The art style looks great. Not a fan of the motion control.
Thoughts on the chance you'll be able to use a traditional controller? I'm assuming fairly low?
Zero. Many of the monsters are specifically designed to be defeated by slashes at a particular angle (i.e. vertical or horizontal). You can't do that with a regular controller.
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It's really fun, guys. The whip is pretty cool as well, lets you take out multiple keese at once(god damn I hate keese). The bow works really well with Motion+ as well, but the sword controls felt less than stellar for me. I know it's more accurate flailing, but to me it still felt like flailing.
uber, I'll side with you on the fact that it doesn't feel like real swordplay. And it shouldn't. Red Steel 2 went for that approach where you actually had to get your whole arm into sword swings, and such a tactic would be unnecessary and tiresome for the long play sessions that Zelda provides.
Regarding flailing, I think it's inevitable that people will resort to that. After all, that's what worked so easily in Twilight Princess. But precisely why I'm optimistic about combat. You actually have to think about it now. Enemies in TP practically invited you to kill them. Z-Targeting automatically brought out your shield and you were protected, no questions asked. It seems in Skyward Sword that enemies hold their guard and you have to determine where you will strike and how. Granted, in my playthrough as well, it wasn't 100% accurate, but for the vast majority of the time that it worked, it worked well, and it was fun. Definitely a lot more fun than the waggle-fest that was TP. Bring on this new combat system, I'm pumped for it.
On that note, item selection is a chore. Every item is assigned to the B trigger which frees up the D-Pad (perhaps for camera control?), so when you click the trigger, your selection of items pops up. Choosing is simple and is done in real time (the game doesn't pause as it did in the past, which is a nice touch). However, if you're shooting your bow, see an enemy in front of you and bring out your sword to kill him, pushing B afterwards won't pull out your bow; it'll pull out your item wheel again. Items aren't locked to a specific button anymore (D-Pad in TP; X,Y,Z in GCN); you have to find the one you want each time you push B.
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Selecting items did seem very annoying in the demos I've seen. Hopefully they'll get around it... Or maybe it goes a lot faster with some practice (the 'you remember in which pocket you left the item' thing).
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New interview.
The most interesting part (to me anyhow) is the end when he talks about how he wants to blur the line between overworld/dungeon and gives some examples.
Gameplay looks identical to all the other 3D Zelda games, only the gimmick is the motion controls.
What's the lineage?
OoT > MM > WW (gimmick: OoT lite with Cel Shading) > TP (gimmick: OoT 2)
Fortunately the gameplay from Ocarina was so fucking solid that you can't really fault each of the subsequent releases. I mean Zelda is like the perfect game. I'd say this one looks pretty fun, but it isn't blowing my skirt in the wind.
I'm getting a bit tired of the dungeon layouts. It's always a building with almost square rooms. Some enemies here, some puzzles there.
What I'd like to see in a dungeon is a more realistic layout. Maybe a huge cave. Or an abandoned creepy mansion. A jungle area.
I'd also like to see some huge overworld areas. I haven't played Shadow of the Colossus, but that world looks very compelling. Although I guess it might get a bit boring if you have to travel back and forth a lot.
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Re: Zelda: Skyward Sword
Quote:
Originally Posted by KillerGremlin
Gameplay looks identical to all the other 3D Zelda games, only the gimmick is the motion controls.
What's the lineage?
OoT > MM > WW (gimmick: OoT lite with Cel Shading) > TP (gimmick: OoT 2)
Fortunately the gameplay from Ocarina was so fucking solid that you can't really fault each of the subsequent releases. I mean Zelda is like the perfect game. I'd say this one looks pretty fun, but it isn't blowing my skirt in the wind.
I don't get what looks like a more complex and involved combat system looks IDENTICAL to all other Zelda games.
I mean we know for example the shield is used a lot more in this game, even being mapped to its own controls. The sword offers full directional controls, which allows for more than tapping A sword play and enemies.
There's also directional swipes being used in more puzzles and the sorts.