I can understand that Miyamoto and co. might not have a vision on what new things to add to F-Zero, but perhaps they ought to consider that every entry doesn't have to be something "brand new" or move the series in a different direction.
I was just talking about the new Kirby game with some folks. Apparently some people who played weren't happy with it since it's not much new. It looks pretty much like Return to Dreamland and Triple Deluxe with the buddy system from Super Star turned all the way up. But, you know, it's a Kirby game. Just needs to be bright, colorful, and fun to play. It doesn't have to redefine the franchise a la Breath of the Wild or anything. Sticking to a known formula isn't always bad, and with some franchises it just works.
I think F-Zero is like that too. You just gotta drive a hovercraft really fast around a track. No need to strain yourself trying to innovate and get something that's never been seen or done before. It's okay to focus on incremental improvements and overall quality rather than trying to invent features or try to force the series forward with new ideas.
I get that ever since the N64, Nintendo has really been into their controllers and trying to integrate that into their games. More power to them. But sometimes I think they get hung up on the concept way too much. The Switch as-is was good enough for Fast RMX. I'd even go so far as to argue that F-Zero was very enjoyable on the GC because Nintendo didn't try any fancy tricks with the GC controller's design.
I was just talking about the new Kirby game with some folks. Apparently some people who played weren't happy with it since it's not much new. It looks pretty much like Return to Dreamland and Triple Deluxe with the buddy system from Super Star turned all the way up. But, you know, it's a Kirby game. Just needs to be bright, colorful, and fun to play. It doesn't have to redefine the franchise a la Breath of the Wild or anything. Sticking to a known formula isn't always bad, and with some franchises it just works.
I think F-Zero is like that too. You just gotta drive a hovercraft really fast around a track. No need to strain yourself trying to innovate and get something that's never been seen or done before. It's okay to focus on incremental improvements and overall quality rather than trying to invent features or try to force the series forward with new ideas.
I get that ever since the N64, Nintendo has really been into their controllers and trying to integrate that into their games. More power to them. But sometimes I think they get hung up on the concept way too much. The Switch as-is was good enough for Fast RMX. I'd even go so far as to argue that F-Zero was very enjoyable on the GC because Nintendo didn't try any fancy tricks with the GC controller's design.
