Dabookerman
Member
No. It was horrible. Didn't work 100% of the time, meaning it was broken. Main reason why I hardly touched my wii, and one of the reasons why Zelda was ruined.
I haven't played that yet so I couldnt say, but slicing an enemy in a specific way sounds more fun than mashing the attack button.What about a game like Skyward Sword, where it actively sabotages the game design?
At least the attack button worked every time.I haven't played that yet so I couldnt say, but slicing an enemy in a specific way sounds more fun than mashing the attack button.
I haven't played that yet so I couldnt say, but slicing an enemy in a specific way sounds more fun than mashing the attack button.
Crowd control, item use in battle and perfect dodge/counterattacks in Windwaker were dramatically more interesting and fun than the game of Simon Says you play in Skyward Sword.
Wind Waker was press A to win.
Indeed, and yet it was still more in depth than Skyward Sword. Crazy huh?
Combat-wise, it really wasn't.
As far as Zelda goes, I've never had more fun fighting than in the Ancient Cistern boss fight. That's what really sold me on motion controls.
Which one was that? It's been a while since I've played.
Indeed, and yet it was still more in depth than Skyward Sword. Crazy huh?
So much this.God no I'm actually very happy about it.
Sadly, we are now in the "oh your friend with a Tablet can join in!" gimmick.
This isn't true at all. A vast majority of people loved the control scheme.There are many, including myself, who feel very, very strongly opposed to that sentiment. Hell, I'd wager it's the majority.
Added nothing? The enemies actions and counter were completely dependent on where and how you swung the sword. Far from "nothing".I agree with you on at least once thing, expanding it past the axis'. In Skyward Swords current form, they traded instant button presses for near instant and arguably somewhat unreliable swings and added nothing, and then turned every enemy in the game into a Simon Says motion control minigame to boot. Had it actually been free form sword fighting, that'd have been cool, but again, really there's no reason you couldn't do it merely using an analog stick. MGS2 did the same back in 2001.
This isn't true at all. A vast majority of people loved the control scheme.
Added nothing? The enemies actions and counter were completely dependent on where and how you swung the sword. Far from "nothing".
Added nothing? The enemies actions and counter were completely dependent on where and how you swung the sword. Far from "nothing".
I'm convinced that you haven't played the game. How you slash is dependent on how the limbs get cut off. It would have been horrendous on the GameCube and was when other games tried the same approach with analog.Did you send me the wrong boss fight? There was nothing in that boss fight that required anything to do with motion controls. The entire thing could have easily been done on a gamepad using old Zelda controls from Windwaker.
You could have done the same thing without motion controls, the only difference being there would be no diagonal slash.
Did you send me the wrong boss fight? There was nothing in that boss fight that required anything to do with motion controls. The entire thing could have easily been done on a gamepad using old Zelda controls from Windwaker.
I'm convinced that you haven't played the game. How you slash is dependent on how the limbs get cut off. It would have been horrendous on the GameCube and was when other games tried the same approach with analog.
And pinpoint precision, and depth of slash, and the speed of the sword, and a whole bunch of other things...
I'm really being convinced that you did not play the game.
And it could also be completed with QTE where you just mash buttons if the designers wanted- that's not the point. In all my years of playing video games, that was the first time where I ever felt like I was personally in a duel with a giant enemycrab. That's the purpose of motion controls- to change the experience, not the precision of the controls.
That most first-iteration software did this badly compared to control methods refined over decades is not surprising or unusual.
How fast you swing the Wii remote is how fast the sword moves.I got exactly halfway through and gave up. I feel however, that you're inventing depth where there is none. Speed and depth of slash? You controlled the direction of your slash in Skyward Sword for a total of 11 different strikes. The 8 cardinal directions, a stab, and the horizontal and vertical spin attacks.
EDIT: People are confusing part of what I'm saying. Skyward Sword DID add things to the combat. Those things however, had nothing to do with motion controls, and implementing both new ideas and motion controls simultaneously, blanded combat into simon says. There's no reason you couldn't do stab/horizontal/vertical required phases in prior games, they just chose not to do so. They had to somehow emphasize motion controls for this one, so they did so here.
I love how you ignore my posts and others and say "see? You guys only care about IMMERSION not gameplay!"See? Exactly. My whole point is that motion controls all revolve, not around actual increased fidelity of control, but around the feeling of "Yay I'm swinging the sword." For some, I imagine that's a positive. For myself? It's bullshit. I'm not swinging a sword, I'm playing a game. Swinging a sword in Dark Souls, with its incumbent weight and recovery? That felt a hell of a lot more immersive than any swinging around of my own arm.
Absolutely. Not quite as good as a mouse, but far, far better than an analog stick could ever hope to be. I can take or leave general motion controlled stuff, but I'm really going to miss pointer controls.
How fast you swing the Wii remote is how fast the sword moves.
Because what you say makes no sense. There are numourous things that couldn't be done with a gamepad with sword controls. Its like people ,issued the tons of hilarious attempts to get sword accuracy on dual analog with games before. You also complain about "blanded combat" in a series in which the previous games in the series continuously tapping the A button.
I love how you ignore my posts and others and say "see? You guys only care about IMMERSION not gameplay!"
CoD still supports wiimote motion controls with each iteration.. Thank god.
Do they support the move?CoD still supports wiimote motion controls with each iteration.. Thank god.
It sadly also means that we'll never get another railshooter as good as Sin & Punishment 2 during this generation
How fast you swing the Wii remote is how fast the sword moves.
Not upset but a bit disappointed that they seemingly gave up so fast. Motion-controls weren't perfect and who knows if they'll ever be but I found the few experiments really interesting. Skyward Sword in particular was, most of the time, very cool with it's use but I'm aware that it wasn't 100% accurate for many, even if I didn't have any issues with it.
I think the problem was more in regards to how people used the controller rather then the controls not being 100% accurate. There were times during the game were I just wanted to blow through a few places and noticed my swings getting considerably sloppier and thus it seemed as if i couldn't hit anything.
Still pretty sure 70% of the time people weren't swinging correctly.
I feel that the real loss is the IR-pointer. Such a perfect way to blend the best of mouse/touch controls with a console.
Uhm...no? Then you wouldn't have a gamepad and you wouldn't be able to sit back and relax in your couch.The perfect way is to allow mouse and keyboard for consoles.