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A question
As the amount of threads that tempt me to post are few, and far between, I thought I would try to make an exceptionally interesting one myself.
Alright, picture this: The new Zelda game, it is announced for the Wii, (theoretically I don’t really know) and we are all a buzz about it. But, the question is raised, what will the sword swinging be like? The sword function is almost the most important part of the game. Will it be a button like the old games? Will it be a motion like the TP game, OR, will they make the sword to where you can actually control it like the bat in Wii sports? That would raise a technical problem, how do you swing a sword in real time? If some one in the game blocks your blow, your hand in the real world keeps on going and the battle get all muddled. If they could build a brilliant battle system around that, I would be all for it. But if it takes away from the center of the game play, well, I don’t know. So, this is sort of a double purpose post. What do you suggest the (theoretical) new system be like? Post it. And, what would you prefer? Vote it. |

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Re: A question
I accidentaly voted wrong but...I voted for Tp style..But was actually going to vote for something else..
My suggestion is a combination of button mashing and at certain moments when enemies have like a certain amount of health you would be forced to do this swing with the wii mote. Kind of like in No more heroes..Where you mash buttons to hack n slash but the finishing moves are swinging the wii mote + Nunchuck in different directions...
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Re: A question
/\That is very interesting thought... I like it! I liked being able to charge up with a button.
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Re: A question
Well, at the time of this post, a 'new and more complex' sword style is winning. There are some bugs in the idea, however, of have a sword controlled like a tennis racket.
Like I said, the sword would be blocked and parried in a fight, and your hand would have a hard time finding the sword position again. Unless you had a sword that couldn't be blocked, but that wouldn't be much fun. |

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Re: A question
Quote:
And if you mean 1 to 1 montion, as in the character copies exactly what you do on screen, then after your sword attack has been blocked, then the character would bring there sword up to where you have your hand held. Its not an issue, really its not. |

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Re: A question
Quote:
/\That would make the game chopy, and what if you swung, the enemy parried, and while Link is trying to find where he is supposed to hold his sword, another baddie hits him? I see a rather frustrating sword mechanism. |

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Re: A question
I voted button smashing hehe, but i also don't mind TP Wii version way, I'm just so used to the button. Also did anyone notice that Link is a righty in Wii version of Tp but a lefty in GC cause in Wii they had to make it like that becuase you shook you right hand to make him swing the sword. Does anyone think that this is why the whole game is a mirror to GC version?
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Re: A question
Yes, they said that in the TP guide.
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Re: A question
i voted TP.
not just because of the game, in fact not at all, the Wii-ported TP controls, in my opinion, were perfect. the way you found skills, and the exact way you performed different attacks, i would be happy with using those controls for years to come. it was perfect, in every way, for me ![]() half of it was buttons anyway, for those who voted buttons.
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Re: A question
I voted for a new complex control, yes keep the motion swinging with the wii remote, but more CO-ORDINATED. Like TP was good, but the sword swinging wasn't co-ordinated what so ever. If they can make it more complex with the motion swinging, like someone mentioned earlier as effective as the baseball bat in Wii sports, tehn that would be bloody brilliant.
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Re: A question
If you could make it work, yeah, that would be the coolest thing since sliced bread.
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Re: A question
I have something more for my complex system.
The skills. Would be the same as the finishing moves in no more heroes. Screen goes black. Direction input appears, Person swings wii mote according to direction input, Link does some kind of skilled sword swing on screen, Enemy dies. That's pretty much it.
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Re: A question
Quote:
The system could work... Picture this... -Swing a stick inside water.. --You'll find yourself either stiffening your wrist to keep it straight or letting it be and watching the stick float What could happen is the Wrist could be the difference between your sword going through your opponent or your wrist bending and allowing the sword to go to its side. and analogy is... -Take anything and hit it against a pillow and let your wrist be weak. --Now hit your pillow hard but your wrist still be weak... Your momentum should drive your pillow down a bit... Depending on how fast you strike your opponent will show how desiel your attack is, you will do more damage. But always your strikes will have a limp wrist. So pretty much Link would become a fairy... in a homosexual reference... (raise your hand... now let your wrist be limp...) This would make the game have a real time puzzle aspect where you could allow the blade to shift off your enemies sheild and then go in for a stab from the side... -Could be very interesting... Link can also have an "Stengthened wrist" dynamic -Where your wrist would stay stiff thus blowing your enemy back/moving you a bit... -Or push your enemy back more if their wrists are weaker... so if your on a dead lock... it would be interesting to see one persons sword slowly go towareds their face... Also... -With heavier weapons, your wrists will bend to account for the weight You could also do sword blocks by tilting the sword sideways |

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Re: A question
I think I like jokergirl's idea, the complicated finishing move, that would give a satisfying kill.
And apart from the gay thing, your idea was pretty interesting Formula1. |

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Re: A question
Quote:
but just one, not over and over
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Re: A question
Wow, I figured everyone preferred the TP control scheme, but a new control seems to be the thing.
What would make a finishing move cool would be a final cinematic clash, something like link and gannon crossing swords at the end of TP. Except bigger! |

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Re: A question
I really liked the TP control scheme. WW had a simlar scheme, in that it involved different moves and timing, and TP took that idea further. I like having to use technique rather than crazy button-mashing. problem with tp and WW was that most of the enemies were so easy to kill, it didn't even take much to kill them, so most of the teqniques were pointless.
I REALLY liked the... what was it called... the one where you keep your sword sheathed until the last second then draw... OH YEAH the mortal draw!! I used that a lot. I'd like to see a similar scheme, but harder enemies. just make them a little feisty-er and take a few more hits. I'd be content.
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