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New Combat System in Skyward Sword.

Ventus

Mad haters lmao
Joined
May 26, 2010
Location
Akkala
Gender
Hylian Champion
I highly doubt you'll have to slice in 360 different degrees -no- I KNOW you won't have to slice in 360 different degrees. Skyward Sword isn't a Touhou shooter, meaning that you won't have to be on guard at all times, or even know what you're up against at ALL. They may be different genres, but someone will understand my point.

Besides that, SS really can't be too hard. You hold the shield (at least from the E3 demo...) by holding the nunchuck upwards. Nothing to hard about that. Then, you slash by moving the Wiimote, in any of 360 degrees. But remember that Nintendo isn't forcing ultimate precision, they are merely testing the new hardware's capabilities in the form of an adventure-game, which may or may not be a casual game. You should try out Wii Sports Resort, at least the Swordplay mode. It isn't too hard, but it isn't too easy either. It should give you a feel of what SS is going to be.
 

Raven

Former Hylian Knight
Joined
Jun 8, 2009
Location
Halifax
suppose the combat is so diverse that there are other less taxing methods for defeating your enemy, but in the case of a mini boss or a boss when you have to fight them a specific way I could see that it might be difficult for some to keep up with the pace of the game. But I'll also say that Zelda has always been very puzzle based and logical, I think that when you figure out that puzzle or pattern you will be able to complete the task in front of you. Even if that puzzle/miniboss requires a double slash block slash bomb c-c-c-combo breaker.... sorry maybe I went to far. The combat probably isen't even that complicated just keep your shield at the ready in dangerous areas and watch you oppenents movements for a bit before you try and take them head on. By rights Skyward Sword should have very simple controls since it is fully switching Zelda over to the wii, as a result they're trying to make it as easy as possible to use your equipment. For some people Gamecube and Wii was there first system.. now Nintendo has to create a Zelda game that these new players can enjoy. Hopefully no one has too much trouble playing the game I would feel bad if someone had a bad experience because of the controls and the combat. which is exactly why they have to work and improve on those areas of the game. The Demo seemed to go well enough and I'm sure with a few tweaks here and there they have already made the controls and combat better with a (slightly) quicker response time. If your unable to pull off a required move for a certain area in the game I guess just ask someone else to do the motions for you for that one spot or however many times you need to do that move. At least it's better than never finishing the game. I really think we will be suprised though at how easy the motions will be, they are trying to make it more seamless so hopefully that means that all the motions feel comfortable and they won't be too complex?
 
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Joined
Oct 2, 2010
Location
Faron Woods
The controls are going to be more complex than other games in the series, but I think they won't be that hard. Sure, some enemies will require a different strategy, but Zelda enemies and bosses are puzzle enemies, the key is searching for the weak spot and learn how to figure out your moves, rather then manual dexterity and SS will be no different. The game will not ask you to go all crazy and accurate with the controls. Instead WMP most certainly will just give you the feeling and freedom of holding and actual sword, without the complexity needed to wield and actual sword. I think thats the whole point. It will feel fun, unrestrictive, versatile but not to overly complex.

Just look at the demo, certain enemies require you to attack them in certain way or direction but is not overly complex and doesnt require that much ability to get use to it and to do it.
 

Meego

~Dancer in the Dark~
Joined
Jan 30, 2010
Location
England
I don't know too much about the combat of SS but it sounds like it will be a bit confusing and perhaps tiring. If you have to control a sword and a shield at the same time it may also be more dfficult for the younger players. I don't know whether the nunchuck will also come into this game. Because if it does then it will be a nightmare with a wire in the way of all of this aswell! So I think we will have to see, I mean, Nintendo aren't going to be stupid about this, they will have to make it playable.
 

DuckNoises

Gone (Wind) Fishin'
Joined
Jul 16, 2010
Location
Montreal, QC, Canada
I think you bring up some very good points.

Although i think given time, and after dying several times I do think the synapses in your brain would start to function faster, as they could predict your opponents next move, and you'd prepare yourself for defense or offense depending on the situation. I wouldn't underestimate the power of your brain just yet, lass.

Although you bring up a very good point as well with 'difficulty.' I am an advocate for making the Zelda games harder, but at the same time I think I should clarify. Should a game be difficult to play because of the physical controls, or should a game be difficult to play because enemies are genuinely hard? I do not think the controls should be what makes the game hard. I think the game taxing your methods of thinking, Not knowing an enemies weak spot, puzzles, and other mind intensive apsects is what should make a Zelda game hard... Not ones ability to use the controller.
I agree wholeheartedly with this, and it's when a game tries to simulate difficulty with controls or gimmicks (that would otherwise be managed by game design) that really, really drives me mad. That's the reason why I resented Phantom Hourglass so much, but I'll not open that Pandora's Box again. Anyway, Athenian, I don't think you'll have much to fear. The brain can adapt very quickly to these kinds of scenarios, and I think that this was the exact intent of proper, responsive motion controls -- to simulate an immersing, realistic-feeling experience. If the controls become easily abused or are not synchronized with the game play and game design itself, then it will begin to feel forced and unnatural. This is probably what you find trouble with; you resent the design, so you almost subconsciously refuse to adapt. I think this is something that a lot of people could relate to.

However, I'm optimistic that this won't be the case with Skyward Sword, because I feel that the control scheme they have chosen requires the game design to be reflective of the play style. As such, I think combat will feel more natural, and therefore more rewarding. What excites me the most is that the combat system could be horribly abused given how much freedom you are allowed; the only way to prevent this abuse is by giving the enemies an adapting strategy, which requires you to adapt your strategy. I'm almost certain this is what they were going for with Skyward Sword, as Miyamoto attempted to demonstrate at E3.

Take the instance at E3 where Miyamoto was fighting a Bokoblin (or whatever the dickens they're called now; you know, the ugly things that seemingly replaced Moblins :P) .It was a little hard to tell because of all the infrared pollution, but as Miyamoto moved himself around, the Bokoblin adjusted its stance and its weapon. If Miyamoto went in for a horizontal slash, the Bokoblin would position its sword vertically to block it. The only way Miyamoto was able to damage it was by alternating his method of attack; after hitting the Bokoblin, it adjusted its stance and sword according to Link's actions, and would continue to do so until it was killed. I feel this is an absolutely monumental progression for Zelda, the notion that enemies will learn. This will make each individual enemy possess AI, and it will feel much more like legitimate combat because there won't be as much repetition, because enemies will adjust themselves every time they recognize what you plan to do. This ultimately makes combat so much more rewarding, because few enemies will feel like they're inherently easy. Each battle will be its own battle of wits, and the execution is only half of the battle this time around. I feel that this will make combat much more engaging and immersing, simply because it involves more of the brain. If Nintendo can implement this correctly, I think the combat in Skyward Sword will be monumental.

Unfortunately, Athenian, I think it may make it feel like each enemy is its own boss battle, but I find that extremely exciting. I have no doubt in my mind that you will adjust to it quickly, and that it won't be a problem for long.
 

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