makingmusic476 said:
The controls did take some time getting used to. Particularly: 1. The lack of a right stick for camera control. It's never been in a Zelda game before, but playing so many other third person games recently (like Dark Souls) had me missing that precision of control. 2. The moblins that rotate their swords horizontally and vertically. I can never seem to hit them properly, and even when I line the sword up right, it seems they change direction last second. I usually just sidestep around them and hit them in the back. 3. Walking across tightropes. I assumed you had to tilt the controller left and right. It took me awhile to figure out you actually had to turn the camera left and right lol. 4. Having the controller think wherever it's pointing upon using an item is the center of the screen. I'd definitely say Skyward Sword's controls could use some work (though my solution would be to go with a traditional dual analog pad, something many probably wouldn't like). And it's unexpected, given Nintendo's trademark is usually their perfect gameplay/controls.
That being said, the game features a number of improvements on the controls from previous Zeldas. I appreciate the addition of sprinting, the more automatic nature of climbing over low obstacles or grabbing ahold of cliffs, and the ability to run up walls.
Edit:
Ok, their point #3 is just silly:
| 3 - Two controllers. This is just me going on intuition, but it's my guess that if you had two controllers that each had the same number of buttons and functions, but one controller was a traditional controller and the other controller was split into two like the Wii remote/nunchuck (or the PS3 Move controller setup), many people would find the split controller buttons harder to keep straight. With a single controller, you just think "Which button do I press" but with a split controller, you may think "Which controller half do I use?" and then "Which button do I press" effectively doubling the amont of thought that's involved. |
I can't imagine anybody actually having an issue figuring out which controller to use, and I'd gladly take a DS3 or 360 controller that is split in half like the Wiimote/nun-chuck combo. Hours of Super Mario Galaxy have shown me just how comfortable such a set up can be.
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1. You can't use the radial motion that Z-targeting allows for in those games. It's a trade off.
2. The Moblins change their guard on purpose. You can't be slow about moving your sword. They're not stupid. They'll block the way you're positioned. You have to quickly change the position of your sword and then slice.
3. You're doing this wrong. You're supposed to use the Wiimote as the tutorial clearly showed.
4. This is a consequence of not using IR, which allows for any seating position you want, much easier menu navigation, and a more relaxed hand resting position.
Anyone think its ironic that the Wii has been blasted for years for having simplified controls, and now the reverse complaint is occuring?