| F0X said: "The world and dungeons felt too small" doesn't make much sense to me. Most of the game is a dungeon, which is what I find compelling. The sky area is comparatively empty, but I feel the same way about most Zelda overworlds (though in this case it really is a hub world). And as I'll reiterate in the next paragraph, I couldn't care less about the size of the game world. As for Skyward Sword's collection quests, I didn't find them to be very tedious... especially compared to, say, Wind Waker's Triforce quest (many of my playthroughs were ended at that point). Re-used areas are is par for the course for Zelda (and Metroid), so perhaps you're just getting tired of the series formula (understandable). After all, you did consider the gameplay to be too predictable. Perhaps you don't enjoy the puzzle and combat aspects of the Zelda series as much as I do. Perhaps you prefer going far off the beaten track to find a Piece of Heart of some other little secret, something Wind Waker excelled at. Me? Not so much. I don't like it when content is spread thinly over a massive overworld. I especially don't care if it's side content, since it's ancillary by nature. This may be why Skyward Sword is the first Zelda game I've 100%'d, because there were less side activities to do (but more required puzzles and such), and I rarely had to stray far from the beaten path to complete them. Don't get me wrong. I love Wind Waker, too, but I'm very pleased that Skyward Sword adopts a different design approach. Experimentation with new controls, structures, systems, etc. is a good idea in my book, though purists would have every right to abandon ship. |
Getting tired of the formula is part of the problem, especially after Okami and Majin and the forsaken kingdom. I still like the puzzle aspect, the desert world and sand sea part were great. However the forest and vulcano worlds left me cold, apart from the 2nd dungeon in the volcano world.
The combat didn't work for me unfortunately. The wii had trouble recognizing my movements, the half real tracking half gesture recognition approach resulted in link doing the opposite far too often. Combat wasn't fun because of that, and fii didn't help by nagging everytime my hearts got low. I ended up commiting suicide and going back to the last checkpoint instead of having to listen to that.
The only way it sort of consistently worked for me was by flicking the wii remote from the wrist in 1 direction and leave it there, no backswing to prepare for the next hit because that would invariably result in an unintentional hit in the opposite direction. Stabbing always remained a crapshoot no matter what I did. Those hanging spiders were the worst.
The boss batles were another gripe. And that has a lot to do with getting tired of the formula. Too rigid, only allowed to hit at very specific times. Do something at the wrong time in the animation cycle and you end up falling through or wasting and running out of ammo. Normally it's not too bad but combined with the motion controls and not being able to control the camera I gave up when the boss battles started coming without the satisfaction of a good dungeon beforehand.
Don't get me wrong, the puzzles and (inside) dungeons were good to great, but the forest land, vulcano land, overworld, boss battles, and controls all tipped the scale for me in the wrong direction. Some more sidequest (not simply collecting materials for upgrades) and things to explore in the overwolrd might have kept me going. But as it was I got stuck on a part of the game the exemplified all it's problems to me with nothing else to do.







