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Nintendo published a new version of the Star Fox Zero trailer from E3 2015. The actual content is the same, but it can now be seen at 60 frames per second. View the updated trailer below.

Nintendo finally unveiled Star Fox Zero during its Digital Event that aired on Tuesday. In creating the game, Shigeru Miyamoto has said that the team decided to focus on the gameplay and a purposeful visual style. Miyamoto feels that, these days, the realistic look of games causes them to “all look the same”.

As reported by The Wall Street Journal:

In a press event Sunday, Miyamoto said that the point of Star Fox Zero is the gameplay and the visual style of the game, which is somewhat cartoony. It was made that way with a purpose. “A lot of games nowadays look so realistic that they all look the same,” Miyamoto said.

Star Fox Wii U is due out this holiday for Wii U. PlatinumGames is working with Nintendo on the game’s development.

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GameXplain has put together comparing Corneria in Star Fox Zero and Star Fox 64 3D. Check it out below.

Nintendo stopped by Twitch during E3 to show off some of its upcoming games. Super Mario Maker, Star Fox Zero, and Yoshi’s Woolly World were featured on the streams. Head past the break for the complete archives.

We’ve posted a ton of Star Fox Zero videos over the past few days, but this latest one offers something new. Along with footage shown on the TV screen, it also provides the GamePad feed as well. Take a look at the video below.

– Star Fox Zero’s Corneria mission uses the same layout for Corneria City as Star Fox 64 with a new coat of paint
– Fly under a bridge to save Slippy, boost past falling buildings, and shoot construction robots throwing metal beams
– Control the Arwing with the left analog stick
– ZR: fire lasers
– Can hold down the button for a charge shot
– Y: Arwing does a somersault
– Moving the right analog stick activates boost
– Pulling the right analog stick back triggers the brakes
– Tapping the right stick left or right twice does a barrel roll
– Move the Wii U GamePad to control where the Arwing shoots
– GamePad’s screen shows what Fox sees inside the cockpit
– At the end of the Corneria mission, it switches to an all range mode
– When this happens, Fox needs to shoot spider-like robots from climbing a tower
– Robots are invulnerable aside from a red target on top
– Need to use the cockpit view to shoot down the enemies
– After the spider robots, the Star Fox team needed to shoot laser cannons from a giant saucer
– Another demo at E3 set in Area 3
– This stage brings Fox McCloud into an empty space field with enemies to shoot down in all range mode
– After taking out a few ships Pigma Dengar flies in and turns the stage into a dogfight
– Pigma tries to fly behind Fox to get him in firing range
– Using the somersault and then a charge beam turns the tables on Pigma
– Hold ZL to shift the camera on the TV to focus on the action instead of behind the Arwing

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This information comes from Shigeru Miyamoto…

On whether Nintendo would consider one-versus-one local ship battles for Star Fox Zero…

“It’s difficult to have two people playing when you need two screens to play for one person, so it’s definitely something that we’re thinking about. We basically created this game as one you need the GamePad to play, but there is a secret There is another option.”

Star Fox Zero co-director Yugo Hayashi also said:

“As one kind of variation, we were thinking about a co-op control scheme. Basically one person would control flying the Arwing and the other person would be aiming and shooting. This is something maybe parents and children could be doing together.”

– Hayashi said, in this case, you could have a skillful player piloting the Arwing
– The less skilled player would be targeting and shooting
– The main pilot would use a Wii remote and Nunchuck attachment to steer
– The team was also trying to support the Pro Controller

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