Cel-shaded kids game with on rails train navigation like Spirit tracks.
gamingeek said:
Cel-shaded kids game with on rails train navigation like Spirit tracks.
I will kill myself.
Dvader said:gamingeek said:
Cel-shaded kids game with on rails train navigation like Spirit tracks.I will kill myself.
That's why I'm rooting for it.
Zelda game set entirely underwater in the Zora kingdom?
Just for Leo?
Spirit Tracks was brilliant and cell-shaded Zeldas are all epic.
That being said, no way that happens here. Personally I'd like to see them take the slightly tribal stylized direction they went with Twilight Princess and go further with it.
- Controls are on screen so thats easy to figure out.
- The deku plants attack in different patterns and you must swipe your sword in the right direction to hit them.
- Next Link is fighting goblins, they hold their sword up in different directions that you must counter. So if he has the sword upward you need to strike low. Should make sword combat MUCH better.
- There are still special moves as Link is shown to do a backflip attack, so i assume you learn these skills like in TP.
- Rolling on a giant boulder in a lava dungeon. Looks like fun, maybe controls with stick or balancing the wiimote.
- Giant scorpion boss outside in the woods, not sure if the demo area was a dungeon or overworld.
- Scorpion has weak points in the claws, they clearly change shape so that you need to slash in a certain way to hit.
- Deku thing shooting at you, you deflect with shield, old stuff, seems harder to deflect now as the on stage demo showed.
- Next it shows Link's new run ability. A circle bar appears, I guess that is how long he can run. He jumps on a rope and you can swing to the next platform. You jump off rope with A. I hope the rope has full movement, like not just foward and back.
- The eye door puzzle that was ruined in the demo. You move your sword tip around until the eye gets dissy. Nice puzzle. The door makes me believe that the forest is a dungeon.
- Shooting at spiders on an climbable ivy wall. Above and behind the wall is a door that is closed. Definetly a dungeon.
- Lava area, you shoot at bombs in a distance to make them explode, been there done that.
- Shoot a heart with an arrow to get it. Ok.
- New flying bug thing, it picks up bombs so you can open new unreachable areas. Could be used for great puzzles. It can also do bombing runs on enemies. Would probably control better with a stick.
- You can roll bombs on the floor. Of course there are small openings in the walls where its clear you need to roll a bomb into. Hopefully this gets used in a boss fight or something.
- Slingshot with normal point and shoot aiming. Probably much more easier to use than an arrow. Is that why its there.
- Whip, cursor on screen so you point where you want to attack and swing remote to whip out, pull back to pull in.. Not sure if you can remove enemy weapons with it but the players seems to be trying to do so. Grab hearts. This is like Spirit Tracks.
- There is a view from the top of a mountain, wow. Remember in WW when you go down to sunken Hyrule, it looks like that.
- Attacking scorpion boss
- Fighting a stalfos, it has two swords and it seems agressive. Link attacks up top, it blocks and counters with a double sword slash. Later Link blocks an incoming sword attack with his own sword slash, that stuns the stalfos and leaves it vulnearable for attack.
Trailer ends.
gamingeek said:
Cel-shaded kids game withon rails train navigation like Spirit tracks.
I called it.
Well its so short that I will post it
Rising out of the
stage, like King Arthur's mythical sword in the stone, Zelda Skyward
Sword units arose from the front of the stage immediately after the Nintendo E3 2010
Press Conference and we were first in line. We're very
relieved to report that the Motion Plus controls work sensationally
accurately with Link's Sword. The in-game sword followed our arm's
movements precisely as we waved it about. Better yet, directional
slashes are recorded accurately on enemies and scenery. For example,
running up to a giant mushroom and slashing at it left a range of cut
marks in precisely the same path our sword passed through it.
We also fought a couple of giant, armoured flowers with jaws that
snapped open and shut. The only way you can kill them is by slashing the
sword so that it cuts through the open mouth, rather than bouncing
harmlessly off the armoured jaws. To mix things up the mouths open
either vertically or horizontally, and you must match your sword swing
accordingly.
We were only allowed to play very
briefly with Zelda Skyward Sword so Link's sword was the only weapon we
got to try out but keep an eye on IGN for in-depth gameplay
impressions very soon. Although the game is in very early shape
we came away really impressed with the precision of the new swordplay.
Having a crazily accurate sword is the sort of thing the Wii was built
for and we couldn't be more excited to play more. Rest assured
Zelda's gameplay absolutely cuts Red Steel 2's swordplay to pieces!
Not sure I like this, the colours are very primary, almost gaudy. Everything is very simple too.
"We're very relieved to report that the Motion Plus controls work sensationally accurately with Link's Sword. The in-game sword followed our arm's movements precisely as we waved it about. Better yet, directional slashes are recorded accurately on enemies and scenery. For example, running up to a giant mushroom and slashing at it left a range of cut marks in precisely the same path our sword passed through it."
Such a shame if IGN is truthful, and they couldn't demonstrate that live
Sonybots will have a field day trashing it and talking Move up
Best footage so far.
From the preview:
Then I shot a two-minute video to show you the game in action. Good stuff. Sword controls were superb, and closer to 1:1 than I expected (note the little leans of the sword when I tilt my hand). Bowling bombs feels right.
I'm a little worried that I had no camera control and I didn't like having the map option made inaccessible whenever I had an item in hand.
Otherwise, pretty good. The whip is fun to use and overall you are using the angles of your gestures to fight more effectively. That requires a little more dexterity than I'm used to in a Zelda game, but not in an annoyingly complex way. I felt capable and powerful as Link, not confused.
As you can see the graphics are okay, but not overwhelmingly impressive. This ****of quasi-realism does not look great on the aging Wii hardware.
So no complaints on controls, an almost-perfect button layout and a "decent" for graphics. I enjoyed romping through the game's demo and had the most fun at a boss. This game's probably going to be good. No surprise, it's a Zelda.
Responsiveness needs work even when it works without interference going by that vid. Of course they need to find a way to balance the ability to slash 1:1-ish without also enabling you to spam attacks like a mad man, that will take a while to get right. I think it shouldn't buffer attacks at all to do them after a previous slash, it makes it look like lag. Maybe make it so you have to time your slashes in rhythm, PSO style, to get the combos going and make for more skillfull play? Swing. Swing. Swing (at any angle you want). not swiswiswiswingswingswingswiswiswingswing!