The graphics look very rudimentary. This means that wither the graphics are in early stages (as interviews hinted that) or the environments are going to be gargantuan.
@Agnates
There is a lock on in this Zelda. Look there is a button that says so
Iga_Bobovic said:The graphics look very rudimentary. This means that wither the graphics are in early stages (as interviews hinted that) or the environments are going to be gargantuan.
Or it just means that that is the style. End of. Sad, but it's a possibility.
Agnates said:There's a lock on in every 3D Zelda... Not sure what your point is.
I think he means that you get Z camera control, one button centering.
Agnates said:There's a lock on in every 3D Zelda... Not sure what your point is.
The question is what is your point. I understand your point of camera control, but not the lock on like red steel 2.
Never mind, read it again, I understand what you meant.
Agnates said:Nm wrong thread.
In 2008 Aonuma spent long hours trying to think of ways to incorporate Motion Plus into swordplay and item controls. Aonuma found that the gyroscopic peripheral added precision and realism, but that didn't exactly make the game more fun. The problem was too much for Aonuma and he decided to drop Motion Plus support, asking the team to move forward developing the game without it.
After the release of Wii Sports Resort, Miyamoto asked the producer to visit Aonuma and mention Motion Plus. Since the swordfighting had worked so well in Resort, why couldn't Aonuma try and match that in Zelda? Miyamoto had tried to convince Aonuma to reintegrate Motion Plus, but Aonuma was so stubborn about it Miyamoto decided to use someone else to plant the idea in his head. "Coming from me, it wasn't persuasive," Miyamoto said with a laugh.
What is wrong with Aonuma?
But this looks pretty cool! So far, I like it a lot.
I hope it's challenging. Plus, I knew it'd be delayed. As long as it comes out good!
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Now Playing: Golden Sun Dark Dawn, God of War Ghost of Sparta, and DKC Returns
angrymonkey said:The DS finally gets its submarine game. And Pilotwings resort!Agnates said:Nm wrong thread.and I responded to it.
What is going on here?
gamingeek said:What is going on here?
Posted pictures that were removed.
Wired preview:
Just as in the live demo that took place onstage this morning, I first encountered evil Venus flytrap plants. Some of them opened their mouths vertically, others horizontally, so that’s how I had to swing my sword to defeat them. I tried playing around with the controls. Although they didn’t work so well in the onstage Zelda demo, thanks to wireless interference, everything felt polished and perfect when I played. Swinging diagonally caused Link’s sword motion to match; when I put my hand down to the ground and swung upward in a giant arc, so did Link.
You can’t just twitch your hands around, but you don’t need to swing in giant arcs like Red Steel 2, either. If you select different items, you can get your sword back out just by swinging the controller.
- Posted 6:47 PST
He said when you play the game, the cloud banks are "very impactful" and they wanted to make the art style highlight them.
- Posted 6:46 PST
The sky is also very important to the game, apparently.
- Posted 6:46 PST
The Skyward Sword will become the Master Sword, apparently.
- Posted 6:46 PST
It's the "master sword."
- Posted 6:46 PST
The sword possesses intelligence, and will assume the semi-human form in the teaser poster shown last year.
- Posted 6:46 PST
The reason he goes down is in the title--it's the Skyward Sword.
- Posted 6:46 PST
However, the revelation prompts a series of events which forces him to go to the land beneath the clouds.
- Posted 6:44 PST
One day, he learns there is a land below the clouds ruled by evil forces.
- Posted 6:44 PST
In this Zelda, Link is a little boy born into a land above the clouds called Skyloft.
Forget the not-so-elegant swordplay show put on by Shigeru Miyamoto at Nintendo's E3 Press Conference. We just got back from playing the new Legend of Zelda adventure, Skyward Sword, and found the new control system to be quite responsive. The one-to-one sword motion works well, and though it does require a more methodical approach than Hyrulian adventurers might be used to, it is easy to trigger sideways slashes and overhand chops once you get the hang of it. We also took a bunch of Link's new gadgets for a spin, and vanquished our fair share of giant skeletons and aggressive shrubberies.
First up, the sword. Link's iconic weapon is mapped to respond more-or-less exactly to your remote motions. If you move your remote-wielding arm out to the right, so does Link. If you lift the remote straight above your head, Link will hoist the sword aloft. There is some novelty to moving the sword around, but the real test is how the controls perform in combat. They don't respond to a rapid sequences of quick motions well, so flailing frantically is not the way to go. Rather, it helps to imagine that your remote has a little more weight. If you deliberately move your remote out to the side, then quickly slash to the other side, you'll execute a horizontal swipe. Move it up to the left, then swing back down to the right and you'll do a diagonal slash.
Once you get the hang of properly positioning the remote before your attacks, it's easy to wield the sword the way you want to. It is a more methodical system than the one employed by Twilight Princess, and the game has a neat little mechanic that helps reinforce the approach you need to take. Holding your sword in a position to strike for a few seconds will imbue the weapon with a charge. Charged attacks are more powerful, and Link delivers them with an enjoyable visual flourish. There's also a goofy appeal to running around with your sword held aloft, menacing any and all enemies who cross your path.
In addition to straightforward directional slashes, Link can execute horizontal and overheard spin slashes, performed by swinging both the remote and nunchuk together in the appropriate direction. You can also thrust with the remote to perform a jab attack. The shield responds to your nunchuk gestures as well. Lifting the nunchuk raises your shield, and flicking it delivers a shield bash that, if well timed, can daze enemies and set them up for the kill. If he doesn't daze enemies, Link will have to contend with their efforts to block his attacks. Pudgy porcine thugs use their clubs to block one direction, while large hulking skeleton warriors have two blades with which to deflect Link's blows. Even fierce Deku Baba plants now have armored mouths and are only susceptible to being sliced across the mouth. Everything is tailored to getting the most out of the new sword controls.
One half of the equation has changed and we still have the other half which is a big question mark, the structure. They say they changed it up but there are little to no details at all on how. The OoT style of flow needs to change. WW actually had the right idea, that world was completely open, it just sucked sailing all over the place. Bring back an overworld that rewards exploring, hell give me an overworld that I can explore. Even TP all you do is run around the set location and notice certain spots where you need a certain item to advance. Its not the same as finding a new area, buring a bush and holy crap a full cave is in there and so on. They need that. Dungeons need to be non-linear again. Some items should be optional. And it needs to be difficult. Again 4 potion slots, come on you dont need four potions. The boss did do some decent damage in the video but I am afraid you will still have to many hearts and too much health to ever be in any real danger.
I have complete faith that the dungeons will be stellar. I bet the puzzles will be better than ever now that you have so many new control features. The game simply needs to break from the usual pattern and you got yourself the next Zelda masterpiece.
The one screen shot I saw made it look like a baby game. But it may have been a tutorial. It looked like they were really dumbing it down.
How's that for analysis based on a single screen... lol.
aspro said:
The one screen shot I saw made it look like a baby game. But it may have been a tutorial. It looked like they were really dumbing it down.
How's that for analysis based on a single screen... lol.
There's a frame by frame analysis of the trailer, so don't be too ashamed.
I love the look of the game. Thank god the impressions of the controls are that it works great because that onstage demo looked awkward as hell.