Star Fox: Event Horizon is a classic "Space Shooter Sim" inspired by the older Rail Shooters of the Star Fox series. It places a larger emphasis on All Range mode dog fighting and massive scale battles with hundreds of capital ships and thousands of fighters.
Star Fox: Event Horizon is being created with Freespace Open, and will be a standalone and completely free download when it is complete. Check out the website for for trailers and gameplay footage as well as the Character and Craft sections for information on playable characters and vehicles: Starfoxeh.weebly.com
Jock Blaney, the original voice actor of Wolf O'Donnell and Bill Grey in Star Fox 64, reprises his roles as the two characters in Star Fox Event Horizon just in time for the 30th anniversary! This just keeps getting better and better.
After an overwhelming but successful casting call (almost 600 submissions!), looks like we got a nice army of voice actors for the game.
A little detour look at a cinematic in Star Fox Event Horizon.
A peek at Estelle Ellis as Krystal, as well as new version of Event Horizon.
I'll be hosting Estelle Ellis, the voice of Krystal on my July 23 livestream.
Fixes a few nasty bugs that slipped through into 0.7.
New version of Star Fox Event Horizon, featuring five fully voiced Lylat Wars levels.
Fixes a few nasty bugs that slipped through into 0.6.
New version of Star Fox Event Horizon, added Blue Marine and Landmaster levels
The first few missions of the Lylat War campaign are ready to play.
The seventh demo of Star Fox: Event Horizon, adding the remaining environments into the game.
Star Fox Event Horizon is great in mine eyes with storylines I always wanted to have for brand. But there is a issue in gameplay about recover your life points because enemies some times don't spawn silver rings when I destroy then and worse are the ground missions were the silver rings stay on air forever (T.T).
Also I would like to highlight the good stuff:
1.-Big battles and dark twist in Lylat campaign
2.-Kristal and her species is treated like space knights by lore game
3.-Sharpclaws are mad max space warboys this time around
4.-Bring back Fara Phoenix give her a role and fate
5.-Proper use of SF Adventure unused content and unpopular stuff of that game.
Could y'all please include a patch that allows people to use Windows/Steam compatible controllers (like Xbox).
I've tried button mapping the same as with Emulators, but your game doesn't seem to detect the L2 and R2 triggers, or the joysticks for some reason.
Controller is working fine, can still button map on other games.
Any help?
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Alroight so quite a few issues I have with the game as of rn because either the "Difficulty" bar doesn't have an actual effect upon the mod or something else is going on. (And btw this is the current and up-to-date release)
My first gripe is that there are far too few health/ammo dropping. While ammo itself isn't an issue in the slightest, the main crutch of the issue comes from the occasional sudden collisions, the fighters who love to swarm and wants nothing but to cuddle and know nothing about social distance, and the occasional attacks that don't line up with the models and their guns, as a few big ships with the large beam attacks can indeed target you even when you're on the complete opposite side of the ships, and Andross' hands themselves don't need to come up in order to spit a few rainbow rings of damage at you, much like you don't need to wait for them to come up in order to damage them.
Bolse:
Waaaaaay too many flights of fighters spawns right on top of you, often requiring abandoning the station to take shelter from Great Fox's Flaks, or spam barrel roll and slowly take them all out in a 5-yard-furball with charged lasers and spend about.... 2ish minutes to earn about half a minute of space and breathing room to recognize where you are, where the station is, and where the targets on the station is.
Venmom, post-scripted-event: Spoiler's ship is invulnerable from gun spots to stern, but he's quite happy to immediately kill you regardless of distance until he finally leaves.... Not quite certain how or why, but having to immediately gun AWAY from him and then wait to come back after he leaves isn't my idea of having a good time.
Andross himself:
Well, I've already spoken about his hands being funny. His eyeballs are invulnerable so I'm not certain if thats the feature or bug since I remember shooting them out to have a bit of breathing space in N64. Speaking of Andross' attacks, was it intentional that all his attacks are Shield-Penetrating? Because with both Phoenix and Arwing 2, I kept losing more hull than I ever saw my shield bar hit 0 and thus die because of it despite my shields being half full or full...
Final Andross Form:
(Smacks lips) olordy. His big beam of death attack has serious aimbot issues, because I could run circles around him, using charged laser blasts on the targets, aaaand nonna that is gonna matter because I'm seemingly doomed to always die within 1 or maybe 2 beams depending on how long the fight goes on, aaand no amount of barrel rolling or hiding behind things is gonna save me. IDK if that's scripted for punishing people for taking too long or having positioned themselves and Andross in an incorrect way, but uh... Yeah...
And alla that was on labeled "Easy" as I was still getting a feel for both Freespace 2 and the mod.
Still love this mod, can't wait for future releases.
The eyeballs being invulnerable should be a bug because if i remember correctly one of them was destroyed in the testrun uploaded to youtube. But when you compare the first testruns with the fully voiced versions of the levels you can often see that bosses get revamped, so that should hopefully be also true for andross.
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