Skyward SwordOver at Zelda Informer, the staff are having a series of speculative articles pertaining to Skyward Sword. While this article isn’t speculative, it’s more of a reverse wish list, it’s still quite interesting and makes a few guesses about the game. The article touches on a lot of topics including the field hub system, the difficulty level, and the presence of a consistent villain throughout the game. The topic that I most agree with though is avoiding too many gimmicky motion controls. Here’s what the author had to say about puzzles:

The eye door puzzle from the demo is pushing it. Fortunately it was the only gimmicky moment in the entire area, so there’s hope that these kinds of events won’t dominate the game. I still worry, though, that the designers might forgo classic Zelda challenge and structure in favor of this “look what you can do with your controller” nonsense. I’d rather shoot at something that’s trying to kill me or perform some other true test of skill than make a door dizzy by spinning my sword all fancy-like, thanks.

The challenge is that since they’ve been getting everyone so excited about the motion controls and calling this game as revolutionary as Ocarina of Time, it’ll be odd to see them pulling in the reigns on motion controls. The puzzles could become quite easy if they are left up to the motion controls alone and not the classic brain busters. I’m anxious to find out what percentage of items make use of the motion plus controls. We can expect that the arrow or slingshot will have them, as well as the bombs and beetle, but I for one hope that the motion controls don’t get in the way of this title.

Let us know what you think about the motion controls in the comments. Do you want to see lots of motion-based puzzles? Should all the items make use of the motion controls?

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