Legend Of Zelda: 5 Reasons Nintendo Should NOT Be Remastering Skyward Sword

3. The Motion Controls Hurt More Than They Help

Skyward Sword art
Nintendo

Moving away from petty (but very real) grievances, let's take a look at one of Skyward Sword's more fundamental issues - the motion controls. There are two problems with Skyward Sword's reliance on motion-based gaming, and the first one has to do with the nature of the Switch itself.

Many people primarily use the Switch as a handheld device, and those people are stuck with using the right analog stick to control Link's sword and the other motion-controlled devices he acquires through the course of the game.

Skyward Sword won't be the first game to map major actions to a stick instead of the face buttons (the Ape Escape games pioneered the concept twenty-odd years ago), but there's a reason the idea never caught on - it's fiddly, cumbersome, and a poor substitute for more traditional control schemes.

The second problem was pointed out by vg247's Alex Donaldson. The motion controls don't fulfil their promise of offering greater player freedom. Instead, they ensure the opposite takes place as every fight turns into a glorified Quick Time Event, where you're forced into slashing the controller in a prescribed direction to deal with whichever on-screen adversary is harassing Link at that moment.

All the fun of regular QTEs, now with additional RSI!

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Hello! My name's Iain Tayor. I write about video games, wrestling and comic books, and I apparently can't figure out how to set my profile picture correctly.