox
McCloud’s Arwing star ship is no longer locked to a pre-determined path,
Director Eguchi wanted to foreground exploration over constant shooting.
Evidently he played the NES game ‘Star Luster’ and ‘Elite’ for inspiration.
Along with the inclusion of more random enemy encounters it was felt tactical
planning would make the game feel less arcade like.
In the first ‘Star Fox’ players simply chose between three paths across a star system. Once picked, you couldn’t change the order you’d visit the various planets and this selection really only determined the game’s difficulty. For ‘Star Fox 2’ players still moved across a map defending planets from enemies , but now they had much more control over the specific route taken. It was designed to play out differently each gameplay session, with enemy encounters between planets entirely random. Similarly more gameplay variety was introduced by the addition of new characters and different ships. Before, a player would simply play with Fox and his team, with all the pilots in identical crafts. Now there is a choice between six playable characters, each with their own strengths and weaknesses.
In the first ‘Star Fox’ players simply chose between three paths across a star system. Once picked, you couldn’t change the order you’d visit the various planets and this selection really only determined the game’s difficulty. For ‘Star Fox 2’ players still moved across a map defending planets from enemies , but now they had much more control over the specific route taken. It was designed to play out differently each gameplay session, with enemy encounters between planets entirely random. Similarly more gameplay variety was introduced by the addition of new characters and different ships. Before, a player would simply play with Fox and his team, with all the pilots in identical crafts. Now there is a choice between six playable characters, each with their own strengths and weaknesses.
The
objective of the game is to destroy all enemy forces present on the map while
preventing the total destruction of planet Corneria. To achieve this, a player
will have to intercept fighters and incoming missiles, while also dealing with
the sources of these attacks. Running in real time, when a player takes an
action, the clock starts counting and enemies will perform actions as well.
This time constraint encourages you to think quickly and tactically, managing
Resources to best deal with multiple threats. Frequently you’ll need to gauge
if it’s best to advance across the Lylat system or return to base to defend
against foes getting that bit too close to Corneria. In this way,’ Star Fox 2’ can easily be
compared to many real-time strategy games.
When one of
the player’s two onscreen ships comes into contact with a battleship or
captured planet, the game shifts into gameplay that’s more familiar to a player
of the original ‘Star Fox’. Viewed from either behind the ship or from a first
person perspective, frantic shooting of everything on screen ensues. When an
objective is met, you’ll gain access to the innards of a battle ship or enemy
base. From here the shield generator can be destroyed and the location is
considered liberated.
Interrupting
your journey across the Lylat system are Star Wolf who you’ll meet randomly.
Like the exploration of planets and battleships, dogfights take place within a
confined but freely accessible area. The L and R buttons are no longer limited
to performing the infamous barrel rolls. Now they rotate the camera and in so
doing alter the direction in which your flying. Targeting fast moving opponents
initially feels excessively difficult. Aiming using the D-pad while also trying
to control the ship is incredibly hard. But once you have mastery of the lock
on facility, space duals feel genuinely exciting.
Confrontations with missiles fired towards Cornelia are very similar to these Star Wolf duels, as are boss fights. Here a large and impressive Foe will need to be downed by shooting its flashing weak points. It’s similar to the prequel of course; with the significant difference that now you can fly around the boss. Missions are far shorter in this sequel, but they’re also more varied. It’s no longer a case of just shooting and dodging as was the case in the first game, now you’ll need to activate switches and time manoeuvres. For any mission with a floor you’ll also have the ability to transform into a walker, in a manner similar to that seen in ‘Vortex’. But this felt largely just an aesthetic change as the gameplay feels identical no matter which state your machine is in.
Confrontations with missiles fired towards Cornelia are very similar to these Star Wolf duels, as are boss fights. Here a large and impressive Foe will need to be downed by shooting its flashing weak points. It’s similar to the prequel of course; with the significant difference that now you can fly around the boss. Missions are far shorter in this sequel, but they’re also more varied. It’s no longer a case of just shooting and dodging as was the case in the first game, now you’ll need to activate switches and time manoeuvres. For any mission with a floor you’ll also have the ability to transform into a walker, in a manner similar to that seen in ‘Vortex’. But this felt largely just an aesthetic change as the gameplay feels identical no matter which state your machine is in.
Once the
player has cleared all enemy forces present on the star system map, you’ll get
the chance to take on Andross, a familiar foe for anyone accustomed to the
series.
It’s a far
more ambitious and imaginative sequel, that, while remaining true to the essence of the original expands greatly on it. However beyond allowing for free
movement around an environment it’s difficult to see how much the Super FX chip
has added to the visuals. Some surfaces have textures mapped to them but most
are still a solid colour. Level backgrounds are more detailed but floors are
still largely empty. Frequently you’ll fly around an empty stage looking for
mission objectives, with no enemies opposing you. There are significantly
noticeable frame rate issues too, which only makes the imprecise aiming all the
more hit and miss.
The music is equally disappointing, lacking
the appeal of the original. The strident grandiosity seems to have vanished,
with magic simply just bubbling away in the background. Decades after playing
the first game I can still hum the themes to the Cornelia and Venom stages.
However, despite playing ‘Star Fox 2’ for a dozen hours I can’t recall any of
its new music. The game’s charm is absent, primarily because you don’t really
interact with your team mates. You’re always accompanied by a partner, but there’s
no sense of camaraderie like there was in the first game. There is a sense that
‘Star Fox 2’ is trying to be more epic; a sci-fi feature film rather than a
Saturday morning cartoon.
‘Star Fox 2’
is technically superior to a prequel that pushed the SNES beyond its
capabilities. It’s a huge, a no doubt expensive achievement that would have
sold based on the strength of its name alone. So, it’s logical to ask why
Nintendo shelved it. The problem was that the industry had changed a great deal
since the release of the original ‘Star Fox’, and visuals that once looked
unbelievable now looked almost archaic, even with the extra flourishes bought
by the improved Super FX 2 chip. Just
months after the launch of the original 'Star Fox', id Software’s ‘Doom’ released
with texture mapped walls far more impressive than the blocky objects seen in
Nintendo’s space shooter. More intimidating was the impending launch of The
PlayStation, as Sony’s 32 bit powerhouse was built from the ground up to
manipulate 3D models. Miyamoto was convinced the launch of ‘Star Fox 2’ would
be an embarrassment to Nintendo. “We had quite a script for ‘Star Fox 2’ and
had it running…but other companies’ game consoles were using polygons all over
the place. We didn’t think we could catch up even if we stuck this expensive
chip in the cartridge, so we rethought it.” The company quietly shelved ‘Star
Fox 2’ and took note of a few ideas to later use in a new ‘Star Fox’ project on
the then-unannounced N64 console. “We kind of knew that the quality of 3D we
had in ‘Star Fox 2’ – and with the Super FX chip in general – had been
surpassed” Recalls Cuthbert. “Nintendo thought [‘Star Fox 2’] should be
forgotten”.
The gaming
community however didn’t forget of its existence and in the late ‘90s, a group
of hackers pieced together a version of ‘Star Fox 2’ based on a leaked
prototype. It was buggy and a poor representation of Nintendo’s work. Dylan
Cuthbert was frustrated that it was this incomplete early version of ‘Star Fox
2’ that the public had gravitated towards. “I mean, the basic parts are there,
but there is an adage in game development, ‘The last 10% is 90% of the game,’
and the ROM is missing that last 10% of iteration -and - refinement.” As the
ROM became burnt to cartridges and sold in reproduction boxes, Cuthbert was
convinced that’s this was all the public would ever get their hands on.
"The legal problems regarding the now-defunct Argonaut Software are
probably a nightmare," Cuthbert said at the time. "Never say never
though! The fully complete Japanese ROM at least does exist." Remarkably
it was this that Nintendo used as the basis of their official ‘Star Fox 2’ 2017
release when it announced that the previously “lost game” would be included
with the SNES Classic Console. According to Miyamoto, “The Super NES Classic
Edition system’s producer said he wanted to include it. He said it had been
through debugging and was a complete game, so it would be a waste not to put it
out in the world”. After more than two decades polygon designer Tsuyoshi
Watanabe wasn’t keen on his early work finally seeing the light of day. “To be
honest, it’s embarrassing! It’s like having an old diary suddenly appear and be
exposed in public!” But for Dylan Cuthbert it was fantastic news. “I found out
about it on Twitter—it was one of the greatest days of my life” he said. “Two
years of my life vindicated! [...] I’m just glad everyone can finally get a
chance to see all the stuff we put into the game.”
The release
of ‘Star Fox 2’ on the Switch has bought the game to an even larger audience
but ignoring the fascinating history, can a modern player enjoy it? After all,
it’s just as easy to download games like ‘Star Link: Battle for Atlas’ from the
eShop. This modern space shooter even includes ‘Star Fox’ ships and characters
existing in HD worlds and contemporary gameplay. The reality is, ‘Star Fox 2’
May have simply been cancelled because it’s not very good, and certainly not as
good as the prequel. The normal difficulty is too easy, and at 45 minutes too
short. Hard difficulties add some challenge but even those can be bested in a
few hours. It’s telling that the released sequel ‘Star Fox 64’ (‘Lylat wars’ in
Europe) returned to on-rails levels, only reserving the free movement sections
for dog fights and bosses. This combination plays to the strengths of both
styles and makes for a far better game than ‘Star Fox 2’. “We really tried to maintain the feel of
‘Star Fox’. Even though there isn't any rail shooting in the game, you still
feel like you're playing ‘Star Fox’” game director Dylan Cuthbert once said.” A
lot of people do expect there to be rail shooting [...] the pace of the game
needs to match the player, so it's up to you to decide if you want to play a
quick game or a long game. It's a different style of game”. Cuthbert would
later go on to direct ‘Star Fox Command’ on the Nintendo DS console. According
to this game’s producer Takaya Imamura, it’s essentially a remake. "A game called 'Star Fox 2', which was
not actually released, once existed. In that game, there was a strategic
system, which we thought suitable for Nintendo DS. That is how we started the
project." “We resurrected a lot of ideas for Star Fox Command on the
Nintendo DS," Cuthbert reveals. "That was a direct request from
Shigeru Miyamoto [...] He thought it was a big shame he couldn't release ‘Star
Fox 2’ back in the day and basically wanted us to push more in that
direction." Nintendo’s sales pitch describes game play in ‘Star Fox Command
‘that’ll be very familiar to anyone that’s played ‘Star Fox 2’. “Star Fox
Command introduces a new turn-based strategy element to the long-running saga
of Fox McCloud and co. Before each thrilling 3D dogfight, you can now plot your
ships' flight paths simply by drawing on the touch screen”. ‘Star Fox Command’ is
the far better game, which really shows that Cuthbert’s ambitions were hampered
by the limitations of the SNES at the time.
‘Star Fox 2’
is a game that shouldn’t be played by anyone not fascinated by its history,
unless they really want to say “yep, Nintendo were right to cancel this’. The
best bits of it were cannibalised in later games, and significantly improved
upon. Its eventual release has given retro gamers a rare chance to collectively
experience a retro game without rose tinted glasses, and without nostalgia glossing
over the cracks you have no choice but to see what’s really there.
Not only
does ‘Star Fox 2’ not favourably compare to modern equivalents, but it doesn’t
even compare favourably to its prequel.
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