Star Fox's uncelebrated hero: The sound design. Also, play it with a GameCube controller.
I've clocked perhaps a thousand hours into Star Fox 64, or, being from Europe, Lylatwars. But the game released nearly 30 years ago, and I replayed it twice a year minimum every single year since then, so I'm not an absolute pro, just a gamer with a lot of nostalgia for this game. When Star Fox for the Switch 2 was announced, I was as ecstatic as sceptical; a technical upgrade is absolutely what this game deserves. The game established a genre and then remained its only top tier example; nothing ever came close, including Nintendo's several own attempts. But: Since even Nintendo's attempts had failed, why should they succeed now?
There's one way in which they most certainly succeeded. Most people celebrate the visuals first, but I'm talking about the sound design. (There's no sound in space, but even The Expanse, praised for its scientific accuracy, got away with ignoring this, so we will too.) A space shooter lends itself to atmospheric, immersive spatial sound. In space, there's no up and down (other than referential). On earth, it's uncommon for sounds to emit from below our usually literal floor, and due to gravity, sources of sound are more likely than not to be close to your elevation level. In space, all sources of sound have the same likeliness to come from literally any direction.
I have a Dolby Atmos ready sound system, carefully calibrated to my personal taste and to my room, and from Uncharted 4 over Jusant to Resident Evil 2-4 (the remakes), I've played many games made with Dolby Atmos sound, so I'm used to the top edge of what's possible in terms of spatial sound complexity, and I know what sound design with height information can do in games. Nintendo has as far as I know never exchanged a word with Dolby or DTS, and still, Star Fox impressed me. Let me say this clearly: Star Fox's sound design is some of the best I've ever heard in gaming, and it will be one of the major motivations for me to keep playing now, a factor which had never even existed for Star Fox 64.
The sound design is so good that I swear to you that sounds coming from objects spatially located above me are actually sounding out from above me physically in my space, which would only be possible with true Atmos sound support (or DTS:X, which is not a thing in video games). As the Switch 2 doesn't support Atmos, this is not the case. I even have not turned on Dolby's surely powered by magic Dolby Surround upmixing algorithm, and yet, my brain intuitively places the sounds above me, which means: They're extremely well placed in their 2-dimensional flat space, and so well designed that I pick them up so intuitively that, together with my finely tuned home theatre setup, my brain just adds the missing height information intuitively. This is the same process as something tasting like what it looks like, even if it actually isn't that thing, especially if you believe that it is what it looks like = are immersed. Sound is the most essential part for suspense of disbelief, but I wouldn't expect a space shooter to be able to get me there - and yet, here we are!
Enemies I shoot whose debris flies into the camera give me an impulse to duck, I can instinctively turn towards bosses in open formation mode without having to check the radar if they make a noise, enemies approaching from behind usually do so from above and I can often tell that they'll be coming by the sound. It definitely helps that enemy spawn locations are the same as in the original, which gives me intuitive memory for them, but this is once again just another contributing factor to immersion: Suspense of disbelief is easier the less you actively have to think about what you're consuming, and if childhood gaming knowledge is enough to create enough of an immersion that my brain is able to spatially re-configure the elevation level of a sound, then that sound is doing its job so well that I have nothing else to actively process about it, I just intuitively take it in.
If you have a surround-ready sound system, Star Fox is an amazing way to test its calibration. If it's calibrated well, you'll enjoy the heck even just out of that part. If this game doesn't sound phenomenal, you got room for improvement (albeit perhaps not the agency - not all speakers, AVRs and rooms offer all the options).
Beyond all this, I also want to say: Thank you, Nintendo, for being shockingly adapter-ready with your new consoles. I tested the GameCube Controller adapter for the Wii U on the Switch 2, and it worked instantly, without complaints. Even the Wii U itself didn't do that! GC controllers won't work with every game since you're missing - and ZL, but in Star Fox, ZL and ZR have the same function as L and R, and - only changes the view mode, which I personally don't care about. The GameCube controller is still, in my opinion, the most intuitive controller out there (I won't say best - that's a matter of subjectivity); I never got myself an adapter to use GC controllers on N64 since I was already used to the N64 controllers for all N64 games, but I had always wondered. Now, with the Switch 2's surprisingly straight support of the GC controller, even in the console's main menus, I immediately started playing the game with one, and I don't think I'll ever even try to play with anything else.
There's two caviats with using a GameCube controller for Star Fox on the Switch 2. One is that you won't have the rumble feature. As another redditor pointed out, most modern games use HD rumble, which the GC controller doesn't have, so it would just be vibrating way too quickly and counter-intuitively (and the games can't check for the type of USB controller that's connected, so they wouldn't even be able to add special support, not that there would be relevant demand for it). Games that don't use HD rumble (like the classic games from Nintendo's Classic libraries) do use the GC controller's rumble feature, but most modern games won't, including this one. That's a bit of the shame; Star Fox 64 was the game I got the rumble pack for the N64 for and I loved it, but honestly, after my three standard Star Fox playthroughs, I didn't miss it that much.
The other is that the button layout isn't exactly the same, so your muscle memory will be a little off. Star Fox has an option for enabling classic input controls for somersaults and U-turns, which is awesome, but the Switch 2 doesn't offer button layout changes through the Wii U GC adapter. X and B are the biggest muscle memory offenders. B used to be used for bombs, while braking used to be a C-Button combination (like Somersaults and U-Turns), which worked pretty well with the C-buttons surrounding the A-button, but what's surrounding the A-button now are X and Y. Since A and B also rotated their positional relationship by 90°, the whole thing is already messing with muscle memory from the get go. Considering that, I'm happy that the only mistake I'm making is throwing bombs when I want to brake. I'm sure I'll get the new button layout into my intuition soon.
I also want to say that I'm quite happy that Nintendo didn't go down with the difficulty too much. Many Nintendo remakes had this issue where they re-configured difficulties so that the new normal is closer to what used to be easy and the previous normal is now closer to the new hard, and Star Fox is most certainly easier than Star Fox 64, but not as much as how bad it could've been. The main change is a little QoL laser path correction on normal enemies and less jank (plus literally every controller being better than the N64 controller), but hitboxes remain similar to what they used to be, as do vulnerabilities and timings. Also, enemies and attacks are more readable, but not really more patient (if anything, Andross felt sped up). Even despite well-transferring muscle memory curtesy of the remake being very faithful, I died thrice on the Red Line and once on the Blue Line, and the reasons were always me not aiming well enough and not flying required manoeuvres efficiently. I also only got two medals across all three playthroughs, in which I touched every single level, so that's what I'll be spending my next bunch of playthroughs on.
There's some small gameplay changes, some of which are just Quality of Life (mostly readability), a few of which are difficulty-related, and a handful of which were modernizations. A couple changes I didn't really understand, though, for example: Why does the pillar in Bolse not spill out lasers towards the end? Why can't I destroy the satellites and most of the ships in Area 6 anymore? Did you really have to bump the brightness in Aquas that much? There's a small number of these, but they aren't essential.
Ok, one bone I do have to pick, Nintendo. With how well you levelled up the visuals, how could you mess up the explosions? They were so simplistic on the N64, yet felt so epic and impactful. These just made me sad. They're not bright enough (same mistake movie CG explosions make), not slow enough (typical scale oversight), and not large enough (how, considering how much you drew from the modern Star Wars trilogy????). That loses so much of the impact of the most pivotal moments - a real bummer for my nostalgia. After Macbeth's Mission Accomplished explosion, when Falco said that that was our best explosion yet, which was obviously a nod to the iconic moment from the original, I didn't feel it at all. :(
Anyway. Good game, great remake, if uninventive - invention had been attempted with every previous try, and it always failed, so this is fair. Visuals are great, sound is fantastic. I recommend it. Just be aware that this is a game designed for replay, not for campaign completion. It's closer to roguelikes in that regard, without an upgrade progression system. Don't let that turn you off, the replayability, learning enemy placement, optimising movement, finding hidden paths, maximising points, those are the point. And it's a whole lot of joy to do all that.
EDIT: Okey, you actually can still slay the satellites and the larger ships in Area 6, I was just being bad, and the hit feedback actually is bad, as people have pointed out. Also I forgot another grievance: Why doesn‘t the escape sequence after Andross II require me to boost anymore? That was so tense, and I don‘t think it would‘ve taken away from the new tone they gave that moment! (Also my muscle memory for Andross‘ real form still holds as well once applied correctly - amazing.)
EDIT 2: Apparently, the pillar in Bolse also actually does spill lasers everywhere on its last legs. I‘m a dum dum.