@grantheaslip: I fail to see why me really disliking the products and practices of Nintendo makes me an asshole. I really dislike their games and the way they hold back their employees. Not really sure of a better way to say it, because it's exactly that: I fuckin' hate the way they do business and the way they make games. It harms creativity in the industry and prevents a lot of truly great minds from actually being utilized. But hey, for your sake, I'll just say "I dislike" regardless of how I actually feel. Nintendo is a great business but a really poor creative environment. And that sucks majorly for all involved.
@hailinel: I did give examples. Such as the lack of camera control, the lack of responsiveness from striking, the need to fucking recalibrate. Multiple times. In one play session. You just seem to be ignoring these examples
Just because they work doesn't mean they are good. When I say "they work" what I mean is exactly that and nothing more. Plenty of games have functioning mechanics that aren't completely broken without those mechanics being excellent. You can beat Skyward Sword. But not without running into issues with the controls. You may be used to those controls and care less, but I came to Zelda without any prior experience with the franchise or any similar franchises. I haven't played many games that don't have camera control in the last generation of games, and the few times I did, it wasn't usually an issue. I'm used to having things like that work. When you're used to modern standards and approach a franchise like Zelda, and they suddenly aren't there, it's pretty damn jarring, and unpleasantly so. Not only because it's "different" but because it's inferior. There is no way not having good camera control is a good thing.
I played another Wii Zelda, and I remember finding the controls just feeling like a novelty, and a lot of the same issues were present. Camera controls, lack of responsiveness, etc. Because the damn games never change. They never improve upon things they just add a new twist and fail to iterate, just add a couple things on top.
I think if Skyward Sword were a tighter, more responsive game, it'd be awesome. If the writing had voice acting and animation to really utilize the story, it'd be so very much better. I was super excited to play the game initially, after everything Patrick said about it. It was pretty much the reason I picked up a Wii finally, that and SMGalaxy. And it was a huge letdown. Other than the cool art style and some neat dungeon mechanics, it felt clunky, old, and even for someone who barely even touched Zelda prior to that point, already pretty repetitive.
@xyzygy: I must be lying, hated the game to begin with, and that's totally how swords work.
You need to reposition to be able to strike. If you don't, you just end up jerking the wii mote in random directions, which doesn't work well. My issue was that the game tended, in the heat of battle, to see me moving a bit to be able to swing again as a swing of it's own, thus causing me to get stunned or shocked or whatever else. The game was pitched as having a natural and intuitive combat system. It was not that at all. I was using a bit of a hyperbole about the whole windmill arm thing, but it wasn't far off. It was absolutely not just the direction of the movement, it also mattered where your sword started. Which was finicky to get to respond quickly enough to respond to enemy behavior without just, as I said before, it being read as a strike.
And even if it is entirely based on the direction your wiimote moves in, regardless of where the sword is in virtual space (not at all the experience I had, and I put a good bit of time trying to figure out exactly how the sword did react to different movements), it just means that the game isn't really all that tactile but just another example of cheezy motion controls that have little connection to the actual gameplay. You're basically describing Fruit Ninja, but without being able to differentiate between touching and not touching. If I strike from left to right, and then want to strike again left to right because any other attack would be bad news for me, I have to reposition. I can't just make another movement to continue the same path, that's just not intuitive at all. You have to reset and come back to a place to strike from, not just strike without any relation to a point of impact.
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