A Link Between Worlds continues to thrill me with it’s sense of artistry, and how Mr.Aonuma’s team really went all out in creating a gorgeous looking world you can really jump into.
I wasn’t even sure if I was going to Link these articles into a trio, but I stand corrected. Who knows? We may get a quadrilogy out of my thoughts, with my fourth post talking more about the in’s and outs of the armaments and multiplayer elements ALBW has to offer.
Hmm…I’ll have to think of a good name.
While I have no definitive focus in writing about ALBW today, I never really have a definitive focus, and it hasn’t turned out poorly yet. Besides, some of the aspects of the game I want to discuss don’t really involve playing the game, as much as they center around ideas the game has inspired. As I made mention of in yesterdays post, the “wall hugging” aspects of ALBW really ties the game together. It’s obvious the experience was built from the ground up with merging in mind, and the ability feels just such, and not more so a gimmick to distract from the gameplay.
My mention of Skyward Swords motion controls are in acknowledgement, and not agreement of their accused gimmicky nature. I’m taking a breath as we speak, so as not to completely derail from my ALBW focus. I could write entire an series of articles detailing the dialogue surrounding Skyward Sword, and the Wii era in general, so bare with me as I struggle against the urge. In any case, while I’m not congruent with the angry detractors Skyward Sword definitely had, it was hard not to hear the outcries of it’s stubborn use of motion controls. Ignoring all other premise involved with the argument, it didn’t matter whether the motion controls were good or not, it’s that motion controls just aren’t good for some people. Even more alarming, is that some people who don’t enjoy motion controls, also happen to like Zelda.
This realization alone should have forced Nintendo into a compromise, and allowed for a pro controller or wave bird alternative to make everyone happy. If the goal of your game is to reach a wider audience, (See: Nintendo Blue Ocean Strategy), then customized controls are the first logical step towards including the largest number of gamers (buyers) as possible. Think of it as kind of a …”Between Worlds” option, one that would benefit all kinds of players.
I imagine some of you laughing, while others are thinking to themselves “bitch don’t know comparative analysis worth dick”.
Fuck you, and give me a second.
The comparison isn’t exact, in paralleling ALBW on the 2DS and proposing SS be played with regular controllers, only because I referred to the wall hugging as the gimmick, and not the 3D of the device itself. However, when one considers the motion controls for SS were a bi-product of the Wii’s functionality, then Nintendo offering up the 2DS (and subsequently being able to play ALBW without the 3D as a result), shows us a clear case where Nintendo was quick to correct innovative assumption. Once again, I don’t dislike the 3D on the 3DS, and I can play with the effect full blast for hours. I can however, hear noticeable cries against the implementation of the 3D, whether it be through it’s inclusion as a gimmick, or just the fact that the 3D physically bothers their eyes (and hurts the wallets).
Kind of re-framing my point for a second, the 2DS kind of represents a (thankful) awareness on Nintendo’s part, that for once, a gimmick gamble didn’t pay off. This is in stark comparisons to when it certainly did with the Wii, by stupid fucking amounts, but the continued trouble the 3DS has had, from early attempts with the apologetic ambassador program, to the inclusion of the far cheaper 2DS, proves that Nintendo has only been able to make right in recent times, by admitting how terribly wrong they were.
Sadly, Nintendo just doesn’t have that old school nostalgic infallibility they were once known for. In some ways, Nintendo lost it’s Power a long time ago.
So, after some deliberation, and an extremely round about point, I think just analyzing why Nintendo came out with the 2DS is a serious indicaton, in a weird way, there really is no reason to have refused Skyward Sword players an alternate control method at all. It’s been made perfectly clear Nintendo can’t be on a high horse of success when they’re dodging low hanging tree branches of logic, and I think SS would have been more warmly received and just more played ($$$), had they just released an alternative control scheme to begin with.
It’s way easier than coming out with a whole new console.
Wait, what was I suppose to be talking about? A Link Between Worlds? Well, that didn’t really work. I’ll just rename the piece “A Link Between Posts” and act like I was tying two separate points in time together through some clever editing.
They’ll never know.
Entirely focused or not, I think we covered some good ground today. We learned wall hugging is easier than sword fighting, and that ignoring those who matter most will cost you dearly in the long run. Oh, and Zelda rocks…but I’m not sure my post was entirely needed to impart that truth. While I am of the firm belief gaming benefits creative solutions and fun effort, that’s not to say there isn’t more than one way to approach a problem, and sometimes the best solution is often the simplest. I said yesterday that in order to enjoy ALBW, all you had to is think fourth dimensionally.
Simply speaking, thinking fourth dimensionally isn’t always required.
Sometimes it’s best to just avoid tripping over yourself.