Review: Star Fox Command


Every once in a while, gas prices go up. Every once in a while, a good TV show gets cancelled. Every once in a while, someone loses a sock and they blame the dryer.

Every once in a while, a Star Fox game comes out.

Star Fox Command has some interesting predecessors. Star Fox for the SNES featured the Super F/X chip, which graced the SNES with the power to render triangles like no other console could. Star Fox 64 introduced N64 fanatics to the Rumble Pak, and it introduced us all to floating brains that had big eyes flying around at the end of electrical trails. Dinosaur Planet--I mean, Star Fox Adventures--was a game that featured Fox McCloud hitting things with a staff. Star Fox Assault was a game that tried to bring the series back on track, which meant adding a third-person shooter aspect that I didn't like.

When you think about the DS as being a portable N64, and you think about Star Fox Command being a DS release, you may think that this game will be akin to the N64 game. And, well, it's not.

First, I'll get to the characters. Peppy is a General now!

Okay, enough about those guys. Let's talk about the differences between Star Fox 64 and Star Fox Command!

1. No more rails! Instead, you get this new strategy-game-like element which makes up the core of Star Fox Command. At the start of each mission, you are presented with a map, with icons representing the Great Fox, enemy groups, and your entire fleet. That sentence had a lot of commas. From the map, you must draw paths that lead you to the enemy ships, and then engage in dogfights. Occasionally these lead to boss battles (and let's not forget Star Wolf!). Of course, the removal of the rail-shooter element means that it's not as cinematic as Star Fox 64. Remember those falling buildings and columns?! Those were awesome.

2. The controls. Let me make this clear: if you have recently lost your stylus and don't plan on buying another one, forget this game. Let me clarify further: A, B, X, Y, L, R--and the Control Pad--all do the exact same thing: shoot and lock-on. If you thought Metroid was crazy, you'll think this is even crazier. The stylus is used to steer, drop bombs, barrel roll, boost, brake, U-turn, and loop. The bomb-dropping is pretty sweet, because you can drop it anywhere on the radar (which is also featured on the lower screen!).

3. Peppy is a General.

4. The voices. I was tooling around in the options menu, when I ran across an option to replace the "voice" of the characters in-game with my own "voice." I'm a pretty vain person, and I like to feature myself as much as I possibly can within video games. What followed were a series of questions that I was expected to answer via microphone, such as "Who do you like?" (Nintendo!) "What do you like to do?" (...play Nintendo!) "Who do you not like?" (SONY!). After that was complete, I was treated to a sound test screen, which allowed me to play back my voice. All of your answers will be totally unrecognizable beneath the layers of editing and filters. Admittedly, it would be weird for Slippy to say "Hamburgers!" every time he got hit.

5. MULTIPLAYER. Yeah, Star Fox 64 had multiplayer, but here's what bugged me: You always had to have it split the screen four ways. I can't remember if that's true, but if it is, I told you so. Star Fox Command lets you access the Nintendo Wi-Fi Connection, and compete with players around the world. The Friend Code system is back, and so is the Rival system from Metroid Prime Hunters. Online dogfights shine, and are extremely exciting. Here's how they sound when I play them: BEEP BEEP BEEP! AAAAAAAAAAaaaaaaaaa the beeping means I'm being locked on! AAAAAAAAAAAH I GOT SHOT! AAAAAAHAHAHAHAHAHA I GOT THE SUPPLY RING I WONDER WHAT IT DOES! AHAHAHA I GOT A STAR AHAAAAAAAAAAAAAA BEEP BEEP BEEP! No, I don't make the beeps by myself.

If you're looking for Star Fox 64 on DS, this isn't it. If you're looking for a Star Fox game with some strategy elements and beeping multiplayer, this is the game for you.

Plus, Peppy is a General.

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