Amir0x said:
Fantastic, honest impressions. Yeah, it's always been the motion combat that has bothered me about this. But my hope was that in bosses (1 on 1) it'd be really cool, and that the puzzle design utilizing motion+ would make up for it. And of course the sweet dungeon/world design. But you don't think it was worth it, or do you just think everything else could have been kept as-is if they went back to the Twilight Princess motion-style combat system?
yes, indeed, during boss fights the motion combat seems to be more interesting, because they're so focused and one on one and because you're forced to be methodical. i'm not THAT far into the game (~15 hours), but not all of the boss fights have been slow and full of precision sword fighting, there are still some frantic ones where the methodical approach is less successfull or just unnecessary. some require unique strategies (not involving the sword) in order to break through their defenses but then oddly rely only on random waggle to actually attack and hurt the boss.
it's hard for me to say whether the motion controls were really worth it. i'll have to finish the game first before i can say that for sure. but before i go to bed i'm gonna list a bunch of noteworthy pros and cons that have stuck out for me. just really quick and dirty:
pros:
- orchestrated music
- flying and the sky as an overworld (motion controls are straightforward and flawless here)
- all the mechanics surrounding the bird, jumping off a ledge and calling it etc., jumping off the bird and landing etc.
- link's agility (running up walls, hanging from ledges, running and rolling in general feel satisfying)
- item menus/ui
- the beetle! very fun item
- being able to set a beacon on the map that you can see from afar, wherever you want! OMG! in a zelda game!
- orchestrated music
cons:
- the fractured, disconnected world (makes the world feel much less alive)
- pre-dungeon areas are extremely isolated and painfully linear, some of them literally feel like a bunch of corridors instead of hubs, towns, fields etc. (like in previous zelda games)
- slow beginning combined with constant handholding and beating over the head with unnecessary "hints"
- fi (one-dimensional, somewhat obnoxious sidekick with zero charm, especially compared to midna)
- the lack of urgency and mystery in plot, setting and storytelling (there is no sense of any of this being very important or of there being any real danger for a veeeeery long time)
i'll post my thoughts on the actual contents of the dungeons tomorrow, because i need to write a little more there...