I think these guys got it right. You should read what what they think, it has some pretty heartwarming stuff in it
http://www.gamexplain.com/article-210-1277772613-e3-2010-our-favorite-games.html
Schuyler
You can imagine my apprehension when I was playing Zelda: Skyward Sword with all weapons mapped to motion controls. We got to go behind the scenes and play it, and I wasn’t too excited about putting my hands on. Technically, yes, I’m pretty impressed with it, but it just wasn’t my thing. I tried slicing one of the Deku Babas in two, and it was difficult to imagine where the Wii thought my arm was so I could get it to register my slash at the right angle (I’m 6’5”, you see, so I’m used to things not fitting). I got the vetical slash movement down at what looked like the correct angle to me, but my sword merely bounced off as if I had missed entirely. Groan. Again, and again, and again. My fears of playing this game all the way through were mounting. I know what I want to do, but the process is obfuscated by these controls, like MGS: Peace Walker.
I was about to move on when the exhibitor took a hard look at what I was doing. “Turn your wrist,” he said. “You’re hitting it with the flat side of the sword.” I did as I was instructed, and slice! Like Arnold with his skin ripped off, I was suddenly a cold blooded Deku Baba Terminator. It felt like a real sword, and when I would swing it as such, I felt like I was really using one, like the screen manifested what you thought of when you played pretend when you were young. I rained fear down on that forest like so many leaves during the fall. I slit the throats of Moblins and watched them explode. It was a rough minute and a half to be an enemy in the Lost Woods, friends.
This game is my game of the show, and it’s getting 14 stars when it comes out.
Micah
Unlike Schuyler (and probably a good deal of other gamers out there), I am pretty into the whole motion control idea. Ever since the Wii was first announced, I have relished the idea of slicing my enemies apart with 1:1 precision. Imagine my surprise when year after year went by and we weren't getting any closer to this fully realized sword-fighting game I had been expecting. Red Steel 2 was huge step in the right direction, and became a fun, involved shooter with the perfect blend of motion-control-based accuracy and digital precision, but it still left something to be desired in the actual sword combat. After playing The Legend of Zelda: Skyward Sword at E3 this year, I'm fairly confident that Wii gamers will finally be getting that epic, robust, motion controlled adventure that they've always wanted.
I'm proud to say that I was one of the first members of the gaming community at large to get my hands on Skyward Sword. As the demo kiosks rose from the floor at Nintendo's press conference, I leapt over several rows of chairs in LA's Nokia Theater just to make sure that I got to hold the Master Sword in my hand for the first time. After breezing through the demo in what seemed like the bat of an eye, my only wish was that I could just go through it all again. o.o
Right now, I am anticipating a whole lot of out of Skyward Sword. It is really the first expansive, traditional game to be constructed entirely around motion controls, so there is naturally a lot riding on its success. This game must finally prove to gamers everywhere that motion controls aren't synonymous with decreased accuracy and random flailing. Motion controls can bring with them a huge subtlety to game controls that is currently not being exploited. Hopefully, this game can live up to the incredible promise of the E3 demo. There needs to be a lot more changes to the Zelda formula in the end if I'm going to love this game as much as I want to. Still, making players actually think about and time the angle and speed of every swing is a great step in the right direction.
Seeing motion controls utilized so elegantly to facilitate massive changes to a traditional game experience was no doubt the highlight of the show for me. As much as Move and Kinect impressed in different ways, neither Sony nor Microsoft had a game that looked to make as advanced use of motion controls as Skyward Sword. This is the sort of game experience that I have been waiting to see since the Revolution was first announced five years ago. Yes, it took awhile, but as of now I'm pretty confident that it will have been worth it.
http://www.gamexplain.com/article-210-1277772613-e3-2010-our-favorite-games.html
Schuyler
You can imagine my apprehension when I was playing Zelda: Skyward Sword with all weapons mapped to motion controls. We got to go behind the scenes and play it, and I wasn’t too excited about putting my hands on. Technically, yes, I’m pretty impressed with it, but it just wasn’t my thing. I tried slicing one of the Deku Babas in two, and it was difficult to imagine where the Wii thought my arm was so I could get it to register my slash at the right angle (I’m 6’5”, you see, so I’m used to things not fitting). I got the vetical slash movement down at what looked like the correct angle to me, but my sword merely bounced off as if I had missed entirely. Groan. Again, and again, and again. My fears of playing this game all the way through were mounting. I know what I want to do, but the process is obfuscated by these controls, like MGS: Peace Walker.
I was about to move on when the exhibitor took a hard look at what I was doing. “Turn your wrist,” he said. “You’re hitting it with the flat side of the sword.” I did as I was instructed, and slice! Like Arnold with his skin ripped off, I was suddenly a cold blooded Deku Baba Terminator. It felt like a real sword, and when I would swing it as such, I felt like I was really using one, like the screen manifested what you thought of when you played pretend when you were young. I rained fear down on that forest like so many leaves during the fall. I slit the throats of Moblins and watched them explode. It was a rough minute and a half to be an enemy in the Lost Woods, friends.
This game is my game of the show, and it’s getting 14 stars when it comes out.
Micah
Unlike Schuyler (and probably a good deal of other gamers out there), I am pretty into the whole motion control idea. Ever since the Wii was first announced, I have relished the idea of slicing my enemies apart with 1:1 precision. Imagine my surprise when year after year went by and we weren't getting any closer to this fully realized sword-fighting game I had been expecting. Red Steel 2 was huge step in the right direction, and became a fun, involved shooter with the perfect blend of motion-control-based accuracy and digital precision, but it still left something to be desired in the actual sword combat. After playing The Legend of Zelda: Skyward Sword at E3 this year, I'm fairly confident that Wii gamers will finally be getting that epic, robust, motion controlled adventure that they've always wanted.
I'm proud to say that I was one of the first members of the gaming community at large to get my hands on Skyward Sword. As the demo kiosks rose from the floor at Nintendo's press conference, I leapt over several rows of chairs in LA's Nokia Theater just to make sure that I got to hold the Master Sword in my hand for the first time. After breezing through the demo in what seemed like the bat of an eye, my only wish was that I could just go through it all again. o.o
Right now, I am anticipating a whole lot of out of Skyward Sword. It is really the first expansive, traditional game to be constructed entirely around motion controls, so there is naturally a lot riding on its success. This game must finally prove to gamers everywhere that motion controls aren't synonymous with decreased accuracy and random flailing. Motion controls can bring with them a huge subtlety to game controls that is currently not being exploited. Hopefully, this game can live up to the incredible promise of the E3 demo. There needs to be a lot more changes to the Zelda formula in the end if I'm going to love this game as much as I want to. Still, making players actually think about and time the angle and speed of every swing is a great step in the right direction.
Seeing motion controls utilized so elegantly to facilitate massive changes to a traditional game experience was no doubt the highlight of the show for me. As much as Move and Kinect impressed in different ways, neither Sony nor Microsoft had a game that looked to make as advanced use of motion controls as Skyward Sword. This is the sort of game experience that I have been waiting to see since the Revolution was first announced five years ago. Yes, it took awhile, but as of now I'm pretty confident that it will have been worth it.