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1:1 MotionPlus Combat in Zelda Wii?
Okay so I'm a fairly new member, but just taking a quick look through the threads, I noticed a lack of argument about a radically motion-controlled Zelda game.
I'm thinking 1:1 swordplay (you move, the sword moves), and a much higher level of motion control than we saw in Twilight Princess. It seems to me that this change would be a lot bigger change than adding Voice-acting or even moving Zelda to a steampunk world (which seem to be the most controversial issues in this community), because it actually changes gameplay. But, I haven't noticed any heated debate on it. Personally, I would love it, and have wanted that kind of control since I first played OoT, but what're the feelings of this community on that? -- because it's coming, and you all know it. |

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Re: 1:1 MotionPlus Combat in Zelda Wii?
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My art gallery filled with funny Zelda comics and flashes. Weee. |

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Re: 1:1 MotionPlus Combat in Zelda Wii?
I'm feeling fairly ambivalent. I'd love it if it was introduced well, but TP was absolutely horrible at recognising your moments, shields and spins commonly being mistaken, and it had about half a second of lag compared to the input from a controller. I think the best option would be to allow support for multiple types of control, like Brawl and MKWii have had, but if the Motion Controls are much better done this time, I'm all for them.
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Re: 1:1 MotionPlus Combat in Zelda Wii?
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Re: 1:1 MotionPlus Combat in Zelda Wii?
This shows how awesome 1:1 would be...with the player being shown. ROFL...the "survival" mode makes me laugh. The player is just slaughtering Miis left and right.
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Whether it's required to play or not...Motion+ will be in it. They're still debating on whether it should be exclusive or not.
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My art gallery filled with funny Zelda comics and flashes. Weee. |

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Re: 1:1 MotionPlus Combat in Zelda Wii?
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So judging from both of your responses, it seems that some people are really excited about the prospect, and others aren't as interested. I don't know, I don't think a lot of people on these forums realize how big of a shift is coming to Zelda, that has nothing to do with story or setting. |

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Re: 1:1 MotionPlus Combat in Zelda Wii?
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Over the shoulder: ![]() And a transparent character: ![]() I imagine the act of holding Z (Z targeting), would bring the traditional black bars, as well as zoom the camera in dramatically. So I guess one way to express what we're talking about here is that it's basically a major revision to the Z-targeting system. |

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Re: 1:1 MotionPlus Combat in Zelda Wii?
Link shall never go transparent...or go First Person. I think they can do it well with out changing Zelda's perfect camera angles. Look at the new Tiger Woods Game...the club matches perfectly with the player...but without the twitchy imperfections. They also retained the same camera view. I think Zelda can do something similar without having Link's body in the way of the camera...In the newer Zelda's the camera is usually quite a distance apart from Link anyways...
Would watching Link from a side view or front view ruin the 1:1 action...I don't really think so. I wouldn't get confused at least.
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My art gallery filled with funny Zelda comics and flashes. Weee. |

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Re: 1:1 MotionPlus Combat in Zelda Wii?
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I agree that as long as the sword is long enough (not the Kokori sword), the traditional camera-distance from Link would probably work, but the camera must be behind Link during combat. But I don't know for sure. It certainly worked for Twilight Princess, but we're talking about a lot more specificity and finesse in the new Zelda, which a closer camera angle could definitely benefit. Tiger Woods works because the golf club isn't blocked by Tiger's body, but a sword could be. You notice in disk golf, that the hand holding the disk is transparent. The best solution (in my opinion) to this in Zelda is an over-the-shoulder Resident Evil 4 style viewpoint during Z-targeting. I agree that a transparent Link wouldn't feel right (and neither would a full first-person view), but you can see that that's obviously the route Nintendo chose to take with Wii Sports Swordplay (as well as Bowling), and they have more experience testing this than we do, just watching videos and playing finished products. |

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Re: 1:1 MotionPlus Combat in Zelda Wii?
I do really hope they don't put any unnecessary effort in creating an advanced and redundant Wii control motion feature. Zelda is special due to its remarkable gameplay and story, not because of some flashy movements.
The Wii controls where a bit funny in the beginning when playing wii sports, but now it's not that interesting anymore, and we certainly don't need anything over ambitious in a game like Zelda. |

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Re: 1:1 MotionPlus Combat in Zelda Wii?
I think it could really result in some amazing action if done right, and I generally agree with the notion that an over-the-shoulder perspective would work best for it.
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Re: 1:1 MotionPlus Combat in Zelda Wii?
It's basically one to one...except all of your motions are translated into set animations. Sooo...Link can still do flashy crap without making me break my back or something.
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My art gallery filled with funny Zelda comics and flashes. Weee. |

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Re: 1:1 MotionPlus Combat in Zelda Wii?
The issue is, Zelda is not a combat-centric series. It's actually more of an adventure/puzzle-based series.
Dramatically changing the system just to enhance the combat (and it wouldn't be a total enhancement, as new flaws would present themselves), could hurt the overall gameplay. For example, putting an over-shoulder view whenever you target would lead to some annoying complications. For one, the camera would zoom towards Link's shoulder and then quickly zoom out everytime you wanted to center the camera. For two, you wouldn't be able to efficiently attack enemies behind you. Besides, I suck at games where the camera follows your movements so closely. I'd be happy with direction-sensitive slashing. Remember, ZWii won't be WM+ exclusive unless they can fit it into areas which are more important than combat.
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._,.-~*´¨¯¨`*·~-.¸-'(_tëH <ÐøÚßL€ Â> ìZ TøÕ gÕøÐ ƒøR ¥Õ0_)'-,.-~*´¨¯¨`*·~-.,_¸. Knowledge is knowing that tomatoes are fruits, wisdom is remembering to not put one in a fruit salad Yesterday is history, tomorrow is a mystery, but today is a gift. That is why it they call it the present Better to stand up and be wrong than sit down and be right. |

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Re: 1:1 MotionPlus Combat in Zelda Wii?
There's no "basically one to one". It's either 1:1 or it's not. What you suggested, and what I suggest, is that the series sticks with predefined motions that read specific swing types.
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Re: 1:1 MotionPlus Combat in Zelda Wii?
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However, these kinds of problems will arise with any gameplay changes, and just because they exist, does not mean that there is no solution (the camera zoom-in could be context-sensitive, depending on the number and placement of the surrounding enemies), and nor does it mean that the potential problems of any gameplay change would necessarily outweigh the benefits. You're correct that Zelda is more an adventure/puzzle game, but (and I might be opening Pandora's box here), the major significant gameplay difference between a game like Zelda and a traditional RPG like Final Fantasy or Dragon Quest is real-time combat. So while I'd be the first to assert that the exploration and the quirks (like cutting grass or gliding with Cuckoos), are what make Zelda Zelda, you can't neglect the importance of combat, or the impact that Wii MotionPlus would have (a level of impact that would likely make the game MotionPlus exclusive). In the scenario of an enemy approaching you from behind, the camera could automatically zoom-out slightly (enough to be able to see the enemy), then you (the player), would release Z, returning the camera to its normal perspective, where then you would turn Link around and either lock him onto the enemy behind, or simply slash without locking on, a near-1:1, angle sensitive swing. I realize this contradicts my earlier post where I said that 1:1 swordplay when the camera was not directly behind Link would be disorienting, but I've changed my mind. In most situations, yes, it would be ideal if the camera was behind you. But there will always be that one time where it will be necessary to break this rule in order to keep the gameplay smooth. And Mandrag, there can be near-1:1, depending on the definition. Here's mine, which you probably would be in support of (judging from your comments). When Link's sword is drawn and he is not moving, the sword would track with the movement of your arm in what is more or less "flash," but 1:1 flash that connects the player to Link. But when the player makes a slice, the game detects this, and a brief, angle-sensitive, preset animation takes over during the actual contact of the blade, and then the player again regains 1:1 for the "follow-through," much like Tiger Woods. In this way, the movement is 1:1 in every instance except for the brief moment when the sword actually makes contact. If done well, most people will never notice. So I guess, in conclusion, I concede that angle-sensitive animations with 1:1 set-up and follow-through would be easier to implement than a totally free 1:1 blade. |

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