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Legend Of Zelda Skyward Sword - Controls


Kohaku

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Okay, I don't rant often, but I feel this is a rant that need to be said. There are few people who seem to completely hate Skyward Swords motion controls. I want to know, why do you hate them? Some of the people who hate them seem to be the type who only play traditional games and hate everything that is different, while saying that Zelda doesn't do enough to innovate and should be more like games like Skyrim.

 

Zelda is Zelda, and its fans want Zelda to innovate in its own ways, not by copying other games. One of these ways is the motion controls. I'm talking about story or anything else, just the items and the controls.

 

A few people seem to have a real hard time with the controls, and I can't understand why people who consider themselves to be serious gamers have these issues. There are two things that can fix it.

 

The first, is adjust your sensor bar. I've noticed in my experiments that it seems more responsive when it is placed above the TV. Make sure it isn't askew and is centered perfectly on top of the TV.

 

The second is something I've noticed a few people doing, when calibrating the Wii Motion Plus, make sure you place it buttons down. I've had a few friends calibrating it wrong and it made for an unpleasant experience. Now that they have all fixed the issue, every single one of them loves the controls.

 

Fixing those issues makes things a lot easier.

 

Another thing I've noticed is people like to talk about the split-second delay from swinging your arm, to when Link swings his arm. I've noticed that this is only really visible when watching someone play, when playing by yourself this isn't noticeable, unless you are swinging your arms like a madman.

 

Then there are the flight controls with the Loftwing and the Beetle, they take a little bit to get used too. However, by being gentle and by making gentle tilts, controlling them isn't really an issue. They have simple controls and are actually quite intuitive.

 

Aiming with the bow and slingshot, this can be corrected by recentering the cursor, other than that there really aren't any issues with it.

 

One of the best examples I can give on how intuitive the controls are is when my boyfriend played it. My boyfriend doesn't have much experience with adventure games, this is actually his first Zelda game. The controls were easy for him to pick up and learn. No issues at all.

 

How is it someone with limited game experience is having less difficulty than people who call themselves hardcore gamers? Honestly, I don't get this. Someone want to help me understand it?

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Are you really supposed to calibrate it buttons down? I've been doing it buttons up and never had a problem. :P

One of the arguements I've heard against motion controls, is that people feel ridiculous using them. I can kinda understand that, (especially since I'm one of those "lean with the controller" players :lol: ), but I usually tell those people that they're playing as a elf in tights, and that they can just deal with it. :P

 

I personally have never had a problem with the motion controls, and find them to be a lot of fun to use.

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Calibrating buttons down is how I was taught in another game, and it has helped my friends. Maybe you just have an awesome Wiimote. XD

 

I felt awesome using them, I actually felt like Link, it was very satisfying playing the game as I felt like Link. I felt like the character in the game. This is what Nintendo promised us years ago. It did not disappoint.

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That's what's so genius about it. It's relatively easy tone immersed in a game like Skyrim, where everything is realistic and expansive.

But for a more lighthearted cartoony series like Zelda, motion controls make for an incredible experience.

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The only problems I have is when I take out my sword near an electric blob (or whatever they're called :P) and I accidentally hit them, causing electrocution. Other than that, it would just be my shield being over-sensitive to motion.

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Wait wait wait, you're supposed to calibrate it face-down?

 

I have had maybe a handful of issues, but that explains so many of them.

 

Honestly, I think that Skyward Sword just had the misfortune of coming out in the US around the same time as Skyrim. Being a big pro-motion control game, it was destined to get a ton of criticism from traditionalists, but coming out at the same time as Skyrim gave them enough core gameplay/setting similarities to point at it and go "Why can't you be more like that?", despite the fact that changing all the "issues" would leave you with a new Elder Scrolls game not sure why its parents named it Zelda.

 

Not to drag on Skyrim - it too is an excellent game - but I just think that timing happened to be perfect to give the critics of motion controls plenty of ammunition.

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The only problems I have is when I take out my sword near an electric blob (or whatever they're called :P) and I accidentally hit them, causing electrocution. Other than that, it would just be my shield being over-sensitive to motion.

My issues with the electric chus was because I was way too impatient. XD

 

Wait wait wait, you're supposed to calibrate it face-down?

 

I have had maybe a handful of issues, but that explains so many of them.

 

Honestly, I think that Skyward Sword just had the misfortune of coming out in the US around the same time as Skyrim. Being a big pro-motion control game, it was destined to get a ton of criticism from traditionalists, but coming out at the same time as Skyrim gave them enough core gameplay/setting similarities to point at it and go "Why can't you be more like that?", despite the fact that changing all the "issues" would leave you with a new Elder Scrolls game not sure why its parents named it Zelda.

 

Not to drag on Skyrim - it too is an excellent game - but I just think that timing happened to be perfect to give the critics of motion controls plenty of ammunition.

Yup, face down. I'm not sure if Zelda explained that properly anywhere. I started doing that when I got Red Steel 2, and I have had no issues. I think Zelda should have explained it better.

 

Agreed on all points, if I wanted a game like Skyrim, I'd play that. However, I want my Zelda to stay Zelda. I still love that feeling of going into a dungeon for the first time and not knowing what to expect. You go into it and no one can help you. I love getting the new items the first time, and with Skyward Sword, discovering all of the different ways you could use each item. I plan on posting another entry with a few of the fun things you can do, hopefully this weekend.

 

There will always be critics of motion controls, especially when a good game comes along and challenges the conventions of how to play a hardcore game. Personally, I wouldn't mind seeing more games with motion, however I don't want it tacked on. It has to be built with motion in mind. Skyward Sword felt natural. This is what I want in the future of console games that use motion.

 

I want to feel like the hero. Skyward Sword made me feel like a hero more than any traditional game ever has before. I want to see more games like this.

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The motion controls weren't the biggest problem I had with the game overall. Occasionally the sword controls messed up, and combat felt a little silly because it was mostly just an enemy stood there doing nothing with its sword on one side, basically waiting for you to strike. The beetle controls were okay, but could've done with an easy turnaround mechanic like the remote Batarang in Arkham City. The Loftwing controls generally messed up and felt utterly pointless. Tilt controls plus shaking controls to flap don't add up to good controls.

 

My main problem was how linear the whole game was, and how small it felt. You have a few areas and you keep revisiting them. It just felt a lazy way of doing it. The only way I wanted this to be more like Skyrim was simply in terms of scale. The game felt so small, like Mario 64 with three paintings. So often it artificially lengthened the game with pointless activities (like having to guide the robot back up the mountain, or having to collect stuff in those twilight world places in your mind). It didn't shake up the formula like it had promised to.

 

Modern day Zelda is supposed to have a huge overworld. If there had only been one Zelda game and you were bringing it back for the current generation, it'd be quite a lot like Skyrim. Zelda needs a huge expansive overworld. It should be known for it. But instead we get remakes of OoT over and over again, because 'that's what Zelda is meant to be', when it isn't. Those aren't its roots.

 

Big overworld, lots of dungeons with clever mechanics that Skyrim could never pull off (e.g timeshift stones). Bosses which aren't your usual 'HIT THE BIG RED EYE' fights, make them more like Shadow of the Colossus fights. I almost thought we were getting that with the pirate ship boss, but that quickly reverted back to the uninspired. I'm the last person who'd want the series to lose its charm, BUT I look at other modern day games and just think there are so many things that could inspire the next game to be great, without being a clone of any other game. As I've said before, if this game just had normal controls, they probably could've pulled it off on the N64 or Gamecube.

 

I still love that feeling of going into a dungeon for the first time and not knowing what to expect.

But now you basically do know what to expect. You just go around and get keys and open doors. The only ones which were particularly noteworthy were the Timeshift dungeons and the final dungeon with the sliding rooms. The others were all same old, really.

 

- Tilius

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