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Zelda TP won't use Revolution Paddle

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But if Iwata said that he was pressuring Shigzy to get a zelda game for release then waht is it? or was that a mario game?

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Iwata has asked if Miyamoto could have a Mario game ready for launch, pressuring is not the word to use; Miyamoto has said he will try, but the game will be ready when it's ready.

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How many disks do you think the game is going to be on considering this game is goiing to be huge? Will it require switching disks a fair bit? Will there be a point where you won't be able to go back and you'll have to switch disks? OOT you could explore everywhere with no restrictions. I think the game is gonna be on 3 disks(Tri-force). Don't want it crammed on 2 discs with alot of compression. Was thinking they might put the dungeons on 1 or 2 discs. I'd like 4 them to bring out a special edition for the revo. The games should all fit on 1 disc for it. Don't know what it is but I don't like having a game broken up. Maybe extra content? Though that's not fair on the loyal gamecube fans. But it could help sales.

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When was the last time Nintendo took it upon themselves to "squash" a rumor?

 

 

......My point exactly.....

 

 

Nintendo is known for letting a rumor be a rumor. In other words, they don't comment on rumors. They simply let it live until they have an official announcement.

 

This is basically confirmation for me....but either way, I'll still be playing Zelda.

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Oh, Masaki, if you don't like the "paddle" then you won't be buying a Revolution, so your point is moot, it wouldn't be of any concern to you.

i agree wholeheartedly with Masaki. it would be bloody annoying playing a zelda game, nay, ANY game, waving the remote at the screen!

at first i was excited by the controller and the fun games that could be released with it...

but cmon! you can only play fly swatting games for so long!

 

[rant]

 

if you dont like the "paddle", that does not mean that you wont be getting a revolution... i mean damn, what are you gonna do YenRug? stalk him and make sure that he doesnt get one? im sure that many gamers out there will be happy to get the system with the idea that the ngc controllers work with it. at the moment, i would probably give up on gaming altogether if nintendo were to make every game paddle compatible.

 

[/rant]

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^^ I agree too, I'm gonna buy a revolution, but this game shouldn't be ruined and delayed by some cheap implementation of the revo's controller, how's sword swinging suppose to work in a 3rd person game.

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I'll answer that...

 

Note: This is from the PlanetGameCube forums. I had posted it there first.

 

I guess it's time I add my own scheme...

 

I've put some thought into it and coming up with a proper control scheme is actually quite difficult. I came up with one that I think is the most complete and intuitive. I tried to find a balance between classic or IANistic controls, and revolutionary control. I feel that the balance between the two would be the most beneficial.

 

Well first off, I'll explain the control scheme in three parts: Link on foot; Link Attacking; and Link on horse-back.

 

Link on foot

----------------------

 

-- Analog stick -- controls Link's movement.

-- REVmote -- will effect, and or, completely control the camera. When running normally, the camera will be mostly automatic. You can point the Revmote left to look left, but you don't have complete control over it. It is more like temporary control. So you can quickly look at what's above you or to the side of you if you please, simply by pointing. However, the camera will return to normal after a short time, unless you return the camera yourself. The purpose for this is to allow precise pre-targeting. If you want to target the beast on the left, rather than the one on right, then simply point towards that beast and lock-on. Now, if you twist the controller on its side, then it will allow you complete control over the camera. It's kinda like "Up-C" in past Zeldas, except the view is over the shoulder and you can still run. So now you can look everywhere, and even zoom in or out by moving the controller forward or back. Also, I must note that the view will not always start out as over the shoulder. For instance, when your are already looking upwards and you see something of interest, you can twist the controller and zoom in without having the camera first restart behind Link. NOTE: The zoom feature is pretty limited, but the purpose for it is to allow you to target things that in past Zelda's may have been un-targetable. For example, while looking around, you see something hanging from a tree way above you. You zoom in enough to finally lock-on. Once locked-on you fire an arrow. Turns out its a chest full of rupees!

-- "A" button -- Context Sensitive. Unlike IceCold, it will handle all context sensitive situations. For example, if you have to jam a gear with a small metal beam, you first press "A" (similar to RE4) to open the view and allow direct revmote activity, then you use the revmote to pick up the beam with "B", finally, you simulate the action.

-- "B" trigger -- Whips out or sheathes sword. Once unsheathed, the revmote will handle all attacks with an assortment of pre-configured wrist flicks to control Link's attacks. Also, the camera will then switch to automatic. The revmote will also mimmick arm movements. So, if you'd like to create your own attacks you can. For example, large arm swings and stabs will actually be represented in the game. If you'd rather save your energy, you can always fall back onto the pre-programmed wrist flicks, or you can use both. This will come in handy when you need to deflect arrows and such with your sword. Remember, this is Link before he has locked-on to anything.

-- D-pad -- This will handle Link's items. Once an item is selected, depending on what item it is, you may have full control over it. Having full control over an item will switch the camera to automatic. An example of an item that you can control is a lantern, jar, butterfly net, deku stick, or lasso. Items you don't have complete control over are a bow, boomerang, and hookshot. Don't get confused, if you have your bow out, you can "pull the arrow back", although you won't want to in many situations. You'll most likely want to fire quickly. To do so, you hold the same direction on the D-pad that selected the bow, then press "B" button. So it's somewhat of a combo move to fire. The reason for doing this is to allow you the ability to pull back the arrow if you'd like. To do that, you hold the bow button then pull back the controller to fire, then press "B" to release. This will allow you to put exactly how much power you may want in an arrow, be it a really strong arrow or a weak arrow. While holding your bow, the camera will act normally as if your running with nothing in your hand. As soon as you hold down the bow button, the camera will swoop to over-shoulder view and the Revmote will aim your bow. You can still run even while aiming.

The boomerang works in the same way. You hold the boomerang button to aim with your revmote. You can then lock-on to multiple targets by pressing Z1. To fire, you can either press the "B" button, or quickly flick your wrist. The hookshot, you simply hold the button and press "B" to fire.

Some items, such as the deku stick, will allow you complete control. So it will be very easy to light the stick in a fire, even from a fire place. You can then wave the stick to signal someone, or reach up high to light something, or maybe even light a specific candle (similar to E.Darkness). Holding the deku stick button, will allow you to chuck it. You first hold the deku stick button, draw back, then as your making the "chucking" motion, you release the deku stick button.

The lasso would work in the same way. You hold the lasso button, twirl the revmote in a circle, then release the button as you perform the "chucking" motion.

-- Z1 -- Lock-on / Return view to behind Link.

-- Z2 -- Link's Sheild. Once this button is held, you can control Link's shield anyway you like, and even thrust it forward as an attack. You can defend every part humanly possible, so even above your head.

 

 

Geez....I assure you the rest won't be as long.....

 

 

 

Link Attacking

----------------------

 

Attack mode is triggered by locking-on to something (Z1). The camera is behind Link at this point. The sword is controlled by Revmote. All items are controlled the same way.

-- "A" button -- Jump / Jump attack/ downward thrust (when enemy is down)

-- "B" button -- Unsheaths / sheaths sword (tap "B") / Roll (while moving) / charge spin-attack (hold "B" : You're sword will charge even as you attack and run. No longer will he form that spin-attack stance)

-- Z2 -- Sheild

 

This will allow you to pull off complex moves such as, slice, stab, slice, roll, spin-attack, downward thrust.

 

 

Link on Horse-back

-----------------------

 

In general, it's basically the same as "Link on foot."

 

-- Analog stick -- controls Link's movement.

-- REVmote -- the same as "Link on foot." You can have partial control of the camera at all times, but you can have full control with just a twist of the controller. Camera returns to automatic when sword is unsheathed.

-- D-pad -- All items are controlled in the same fashion, however they feature minor changes. For instance, when aiming your bow while on your horse, the view will be over the shoulder. The Revmote will aim, and as you aim from left to right, the camera will swivel from left/ over Link's left shoulder / over Link's right shoulder / right. This will allow you to precisely aim in all directions except behind you. You still have full control of the horse, but until you tell it otherwise, iit will automatically do whatever action it was doing before you started aiming (so if it was standing still, it will continue to stand still).

-- "B" button -- Unsheaths / sheaths sword. The REVmote will control the sword exactly the same as "Link on foot" with quick flicks attacking. However, the position of the revmote will dictate if your attacking to the left or right of the horse. You still have the possibility of creating your own attacks. For example, you can hold out your sword exactly the same way Link held it during the bridge battle against the boss. Also, you can hold your sword above your head as you charge into battle. Charging works the same way. So you can point the sword towards the sky as you charge your spin-attack and head into battle.

-- "A" button -- Speed up

-- Z1 -- Lock-on / Puts camera behind Link. You can't Lock-on to moving targets though.

-- Z2 -- Sheild

 

To reiterate the spin-attack:

 

To preform, you hold the "B" button down. The beauty of the REV is that it will allow you to charge the spin-attack as you are attacking normally. You can even run/strafe as you normally. To release the spin-attack, you release the "B" button. So you can combine moves such as, horizontal slash, stab, spin-attack, roll, downward thrust.

 

In my next post I show exactly how this will Revolutionize Zelda in many ways besides the obvious ones.....

 

~~~~~~~~~~~~~~~~~~~~~~~~

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~~~~~~~~~~~~~~~~~~~~~~

 

-- Quote --

I really like your camera control ideas for the NRC - they're brilliant. What you described would be completely intuitive and it would help the gameplay so much more. One questoin, though. In "Up C" mode, is there a way to lock the camera? Because it would be nice to run around and control the camera so extensively, but what if you want to lock it in one specific place? When you use the C-Stick, you set the angle and then it stays there. With this setup, I didn't see a way to keep it in once position.

 

 

 

No, I'm afraid there isn't. However, maybe a mechanic could be added to lock the camera where ever you decide to twist the NRC upright (undoing your manual control). Would that solve the problem?

 

-- Quote --

But that brings up the whole debate about whether these controls actually help the game or if they are just there to make it different but don't really improve the system. The example you gave was that instead of just shooting the arrow (which you still incorporate), you would pull back the controller and press B to fire it. You even said yourself that you won't want to pull it back in many situations.

 

 

 

I see your point. The NRC has the ability to make gameplay more realistic; however, some gameplay we deem as fun would be incredibly hard, and thus not fun, if we had to perform those actions realistically. The NRC shouldn't make anything harder, even if that means not using the NRC at all. They should use it when it is best to use it, and only then. That is the only way you can better the product as a whole.

 

You see, I don't think Nintendo is out to replace EVERY aspect of a game. If they are, they would be stuffing NRC where NRC doesn't belong. Still, the bow and arrow will benefit from the NRC simply because you can aim faster and more accurately. Honestly, I see that as a worthwhile improvement.

 

I could do without the "pull back the arrow" mechanic until you can actually hold the bow with your other hand to aim. I added it simply because there may be some puzzles or challenges that require you to shoot a strong or weak bow. Also, imagine winning a prize similar to the Golden Scale that allows you to shoot father than before and maybe throw certian materials.

 

Now, I want to remind you that this problem you pointed out only comes about with items that cannot be translated well to the NRC. Even with those items being midly improved The NRC will revolutionize Zelda to the point where you will be satisfied with the change.

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I like that control scheme very much. At first I was skeptic but I think it might work out very good indeed.

 

Still Twilight Princess should remain the Cube game it is. I think what Yenrug said is true; they delayed it mostly so the content would be far bigger than it would in a Q4 2005 release.

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[rant]

 

if you dont like the "paddle", that does not mean that you wont be getting a revolution... i mean damn, what are you gonna do YenRug? stalk him and make sure that he doesnt get one? im sure that many gamers out there will be happy to get the system with the idea that the ngc controllers work with it. at the moment, i would probably give up on gaming altogether if nintendo were to make every game paddle compatible.

 

[/rant]

 

If I were you, be prepared to give up gaming altogether, then. Do you honestly think that any future Nintendo developed Revolution game is not going to be exploiting the controller in some way? They cannot afford to create a game which only uses the shell or a Gamecube controller, because at that point other developers will turn around and say, "If it's good enough for Nintendo, then it's good enough for us!" Nintendo's aim will be getting every developer to use the controller in some way, so it becomes difficult for a game to be ported to any of the other systems, or the unique control is a hook for buying the Revolution version. If you only want to use the GC controller, keep on playing on your GC, plain and simple.

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