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Skyward Sword with an Xbox 360 Controller

Sophia

Member
Must've had some interference, which admittedly is pretty annoying. Something kept throwing me off centre when I was playing it too. You can adjust the sensitivity of the pointer in the Wii menu, or at least check what's causing it.

I don't think so. No amount of adjustment fixed it, and I had no other problems with Red Steel 2 or Wii Sports Resort in the same environment.

I'd love to give it a shot again if the controls actually worked, but when I can't kill the most basic of enemies because a diagonal slash is interpreted as vertical every time... well yeah... I gave up before hitting the first dungeon.
 

Utako

Banned
Playing a modern Zelda is like eating at a Michelin-rated restaurant, and finding some hairs in your food.

Brilliant, amazing, with surprising flaws. This concept is woven into the fabric of SS.
 

MrOogieBoogie

BioShock Infinite is like playing some homeless guy's vivid imagination
I didn't hate the controls before the game came out, I hated the controls because when I played it they flat out did not work.

It was like Miyamoto's E3 reveal, except worse.

I'd totally give the game a second chance if the controls actually worked as advertised.

What does "they did not work" even mean? (Sorry if you explained in an earlier post.)
 

Sophia

Member
What does "they did not work" even mean? (Sorry if you explained in an earlier post.)

Attacks were not registered as what they were suppose to be. I was dying to enemies early on because I'd do a horizontal swing and it'd register as diagonal.

And like I said, this wasn't a problem with Red Steel 2 or Wii Sports Resort. WiiMotionPlus worked fine there under the same environment and same controller.
 
Better news, people are working on adding content to SS.

Someone imported Isle Delfino from Mario Sunshine:
SSdelphtest.png
Obviously needs to get the bugs worked out, but it's a start!

And yesterday someone posted that they are importing WW and TP areas. Here's the thread:Unseen 64 thread.


You know what this means?! Actual islands in the sky!!!!
 

bomma_man

Member
Attacks were not registered as what they were suppose to be. I was dying to enemies early on because I'd do a horizontal swing and it'd register as diagonal.

And like I said, this wasn't a problem with Red Steel 2 or Wii Sports Resort. WiiMotionPlus worked fine there under the same environment and same controller.

Dunno then. I made plenty of mistakes like that to begin with but as I progressed I modified my technique to conform with what the game wanted. Most of the time it was me making the mistake not the game.
 
Sorry, Skyward Sword had a none responsive controls for the most part. Either that or I am the unluckiest guy to ever play this game.

So this a God send for me.
 

evangd007

Member
Attacks were not registered as what they were suppose to be. I was dying to enemies early on because I'd do a horizontal swing and it'd register as diagonal.

And like I said, this wasn't a problem with Red Steel 2 or Wii Sports Resort. WiiMotionPlus worked fine there under the same environment and same controller.

That happened to me too. Then I figured out that my inputs were wrong, my swings actually were diagonal and not horizontal. Yours probably are as well. The other problem I had was the remote picking up my backswing, but that's on me as well.

The only problem I have with the game now is the fact that the damn moblins read inputs. I'll hold the sword in a neutral position so that they won't set up defenses, but when I slash they immediately would block that direction. Jerks.
 
I remember saying I couldn't wait for somebody to find a way to map the controls to a the GCN or Classic Pro, but at this point I don't think I even care. This took too long to come about, unlike the DKCR modifier which came out very quickly and made my experience with DKCR much more enjoyable. Not to mention, you have to use Dolphin for it, right? No way to just load Gecko codes and use a Classic Pro instead?
 

Anth0ny

Member
Has anyone managed to get it to work? I can control Link with the left stick and use buttons, but his sword/aiming items don't move with the right stick.
 

Persona7

Banned
It still blows my mind that some people can not comprehend that some people may not like their favorite game. That game you hold closely could be a despicable file of waste to another.

Reverse as well. Some people absolutely love that game you hate.


Get over it.
 
It still blows my mind that some people can not comprehend that some people may not like their favorite game. That game you hold closely could be a despicable file of waste to another.

Reverse as well. Some people absolutely love that game you hate.


Get over it.

But they made fun of my Monkeys T-shirt!
 
It still blows my mind that some people can not comprehend that some people may not like their favorite game. That game you hold closely could be a despicable file of waste to another.

Reverse as well. Some people absolutely love that game you hate.


Get over it.

I think some of us are more confused as to how people can say that the game is some horrible piece of crap. Not so much that other people don't like it, just the extent to which it's being torn apart.

At any rate, it doesn't bother me, it's just a videogame, but it does slightly confuse me.
 
I think some of us are more confused as to how people can say that the game is some horrible piece of crap. Not so much that other people don't like it, just the extent to which it's being torn apart.

At any rate, it doesn't bother me, it's just a videogame, but it does slightly confuse me.

Same here, I'm mostly just confused as to how people prefer controls that drive me totally nuts. Turns out I'm insanely nitpicky. At least I'm not the only one.
 
Same here, I'm mostly just confused as to how people prefer controls that drive me totally nuts. Turns out I'm insanely nitpicky. At least I'm not the only one.

I'm pretty indifferent toward the controls. When playing Twilight Princess or this game, I just kind of play them and they work for me. Sometimes things don't happen the way I intend, but I haven't really encountered any dealbreaking moments, at least none that I can remember off the top of my head.

I think some aspects work beautifully with motion controls, but I don't think every function they implement works, or needed to be implemented in the first place... like the swimming. The bird flying? I can honestly say that I've not had one issue out of that across my two playthroughs, but the swimming is awful and I couldn't defend that if I tried.

If Skyward had more traditional controls, I dunno, it may have been better. I don't have a problem with the motion controls, I just think they should have been dialed back a bit. Not every function in the game should be obligated to make use of the motion controls somehow. It was just overkill in some instances.
 

The Lamp

Member
I really don't understand people who said it's "just not possible on a controller". Just map sword slashing to the second analog stick and you're done.
 

J.W.Crazy

Member
Seriously, no, here's the thing. I am legitimately interested how you see that the controls make the game better and deeper. They have a delay, they're less accurate than button press/analog sticks and you have to re-calibrate the aiming constantly. Is all of the benefit in the "HEY IM SWINGING THE SWORD" joy or what?

This is a dead give away you don't understand the controls. Re-calibrating is not what you're referring to, that would be going into the menu and setting the wiimote face down, etc. Wherever the Wiimote is pointing when you press B is where the reticule will be centered, you do not need to point the Wiimote at the screen. Re-centering is only necessary if you've somehow managed to get yourself so far out of sync that an unnatural wrist angle is required to properly aim. Otherwise standard play will generally have the Wiimote catch the sensor bar often enough to keep calibration. It's possible to have IR interference trick the Wii into thinking the sensor bar is somewhere else and that could cause problems, but you'd experience that at the home menu too. Most of the complaints I've heard about the SS controls are easily explained by overzealous re-centering, IR/bluetooth interference, or a generally misunderstanding of the way the controls work.

Here they are working perfectly fine: http://www.youtube.com/watch?v=QEge_2Vuft0

Redsteel 2 (somebody brought it up) is completely different. As far as I can tell it uses the IR pointer just the same as the light gun or FPS games. Motion+ is only used to recognize gestures. I love RS 2's controls but I don't really think that would work well in a 3rd person game like Zelda with the type of sword play it employs, the movement is to rigid, and it wouldn't allow for things like the beetle.

I really don't understand the complaints about the controls in SS but I can understand the frustration. To me games like Uncharted and Red Dead Redemption control much more poorly and even then it rarely effects my enjoyment of the game but when it does I wanted give up playing.
 

Grymm

Banned
I'll give it a shot, but I'm expecting to find that there's some puzzle or mechanic that's completely broken because of it. The major thing I'm looking forward to with the Wii-U is a Zelda without motion controls. Plus the touchscreen will be useful.

What exactly would the screen be useful for?
 

Tofa7

Banned
It would be interesting to see how many people in this thread complaining actually played Skyward Sword.

The game certainly had it's downsides, most of which were minor (pacing, handholding and the way it handled sidequests), but controls were not one of them. And I'm not even a fan of motion controls.
 

cloudyy

Member
I really don't understand people who said it's "just not possible on a controller". Just map sword slashing to the second analog stick and you're done.

I think it's more the combination of slashing, moving the sword, hold button to select item with wiimote etc that would be cumbersome on a controller, most actions (shield, thrust, z-target, dowsing menu, item menu, item use) would have to be mapped to the shoulder buttons because you use them in combination with the motion controls (second analog stick in this case).

Edit: And besides, just MOVING the sword IS 1:1.
 

Junie12

Member
Can't see how this can work...

Besides I like using the Wii remote for SS..

There was nothing wrong with it and it was a lot of fun to use once you got used to it.

But I guess some people just hate using motion controls I guess...
 

Anth0ny

Member
I think it's more the combination of slashing, moving the sword, hold button to select item with wiimote etc that would be cumbersome on a controller, most actions (shield, thrust, z-target, dowsing menu, item menu, item use) would have to be mapped to the shoulder buttons because you use them in combination with the motion controls (second analog stick in this case).

I have the "hack" semi-working right now, and rest assured, nothing you mentioned is cumbersome in any way. For a 360 controller, at least, it's all mapped to R1, R2, right analog stick press, L1, L2 and left analog press. Feels totally natural.

I just can't get the thing to recognize my right analog stick >_>
 
The motion control was the only redeeming feature of an otherwise completely bland, boring and frustrating Zelda game.

I wish this series could excite me again. Wind Waker was the last one to come close, but really Majora's Mask is the last one that really lives up to the series' pedigree.

The "hoops" of SS were more transparent than they've ever been in the entire series. Let's face it. All video games are about jumping through hoops at some level, but they live or die by the relative enjoyment of jumping through them and hiding the triviality of it all from the player.

The hoops of a well made action adventure game are hidden in the world you are exploring. They seem to be part of the world itself and follow rules that make sense within the context of that world. In this way, the player feels like they're progressing through the game by the world's logic. But for this to work, you have to believe in the world on some basic level.

The world of Skyward Sword felt more "designed" and less world-like than any Zelda game before it. It felt like a corridor puzzler with an "outdoors" skin.

They absolutely succeeded at their goal of making the entire world feel like a dungeon, and the series is worse for it.
 

cloudyy

Member
I have the "hack" semi-working right now, and rest assured, nothing you mentioned is cumbersome in any way. For a 360 controller, at least, it's all mapped to R1, R2, right analog stick press, L1, L2 and left analog press. Feels totally natural.

I just can't get the thing to recognize my right analog stick >_>

Well I'm curious, I'm just saying that in certain very specific cases in the game just mapping certain action on a controller could be problematic. What did you map to the shoulder buttons? How does the hack differentiate between moving the sword and actual slashes?
 
of all the marios, why insert the worst one

Don't start that shit here. The important thing is that we can have more environments in the game.

They absolutely succeeded at their goal of making the entire world feel like a dungeon, and the series is worse for it.

I agree 100%, that's not to say dungeon elements can't be effectively placed in the overworld, but they shouldn't be the overworld.


So they took something awesome and made it awesome? Pretty awesome.

Fixed.

You don't have to use it, but there are people that will get enjoyment out of it. Everyone wins.
 
I have the "hack" semi-working right now, and rest assured, nothing you mentioned is cumbersome in any way. For a 360 controller, at least, it's all mapped to R1, R2, right analog stick press, L1, L2 and left analog press. Feels totally natural.

I just can't get the thing to recognize my right analog stick >_>

dude, that's rad. Make sure to fill us in when you get the whole thing working. I'll add it to the OP.
 

televator

Member
Coming home late from work tired, swinging the wiimote like a sword made playing this game feel like...more work.

Some moments in combat also made consistency/reliability an imperative, which some maneuvers like the shield bash and forward stab just did not have. Often made me grit my teeth while thinking to myself "Gee, if only there were buttons I could just press instead."

I'd definitely like to get this controller config working on my setup.
 

Tookay

Member
I think some of us are more confused as to how people can say that the game is some horrible piece of crap. Not so much that other people don't like it, just the extent to which it's being torn apart.

At any rate, it doesn't bother me, it's just a videogame, but it does slightly confuse me.

Yeah, the criticisms are valid, but it's the way a lot of them are presented that bothers me. They are so over-the-top in their rage that you'd think the tadpole quest was more than a 15 minute jaunt or that Fi lectured you for an hour MGS-style. SS isn't the best Zelda, but it isn't a garbage game. There's a moderation to presenting your views that is completely lost on the internet poster, but seems ever more absent in Zelda discussion.

They absolutely succeeded at their goal of making the entire world feel like a dungeon, and the series is worse for it.

I don't agree with the rest of your criticism, but this is true. The constant dungeon structure made everything feel too "gamey" and detracted from this feeling like a "real" world. We needed more signs of life on the surface and more signs that this world actually felt lived in. Everything was artificial in a way OoT/MM/TWW (and even TP to a lesser extent) were not.

It also highlights how once again, fanboys don't know what they want, because this was exactly the thing that nearly everyone was clamoring for. "It needs to be MORE DENSE like the 2D games" and the "barren overworld needs to have puzzles on it." Well... we got what we wanted, but I don't think it was worth the price of losing the world's sense of "self."
 

CorvoSol

Member
If half of your game is a terrible control scheme maybe its not worth playing.

I have to beg to differ on this one. You must be confused here. Skyward Sword is not Spirit Tracks. You know, the actual Zelda that WAS marred by its shoddy control scheme? I'm not saying SS doesn't have some design flaws, but the controls aren't "terrible". Especially not compared to Spirit Tracks, where the game can't tell the difference between "Slash horizontally" and "Roll right into that fireball."
 
It also highlights how once again, fanboys don't know what they want, because this was exactly the thing that nearly everyone was clamoring for.

I hate when this is said. It's a bit odd to think that people 'don't know what they want'. I know exactly what I want, but the problem is there are countless others who have a similar of ideals. When you try to combine those ideals with mine, you get something completely different than my initial wish.

So, rather than saying people don't know what they want, we can say it's hard to please everyone.
 

Tookay

Member
I hate when this is said. It's a bit odd to think that people 'don't know what they want'. I know exactly what I want, but the problem is there are countless others who have a similar of ideals. When you try to combine those ideals with mine, you get something completely different than my initial wish.

So, rather than saying people don't know what they want, we can say it's hard to please everyone.

I had a feeling somebody would take issue with it, but it's a generic turn of phrase and I got lazy. I apologize.

What I'm saying is that Zelda hivemind across the net, when their suggestions are taken together, often make demands that Nintendo poorly interprets and implements in future games.

There was a strong push among the fanbase to bring back the "mature" style... which then received a strong re-evaluation as being "bland" and quickly outdated when TP was released. People wanted their sequel to OoT, and then didn't like it when MM and TWW followed it up in weird ways... but when they got the ultimate love letter to OoT in TP, there was a strong backlash against that as well. People clamor the games are getting stale, but then we got the DS Zeldas, which a vocal chunk of fans despise. This "overworld = dungeon = brilliant" movement has also had to re-evaluated itself with SS.

Of course, it's not as though everybody fits in one particular group (and some problems do get resolved satisfactorily, like the HUD problem in SS), but Nintendo's response to the predominant criticism of each of the latest Zeldas has usually only wrought more problems than it solves.
 

BGBW

Maturity, bitches.
Wow. So to demonstrate this wonderful mod the guy:
  1. Runs around in circles and doesn't even combat a single enemy.
  2. Doesn't aim the bug or bow.
  3. Doesn't show moving while swinging.
  4. Constantly has unwanted button presses.
  5. Doesn't show it replicates all motion controls like throwing/rolling bombs.

Sure sold me on this mod.
 
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