User Profile

aaronsullivan

aaronsullivan

United States

Joined:
Wed 24th December, 2008
Website:
http://www.buzzabit.com/aaron

Recent Comments

aaronsullivan

#1

aaronsullivan commented on Hardware Classics: Sega Master System:

Pretty sure I still have mine but haven't tried to turn it on in a decade or so. It was tough to be fan in the US. I even upgraded to the 3D system and had exactly 2 3D games (Zaxxon and Miissile Defense). Miracle Warriors was my first JRPG and it was so barebones but still enjoyable in a boiled down to the basics sort of way.

The first Zillion game was really cool but also highlighted the worst thing about the system: most of the games had horrendous clunky controls especially platformers when compared to the fluid and intuitive Super Mario Bros and all the derivatives that came after even from third parties. (As a result Zillion 2 was such a horrible disappointment as it went straight action only. Cool graphics though) This might have changed in the post 16-bit days but I got the new systems and always wanted the better versions.

The SMS version of Phantasy Star remained the best of the entire series, IMO and is still one of my favorite games. That, Ultima IV and V, and FF IV are my favorite RPGs.

Mostly though it never lived to potential for me and the deluge of far superior action games on the NES kept me away from it.

aaronsullivan

#2

aaronsullivan commented on Mario Kart 8 Secures Place as Top-Selling SKU ...:

Good.

As long as this eventually pays off for Nintendo so they can keep making the types of games I love, I'll be happy. The more success the better as long as Nintendo doesn't have to compromise quality to get there.

This is promising.

aaronsullivan

#4

aaronsullivan commented on Video: This Retro-Styled Shovel Knight 'VHS' G...:

Watch the beginning to get the effect, but the tips are too extensive and spoilery for anyone who hasn't played, IMO.

Very cool and love how it sets Shovel Knight in another era. I have to say the game feels oddly modern at the same time. It's pretty amazing. My kids love it. Granted they have had a lot of exposure to the old NES games like Zelda.

So... I know Yacht Club Games is working on all the promised extras for THIS game, but I can't help but hope for a metroidvania-style game from them, or maybe more Zelda. I hope they kickstart the next one. I'll be first in line.

aaronsullivan

#5

aaronsullivan commented on New Official Hyrule Warriors Screens Show Off ...:

Fi and Ghirahim look great. Not really feeling the Skyward Sword vibe from Link and Zelda models. Can't even tell if they are different thought Zelda seems to be.

Still holding out for reviews but I think the decision will be between buying right away or waiting until it goes on sale. Too much fan service for this fan to ignore it. :D

@rjejr Flower Jumps. Just remember you can fall straight back down into the flowers as much as you want and take your time to line up.

aaronsullivan

#6

aaronsullivan commented on The Club Nintendo Rewards Are Now Updated for ...:

Really enjoying the 3D classics Kid Icarus. More enjoyable than I thought it would be. Having a proper save is handy and adding background graphics is surprisingly effective especially with the 3D. Fun. Can't argue with free, either.

Also picked up Donkey Kong Jr. That is squarely the fault of NES Remix, though I do remember it from way back in the day in the Arcade and then on the Coleco Vision. It has a decent control mechanic despite how few levels there are.

I'd go for Paper Mario if it was Wii U native. Yeah it would work fine in the Wii Mode, but... I go there less and less and I don't want to dig out the classic controller if I don't have to. :)

aaronsullivan

#8

aaronsullivan commented on First Impressions: Hyrule Warriors Is Zelda, B...:

I do remember some folks hoping for exploration of Temples and puzzles in the comments and such, so it's good to have an article like this.

I am hoping it transcends the other Warriors games as they haven't interested me very much, but maybe just the Zelda skins and mild gameplay nods to their characters in the original is all I need. Definitely waiting for reviews but I'm cautiously optimistic.

aaronsullivan

#9

aaronsullivan commented on Mighty No. 9 Has Another Crowdfunding Campaign...:

If only people could be convinced about how much it costs to make video games. There are always comments about "don't they have enough already?" which is just so odd. The kickstarter had stretch goals and each of those goals made the project far larger. The money from the kickstarter is already allocated. This is an opportunity for adding more features.

The developers are working on this day in and day out and they are not upstart wannabes. They are experienced veterans taking a risk. They are getting paid.

Additionally, the money comes from people who know exactly what they are getting and I have 99% confidence this product will ship and each individual will get what they want. So no one is being ripped off or deceived here either.

@Neferuptitou
I'm guessing you were confused by the concept art. It's used to give people an idea of how it will look without building a bunch of 3D models. It was only a still frame. There was no "build" with drawings that I ever saw and I'm a backer.

aaronsullivan

#10

aaronsullivan commented on Video: Mighty No. 9: The Animated Series Gets ...:

I thought it would be Anime-style too, but I was glad he wasn't just a completely generic "cool" character and they gave him some tension. He wants to live up to expectations but is wet behind the ears. I can't imagine how boring it would be to have a show where the character just knows what to do all the time and just does it. Still, I think they leaned a little far into the goofy territory. The trailer needed to give a bigger moment of success than the one freeze moment.

As far as the continued support goes. Don't see any reason not to. People want to support it, let them. Game is looking great.

aaronsullivan

#11

aaronsullivan commented on Video: You Really Don't Want To Know What Kids...:

"I kinda feel sad for the people that played this in the past"
My favorite quote.

I actually found it pretty cool how much some of the kids knew about it and could appreciate. The worst comments were from the same kid who has just no context and thinks touching the screen with no tactile feedback is a better gaming mechanism than buttons and a control pad. For some games it is, but he's majorly missing out.

Anybody who respects the DS has to respect the old GameBoy though. The concept is basically the same after all these years.

aaronsullivan

#14

aaronsullivan commented on Review: Shovel Knight (Wii U eShop):

@Dave24
That's right you mentioned you had to use the PC version. I'm on the Wii U. This type of game is just not meant to be played on a keyboard. That explains our different experiences pretty well.

If you can, find a cheap USB game controller. I used to play a lot of games using keyboard, thinking it was working pretty well. Then I'd plug in a controller and realize how much extra work this type of game is on the keyboard.

aaronsullivan

#15

aaronsullivan commented on Review: Shovel Knight (Wii U eShop):

@Dave24
Now that I've played through the Iron Whale (submarine) stage, I can say that my definition of cheap must be very different from yours. If you don't blindly forge ahead there is nothing cheap, just stuff that requires quick reaction time.

There is the green eel that appears out of nowhere when you are jumping through an area of the air, but it has a long period where you can pass through it. That's the closest I can think of.

That stage has the fun of getting used to the super high jumps and there was a place that had spikes on the ceiling and I way underestimated how high I'd jump. There was plenty of stage for me to get used to the jump, so again, not cheap.

So we are going to have to agree to disagree on that one, I think. To me cheap is when you can't possibly see something coming and there is nothing you can do possibly do about it because there is not enough time to react. That hasn't happened to me in this game yet. In my experience the design carefully gives an introduction to every new element before it expects you to survive a life and death encounter with it.

Maybe if someone has a slow reaction time or is just pushing through fast or isn't constantly evaluating how every new element works but is just randomly jumping and hoping for the best someone could think the platforming is cheap in this game. Otherwise, it just has to be a different understanding of the word cheap.

I wouldn't harp on the issue so much if I didn't find that careful design one of the stand out features of the game.

On the bosses, I'll meet you part way. There is a bit of sameness to some of them, but you must be way better at attacking than I am because a blind hit-hit-hit approach doesn't work for me on any of them. :/ The shovel attack is a commitment that freezes you in place and pushes you back as you hit. Every miscalculated attack leaves you open. The down strike is carefully countered by bosses most of the time, though you can often find a good opening and get a chain of hits. For me, I have to study the patterns (which the knights thankfully switch between based on how you are attacking so it doesn't get stale) and work on counters.

Maybe the difference is that I often fail to refill my hits during a boss battle or that you did more grinding to get hits and upgrades early on. I don't know.

In the end, I just found your complaints to ring very differently from my experience and I thought it was worth showing a counter point. It felt like exaggeration to me, at first. Obviously, it feels the way you say it does to you and I'm not trying to invalidate that.

aaronsullivan

#16

aaronsullivan commented on Review: Shovel Knight (Wii U eShop):

@Dave24 Platforming hasn't been cheap at all in my experience so far. Seems incredibly accurate and it has always clearly been my mistake when I fall and I could see things coming if I was careful. Feels just about perfect to me. YMMV. ;) It has Mega Man style jumping where letting go drops the player straight down, which can be an adjustment.

I don't understand what type of boss battle you were expecting that isn't "kill them before they will kill you". I found Black Knight and King Knight to be a little similar at first but I used a completely different strategy on each. Specter Knight was a very different type of boss style, I thought, where learning the patterns and placing yourself carefully was best.

It's true that you can grind your way to higher power and make it all a bit easier in boss battles and obviously those that have tons of platform gaming experience are going to find it easier, but that's why you have a NewGame+.

I haven't played that far yet, though, so maybe I haven't seen what you are seeing.

aaronsullivan

#17

aaronsullivan commented on Review: Shovel Knight (Wii U eShop):

@PuppyToucher @jariw @Genesaur
On the GamePad lag:
Don't get me wrong, most people aren't going to notice or care. The GamePad video streaming is amazing. It's just that with precision platforming games some will notice. With Mighty Switch Force I did notice.

Also, some TVs introduce a lot of lag on their own if they aren't in "Game" mode because they are trying to finesse the image through some processing. So it's still possible for the TV to introduce more lag than the GamePad. :)

Going through a projector can make it even more pronounced.

Again, it's minor and most people won't notice and I never meant to suggest otherwise.

This game is top notch though. If you've ever loved the old NES platformers or even SNES, you are going to — almost said "dig" — enjoy this game. For those that don't have that nostalgia or experience, it's still a great game, but it might not have that wow factor.

aaronsullivan

#19

aaronsullivan commented on Shovel Knight Soundtracks Released on Bandcamp:

Nice. Loving the music — the game is awesome!-- , but the arrangement of the Lich track (Specter Knight's stage) is much more subdued than I'd prefer. It has such a strong groove in the OST and I feel a missed opportunity. Makes me want to try my hand at it. :D

aaronsullivan

#20

aaronsullivan commented on Eiji Aonuma Hints at The Legend of Zelda on Wi...:

@TheRealThanos I think I may have snagged you in because of that big uppercase "NO". Sorry. But I did read your ideas earlier like the other player playing the enemy. I think I may have been including people who discussed something very similar not necessarily against multiplayer. I removed you from the list in the post though. :P

aaronsullivan

#23

aaronsullivan commented on Review: Shovel Knight (Wii U eShop):

Can't wait for it to go live on the Store. :D Feels good to have helped kickstart it from early on but they didn't really need my help.

It really just presses all the right nostalgia buttons without feeling outdated at all to me. I'm glad to see it seems to be living up to how good it looked.

aaronsullivan

#25

aaronsullivan commented on Eiji Aonuma Hints at The Legend of Zelda on Wi...:

@KeatonTS
I don't know. I mean I hear what you are saying but I've played almost every Zelda game from the first to the last with friends or family sitting right beside me. There were a couple where it didn't happen for long stretches but I've always enjoyed sharing an experience over consuming it alone.

If they could play along, all the better.

It's one of the reasons handheld Zelda's are less appealing to me, too. Very hard to share the experience.

Sad if it's true that the majority play alone. :/

aaronsullivan

#26

aaronsullivan commented on Talking Point: New Ideas, Not New IPs, Are The...:

STEAM has some image problems, but the game is solid and for fans of the genre who watch some of the extended game play footage they are going to be salivating. It's brilliant and hopefully the game play helps people accept the sometimes garish visuals. Even those not used to turn-based tactical games are going to find it more accessible. Definite potential for a word-of-mouth breakout hit. The last Fire Emblem surprised me at how popular it got, too!

aaronsullivan

#27

aaronsullivan commented on Talking Point: New Ideas, Not New IPs, Are The...:

This sentence from the article needs a rewrite or two "What we hope to see from this current Nintendo, which is currently seemingly engaged in its thoroughly useful 'fightback mode', is a continuation of what we've seen in the past couple of years and increasingly at E3; new ideas first, characters and IPs second"

aaronsullivan

#28

aaronsullivan commented on Shigeru Miyamoto Discusses Future Cross-Platfo...:

The big problem: Virtual Console is not that big of a deal to most people and doesn't bring in huge profits. Anything to diminish the profits at this point is probably not big on the Nintendo radar. I don't really see cross-buy adding that many additional sales. It could even cut them considerably. Are there really that many people that are holding back and saying "I'm not gonna buy a virtual console game until it shows up on both 3DS and Wii U".

That's my guess anyway.

Me? I love me some retro gaming, but we're some pretty serious gamers here to be posting on an internet comment board. Pretty small percentage.

aaronsullivan

#30

aaronsullivan commented on Developers Outline The Creative Process for Cr...:

I'm sort of at a loss with what the single player version would be. Whatever it is I hope it funnels people to the multiplayer game eventually training them so they aren't horrible online. The bigger online community the better.

In the meantime I want a free multiplayer beta at the end of the year! Even if it was basically what was being played at E3 it could really build the hype for the Wii U at the right time.

@eviLaTtenDant
Mario with FLUDD should totally be a "boss" character in the single-player mode. :P

@Tsurii897 I also like how the individual developers and producers are being highlighted. Nintendo has been doing it for the last couple of years, but it was really amplified this year with the digital event focusing right on the individuals and then the creators being present during the live treehouse videos.

It deemphasizes Miyamoto as he is not the only great designer at Nintendo and won't be there forever. More importantly it creates a connection for fans and an appreciation for the care that goes into making games. Plus, there is this overall vibe from Nintendo creators that they just want help people have fun. It's infectious in a good way.

aaronsullivan

#31

aaronsullivan commented on Eiji Aonuma Hints at The Legend of Zelda on Wi...:

@fluggy @rjejr @FullbringIchigo @Tsurii897 @vamkar @Goginho @Dpishere @KeatonTS @JaxonH @-X- @Sanguinaire @Theober555

IMO, there's little chance the single player experience will be significantly compromised.

That said, I find it disconcerting how many people want to play completely alone. There's not much worth doing alone if you have the choice. Pair up with someone that has common interests or with someone who is willing to give and take and try out different experiences while you try out some things they like. Life will be so much better, I promise. Games will be more fun, too. :D

I do admit that there are some serious pitfalls to step around as they add whatever type of cooperative play they have in mind. I'd put online and MMO out of your mind for now, though, because he specifically singled out the type of two screen play present in Hyrule Warriors: cooperative, local, one one GamePad, one on TV.

aaronsullivan

#32

aaronsullivan commented on First Impressions: Taking Sonic Boom for a Spi...:

Seems like a positive reaction but not much time to play (only 2 of 4 types of game play tried in Wii U version, for instance).

I always like the idea of cooperative play so that's a plus and my kids gravitate to Sonic even though I don't think they've ever really enjoyed a Sonic game.

@GuyWithTheGames The majority agrees with you? How would you know something like that? Show me the data. :/

aaronsullivan

#33

aaronsullivan commented on Eiji Aonuma Hints at The Legend of Zelda on Wi...:

@WanderingPB @sinalefa Zelda in Nintendo Land but fleshed out would be amazing. I'm sad that it always has to be "one-player" first. I get it... but it could be so much more fun with cooperative play. Perhaps everything could just be enhanced when there is a second player? More enemies, more elaborate puzzles with partner, more complex combat situations. Nintendo did it before by varying the puzzles for 1, 2, 3, or 4 players in Four Swords, so maybe. They'd have to be clever to avoid double the development time!

@Varoennauraa My first thoughts were also the "helper" character being playable. I was thinking even Navi with free flight out to a certain distance to find things and give an overview but also have other abilities. It's a natural extension for the casual observer. They can observe where they want to, freeing them from looking in the same place the main player is. The game could build more and more abilities as the game progresses and force interaction. Could be a great way to draw a casual observer in.

To those mentioning MMO, it's an interesting dream, but he is very specific comparing it to the TV and GamePad Screen separate gameplay experience of Hyrule Warriors, so I'd say he is clearly NOT suggesting anything MMO. I don't think it fits Zelda proper games much at all, but Hyrule has enough fun stuff that it could be a fun alternate Zelda game like Hyrule Warriors is.

aaronsullivan

#34

aaronsullivan commented on Nintendo Serves Up Another Big Batch of Treeho...:

STEAM surprised me. I don't think the comic book look and the 3DS ultra low res meshes too well honestly. Once I saw the extended game play video I realized how genius the new approach to turn based tactical strategy is. Sort of a hybrid where you can run around realtime-ish using and taking back your movement points BUT you risk revealing yourself while moving around — and no take backs on that.

I barely play me 3DS (just Zelda) and time for big RPGs or MMOs just hasn't been there for me for years, but I must admit that Fantasy Life has stunning appeal to me. :D

So, that's two major games for 3DS that I'll never have time for but I still want. :D

Bayonetta fans look like they have a real treat, too. The subject is just blech to me and it's hard for me to get into it's hyper-sexualized-gaudy-witchcraft-weirdness, but it's so over-the-top and inventive I can't help but be impressed.

I probably would have written off those three of these games with the standard trailer plus screenshot reveals, but this E3 did the trick.

aaronsullivan

#35

aaronsullivan commented on Reggie Fils-Aime Highlights Importance of Chil...:

I've taken care of my part, Nintendo. My kids are Nintendo crazy and stared jaws gaping, trying to absorb every bit of info while watching the E3 digital presentation. They only awoke from the trance to either express how cool something was (Mario Maker for my daughter) or to bounce off the walls and furniture (my son after all the Super Smash Bros. furniture). As big fans of Kirby's Epic Yarn they fell completely in love with Yarn Yoshi as well.

I agree with @rjejr , though. They also love the mobile devices and there is some drivel on there. Nintendo needs to remind kids of the deeper, more rewarding experiences they offer on those devices.

And a Smash Bros. anime in the style of the Palutena reveal would suck a ton of kids in. In the right hands a show in the world of Mario could be much better than previous attempts, too. Like My Little Pony or not, that reboot has amazing writing with a solid sense of style and world building. I'd love to see what that team could do to the world of Mario and Zelda (like Wind Waker)... in a smart way obviously. I wouldn't want Peach to be all Pinkie Pie. :P

aaronsullivan

#36

aaronsullivan commented on Reggie Fils-Aime Defends Wii U Prospects as Sh...:

Sounds like Nintendo is on the right track. If the young upstarts at Nintendo are coming up with games like Splatoon, I say give them more power! I want to see what those Mario Kart 8 developers are working on, too. :D

@Hy8ogen Whoa did Mahe hack your account? Oh wait, is there some sarcasm in there?

aaronsullivan

#37

aaronsullivan commented on Shigeru Miyamoto Confirms That Dual GamePad Su...:

@rjejr
To be clear, my idea isn't about removing the console or making it just a "home base". The hardware specs are already lagging behind for the sake of value in the console, I'd hate to see it lag all the way back to what you can afford to carry with you.

My thought is about integrating the two platforms to the point that one is the primary controller for the other. You could go portable only, or you could go portable AND console, but you can't do JUST console (even though to the consumer it could feel that way as the portable would be used only like a GamePad if they wanted.)

What I like that you brought up is the next portable system could integrate with the Wii U as is. My hope is that it will be future-looking to match with the next home console in a major way.

I guess I just want it all. :) Problem with tablet/phone gaming is high price and no controller. Problem with 3DS/Vita cramped and tiny/ugly screen. Console isn't portable and split screen play is often limited.

aaronsullivan

#38

aaronsullivan commented on Talking Point: Nintendo Successfully Wooed Som...:

Nice write up showing some wider opinions. Really enjoyed E3 and there's no way Nintendo won't do something similar next year.

So, strategy:
Nintendo should release a Splatoon beta during the Holidays. I've suggested it before, but now I see Microsoft is having a Halo beta during that time... how awesome would it be to have Splatoon face off against Halo. Sure there will be those who scoff, but it would be a good story and make for some people arguing which is more fun and really give Splatoon a bigger spotlight and highlight how the game play and fun is the important part.

aaronsullivan

#39

aaronsullivan commented on Atari's "Corporate Comeback Strategy" Includes...:

I really enjoyed Atari from the start but especially the little resurgence that happened as arcades were starting to fade: Blasteroids and Xybots were really creative with controls and introduced in-game shops for upgrading that pushed gaming forward in that space. I miss that Atari. It is long gone. This "plan" just sounds completely sad. They need somebody with some creative vision to breathe life into the old IPs.

@WiiULoveSquid ninja'd me a bit, but I imagine the sentiment is going to be a shared one.

aaronsullivan

#40

aaronsullivan commented on Shigeru Miyamoto Confirms That Dual GamePad Su...:

You know what @rjejr? We are going to have to wait for the next generation Nintendo devices. I think some combination of portable device and console that uses the portable as the controller could really benefit the next generation.

We already know the hardware teams are working together and Nintendo is working on a unified platform for the next generation so programming for each device isn't completely different.

Now imagine if there was a new portable that was made from the start to have bulky ergonomic grips that are removable. The purpose is to make it as nice as a regular controller for a console. In fact, the main controller for the next console IS the portable. You can then connect many other portable devices to the new console and each is a controller with not only a screen and the right hardware to quickly communicate with the console, but a processor and GPU for playing games, of course!

Now, it could still stream from the new console when needed or convenient for much better graphics, too.

Then, there could be the expectation that almost every game has a portable mode of some kind. It wouldn't be too challenging for developers either as programming for the console and the portable won't be as different as it is today.

The value would be much more immediately seen by consumers as well. "Wait, I can take that with me and it's like a 3DS this time?"

From the 3DS fan's perspective it's also a boon: I can get the console and see all my games on the big screen, because, yes, it should do that, too. Any game made for the portable first, should also either have a companion download game, or at least a way to play the game in high resolution on the big screen even if the textures and effects are limited by the storage and specs of the small device (remember it can stream to the console like the GamePad does).

I really hope this is what Nintendo has in mind actually. There are many pitfalls in attempting something like this, but this isn't just pie-in-the-sky thinking. The tech is there, it's just a matter of balancing out the specs, the battery life, the features that every part needs and especially the costs.

The biggest question mark for me would be the console that comes with the portable. The price could be prohibitive. If you take away the GamePad the Wii U would be about $200 at least and the 3DS XL $200. That's $400. Would Nintendo risk that consumers would get the utility of the portable this time?

Maybe the portable could release first (probably would right?) and then there would be an edition of the console that comes with the grips for the portable but you supply your own. That would be the best excuse for 2 separate SKUs I've seen, actually.

Nintendo would have to make the only primary controller the portable itself, though. If you didn't then you'd have limited support with the console games and it would derail the whole thing.

For anybody who read this far. Thanks! lol :D

aaronsullivan

#41

aaronsullivan commented on Shigeru Miyamoto Confirms That Dual GamePad Su...:

@rjejr
When the first rumors in the wild about Wii U were talking about screens on controllers I imagined EACH controller having a screen. The possibilities would be great for all sorts of uses. Price, performance and all that, of course are a problem.

Here's a thinking-outside-the-box idea: How about one of those clamp style controllers that you can add to a smart phone or tablet? But this one is Nintendo branded so has the same basic button layout as GamePad. The real addition here, however, is complete integration with Wii U. Through an app and radio hardware in the accessory It can stream and have video streamed to it like the GamePad, it also has the NFC capabilities. The best part is it can run apps with the processor onboard the mobile device: Nintendo-made apps that only work with Wii U games. Now you can offload the processing to the mobile device (that everyone has anyway).

Maybe Nintendo could even start virtual console gaming on those devices only when using the Nintendo Clamp. You'd still have to buy games via the Wii U or 3DS so as not to diminish their value. That's much less likely though.

@gatorboi352 @Tman
I love that little TV button as well, but I really wish they would update the audio to allow for controlling a separate device. I have an old receiver for audio with the TV and anybody who cares about sound --gamers should!-- would have a similar setup to avoid using tiny tinny speakers built into the ever diminishing frames of TV sets.

@rjejr again: The TV button is just simple. Once configured, when you want to play the only device you have to grab is the GamePad. The TV button switches the remote screen on almost instantly and you can turn the TV on and switch the input without looking for another remote. If you use your TV speakers for sound you can also change the volume. It's nice and simple but useful.

aaronsullivan

#47

aaronsullivan commented on Guide: The Biggest Wii U and 3DS Retail Games ...:

@Chubblings After watching about an hour of game play on the Treehouse E3 live show I have a pretty good idea of what to expect. I tend to read reviews carefully to see if the downsides the reviewer mentions matter to me and what they like lines up with my taste.

Basically, the 2-player 2-screen co-op is going to make it hard to pass up. That's just too fun to spread out in the battle field and meet back up even if it requires copious button mashing.

aaronsullivan

#48

aaronsullivan commented on Eiji Aonuma Vows to Reduce Hand-Holding in Fut...:

@rjejr @sinalefa @BossBattles
Some enemies react to where your sword is not just which way you are swinging. So second analog stick would have to control placement and then swing too? Feinting, too. Map holding over your head to a button, too. So cumbersome that way, IMO and I even like the little shield push back thing. I guess another button or something. :/

My only point is that retrofitting skyward sword to have traditional controls isn't trivial.

I'm seriously not sure what I want for the new Zelda. I love the GamePad for WW. Really works well for aiming for instance but I also like it as a tool for a second player to help out. Tough decisions for the Aonuma and the Zelda team.

aaronsullivan

#49

aaronsullivan commented on Eiji Aonuma Vows to Reduce Hand-Holding in Fut...:

I really like the Fi character overall. I thought of her suggestions and interruptions as a quirk and it worked... sometimes. She is the first Zelda helper who grated on me though (Navi never bothered me much). The "captain obvious" stuff was the most insulting. It really takes away the illusion that you are making smart decisions about what to do next, so I'm glad he's addressing this.

You know what I hated more though? The bug collecting taking SO long to switch the interface and explain what the bug is each time you sit down to play. I liked the recipes and that part of the game especially when playing hero mode, but the interface loading was excruciating.

@BossBattles I get that some people would prefer regular controls for Skyward Sword but have you thought that through? So many creatures and bosses need directional strikes to make them interesting. You need to be able to feint to defeat a certain long tongued individual. None of that is possible with traditional Zelda controls. It ain't just waggle.

aaronsullivan

#50

aaronsullivan commented on Guide: The Biggest Wii U and 3DS Retail Games ...:

I'm almost sold on Hyrule Warriors. Bad reviews could ward me off. :)

I think we'll go for Wii Sports Club actually. I didn't like the prices so far so I didn't commit but the package deal seems nice.

Captain Toad, yes, please.

Art Academy, yup. My daughter will eat that up.

Hard not to be impressed by Bayonetta 2 with it's great game play and its relentless and completely-over-the-top nature but not my cup of tea content wise.

Sonic Boom will need some good reviews for me to pay attention. Kids DO like Sonic.

Disney Infinity is losing steam for us lately and I'm not sure 2.0 is going to be enough to revitalize. Maybe.

Watch Dogs was a great premise until the main character became so evil and twisted, basically. Not interested in that type of killing spree especially without the satire of GTA.

If there's a particular song or two Just Dance 2015 might get bought after big sales.

Lego Batman 3? Maybe. Needs good reviews. My kids like the LEGO games, but you just don't need that many of them in the Library. lol. Star Wars trilogy, Batman 2 demo on the PS3, and the fantastic Lego City have been plenty for now!

3DS XL is getting very little use from me and only in my fantasies do I have time enough to play a game like Fantasy Life, but I sure did like the look of it when watching the Treehouse video. I would enjoy that one.

I'm a little worried about Smash Bros. When my 5-year-old sees it being played he starts bouncing off the walls and jumping off the highest points of furniture.

With MK8 this is WAY MORE than enough to hold this family over to 2015, though!