Tag: controls

Despite airing more than a week ago, the Game Awards footage of Zelda Wii U is still revealing details from the new game. As people look deeper into the short glimpse we received, they have managed to pick out notable details that most people missed when it was first shown. Just recently, Reddit user seyon35 shared an image detailing what each of the controls that are visible on-screen would translate to. Thanks to this translation, we now have some idea…

Welcome back to the the Voidcast! This month, I am going over what styles of controls were, are, and should be used for Zelda games. There’s plenty to go over, and current control options may not be the first to be recommended for future series entries. Check out the full video after the jump!

Over a year ago, the latest Zelda title, Skyward Sword, was finally released after a development period of three or four years. It’s the first Zelda game to utilize the player’s movement as a means of controlling Link. Before the introduction of this novel gameplay feature, the fans would simply press buttons to get a desired result, but now they are in direct command of Link’s actions. This article focuses on the many new aspects that the motion controls presented…

Control Schemes

November 10 2012 by Hanyou

A good control scheme is absolutely necessary to an enjoyable experience in a Zelda game. The Legend of Zelda set the tone for the games to come with a simple control scheme based on intuitive item-swapping. It was straightforward, and the number of items meant that switching was never too obnoxious. Link’s Awakening used a similar control scheme, improving the interface and item-swapping but adding a multitude of items that sometimes made it more difficult to pin down what you…

Alright guys, got a new video. This is a video I decided to do recently after repeatedly hearing these two arguments or criticisms against Skyward Sword. The first is that the controls are unresponsive, and the second is that Skyward Sword has sold poorly. I have come to the definite and final conclusion that both of these criticisms are completely false — though you’re free to disagree — and I thought I’d do a video as to why. Enjoy! You…

Last week I talked about people who say Skyward Sword’s motion controls were unresponsive and put forth my own arguments against that. This is something of a follow-up, but it will be a bit different: I’m going to list solutions to some of the control problems I’ve heard of. Don’t worry, this is a one-time thing; I won’t be talking about Skyward Sword’s motion controls this much in future posts! As I said in my last post, Skyward Sword’s controls…

Understandably, Skyward Sword’s controls were a concern for many people when the game was announced. I think a lot of us were a little worried that the controls wouldn’t be what we were promised. Pre-release, these sentiments were understandable, but some people are still bothered by Skyward Sword’s controls. When it came out it received some criticisms for having “inaccurate” or “unresponsive” controls. These statements are false. It might seem highly irritating for someone to come in and say that…

As an installment of their ‘VS.’ series, IGN is asking, “Can any game surpass Ocarina of Time?” As the video states, it was the first game to receive a perfect 10 rating from IGN. Since then Skyward sword has also gotten a ten, and is the game most likely to beat out the classic. The match up will be decided based on views from this video so follow the annotations to vote for which game you think is better. Click…

Our friends over at Zelda Universe have recently put out an article about the future of handheld Zelda games, and in particular, how they will be controlled. The author of the article tries to make the connection between Skyward Sword and how those ideas can be implemented on the next handheld. In particular the author talks about reinventing the enemies so there is more of a strategic approach to fighting them, much like there was with some enemies in Skyward…

An article over at Joystiq has appeared talking about what motion controls could do for JRPGs or in other words: Japanese Role-Playing Games. The author talks about how if developers were to implement the motion controls used in Skyward Sword in some JRPGs that it might bring draw some interest in the games and make people want to play them. You see, Nintendo’s latest Zelda uses the Wii controller’s MotionPlus accessory to recognize the precise movements of your arm. Slash…