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#that doesn’t mean that i can’t and won’t analyze and criticize harmful elements of your ship/fiction
leonardalphachurch · 4 months
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okay last thing i say about this but. i do want to be clear that wash and carolina are not canonically siblings and if you call shipping them incest you are also incredibly fucking annoying and i don’t want you here either.
like honestly i love carwash siblings but i don’t actually see their canon relationship as familial i think they’re just. friends. i think that kind of goes into the whole issue of like… men and women can’t just be friends you need to explain it away in some way. they’re dating or they’re siblings etc etc. i think actually they are platonically best friends and that this is awesome actually.
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schiste-argileux · 4 years
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Idw Prowl is an evil SOB (took him two years to send the Wreckers to Garrus-9 and help Maxy (who was protecting all the war crimes the Bots did), put Maxy’s torturer and a war criminal on board the Lost Light cuz why not, sent Pharma to Delphi knowing it was DJD territory)
Prowl... Prowl’s creation and competence in his area of work is astounding. He is brilliant, creative, and defiantly apathetic of this world. But, he is very human in his own way. IDW Prowl is selfish, yet not. He is a unique in that aspect because most people make decisions like his for the sole reason of benefiting themselves. But Prowl’s sole reason of existing is to create PEACE. 
Peace. Peace can only be done when people are complacent, happy, and satisfied. When things are stationary. Stable. 
But life is never stable. Elements desire to form bonds, yet are almost always leaning towards to instability... Prowl’s form of PEACE is a world where there is no fighting. But everything sentient requires to fulfill its desires. As long as there is desire, people will fight. 
A world of PEACE would be a world of full control, there are no surprises, no change. Safety, routines, and constants. No creativity, no development... nothing. stagnant. 
But I must admire Prowl’s tenacity and dedication to this world! 
He sacrifices everything for the sake of the directive, preserve cybertron, PEACE. He sacrifices his morals (Robot Gets Bullied By a Human), his dignity (Recent News, Cop Accepts Orgy For The Means of Establishing Peace, his body (Recent News, Cop gets Molested by A Spider for The Autobot Cause), and of course, thousands of lives (Not Recent News). :D Prowl respects and understands that there will always be chaos and instability, and he is so very flexible around it all! He literally can maximize everything and anything he has. He is the embodiment of consequentialism with a lil dash of politics. I wish my group project members were 1% as productive as him! Prowl tries to put everything black and white, and he gets upset when things get far more tricky, and wants to get everything in control so people can stay safe and remain in peace and not fight! And that’s a respectable goal! Control can be good, it means one understands and is able to retain themselves and the thing they are controlling. But Prowl doesn’t want to accept that there are things out of his control. And Prowl likes to think he’s justified when he controls the uncontrollable. 
I mean, yeah, if he didn’t do what he did, the autobots would have been six feet under A LOT EARLIER. Optimus is not a good leader, preserving organic life over his own soldiers? Psh. Look at Spike, he’s got valid points and can I understand why he left the ‘bots. Prowl’s probably thinking everyday, DAMN, OP, WHY R U SO DUMB. LISTEN WE NEED TO FEED OUR SOLDIERS AND PRIORITIZE OUR SPECIES LIVES INSTEAD OF THIS FUCKING CARBON BASED CIRCLE. HELLO??? And literally Prowl could have been like I’m gonna get ya assassinated so I CAN HAVE IT MY WAY. But Prowl was BORN for the RULES. To follow, to MAKE PEACE. Killing the prime figurehead is against that, even if it would make his life way easier! (hence, not that selfish and also sad that your life is the rules. That’s a short leash, but he makes due)
Honestly I feel bad for Prowl. Must suck to be so big brain that everyone hates you when you say the truths (but also you could learn some more tricks from Jazz to be nicer and hide the truth, but that’s scary because a nicer prowl means more people he can trick and use. Thanks Prowl for being so straightforward! Now people can avoid you easier). He's so straightforward about things that need to be done, he’s in constant denial about the grey area of life!
That’s why when Spike slapped Prowl with reality slaps, Prowl lost some of his shit. Remember, nearly everyone had the edgy depressed time in their teens or young adult years where you realize the world is truly unfair and nothing is black and white? Yeah. Slap that on a 6+ million year old robot with a battle computer and is capable of big brain CPU-age, and was literally built for the sole purpose of enforcing rules and making peace? And no one really cared about Prowl enough to understand him and his background. So Prowl goes through his angst moment alone with his huge titties, frustrated. THIS. IS. WHY. YOU. COMMUNICATE. YA DINGUS. 
Prowl doesn’t become a school shooter like Pharma cuz hes got bigger brain and a lot more power and control over himself, but he literally becomes Shadow The Hedgehog (Even if the world’s against me I’ll fight like I’ve always have). HE’S GONE ROGUE. MA’AM, SIR, THE FUCKING OREO COOKIE HAS TRANSFORMED AND ROLLED OUT.  like. OP was the one thing holding prowl back, which was good! But now prowl’s on the roll and bumblebee is too nice and passive to hold him back. + the bombshell brainwash? feels so bad. being prowl sucks. because Prowl is a necessary evil. 
At least he’s wonderfully blunt about his goal to create a peaceful cybertron, which makes it easier if you want to avoid him or smth. meanwhile you have fake people IRL that smile their way through and then slit your throat and you won’t even know it was them (hey jazz, no offense, but that’s what spec ops does). Fakers are the scariest enemy, but Prowl is still a threat, just not as big as a someone who fluffs you up on a balloon and then pops it. Prowl would just be like, hey, you’re really useful, come over here in my white van i wanna show you something and then maybe you get destroyed. But hey! You were the one with the highest chance of surviving compared to other people! Isn’t that great? You’re so skilled WOW. (Prowl gets punched. Again!) Prowl represents the necessary evil in society. We WILL ALWAYS HAVE EVIL people in this world. But Prowl is a far better evil than people who do evil for their own selfish reasons. It’s like how we have law enforcers and politicians . It’s basically giving them legal rights to do illegal things (lmao). BUT we need them regardless. We need those people to get their hands dirty, possibly killed, so that people can live in innocence and peace. 
I don’t think Prowl ever realized that he was a necessary evil, and when Spike showed him that, he was bitter. But he accepted it. Which I respect because most people can’t be bothered to understand themselves and just throw themselves in denial, and point fingers for their flaws. Prowl sucks up and understands who he is, and he makes the best of it to achieve his goal.  I mean, honestly? Prowl is probably a miracle worker. Not in a Ratchet sense. But look at the way modern governments run, nothing gets done, everything is stalled because no one has the guts to make sacrifices. Prowl would have gotten a shit ton of things done, man, and take quick efficient action. Even if he sacrifices many things for it.  (Warning. I do not condone any taking of lives, NO ONE has the right to judge whenever a person should live or die.)  Prowl reminds me of 秦始皇 (Qin Shi Huang), the king who unified China and sacrificed millions to make the Great Wall, canals, and road systems that last to this day. If it wasn’t for these accomplishments, China wouldn’t have been what it is today. Was it a good thing? For the future residents of China? Hell yeah. But the costs? Those are sins that can never be erased, and they are horrible and shouldn't be done ever again. Was it necessary? Perhaps. But that’s another discussion. Is Prowl evil? Depends on your definition of evil. Perhaps he’s justified, perhaps in his world, he’ll go down as the Qin Shi Huang of the Cybertronians. Regardless, Prowl like Pharma, is an EXCELLENT example to study on public ethics, and administrative officials should analyze him and learn from his mistakes and sins.  I think Prowl is not evil in a sense that he wishes to harm others, but evil in a sense of his apathy. Prowl is a necessary component to a functional society (someone to plot, to use people, to enforce rules even if some are sacrificed, someone who can get their hands dirty). He lives a terrible and sad fate, and I do not wish ANYONE to live a life like Prowl’s or look up to Prowl. Yes, he’s so clever and brilliant, but that kind of power will make you the loneliest person on Earth.
Thanks Prowl for taking the entire load of sin on your shoulders! Big MVP! You get nothing from the world except hate and contempt.  I would go on about him more but I have IRL stuff to do. I love Prowl as an example to tell people that MODERATION. COMMUNICATION. AND COMPASSION are important factors to have a healthy and good mental state. Prowl is the perfect example of someone who doesn’t want to empathize (haha so many people are like this today), who doesn’t want to try to use more braincells and friends help to make better plans that are more moderate and not extreme, and who doesn’t want to talk to anyone thinking its a waste of time or have difficulty explaining things.  BUT I LOVE G1 PROWL because he has far more patience and manners, and doesn’t take a darker, route for his goals. awhohdohd he’s baby,,, i wish all cops had patience and manners and in general open-minded yet cautious enough not to be taken advantage of,,,, perhaps then we wouldn’t have so much polarization and fighting with authority in this world.... 
uwuwwuwuwuw they did prowl so dirty in idw WAHHHHHHHHHHHHHHHHHH ;____;   Again, you are welcome to disagree or agree! I wrote this really quickly so I’m sure there will be points that could be clarified or edited. Prowl’s really complicated and I do not like to talk about current IRL problems, but Prowl represents a lot of problems in society. And I think it’s critical if we try to look at both perspectives to get an understanding on WHY people do these things, and is there a solution to AVOID making those same mistakes? There’s a couple of controversial things in this short essay I wrote, esp. about cops IRL. So feel free to have at it! Or ignore it! Whichever is more comfortable for you! Thanks for coming to my ted talk! Again, Prowl is a bad influence and a sorrowful life to live. please do not try to be like prowl. xD I won’t intrude on you if you do, because you have a right to live the life you want as long as you’re not hurting other people’s interests and wellbeing! 
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gaming-grandma · 5 years
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Skyrim and Breath of the Wild: My Two Favorite Open World Games
While botw doesn’t really qualify as an RPG, it still has many elements similar to one that I feel like this comparison is fair. Even though a large gap of time, graphical style, aesthetics, music, and story splits the two in feel and theme, I still feel like both games plucked the same heartstrings for myself, albeit in different ways. This is a long, long essay type post with no pictures. I wrote this instead of doing a reading assignment, so enjoy.
Both of these games came to me at opportune times in my life. Skyrim came to me right in the middle of my ‘golden-days’ of highschool, where I had the absolute most amount of free time and no responsibilities. I delved into the game and devoured it whole, and when my brother would take it to uni with him I would spend hours into the night until 2, 3 AM pouring over the guidebook and analyzing tactics and build ideas and roleplay elements I could incorporate into it the second I got my hands on it again. I almost convinced my dad to buy me the game so I could play it while my brother was away, but for my own good and those of my grades I failed. I would play Skyrim until sunrise, and then until sunset again, and I would go on to make probably actually hundreds of characters, each with different back stories and approaches and methods of play and skills. They would all feel unique and I would treat each one like an experience and go new places, or even go to places I knew well on purpose to see if I could put new spins on it. The world was so open and ready to manipulate and bend to your will that I, the moldable teenager I was, was utterly bent on feeling every square inch of this game hundreds of times, like a baby given a new toy they have to shove in their mouth for hours. I’m not proud of the amount of time I spent on Skyrim, but I am glad I got to, and I’m proud of some of my accomplishments. I invented this method of infinite Magicka regeneration as long as you were in a circle of a certain spell by making myself a vampire Breton with 100% magicka absorb (which involved using a glitch allowing you to use the same constellation stone twice) and casting a banishment spell on myself with the perk that makes restoration affect vampires. I spent days perfecting this until the final product: I could walk into a dungeon and cast a circle of light on the floor, walk into it, and unleash untamed power and destruction and anything I wanted anywhere until the circle wore off, and I’d cast it again. When my brother walked in on my working on this his jaw kinda dropped.
 Similarly, I would go on to invent all sorts of my own clever elements to the game as I mold it to my will, like one of those shake lights you have to break in a bunch of places to get it to light up. I would play the game dry over and over. Graduation came, and I slowed down. Other things came into my life and I had other games to play, new experiences to mull over. New worlds to bend. I would always go back to Skyrim for a few days, trying to pick it up again and feel the same awe and excitement and pure wonder I did when it first came upon me, but I would eventually realize “I’ve done this exact same thing too many times now” whether it be the character, route, skills, or style, I’d done it already. To this day, it’s the only game I’ll actually pull out and play sometimes when I’m truly lost or have nothing to do or feel depressed or broken. It’ll always remind me of my youth and make me have something to look forward to again. I’ve still already done it all, but that doesn’t really matter sometimes does it? Sometimes it’s just about remembering and being a totally different and older person sitting in front of the screen that gives you the same experience and joy no matter what you’ve been through.
I don’t trust Bethesda with TES6 anymore. I don’t think it’ll work for me, and I don’t think it’ll be a great game. I’m excited for it, as I’m naturally inclined to be and I won’t shut myself up over it, but it won’t be the next Skyrim for me. It won’t make me a wide-eyed 14 year old again, nothing can do that. That doesn’t mean I can’t enjoy it, I’m sure I will. But I don’t trust Bethesda’s methods as a company, and I don’t know if they’ll ever achieve what they did in my eyes when I was a kid. I’ll sit and listen to the music sometimes, and it’ll hit me in waves; the world, the awe, the excitement. The memories of coming home from big life events like finals or job interviews or trips and being able to relax and play it again. It almost sounds like an addiction at this point, and my brother would joke that I was, but it didn’t harm my social/professional life in any way, so I don’t think it was a true addiction.
Then I realize they don’t even have the same guy on music for TES6 as they did for morrowind/skyrim again and I remind myself it won’t be the one.
I’d be lying if I said I didn’t have a gullible hope that TES6 will do all those things to me again, though. But when it comes down to it, Skyrim was the biggest and most influential game on my life as a teenager. It was just a great game. I loved it, everything about it. That’s all there is to it. It’s one of those games I wish I could erase my memory of and do all over again.
And you’re wondering why the hell this essay is titled with BOTW, and here’s the connection; the only other game I truly would like to erase my memory for and experience again is Legend of Zelda: Breath of the Wild. But this is for a totally different reason.
BOTW came into my life at a similarly critical point of my life in young adulthood; I was at the end of my community college career, having only 2 classes for the entire semester. I had a job, but I hated it and was depressed over it. I felt like I was going nowhere fast, and BOTW came out with the switch and I decided to buy into the hype and see what it was like. BOTW is an untamed love letter to everything that made Skyrim amazing to me, and yet it was totally new and unseen and alien. It was huge in scope, the awe and wonder it hit me with was the same as when I first realized how huge the province of Skyrim truly was; this was even bigger. The immersion and aesthetics were beautiful and appealed to me in ways skyrim never did, but I still fell in love with it and played this game up and down and inside out. I just checked and it’s still my #1 most played game on the switch nearly 2 years later at 120 hours. That’s not even 1/10th of how long I played Skyrim, and yet it managed to have that insane appeal to it that drove my young eyes wide in pure thrilling excitement. The minimalist music accompanied by beautiful sounds of nature reminded me of the frozen tundra of the mountain sides watching sunrises in the Throat of the World, or exploring the sun glazed Rift. None of this was actively in my mind as I played it, but I knew that the same heartstrings that Skyrim tugged on were being tangled with by this amazing game. As a Zelda game it blew me out of the water, and if I devoured Skyrim whole, then Breath of the Wild ate ME whole, because I was not in control of this world; I was merely a spectator trying to survive and watch it for as long as I could.
My biggest gripe once I finished the game to pieces that fall was that there was “nothing to do”. “There’s nothing to do!” I whine as I sit on my 120 shrine, 600 korok seed save file that had a full inventory of every best weapon and nearly every side quest completed save file. The DLC would then come out but I never felt compelled to play it or finish it. I’m tempted to today and that’s why I’m writing this. I did everything the game had to offer, or at least I thought, as I would late learn of lots of different activities I never got to finish, but I enjoyed it and I wouldn’t trade that time for any skyrim experience.
BOTW struggles to stand up to Skyrim’s depth, but its scope is ambitious and accomplishes its own voice without relying on anything ever created besides the actual Zelda franchise characters and lore. Skyrim, on the other hand, is an achievement of a long struggle as a gaming studio, the ultimate pinnacle of what Bethesda has learned in creating open world games. BOTW is most certainly an easily accessible game, and is not nearly as dated as the launch graphics of Skyrim, but I still have to give Skyrim the title of my favorite open world game, not purely because of the nostalgia, but because of the depth and variety you could get out of multiple playthroughs. BOTW only has 1 link, and link only has so many skills. You can use them to screw with the environment and do some crazy cool stuff, but nothing will top the pure blank canvas that was a new Skyrim file in my eyes. BOTW doubtlessly takes a hard 2nd place.
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gman-003 · 7 years
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Control -The Legend of Zelda: Skyward Sword Analyzed, Part Three
(This is part three of my post-play analysis of The Legend of Zelda: Skyward Sword, part of an thing where I play and then talk about every game in theZelda series. Check out the earlier installments, where I talked about the story or the use of patterns.)
Games differ from all other fiction by being interactive, and video games differ from their analog brethren by being software, capable of being far more interactive. How you play a game is an absolutely crucial part of how good or bad it is, and as with all things, Skyward Sword is a bit of a mixed bag.
Okay: Motion controls enforce delay
Skyward Sword uses motion controls. That was what everyone read and heard in the lead-up to launch. This was the game that was going to finally make good on the promise of the Wii: a game that was far more than just a collection of minigames, but still made full use of the Wiimote's capabilities.
Well, for better or worse, it did. The game actually uses motion controls in a game for the hardcore. And it immediately ran into the fatal flaw of motion controls: they enforce a delay.
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Latency is absolutely critical to gameplay, in all but the most strictly turn-based games. Mere frames of latency between the player pressing a button and the corresponding action happening in the game can be ruinous. Motion controls, though, have forced latency because they require larger physical motion before the sensors can pick up on it. Even the deepest mechanical keyboards have only a few millimeters of physical travel before they trigger. Most game pads have even less. But with an accelerometer, you must make large gestures - even the smallest flick is still several centimeters of travel. And if a precise angle is needed, you may as well expect several seconds to pass as the feedback cycles between the player and the computer.
That latency impacts game design. If not adapted for, you have enemies moving faster than the player can hope to respond to them. To its credit,Skyward Sword adapts the 3D Zelda formula to the appropriate pacing. It slows things down to the point that the player rarely feels like the controller latency is holding them back. It wasn't even that much of a slowdown, because past Zelda games have been slower than they strictly needed to be, since they inherit from a game that ran at 20 frames per second.
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But it's still there. You can feel it in the more precise swordfighting battles, such as against Scervo and Dreadfuse. Often an enemy will change its block pattern while you have physically begun to swing the Wiimote, but before the controller has registered that movement. This gets quite aggravating, and pushes the player to avoid using the sword on enemies that can punish you heavily for being blocked.
Good: Slower gameplay became deeper gameplay
Which is quite a shame, because the sword combat is actually pretty good otherwise. The slower pace called for greater depth, and Nintendo gave it to us.
Previous Zelda games had attacks from different angles, but they never really mattered. You had slashes or stabs for engaging a single enemy, spin attacks for attacking multiple enemies. Some attacks were tied up with movement - the jumping overhead swing, or that rolling backstab from Twilight Princess. But enemies didn't care how you hit them, just what you hit them with and when.
About half the enemies, and almost all of the bosses, in Skyward Sword care about the angle of your attack. Bokoblins will try to block. Deku Babas need to be cut from a certain angle. Skulltulas can be flipped onto their backs by an uppercut. Moblin shields can be cut apart. The controller may have forced the game to slow down, but the enemies give you plenty to think about during that newfound time you have. Which is only slivers of a second, but it's not that much to think about, anyways.
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Many of the other weapons take advantage of motion controls. The whip has a natural feel to its flick. The beetle is steered entirely by motion controls. The bow, slingshot and hookshots aim quite well. Bombs get a nice extra interaction - while you could always drop or throw them, now you can also roll them, a minor but appreciated addition.
Overall, it's a welcome set of changes to the formula. The combat in 3D Zelda games has always been a bit lacking, and a small decrease in pace is more than worth it to get some much-needed depth.
Bad: Lack of buttons on Wiimote
The controls were somewhat forced by the console. Nintendo couldn't exactly say "eh, this game plays poorly with motion controls, we'll just put it out on Xbox and Playstation instead of the Wii". So even though the use of motion controls was perhaps sub-optimal, they did a great job at adapting the game design to the motion controls.
Surprisingly, what hurt the game more was actually the traditional control elements. The Wiimote was pretty good, for a groundbreaking motion controller, but it works pretty horribly as a regular controller.
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Let's do a comparison. The Wiimote, with the Nunchuk and MotionPlus accessories, gives the player a single analog stick and a single D-pad. Four buttons are immediately under the player's fingers: the A, B, C and Z buttons. Four more buttons are available to games, but are further away from the player's fingers: +, -, 1 and 2. (The Home button isn't usable for game controls, so we won't count it).
Other Gen-7 consoles had more inputs available to the player. Both the Xbox 360 gamepad and the PS3's Dualshock gave two analog sticks, a D-pad, four easily-reached face buttons, four triggers, and a pair of out-of-the-way buttons. That's a gain of a stick and two buttons overall, but more important is the four extra buttons that can be used for fast gameplay actions.
(For what it's worth, Nintendo clearly recognized this as a mistake - the Wii U Gamepad has the same complement of inputs as the traditional consoles, plus the touchscreen. And the preceding Nintendo console, the Gamecube, had nearly the full complement of inputs, missing only a fourth trigger and a select button.)
Zelda games give the player avatar lots of ways to interact with the world. This must be mirrored by giving the player lots of ways to interact with the game console, or else you must resort to piling multiple actions onto each input. Since the Wii physically lacked the buttons to map each action to a different button, they were forced to make them ambiguous. A long-press of B brings up the item select menu. The A button has a different meaning in almost every context and can change depending on other buttons being held.
This leads to a noticeable increase in how often you have to wait for a second because you're long-pressing a button to trigger the alternate mode. You can't rapidly switch between items, the way you could in every other game (even the Wii version of Twilight Princess) - you have to hold the B button. Climbing a block has you walking into it until the game is sure you're not going to press A to try to push it instead. It's a tiny thing, true, but over the course of the game, it adds up. And if it leads to the player getting killed because they were waiting for a long-press to finish... well, players absolutely hate it whenever they are penalized because of something the game did wrong.
While the limitations of the hardware make it so no game of this complexity would control flawlessly, Skyward Sword doesn't even do the best it could with the tools it had. Let's compare it to Twilight Princess, which utilized the buttons of the Wiimote better than its successor.
Calling your companion was moved from D-Up to D-Down. A small change, but a noticeable one, because D-Down is a much more accessible input on the Wiimote. The harp was stuck onto D-Up at all times - wasteful, since you only ever need it in a few known places, and it could have just been a contextual action as howling was in Twilight Princess.
Gone is the ability to set different items to quick-use slots, something seen since very early in the series. D-Left and D-Right are completely unused, forcing you to enter the equipment menu for every single non-sword item.
The 2 button is dedicated to a "help" action that I doubt any player has ever tried to use. I seriously can't even find a screenshot of what it does, and neither the game manual nore the official strategy guide bother to explain it.
The +, - and 1 buttons all bring up different menus - items, map and equipment. But each of those can be reached from any other. At least one of them could have been given up without harming the user experience.
So that's two buttons literally unused, another that could have been removed entirely, a fourth that could have been made contextual, and if necessary, a fifth that could be folded into another.
What other uses could those buttons have been put to? A quick-select item or three, for starters. Let me quickly pull out items other than the one I literally just used. A dedicated button to get to the item-select wheel might also be in order, instead of the long-press on B. A dedicated "run" button would be nice, while we're at it.
This seems like an incredibly minor complaint, but while playing, this was in my top five most frequent complaints, and it really does make the gameplay feel worse. It even had a knock-on effect on game complexity - since selecting items is so tedious, they refused to make items that weren't strict upgrades. They solved the problem Ocarina of Time had with its long, annoying sequence to switch between boots or tunics, not by making the controls better, but by making the game simpler so you never have to do that.
The button limits and the bad choice of mappings is something I'm sure they'll fix in the inevitable HD remake. I notice the Switch has a more reasonable amount of traditional buttons... perhaps the touchscreen can be a suitable replacement for the motion controls?
Worst: Calibrations
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(I refuse to apologize for this stupid joke)
The motion controls work fine when you're just making relative motions - swinging a sword around. It falls apart when you try to use it as a pointer, because the calibration drifts like crazy. You pull out the bow, and suddenly you're spinning around because the pointer is off the screen to the left. Same for dowsing, hookshots, slingshots, the beetle, or menu navigation.
The designers must have realized this. Every time you use the Wiimote as a pointer, the D-down button is available to "center" it. You will be using thatconstantly. Every time I pulled out one of the aimed items, went into first-person view, or pulled up a menu, I had to center it before I could use it. It got to the point of muscle memory - I pulled out a new item, better calibrate it before I end up spinning around like a top.
I don't even know why they bother making you calibrate the Wiimote when you start the game. You're going to re-calibrate it every few minutes anyways.
What adds insult to this bit of tedium is that the game completely ignores the Sensor Bar. Something it could have used to calibrate itself, even just for the pointing sections, gets ignored. So instead it tries to reconstruct the relative position and angle of the Wiimote based on reconstructed acceleration. It seems almost pointless to ignore this.
Overall, the controls did more harm than good. Swinging the Wiimote around feels great, and it forced a much-needed update to the combat system, but it was overall a frustration and a hindrance. I look forward to the HD remake, whatever console it's on, which should fix the more glaring issues.
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