weirdadam wrote:
As for Motion+, I could see it working if used sparsely in adventure games. For example, if the next Zelda were paced more like Shadow of the Colossus with a lot of exploration breaking up the action segments, that could work. But consistent motion in any long, traditional game is going to be irritating no matter how well implemented.
Ya, I agree with that. I've always had a hard time figuring out how motion+ could be implemented in a sword-fighting game. If it left jabbing and blocking entirely up to you, the game would be way too hard and frustrating. I mean, people train for years in fencing and swashbuckling in order to be able to figure out how their enemy is going to strike and counter it. I just don't see it working.
Wow, what's the problem here? Adam and Stevie answered the question just fine...
), but I could certainly be wrong. In any case, you're right that, if many people have the problem, there is something that needs to be fixed. I don't believe the 1st party games had even a single instance of 'broken' controls, though, they were just picky in certain ways that might confuse the end user.