Benstamania
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I'm not a motion guy, never will be. That being said the way Link moved due to the motion...also really bothered me.
Sadly no. I was too stupid to pick it up when I had a chance.Did you play the GCN version of TP at all?

See, I don't want to have to tolerate my controller.I would've preferred a traditional control option for SS, but honestly, I played through it fine. I don't know, I don't really like motion controls but I can tolerate them fine when they're alright.
The problem with that theory imo is that it wouldn't have taken much if any effort to make both controls schemes optional. That is the nature of the lock-on button. Plus all you have to do to slash is hit a button. The real reason is they were trying to still push the Wii-mote, which thankfully has died.
I don't know, SS didn't seem all that much like OOT to me. I even think TP, which seems to be criticized a lot for 'trying to be OOT', didn't seem all that much like OOT. But I also wouldn't call ALBW even close to the best Zelda in 20 years despite enjoying it, so obviously we disagree.The controls for Skyward Sword made me realize all the other things I don't like about the series. Added with the incredibly insightful sequel-itis on OoT, and it helped me put into context the feeling of annoyance I have had playing most Zelda games in 3D. I grew up loving OoT, but I guess I am a very different gamer these days. It just hasn't held up for me. I have been quite down on the series as a whole. And then I played A Link Between Worlds, and well they made the best Zelda game in 20 years.
An attempt to justify the crappy Wii-mote. Which of course did not work. I am not sure how accurate this site is, but I'd imagine it isn't miles off.Well, as I'm not in game design I really don't know what level of difficulty is involved in making control schemes, but I don't think that really invalidates what I said. Like it or not, the main controller for the Wii was the Wiimote. What's being said is essentially the same as saying they wished they'd made Uncharted 2 (just to give a random example) with standard Move controls with optional traditional controls. No one would realistically except that. I understand not liking something, I was by no means a fan of motion control, but there is an obvious logic behind designing a game's control scheme to the main controller in question and not including optional control options.
They are carbon copies of OoT, crappy Wii-mote aside. Adding weird spinning tops and a cloth to float does not change the basic gameplay. Wind Waker gets a pass because of its art style and charm.I don't know, SS didn't seem all that much like OOT to me. I even think TP, which seems to be criticized a lot for 'trying to be OOT', didn't seem all that much like OOT. But I also wouldn't call ALBW even close to the best Zelda in 20 years despite enjoying it, so obviously we disagree.
An attempt to justify the crappy Wii-mote. Which of course did not work. I am not sure how accurate this site is, but I'd imagine it isn't miles off.
http://vgsales.wikia.com/wiki/The_Legend_of_Zelda
Skyward Sword sold less then half of what Twilight Princess did, and that was after five years and the huge install base for the Wii. Wind Waker, which was slaughtered by fans and came out for the low selling Gamecube, sold more then Skyward Sword.
My initial response is to what Thundercrack said about 'not understanding' why the motion controls weren't optional, which is what I've mainly drawn from.No one ever said they couldn't make the game they wanted. Our point is that the controls made the game worse and not all that fun to play for us. We would have preferred that they used a standard control scheme. I was actually enjoying the story of SS and made it to the last few dungeons, but I just couldn't finish it. I was too frustrated playing it. What is unreasonable about that?
Totally sidesteps my point to reiterate personal opinion on motion controls. The UC2 analog is perfectly valid, because again, the main controller for the Wii was the Wiimote as the DS3 was for the PS3. So, yes, it is somewhat unreasonable to except them to design the game, one in their main franchise, around another controller than the main one, just like it would be unrealistic to except Uncharted 2 to be designed primarily around the Move controller with traditional controls as an option.Comparing it to Uncharted 2 is a non-starter, because Uncharted was never designed with a flawed control design. The Wii-mote has gone the way of the dodo, and for good reason. The standard controller and mouse/keyboard are still the best way to play games. More important, there is nothing in SS that required motion controls. You are making it sound like it would have been difficult. If you spent 30 mins with SS, it becomes clear that it is no different then any other 3D Zelda in terms of what you do, bowling aside. The lock on button makes it incredibly easy to design it without the Wii-mote.
Like I said, I don't really agree, but I don't care enough to argue. I will acknowledge that overall structure of Zelda barely changes from installment to installment, but that's about it.They are carbon copies of OoT, crappy Wii-mote aside. Adding weird spinning tops and a cloth to float does not change the basic gameplay. Wind Waker gets a pass because of its art style and charm.
The atypical game is SS, even with its massive install base. The original Zelda sold 6.5m. OoT and TP both basically sold 8m. All the other main series console Zelda games sold well over 4m. SS sold well below 4m, even though it was the purposely built Wii version and turned out to be the origin story.That's a bit misleading. Twilight Princess is one of the big exceptions from a sales perspective of the Zelda series. Most mainline Zelda titles sell within the 3-4 million range (often dubbed the Zelda standard), and SS sold as excepted within that range. TP, OOT, and MM are exceptions to that with the former two selling way more and the latter selling way less. SS really only sold badly in comparison to TP and OOT.
Except they did do it for other games. They even created a controller for this very purpose. Now this generation, they remade the Gamecube controllers for Smash and made an adapter for them.Totally sidesteps my point to reiterate personal opinion on motion controls. The UC2 analog is perfectly valid, because again, the main controller for the Wii was the Wiimote as the DS3 was for the PS3. So, yes, it is somewhat unreasonable to except them to design the game, one in their main franchise, around another controller than the main one, just like it would be unrealistic to except Uncharted 2 to be designed primarily around the Move controller with traditional controls as an option.
I'm not disputing that the option would have been great, by any means, but what I'm saying isn't coming from personal preference and more just general logic.
What was different about the base gameplay of TP and SS? It isn't like the gameplay has evolved in the same manner we have seen with say Metal Gear Solid. The gameplay and structure just hasn't changed. Which would be ok if it was great, but I don't feel like it is.Like I said, I don't really agree, but I don't care enough to argue. I will acknowledge that overall structure of Zelda barely changes from installment to installment, but that's about it.
The atypical game is SS, even with its massive install base. The original Zelda sold 6.5m. OoT and TP both basically sold 8m. All the other main series console Zelda games sold well over 4m. SS sold well below 4m, even though it was the purposely built Wii version and turned out to be the origin story.
LoZ: 6.51m
AoL: 4.38m
LttP: 4.61m
OoT: 7.6m
WW: 4.43m
TP: 8.58m
SS: 3.67m
Adeventure of Link is the closest to SS, and it sold 710k more then SS. It really isn't all that close. MM fell in your range by the way, though it is a spin off.
Hm, are you actually familiar with how many Nintendo developed Wii games used the Classic Controller? It wasn't very many. It had a decent amount of 3rd party support, but the 1st party support was rather dry.Except they did do it for other games. They even created a controller for this very purpose. Now this generation, they remade the Gamecube controllers for Smash and made an adapter for them.
I don't know, it's been awhile since I've played either so I couldn't give you a totally proper argument here, but I've never felt any Zelda was really a carbon copy to the last myself. Like I said, there is a degree of stagnation in certain elements to the games, but eh, they've all felt distinct to me.What was different about the base gameplay of TP and SS? It isn't like the gameplay has evolved in the same manner we have seen with say Metal Gear Solid. The gameplay and structure just hasn't changed. Which would be ok if it was great, but I don't feel like it is.
I wonder why Skyward Sword sold so poorly relatively speaking.
source: Siliconera[YT]50iWo_3BLWU[/YT]Hyrule Warriors has a new downloadable content pack that makes The Legend of Zelda series biggest enemy into a playable character. If you get the Boss Pack you can go on a rampage as Ganon in a challenge level. The 500 yen pack also includes a Boss Challenge mode. Complete these and you can unlock additional costumes for characters like Ganondorf and Lana.
The Ganon DLC will be out in Japan today. Nintendo announced the Boss Pack will be available in North America or March 12 for $2.99.
Read more stories about Hyrule Warriors & Wii U on Siliconera.
Skyward Sword was okay.
It's a downgrade of Twilight Princess.... Which Twilight Princess was also a downgrade of Wind Waker.


I actually just cashed in my Club Nintendo coins last night. I got Metroid, Metroid II, and Super Metroid because I've never played a Metroid game before. I was going to get Zelda II as well, but they charged me twice for Metroid, so I'm waiting for them to get back to me about refunding my coins or maybe just giving me a Zelda II code if they can't do a refund. I've still got 90 coins left, but I don't think there's anything that cheap on there.
