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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."

19 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!

  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 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?
  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!

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  4. 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 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.
  5. 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..."

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

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

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

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

  8. 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.
  9. 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 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?
    2. 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.
  10. 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!!!

  11. 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.
  12. 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.
  13. 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! --
  14. 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).