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Forums - Gaming Discussion - Which gameplay mechanic almost ruined a good game for you???

Motion flying in Skyward Sword. Hell the motion in general. There was just too much lag and too much inaccuracy for it to work right and there NEEDED to be an option for normal joystick control. I would swing at a natural fast speed and it would go to a weird downward angle and hold the sword there and never swing. I would try to steer the bird down and it would do nothing then I would try to bring it back to center and it would go up which I didn't want. Just so annoying and so unnecessary. It should have been used for aiming and nothing else.




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The 3-day concept in Majora's Mask deterred me for a few years.

I'm very grateful I got the courage to try it again one day.



Rogue Legacy: ruined by its Death Tracking. I hate knowing how many times I've died because then I go and compare myself with other people. I have slower reflexes than I did when I was still a teenager... I am someone who would actively reset my Yu Gi Oh DS games whenever I lost so that the loss wouldn't be counted against me.



Tripping in Super Smash Brothers Brawl.

It really turned me off from the game at first. It would happen at the most inconvenient time for me. After a while I actually started to like the mechanic.



DarkD said:
Rogue Legacy: ruined by its Death Tracking. I hate knowing how many times I've died because then I go and compare myself with other people. I have slower reflexes than I did when I was still a teenager... I am someone who would actively reset my Yu Gi Oh DS games whenever I lost so that the loss wouldn't be counted against me.


Really? I enjoyed the death tracking quite a bit. It proved to me just how much I improved over the course of my various play throughs. My first was around 75 deaths with my most recent at 12 deaths.



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platformmaster918 said:
Motion flying in Skyward Sword. Hell the motion in general. There was just too much lag and too much inaccuracy for it to work right and there NEEDED to be an option for normal joystick control. I would swing at a natural fast speed and it would go to a weird downward angle and hold the sword there and never swing. I would try to steer the bird down and it would do nothing then I would try to bring it back to center and it would go up which I didn't want. Just so annoying and so unnecessary. It should have been used for aiming and nothing else.

For me it's the opposite, the motion controlled flying and sword mechanics were great... the flying took a little getting used to at first as I was treating it like the swimming in Endless Ocean, but I once I had used the beetle a few times it was great. The sword fighting I never even had an issue with, it felt really natural from the get go.

Aiming however was frustrating at first, and although I got used to it over time it never felt better than clunky and stupid, especially as almost every time (with the exception of selecting things like the weapon menu) you either had to make sure the controller is flat before entering any pointing mechanics, or reset it with d-down.



HigHurtenflurst said:
platformmaster918 said:
Motion flying in Skyward Sword. Hell the motion in general. There was just too much lag and too much inaccuracy for it to work right and there NEEDED to be an option for normal joystick control. I would swing at a natural fast speed and it would go to a weird downward angle and hold the sword there and never swing. I would try to steer the bird down and it would do nothing then I would try to bring it back to center and it would go up which I didn't want. Just so annoying and so unnecessary. It should have been used for aiming and nothing else.

For me it's the opposite, the motion controlled flying and sword mechanics were great... the flying took a little getting used to at first as I was treating it like the swimming in Endless Ocean, but I once I had used the beetle a few times it was great. The sword fighting I never even had an issue with, it felt really natural from the get go.

Aiming however was frustrating at first, and although I got used to it over time it never felt better than clunky and stupid, especially as almost every time (with the exception of selecting things like the weapon menu) you either had to make sure the controller is flat before entering any pointing mechanics, or reset it with d-down.


But ultimately, once you figure out these control quirks, the game really starts to click. Or at least it did for me, and now I love Skyward Sword quite a lot.



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HigHurtenflurst said:
platformmaster918 said:
Motion flying in Skyward Sword. Hell the motion in general. There was just too much lag and too much inaccuracy for it to work right and there NEEDED to be an option for normal joystick control. I would swing at a natural fast speed and it would go to a weird downward angle and hold the sword there and never swing. I would try to steer the bird down and it would do nothing then I would try to bring it back to center and it would go up which I didn't want. Just so annoying and so unnecessary. It should have been used for aiming and nothing else.

For me it's the opposite, the motion controlled flying and sword mechanics were great... the flying took a little getting used to at first as I was treating it like the swimming in Endless Ocean, but I once I had used the beetle a few times it was great. The sword fighting I never even had an issue with, it felt really natural from the get go.

Aiming however was frustrating at first, and although I got used to it over time it never felt better than clunky and stupid, especially as almost every time (with the exception of selecting things like the weapon menu) you either had to make sure the controller is flat before entering any pointing mechanics, or reset it with d-down.

it always seemed like the sword or bird would get stuck in a weird position for me.  I just felt like aiming was made more convenient compared to earlier installments while sword fighting and such was less intuitive to me.  I loved the game's puzzles and story and felt like I would have LOVED it with a normal fighting style and steering the bird with the joystick.




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RCTjunkie said:
The 3-day concept in Majora's Mask deterred me for a few years.

I'm very grateful I got the courage to try it again one day.


That's a good one that I forgot about!

I am not a fan of timed games unless it's a bonus round or something. With that said I think majora's mask implemented timed gameplay very well. You had the ability to control time to an extent and set itself up for time based events which brought a lot of depth to the characters which was nice to see. I didn't like it when I was younger, but now it's among my favorite Legend of Zelda games.



The wolf segments in Twilight Princess.



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