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<generator>Blogsmith http://www.blogsmith.com/</generator><item><title><![CDATA[What motion controls could do for JRPGs]]></title><link>http://www.joystiq.com/2011/12/16/what-motion-controls-could-do-for-jrpgs/</link><guid isPermaLink="true">http://www.joystiq.com/2011/12/16/what-motion-controls-could-do-for-jrpgs/</guid><comments>http://www.joystiq.com/2011/12/16/what-motion-controls-could-do-for-jrpgs/#comments</comments><description><![CDATA[<font color="#808080"><small>This is a column by Jason Schreier dedicated to the analysis (and occasional mocking) of his favorite genre, the Japanese role-playing game. Whether it's because they're too antiquated or just too niche, he believes JRPGs don't get enough attention in the gaming industry today. It's time to change that.</small></font><br />
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While plowing through the last few sections of <em>The Legend of Zelda: Skyward Sword</em> several weeks ago, I realized that I didn't want it to end. Not because I wanted to keep playing -- the action-adventure game had already stolen more than 40 hours of my life -- but because I wanted to continue waving my arm up and down to kill things. I was completely enthralled by the game's motion controls.<br />
<br />
And I used to <em>hate </em>motion controls.<br />
<br />
You see, Nintendo's latest <em>Zelda </em>uses the Wii controller's MotionPlus accessory to recognize the precise movements of your arm. Slash horizontally, and hero Link will do the same. Slash vertically, and Link's sword will follow suit. Slash diagonally? Well, you can probably guess.<br />
<br />
As a cranky longtime gamer with a crippling fear of change, I spent a long time thinking that this sounded terrible. Waggling my controller in games like <em>Super Mario Galaxy</em> and <em>Twilight Princess</em> felt more like inconvenience than innovation. Would <em>Skyward Sword</em> really feel all that different?<br />
<br />
Yes. Yes it would. It felt phenomenal. And it made me start asking another question.<br />
<br />
Could motion controls add some flavor to JRPGs?<p><a href="http://www.joystiq.com/2011/12/16/what-motion-controls-could-do-for-jrpgs/" rel="bookmark">Continue reading <em>What motion controls could do for JRPGs</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2011/12/16/what-motion-controls-could-do-for-jrpgs/">What motion controls could do for JRPGs</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Fri, 16 Dec 2011 16:50:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2011/12/16/what-motion-controls-could-do-for-jrpgs/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20129752/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2011/12/16/what-motion-controls-could-do-for-jrpgs/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>jason-schreier</category><category>kinect</category><category>Legend-of-Zelda-2010</category><category>microsoft</category><category>move</category><category>nintendo</category><category>playstation</category><category>ps3</category><category>The-Legend-of-Zelda-Skyward-Sword</category><category>wii</category><category>wii-u</category><category>xbox</category><dc:creator><![CDATA[Jason Schreier]]></dc:creator><pubDate>Fri, 16 Dec 2011 16:50:00 EST</pubDate></item></channel></rss>