Review

17 / 20

Star Fox: three decades later, its branching routes still reward skill better than many modern campaigns

Star Fox Reviewed on
Star Fox: three decades later, its branching routes still reward skill better than many modern campaigns

Velan Studios rebuilds Star Fox 64 almost mission for mission, but its core design remains remarkably durable: alternate routes, hidden objectives, scoring and risk turn a very short campaign into an arcade game meant to be mastered. The problem is not what Nintendo preserved. It is everything the company still refuses to build after it.

Star Fox is designed around the idea that completion is not mastery.

A first run through Lylat reveals only part of the campaign. Better performance, hidden objectives and rescued wingmates can change what comes next, turning the system map itself into a reward structure.

Ninety minutes can contain years of replay

The campaign is famously short when treated as a straight line. Nintendo Life and Game Informer both argue that this misses the point: routes are built to be rediscovered, improved and eventually understood as an interconnected arcade structure.

A player who reaches Venom once has seen the ending. They have not necessarily seen Star Fox.

Modern controls remove friction without removing technique

The dual-stick layout makes ship movement and targeting more accessible while preserving barrel rolls, boosts, brakes and the spatial demands of all-range encounters.

Joy-Con 2 mouse aiming provides another approach, and local co-op can divide piloting and shooting between two people.

The important point is that these inputs change the interface rather than the underlying mission design.

The Arwing remains the reason everything works

Tom's Guide and Nintendo Life both praise the responsiveness of the flight model. It feels fast without becoming twitchy, and precise without losing the broad arcade sweeps that make enemy formations satisfying to cut through.

Landmaster and Blue-Marine missions remain useful changes of pace, but neither matches the elegance of simply putting Fox back in the cockpit.

Scoring creates another campaign on top of the campaign

Once survival becomes routine, enemy formations become score routes. Charged shots, target prioritisation and movement through hazards begin to matter differently.

Challenge Mode formalises that second layer through additional objectives, but the philosophy was already present in the 1997 design.

Online combat is enjoyable but undersized

Four-versus-four matches finally give Star Fox and Star Wolf a modern online arena. Nintendo Life is particularly enthusiastic about the resulting chaos.

TechRadar and Tom's Guide are more cautious about the limited number of modes and maps. Multiplayer feels like an entertaining extension rather than a second pillar equal to the campaign.

Faithfulness eventually becomes the criticism

GameSpot's lower enthusiasm comes from a reasonable place: almost all of the structural brilliance was already available in Star Fox 64 and its previous remake.

Slant Magazine makes the same point more sharply. Nintendo has spent considerable effort rebuilding the franchise's safest memory instead of discovering what should follow it.

The better this remake feels, the stranger Nintendo's caution becomes

Star Fox still demonstrates how much replayability can come from routing, scoring and responsive enemy design rather than enormous content volume.

That lesson remains worth preserving. The next step should finally be using it somewhere new.

Strengths

  • Branching campaign structure remains exceptional
  • Extremely responsive Arwing handling
  • Replayability is built around mastery and scoring
  • New controls improve accessibility without compromising the design
  • Challenge Mode suits the arcade structure
  • Online multiplayer is highly entertaining

Weaknesses

  • Campaign is almost entirely the same as Star Fox 64
  • Very little genuinely new content
  • Multiplayer lacks enough maps and options
  • No proper local split-screen competitive mode
  • The remake highlights the continued absence of a new adventure

Star Fox remains a model of compact arcade campaign design: few stages in any individual run, but a web of routes, secrets and scoring possibilities capable of supporting dozens of attempts. Velan Studios modernises the handling and presentation without damaging that structure. That is precisely what makes the result frustrating: Nintendo has proved yet again how well Star Fox 64 works when the real question is what the series could build after it.

17 / 20