#resident evil 2 one shot demo
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KieueCaprie's List of Games Finished in 2023: Entry 10
tfw Tumblr still doesn't have spoiler tags because there's a bunch of games in this entry that I want to talk about in full.
#26: Etrian Odyssey 1 HD
Finished When? 11/7/23
What's Finished? Main Story
Platform? PC
I didn't get into the Etrian Odyssey franchise until the 3DS era with Etrian Odyssey 4, which was pretty good by the way. I enjoyed creating my own party of adventurers and going out into the world to slay monsters and solve the mysteries of Yggdrasil (or whatever World Tree they explore through).
Then I moved onto Etrian Odyssey Untold, which was a remake of EO1 with a more story-focused cast of characters but with an option to play the game in Classic Mode. I also liked the it.
And then I fell off. Not because I hated the series but because other things took my attention and it fell by the wayside.
Then cue Atlus saying they're porting Etrain Odyssey 1, 2, and 3 to PC and now it caught my interest again, especially due to the fact that there's a potential for modding in there! So I picked up the bundle and started playing with EO1HD.
I will say that it was fine, I was treading old ground so nothing was really new to me and while I still like it, I feel like it has parts where it overstays its welcome, especially towards the end, and, of course, the music was just the classic music, not Untold, which kinda sucks but whatever.
It's fine for what it is and I can now say I've completed a version of classic EO1.
Now, I just wish Picnic mode wasn't super heavy-handed in its changes to enemies because taking 20% damage from them seems too much. Atlus REALLY loves making their beginner modes SUPER easy for some reason and I don't know why they do this.
#27: My Friendly Neighborhood
Finished When? 19/7/23
What's Finished? Story
Platform? PC, Steam
This game was on my radar for quite a while ever since that one Steam Next Fest (I think?) had a demo for it, on top of seeing tweets (sorry, X-cretes) of it on my feed of the developer working on bits and pieces of it.
When it finally came out, I went to go pick it up and while the price was a little higher than I initially expected, I'm glad to have paid the price of admission for it! The characters are memorable (I mean, they are when you have to listen to them prattle on about the mail for the entire playthrough), the gameplay feels like I'm playing a Resident Evil (not the super action-packed ones) except with puppets and the fact that there are cheats in a game in 2023 is something that I never thought I'd see.
On top of that, I enjoyed how it essentially deconstructs the whole mascot horror formula and makes its own where the mascots in question aren't out to kill you, at least, it seems that way, and aren't trying to eat your pancreas or whatever.
This game is great and would definitely sit on my list of favorite games this year.
#28: Pikmin 4
Finished When? 22/7/23 (First completion), 24/7/23 (True 100%)
What's Finished? Game complete, True 100%
Pikmin is one of my favorite Nintendo franchises that I wished did not get shot in the head by a game that just feels tedious. Fortunately, Nintendo finally dug up the grave and brought it back to life (Now do it for Chibi-Robo, PLEASE.) for Pikmin 4, something that took 10 years to add a dog.
I played the demo and loved it, even went out of my way to not meet the 1500 sparklium limit just so I could experience all the caves, the controls feel great, Oatchi is baby and I love himb, and the levels you have to go through are quite beautiful to see on the Switch, all of this running on Unreal Engine too.
I have quite a bit more to say about this game so I'm gonna have to say that there's a Read More below that will spoil Pikmin 4 for you if you click on it. (EDIT: lmao nevermind, clicking expand on the post in the feed also expands the read more so now I have to make a separate post)
#29: Ratchet & Clank: Rift Apart
Finished When? 1/8/23
What's Finished? Normal Mode Story
Platform? PC, Steam
When I first heard this game was only coming to PS5, I unanimously decided to just.. not. Just not. This was because I could not get my hands on a PS5 and that it was terribly expensive and getting a console for one singular game these days feels like a waste, so I decided to just not talk about this game so as to avoid the algorithm.
This was so I wouldn't get spoiled on anything beyond what was shown in trailers and also so I wouldn't get an ALL BOSSES & ENDING (NO DAMAGE) video on my Youtube feed by some jerk who decided to plaster the face of the final boss in the middle circle and call it a day. Surprisingly, this actually worked and I never heard about this game again.
Then Sony decided to port it to PC and I jumped on it because now I can actually play it. Of course, I decided to wait until I was done with Pikmin 4 first before I moved on and I'm glad I did.
I'm really glad that I was lucky enough to have a PC that could just power through some of the issues the game had, although it still had a few issues such as geometry not loading in and the occasional time where I would clip through the ground and die for no good reason, but I was able to play through the game from start to finish.
Was it worth not spoiling myself for however many years? Probably. It was a short game but I got my money's worth. Rivet is cute, Ratchet is great as ever, and the fact that the game completely ignores the remaster of the first game is also great, mostly because that game kind of ruins Ratchet's character development that he went through.
Also, on my birthday, I was given a Dualsense controller (Lemme say that I didn't know what I wanted for my birthday, it's hard to do so these days...) and I must say the adaptive triggers did change up the gameplay quite a bit, priming a shot with a half-press and clicking it all the way in to fire. I initially thought it'd be overhyped as all hell but no, it felt pretty good to use, add to the fact that it has touchpads much like the Dualshock 4, which means that it'd be the perfect companion to my Steam Deck as well as enabling a much easier time of gyro gaming on PC (one of my issues with gyro gaming was simply not having an easy way to toggle the gyro on and off and I was not about to give up one of the face buttons for gyro-ratcheting).
All in all, game's great, was worth the wait, and I'm surprised at how well it ran and looked on the Steam Deck running at 30 FPS @ 800p. Perhaps I judged 30 FPS too harshly.
#30: Nerf Arena Blast
Finished When? 5/8/23
What's Finished? Single-player campaign
What prompted me to play this? Why did I choose to play this? Simple. Nostalgia, among other things.
This is probably one of the times where nostalgia really screwed me over.
The feel of the game is great, I loved the 90's aesthetic of there being some sort of nerf arena and playing as an up-and-coming team, the first few levels were pretty nice to play through too, but that's where everything kind of stops.
Also, this game is... well.. it's a game filled with slow-moving projectiles and bots that are dumb as bricks one minute and ultra try-hards the next is not my idea of fun. Not to mention that the game began to feel tedious as I kept pushing through the campaign.
Sure, I'm probably asking for a lot from a licensed kids game from the 90's/00's but Unreal Tournament had a lot more to offer than just deathmatch, ballhoopmatch, and speedrun, I wish they had done more than just those modes.
Speaking of the modes, I've found Ballblast to be extremely tedious to play through. It felt like it'd drag on and on and on and on and on and on until someone FINALLY finds the six dragon balls, shoots them through a hoop, and then collects the seventh one and shoots it through a hoop to FINALLY end the game. I have to ask, who the hell decided it would be a good idea to make it UNTIMED? There's a VERY good reason why objective gamemodes with the ability to disrupt those capturing has a timer, it's so that, at the end, the game can end and the winner be found.
But these games could drag on for ages, compounded by the fact that the bots, despite being masterful gods of leading projectiles, are stupid, somehow even dumber than Unreal Tournament's bots, and will take forever to go to the hoop and shoot balls into a hole.
BUT, I will give credit where credit is due, Pointblast, which is deathmatch but points, is a neat idea where you go around slaying people like normal BUT they drop points that you have to pick up BUT it can also be stolen meaning that you could get 1st place killed and steal the 1000 point drop from someone else. I like this idea, I like how it essentially changes the pace from sitting around camping to a more frantic slugfest, which I appreciate because when I played through Unreal Tournament, most of my problems could be solved with either a Flak Cannon to the face or pulling out the sniper rifle and just headshotting everyone from a safe place.
Speedblast is... interesting. I like the idea of running through the map, shooting others to stop them from capturing checkpoints, and finishing before everyone else. Maybe it's just me, really, because while I do like the idea of it, the execution was often less than stellar and the maps that had ways to disrupt without having to kill people were very few and that kind of makes me sad. Is it a stupid gamemode? Yes but I applaud the devs of the time for trying to make something new for a change.
All in all, this game is very flawed and somewhat poorly aged but it has some decent points to it and I'd be lying if I said I didn't enjoy my time with it at all. I really did have at least a bit of fun with it, even though I did not appreciate the game quitting on me after I finished the final level and it blasting my ears off with the ultra-loud video that plays.
And it also has a niche cult following that helpfully has a community patch that allows it to be played on modern systems, so clearly it has something going for it that I may not have found for myself. And that's okay, you know?
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leon's current mood as i did not get too far in the re2 one shot demo😂
#leon s kennedy#resident evil 2 one shot demo#capcom#video games#ps4#female gamer#resident evil 2#biohazard 2#hot guy#screenshot
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(via https://www.youtube.com/watch?v=b8CSK6Qq8O4)
#resident evil#resident evil 2#resident evil 2 remake#resident evil 2 remake one shot demo#resident evil 2 one shot demo#resi 2#re2 remake#resident evil 2 demo#resident evil 2 leon#leon#leon s kennedy#resi#resi2 demo#re2make#RE2 demo#1 shot demo#resident evil 2 1 shot demo#resi 2 1 shot demo#resident evil 2 gameplay#one shot demo#raccoon city#rpd#zombies#biohazard#biohazard 2#biohazard 2 remake#biohazard 2 remake one shot demo#biohazard 2 one shot demo#biohazard 2 remake demo#gameplay
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I swear to god, this game is unbelievably beautiful. Like if you zoom into the last picture, you can see every fucking eyelash, every hair in the eyebrow.
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Finished it! Man I can’t wait for the full game to finally arrive for me. I’m so gonna go buy the game then soon as I get home play it quickly. xD anyway I might post RE2 stuff whenever I play it...not sure yet.
#resident evil demo#residnet evil 2 remake one shot demo#resident evil 2 remake game#resident evil 2#resident evil#resident evil 2 remake#re2#re2remake#re2:remake#video game#new video game#video games
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Bigmike Plays Resident Evil 2 "1 Shot Demo"
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Come Check Out My Gameplay and Watch Me Scream and Jump
#resident evil#resident evil 2#Demo#RE2#re2 remake#Game Play#Gameplay#Video Game#Video Games#Creepy#Horror#Scary#Game#Games#Gaming#One Shot
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Resident Evil 2 One-Shot Demo - Juicy Details (Jimpressions) https://www.youtube.com/watch?v=vwp57-eVpFg
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🎮 Let's Play: Resident Evil 2, 1-Shot Demo (PC) Available on Steam (Jan. 11-31): https://store.steampowered.com/app/961440/RESIDENT_EVIL_2__BIOHAZARD_RE2_1Shot_Demo/
So there's this 1-Shot Demo for the upcoming Resident Evil 2 Remake available between January 11-31. You're given 30 minutes to complete this demo that's been tuned to experience the feel of the reimagined Resident Evil 2. Well, here we go!
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More commentary & creative content on my blog: http://MrGlasco.tv
#CAPCOM#Resident Evil 2#RE2#One Shot Demo#1 Shot Demo#Demo#Gore#Action#Violent#Zombies#Survival Horror#Adventure#Shooter#Gameplay#Game#Games#Gamer#Gaming#LIVE#Stream#Streamer#Streaming#Let's Play#Video Games#MrGlasco#MrGlasco.tv#MrGlascoTV#Aladdin#Glasco
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Resident Evil 2 Remake 'One-Shot Demo' Finished in About 3 Minutes
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If you haven’t already played it, take a look at Resident Evil 2′s Remake Demo! It’s a 30 minute timed demo, so you can only get as far as you push!
SUBSCRIBE to my channel for more content if you found this entertaining! Every sub helps keep us new Youtubers inspired to keep going!
#re2 remake#re2#resident evil 2#resident evil 2 remake#demo#zero matrix gaming#zeromatrixgaming#lets play#capcom#one shot
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@shrapnelstars While you’re waiting and hoping for Mark to play Summer Night, might I recommend the Scary Game Squad episode on it in the meantime?
Scary Games Squad is Jesse Cox, Jirard and Alex of Super Beard Bros, and Davis of The Warp Zone playing horror games together. There’s playlists for long-ish playthroughs plus a playlist for one-shots on Jesse Cox’s channel, and so far they’ve played the following games:
Summer Night [YOU ARE HERE]
Resident Evil 7
Resident Evil 2 Remake
Resident Evil 3 Remake
The Beast Inside
Man of Medan
Tamashii
Layers of Fear (+ Inheritance DLC)
Layers of Fear 2
Observation
The Missing: J.J. Macfield and the Island of Memories
Wilson's Heart
Call of Cthulhu (2018)
Visage
SCP Containment Breach
Rise of Insanity
Little Nightmares
Remothered: Tormented Fathers
Simulacra
Observer
Outlast 2
Jesse and Crendor played the first game and its Whistleblower DLC back in 2013 and 2014, before SGS started.
SOMA
Until Dawn
Slender: The Arrival (the first game the foursome played as SGS)
Fatal Frame
P.T.
The Park
Blair Witch
Suite 776
The Park
Alisa (demo)
Faith, chapters 1 & 2 (+ demo of Chapter 3)
Black Rose
FNAF 6
UNDER (demo)
Stories Untold
Morph Girl
Escape the Asylum
Dark Deception
Stage Fright
Madison (crowdfunding demo)
Nun Massacre
Please and Tape
A few bottom-of-the-barrel .EXE creepypasta games
A bunch of cheap-ass horror games handpicked by special guest Crendor
Also, if you happen to be looking for a podcast about mysteries, crackpot conspiracy theories, and the occult, I highly recommend the Chilluminati Podcast, which is hosted by MathasGames, Jesse, and Alex.
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Resident Evil 2 Remake Review
NON SPOILER
I've bought Resi 4 on Steam, after the first level of playing it, I realized that it wasn't for me, all the enemies looked the same and it looked repetitive, zombies kept spawning and there was no way to get rid of them all, I ran out of ammo, it was a mess. I knew that the genre did that, I know that that’s the point, but I didn’t like it. Plus, I couldn't even really get the gunplay to work right. I heard that it was at its best on the Gamecube but I haven't given it another shot since then. However I saw that Resi2 got a demo, so I played it when it released and I kind of liked it, I was sold on the game and asked for it for Christmas (or maybe even my birthday, so yeah it’s been a long time but I was busy with other games) Now, the RE3 remake is already out...wow, time to play RE2 then, huh? So, you can consider this my "first" RE game.
Right out of the gate, visuals are stunning, almost needless to say and the level of accuracy is immense. I mean I didn't expect there to be a gas station at the beginning but it even had the lighters and beef jerky towards the front and stuff, they really went all out.
I can't imagine seeing this game when the original came out with PS1 graphics, it's ambitious, this is clearly the way it belongs. I thought a bug flew on screen but then I realized it was in-game, it's immersive, I don't normally read all the little tidbits and notes and stuff but it was generally interesting to read on the lore along with the VHS tapes and get some clues as to what to do next. I tried to play through it as if it were 1998 so I didn't look much up, I usually tried to do it myself with a few small exceptions. I felt accomplished by the end of each session like "Wow, I did that. I'm smart." It's rewarding. Now I played through each campaign so both Leon and Claire (starting with Leon) Claire on the other hand I was more lenient with, I looked up a decent amount because I was already in the station doing the same puzzles as Leon. It makes me wonder how they got the same items story-wise though, I mean we see Leon leaving her notes but you can't blow up the same wall twice in reality, that's nitpicking the game a little bit though. I will say that I felt like it was a wild goose chase when I did look it up because every thing I looked up was giving me different information "The portable safe is in this room." "No it's in this room." "This is the combination for the unicorn statue" "No it isn't, this is." Because it varies when you're playing on standard vs hardcore and whether it's your first or second run. So, I got my punishments for looking it up I guess.
But with that said, I know some of these types of older games have a tendency to make it really confusing and difficult without a guide so I was kind of worried about not knowing what to do or where to go. While I will say I had had to look a few things up, it became cut and dry once I figured out the pattern, most of the things I looked up were things I was going to do anyway but wanted to make sure before I somehow unleashed a hoard of zombies that I certainly didn't want. Same goes for story too, I knew close to nothing about it. But you basically just have to make it to the next area, think of it as that Chowder episode where he loses his hat and Chestnut has it so he has to go around doing odd jobs one by one in order to progress. The overall goal is to get out of the police station and kind of just find a way to survive but you have to focus on the smaller goals / getting to the next room. I looked pretty thoroughly through everything and managed to find everything I needed without even trying or knowing what it was for half the time like "Well this should come in handy later." *puts it in storage chest* Speaking of, I like how each chest is like an Ender Chest and is interchangeable as if it was the same one chest in every location, that makes things much easier rather than some hardcore game of "where did I put my keys?" that I'm not into. But you learn to find your destination a lot easier than I thought. That was always something I hated about Resident Evil games while watching them, that there was a lot of backtracking but actually playing the game hits differently, it's not what I expected, it's actually kind of fun, like I mentioned saying "I know where that is!"
Maybe it's just the setting of a police station that did that for me or maybe seeing speedrunners doing it with the old games and paying no mind made me scared or maybe the fixed camera angle of the old games (so that each side of the room had the clip as if it were just a picture) along with the idea that the originals are dated rather than PS4 but regardless, it's just surprisingly not annoying like I thought.
Games can easily stress me out but I actually found myself cruising and feeling good about it despite all these zombies...then I met Mr. X. He chases you EVERYWHERE throughout the game. Thing of nightmares. I will probably hear footsteps in my sleep now. I knew he was coming but I didn't know his presence wasn't always scripted, it's just a game of cat and mouse...and he's the cat! It gets me paranoid because I'll stop and hear footsteps then stand still for a good 5 minutes and he's still tromping around. I walk down a hall. BOOM! Crashes through the wall, making ME screech. There's no way to get rid of him and it kind of ruins the atmosphere to be honest, I know it's trying to be scary but it's more annoying than scary because every time I move I'm like "Ok stop" and I'll stand around for a minute, checking the map, to check the fastest route to where I need to go, just to make sure and then continue... only to turn the next corner and then repeat. I couldn't even move comfortably anymore, it's space invading. The tension is high because he can come into the main hall which I liked to use to save but alas, I had to memorize where all the other save points were or check the map again.
So, you get to play as Claire, which I like, but with Leon's story it's kind of just like "Well I'm going to do my own thing and if she survives, she survives." I understand each step is essential to progressing and getting closer but for all he knows, she's just out in the rain, waiting for him to unlock the door. And I also know that she said that she can handle herself (before Leon had to point out the zombie behind her! lmao) and he has survival on the forefront of his mind too but still. They flirt every time they're on screen together but the thing is that I love it, I ship it, it's cheesy but I don't care, that’s half of what I’m even here for.
As for the rest of the story, you're telling me that they made not just one movie but a SERIES of movies and it wasn't this?! This is great, this is a master-craft in its work. I'm not a big fan of zombie movies, I'm sure there's one out there that I like but I can't think of any off the top of my head but this? This is it! (Jennifer Lawrence would make a good Claire tbh) Let alone the horror genre in general, I'm not even frightened all that easily, I just think a lot of the plots and decisions are stupid in horror, this goes against all that. Speaking of spooky, I know making the screen brightness balanced is normal for games but I don't think it's mattered more than here, brighten that baby up because sometimes it's pitch black, immersive but still hard to see.
Boss fights are something I didn't think a whole lot about until I actually got to it. Doing the first boss fight with G was really memorable for me because I could cower away all I wanted in that gridded pit of a machine room and just launch grenades at him but it wasn't until the bosses in the sewer that I really started to like it. First was that Crash Bandicoot type running sequence, then we had G-2. I had actually ran out of ammo at that point, I used it all on the sewage monsters (I didn't get the flamethrower, I didn't know how, as I said, I did this more or less blind) so I just kept running, and clicked X every time the option came up, hoping to pick up something good. All I got was a combat knife and a flash grenade, then I started messing with the buttons on the control panel, in hopes of cheesing it and just going to the next section but then I realized what I was actually doing. I was using those buttons to move a crate and using that crate to slam G into a pit. I love the classic boss style, I haven't played a boss like that in a long time. One where it doesn't matter how much ammo you have, but just using the environment to your advantage without it explicitly telling you (except the death screen giving you hints). That was until the later boss fights, you basically just keep unloading your belt until they die, kinda lame but whatever.
This actually made me rethink the genre and also about giving one of the other games a shot (PLEASE REMAKE CODE VERONICA, I BEG!) it might be right time, right place (PS4 with modern graphics and modern gunplay) that made me actually interested. The “true ending” is unlocked by playing through one of the two’s campaign and then playing through the other, which is basically the same game but with different cutscenes and context (some new areas too) so it’s definitely worth it, you could even just speedrun the second run if you’d like, you even unlock a secret boss and for those who have already seen the true ending, know that I liked it based off of what I said earlier, no spoilers.
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A Case For Motion Controls
AKA, “You know what?: Part Two”
I made my post some time ago intended to serve as a counterpoint to those who wanted a version of Skyward Sword without motion controls. I’ve stated how motion controls are vital to the game’s core design and how removing them or even giving the player the option of playing the game with standard controls would be counterintuitive to what Skyward Sword set out to do.
Naturally, I have seen some feedback from that post, mostly positive, but with a few people questioning why I was so adamant about Skyward Sword retaining its original control set up. Some people questioned why I was opposed to a hypothetical remake that provides the player with the option for standard controls. Their reasoning being that more playstyles is never a bad thing.
Now, while multiple options given to the player would appear to have no downsides, in this case, however, the idea of Nintendo even allowing to option for standard controls (let alone removing all of Skyward Sword’s motion controls) would be equivalent of them saying that Skyward Sword failed in its objective of showing gamers motion controls can work in video games.
As I told everyone who read my previous post, that’s objectively not true. Skyward Sword’s motion controls do work properly, and they did make a massive difference when playing the game.
Skyward Sword just happened to have been released at a time where the majority of gamers got tired of the whole motion control phenomena that was going on since 2006.
And in all fairness, those gamers have all the right to have felt burned out. With Sony doing less than the bare minimum with the PlayStation Move and whatever the hell Microsoft were trying to do with the Kinect, you could see where a lot of gamer’s hatred for motion controls could’ve started from.
Even Nintendo should holster a significant amount of blame for the masses turning on the Wii and motion controls. I think Jonathan Holmes of Destructiod put it best in his review of Skyward Sword:
“If the Wii launched with The Legend of Zelda Skyward Sword, everything would be different.”
Regardless about how you or I feel about this game in particular, let’s be honest, The Legend of Zelda Twilight Princess was the catalyst of the Wii’s eventual fall from grace. As much as Twilight Princess did a whole lot of good initially for Nintendo and the Wii, the success of that game sent a clear message to other game developers;
1. Make a game for the Gamecube/Xbox/PS2 generation of consoles (Or just take one that was already made)
2. Tack on some waggle controls and AR aiming on said game (playtesting is optional)
3. Release the game on the Wii
4. …
5. PROFIT!!!
Look at what that mindset brought us; piles and piles of terrible shovel ware that barely utilized the Wii’s motion control technology properly, if at all. Heck, most of the shovel ware on the Wii are ports of PS2 shovel ware with waggle motion added.
Sure, there were some great ports on the Wii (Resident Evil 4, Metroid Prime Trilogy, Pikmin 1 and 2), but those were the exception not the rule.
Even with the great Wii games that were not ports (Mario Galaxy 1 and 2, Donkey Kong Country Returns, No More Heroes 1 and 2, Madworld, etc.), when you played them you couldn‘t help but think;
“Why is it necessary to use motion controls if the action I’m preforming could’ve easily been done with standard controls with little to no difference”
That was the issue with motion controls during the Wii’s heyday, not that they were overbearing, but that they were basically unnecessary. Only the AR sensor aiming added anything of note to the games. Even then, it boiled down to the wiimote being a glorified mouse.
Then, when the initial hype surrounding the Wii started to die down, Nintendo decided to unveil Wii-Motion-Plus; an upgraded form of the Wii’s original controller that allowed for more complex motion-based inputs for upcoming games.
“Okay then.” gamers said, “Actual motion controls and not just cheap waggling. Maybe this will be the opportunity for the Wii to finally fulfil on the promise of a gaming revolution.”
And what did Nintendo do with all that resurfaced hype? Release a bunch of mini-game collections that amounted nothing but glorified tech-demos for Wii-Motion-Plus.
Even Red Steel 2, the only full game other than Skyward Sword that used motion-plus, was too short, too light on content, and simply lacked any moment that made the player think that this game needed motion-plus to exist.
By the time Skyward Sword was released to the public, gamers had been through five or so years of shovel ware, pointless waggling, and games that never truly tapped into what motion controls can do. Needless to say, the idea of a game going all in on motion controls, in the minds of the average gamer, is about as welcome as a lederhosen store in Jerusalem.
Even without taking into account the changes to Zelda formula, the different art style, the OPTIONAL HINTS, some of which were used in previous and later Zelda games (that the masses decided to ignore), Skyward Sword was already fighting an uphill battle when it came to getting approval from gamers with its motion-plus based controls.
That’s the cold hard truth; the majority of people who hate Skyward Sword had already decided to hate the game before it even came out.
Whenever the player held the wiimote at an angle and swung the wiimote in a way that the game interpreted your left swing as an upper-left swing, the player took that as the controls malfunctioning rather than him/her realizing that he/she is playing the game incorrectly.
Whenever the player had to recalibrate the wiimote once (two times max) during an entire playthrough, the player interprets that as motion-based controllers being faulty, ignoring the fact that all technology (not just every controller, joystick, and keyboard and mouse) does not work all the time.
Seriously, you never had to unplug and re-plug a wired controller because your character was moving without you touching the controller? Buttons on a keyboard/controller never jammed or didn‘t work when pressed? You never had to check the mouse whenever you moved it and it was not doing anything in the game? Really? Yet the wiimote must work at 100% efficiency when you’re playing Skyward Sword.
Whenever the game tells the player that a new dowsing target is available, the player saw that as the game holding their hand and not the game giving an OPTIONAL way of helping inexperienced players. You can always hold the c button, aim the wiimote so that the cursor highlights the eye symbol and select that whenever a new dowsing target came up so that dowsing would never get in the way of your playthrough.
Also, where were the gamers who complained about dowsing at when Breath of the Wild, the “savior of the Zelda franchise” and “game of the year, all years”, had the Shiekah Sensor? You know, the feature that was just as optional as dowsing was and functioned the exact same way, just walk in the direction of the closest object of interest instead of pointing your wiimote. The fact that Breath of the Wild focused more on exploration should, in theory, make the inclusion of such a feature a more egregious offense than dowsing in Skyward Sword, but that’s just me.
Fact is the most gamers who hate Skyward Sword were just looking for reasons to justify their hatred, regardless if it was consistent with their critical outlook on other games, and it was all because Skyward Sword wanted to do its own thing.
And you know what? It would be one thing if the motion controls just simply worked. Then all I would do is say that this backlash was simply an overreaction to something inoffensive.
The reason why I write posts this long in order to counter the arguments of those that hate Skyward Sword is not because the motion controls simply work, it’s because the motion controls in Skyward Sword are core to what makes the game truly magnificent.
It’s similar to what videogamedunkey said in his Mario 64 video; the controls were so revolutionary that they were actually alienating.
The 1:1 swordplay allowed combat to have more depth than a lot of other games, let alone Zelda titles. Enemies either blocked or had their weak points positioned in such a way that you had to be precise with how you swung your sword if you wanted to defeat even basic enemies like Bokoblins and Deku-Babas. Also stunned enemies and bosses require more tactful strikes. It wasn‘t just senseless button mashing (although don’t get me wrong, that does have its cathartic moments too).
Flying your Loftwing, using the beetle, and swimming felt more fluid compared to using the analog stick, making even the swimming sections smoother compared to Twilight Princess for example. Heck the Loftwing controls is like if you took a flight stick meant for simulation games and made it horizontal. You didn‘t have to spend an additional $50 (if you’re cheap) on a peripheral to experience it. Just use the same controller you been using for the entire game.
Even aiming with the wiimote at any angle you wanted, without relying on the Wii’s sensor bar, made aiming in Skyward Sword more flexible than standard wiimote aiming, and to be perfectly honest, even when compared to mouse controls.
Plus, there’s the little touches like using the bow by holding the wiimote like a longbow then pressing the c button on the nun chuck and pulling it back like you’re readying the arrow before firing. Bowling the bombs and angling your shot by tilting the wiimote in the direction you want the bomb to go. Getting the shield ready by moving the nun chuck forward like how Link readies the shield in game. All of this and more adds to how the controls make the player feel immersed in the game, like the player is actually doing what Link is doing on screen.
Even the controls some would say are “standard wiimote waggling” like rolling and leaping while climbing ladders/vines do not take anything from the other ways the motion controls add to the overall experience.
These controls are what make Skyward Sword stand out amongst its contemporaries.
If you take all of that and tried to make the game in a way so it can be played with traditional controls, you’ll be left with a control scheme that’s run of the mill in some ways, clunky and awkward in others.
In a previous post, I took a jab at Metal Gear Rising: Revengance, using the game as an example of why Skyward Sword would not work with standard controls. I didn‘t do this simply to spite fans of the game, I did it because the dual analog stick swordplay is awkward to figure out and clunky in execution. It took way too long to decode the analog puzzle that was Blade Mode and I would just use the face buttons for horizontal and vertical slashes whenever possible, which as stated before was just button mashing. That’s what would Skyward Sword’s combat would devolve into if the motion controls were removed.
Every other effect of switching to traditional controls would make the moment to moment gameplay slow and monotonous most of the time with very few select sections not changing for better or worse. There is no inherit benefit to removing the motion controls in Skyward Sword and replacing them with traditional ones outside of pleasing those who hate motion controls.
All of this is not taking into account the ways Skyward Sword is impressive outside of the motion controls; the great story with excellent characters, wonderful art style, captivating music, fun side quests/minigames, the fact that rupees were now worth something in a Zelda game outside of being glorified carnival tickets for minigames, the fantastic level/dungeon design, terrific boss battles, shield durability which made sure you were more strategic when you went on the defense in fights, a stamina meter that allowed for more mobility, light rpg elements including crafting to upgrade your potions/items plus an expandable inventory that can hold certain amount of items with each layout of items effecting how you played the game, a hero mode that gave the game more challenge via only using consumables for healing.
Even if you take out the motion controls and reworked the game to function without them, you still get what amounts to a great adventure game and a step forward for the Zelda series. Why else would Breath of the Wild take a good majority of its design elements from Skyward Sword?
With motion controls, you have the game that’s like no other before it. A game that carried out the promises the Wii had laid out at the start of its life cycle. A game that did what others such as Wolfenstein 3D, Wing Commander, Alone in the Dark, Ultima, Diablo, Deus Ex, the Thief trilogy, The Elder Scrolls, Grand Theft Auto, Mario 64, and even The Legend of Zelda Ocarina of Time had all accomplished; introducing new concepts to gamers, showing them that the medium is still capable of being much more than what is being currently provided.
And it isn‘t like motion controls will ever replace standard controls, much like how 3D gaming hasn‘t replaced 2D gaming all together, or how Third Person perspective in games has not disappeared in the wake of First Person games. Motion controls would simply be there as an option for designers to use when creating their own game and what’s wrong with more options?
Whether you like motion controls or not, there’s no denying that Skyward Sword accomplished a lot in terms of presenting new ways to design and play video games.
You can read all this and say I’m a Nintendo fanboy (even though I criticized Nintendo for being one of the primary causes of gamers turning on motion controls and the ultimate downfall of the Wii), call me a contrarian, or dismiss me as a part of the “Skyward Sword Defense Force”. All that accomplishes is you throwing ad hominems my way without presenting a counter argument to what I’m saying.
But go on and ask Nintendo for a version of Skyward Sword that removes the motion controls. They might even give you what you want. If that happens to be the case, you’ll be left with a great adventure game and a welcome entry in the Zelda series.
I’ll be playing the version of Skyward Sword that embraces what it is, motion controls and all. The version that is not only a masterpiece in its own right, but also one of my personal favorite Zelda games of all time, alongside Ocarina of Time, A Link to the Past, and Majora’s Mask, if not my absolute favorite.
#legend of zelda#skyward sword#ocarina of time#breath of the wild#majora's mask#twilight princess#wind waker#a link to the past#wii#nintendo
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“バイオハザード RE:2” × Bar Rhythm コラボレーションバー +”等身大のレオン胸像” ❤️
Special food and drink menu for celebrating Resident Evil II remake at Bar Rhythm in Akihabara, Tokyo during the period from Thursday, January 17, 2019 to Thursday, February 28, 2019! We can see Leon drink and Ada drink, it’s yummy to eat Licker’s brain, Hunk’s face and zombie’s meat...(*☻-☻*) xD A close up to look at life-size Leon portrait sculpture which is the big prize of the 1-shot demo challenge from Capcom Japan, only one lucky people can get it.
#resident evil#re2 remake#leon s kennedy#but why Leon drink is STARS not RPD#food menu#capcom#my re#myedit for text post
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Resident Evil 2 Remake || 1-Shot Demo [15/?]
If you see one of those things—uniform or not—you do not hesitate. You take it out... or you run. Got it?
#resident evil#reedit#reviledit#gamingedit#dailyvideogames#videogameedit#resident evil 2 remake#lionaura#lunilove#leon s. kennedy#marvin branagh#re2r1sd#x#mine#mine: gif#gif: re#gif: resident evil 2#video game#leon kennedy#resident evil 2
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(via https://www.youtube.com/watch?v=R9JUb3_5KAc)
#Resident Evil 2#RE2#Resident Evil 2 Remake#Resident Evil 2 One Shot Demo#Resident Evil 2 1-Shot Demo
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