Star Fox Assault
- Publisher: Nintendo
- Developer: Namco
- Release: Nintendo GameCube, 14 February 2005
- Genre: 3D Action
- Players: 1-4
- Save: Memory Card, 5 Blocks
- Rarity/Cost: Moderate, US$15-30
In the time since the end of Adventures (I guess), the foxy female... fox Krystal has replaced Peppy Hare as one of the four pilots of the Star Fox team, but apart from that, everything is just as SF64 left it. The first level starts in medias res, with Star Fox and allies fighting a successor to Andross's armies from the old games, only to discover a new threat in the form of the Aparoids: an insect-like alien race prone to corrupting other ships in some capacity. Thus, Star Fox's quest to quell the Aparoid menace serves as the plot over Assault's ten levels. That's a step down from the total of 15 in Star Fox 64, and instead of that game's branching-path system, Assault lays them out in a more traditional linear fashion. However, you can also re-play specific levels at will, instead of having to start a new campaign, in case you're attempting a medal run on a specific level. And besides, the stages are considerably longer than those of SF64, most featuring two or three objectives each. I may have had the same problem with Goldeneye: Rogue Agent and 007 Legends, but with stages lasting generally no more than 10 minutes apiece once you know what you're doing, I guess I can let that slide.
|Get bonus points for finishing off groups of enemies,|
or larger targets like these.
Whilst traversing outside a vehicle, Fox McCloud is armed with his trusty blaster, which can do automatic fire by lightly holding the R button, or charge up a shot by holding the trigger all the way. It's a shame certain larger enemies are shielded against everything but explosives and charged-up blaster shots (and even then, it takes multiple of those to take them down). In these and other cases, you'll want to seek out alternate weapons, like the easy-to-use Machine Gun which is, again, useless against shielded enemies, the overpowered Rocket Launcher and Sniper Rifle, and the generally useless Grenades and Sensor Bombs. As opposed to the Arwing corridor stages, bonus points are awarded by taking down enemies in quick succession. In doing so, you'll continually seek out targets to keep your combo meter full, which does wonders for the pacing of these sections.
Even the Landmaster was fun to use in these levels; its cannon can overpower just about any enemy's shields, and the extra protection from its shields is just icing on the tactical cake. Compare that with how the Landmaster (and the Blue Marine, thankfully absent from Assault) was handled in SF64: basically slower and stiffer versions of the same Arwing experience. It is ironic, in that sense, that the Arwing sections of Assault have a slower feel to them. Another thing that disappointed me about the Arwing stages is that whereas in the original Star Fox and SF64, pressing and holding the fire button would launch a burst of four or so shots before (in SF64) charging up a lock-on shot, in Assault, pressing the A button only fires one shot before charging. So if you want to fire a rapid stream of lasers, either break out a turbo controller or your best rapid-tapping technique. May your controller stay intact after the final mission.
|I liked taking the Landmaster for a spin now that|
I have complete control over it.
I can understand the disappointment associated with Star Fox Assault. Entries in this particular series are few and far between, and not one of them has seen fit to perfect the formula pioneered by the original -- scratch that, the N64 one. But I'd be willing to vouch for Assault, even -- scratch that, especially for its all-range stages. Because I realised something while playing them: it feels like a spiritual successor to Jet Force Gemini, only a lot more fluid. Yeah, it would have been nice to get two separate, full-sized games, one for each style presented therein. (Obviously, one of those two games would be retooled as a full-on sequel to Jet Force Gemini. ...Hey, a guy can dream.) But for what we got, I ain't complaining.
+ I found the all-range sections more fun than everyone's made them out to be.
+ The story makes some honest attempts at dramatic moments.
+ It was nice to hear updated versions of SF64 tunes on the soundtrack.
- The Arwing sections feel less fun than in SF64.
- The levels could have been broken up for better replayability.
Control: 4 Landmasters out of 5
Design: 4 Landmasters out of 5
Graphics: 5 Landmasters out of 5
Audio: 5 Landmasters out of 5
The Call: 80% (B)