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This information comes from Disney vice president of production John Vignocchi…

“Don’t count on it. It would cannibalize the Infinity business, good for everyone except Infinity.”

“Infinity is truer to the filmmakers’ vision (at least in the playsets), the licensees don’t want franchises mixing together, which is the whole point of LEGO Dimensions (and the toy box mode in Disney Infinity).”

Source


– Yusuke Hashimoto of Platinum Games wants big action scenes in the game
– Corneria starts with Fox McCloud in his Arwing in formation with the Great Fox of Star Fox Command
– he’s joined by Falco Lombardi, Slippy Toad, and Peppy Hare and the crew receives orders from General Pepper
– Fox checks the other Arwings before starting the mission, which you do through the gamepad
– when the team is ready, they rocket down to the planet’s surface, the atmosphere turning to flames as they descend
– the new water enemies at the start will form into barriers you have to avoid
– game is directly inspired by StarFox 64 and StarFox 2
– walker mode is slower and more vulnerable to attack
– Walker can hop, dash, and roll away
– demo has gold and silver rings and laser power-ups
– Slippy ends up getting in trouble early on
– demo ends with an open flying sequence in which a tower must be protected from new enemies called striders
– striders are slow moving mechs, with four long spider legs
– if they climb to the top of the tower, the game is over
– striders’ only weakspot is on their top
– after this, a mothership swoops in and is outfitted with turret gun defenses and radar dishes
– Arwing can land on the mothership in its walker form
– battle ends with a rocket-like structure that blasts off before you can fire on it
– Area 3 has Fox and his team in deep space where a huge ring-like space station resides
– huge battle takes place around this structure with multiple enemies
– this battle takes place in “All-Range” mode
– battle concludes with a fight against Pigma
– after the battle, Pigma jets to safety
– motion-based targeting system
– left analog stick handles vertical and horizontal movement, right analog stick is dedicated to boost, brake, and barrel rolls
– A button is exclusively used for transformations
– right trigger fires the laser and can be held down to initiate the Arwing’s signature lock-on blast
– left trigger is used for locking on to targets
– X button is used in conjunction with the analog stick for somersaults and U-turns
– on the Landmaster desert planet, fight off gusting winds that send huge chunks of debris everywhere
– Lanmaster’s hover ability is show via a meter on the bottom of the screen
– the worm battle at the end of this level has you blasting hit spots while avoiding thrashing from the worm
– hit all the weak points to get the worm to open up its mouth
– gyrowing level makes you move low or cautious due to search lights

Source 1, Source 2


This information comes from Shigeru Miyamoto…

On Star Fox 2 possibly releasing…

“I think it’s ok for Star Fox 2 to just remain a memory. I think the things I wanted to achieve in Star Fox 2 I’m doing in this game.”

On Star Fox Zero’s Wii origins…

“I work very closely with the programmer of Star Fox 64. Basically, every time we get new hardware, we do a Star Fox prototype. This Star Fox started out being based on a prototype we created for the Wii. We took that prototype and thought about what we could do with it. We came back and just said that this should be a Star Fox game.”

Source 1, Source 2



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