Important, esoteric, and in many ways very exciting, Star Fox 2's left-field and slightly over-ambition ideas never quite manage to fly. ꩵRegardless, it feels very good to have the missing-in-action hero finally make it back home.
Pros
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An invaluable insight into 🐷a lost period of Nintendo his𓂃tory.
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The evolution of the franchise's 💫core ideas is 𓄧radical and intriguing.
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Playing a free-roaming 3D shooter on a SNES still feels strangely futu﷽ristic.
Cons
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The overall game system🌄s never really come together to create a truly gratifying w💟hole.
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Greꦛat ideas are never execut🦹ed with the scale they deserve.
If nothing else, Star Fox 2 – now finally released on the SNES Mini, after languishing somewhere on a Nintendo hard-drive for 22 years – is a fantastic insight inꦍto where the company’s head was at on the eve of the 32 and 64-bit 3D gaming explosion. Developed with partner studio Argonaut, the polygon-pushing Super FX chip’s long-delayed last hurrah is a package typified by a grandiose, free-wheeling ambition not seen in any of the SNES games the technology previously powered.
The effect is unmistakable from the moment you fire the game up. Even viewed through the lens of two decades’ subsequent 💜advancement, the flat-shaded sci-fi extravaganza is a surprisingly cinematic production, its cutscenes – both introductory and punctuating progress throughout the game – ambitious and arresting on a level previously never seen on the format. Even as a seque🍌l to the game that first asked ‘How can this be done on a SNES?’ Star Fox 2 bellows the query louder than ever.
And if Star Fox 2’s presentation typifies an aggressively confident Nintendo, riding a creative high at the peak of the SNES’ industry-dominating success, then its game design, in an entirely different, initially jarring way, is a similar declaration of uninhibited intent. Albeit one that doesn’t always succeed in its 🥃admirable ambitions.
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Long-time GR+ writer Dave has been gaming with immense dedication ever since he failed dismally at some '80s arcade racer on a childhood day at the seaside (due to being too small to reach the controls without help). These days he's an enigmatic blend of beard-stroking narrative discussion and hard-hitting Psycho Crushers.