Hiku said: 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". |
Depth isn't important, but the point is that that is a cumbersome solution. The point of SS was that all of these different scenarios were solved with one unified method of input, with the goal being to make this as painless, simple, and quick to execute as possible. That just not happening with the "hold ZL and move the analog stick" solution. Because that has to not only be the solution for that particular puzzle, but also every combat situation, and for the poking. It has to feel good, fluid, and easy to do, because that's the entire point of abandoning the motion controls in the first place.
The whole objective of motion controlled sword play is to be able to do all these complex maneuvers with one, easy to execute, method of imput. It's not just directional slashes. What about when you can't lock on but you still need to slash or perform an imput directionally? What about the pierce? What about the Spin Attack? What about the final strike? What about the flip spin, the new maneuver that is besically a virticle spin attack? What about the Skyward Strike? How is that one button input going to handle such a diverse moveset? They can't divide it amungst other buttons because that would take away face button space from other things like items.
How is locking on even going to work if you're holding ZL already for directional inputs? It can't be mapped to both because that causes compatability issues with how the locked-on camera works when you aren't locking onto an enemy. It can't be a separate button because it means an extremely cumbersome button layout when you cant to both lock on and attack directionally.
This isn't a simple issue. There is no way to translate Skyward Sword to a traditional layout in a shippable state without a massively unrealistic remaking of most of the game. If Skyward Sword is ever remastered, the Wii Remote will be the only method of control, like the original.