so here goes. i went with a friend to the zelda booth to try out the game again and i had much more control over what i was doing. it was either me not being used to the controls at all yesterday vs. being familiar with them today or the controls needing recalibration yesterday (since i got there 3 hours into the day vs. 1 hour today), or a mixture of both, but everything was really fluid and felt.. natural. The bow and arrow is a compromise of the gamecube's targeting system and the wii sports resort archery stuff. you hold c, point at what you want to die (i've already forgotten, but i THINK it was with the analog stick to aim), pull the nunchuk back, and let go of c.
there's the little bug flying thing which i used to stun an enemy and get a rupee. that's controlled by tilting the wii remote to change its direction, kinda like the fluzzard stuff in smg2, only you can fly up as well as down, and turn around. i'm not wild about it, but it isn't bad. bomb throwing is pretty nice, since i often found myself setting a bomb down in twilight princess when i meant to throw it, and bomb rolling is really nice. so those were the two things i'd missed.
back to the swordfighting, i was finding i was killing enemies a lot faster. part of it was knowing that moving the nunchuk and remote in the same direction created sort of a super slash for massive damage. i never really got tired of that. it looks cool and it feels good. when it came to normal enemies, i was just wailing on them.
i got a 'game over' on purpose because someone asked if something happened, and it just respawned me at the start of the area. no game over graphic or anything. also, there weren't any clouds on the map that i could see.
this game is something you need to play to see how beautiful it is. stuff in the distance looks way more abstract and like a watercolor painting than when you're up close to it. it's just gorgeous and i'll defend the visuals in this game until the game hits. the only music i could hear was at the booth and it sounded orchestral and like happy first-town starting music. it was nice.
i still think the shield should be brought up with a button, and the b button shouldn't double up like it currently does, but my overall impressions are much more positive than they were yesterday. it might actually be my favorite game at the show (although kirby is a pretty hard game to beat in that respect even if i did break it), but the lines were so long for mostly everything this year that it doesn't mean a whole lot.
edit: i still stand by the ph/st comment. these are all games designed around controls first. the difference here is that the controls feel good and probably won't harm the rest of the game like traversing the overworld, for instance. Unless they change it so we have to have the wiimote in one pocket and nunchuk in the other and walk in place to move around or something.
pictures:
closeup of huge artwork if someone wants wallpaper or an avatar or something
same deal
one more
controls explanation
booth photos 1
booth photos 2
booth photos 3
end of the second day (24 hours remain)
there's the little bug flying thing which i used to stun an enemy and get a rupee. that's controlled by tilting the wii remote to change its direction, kinda like the fluzzard stuff in smg2, only you can fly up as well as down, and turn around. i'm not wild about it, but it isn't bad. bomb throwing is pretty nice, since i often found myself setting a bomb down in twilight princess when i meant to throw it, and bomb rolling is really nice. so those were the two things i'd missed.
back to the swordfighting, i was finding i was killing enemies a lot faster. part of it was knowing that moving the nunchuk and remote in the same direction created sort of a super slash for massive damage. i never really got tired of that. it looks cool and it feels good. when it came to normal enemies, i was just wailing on them.
i got a 'game over' on purpose because someone asked if something happened, and it just respawned me at the start of the area. no game over graphic or anything. also, there weren't any clouds on the map that i could see.
this game is something you need to play to see how beautiful it is. stuff in the distance looks way more abstract and like a watercolor painting than when you're up close to it. it's just gorgeous and i'll defend the visuals in this game until the game hits. the only music i could hear was at the booth and it sounded orchestral and like happy first-town starting music. it was nice.
i still think the shield should be brought up with a button, and the b button shouldn't double up like it currently does, but my overall impressions are much more positive than they were yesterday. it might actually be my favorite game at the show (although kirby is a pretty hard game to beat in that respect even if i did break it), but the lines were so long for mostly everything this year that it doesn't mean a whole lot.
edit: i still stand by the ph/st comment. these are all games designed around controls first. the difference here is that the controls feel good and probably won't harm the rest of the game like traversing the overworld, for instance. Unless they change it so we have to have the wiimote in one pocket and nunchuk in the other and walk in place to move around or something.
pictures:
closeup of huge artwork if someone wants wallpaper or an avatar or something
same deal
one more
controls explanation
booth photos 1
booth photos 2
booth photos 3
end of the second day (24 hours remain)