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Topic: Am I the only one who's really missin' 1:1 swordplay in Breath of the Wild?

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Turbo857

With the many new changes and improvements to gameplay Breath of the Wild has implemented to evolve the Zelda franchise further, I personally feel that one major area - sword combat in particular - has unfortunately taken a step backward to it's more simplified button mashing execution.

Skyward Sword's over-reliance on motion controls for numerous tasks in its game can be debated. But regardless of whether you're a fan of motion controls or not, the 1:1 swordplay implemented in Skyward Sword provided a more intuitive, stimulating, strategic approach to combat never seen in the series as it required careful observation of enemy battle postures to the degree where many battles became puzzles onto themselves. Almost like infusing a little bit of Punch-Out into the Zelda formula.

Speaking directly to fans who at least liked Skyward Sword's 1:1 sword combat and has played Breath of the Wild at length: How do you feel about Botw reverting back to button mashing?

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Joeynator3000

I'm kinda like 50/50, I was hoping to see that kind of controls back then when Twilight Princess was being released for the Wii. (they said motion controls, lol) Glad to see the controls I was hoping for in Skyward Sword, maybe they'll use them again but if not then it's fine.

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LzWinky

Yes you are

Skyward Sword's controls weren't really 1:1 anyway due to lag and MC+ issues

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KirbyTheVampire

If it means holding split JoyCons, no way would I want Skyward Sword-esque combat in BoTW. I don't like playing games that way at all. Plus, I don't really see how they could implement that very gracefully with the Switch in handheld mode.

KirbyTheVampire

Octane

TheLZdragon wrote:

Skyward Sword's controls weren't really 1:1 anyway due to lag and MC+ issues

This.

If you want 1:1 motion controlled sword fight, play Zelda Battle Quest in Nintendo Land. Those are 1:1 controls. But it's also obvious why that wouldn't work in an actual Zelda game without making Link look like a flailing idiot.

Octane

TuVictus

I loved it and still miss it. Tbh I knew that unless they were to inexplicably go with motion controls again, combat would be a step back for every game afterwards. It was certainly more engaging for me than the button smashing, switch weapons, continue mashing strategy.

TuVictus

Turbo857

@TheLZdragon

I dunno 'bout that, mon ami. I didn't experience lag when I played Skyward Sword. And if there is... I didn't notice it. However, I agree these controls were quite refined in Zelda Battle Quest (which only made me want to see these improved controls implemented in an actual Zelda game).

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Turbo857

@KirbyTheVampire

Agreed... based on the example you provided regarding handheld mode. But what if an analog equivalent was implemented as well for those that don't like motion controls?

Something like, mapping directional sword/weapon strikes to the right analog stick? That way, players like yourself who don't wish to hold split joy-con wouldn't feel compromised.

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LzWinky

@Turbo857: I remember fighting the "Horde" near the end, and I ended up dying a lot because the controls were quite laggy. Motion controls were terrible when it came to high speed fights.

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Turbo857

@Tsurii

I dunno. Skyward Sword/Battle Quest's motion controls required very subtle movements to execute attacks. I don't see why horizontal, vertical, and diagonal strikes for two handed weapons would require gestures different from one-handed weapons. It's not like Nintendo (or any publisher) would ever require players to execute a sword slash using 2 joy-con just to simulate a 2-handed weapon slash.

Besides, with the HD rumble: I'd imagine the sensation of holding a heavier slower weapon can be mirrored in someway. And for those with over-exaggerated movements, there are always the joy-con straps, lol

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Turbo857

@TheLZdragon

Even still, Battle Quest was a more responsive improvement on sword controls. No doubt Ninty would use that tech if they ever implemented these controls again.

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Octane

@Turbo857 That's because Battle Quest wasn't bound by animations, the characters had no arms.

Octane

Ralizah

Battle Quest's wii motion plus sword fighting is awesome. Very responsive and fluid. One of the few times I've been genuinely floored by the implementation of motion controls in a video game.

Edited on by Ralizah

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Nintendoforlife

I could see it possibly implemented for set pieces. But for the whole game? Heck no

Nintendoforlife

Turbo857

@Octane

I disagree. I'd attribute Battle Quest's more responsive motion controls due to being released on more powerful hardware at a time Nintendo was more accustomed and well versed with utilizing MotionPlus tech.

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Turbo857

@Ralizah

Wasn't it? I still regularly go back to that game. Very underrated

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FGPackers

Fact that there is no more 1:1 doesn't mean it is not strategical gameplay. It's a different type of strategy (just think about lynels). By the way even though i like really a lot SS gameplay i don't miss it in BOTW. I don't think this console concept would have been that great for SS gameplay style. I just like this way too

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Turbo857

@Nintendoforlife

Please elaborate. I'm not sure what you mean by "set pieces" or whole game. I see 1:1 swordplay as either implemented or not. Half-a$$ed or partial execution just wouldn't make sense.

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Nintendoforlife

@Turbo857 Like how in BOTW you can jump off your horse and fire an arrow in mid air. I could see a feature like that centered around criticals with motion controls.

Nintendoforlife

NEStalgia

Motion control battles were kind of cool, but also very tiring. I love Skyward Sword as a game, I dislike Skyward Sword as part of story canon (Demise...ugh...) Motion controls....it was fun, it was different, it was definitely not 1:1, and that's kind of the problem. I'm not sure we'd actually want 1:1 controls because you'd have to actually swing the sword with the appropriate momentum and velocity, and without having 20lb of weight of steel on it, we can't do that. So our swings are rapid fly swatter swings, which would be absurd in a video game. Meanwhile it fatigues the player in a game that's about exploration and puzzle solving in SS's case, and the "1:1" really ended up being "swing in one of 4 directions to match the on screen queues." Basically a glorified QTE. But if it were real sword swings you'd deal damage proportionate to the velocity of impact etc. yet without actually hitting a solid surface with the sword you just throw your shoulder out.

The idea was cool to play with, but I don't want to be standing up and swinging a fly swatter around every time I want to play a video game, and it wasn't really the way it was advertised (nor should it have been.)

NEStalgia

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