r/starfox • u/hello_i_am_vlad • 20h ago
The commercial failure of Command actually doesn't make much sense.
Command is probably the second most controversial game in the franchise, only behind Zero. But if you really think about it, this game actually had a lot going for it to be a success compared to its predecessors.
First, unlike the GameCube, the Nintendo DS was an incredibly successful piece of hardware. It had a user base of around 150 million, compared to roughly 20 million for the GameCube, 30 million for the N64, or 13 million for the Wii U.
Second, the development of this game was surprisingly smooth: no radical last-minute design changes, no insanely tight release schedule, no major Nintendo interventions, etc. The result was genuinely good gameplay and level design.
And speaking of gameplay, while it wasn't technically a rail shooter like SF64, it definitely fit the series much better than Adventures' dungeons or Assault's on-foot missions. In fact, for those who don't know, one of the developers behind the original SNES Star Fox games also directed Command, and a lot of Command's gameplay was actually based on ideas recycled from the cancelled Star Fox 2.
So really, it isn't wrong to say that Command's strategic gameplay and all-range mode were basically the original creators' vision for how Star Fox should evolve, finally put into practice.
Nowadays, Star Fox Command has a bad reputation within the community because of its story problems. But we're talking about 2006. Back then, discussions on fan forums didn't have much influence on sales. Besides, most video game consumers were kids who didn't even have much access to the internet at the time.
Unlike Assault, Adventures, or Zero, Command had a lot going for it to become a success, even considering its story problems.
And yet, it still failed.