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Zelda on the Wii To Include Sword Swinging

IGN has the news that the Wii version of Twilight Princess has been retooled to allow you to swing Link's sword. The bow and arrow has been moved to the 'B' button, alleviating one of the big complaints hands-on users had at E3. From the article: "Miyamoto felt that that shooting the arrow with the D-pad was too difficult, and the B button allows for quicker and easier shooting. It's unclear if the game will require the new control scheme or if players will be able to chose between different methods of control. Nintendo Dream closed off by asking Miyamoto to name the version of Zelda he personally prefers. The master game maker said that he'd play the Wii version, but added that both versions will be fun."

45 of 236 comments (clear)

  1. Does this mean.... by shadwwulf · · Score: 4, Funny

    that you'll have to spin in your chair to do the higher level spin attack?

    Start stocking up on the Dramamine!

    1. Re:Does this mean.... by Kagura · · Score: 2, Funny

      This is just the less-confusing of two related Zelda announcements, the other being that the GameCube version will also, somehow, include sword-swinging.

      In other news, GC controller manufacturers' stock prices inexplicably rose 5000%. More news at 10.

  2. Why wouldn't it? by stevencbrown · · Score: 4, Insightful

    I can't believe there was ever a stage where the wiimote wasn't a sword swing!!

    what's the point of coming up with a unique control system, then just using it like a conventional controller?

    Does Red Steel not have something pretty weak too - i.e. you swing the wiimote, but the sword on screen swings in a standard way, regardless of how you actually swung the remote?

    1. Re:Why wouldn't it? by Anonymous Coward · · Score: 4, Interesting

      Does Red Steel not have something pretty weak too - i.e. you swing the wiimote, but the sword on screen swings in a standard way, regardless of how you actually swung the remote?

      I haven't played Red Steel, but from my understanding it was initially designed so that your swing would be translated to a "canned" sword swing (horizontal, vertical, diagonal, or what not) where speed and direction were controlled. I have heard that Ubisoft is reworking the system to be more free form but the exact details are not known; I would still expect to see a limited number (possibly 10-100+) of attacks but that a greater variation would allow for a much more intuitive feel. For example Quick, Average, Power attacks in each of 8 directions for a possible 24 attacks; flicking your wrist is a quick attack, a minor swing is an Average attack and a Big swing is a power attack (having 24 varieties of attacks is a lot considering what is possible on a standard controller).

      As for Zelda ...

      I expect that every detail of controll is being tried in several ways; everyone who has worked on Zelda in the past has focused on making it one of the easiest games to controll, I wouldn't be surprised if they have tried an insane number of controll schemes with TP.

    2. Re:Why wouldn't it? by timster · · Score: 2, Insightful

      So you don't believe somebody could come up with a swordfighting AI good enough to take advantage of random flailing? It doesn't seem too hard to me.

      And sure, a sword is heavier than a wiimote, but that doesn't matter TOO much. Mario can only jump so high no matter how hard I push the button; it wouldn't be a problem if the character inside the game had limited speed or strength.

      --
      I have seen the future, and it is inconvenient.
    3. Re:Why wouldn't it? by Anonymous Coward · · Score: 5, Funny
      So you don't believe somebody could come up with a swordfighting AI good enough to take advantage of random flailing? It doesn't seem too hard to me.

      Excellent news. When do you think you'll have it finished?
    4. Re:Why wouldn't it? by Sigma+7 · · Score: 2, Insightful
      So, why don't people do that in real sword fights?


      For one, it leaves you vulnerable to attack. Unless you are doing some very blatent feigning (i.e. you know what you're doing), a semi-experienced swordsman would just hit you in an area not protected by your sword. Alternativly, it just takes one well-placed attack that a parry doesn't have much effect (or even worse, the attacker takes control of your blade so that a parry does not work.)

      Next, flailing your sword about tends to exert fatigue. You don't want that.

    5. Re:Why wouldn't it? by Frizzle+Fry · · Score: 2, Funny
      Unless you are doing some very blatent feigning (i.e. you know what you're doing), a semi-experienced swordsman would just hit you in an area not protected by your sword.

      That's why Link has a shield.
      --
      I'd rather be lucky than good.
    6. Re:Why wouldn't it? by DavidTC · · Score: 2, Informative

      A danger of just flailing randomly that your sword will be intercepted and flipped away from you, or hitting their sword wrong and it just flying out of your hands without them even intending it. Or it will get caught at a weird angle, not actually hurting anything, but leaving it trapped. Or that you'll sprain your wrist if it's a broadsword.

      The point of swordfighting, in case people aren't aware of it, is to stop their sword from hitting you, not to, really, hit them. Hitting them is secondary. It's like riding a motorcycle...the main point is to not fall over...while you're not doing that, then you can move from point A to point B. Flailing wildly is akin to operating the throttle before sitting on the bike, in an attempt to get there faster. Um, no.

      Even people with no skill at swordfighting can beat people who flail randomly. Just keep backing up, wait for them to do some really stupid move, and slash them while they're recovering. At least, that's what I would do. If you can't back up...jump on them. It's nearly impossible for an unskilled person to kill someone with a sword while wrestling with them, they don't have the leverage to cause any damage.

      Disclaimer: I don't actually know anything about swordfighting, but I do know some stuff about physics and how the human body works.

      --
      If corporations are people, aren't stockholders guilty of slavery?
    7. Re:Why wouldn't it? by AvitarX · · Score: 2, Insightful

      I doubt the AI can compete with a truly endless range of attacks like in real life.

      Also, try swinging a sword that weighs many pounds over and over, now try it with a Wii mote, One is fatiguing, the other boring.

      Sword swinging may be the obvious use for a wii-mote, but it may not be fun. I think the non-obvious uses are where the fun will be anyway.

      --
      Wow, sent an e-mail as suggested when clicking on "use classic" banner, and got a fast response that addressed my msg
  3. Re:Noooooooo!!! by clydemaxwell · · Score: 4, Insightful

    Why are you even considering buying the Wii, then? Get the gamecube version.
    I mean, did you think it was just a glorified lightgun? The wii will require interactivity!

    --
    Browsing with classic discussion, noscript, at -1 and nested
    no hidden comments and I only mod UP
  4. I'm interested but I don't know. by kinglink · · Score: 3, Interesting

    The wiimote being swung like a sword does sound good, but I don't know if it'll work with Zelda's feel. I'm sure they've tested it and it feels more natural than the B button, but I hope both options are there still.

    The problem comes in that Zelda is not an FPS. I'm sure there's not a way to move your shield up for the block except a button. But maybe the sword swinging will work. However no matter how you swing the sword, Link will only have a couple attack animations. I hope it'll work, and if so that's great but I want a little more indepth Zelda for this type of thing. Actually a bigger problem that will come up with the system is will it allow lefties to hold the wiimote in the left hand and the nunchuck attachment in the right hand. If they allow that it'll be gravy.

    What I'd really like to see is a game where you are in FPS mode but the entire game is Oblivion style, swords and shields, some bows, all controlled by the motion. that means you can hold the sword in one hand and swing it, but at the same time guard. And the best part would be the shield should basically cover your view, and hit detection on the shield should be spot on. So if a guy swings from the left, and your shield is on the right you can block it, but at the same time you can attack back, however it wouldn't be a strong attack in game, no matter how you swing your wiimote.

    1. Re:I'm interested but I don't know. by another_fanboy · · Score: 2, Insightful
      Actually a bigger problem that will come up with the system is will it allow lefties to hold the wiimote in the left hand and the nunchuck attachment in the right hand

      You'd probably have to swing the controller with the left hand anyways, seeing as Link himself is left-handed.

    2. Re:I'm interested but I don't know. by SScorpio · · Score: 3, Informative
      I'm sure there's not a way to move your shield up for the block except a button.
      From the E3 demo a sensor in the nunchuck attachment sensed acceleration and thrusting it out caused you to block.
    3. Re:I'm interested but I don't know. by Scoth · · Score: 2, Interesting

      Some of the earlier games used sprite-flipping for certain directions, so it was hard to tell which hand was "official". The Zelda 2 manual makes reference to the left-handedness, and the 3D games have always had Link left-handed.

      Actually, even though I'm right handed, I've played so much Zelda that the few times I've had the occasion to do it, I've automatically picked up swords with my left hand.

      Yeah, I'm a Zelda geek. Proud of it too :) My fiancee gets sick of listening to the music though.

  5. Not a real sword, folks. by dmwst30 · · Score: 5, Insightful

    The Wii controller isn't a sword, there's not that much weight extended several feet from your arm. It's not going to take physical training for most people to use this. More importantly, given the motion detection and location detection described so far, a small twitch of your wrist should be enough to move the cursor across the screen.

    So while you CAN pretend to really sword fight, you don't NEED to do so. Nothing to complain about here.

    1. Re:Not a real sword, folks. by dmwst30 · · Score: 2, Insightful

      Ok, I'm game. I swung my arm in circles for about a minute. I don't feel ANYTHING. I'm not tired. Are you, when you did this?

      You missed my point, you're not swinging heavy weights in large circles with the Wii controller. It seems to be more like a mouse, except you flick your wrist, or forearm, or entire arm, or entire body, to move it. You don't have to do the exact same motion each time, so you won't wear yourself out even if you did have to move it often.

      You don't spend an hour of Zelda sword fighting; there are long stretches without battles, and even dungeons have a large element of exploration and puzzle solving. This isn't a FPS.

      No, we don't know exactly what the swordfighting will be done. But I trust the game designers to actually try playing the game before release, and probably for long stretches at a time (imagine!), so it probably be enjoyable to most people or it wouldn't ship.

    2. Re:Not a real sword, folks. by Coryoth · · Score: 5, Funny
      Try swinging your arm in circles for about a minute. Now try to justify how your arm, which is likely incredibly tired now, will be better able to hold up to playing Zelda sword fighting for 45 minutes to an hour.

      Because as we know it takes years of fitness training for, say, an orchestra conductor to manage to wave his baton continuously for the hour or three (depending on the performance really, some operas are rather lengthy) of a performance. I mean have you seen those guys? Nobody but extremely fit well toned people in their 20s can pull it off. Combine that with the fact that any session of Zelda is going to be continuous hack and slash effort through an endless supply of enemies (all that tedious exploration and puzzle solving and story has been done away with apparently) and yeah, I can see that it would just be brutal.
    3. Re:Not a real sword, folks. by oGMo · · Score: 2, Interesting
      Because as we know it takes years of fitness training for, say, an orchestra conductor to manage to wave his baton continuously for the hour or three (depending on the performance really, some operas are rather lengthy) of a performance.

      You may think you're joking, but I invite you to conduct a 3-hour concert sometime. It is anything but trivial, untiring movement. Yes, you get used to it, but it does a lot of stamina. Just because you see a guy with grey hair up there doesn't mean he wouldn't be able to conduct hours after your arm is in a sling.

      That said, the motion used for Zelda is more likely to be a wrist-flicking type motion than a full-on swing, although perhaps it will be configurable. Either way, this could lead to RSI if they're not careful. Jury's still out on whether this all works.

      --

      Don't think of it as a flame---it's more like an argument that does 3d6 fire damage

  6. Odd final question by y5 · · Score: 5, Funny

    Nintendo Dream closed off by asking Miyamoto to name the version of Zelda he personally prefers. The master game maker said that he'd play the Wii version, but added that both versions will be fun.

    What? What kind of stupid question...? What did they expect him to say?

    "I think I'd prefer the Gamecube version. Playing with the Wii controller just isn't intuitive - as a matter of fact, don't bother buying one. I wasted my time helping produce it, and it's embarrassing to me. Death, come quick come quick come quick..."

  7. The Wii will play the GCN game by psxman · · Score: 3, Informative

    People screaming "NOOOO" should remember that the Wii plays GCN games. As I recall, the only difference between the two versions of TP is the control scheme, so all you'd be missing is the control scheme you don't like.

    (this is assuming that the Wii version requires the sword-swinging, and doesn't merely have it as an option, in which case none of this matters)

  8. Sword? by dohzer · · Score: 5, Funny

    Sword shmord! I want to be able to play the Wiimote like an ocarina!

  9. Re:My Arm by wuie · · Score: 5, Funny

    Never underestimate the arm/hand strength of a lonely gamer.

  10. Re:My Arm by bladesjester · · Score: 4, Informative

    Swords aren't actually that bad. Most one hand and hand and a half swords made for actual use top out at about 5lbs with most of those being around the 3lb range. Two handed swords can creep up to 8-10lbs (with a few, like the kwan do - a type of pole sword, being really heavy), but the high end of the scale isn't that common.

    Prolonged use can be an issue, but for bursts of less than an hour it's not much of a problem at all. Unlike what most people think, using a blade is generally as much about finess and timing as it is about force, and you tend to use your full body instead of just your arm.

    Granted, I'm a little bigger than your typical geek, but I've trained people who were 105lbs or so and it didn't take them all that long to build up the necessary strength and endurance.

    --
    Everything I need to know I learned by killing smart people and eating their brains.
  11. Ambidextrous Link? by the_crowing · · Score: 5, Insightful

    Has anyone ever noticed that Link is left-handed? I wonder if Nintendo is going to allow Link to hold the sword in either hand to match the players unidexterity? I'm not an experienced swordsmen by any means, but I think I would have a hard time playing a game that forced me to use my left hand for something like that since, like the majority of the population, I'm right handed. And I think it would be pretty awkward swinging my right arm and watching Link mirror my motion with his left.

    1. Re:Ambidextrous Link? by SQLGuru · · Score: 3, Funny

      Inigo Montoya: You are wonderful.
      Man in Black: Thank you; I've worked hard to become so.
      Inigo Montoya: I admit it, you are better than I am.
      Man in Black: Then why are you smiling?
      Inigo Montoya: Because I know something you don't know.
      Man in Black: And what is that?
      Inigo Montoya: I... am not left-handed.
      [Moves his sword to his right hand and gains an advantage]
      Man in Black: You are amazing.
      Inigo Montoya: I ought to be, after 20 years.
      Man in Black: Oh, there's something I ought to tell you.
      Inigo Montoya: Tell me.
      Man in Black: I'm not left-handed either.
      [Moves his sword to his right hand and regains his advantage]


      Layne
    2. Re:Ambidextrous Link? by mdielmann · · Score: 4, Insightful

      like the majority of the population, I'm right handed

      Welcome to my world, you bastard! I have to use my off hand for shifting (I live in North America), I have to use the weaker muscles of my hand when inserting screws with a screwdriver, most can openers require that you turn them with your right hand (or turn the can upside down - that'll work!), my blackberry has the main control buttons by my fingers instead of by my thumb, the list goes on and on! But you have to use somewhat unusual actions when playing Link with the wii controller. My heart bleeds.
      </pseudo-rant>

      All kidding aside, you'd be surprised with the number of inconveniences left-handed people deal with every day. I trained myself to be somewhat ambidextrous to compensate for that, in those rare circumstances where I'd rather do it poorly with my right hand than do it with difficulty or danger with my left hand.

      --
      Sure I'm paranoid, but am I paranoid enough?
    3. Re:Ambidextrous Link? by thatguywhoiam · · Score: 5, Funny
      Welcome to my world, you bastard! I have to use my off hand for shifting (I live in North America)

      There is an adaptor available for people like you; I believe it is called Britain.

      --
      If Jesus wants me it knows where to find me.
  12. Re:Gamecube and Wii versions!? by jizziknight · · Score: 2, Informative
    What I'm finding odd is it sounds like there is gonna be a gamecube version as well.
    It was orignally planned to be GC only. IIRC once it got pushed back a time or two, they decided to add in some enhancements if it was played on the Wii. Then eventually decided to make a seperate Wii version and take advantage of the Wii's capabilities. Now it appears that the main focus is on the Wii version.
    --
    Everything I say is a lie. Except that... and that... and that, and that, and that, and that... and that.
  13. Re:Noooooooo!!! by voice_of_all_reason · · Score: 5, Funny

    Ah, the convoluted mantras of a nintendo fanboy...

    The wii is the revolution, comrade! Backwards compatability to the NES! Everyone is welcome! Use either controller! It's open to all users! Family friendly games as well as more mature content! Online! The entire userbase will be satisfied... but use the fucking wiimote or I'll gut you like a fish!!!

  14. Re:My Arm by masklinn · · Score: 2, Interesting

    My poor poor arm. I don't actually Want to be Link. Holding a sword or even a very lightweight version of one and using it effectivly take lots of practice of strength most gamers don't have.

    I, for one, like that. It may allow me to build strength without getting out of my mother's basement!

    --
    "The way we can tell it's C# instead of Haskell is because it's nine lines instead of two." -- wadler
  15. Re:Noooooooo!!! by Edgewize · · Score: 3, Informative

    The Wii controller is never used as a 1:1 motion replication like you see in the advertising trailers. The amount of motion you need to put in is very small; you can leave your hands by your sides or in your lap or wherever. Of course, you're still welcome to flail around if that's what you really want to do.

  16. Re:Noooooooo!!! by _xeno_ · · Score: 4, Insightful

    How often do you actually swing the sword in the Zelda games? You're not constantly swinging the thing, assuming you're any good. You're going to be doing a few flicks every once in a while.

    Zelda is more about solving puzzles than beating up enemies. I somehow doubt that you'll find flicking the Wiimote every couple of minutes to be a big deal.

    --
    You are in a maze of twisty little relative jumps, all alike.
  17. Re:Noooooooo!!! by 7Prime · · Score: 4, Interesting

    I dunno, man, I just started a brand new game of WW last night, and went through the whole sword-fighting tutorial. I'm starting to see why Nintendo would want to move away from that, the whole button combos thing is starting to feel almost as confusing as a Metal Gear Solid control setup. Now thankfully WW is a fairly easy game, at least on the action end of things, so you're really not required to memorize all the different sword slashes, but if you really wanted to play with them while fighting enemies, it's a real pain in the ass. I mean, even simple things like whether to do a simple sword slash, a jab, an overhead slash, or a jumping slash gets hard to remember, and usually the button scheme has little to do with the actual movement, so you pretty much have to memorize it, which means it'll take a half a second or so to recall how to do it, and in the middle of a nice sword battle, you don't have time for that. I think swordplay with the Wiimote should be much more tactile, the gestures will be much more representative of the actual sword motions than simply hitting a combination of buttons, so sword dueling should be much more fun and involved this time around.

    Fatigue shouldn't be a problem. Zelda games tend to only have intense sword battles in short spurts, most of the series is about problem solving, anyway. I could imagine fatigue being an issue in, say, a Wii-based Ninja Giaden, but even then, the controller is very lightweight, and as other people have pointed out, even real-life sword technique requires very little wrist motion. A few degrees of wrist motion translates to a few feet at the other end of the sword. I did about a semester of fencing... I was pretty bad at it, but it's really not a very tiring sport, in the least. The most tiring thing about it is probably the weight of the protective gear.

    --
    Multiplayer Gaming (defined): Sitting around, discussing single-player games with my friends, at the bar.
  18. A technical question about sword swinging by WillAffleckUW · · Score: 3, Interesting

    I was watching Hellboy with my girlfriend, and we had both been talking about how some movies couldn't be made before CGI.

    But during the movie, Hellboy grabs a stone sword from a statue and starts cutting through the CGI tentacle god. I noticed - because I've used cutlasses, epees, and other swords - that he literally cut through it as if it weren't there (which it wasn't, he swung the sword before the CGI monster was added).

    My technical question is: exactly how are they going to deal with sword resistance - when I chop through a tentacle, or for example let's just use a chicken here, or an octopus, there is resistance which:

    a. slows my sword, even when I'm in a very fast spin attack; and

    b. puts pressure on my wrist, arm, and shoulder due to that.

    Now, are we going to have to live in a world of "massless" monsters, and then they'll have to change iron golems into marshmallow golems?

    Or will the Wii controller have some feedback loops, like heavy vibration and sounds and the image on the screen slows to represent what really would happen?

    Just wondering.

    --
    -- Tigger warning: This post may contain tiggers! --
    1. Re:A technical question about sword swinging by WillAffleckUW · · Score: 2, Interesting

      Ah, but couldn't they make sure the game sends:

      a. rumble feature on contact with non-gelatinous beastie or human, to simulate vibration effects when you hit something that has resistance;

      b. noise feature on contact with object, to use auditory feedback such as: .1. Clang (hitting armoured individual or stone/metal surface) .2. Chunk (hitting wood or something like that) .3. Grrk (hitting flesh or thickish material) .4. Slice (highly strong weapon hitting something it is good at cutting)

      and then modulate the sound based upon spin, kinetics versus potential energy, angle of attack, etc.

      It would be up to the sword-user (the character), to realize the depicted on-screen reaction is what his Wiimote should be doing - obviously they can't stop your Wiimote from moving, but they could translate continued force as if it was pushing.

      You could even emulate sticking by a red flash icon over the weapon onscreen, a SqueeSqueeSquee or ErrkErrkErrk sound as the weapon stuck in, and have the rumble vibrate on and off whenever you "tried" to move it.

      It's a software problem, not a device problem - the devices are all there - sound output in the Wiimote, rumble in the Wiimote, sound output on screen, visual feedback on screen.

      --
      -- Tigger warning: This post may contain tiggers! --
  19. Re:My Arm by thatguywhoiam · · Score: 3, Funny
    I, for one, like that. It may allow me to build strength without getting out of my mother's basement!

    Something tells me you already have one oversized arm....

    --
    If Jesus wants me it knows where to find me.
  20. Re:Why wouldn't it? or how heavy is my sword by WillAffleckUW · · Score: 5, Interesting

    They originally wanted all swinging to be done through the Wiimote, but then found that it tires you too quickly, so they just constrained it to "special" sorts of attacks, or something like that.

    Well, real swords do that. They're heavy. Your wrist and your arm and your shoulder get tired.

    Personally, I rather look forward to more realistic swordplay. I've had it with teeny young girls swinging giant two-handed swords in glowing arcs as they attack, or throwing halberds (those things are heavy) as if they were toothpicks.

    I would hope you can choose to have "realistic effects" if you want, quite frankly. Sure, turn them off if you can't handle it, but leave them for the purists like me who just don't want all the scars you get from that kind of thing.

    --
    -- Tigger warning: This post may contain tiggers! --
  21. Re:I don't know about that - or real swords by WillAffleckUW · · Score: 2, Informative

    From my experience as a fencer (I have fenced sabre for four years, and I just began fencing épée), just holding a blade in the en garde position can tire my arm. If I have not fenced for a while, my arms is sometimes tired after a mere 25-minute lesson.

    That matches my experience as well. Even a short sword, unless used for short jabs, is a pretty heavy weapon for your average person not used to heavy labor.

    I laugh at the young slender women carrying weapons that weigh 15-20 pounds - yeah, right ... not going to happen. Not without massive steroids.

    --
    -- Tigger warning: This post may contain tiggers! --
  22. Feedback by GFLPraxis · · Score: 5, Interesting

    The real difficult part is feedback. You swing a sword from right to left. Halfway through the swing, on screen, your opponent puts out his sword and blocks the attack. Your hand keeps going. Now your hand is all the way on the left, but on the screen, your sword is in the middle of the screen, confusing the heck out of the player.

    Regardless, the reason the Wii version of Zelda didn't have real-time sword tracking is because it was an up-port of the GameCube version. Nintendo simply mapped all the GameCube buttons onto the Wii-mote, and then let you use the pointer for aiming arrows (which worked spectacularly well when I tried it at E3, I was pulling off headshots within ten seconds of pulling out the bow and arrow).

    1. Re:Feedback by Joe+Random · · Score: 3, Interesting
      The real difficult part is feedback. You swing a sword from right to left. Halfway through the swing, on screen, your opponent puts out his sword and blocks the attack. Your hand keeps going. Now your hand is all the way on the left, but on the screen, your sword is in the middle of the screen, confusing the heck out of the player.


      I don't think this will be a problem at all. When the on-screen sword is impeded, you could treat further deviation of the controller from the virtual-sword's position as applying force to the opponent's sword. Keep moving far enough (within reason), and you could begin to push the opponent's sword back. Move the controller back the way it came, and your avatar slowly lets off pressure, allowing the opponent's sword to advance. Combine this with the rumble feature, and you end up with even greater control over your virtual sword.

      Simplify this to having the on-screen sword simply attempt to move in a straight line from where it is to where you want it to be (perhaps with some on-screen indicator to show where you're currently pointing), with the force of the attempt controlled by the distance left to travel, and you could do all kinds of cool stuff. To use your above scenario:

      Halfway through the swing, on screen, your opponent puts out his sword and blocks the attack. Your hand keeps going. Now your hand is all the way on the left, but on the screen, your sword is in the middle of the screen, as your avatar struggles to push back your opponent's sword. You then swing the controller straight up, causing your sword to slide upward along your opponent's in a shower of sparks while still holding it at bay. As soon as it's clear, you flick the controller down and to the right, easily splitting your opponent's head.
    2. Re:Feedback by JourneyExpertApe · · Score: 3, Insightful
      The real difficult part is feedback. You swing a sword from right to left. Halfway through the swing, on screen, your opponent puts out his sword and blocks the attack. Your hand keeps going. Now your hand is all the way on the left, but on the screen, your sword is in the middle of the screen, confusing the heck out of the player.


      Try something for me. Click on the scroll bar to the right and drag it until it reaches the top. Then drag it some more. The mouse cursor continues to move, but the scroll bar doesn't. Now move the mouse back down (without letting go of the button). The scroll bar doesn't move until the cursor reaches the point where the scroll bar stopped moving. Neat, huh?[1] Why couldn't this game be the same? If you swing past your opponent's sword, you can't recoil your sword until you move the wiimote back past the point of contact (in all three planes). Sounds simple enough to me. (Yes, yes, I know it would actually be a lot of work to implement. But the games industry is supposed to be cutting edge. Let's see some more edge cutting!)

      [1] This post is only supported on Windows XP. If you are using some other window manager, this may not work. But trust me; it works on Windows.
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  23. Re:Noooooooo!!! by myz24 · · Score: 2, Informative

    He's referring to Wind Waker.

  24. Re:Noooooooo!!! by Fozzyuw · · Score: 2, Interesting
    How often do you actually swing the sword in the Zelda games?

    For anal-retintive people like me... quite a lot. Have you ever noticed how much grass there is to cut in these games?

    --
    "The past was erased, the erasure was forgotten, the lie became truth." ~1984 George Orwell
  25. Re:Why wouldn't it? or how heavy is my sword by badboy_tw2002 · · Score: 2, Funny

    Video-game sword fighting purists?