The unfortunate truth about Zelda on Wii.Zelda on Wii is so bittersweet. On one hand, I am happy to see both a Metroid and Zelda game at system launch, and both games look stellar and fun. The design for this Zelda looks mature and deep, and the promises of a hardcore game are likely to be fulfilled. The other hand, though, is that when playing Zelda on the show floor, I did not feel as though I had any extra depth of control or enjoyment with the Wii Remote. I really wanted to put the thing down and play the game with a GameCube controller. Wasn't playing supposed to be believing?
Bloodworth's impressions already detail the complex control scheme, so I will not repeat it here. Overall, I find the control on Wii to be in some ways just as good as previous Zelda outings, and in other ways too complex with a high learning curve. First of all, the basics work; movement, Z-Targeting, sword, action button, all perform traditionally and responsively. What does not work is the D-Pad item usage. The D-Pad is just too far up on the Wii Remote. Switching between items on the D-Pad is laborious since you must reposition your hand to reach it. Nintendo seems to have gone out of their way to make your thumb naturally rest on the A button, but at the cost of alienating the D-Pad from normal gameplay usage. This is an inherent problem with a vertical controller, and will not be alleviated unless the buttons are repositioned. Another problem with the D-Pad is that it just doesn't feel good to use items on it, especially when compared to the C buttons or the X, Y, Z combo from Wind Waker.
The Nunchuk spin attack is a much better control element, but it is occasionally difficult to engage. The Nunchuk's accelerometer seems to be responsive, but also specific. If you don't do precisely what the game wants, your character will just sit there. However, there are accelerometer problems with a lot of games in Nintendo's booth, which again means the problem is with the Wii controller, not the game.
Finally, the aiming in Zelda is of major concern. Sensitivity of the Wii Remote is an issue across the board, and is hardly worth repeating here. Much more worthy is the problem of gameplay necessity. When playing Metroid or Red Steel, you are always aiming your weapon – the Wii Remote is an extension of your hand, and the on-screen action relies on your constant participation. There are portions of the Zelda demo, large portions, where the motion sensitivity in the Nunchuk and the Wii Remote are unused. When moving across the landscape, using items that do not require aiming, and even when fighting most enemies, the Wii Remote is useless. When I switched from doing these traditional actions to aiming a bow, I found I had let the Remote drop like I would a normal gamepad. Since the Remote was now pointed at a downward angle, my bow would point at the ground as well. Your posture during normal gameplay and aimed gameplay does vary and part of the learning curve for Wii is learning to control it.
In summary, the Wii Remote is essentially a GameCube pad cut in two while playing Twilight Princess. Only long-range items require the special functions, and these are emphasized in the demo for a reason. The Wii Remote's button placement is not appropriate for most games, Zelda especially, and performing the expected motions on the controller consistently (particularly the Nunchuk) is difficult. No one wants to play a game where pressing a button on the gamepad works only half the time.
So what are we left with? Is Zelda on Wii going be worthless? Hardly. On the E3 show floor it is impossible to hear the sound coming from the speaker on the Wii Remote, and “immersive sound" is a feature I am greatly anticipating. It also goes without saying that Nintendo has got way more up its sleeve for this game. With the promised length and dungeon count, there must be items that will use innovative controller features. However, so far it seems that to use an item, you hit the D-Pad, and that's it. Where's the revolution in that?
Zelda: Twilight Princess looks to be a fantastic game, and no one should be without a copy when it comes out. However, Nintendo must allow the Wii version to be played with a GameCube controller as well as the Wii Remote, otherwise the risk to the hardcore gamer (this game's primary audience) will be too high. If Nintendo is open-minded enough to allow this option then those gamers on the fence can give it a chance without regretting their purchase. I, for one, will take the soft (read: GameCube) option if Nintendo opts for a hard-sell.