lorddisco
Jason C.
lorddisco

How is an inconsistent controller not a variable?

Only variable? You aren’t paying attention. The other variable is calibration, which the Wii remote needed to be recalibrated often. Again, we are talking about dated and inconsistent technology. If you ever had to recalibrate your Wii remote, it’s because it wasn’t performing like it should have been. If it somehow

1-2 Switch is a novelty game. I was referring specifically to action games, you know, like Skyrim (The game the article is about) and Zelda (A game series where the newest entry abandoned waggle controls from Skyward Sword).

Okay. Let’s get technical, shall we? The Wii remote used, by the time Skyward Sword came out, THREE different means for motion control. 1) An accelerometer, 2) An optical sensor, and 3) A tuning fork gyroscope.

Not true. It was simply inconsistent, and in an action game (Especially in SS), that sort of precision aiming is key. For example, I can perfectly swing the Wii remote sideways 20 times in a row, and 1 or 2 of those times, it would swing down. Sure, that sounds good enough, but if you’re in a pinch, those are not good

I do 100% agree with you here. I was not interested in ARMS until I tried the Testpunch and used the Pro Controller. Then I was sold.

I’m not saying they can’t. haha. I’m just questioning why they’re bringing it back. I mean, those waggle-control options were pretty ridiculed.

Whoa, whoa, whoa. Slow down, hoss. The motion controls for Skyward Sword was the one most criticized thing about the game. They are not “awesome”. They were inconsistent and undependable. It was super-gimmicky, and Breath of the Wild is proof that going back to standard button controls is definitely the better option.

Hahaha. I’m afraid it might make it worse, though. That was kind of my point.

Thank you. For crying out loud, you’d think when I said “Wii-like motion controls”, people would know I’m not talking about gyro controls. haha.

My neon yellow JoyCon and ARMS will be here in 4 days! w00t!

ARMS is the only true motion control-enabled game for the Switch so far. I don’t consider gyro controls to be the same as the “Wii”-like motion controls that I am referring to.

The Switch uses gyro, duh. We’ve already established that. The Wii, however, used motion sensing through an accelerometer and a optical sensor. The Wii Motion Plus used gyro technology to enhance the accelerometer and sensor, but it didn’t make the Wii controls “gyro”.

Pay attention to what I wrote, please. We aren’t talking about gyro controls. I said, “generic ‘Wii’-like motion controls”.

Not “Wii”-like motion controls. Pay attention to what I wrote. BotW uses gyro controls.

If you’re talking about Breath of the Wild’s puzzles, that’s gyro. Not “Wii”-like motion controls, which is obviously what I was talking about.

PS: Arms is a “sport”-title of sorts, so the motion controls make more sense like they did with Wii Sports (Also, Arms has numerous control options). Second, Splatoon 2 has gyro, not “Wii”-like motion controls. Third, Breath of the Wild, like Splatoon, uses gyro. Not “Wii”-like motion controls.

I figured as much, but my point was still why bring it back at all? Breath of the Wild didn’t implement sword or bow motion controls at all this time around, and it was only Skyward Sword ago when Miyamoto was bragging about those “awesome” Zelda motion controls.

Amiibo support, I am all for, but why bring back these kinds of generic “Wii”-like motion controls?

To some degree, yeah. I mean, why hate for the sake of hating? Seriously? It’s a waste of energy, and psychologically, it’s not healthy at all to have disdain for disconnected things.