I remember reading an article a few years ago where a father caught his daughter using a Dualshock 2 inappropriately.
This wasn't reported from Fl was it...?
Come on these types of jokes belong in the funhouse.
But the Funhouse is DEAD!!!
It's not dead, it was simply SET FREE!
think the 3rd act of GhostbustersThe point of this: no used controller is safe, not from touching another dude's dong by proxy or from a teenage girl's vaginal secretions. No amount of Lysol will ever make those controllers clean ever again.
OTOH, there are probably people who would pay very good money for them...
They could stock them in those vending machines in Japan that sell used undies. But remember, Japan already has something like what that girl wanted.
That's a good idea and a great way to make extra spending money on my trip in a few months! THANKS!
Ahem..
Anyway I think the vitality sensor has good applications in Zelda. Your shaky hand and nervousness could mess up the trajectory of your boomerang. The enemy's could sense your apprehension and go after you or you could have your adrenaline going and they run away from you.
The only time I'm nervous if I'm in a Zelda game is if I'm low on hearts, that beeping is on and I'm stuck in a room full of enemies. However it's been so long since any new Zelda game has done that to me, the vitality sensor would never kick in

I'd llike to see a scenario where you're breezing through a dungeon, the VS sensing you're in a calm state, and when you reach a mid-boss it becomes ultra volatile inducing an almost panic state in the player. Say the mid-boss gets one free hit on you and depletes your hearts to exactly half of what you had going in.. The actual battle starts, you're dodging trying not to get hit again thinking you'll perish only to find that your hits are having no affect. Now you're really fucked. But, you do your best to calm down and reach a state of focus* where you're able to attack more effectively (and somehow the damage taken lessens as well).
*by this I mean, per some story driven game mechanic, the mastersword could lose power when your heart rate is up (by the game purposely becoming more difficult) until you calm yourself down to a stable heart rate. Once his is achieved, the game could indicate the swords restored power with a mystical glow.
I just think the game (through the VS) actively trying to alter your pulse in order for you to take control of it is pretty neat. That is, as opposed to more simpler effects taking place due to standard gameplay.
Hm, on second thought.. imagine the game taking that idea to a more extreme place? What if the game doesn't wait for that mid-boss scenario and throws a strong enemy at you to increase your heartrate? I'm picturing a Nemesis type scenario from the RE series, but not scripted. Perhaps (within a dungeon) after a set amount of time with a certain steady heart rate, the game throws an enemy out you that damages you as I described above. Imagine one of TP's Darknut enemies (but bigger!

) appearing and fighting you in any given room of a dungeon? One that could just interupt your progression through a seemingly easy puzzle, trapping you in a room that might not make the best battle arena..
Now THAT would be an epic Zelda experience
