Skyward Sword review thread [Newest Reviews - Cubed3 10/10, GC: A, AusGamers: 7/10]

butter_stick said:
The Wiimote will have as much support on Wii U as the GameCube controller did on Wii.

You're wrong. Look at the E3 vids, there are multiple cases of Wiimotes directly interacting with the Wii U Tablets.
 
butter_stick said:
The Wiimote will have as much support on Wii U as the GameCube controller did on Wii.
We'll have a bunch of people bitching that Wii U Zelda doesn't support it and talking about how Nintendo wanted to prove that dual-analogs can work and aren't a fad?
 
Truth101 said:
That is exactly what you are saying. Nintendo designed a game based around M+; It isn't complex, it isn't hard. It simply requires a person to use M+. Changing those mechanics to suit a tiny minority is compromising their game.
I'm saying they can keep the full package intact for the M+ option, and add another regular controller option with modified, perhaps simplified mechanics. If that's a possibility, then good. End of story.
 
butter_stick said:
The Wiimote will have as much support on Wii U as the GameCube controller did on Wii.

IIRC, Wiimotes are the secondary controllers while the tablet is primary.
I don't think the Wiimote is going anywhere quite so soon.
 
TDLink said:
You're wrong. Look at the E3 vids, there are multiple cases of Wiimotes directly interacting with the Wii U Tablets.
Unless they bundle a Wiimote, it'll never be a common option on Wii U games. And bundling two controllers doesn't strike me as very Nintendo.
 
Combine said:
GhirahimCropped-620x.jpg


"Not my problem?"
Dolphine? :((
 
butter_stick said:
Unless they bundle a Wiimote, it'll never be a common option on Wii U games. And bundling two controllers doesn't strike me as very Nintendo.

There are enough M+ out in the wild, and they could always bundle them with games like they do now.

Despera said:
I'm saying they can keep the full package intact for the M+ option, and add another regular controller option with modified, perhaps simplified mechanics. If that's a possibility, then good. End of story.

What you are asking for would be equivalent of Nintendo reworking Twilight Princess to make use of the M+.
 
Despera said:
I'm saying they can keep the full package intact for the M+ option, and add another regular controller option with modified, perhaps simplified mechanics. If that's a possibility, then good. End of story.

It's a game designed to sell motion+ as hardware and as a concept, so of course you aren't getting pad controls.
 
butter_stick said:
Because motion controls are a fad, and hardcore gamers haven't accepted them. Which is why Wii U has a more traditional controller.

I feel that 10 years from now, we will look back on statements like this and laugh. Evolving more immersive controls schemes is the future of gaming. Motion Plus and Kinect are steps along that path.
 
nluckett said:
I feel that 10 years from now, we will look back on statements like this and laugh. Evolving more immersive controls schemes is the future of gaming. Motion Plus and Kinect are steps along that path.
Take my traditional controller from my cold, dead hands.

I'm fine with SS having motion controls. It's a nice little change. But the next game better not force them on me.
 
This is totally hypothetical and assuming they would sell two different versions of the game, but if they just made it control like every other 3D Zelda, and released a separate CCPro version (kinda like Wii TP vs. GC TP) that didn't feature anything to do with Motion+, (so just hit A to attack, enemies don't have unique blocking patterns, bosses have different mechanics to defeat them, etc.) which do you think would be reviewed higher, which would you buy, and which do you think would sell the best?

So to be clear, this is if they didn't put it all in one box and offered two separate versions.

Also, do you think they would forego the new enemy strategy and go for what's always worked, or go for a kind if Dead Island analog style control for the sword?

I honestly think I would still buy the Motion+ version.
 
butter_stick said:
Unless they bundle a Wiimote, it'll never be a common option on Wii U games. And bundling two controllers doesn't strike me as very Nintendo.

Nintendo bundled both the Wiimote and Nunchuk in the Wii, why not throw in a wiimote with the tablet in Wii U? It makes sense to me and I have a feeling it is what is going to happen.
 
TDLink said:
Nintendo bundled both the Wiimote and Nunchuk in the Wii, why not throw in a wiimote with the tablet in Wii U? It makes sense to me and I have a feeling it is what is going to happen.
The nunchuk was practically a necessity. A more reasonable comparison would be the Classic Controller.
 
butter_stick said:
Take my traditional controller from my cold, dead hands.

I'm fine with SS having motion controls. It's a nice little change. But the next game better not force them on me.

They've already said they don't feel like they can go back to traditional controls after this so I'd suggest you get used to it. Motion controls are going nowhere.
 
butter_stick said:
Because motion controls are a fad, and hardcore gamers haven't accepted them. Which is why Wii U has a more traditional controller.

Sorry mang, but motion is certainly not a fad.

Motion has been incorporated into ipad/iphone games, the vita, the 3DS, the 360, the PS3, and of course really began to get big with the wii. Motion gaming is here to stay....
tumblr_lnfndi3uoC1qamypno1_250.gif


though traditional controllers aren't going anywhere either.
 
butter_stick said:
The nunchuk was practically a necessity. A more reasonable comparison would be the Classic Controller.
Go back to the E3 Wii U presentation video and check games that were playable on the floor. Wiimotes were part of the experience, and why not? It would be stupid to abandon wiimotes, it's one of Nintendo's most successful product. Even the balance board will keep being supported btw.
 
As someone who can switch happily between the Wii Remote and the Xbox 360 controller, all I can say is some people in this thread possess an unhealthy attachment to their 'traditional' game pad. Were your ancestors equally unwilling to give up the quill pen for the ballpoint? (not the most direct comparison, but still.)

In other news, six days remain until us non-Swiss people can see what all the hubub is about.
 
WiiredShawn said:
As someone who can switch happily between the Wii Remote and the Xbox 360 controller, all I can say is some people in this thread possess an unhealthy attachment to their 'traditional' game pad. Were your ancestors equally unwilling to give up the quill pen for the ballpoint?
Motion controls are find for novelty experiences. But I bought a Wii on day 1, and 5 years later I've not been "converted".
 
Thrillhouse said:
I was just going to use this example and say that: This is why gaming "journalism" is a joke. Could you ever imagine a movie critic saying "get with the times, we have had cgi for some 20 years now!" to Ghibli?

Amen.
 
butter_stick said:
Motion controls are find for novelty experiences. But I bought a Wii on day 1, and 5 years later I've not been "converted".

So he was right and you are like your ancestors and can't adapt to change
 
ShockingAlberto said:
It's entirely possible they stuck with Motion+ only because they felt it benefited the game and didn't see how to implement it as well with a controller.

Just a thought.

That's crazy.
 
butter_stick said:
Motion controls are find for novelty experiences. But I bought a Wii on day 1, and 5 years later I've not been "converted".
No offense to you, but I've never understood this "conversion" mentality, like only one type of control is allowed to exist. I've also owned a Wii since Day 1, and reviewed a lot of games, some of which featured better polish than others; but there have been some novel experiences, enough to justify the existence of the Wii Remote in my eyes.

The main issue, I feel, is that Wii games largely diverted into the ditch of insubstantial casual and family games, which stalled a lot of potential experimenting. Rather than demonstrate unique and interesting experiences with the controller's abilities, developers mostly saturated the market with games that could skim by on minimal polish and innovation. The result is a poor showcase of the technology, rather than a representation of the technology's ultimate failure.
 
butter_stick said:
Motion controls are find for novelty experiences. But I bought a Wii on day 1, and 5 years later I've not been "converted".

Well, most of the reviewers are agreeing that this is how motion gaming is supposed to be, that if the Wii would have launched with this Zelda, things would have been different for the console (maybe even for motion gaming?).
 
Bluemercury said:
So only GT, Giant Bomb, EGM and 1up gave lower scores...interesting....all four in the US.
That really strengthens my prejudices against americans in general, and their views on gaming in particular... :P
 
TSA said:
I'm not saying any of this below would work better (find it doubtful), but here are some possible solutions to the issues you brought up.

How do you do a spin atack in the direction you want ?
- You can rotate clockwise or counterclockwise quickly for a horizontal spin attack, quickly move the stick back and forth in the up to down direction (or vice versa) for a vertical spin attack.

How do you use your sword in non combat situations ? Making everything that is sword used to be lockeable ? That would decrease the dificulty of some puzzles INSANELY
- Simply tap in the stick like R3 on PS3 (I know Classic Pro doesn't have this, but offering a type of solution in general). Or you hit the d-pad in one of the unused directions (not all of them are used in Skyward Sword) to toggle modes. Or you have all the shoulder buttons, so use one of those to toggle the mode?

How do you diferentiate a skyward charge with a single "aiming my sword up to strike" ?
- Hold up on the right analog stick for a few seconds to charge it up. Or hold one of the 4 shoulder buttons?

How do you do a trust atack with your sword ?
- Double tap up on the right analog stick. If you had assigned changing the sword mode to the d-pad, and the controller had an R3, just press in the right analog stick. You also have 4 shoulder buttons, so one could be assigned to thrust, too.

Shield bash/parry ?
- This needs to be a button IMO, but you just make it the R button to bring up your shield, and then double tap R1 for a shield bash/parry. Or, you have 4 shoulder buttons, make one basic shield, the other shield bash/parry.

How to do all this when every other button is already mapped to everything ?
- Everything I would experiment with involves the right analog stick and maybe a d-pad button or two.

The real problem with this for me would be lack of camera control. I like to have camera control, so any solution I could think of that would be practical requires the second analog stick for the sword, killing the camera option. But then again, Skyward Sword with it's scheme also has no camera control other than re-centering with Z-targeting.
This sounds a lot more comfortable and interesting than what we got.
 
TheCongressman1 said:
Some of the motions could/should have been mapped, but the sword is perfectly fine as it is.
The game is designed around complex motion controls, especially for the sword. Shoehorning them to a classic controller would mean having to keep up with monstrosities like using the D-pad to switch between sword modes and double tapping to do completely different actions. It would be beyond awful.
Allowing for a classic controller option would mean having to redesign the game heavily to accommodate both input methods, and we'd end up with a completely different game (for better or worse).
 
Jocchan said:
The game is designed around complex motion controls, especially for the sword. Shoehorning them to a classic controller would mean having to keep up with monstrosities like using the D-pad to switch between sword modes and double tapping to do completely different actions. It would be beyond awful.
Allowing for a classic controller option would mean having to redesign the game heavily to accommodate both input methods, and we'd end up with a completely different game (for better or worse).

BurntPork said:
Wait, so now some of you feel that the game shouldn't use motion controls?


I don't think you understand. I like the motion control. I just think some of the more arbitrary motions like the flap and climb should have gotten the boot. That is all.
 
Can't believe people are even debating the possibility of playing Skyward witouth motion controls, the component that makes the game unique and truly sets it apart from the rest of the 3D games in the series.

Incredible.
 
Refreshment.01 said:
Can't believe people are even debating the possibility of playing Skyward witouth motion controls, the component that makes the game unique and truly sets it apart from the rest of the 3D games in the series.

Incredible.
The area design and level structure sets it apart more than the motion-controls, IMO. The approach they took there is a substantial departure from OoT's system. The motion-control combat on the other hand is more like a "replacement" to the parry and dodging systems in WW and TP.
 
Dascu said:
The motion-control combat on the other hand is more like a "replacement" to the parry and dodging systems in WW and TP.

That may be so, but it's much more involved than pressing A at the right time. You actually have to worry about getting the right direction. It's far deeper combat than WW.
 
Dascu said:
The area design and level structure sets it apart more than the motion-controls, IMO. The approach they took there is a substantial departure from OoT's system.
I don't agree Dascu, not because what you are saying is false or unreasonable. I do understand your point of view. But because in the end the progression doesn't feel detached from previous entries in the series.

The game its a joy to control, its something really rewarding and "tangible" to put it in some vague way.
 
gato_busta said:
that if the Wii would have launched with this Zelda, things would have been different for the console (maybe even for motion gaming?).

I'm not sure how, motion control gaming is already pretty firmly entrenched as it is a mere 5 years later.
 
Jocchan said:
This sounds a lot more comfortable and interesting than what we got.
--------------------
edit:
ops .. sarcasm detector off =x

Sorry
-------------------

Probably this sounds more interesting to you because he basicaly described a Playstation3 port because ...

TSA said:
(I know Classic Pro doesn't have this, but offering a type of solution in general)

Exactly !

Half of the stuff you answered, besides being too complicated and totaly not intuitive, cannot be made on the Wii !
R3 ?
Hold R2 and press R1 ?
Maybe you could use the sixaxis to control the bird exactly like you do it in GTA 4's helicopter !
WAIT ! That is EXACTLY what you already do, except with the wiimote =P

How hard is it to flick your wrist in the direction you want him to do a sword strike that makes people want it to be so hardly that you need to hold 2 buttons and do a back and forth move on the analog stick ?
Maybe you can do a fdac cancel to spin atack too ! =P

Don't get me wrong .. i would love to see a random Darksiders try a DualShock3 similar gameplay ... but it has to be a game build from ground up to use it, or else it will just sound like you want to use a classic controller to play one of the genres that best use the wiimote .... a lightgun game =P
 
I got a headache reading that alternate control scheme.

I agree that climbing vines and flapping the bird's wings could be replaced by buttons, but motion control is so much more intuitive than a bunch of unnecessary button combinations.
 
I just want to lay my 2 pence on the table regarding motion controls.

Personally I've wanted motion controls to live up to the hype since the Wii brought them front and center. Sadly the best I've gotten to this point was glimpses of "potential". However, after putting in my 2nd day in skyward sword I can honestly say motion control gaming has finally "delivered" what I had hoped it would from the start. This shows me that if done right, motion controls are a significant improvement over the standard controller for hardcore and deep gameplay. The level of immersion combined with over all fluidity of actions creates a feeling that just aint happening on a standard gamepad. (at least for me)
 
The waggle definitely should've been replaced. It exists in Skyward Sword like when an enemy grabs you, the wing flap (which is more necessary than I thought it was), and jumping on vines.

Everything else however is fine but some of the controls are genuinely frustrating like the rope walking, which is only fun when an enemy walks on it so you can make him drop off.
 
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