Star Fox Zero

[5] For example, the Arwing can transform into a bipedal Walker (which originated in the cancelled Super NES game Star Fox 2) that lets the player freely walk around on platforms and in enclosed spaces.

The game has no life system, and if the vehicle is destroyed or a specific objective is not reached in some cases, the mission is failed and the player will have to start over.

The game is also compatible with Amiibo figures; players can scan the Fox and Falco Amiibo to respectively unlock the Retro Arwing, which is based on the model used in the original SNES game and cannot lock on but has a larger blast radius, and the Black Arwing, which sports a black and red color scheme and is stronger and faster but takes more damage.

[13] Miyamoto stated that the game's main storyline and overall presentation were structured episodically, taking inspiration from the 1960s television series Thunderbirds, with the main missions featuring traditional Star Fox gameplay acting as "primetime programming", while side-missions featuring more quirky, experimental gameplay mechanics (such as those found in Project Guard and Project Giant Robot) act as "late-night programming".

[1] Prior to the game's release, Nintendo of America began a contest called the "Star Fox Zero Intergalactic Art Event" that month.

Entrants needed to create Star Fox Zero fan art and post it on the game's Miiverse page, with the best 40 entries winning Nintendo eShop credit.

[33] Common points of discussion include the control scheme, the short length of the campaign, and the structural similarities to earlier entries in the series.

Jose Otero from IGN praised the levels and bosses, commenting that Star Fox Zero reimagines a classic Nintendo 64 game, but was critical of its awkward controls.

[42] Similarly, Damien McFerran from Nintendo Life observed that the players need to be patient to master its problematic controls before becoming attuned to them, comparing them to Splatoon.

[43] Peter Brown of GameSpot's primary fault with the controls was that it forces the player to divide attention back and forth between the TV and GamePad.

[34][37][41] David Roberts of GamesRadar felt that the game was undermined by a slavish devotion to wrapping the core design around every feature of the Wii U's GamePad, regardless of whether it makes sense or feels good to play.

[34] Steve Watts of Shacknews found the alternate vehicle missions, where the game sets itself apart from earlier titles, ultimately distracted from the core Arwing gameplay.

[49] Days after its launch in Japan, both the standalone and Star Fox Guard Double Pack sold 8,135 and 17,114 units respectively, individually placing fifth and eighth for that sales week.

[53] According to the NPD Group, which tracks physical sales data, Star Fox Zero was the fifth best-selling video game on any platform during the month of April.

Gameplay screenshot from E3 2015
Lead Star Fox Zero producer Shigeru Miyamoto demonstrates the game behind closed doors at E3 2014 . The game was one of three projects he demonstrated at the show, alongside Project Guard and Project Giant Robot .