Mott I'm only going to disagree with you on the "analog stick is more precise than wiimote" portion because otherwise bluedeath and Imprisoned are in some alternate universe.
With significant practice I'm sure the analog stick can be used just as easily as the Wiimote. However, I always found analog aiming to be extremely frustrating. When I had the luxury to take my time aiming the shot, I spent 80% of my setup within a 1.5 inch square around my target trying to nudge the analog stick just right so it would manage to stop on exactly the right pixel. As an analog stick wears, this gets more frustrating. (Okami had similar problems in places where the brush had to hit a particular target; it seems the brush moved kind of on a grid and sometimes your target would be offgrid but they compensated by letting "close" count.)
On the other hand, with the Wiimote I only display the classic input device dilemma: first I move too far, then I retreat back to the target.
Basically to me the two experiences are wildly different. On the N64 and Gamecube I feel more like a sniper lining up his scope and taking time to ensure the shot will hit. On the Wii I feel more like I am pointing my arrow at a target and shooting at it. As a consequence, on the analog versions I only used my bow in situations where it was absolutely required or when Z-targeting could do the work for me.
Mileage may vary, and I'm sure if I invested a few hours in my analog archery I'd be much better but I prefer the solution that required 3 seconds of training to the one that requires hours of practice.
The fact still remains, though, that there's no real reason to favor the Wii version over the GCN version unless you are horrible with the stick like me 😊
Well I'll give you take, the analog stick on some consoles, and the input in some games, makes it very tough. Forinstance the N64 was a horrible analog stick when it was well used. And games like Zelda OoT, I don't think aiming was coded/designed that well, and there was absolutely no aim assist.
But in most games like FPS that I play often, the analogs are pretty good.
No you can't disable the swordplay, and like Mott said, it's not exact either. It's still a fun way of doing it, and I enjoy it, but it's not like it's something you can't live without, either.
And I've been told that the graphics are just the same in both versions. Maybe there are subtle differences, but you'll never know until someone does a side-by-side comparison. Either way, considering the GameCube hardware, they are impressive, especially in expansive areas. Sometimes polygons do flicker though--especially in areas that you are riding your horse, so if you walk there you kinda notice it cuz you're going much slower.
Graphics don't really make a difference to me anyway, except for the Temple of Time in OoT. Does anyone remember going from one room to the other? New polygons would appear from nowhere and others would disappear. Absolutely horrible.
I find myself to be precise with the stick. I don't find it difficult to barely move the stick in order to move Link's bow only a few pixels over. Of course, I've never held a Wii-mote in my hand, so maybe I would prefer the pointer?
Another possible advantage of GCN over the Wii is swordplay. From what I've seen in gameplay videos, Link doesn't swing his sword until the point after you've stopped swinging the Wii-mote. So Link would swing his sword a split second after you, leaving yourself vulnerable for a Darknut to thrust his sword into poor Link. With the GCN version, the press of a button is as precise as it gets. Has anyone had problems with that?
I find the wiimote's pointing function to be superb in aiming. I think it works very well and is highly intuitive. Plus, if you're aiming with the wiimote and you hold the Z button, you can move Link around and aim at the same time, which is impossible with the pointing function disabled.
With pointing turned off, the wiimote becomes like any other controller, except it has accelerometers that perform some functions. It's pretty neat because you can put a blanket over your whole body and use the controller underneath it. On a cold winter's weekend evening, this last detail really completes the picture.
The way the sword works is that a sharp wiggle of the remote is the game's "sword button". You modify this to produce different strikes the same way as in previous games; i.e., holding Z for an overhead swing, etc. Of course, there's no way to hold down the sword button in this game, so for a spinstrike, you just wiggle the nunchuk from side to side. Shortly thereafter, the sword "charges" back up, and Link's ready to spin again.
I'm quite happy with the sword system in the game. Pineconn's objection notwithstanding, I have found it fairly easy to swing Link's sword exactly when I mean to. You don't have to flail the remote wildly about, you just need to tell the accelerometers that you mean business. Just a little shake is all you need.
I have to say that to me the swordfighting feels kinda tacked on. You do most of your other actions by pressing buttons, but then all of a sudden you have to start swinging the remote about. I think if you used the remote more while moving around I wouldn't mind it as much. It just feels like it doesn't fit in with most of the other controls in the game.
On the other hand, aiming is really nice. I just got the bow yesterday, and picking off the enemy archers from a distance felt good. I didn't realize at the time you could move around by holding Z, that'll make things a lot easier when I get in a shooting match with enemy archers again.
Riverman wrote:I'm quite happy with the sword system in the game. Pineconn's objection notwithstanding, I have found it fairly easy to swing Link's sword exactly when I mean to. You don't have to flail the remote wildly about, you just need to tell the accelerometers that you mean business. Just a little shake is all you need.
Meh, it just looked like it lagged. Maybe one could get adjusted to it... Hm.
Since I seem to be asking a lot of questions, I might as well continue. 😉
Do some in-OoT-but-not-in-WW enemies exist in TP? I've already seen Red Tektites and Dodongos from Goron Mines, but what about good ol' Like Likes, Wallmasters, Gibdos, Freezzards, Wolfos, and even Torch Slugs?
Heh, I'm becoming kind of demanding. 🙄 But I felt that Wind Waker didn't have a very good selection of enemies as OoT.
There is definetly a wider variety of enemies. I've only gotten as far as the 4th dungeon, but I've run into of course the fair assortment of molins, wolf thingies, flying thingies (keese, I'd imagine), even bigger flying thingies, the plant deals that come out of the ground, and the spiders that drop down from the ceiling, jelly glob things (zols?), and the stalfos and the smaller variety of stalfos. And tektites. And leevers. I'm sure I'm missing some, but you get the point.
Pineconn wrote:Meh, it just looked like it lagged. Maybe one could get adjusted to it... Hm.Since I seem to be asking a lot of questions, I might as well continue. 😉
Do some in-OoT-but-not-in-WW enemies exist in TP? I've already seen Red Tektites and Dodongos from Goron Mines, but what about good ol' Like Likes, Wallmasters, Gibdos, Freezzards, Wolfos, and even Torch Slugs?
Heh, I'm becoming kind of demanding. 🙄 But I felt that Wind Waker didn't have a very good selection of enemies as OoT.
Nah, it doesn't lag; the sword swing starts somewhere in the middle of the beginning and end of the motion, and I found that after about 30 minutes of play usage of the sword is pretty much unconcsious action now. I do agree that for the most part it feels tacked on, though. Swordplay is the only action that requires this motion of the Wiimote, and honestly I think it'd be nice if you could throw bombs, pots, skulls, etc. with a swinging motion.
I can say what enemies I have faced so far but I will say that BELOW THIS POINT IF YOU ARE GOING TO WHINE ABOUT ME REVEALING THE NAME OF AN ENEMY JUST STOP READING NOW OK GOT IT? The only enemies from other games I have seen so far (from memory so I'm sure I forget some) are keese, stalfos, tektites, the lizard knight dudes, dodongos, redeads, torch slugs, and something similar to the gel enemies in WW. I don't think I've reached the halfway point quite yet though, so it's likely more will come. It seems each dungeon has a unique cast of enemies and I know I have at least 2 more dungeons to go.
I have a few interesting questions concerning the game, but they are plot and spoiler laden so I'm going to wait until I finish it in the hopes that a few others will finish by that time and we can discuss it in a thread specifically for those who won't be upset if I reveal that Hermione dies in the fourth dungeon.
Yep, that satisfied my appetite. :eat:
Almost exactly 1% of my total waiting time for this game remains... I still can't believe I'll be actually playing it.
good ol' Like Likes
Nope.
Wallmasters,
No. There's something
sort of similar in one level.
Gibdos,
Yeah, got those. They gave them big swords this time around.
Freezzards,
Oh, yeah. Nasty sons of bitches, those.
Wolfos,
Only the White Wolfos.
and even Torch Slugs?
Some of those, yeah.
The Lizalfos, Skulltulas, and Baris are back, too, as are the Helmasaurs and Stalfos Knights from LttP.
There are lots of places, enemies, items, and ideas returning from earlier games, but some of the changes are pretty surprising. Not unpleasantly so, mind.
I don't know what the hell happened to Kakariko, though. And I swear a couple of the bosses were influenced by Shadow of the Colossus, especially in level 3.
Ah yeah, forgot about the helmasaurs. They're so cute I almost dont want to kill them. I don't think it's too big a spoiler, but if you don't wanna know, stop reading this paragraph. You learn moves like you did in Zelda II, and it's kinda a nice homage. It seems like they tried to incorporate something from most of the other games.
Saffith I'm pretty sure the Gibdos you speak of are actually Redeads; they scream at you which freezes you then spank you with that giant sword. The "freezing scream" is a trademark of Redeads.
I found that they are much easier to deal with as a wolf than as Link.
I remember Gidbos screaming and causing Link to freeze in place from OoT and MM as well, and they look more like Gidbos as well.
I'll go ahead and say I'm wrong since two are in agreement and all I remember about Gibdos on the N64 ones is wearing that mask that makes them dance in MM 
Ugh, no Like Likes? That's pretty much a staple of the series' enemies.
But yeah, both Gidbos and ReDeads scream at you. The Gibdos are outside the music house in Ikana Canyon, but ReDeads are in the Ancient Castle of Ikana and they dance, not Gibdos.