At some supermarkets, the pen you can use to sign your credit card receipt to pay for your groceries is connected to a cord that is affixed to the checkout counter. Those among us who are left-handed know that that cord or string is sometimes only long enough for a right-handed person to use that pen comfortably.
The cord isn't long enough for us lefties, we have to contort to sign.
Adjusting isn't hard, but it's something a left-handed person gets used to having to do. Some things in life don't feel perfectly made for those of us who got the rubber-handled scissors in kindergarten or have always smudged ink on the pad on the side of their hand as they write. But we can get used to these things that require our patience to adjust. Into that category, I'm adding The Legend of Zelda: Skyward Sword, which I played two different ways last week.
The Legend of Zelda: Skyward Sword is a Nintendo Wii game that might induce mild discomfort for southpaws, as it did me, briefly. The game requires a Wii Remote (specifically one attached to or embedded with Wii Remote Plus enhanced motion tech) and a Wii Nunchuk. I typically play Wii games that require both Remote in Nunchuck with the Remote in my right hand and the Nunchuk in my left. I tried Zelda that way, then switched hands and tried that too.
I've never even tried to switch the way I hold the Wii's two controllers before, which is both a sign of how tricky this new game can feel to play and how much I like Zelda. I'll essentially try swinging the bat from the other side of the plate if that's what it takes to enjoy it the most.
Skyward Sword uses its motion tech to let players control the sword strokes of the game's hero, Link. In the previous Wii Zelda, Twilight Princess, you used the Wii Remote for swordplay, but only shakes and jostles were needed to make Link strike with his blade in that 2006 game. The required Motion Plus tech in November's Skyward Sword enables more precise and purposeful control. The Motion Plus can't be easily tricked with small wrist-flicks where elbow or shoulder-driven swings are required. The angle of a swing can be measured at least precisely enough to recognize swings in eight basic directions. Some have complained about a short delay between human input and video game character action, but that's not a problem at all.