But is that much different from just tapping a button until everything dies?
Phantom hourglass was pretty decent for me, but ruined by the temple of the ocean King. Spirit Tracks was a much better game, with my main gripe being the windflute. I find it really dificult to play in time with the later melodies, as it just doesn't seem to pick it up properly. Add that to the fact that the microphone on the 3DS is partially blocked by your hand if you are using the touchscreen and you get frustration!
Because in Phantom Hourglass there is no positioning of the character to worry about, and no inherent skill required beyond "hey there's an enemy, I'll tap the screen where the enemy is standing to kill it". It's watered down and simplified so far that it is barely even a challenge.
My biggest problem with crap like that is that there's not a compelling reason for Nintendo to leave out more traditional control methods. I mean, DS already has a d-pad and buttons, why not include a more traditional control style? Wii has a classic controller, why can't Twilight Princess and Skyward Sword make use of it? Neither game does anything that couldn't be more effectively done with a gamepad, so I fail to see Nintendo's logic in forcing us to use the controls that they like. They just like to make us use whatever their newest little gimmicks are.
My biggest problem with crap like that is that there's not a compelling reason for Nintendo to leave out more traditional control methods. I mean, DS already has a d-pad and buttons, why not include a more traditional control style? Wii has a classic controller, why can't Twilight Princess and Skyward Sword make use of it? Neither game does anything that couldn't be more effectively done with a gamepad, so I fail to see Nintendo's logic in forcing us to use the controls that they like. They just like to make us use whatever their newest little gimmicks are.
I agree with you on the DS games and Twilight Princess, but not with Skyward Sword. The swordplay mechanics can't be done with a standard control scheme and be anywhere near as intuitive as it is. Skyward Sword gives us a reason to care how we're swinging our sword. There's strategy there.
I can't help but wonder if Chyron8472 was aware that the Elder Scrolls thread is titled as 'Adoring Fan Edition' in reference to a character from Oblivion. It doesn't make much sense to use the same title for a Zelda thread.
I can't help but wonder if Chyron8472 was aware that the Elder Scrolls thread is titled as 'Adoring Fan Edition' in reference to a character from Oblivion.
No. I haven't played Oblivion yet.
It doesn't make much sense to use the same title for a Zelda thread.
Yes it does. I copied the Elder Scrolls thread title and OP, and changed "Elder Scrolls" to "Legend of Zelda" and "Skyrim" to "Skyward Sword."
Plus, I'm an adoring fan of the series and was interested in talking about it. You could also infer that I'm not particularly interested in trolls/haters.
I didn't mean you. I meant people. And I don't mean people who have legitimate conversation or criticism. I mean people who hang around just to complain.
I thought that was obvious, tbh. Sorry for the miscommunication. =\
I didn't mean you. I meant people. And I don't mean people who have legitimate conversation or criticism. I mean people who hang around just to complain.
I thought that was obvious, tbh. Sorry for the miscommunication. =\
Everybody shutup and have some cake. Then resume Zeldaing.
I feel increasingly compelled to start playing Hero Mode. I did take a break after beating the game the first time, but now I find myself wanting to play it again.
I wish Hero Mode (and Master Quest) were available from the beginning... It'd be like the hard mode I wanted. Now I have to play through the dumbed down version of the game to get to the hard version, which I won't play as thoroughly because I will have just finished the game.
I wish Hero Mode (and Master Quest) were available from the beginning... It'd be like the hard mode I wanted. Now I have to play through the dumbed down version of the game to get to the hard version, which I won't play as thoroughly because I will have just finished the game.
The Legend of Zelda had been out for a while before it was released that if you named a file "Zelda" it would automatically start the second quest.
Come to think of it, it makes me wonder how confused a female gamer would have been if her name was actually Zelda and named the file after herself. Trying to follow Nintendo Power hints would then have been really confusing, while having no knowledge of a second quest.
The Legend of Zelda had been out for a while before it was released that if you named a file "Zelda" it would automatically start the second quest.
Come to think of it, it makes me wonder how confused a female gamer would have been if her name was actually Zelda and named the file after herself. Trying to follow Nintendo Power hints would then have been really confusing, while having no knowledge of a second quest.
Or if you were like me and just started the game without reading the opening scroll or the manual and thinking the character was Zelda. God, when I figured that out, I felt terrible. Poor Link.
I feel increasingly compelled to start playing Hero Mode. I did take a break after beating the game the first time, but now I find myself wanting to play it again.
Good games do that. I played Arkham City twice in a row, once on Normal then on the Game Plus mode. Then started a third file to just kick around in.
Just an FYI about Hero Mode...keep a potion with you whenever possible. Until you get a Heart Medal(and the earliest you can get one is before the third dungeon), you won't find hearts anywhere. Period.
I agree with you on the DS games and Twilight Princess, but not with Skyward Sword. The swordplay mechanics can't be done with a standard control scheme and be anywhere near as intuitive as it is. Skyward Sword gives us a reason to care how we're swinging our sword. There's strategy there.
Erm... Ocarina of Time had extremely similar sword mechanics, sans diagonal slashes. You could swing from the right, from the left, thrust, jump attack, or spin attack in OoT. Don't tell me they couldn't use dual analog to implement effective directional sword mechanics.
You know, I hate to tell you this, but GET OVER IT. Probably in 10 years time, there won't even be controllers anymore.
I'm waiting for the full immersion games where you put on a headset or something and actually go INTO the game. Then, whenever there's a glitch, you get this fantastic headache and feel like the universe is falling apart around your ears.
And don't even get me STARTED on a system crash...
I'm waiting for the full immersion games where you put on a headset or something and actually go INTO the game. Then, whenever there's a glitch, you get this fantastic headache and feel like the universe is falling apart around your ears.
And don't even get me STARTED on a system crash...
I'm not. Given how little we know of the brain I'd be scared of them trying to direct feedback into it on that scale.
I'm not. Given how little we know of the brain I'd be scared of them trying to direct feedback into it on that scale.
Psh. We know more about the brain every day. And besides, the idea is that, in building this thing, we FIGURE OUT how the brain works! And we'll have dozens of volunteers as test subjects!
You know, I hate to tell you this, but GET OVER IT. Probably in 10 years time, there won't even be controllers anymore.
Get over what? The fact that analog controls are far more responsive?
It's inarguable. It's not a matter of opinion. It takes less time to apply a miniscule amount of force with your thumb on a pressure sensitive button/stick than it does to shake your arm in a given direction. It is a quantifiable fact.
I've never really had a problem with them. Good as gold.
I don't care if you've had a problem with them. I have problems with them, and there is absolutely no reason Nintendo should be as unaccommodating as they are with control schemes. You can't argue that a lack of player choice in input methods is in any way a positive thing. It's not.
Get over what? The fact that analog controls are far more responsive?
It's inarguable. It's not a matter of opinion. It takes less time to apply a miniscule amount of force with your thumb on a pressure sensitive button/stick than it does to shake your arm in a given direction. It is a quantifiable fact.
The fact is that you don't like motion controls. Okay. You've established this rather plainly. However, Nintendo's primary controller for the Wii uses motion controls. Yes, they have the classic controller and the Gamecube controller, but they use those for classic games, not standard Wii titles.
The Wii isn't using motion controls as an add-on, it's part of the console's primary control scheme. Nintendo likes to try new things, and in fact, they are the creators of many ideas in modern consoles. Analog sticks? N64 Controller had it first. Rumble Pak? N64 Controller had it first. Downloadable classic games? Wii Virtual Console had it first. Heck, look at the Nintendo controllers over the years. The four right-hand face buttons and top shoulder buttons were first on the SNES controller. The N64 controller was unique in its design. The GameCube controller was unique in its design.
The Wii controller follows suit. Nintendo tries new things with each console they make. If you don't like motion controls, then so be it, but that's what Nintendo uses for the Wii. Certainly, they could have used analog sticks for sword swiping, but they didn't. Nintendo isn't one for doing things just because someone else does it. That's not their way. They have original ideas; some people like them, and some people don't.
I'm waiting for the full immersion games where you put on a headset or something and actually go INTO the game. Then, whenever there's a glitch, you get this fantastic headache and feel like the universe is falling apart around your ears.
Virtual reality is no longer in. People used to have ideas about putting on a headset and a tactile-sensory suit with which to foray into a whole new virtual world, but the days of people actively working on it are surely long past. In fact, my favorite movie used to be The Lawnmower Man, which had ideas about certain uses of virtual reality, but that movie was made in the 90's, and no one remembers it anymore.
The fact is that you don't like motion controls. Okay. You've established this rather plainly. However, Nintendo's primary controller for the Wii uses motion controls. Yes, they have the classic controller and the Gamecube controller, but they use those for classic games, not standard Wii titles.
Except for the fact that many "standard" Wii titles, including some first party Nintendo releases (Mario Kart Wii, for example) include classic controller/Gamecube controller support.
Atari? Colecovision? Saturn had a similar controller that came out what, 2 weeks later? Dual analog was a far greater advancement than single analog was.
Nintendo isn't one for doing things just because someone else does it. That's not their way. They have original ideas; some people like them, and some people don't.
They're not in the business of pleasing themselves. They're in the business of pleasing their customers. Typically, one does not do that by throwing up a big middle finger to anyone that disagrees with them.
PS: Nintendo didn't invent dual analog controllers. Or pressure sensitive buttons. Or trigger style buttons. Or analog stick buttons (hell, they still don't even use those).
I have seen Mr. Wizard take apart a standard Atari 2600 controller, and all it had was a circuit board with buttons which the joystick pressed on when held this way or that. There was no analog to it.
Xbox Live?
XBox Live is for online multiplayer. XBox Live Arcade came out after Virtual Console did.
PS: Nintendo didn't invent dual analog controllers. Or pressure sensitive buttons. Or trigger style buttons. Or analog stick buttons (hell, they still don't even use those).
You're missing my point. Nintendo tries new things. You may not have liked the GameCube controller when it Nintendo's currrent gen controller, or the N64 controller when it was Nintendo's currrent gen controller. They're weird. They're different. Nintendo makes use of original ideas, not all of which everyone likes.
You don't have to beat your point into the ground to let us know that you don't like it.
Virtual reality is no longer in. People used to have ideas about putting on a headset and a tactile-sensory suit with which to foray into a whole new virtual world, but the days of people actively working on it are surely long past. In fact, my favorite movie used to be The Lawnmower Man, which had ideas about certain uses of virtual reality, but that movie was made in the 90's, and no one remembers it anymore.
I always think of this book called Heir Apparent that did the whole virtual reality thing with people lying on this deformable bed and then being hooked up to this machine. But it wasn't the standard gaming experience, you had to go to an arcade and buy a half hour of play time or something. And of course, in the book, everything went wrong and the main character was unable to exit the game unless she beat it and it was an extremely difficult RPG that had opportunities to kill you at every turn.
You're missing my point. Nintendo tries new things. You may not have liked the GameCube controller when it Nintendo's currrent gen controller, or the N64 controller when it was Nintendo's currrent gen controller. They're weird. They're different. Nintendo makes use of original ideas, not all of which everyone likes.
You don't have to beat your point into the ground to let us know that you don't like it.
My point is more that I dislike that Nintendo has an extreme distaste for player choice in controls than that their default control methods suck, though they quite often do.
Comments
Because in Phantom Hourglass there is no positioning of the character to worry about, and no inherent skill required beyond "hey there's an enemy, I'll tap the screen where the enemy is standing to kill it". It's watered down and simplified so far that it is barely even a challenge.
My biggest problem with crap like that is that there's not a compelling reason for Nintendo to leave out more traditional control methods. I mean, DS already has a d-pad and buttons, why not include a more traditional control style? Wii has a classic controller, why can't Twilight Princess and Skyward Sword make use of it? Neither game does anything that couldn't be more effectively done with a gamepad, so I fail to see Nintendo's logic in forcing us to use the controls that they like. They just like to make us use whatever their newest little gimmicks are.
I agree with you on the DS games and Twilight Princess, but not with Skyward Sword. The swordplay mechanics can't be done with a standard control scheme and be anywhere near as intuitive as it is. Skyward Sword gives us a reason to care how we're swinging our sword. There's strategy there.
I realise that but I'm curious as to whether Chyron8472 was aware as to why the Elder Scrolls thread was titled as such.
Kooloo Limpah!
I can't believe how prevalent that character is...he even makes a tiny cameo in Skyward Sword.
No. I haven't played Oblivion yet.
Yes it does. I copied the Elder Scrolls thread title and OP, and changed "Elder Scrolls" to "Legend of Zelda" and "Skyrim" to "Skyward Sword."
Plus, I'm an adoring fan of the series and was interested in talking about it. You could also infer that I'm not particularly interested in trolls/haters.
Jeez McGeez!
I wasn't being a troll or a hater. I was genuinely curious as to whether you were aware of the Oblivion reference.
Sorry I asked.
I thought that was obvious, tbh. Sorry for the miscommunication. =\
Oops, sorry about that. My bad.
I feel increasingly compelled to start playing Hero Mode. I did take a break after beating the game the first time, but now I find myself wanting to play it again.
The Legend of Zelda had been out for a while before it was released that if you named a file "Zelda" it would automatically start the second quest.
Come to think of it, it makes me wonder how confused a female gamer would have been if her name was actually Zelda and named the file after herself. Trying to follow Nintendo Power hints would then have been really confusing, while having no knowledge of a second quest.
Or if you were like me and just started the game without reading the opening scroll or the manual and thinking the character was Zelda. God, when I figured that out, I felt terrible. Poor Link.
Good games do that. I played Arkham City twice in a row, once on Normal then on the Game Plus mode. Then started a third file to just kick around in.
That's no joke. Too bad there's never a stool right before a boss chamber.
Erm... Ocarina of Time had extremely similar sword mechanics, sans diagonal slashes. You could swing from the right, from the left, thrust, jump attack, or spin attack in OoT. Don't tell me they couldn't use dual analog to implement effective directional sword mechanics.
Immediacy? Motion controls are FAR slower and less responsive than analog controls.
You know, I hate to tell you this, but GET OVER IT. Probably in 10 years time, there won't even be controllers anymore.
I've never really had a problem with them. Good as gold.
I'm waiting for the full immersion games where you put on a headset or something and actually go INTO the game. Then, whenever there's a glitch, you get this fantastic headache and feel like the universe is falling apart around your ears.
And don't even get me STARTED on a system crash...
I'm not. Given how little we know of the brain I'd be scared of them trying to direct feedback into it on that scale.
Psh. We know more about the brain every day. And besides, the idea is that, in building this thing, we FIGURE OUT how the brain works! And we'll have dozens of volunteers as test subjects!
And this is a gamer's nightmare.
Get over what? The fact that analog controls are far more responsive?
It's inarguable. It's not a matter of opinion. It takes less time to apply a miniscule amount of force with your thumb on a pressure sensitive button/stick than it does to shake your arm in a given direction. It is a quantifiable fact.
I don't care if you've had a problem with them. I have problems with them, and there is absolutely no reason Nintendo should be as unaccommodating as they are with control schemes. You can't argue that a lack of player choice in input methods is in any way a positive thing. It's not.
You mean we have to use our hands?! That's like a baby's toy.
The fact is that you don't like motion controls. Okay. You've established this rather plainly. However, Nintendo's primary controller for the Wii uses motion controls. Yes, they have the classic controller and the Gamecube controller, but they use those for classic games, not standard Wii titles.
The Wii isn't using motion controls as an add-on, it's part of the console's primary control scheme. Nintendo likes to try new things, and in fact, they are the creators of many ideas in modern consoles. Analog sticks? N64 Controller had it first. Rumble Pak? N64 Controller had it first. Downloadable classic games? Wii Virtual Console had it first. Heck, look at the Nintendo controllers over the years. The four right-hand face buttons and top shoulder buttons were first on the SNES controller. The N64 controller was unique in its design. The GameCube controller was unique in its design.
The Wii controller follows suit. Nintendo tries new things with each console they make. If you don't like motion controls, then so be it, but that's what Nintendo uses for the Wii. Certainly, they could have used analog sticks for sword swiping, but they didn't. Nintendo isn't one for doing things just because someone else does it. That's not their way. They have original ideas; some people like them, and some people don't.
Virtual reality is no longer in. People used to have ideas about putting on a headset and a tactile-sensory suit with which to foray into a whole new virtual world, but the days of people actively working on it are surely long past. In fact, my favorite movie used to be The Lawnmower Man, which had ideas about certain uses of virtual reality, but that movie was made in the 90's, and no one remembers it anymore.
Except for the fact that many "standard" Wii titles, including some first party Nintendo releases (Mario Kart Wii, for example) include classic controller/Gamecube controller support.
Atari? Colecovision? Saturn had a similar controller that came out what, 2 weeks later? Dual analog was a far greater advancement than single analog was.
Xbox Live?
They're not in the business of pleasing themselves. They're in the business of pleasing their customers. Typically, one does not do that by throwing up a big middle finger to anyone that disagrees with them.
PS: Nintendo didn't invent dual analog controllers. Or pressure sensitive buttons. Or trigger style buttons. Or analog stick buttons (hell, they still don't even use those).
You mean the fully holographic, high-definition, eye-gouging blue screen of death?
I have seen Mr. Wizard take apart a standard Atari 2600 controller, and all it had was a circuit board with buttons which the joystick pressed on when held this way or that. There was no analog to it. XBox Live is for online multiplayer. XBox Live Arcade came out after Virtual Console did. You're missing my point. Nintendo tries new things. You may not have liked the GameCube controller when it Nintendo's currrent gen controller, or the N64 controller when it was Nintendo's currrent gen controller. They're weird. They're different. Nintendo makes use of original ideas, not all of which everyone likes.
You don't have to beat your point into the ground to let us know that you don't like it.
I always think of this book called Heir Apparent that did the whole virtual reality thing with people lying on this deformable bed and then being hooked up to this machine. But it wasn't the standard gaming experience, you had to go to an arcade and buy a half hour of play time or something. And of course, in the book, everything went wrong and the main character was unable to exit the game unless she beat it and it was an extremely difficult RPG that had opportunities to kill you at every turn.
I'm referring to Xbox Live on the original Xbox, which did, in fact, have downloadable arcade games.
My point is more that I dislike that Nintendo has an extreme distaste for player choice in controls than that their default control methods suck, though they quite often do.
And I guess Shodan's gonna have to buy a 3DS for his Zelda fix for a while. Motion controls are here to stay.
Also, dohohohohoho.