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Forums - Nintendo Discussion - Skyward Sword HD with standard controls: What would have to be changed?

There is no way that game is being made without motion controls. It's not like TPHD. They'd literally have to redesign the most of the game.

EDIT: Which is why it won't happen. They'd basically be making a new game, and they clearly are not interested in putting that much effort into a remake.



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For all the people who are saying that game can't be made without motion controls - sorry if this will sound harsh, but you simply don't know what you're talking about.

There is a special version of Dolphin that supports configuring of all the axes of Wiimote Plus and Nunchuk, and SS is perfectly playable with it - actually, it's mostly even easier to play it that way with standard controller, cause you can play longer without getting fatigued from waving around.

Only thing that is really pain and almost impossible is drawings, and honestly, that can be reprogrammed to stick in remaster as well easily.

My kids prefer to play SS with Wiimote on Wii, I preferred to play on Dolphin with gamepad, connecting Wiimote only for drawing sections.

TL;DR - Yes it can be reprogrammed to classic gamepads in remaster easily.



Hiku said:

Wellyeah , TP didn't have motion controlls for Gamecube, so that's a given. I'm just trying to find out what would have to be changed, and in what way. Looking for examples so I can get a better understanding of the situation.


The most obvious example is the enemies. There is no unconvoluted way to translate 1:1 sword swings to a standard controller. If they are switching to standard controls, it's because they want them to be less annoying. Remember, the combat still has to be fast, tactile, and accurate. You can't translate SS's angle specific combat in that way. Enemies like the Beamos statue have to be poked in the eye to be finished off:

 

Same with one of the scorpion bosses.

You can't kill these enemies with any sword slash. That kind of motion is usually a very specific move in button Zelda's that is usually too precise to execute in the heat of the moment. The game is filled with examples like these. Some of the "puzzles" have Link doing motions like swinging his sword in circles like a clock.

The Ghirahim fight is the same way, leading his eye away with your sword before slashing.

Like I said, there's no way this game is being remade without the motion controls, no matter how bad they are. It's too much work. It would literally have to be made into a different game.



It's a shame that so many people hate the motion controls in SS :(
I wouldn't care about a SS remaster without the option for motion controls.



Hiku said:
spemanig said:
Hiku said:

Wellyeah , TP didn't have motion controlls for Gamecube, so that's a given. I'm just trying to find out what would have to be changed, and in what way. Looking for examples so I can get a better understanding of the situation.


The most obvious example is the enemies. There is no unconvoluted way to translate 1:1 sword swings to a standard controller. If they are switching to standard controls, it's because they want them to be less annoying. Remember, the combat still has to be fast, tactile, and accurate. You can't translate SS's angle specific combat in that way. Enemies like the Beamos statue have to be poked in the eye to be finished off:

 

Same with one of the scorpion bosses.

You can't kill these enemies with any sword slash. That kind of motion is usually a very specific move in button Zelda's that is usually too precise to execute in the heat of the moment. The game is filled with examples like these. Some of the "puzzles" have Link doing motions like swinging his sword in circles like a clock.

The Ghirahim fight is the same way, leading his eye away with your sword before slashing.

Like I said, there's no way this game is being remade without the motion controls, no matter how bad they are. It's too much work. It would literally have to be made into a different game.

So regarding the Beamos statue, if you are locked on to it, and do the poking motion, is it possible to chose where to poke, such as at the middle or lower part of it's body, and fail to kill it that way? Ore does it poke into its eye automatically if you do the motion while locked on? Because if it's the former, then I wonder how that works in the Dolphin version that lets you configure all the axes of Wiimote Plus and Nunchuk to a controller, that HoloDust above mentioned "works perfectly".

As for moving the sword around, couldn't you at least move it in a circular motion with standard controlls? For example, hold down L2, and move one of the analog sticks. Or is depth important as well in those situations?

That's about how you do it in that Dolphin version (btw, that's unoffical branch, and it's not longer worked on, IIRC)...it's not without it's faults and it takes some time to get used to those controls, but I got to first drawing (that lake, what was its name, and entrance to temple) with gamepad where I had to switch to actual Wiimote to draw damn circle - once I got past it, I resumed playing on gamepad.

So yeah, it's very possible, especially since Nintendo can actually make controls for gamepad, in Dolphin you're just mapping axes to controller and make certain combinations (like increasing sensitivity on certain button) to get around Wiimote - if they redesign controls, they won't be limited to emulating Wiimote, but actually making it for gamepad, so those limits will be much easier to solve.



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People saying motion controls can't be translated into a standard control scheme lack imagination.



Werix357 said:
People saying motion controls can't be translated into a standard control scheme lack imagination.

Of course they could be, my question would be whether they could without compromising the experience.



Hiku said:
S.Peelman said:

Yes, aiming things could also be stick based, from the top of my head, it would be like usual. The drawing is simply pointing the Wiimote towards your tv, so if there's a good alternative in Okami for that it probably works here too.

I guess if they really wanted to, ways could be found for almost everything to be controlled by analogue sticks and buttons, but I'm not sure how satisfactory that would be. Could complicate things even further. Combat for example, I guess the only way would be to use the right stick to simulate hand movement, and somehow quickly flicking it slashes the sword the way you want to. It would sacrifice the use of the stick for free-camera movement (though SS didn't have that anyway), but the use of buttons wouldn't really be an option.

So yeah, everything's possible if they really wanted to, but it would need some work I'd say. Besides there simply being a lot to change, the combat remains the biggest obstacle. Could be that Nintendo's smarter than me, I'm thinking too complicated and they have easy solutions for everything however of course.

 

Also, how does that remote controlled beetle work, and how is it controlled?

It follows the movements of your controller. You angle up. It goes up etc. The beetle could be controlled by a stick, without issue. Basically like flying a plane in GTA V.



Skyward Sword without motion controls would be pointless, since that game revolved heavily around them.

The game looks fine as is IMO, so an HD port would be somewhat unnecessary.



"Just for comparison Uncharted 4 was 20x bigger than Splatoon 2. This shows the huge difference between Sony's first-party games and Nintendo's first-party games."

I made 2 posts stating this.... LOL do I need to say anymore? Motion Controls hurt Skyward Sword alot (sales, scores, fan feelings towards the game). I would pay TWICE the money for its original price just for proper controls. I would love that!