| Mr Khan said: A fair critique. The problems of Skyward Sword were macro problems, as the critic suggested, whereas in each individual instance (that is, the dungeons, or any one of the tasks you are set to throughout the game, aside from that damned escort mission) the game is excellent and well-tuned, the transitions between things were made more jarring. I like that s/he remarked on Lanayru Desert. That area, and just the design of each of the three areas in general, was very well done, it was getting between them and the reassignment between instances that felt messy. If they had just scrapped Skyloft and plopped a town down in between those three areas, many of the games problems would have been solved. Which brings back the other point, that the problem is easily solvable. The ideal Zelda would have Majora's Mask's world design with Skyward Sword's dungeons and areas. |
This is where I'm at with Skyward Sword as well. I enjoyed exploring each area, and I think they really nailed what they set out to achieve with them (that being the areas themselves felt like mini-dungeons), but flying around the sky to move between those areas was nothing more than a chore. This was only amplified through the fact that there was very little to do or find in the sky outside of opening up the goddess chests that you unlocked.

VGChartz







