Challenges Are the Tutorial in Star Fox

2026-06-25T08:00:00+01:00 | 2-minute read

Fact Sheet
Original Title
Star Fox
(スターフォックス)
Genres
Rail Shooter
Release Date
June 25, 2026
Length
HowLongToBeat: 2-4 hours
Reviews
Eurogamer: 4/5
Gamespot: 7/10
OpenCritic: 83/100
Creators
Developer: Velan Studios
Publisher: Nintendo
Platforms
Switch 2: Digital / Physical

Website

There’s a tutorial in Star Fox. It feels like an obligation: press this button to do this, pick up that item for this to happen. And do a barrel roll, of course. How much this tutorial actually teaches me to play the game is a different question. That’s not to say the approach is necessarily bad, it’s just that I can train all I want, but what matters at first in a game like this is showing up and gaining match experience.

Star Fox

Similarly to how it’d be in a real conflict, Star Fox doesn’t give me time to warm up. I must perform right away: figure out when to shoot with free aim and when to lock on, what to save up bombs for, how to identify enemy behavior patterns and whether I’m actually dealing damage, because at this fidelity, blinking polygons and clearer hit feedback are prohibited. The campaign is so brief in the purest arcade sense that it’s easy to consider the first walkthrough to be the tutorial, but it’s once I select the second main menu option that I feel like I’m now being taught.

Star Fox

The new Challenges are deceptively simple. They give me a blueprint of how to experience each level, but they never tell me how to excel. This is the amount of points I can get, this is the curiosity I should investigate, and then, how do I actually shoot all these robots when the fly-over is so short? And thanks to the expert layer of Challenges locked behind this progression, I’m never overwhelmed and study every level gradually before I can attempt more ambitious campaign runs.

Star Fox

Thankfully, it’s never the Hitman situation when I scroll through the in-game list of all the ways to perform an assassination before realizing I’ve just spoiled discovering these by myself. There’s enough ambiguity in Challenges that I still need to play around and see what works. In other words, go through the actual process of learning.

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About Me

My name is Anton, I’m a video game creator who proudly overthinks tiny aspects of game design. Every week, I take a game I’ve been playing and find a detail that may often not be its main focus. But it still deserves love, doesn’t it? Besides these aspects, I pay special attention to general game flow and game feel.

When I play new games, I like to take notes. They often end up messy, and I can’t share them with anyone. I even have trouble reading them later myself! So now I turn them into cohesive posts that not only I but others can read. I also need every excuse I can get to play new games, old games I’ve never played, old games I have no excuse to replay as well as games outside my comfort zone.

I try to avoid spoilers for the newer games I bring up, but sometimes I see no better way to make a point. So if you don’t want to be spoiled, I recommend avoiding the posts on the games you haven’t played but plan to play.

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Way of the Hunter 2

Way of the Hunter

This Is the President

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killer7

Super Mario Galaxy

Half Life 2

Resident Evil 4

Device 6

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