The IR pointer is on the bottom of the right Joycon. Although all the pointer stuff in SS was gyro based and not IR.Why would you have to hold the joy-con upside down?
I what way shape or form are SS controls "waggle"? has the wold lost it meaning?
You may have not liked it a prefer a game without it, fine. But it worked fine and wasn't waggle at all.
I what way shape or form are SS controls "waggle"? has the wold lost it meaning?
You may have not liked it a prefer a game without it, fine. But it worked fine and wasn't waggle at all.
The IR pointer is on the bottom of the right Joycon. Although all the pointer stuff in SS was gyro based and not IR.
1) Did you even run a search before making this topic?
2) Are the accelerometers in the JoyCon more or equally sensitive than what was in the Wii Motion Plus? Doubtful.
3) There would still be three zones total. And TadTones. And Fi.
#2: It's been confirmed that the Joycon are much more precise than the Motion Plus, and even the Motion Plus was at least partially held back by the system it was on. Motion games on the Wii U were a LOT more precise (Nintendo Land still being my go-to example)
Twilight Princess or Ocarina of Time would most benefit from many of the mechanics introduced in BotW. Twilight Princess especially desperately needs BotW's dynamism in mechanics and design. to make the field feel less...empty..
+1 for that! Should be doable with relatively little effort for Nintendo, should bring in nostalgia revenue and any major dev effort can go towards giving us a brand new Zelda instead of being wasted trying to recreate an old game.I'd rather have a OoT/MM 3D port on the Switch, a shame those great remakes are stuck on the horrible 3DS Screen.
3) There would still be three zones total. And TadTones. And Fi.
This is a fight you can't win... Many have already tried. Too many people associate motion controls with Waggle even if Waggle has nothing to do with proper motion controls.
It's true.
People who don't know the difference between waggle and motion controls are likely too dumb to be able to read any explanations given to them.
Which puzzle is this? Changing the surface automatically to day sounds fine to me. I just find it really annoying that you can be the this chosen hero but can't possibly fly at night while these other skyloft knights canI don't think this would be quite as simple a change as you think. For example there's at least one puzzle about figuring out how to get to a certain island at night, and it would introduce the problem of being able to get to the surface at night which is impossible otherwise, unless it automatically changes to day when you land or something. It's hardly much of an inconvenience anyway.
While some of the controls were wonky in Skyward Sword, and Fi constantly making noise was definitely annoying, my biggest issue with the game was the world itself. Which was very barren. And that's coming from someone whose 2nd favorite zelda game all-time is Twilight Princess. It's like Wind Waker, but take away the ocean and replace it with air... Instead of riding a boat, you fly on a goofy bird. Instead of finding secrets, you have various floating islands everywhere that you know in advance that you'll end up at eventually to find a heart or something marginally useful later in the game. Then you go to the specific regions/zones and they are largely short linear paths, which to me is completely anti-zelda.
I am playing it and i wanna say i would appreciate if a remake made skydiving, bomb bowling more user-friendly.
Just maybe? Swimming suuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuucks with SS' motion controls! Having to collect those godforsake tadtones underwater while trying to aim Link with the gyro sensors was a pain! I'd keep missing one and having to turn around to try again only to miss the thing again is not my definition of fun at all!The sky isn't "the world." It's there to provide a quick way to get between the zones. And it does have some stuff in it. Skyloft is pretty dense and full of secrets, you have the Thunderhead place, Pumpkin Landing, the bug island, and other small islands with treasure. Riding the bird for a minute or two to get somewhere sure beat sailing for what felt like an eternity, for me at least. Getting around in Skyward was much quicker and more efficient to me and that's the main purpose behind the sky and bird travel.
But you're not supposed to consider that some "overworld" because it's not. Just like with Hyrule Field in Ocarina (which was mostly a big empty circle with a few grottos and Lon Lon Ranch by the way) it's a central hub area that connects all the points. In fact if you look at the sub-areas of Ocarina like the woods or Death Mountain, they're pretty linear. Look at the path to Zora's Domain or up Death Mountain. Linear. Not really more open than Skyward.
The zones in Skyward had a lot to them, a lot to find, a lot to see, were populated with denizens and dungeons to find. They're also very well designed and for me that beats HUGE GIANT OPEN WORLD to be honest. While playing BOTW, I'm impressed by the size of the world, but I actually had more fun with the smaller focused places like the mazes and things like that because I felt like those had actual level design.
And most of Skyward Sword's zones feel very focused in design; I don't think that because they're "linear" means that they're empty or barren or whatever. They had plenty to them.
Really the bomb stuff are the only controls that I can see why people don't love. That and maybe swimming. Everything else works fine and is super easy.
You know, it's funny, b/c this is not the first time gyro implementation has been messed up like this. Valve similarly cranks up a smoothing setting by default for their Steam Controller that eats up movement. It's probably the reason why most ppl feel gyro can't match a mouse. However, it hurts the trackpad even more. Many people have tried it and just assume it's unresponsive, when it's actually just being filtered to an impractical level.The problem is that Skyward Sword is prioritizing having a smooth, "stable" pointer over a responsive one -- it achieves this by sampling position over several frames, and then averaging that out to decide where to put the pointer. You can actually mimick this same thing in any Wii/U CoD game by adjusting the "smoothness" setting.
Problem is, there's no fucking reason to use smoothness on Zelda! They seem to have realized this for BotW, where the gyro aim is much more responsive, and if they clear this up, aiming and using the Beetle will be massively improved.
The entire game is based around motion controls, the fact that you think they are waggle just shows you either didn't play, or you were playing it wrong.
For precision, compare the wii+ in skyward sword to wii+ in Nintendo Land. The tech was fine, the wii just couldn't handle all that data well in real time. With the joycons, and the switch power it'd be way better.
"I'm still your Zelda"
The best cutscene in Zelda history and the most memorable quote of the entire series. I need that cutscene in beautiful HD. They really nailed their portrayal of Zelda in this game. I was so moved by that moment.
You know, it's funny, b/c this is not the first time gyro implementation has been messed up like this. Valve similarly cranks up a smoothing setting by default for their Steam Controller that eats up movement. It's probably the reason why most ppl feel gyro can't match a mouse. However, it hurts the trackpad even more. Many people have tried it and just assume it's unresponsive, when it's actually just being filtered to an impractical level.
Learning that Skyward Sword uses it actually makes a lot of sense. It probably affects actual swordplay, too. In contrast to Nintendo Land, which allows gyro input to come in raw for the Zelda mini-game, and ends up feeling snappy, SS's implementation feels a bit delayed. I'd definitely love to see a Skyward Sword re-release that at least addresses that, because response issues aside, I really enjoyed my time with that game.
And yet it's still the best 3D Zelda (or just about tied with OoT) before Breath of the Wild came out.It's by far the 3D Zelda with most fundamental issues. The swordplay, multiple annoying battles with the giant boss, Fi, the most linear/less rewarding game of the franchise and pacing.
I actually don't want Nintendo to spend time/money on this.
Get rid of waggle and I would double dip.
Yeah, screw these stupid hands of mine!Motion controls need to be trashed.
Just maybe? Swimming suuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuucks with SS' motion controls! Having to collect those godforsake tadtones underwater while trying to aim Link with the gyro sensors was a pain! I'd keep missing one and having to turn around to try again only to miss the thing again is not my definition of fun at all!
Why am I needing to press a button to resolve control issues? How is it a good feature when you outright say it works 'most of the time'. Not working ONE time is horrible. The controls are shit. I am so glad BOTW didn't use this control scheme.
Great music though.