Edit: what on earth? There was another page here? >_< lol
Not too sure why you have to be afraid to call it "hard" and act like its a breeze or what not (no idea what's really going on there), but, I don't think "skill" = "mad skillz".
Everything requires skill. Even walking. While walking sure is a lot harder I'm sure, SS does take plenty of "skill" to play properly, while obviously not being too much for your average gamer.
I don't remember it being hard, but it didn't play itself. Those silent realms fissure seems to love sure weren't a walk in the park though :p
It's that i don't want to call it hard, it's that the game wasn't hard lol.
Ugh the Silent Realms, one of the things that annoyed me about the game. 1 would of been fine, but 4? !@#$% THAT. The problem with SS is that like i said Nintendo spent too much time trying to base everything around their "OMG INNOVATIVE' WM+ controls that the rest of the game suffered because of it. Repeating Silent Realms, repeating boss fights. Less areas, etc.
Yeah, to be honest I too hated it when a silent realm came up, but not because it was some !@#$% I'd have to play through, but because it was a pretty scary trial in the sense that you just want to hurry up and get it over with without being chased down and one hit killed by some scary thing haha. Obviously not "scary" as in having the !@#$% scared out of you all of a sudden (well actually, I guess that can happen in some cases), but in the sense that it's something dreaded that you want to end as quickly as possible. It's you with nothing vs a ton of fast 1 hit killers after all. Still, that unfortunately ends up as pretty much the exact same feeling as having to overcome a !@#$% bit of the game, like "damn, not this again, please god hurry up and end".
That repeating boss fight did go on a surprising number of times, but by that point it already felt like some sort of tradition to me, and it was nice to suddenly go "?! wings!?
" haha. The stuff with groose was pretty awesome too. But yeah, I absolutely love boss fights, so I was hoping for a lot more. I thought that scorpion one was going to go onto something more epic after you beat it and the sand drained away to reveal a huge room or whatever happened, but nope
. Was cool to suddenly realise you're uncovering another one later on in the game though lol.
As for the areas, that's definitely a conscious decision to go for more density than scarce yet huge landscapes. The whole world felt pretty damn small that way, which left more to be desired, but the areas themselves were great imo.
Can't be all that easy to make an immensely polished incredible game to please everyone I guess :p
I wonder if they'll go the route of getting outside help to do bits here and there for the next game, as by the time such a thing's ready the wii u 2 will be coming out probably >_< lol
Pretty interesting (and exciting imo) that they've gone that way with smash bros
Third. WM+ controls screamed of "gimmick" and I just didn't want to play the game anymore when I tried it. Nintendo tries too hard to innovate and as a result, they create gimmick products. SS would've been more enjoyable via a traditional controller, which an option to play with motion controls imo.
Don't you find it incredibly weird how some people found the game to work so well with the controls that it feels as if the game is in a generation of its own, way above basic button controls, yet others must believe those people are taking drugs or something because they never felt anything anywhere near that, as far as to think it'd be much better using buttons.
Quite strange lol
Like I said, the only problem I had was when I had IR from the sun interfering (which the remote used to calibrate itself when pointed at the screen), but shutting my curtains fixed that completely and the WM+ worked absolutely perfectly from there.
The only problem apart from that was getting used to playing such a game. Indeed like star said, stabbing was hard at first I remember.
I guess there's just a bit of a learning curve there, especially if you expect it to play as naturally as using buttons/analogue sticks etc. We've used buttons etc pretty much our whole lives. This is the first time we've had to play a game this way though. If you give up early, of course you're not going to see anything in it. Of course you would expect such natural movements to make picking up and playing such a game much easier though. Then again, it doesn't read your mind, but the movements of the remote, so if your brain says "stab" and your hand doesn't quite do an action to be read as stabbing (over say a certain slash), then all the game can do is think you're trying to slash, as that's the way the remote was moved. I guess a game using more natural movements does still have a learning curve, especially when you've never used a remote to slash/stab things well :p
Zaeranos: Very good post!
Third. WM+ controls screamed of "gimmick" and I just didn't want to play the game anymore when I tried it. Nintendo tries too hard to innovate and as a result, they create gimmick products. SS would've been more enjoyable via a traditional controller, which an option to play with motion controls imo.
I would've LOVED this feature! I agree with this like ten billion times...especially since the WM+ controls didn't even register so well. For instance, stabbing! What the hell! I could barely do it!
I really disagree with that. Because it would make SS just like TP where motions are mapped to the buttons of the gamepad. To me it the next Zelda can feature just motion controls again.
How? How does giving the player a choice to play with a standard controller or motion-based controls restrict them to "motions are mapped to the buttons of the gamepad"? You're thinking of this way too narrowly. It wasn't the Gamecube's fault that TP had such a shoddy implementation. It all comes back on the technology and the software.
Halo 2 did well with its implementation of mouse/keyboard controls on the PC version with support for the 360 controller. And so did many other PC games of the modern era. The point I'm trying to make here is that, control schemes can be adapted to different use-case situations. Not everyone likes every control scheme. Gimmick, or not.
While of course it's the best if you can cater to everything and to everyone, that's just no possible right now. You can't make a game based on pretty much 1:1 sword play and then go out of your way to make it playable with buttons. A lot of the game was designed around this feature/gameplay. You can't just then ignore all of that/brute force another input method that'll just end up with totally different gameplay in a game it's not meant for. Sure, technically you can, quite easily. But that's just the technical side of things. There's FAR more to that in games. Such as making sure it's fun for the player of course. Of course in this case, not everyone managed to find it fun though, which is a shame
I really liked it and would love everyone to experience the same thing, as it really was quite an experience.
Btw "gimmick" = "A trick or device intended to attract attention, publicity, or business." It's just something that's there to be a novelty and attract attention, not to actually make the end experience better. Something that does actually add to the real experience is not a gimmick.
The DS screens, oh how they were called gimmicks. Sure, some games used them as gimmicks, using their functionality for the novelty of it, not to better the game. But as we know, in the end, the screens do help make games better. Not hugely, but being able to touch to make selections? A map/inventory etc and the action all there in one go? As we know, it's all very handy stuff. Sure, when it first takes off it becomes a fad and people are fast to call them gimmicks, but recently, people use the word "gimmick" to just describe something different and new, which is obviously completely missing half the meaning of it.
You could say the waggle for using the sword in TP was a gimmick. Exact same as a button press, didn't really add anything, except sort of making it feel more like you're actually using a sword, but ignoring that, quite gimmick like (shooting arrows with it was great though imo). I find it very hard to call using WM+ in SS a gimmick though. The game wouldn't exist without it. It's the main damn feature.
In the end, sure you could make SS with a normal controller, technically. If you reworked enough of it, you could have the exact same game in terms of story/areas/characters etc, just with different gameplay. I'm sure that would have been a great zelda game too.
But after completing it, I really do find it absurd to play such a game using buttons. Buttons feel so damn simplistic. Using the WM+ added SO MUCH more to the gameplay. Of course in terms of this game, it's a shame that not everyone could work them out, but damn, buttons sure are not the complete future of games. I can say that with confidence after what I experienced with SS. It's a very special game in that way. Also a very good zelda game for what it was too. Sure, there's plenty more to be desired, but that allows us to look forward to the next one