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  • What motion controls could do for JRPGs

    by 
    Jason Schreier
    Jason Schreier
    12.16.2011

    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. While plowing through the last few sections of The Legend of Zelda: Skyward Sword 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. And I used to hate motion controls. You see, Nintendo's latest Zelda 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. 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 Super Mario Galaxy and Twilight Princess felt more like inconvenience than innovation. Would Skyward Sword really feel all that different? Yes. Yes it would. It felt phenomenal. And it made me start asking another question. Could motion controls add some flavor to JRPGs?