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Forums - Nintendo - ... And so i gave Skyward Sword a second try, but...

I finally finished Skyword Sword today. It took me about 6 months to finish, and except of the last mission and the last boss fight the was crap. The worst Zelda ever and maybe the biggest disappointment ever. Altough the last hour or so was great.



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SvennoJ said:
F0X said:
 

As for what SvennoJ said, I've 100%'d Skyward Sword, and I can tell you that there are definitely things to do in the sky. Side-quests, minigames, Goddess Quests, hidden secrets... but I can see that compared to Wind Waker, it's pretty lacking. But that's to be expected. After all, the sky is really only one part of the entire game. The narrative got off to a great start (much faster than Twilight Princess did) by making Zelda a character well worth rescuing. Interesting plot twists reshape the player's perception of Link's journey and his relationship with Zelda, and the development of the main characters pays off in a satisfying finale. As for the puzzles... were we playing the same Zelda game? Were you not surprised by the design of the final dengeon, which was a difficult and satisfying puzzle by its own layout? Or did you not get even get far enough to see the Timeshift Stones in action?

I can't seem to comprehend why people are saying things about Skyward Sword that blatantly contradict my own experience.

I found the narrative pretty boring in SS, just chasing after Zelda. It didn't help I gave up on the game twice before before finally deciding to trade it in after the third time. Over a period of 4 months the nuances of the story were lost on me.
I never saw the final dungeon. I stopped playing at the 2nd and 3rd battle with Thunderhead. I read in a walkthrough that there was only one dungeon left and revisiting Faron woods again for another collection quest (but now underwater, how original) and didn't bother to get through the tedious boss fights just for that.
It didn't grab me. The world and dungeons felt too small, the gameplay too predictable.

Yet who knows, maybe if I had played this 9 years ago and windwaker now it might be the other way around. I really don't think so since exploration is what is most rewarding to me. The empty overworld and re-used areas were the biggest disappointments to me. I can't be 100% sure though until windwaker gets a HD remake. I tried playing it again on a 52" lcd and tbh it just looks awful smeared out like that

"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.



3DS Friend Code: 0645 - 5827 - 5788
WayForward Kickstarter is best kickstarter: http://www.kickstarter.com/projects/1236620800/shantae-half-genie-hero

AndrewWK said:
I finally finished Skyword Sword today. It took me about 6 months to finish, and except of the last mission and the last boss fight the was crap. The worst Zelda ever and maybe the biggest disappointment ever. Altough the last hour or so was great.

Which one is your favorite Zelda? Top 2?



KeptoKnight said:
AndrewWK said:
I finally finished Skyword Sword today. It took me about 6 months to finish, and except of the last mission and the last boss fight the was crap. The worst Zelda ever and maybe the biggest disappointment ever. Altough the last hour or so was great.

Which one is your favorite Zelda? Top 2?


My favourit is "Ocarina of Time" because it was my first N64 and it is one of my favourit games of all time. And the second are Majoras Mask/ Twillight Princess, I can´t which one I loved more. Majoras Mask was like no other Zelda it had a different story, a new concept and a huge amount of sidequests which where almost as fun as the main quest. And Twillight Princess had this awesome atmosphere and Midna



F0X said:
SvennoJ said:
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 was 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.

In that case you liked everything that was decidedly "not" Zelda about the game

In general Zelda is focusing more and more on puzzles with each release. Also, the RPG part is getting weaker. And it's getting less epic. I guess some people like the new approach while others don't. It's really about your personal taste. Looking at the sales numbers the majority prefers "epic" Zelda.

classic: Classic ist eine für deutsche Qualitätsweine zugelassene Bezeichnung für Weine die nach speziellen Richtlinien vinifiziert werden.


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UncleScrooge said:
F0X said:
SvennoJ said:
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 was 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.

In that case you liked everything that was decidedly "not" Zelda about the game

In general Zelda is focusing more and more on puzzles with each release. Also, the RPG part is getting weaker. And it's getting less epic. I guess some people like the new approach while others don't. It's really about your personal taste. Looking at the sales numbers the majority prefers "epic" Zelda.

classic: Classic ist eine für deutsche Qualitätsweine zugelassene Bezeichnung für Weine die nach speziellen Richtlinien vinifiziert werden.

I don't think you or anyone else besides Nintendo should get to decide what is "Zelda" or not.

I don't see how the RPG part is getting weaker, since the new upgrade system is very much an RPG feature and non-linear exploration isn't beholden to a specific genre in the first place. And less epic? How? Many of the gameplay ideas present in Skyward Sword are just as interesting as anything else a Zelda game has done. Sales numbers are influenced by multiple factors, such as the penetration of Wii Motion Plus and flagging interest in the Wii console, so the sales do not necessarily denote preference.

The quality of ideas is still there. Many game mechanics are still there. However, the familiar structure and scale isn't, which is the real issue. It didn't bother me- in fact, I find it to be superior in some ways, which I have already stated. If this is all a matter of taste (and it is), then I'm all the more pleased that Nintendo made at least one Zelda game that is more up my alley.



3DS Friend Code: 0645 - 5827 - 5788
WayForward Kickstarter is best kickstarter: http://www.kickstarter.com/projects/1236620800/shantae-half-genie-hero

F0X said:
UncleScrooge said:
F0X said:
SvennoJ said:
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 was 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.

In that case you liked everything that was decidedly "not" Zelda about the game

In general Zelda is focusing more and more on puzzles with each release. Also, the RPG part is getting weaker. And it's getting less epic. I guess some people like the new approach while others don't. It's really about your personal taste. Looking at the sales numbers the majority prefers "epic" Zelda.

classic: Classic ist eine für deutsche Qualitätsweine zugelassene Bezeichnung für Weine die nach speziellen Richtlinien vinifiziert werden.

I don't think you or anyone else besides Nintendo should get to decide what is "Zelda" or not.

I don't see how the RPG part is getting weaker, since the new upgrade system is very much an RPG feature and non-linear exploration isn't beholden to a specific genre in the first place. And less epic? How? Many of the gameplay ideas present in Skyward Sword are just as interesting as anything else a Zelda game has done. Sales numbers are influenced by multiple factors, such as the penetration of Wii Motion Plus and flagging interest in the Wii console, so the sales do not necessarily denote preference.

The quality of ideas is still there. Many game mechanics are still there. However, the familiar structure and scale isn't, which is the real issue. It didn't bother me- in fact, I find it to be superior in some ways, which I have already stated. If this is all a matter of taste (and it is), then I'm all the more pleased that Nintendo made at least one Zelda game that is more up my alley.

yeah thats true. Ocarina and Majora's had one thing in common that Skyward did not have,  that was the mixture of dark/moody feel recipe. Skyward Sword was mainly vibrant. I liked all three for what they are.



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.



I really wonder why people hate this game so much.Apart from the repitive nature of it it really makes everything in the zelda series better.The Music,The Combat,the dungeons,the story,the characters,
Even some of the things you have to do again still add new elements to make it fresh..Guess I dont mind backtracking as much as others



SvennoJ said:
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.

Each of the three areas are built around a different central theme (Power, Wisdom, and Courage, naturally). The desert represents wisdom, so it's the most puzzle-heavy area of the game. The volcano represents power, so it features challenges based on stamina and powerful tools (such as bombs). The forest is decidedly more combat-centric, has fewer puzzles, and has tightrope and vine-swinging challenges (fitting the courage theme). As such, it's inevitable that the player would prefer one over the others, depending on the gameplay element he/she enjoys the most.

I'm glad you mentioned the combat, because I had problems with it too. Though I think is has more to do with getting used to the expected inputs than the WMP's ability to read movement (save for thrusting, which can only be done well with comparatively slow, precice motions). After roughly halfway through Skyward Sword, I finally had a good grip on how the combat worked. Don't jerk the Wiimote about unless you want to strike. Just move the sword gently into position and you won't have many problems. In most cases one can perform combos after the initial blow, so you don't need to worry about the backswing unless you're facing a Stalfos or Lizalfos. In fact, one of the best ways to hurt the final boss is to have him deflect some of your quick backswings until you finally hit an open spot. In time, the vast majority of my attacks were interpreted without a hitch, and the few mistakes came from overly hasty thrusts because those can be finicky at times. Once it clicks (or if it clicks), I think it's the deepest, most fun combat system in the series. But yeah, the learning curve can be brutal. It doesn't help at all if you take long breaks from the game (which you did).

Bosses were hit and miss to me. I enjoyed most of the dungeon bosses (the second one was amazing), but having to fight The Imprisioned more than once wasn't great. Neither was the boss of the fifth dungeon, which is a shame because that dungeon is otherwise my favorite in the entire series. Of course, if you're tired of how bosses operate in the Zelda series, then it doesn't matter. You probably wouldn't like them very much. Plus, boss battles are where camera control can be an issue, so I see where you're coming from there. Not locking onto a boss in order to break some nearby pots does have its consequences.

I don't know how many of the sidequests you did, but you can get up to 80 gratitude crystals doing quests and such. Even more side content is always appreciated, but I'm okay with it because there's more meat to Skyward Sword's main game than previous installments.



3DS Friend Code: 0645 - 5827 - 5788
WayForward Kickstarter is best kickstarter: http://www.kickstarter.com/projects/1236620800/shantae-half-genie-hero