-Swimming is actually smooth once you realize underwater walls do not have friction and that you do not need to precisely aim your angle of accent to exit the water.
Have you any sixaxis experience to xompare your ideas to? It sounds like there are parallels with Warhawk and Lair. Warhawk worked very well IMO, whereas there have been a lot of complaints about Lair. I wonder if the swimming mechanic in skyward Sword is trying to capture a feel of swimming being inexact itself? I haven't played Skyward Sword so don't know, but I'm reminded of Lair in your complaints.finishing the game had me reconsider my first impressions. the swordplay is satisfying like nothing i've experienced coming into the end. whatever skyward sword's inherent flaws - archaic introductory handholding, too much filler, controls - when it's good, it's fucking transcendent.
so, no, swordplay wouldn't be quite the same bound to the right analog stick, but it could be done and i think nearly as well.
finishing the game had me reconsider my first impressions. the swordplay is satisfying like nothing i've experienced coming into the end. whatever skyward sword's inherent flaws - archaic introductory handholding, too much filler, controls - when it's good, it's fucking transcendent.
so, no, swordplay wouldn't be quite the same bound to the right analog stick, but it could be done and i think nearly as well.
Excerpt from an interview in the January issue of UK's Official Nintendo Magazine, where producer Eiji Aonuma says of future Zelda games and motion controls, "I honestly think we cannot go back to button controls now, so I think that these controls will be used in future Zelda titles, too."