![]() Why didn't this happen before? It's so nice for the flow of gameplay to be able to switch weapons on the fly. It's infinitely quicker than the usual Zelda inventory, and it's a nice change. ![]() You then point at the item you want to equip and press A, then press B to use it. Bombs, slingshot, the whip, and other items are mapped to a radial menu that pops up when you hold B. The other major control change came with the sub-weapons. The shield is mapped to the Nunchuk, and can be used for a "shield bash" move, or paired with a sword swing for a spin attack, either horizontally or vertically. The sword "charges" when you hold it out in any direction, and swinging it when charged releases a circular energy attack. This detail is important for a reason I'll go into in a bit. I later found out at Nintendo's developer roundtable that pointer support was removed from the E3 demo to avoid interference from the bright lights of the show. The sword is mapped directly to Wiimote movement, using both the pointer and the MotionPlus. The controls have been revamped to make use of the Wii MotionPlus, and to allow for quick, easy play. The world is extremely colorful, with an impressive depth of field effect that makes the backgrounds appear more painted in the distance. ![]() The Link model is realistically proportioned, but brightly colored and low on detail. The realistic, brown style from Twilight Princess is gone in favor of a style that is sort of cel-shaded, and sort of painterly. I'll start with what's obviously different. Nintendo may be looking to shake things up with The Legend of Zelda: Skyward Sword, in terms of visuals and interface, but in every other way, the demo I played at Nintendo's E3 booth was the same Zelda we've seen for twelve years, with some hints of bigger changes behind the curtain that couldn't quite be discerned from where I was.
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