Evolution of Control

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Picture of Link

When you consider how Nintendo tries to make Zelda more realistic, they always turn to revolutionizing the control system. Sometimes it's as simple as pressing a button, or as complicated as 1:1 motion controls. Nintendo, though, doesn't really go to make the graphics perfectly realistic, because they feel that they can show more expression with a slightly animated face, than with a realistic human-type face. Throughout this article, I hope to cover some of the evolutions of the control schemes, and suggest what could be done for future control schemes.

First off, we have to start with Zelda I. We've started here before, so it's no stranger to us. In this game, the control scheme is rather simple. You move with the basic directional pad while being on a grid. This limits you to only be able to move in 4 directions, which makes sense given that there are only four directions on a d-pad. The sword is easily used by pressing A, and you use the item with B. If any projectiles were used, they simply travel in the path you were currently facing. It's rather simple, and we see it partially reused with Zelda II. Both of them did have side-scrolling bits, (Zelda II more than Zelda I,) but otherwise it was pretty well the same. Zelda II also had the really cool down thrust with the sword. Which is probably why in other Zelda games, the enemies are now wearing helmets. Anyhow, if you want a more extensive look into the combat system of Zelda I, or you just want to see it in action, check out the video's from Two Idiots are Better Than One.


Two Idiots are Better Than One Part 1

This same type of grid-like control scheme was reused in Link's Awakening, as well as the Oracle games, however Link to the Past used a slightly different control scheme. You see, since the SNES had more power and capabilities, Nintendo was able to take away the grid and also add more buttons and functions. So now, Link still moved using the directional pad, but he also moved in a diagonal sort of way as well. He also moved diagonally in the GameBoy Advance Zelda games, however this diagonal function was very well refined in Minish Cap. I would even say it was almost 360* when Link was in the air. The last time this type of control style was used on a console, was in the Four Swords Adventures, which released before Minish Cap. The combat and item systems for all of these games were also fairly identical. The way you faced was the way any projectile would travel. It was really straightforward and streamlined, which is clearly why Nintendo (and Capcom) decided to keep on using it. In fact, they even recently announced for the new sequel to Link to the Past, which uses a 2D style, but rendered with 3D depth to it.

I'm sure we all know the first Zelda game to feature full 3D type controls. Ocarina of Time. It really did have a revolutionary aspect, as it showed off evolution of the character, as well as an evolution of the player. As the puzzles, enemies, and dungeons became more difficult, you became a better player. The controls were still pretty simple, except projectiles were now aim-able. You could go into a first person mode to aim some projectiles such as your bow and arrow, your slingshot, your hookshot, as well as your boomerang. It wasn't very efficient, but once you got used to it with a bit of practice, it was easier to do. On the 3DS re-release, I found it to be a little easier to aim using the Circle Pad, and it was also a lot easier using the gyro-scope controls, which I found to be fantastic. Pushing blocks wasn't as streamlined as it could have been, because you had to press a button while standing right up next to it to grab it. If you had been running, you might have accidentally climbed it. Ocarina of Time wasn't perfect to us, but to Nintendo, it was the new perfect. They made sure any future Zelda games were able to live up to Ocarina of Time (as well as Link to the Past,) by using those two games as the basic "fomula" for and future Zelda games. Majora's Mask, and Wind Waker both used a similar control style, however they were each slightly different in their own right.

Gamecube

Now, we get to the start of motion controls. Twilight Princess was the first to use them on the Wii version, the GameCube version used a similar style to Ocarina of Time and company. I felt that motion controls worked really well, as you could now actually aim your projectiles quickly in the middle of combat as well. The item select was also really nice, as it was slightly motion controlled, and very streamlined. It allowed for you to be in the heat of battle, and without going to the pause screen, you could quickly switch from one item to another. It was quick and efficient. A design they really should have kept. The only problem with these motion controls, is that it bothered some people on the fact that it just became a 'flail your arms like there's no tomorrow' type game. Nintendo heard the feedback, and quickly set out to change it. Quickly as in 6 years, quickly, which really isn't quick at all, but it's quick enough considering we did get two other Zelda's...

Phantom Hourglass and Spirit Tracks had a similar control system in both of the games. You use the stylus. That's it. You move using the stylus (allowing full 360* controls,) to walk, aim projectiles, and also to swing your sword. The idea behind it, was to make you feel more involved in the game, which worked to an extent. The idea that you could draw on the map was a brilliant one that I hope to see continued in future Zelda titles on the Wii U, and maybe even in Wind Waker HD. I know I had one friend who wasn't too keen on the combat system, because he felt that when you were facing a boss, you looked like an absolute fool when trying to quickly slash at the boss with all of your might, sweeping your hand from side to side, or in circles, or stabbing, or other techniques. I can somewhat sympathize with him, but I felt that if you knew how to fully work the combat system, you could make smaller inputs at a shorter frequency, and still do the exact same without looking too much like a fool.


Ghirahim Boss Challenge Battle

Finally, we come to the latest installment, Skyward Sword. If you've read my previous articles, you know that I have a hate/love- (Ryan says it should be love/hate, but my hatred for Skyward Sword sometimes overpowers my love for it) -relationship with it, but overall, it wasn't that bad of a game, just a little over hyped, in my opinion. I felt that the full 1:1 motion controls with the controller to your sword worked really well. It did give the game a more realistic feel, but the only problem I saw, was that you could flail your arms with no serious intent, and everything still worked out in the end somehow. The shield controls were also a bit timid for me, maybe other people knew how to actually work the shield, but I didn't really like how it worked. For that, I would rather have a button to press. The projectile control was also really nice, in that you could either throw or roll bombs based on how you moved the controller, and the other projectiles worked really well off of the motion plus. Obviously, Link still moved in 360*, and he could also now run without the need of Pegasus Boots. What I thought was interesting, was how your sword used up stamina from the key lime stamina pie, which could keep some people from endless flailing. Overall, it was a pretty nice control scheme, but it could have been improved a little bit more, especially in item selection.

For the future of Zelda on the Wii U, it will be interesting to see how things go. You can't exactly use a Wiimote and Nunchuck at the same time as the Gamepad. I remember reading a suggestion from someone that they, (Nintendo,) should make an accessory to attach the Gamepad to your arm to be a full 1:1 shield along with your full 1:1 sword. Then, and I'm just adding this bit in here, to control Link, I suppose you would also use the Nunchuck. It would be one of the most technically involved games, but it would be rather realistic. It's just a thought, because after that display of motion controls in 2011, I don't think Nintendo would go back to a basic control scheme by just using the Gamepad (except with Wind Waker HD.) In the rumour about Zelda U 2014, it also talks about how the Gamepad has a feature included just for the next game, and something tells me it's not the Near Field Communicator. My best guess is, is that it has something the port on the bottom of it. Either way, it'll be interesting to see what they do come up with, and knowing Nintendo, we probably won't see it coming.

About the Author: Christopher Weil

The 2006 Time Magazine person of the year, born in Toronto, Canada, Christopher developed a passion for gaming at a young age. His favorite franchise has always been The Legend of Zelda, but he can also usually be found playing SimRacing games such as iRacing. He's in university studying mechanical engineering and looking to start his own 3D printing business.

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