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Spoken like someone who never had the Hylian Loach pass from playground rumor to reality, smh
i just picked this up, and holy shit, the control scheme is abysmal. my son was having so much trouble just getting a fucking potion to drink out of his pouch that he just gave up and started crying. And the fighting system is ridiculous. I can see the seeds of what became BotW here, but man, this game is not it.
Yeeessss, I know. I'm talking about when you fight them on the ground, you have to do a sword swipe to flip them upside down and then do a fatal blow to finish them off. You can't just stab them with R3 and that was the point of frustration for me, as nothing about "rapidly push the control stick up and down" suggests "killing blow" to me.Using R3 makes Link do a forward thrust, which is how you beat Skulltulas easily. You have to hit their underbelly.
Yeah, that's well and good, but also renders the game entirely inaccessible for anyone with mobility issues, hand-eye coordination issues, or anyone else with an inability to move the controller in the exact goddamned specific fucking way the game demands in order for you to actually do anything. A villager picking up a sword can point the fucking thing at the sky whenever they want without having to hope and pray that their arm is at the exact vertical the game insists upon, unlike the player begging the thing to charge already. And i'd love to hear an in-world justification for why this villager learning how to be a hero can't swing a bug net.The controls in SS are pretty solid and responsive, and generally do what you tell it to do. It is definitely "unintuitive" because it's trying to emulate with a control pad something that was based on motion gestures, and doing so in ways that try to maintain the feel of the original game without just turning the game into a cookie cutter 3D Zelda game. The more you use them though and practice with it, that unintuitiveness disappears since you've learned what to do and begun to forge some muscle memory. The awkwardness is really just a matter of getting used to doing something brand new for the first time. I thought Halo 1's control scheme was beyond awkward when I first played it, having come from a PC FPS background. But now that control scheme is the gold standard for FPS games on console and everyone just accepts it as normal. I took like a month or two break in between the Fire Temple, and pushing through to finishing the game. Often, taking that much time off while playing a game is enough for me to forget what I was doing in the game and even forget how to even play it. But I picked it back up and became competent with the controls almost instantly.
SSHD could have done a better job of communicating the controls to the player, giving the player more means to practice the controls, and introduced mechanics gradually rather than all at once. However, that would have required drastic redesigning of the game itself, and that would betray its nature as a faithful remaster. And a lot of the changes the dev team made to SSHD, seemed to err on the side of not wanting to overburden the player with tutorials/tips/hand holding - and I imagine that's specifically to address charges that the original game on the Wii was overly obnoxious in doing too much of those things. Maybe SSHD over-corrected in that respect, but I never was bothered too much by it.
I feel like I might have said this before, so I apologize if I'm repeating myself, but I really really appreciate SS's gesture controls and its attempt to do something brand new. Specifically because of how the new controls themselves, represent the form of the video game reinforcing the game's themes. This is the origin story of the entire Zelda world, and the origins of Link as the chosen hero of Hyrule, fulfilling his destiny for the very first time. He's learning how to be a hero from scratch, putting together the Master Sword, and reclaiming the surface for the people of Skyloft to be able to return to the ground and found Hyrule. Our struggles with learning new controls for familiar actions mirror Link's struggles to learn how to be a hero for the first time even though the basic formula for this Zelda game is familiar territory for long time Zelda fans. Being able to raise your sword up over your head to initiate a charge attack is some really good attempts at immersive gameplay. In an ideal world, you could play SS with a full VR setup. But the Wii/Switch/Nintendo just isn't there yet.
Yep. And its immediate predecessor that inspired this, Twilight Princess, that was a Gamecube game that was delayed in order to have waggle tacked on and the world mirror flipped, was the most successful Zelda game since OoT and almost single handedly (along with Wii Sports obvi) made the Wii a success with pretty much universal praise. I don't really blame Ninty for what happened, it just didn't really play out like they or anyone else imagined.Every Wii owner basically begged for a Zelda game that used the Wiimote for “accurate” sword swings.