JWeinCom said:
And your sample is completely non-random, there is no way you have spoken to enough people to get an accurate picture, etc etc. So using this as some sort of proof that reviewers are wrong is silly, and all your comments are basically meaningless. You can say you disagree with the critics, but anything beyond that is nonsense. |
The whole point of my comments were to say that popular review sites are bought and paid for long before they review a triple A game. Game journalism is very broken. While they can't directly pay for a review of a game, they can buy the entire sites adspace just before their game releases, in return for a solid review of said game. This along with sending reviewers early review copies and being flown out to places like Venice to stay in 5-star hotels for a week to play a half hour of games.
Asking for numbers of fan opinion of a video game which is well known is nonsense. Google that shit.
mZuzek said:
Because linearity is not necessarily a bad thing. That's exactly what I was saying. If you accept Skyward Sword for what it is - a linear, story-based Zelda experience, it's a shining example of how to make an incredible game. The story is amazing, all of the ground areas are EXTREMELY well designed with very clever puzzles, and awesome designs that take you on a linear path the first time through but open up for free exploration later on as you get more items. The dungeons are by far the best in the franchise, the combat is amazing, the boss battles are (mostly) really good, and well, I could go on and on. Linearity isn't a bad thing. And about redundancy, I don't see how it's a big problem in Skyward Sword. Yes, fighting the Imprisoned three times was really unnecessary and annoying, but that aside? No big deal. Revisiting areas was awesome because you always got to explore them in a much faster way and with a lot more freedom, and finding entire new areas right next to what you had just explored was really satisfying and added a lot of depth to the world. Fighting Ghirahim three times was great because all three fights were very different from each other, and you could really tell how he was developing as a character and villain more and more - being a bad guy who doesn't even care about you at the beginning of the game, to falling into absolute hatred at the end. As I said, I could go on and on. And I feel like I've made better arguments than "diehard fanboy apologists praise this game regardless of everything that makes it bad". |
The linearity would be excused if the game wasn't so weak on actual content. There is far too much fluff in SS making it stretch out to 50 hours. No game reciveing 10 out of fucking 10 should ever get away with this.
And just as easily as you can argue that the redundancy is fun somehow, I can say it isn't. Let's talk about the bane of SS, Fi. No, let's not. Because we'd be here all day. She slows the already slow game to a crawl with her explinations of explinations. Despite how good these puzzles you mention are, Fi usually turns their obvious solutions into visible flashing red arrows.
The backtracking is pointelss. Gathering the notes in the water for part of a song you need to hear with irritating swimming controls is busy work in a game with way too much padding already. The fetch questing in this game is taken to levels never seen in Zelda, with you flying to an island three times and back just to heal a bird or something. I don't know about you but my wrist doesn't enjoy being bent at the angle you have to bend to fly downward. Which is often since the bird is slower than a wagon on square wheels.
Fighting the Imprisioned once is "a little annoying and irritating". 3 times is torture, this isn't Boom-Boom from Super Mario Bros. 3. This is a huge boss with two weakpoints on opposite ends and 3 fights that go on for way, way too long. Let's not mention the fact that you're supposed to be having FUN at bosses, not shouting "FINALLY, goddamn, what a nuisance ... AGAIN?!"
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