Zelda on the Wii To Include Sword Swinging 236
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."
Does this mean.... (Score:5, Funny)
Start stocking up on the Dramamine!
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In other news, GC controller manufacturers' stock prices inexplicably rose 5000%. More news at 10.
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Actually, I believe (someone has a link?) that the issue wasn't whether Zelda would have you swinging the Wiimote as a sword, but to what exent you would do so. 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.
Re:Why wouldn't it? or how heavy is my sword (Score:5, Interesting)
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.
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Re:Why wouldn't it? (Score:4, Interesting)
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.
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So, why don't people do that in real sword fights?
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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
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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.
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That's why Link has a shield.
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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
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I smell a lawsuit...
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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.
Re:Why wouldn't it? (Score:5, Funny)
Excellent news. When do you think you'll have it finished?
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I still don't understand why people claim that you couldn't have a swordfighting game for the Wiimote because people would just flail around. This i
Feedback (Score:5, Interesting)
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).
Re:Feedback (Score:4, Interesting)
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.
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Re:Feedback (Score:4, Insightful)
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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My Arm (Score:2)
Re:My Arm (Score:5, Funny)
Re:My Arm (Score:5, Informative)
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.
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Re:I don't know about that - or real swords (Score:2, Informative)
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
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As far as young, slender women packing heavy weapons and needing steriods to use them, I have a counterexample (although I admit that it's a rare one.). One of the other blacksmiths at the forge wh
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I, for one, like that. It may allow me to build strength without getting out of my mother's basement!
Re:My Arm (Score:4, Funny)
Something tells me you already have one oversized arm....
Noooooooo!!! (Score:2, Interesting)
Please, please, please no! I don't want to swing the damn sword, I want Link to swing it! I'm hoping this is just an option, not a required control scheme.
Then again, this is IGN. Maybe they misinterperted "absolutely not" as "maybe," as per usual
Re:Noooooooo!!! (Score:4, Insightful)
I mean, did you think it was just a glorified lightgun? The wii will require interactivity!
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Interactivity, yes! I've loved all the Wiimote functionality I've heard about so far for this version. But I just don't think motion replicating sword play is a good idea, in any game, and especially in a Zelda title where that sword really gets flying sometimes. It has the potential to wreck one of the best sword fighting systems around (if the fighting engine is indeed based off Wind Waker still, not to metion the excelent legacy of the N64 titles).
If its a simple matter of gestures that initiate cirtai
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Re:Noooooooo!!! (Score:5, 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.
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Re:Noooooooo!!! (Score:5, Funny)
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!!!
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Very lightweight... at least good ones anyway. Modern courtswords are extremely light and have proven to be the more effective, historically, than broadswords and other two-handed blades. It's a myth that broadswords were extremely heavy... sure, they're heavier than rapiers, but even a Scottish Claymoor isn't really all that hard to handle. You always see Hollywood making it look like they were hard to even lift... that's a total myth, they were not very heavy. People use to battle with them for hours on e
Re:Noooooooo!!! (Score:5, 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.
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For anal-retintive people like me... quite a lot. Have you ever noticed how much grass there is to cut in these games?
I'm interested but I don't know. (Score:4, Interesting)
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.
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You'd probably have to swing the controller with the left hand anyways, seeing as Link himself is left-handed.
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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
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For me, Zelda 2 was the first NES game I ever played, with LoZ not too far behind. Good times, those were. Good times.
"Ask Error about the palace"
Re:I'm interested but I don't know. (Score:4, Informative)
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Not a real sword, folks. (Score:5, Insightful)
So while you CAN pretend to really sword fight, you don't NEED to do so. Nothing to complain about here.
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a) who wants to stop playing Zelda?
b) zelda's design pratically requires 45 minutes of effort to accomplish anything significant. getting halfway through the water temple in ocarina for the first time, for example, was no mean feat of exploration and ingeniuity
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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 figh
Re:Not a real sword, folks. (Score:5, Funny)
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.
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Also, good point about Zelda. It's not all hack-n-slash. But that definately is a fun aspect. I can't wait to start knocking moblins or whatever off
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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 abl
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That would be true if using the Wiimote required anything like swinging your arms in circles... or even if REAL swordplay is anything like swinging your arms in circles. I've taken some fencing, and I can tell you, there's no swinging involved. The only swordplay that ever required any swinging at all were two-handed broadswords, and even then the slashing wasn't as obtuse as flailing. Look at Link, he's got a one-handed sword. Even the master sword, which is somewhat fashioned to look like a broadsword, is
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I'm glad you are so confident! Myself, I think I'll actually wait and see how it turns out before I declare it an unqualified success.
Odd final question (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..."
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Is there a Seppuku option for the Wimote?
http://en.wikipedia.org/wiki/Harikari [wikipedia.org]
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The Wii will play the GCN game (Score:3, Informative)
(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)
Sword? (Score:5, Funny)
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http://www.jaytheham.com/zc/oot.php?page=ootmc018 [jaytheham.com]
Apparently Link plays a mean bow.
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http://www.neogaf.com/forum/showthread.php?t=6573
Amazing what you find lurking around the dark corners of roms. Shame you need a GS to do it on the real thing (pain to put all the codes in, I've done it and it works but eh) but still fun with an emu.
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Imagine using this kind of stuff with Guitar Hero.
Ambidextrous Link? (Score:5, Insightful)
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Re:Ambidextrous Link? (Score:5, Insightful)
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.
Re:Ambidextrous Link? (Score:5, Funny)
There is an adaptor available for people like you; I believe it is called Britain.
Go Lefties! (Score:2)
A technical question about sword swinging (Score:3, Interesting)
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.
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I train in iaijutsu, or Japanese sword drawing. Every so often we do tameshigiri, or mat cutting. I can say from experience that if you've got the proper technique, when you cut through mats you feel almost no resistance at all.
But I do agree that if there's something hard in the game that you're swinging against, such as an armored opponent or someone's shield, you should feel resistance. Maybe audio and visual cues, enough to let you know that you've hit somethi
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The answer is quite simple: they don't. So far no games allows you to swing a sword in a remotly realistic manner, its all just predefined attacks mapped to strokes from the Wiimote. So since you never actually control the sword, there is no reason to handle resistance in the first place.
If there actually will come realistic sword games we will see, but so far most discussion on that subject is more about dream than abo
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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:
and then modulate the
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Yep, the controller in theory has everything that would be needed, at least I hope, still not sure if its really full 3D or just close to it, there is something optical involved that might require you to point it to the sensor-bar to fully function. Anyway, the reason why probally nobody has tried it is most likly because its simp
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Say your character walks up to an iron pole. You, with your trusty wiimote, take a big swing. Good old fashioned straight horizontal right to left cut, shoulder level. Think baseball swing.
Your wiimote, of course, will wind up somewhere to the left of you. Your character, however, will have his sword back to his right, as it will have bounced off of the pole.
How to reconcile the fact that your wiimote's phyical position no longer corresponds to the virtual sword's position?
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I would expect some sharper textures, maybe some more effects here and there, but nothing too big, the Wii is after all not that far away from the GC in terms of power, so even with fully using its power, it can't do miracles. From what I have seen of Zelda it is at the moment however actually the best looking Wii game, so I wouldn't fear the visuals to much.
Controls on the other sid
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21 million gamecubes sold as of June 30, 2006.
(versus 24 million Xbox, by the way, I can't believe anyone still brands the Xbox as anything but a failure as well)
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If you say "we'll sell 20m Xboxes in the first generation" and actually sell 24m, that can't be considered a failure by any definition of the word. Microsoft isn't stupid; they knew they couldn't beat Sony in a single generation.
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I read recently on slashdot that they lost 4 billion, but you'll have to verify it yourself
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