The Legend of Zelda: Skyward Sword

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Re: The Legend of Zelda: Skyward Sword

Postby FadedAreWii » 03 Feb 2012 08:07

Just posting a +1 for some Skyward love. Easily in my top three favorite Zeldas. Beat it 100% in Hero mode. I have about 120 hours logged. Loved this game, F the haters.
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Re: The Legend of Zelda: Skyward Sword

Postby motherbra1n » 12 Feb 2012 10:22

I just read this from a comment on youtube and I completely agree with it.
Does anyone else think that
Spoiler:
Impa's hat greatly resembles Groose's hair? Do you reckon it's supposed to be paying tribute to him or just a coincidence.
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Re: The Legend of Zelda: Skyward Sword

Postby Broken_Cartridge » 12 Feb 2012 13:06

motherbra1n wrote:I just read this from a comment on youtube and I completely agree with it.
Does anyone else think that
Spoiler:
Impa's hat greatly resembles Groose's hair? Do you reckon it's supposed to be paying tribute to him or just a coincidence.

I can see where that's coming from, but I think it's just a coincidence.
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Re: The Legend of Zelda: Skyward Sword

Postby Koopzilla » 17 Feb 2012 02:07

Haven't finished the game yet, but I had a quick question if anyone could answer it for me.
Spoiler:
I have the two medals that grant you a whole extra heart container, do you need to have these to have all the heart containers or is there enough heart pieces in the game besides these to fill up both rows of hearts? Also if these aren't needed to fill up both rows of hearts do you still get 2 extra hearts for having them equipped?
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Re: The Legend of Zelda: Skyward Sword

Postby Devil_Rising » 21 Feb 2012 19:14

Just to recap....I enjoyed playing through Skyward Sword for the most part, and had a good time. But the frustrations I encountered were almost universally because of the motion controls, much of which was unnecessary, especially anything involving titling the Wiimote. Very good game. But ultimately, in this case, I think it would have been better to be able to just play it with traditional controls. That's how I enjoyed my Twilight Princess (GC version) after all.

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Re: The Legend of Zelda: Skyward Sword

Postby Chosenoneknuckles » 21 Feb 2012 19:20

Wata123 wrote:Though i do find Fi a little annoying, lol. :P


Agreed.

Also, how awesome was Groose? :) Best character development arc [that wasn't one of the Trinity] in the series yet methinks!

The series cannot back back to traditional controls [so I am mighty curious as to how the UPad will work with the next game].


My 4 personal grievances with the game [you touched upon Fi's lengthy over-logicalness already] would be:

- The empty [sky] overworld. Compared to WW's [and even TP's], it just felt so under-developed [I was hoping for something half-similar to Skies of Arcadia mind]. :|

- The fact you cannot hitch a ride on your Loftwing unless you run off those planks [nor at night - at all]- wth kinda logic is that game? :roll:

- No dynamic day / night system felt like a radical step back for the series. I know I would've loved to have watched the sunset over Skyloft [at least]. :(
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Re: The Legend of Zelda: Skyward Sword

Postby CrispyGoomba » 21 Feb 2012 20:39

Ya know, I bought this day 1 and still haven't finished it. It's not that I don't have enough time, it's something else but I don't really know what that something else is.

Also, I played it yesterday a little bit and I enjoyed it. But part of me doesn't want to get back on it today...I might, though. 8)
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Re: The Legend of Zelda: Skyward Sword

Postby Blue_Falcon » 23 Feb 2012 21:21

Hamr wrote:+Dungeons. Outside the bland first pair, this is easily some of the best dungeon design the series has ever seen.


Just got around to reading this god post. So if the dungeons are good for the puzzles and gimmicks, but the action components are underwhelming, then SS is a good puzzle game? Hmm, doesn't sound particularly exciting, yet you're going as far as to say that if the game consisted of dungeons alone it would be worthy of the praise it got?

had a final death count of something like... four?


...seriously? Then it doesn't really matter how good the dungeons are, right?

Bosses.


You're saying the bosses are good, but the game is still unbelievably easy. Aren't well designed bosses usually challenging?

Moton controls.


Not as good as Red Steel 2? Does that mean that SS is just bad or that RS2 is decent?

Overall judgement, game is slightly better than Windwaker; worse than Spirit Tracks.


Worse than... Spirit Tracks? I haven't played it yet, but if PH is anything to go by... :shock: Out of curiosity, how would you rank the Zelda entries. From what you say about SS, it sounds like a terrible game. I mean most of your plus points were secondary things like characters, aesthetics, and musical score, while all the important aspects were mediocre or worse. So is SS a 3-star game or a 2-star game? And what does that make WW? And you are saying it's better than WW on what basis? Dungeons alone or even the various secondary elements?

And general questions, not specifically intended at Hamr: How intrusive is Fi and how long and how numerous are the cutscenes? Like should I expect MGS Original or MGS4? Apparently the starting tutorial and cutscenes are pains.

And are there techniques you can learn in the game (such as the Wolf Stones in TP, Super Spin from WW, and the fairy powers in PH), or is all the combat basically motion+ swinging?
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Re: The Legend of Zelda: Skyward Sword

Postby Hamr » 23 Feb 2012 23:56

Blue_Falcon wrote:Just got around to reading this god post. So if the dungeons are good for the puzzles and gimmicks, but the action components are underwhelming, then SS is a good puzzle game?


Yes, that is a nice way of putting it: SS is a quite good puzzle game with lots and lots of kind-of-bland combat and padding segments in between.

"Hmm, doesn't sound particularly exciting, yet you're going as far as to say that if the game consisted of dungeons alone it would be worthy of the praise it got?"

Yes, that is how clever I thought the puzzles were.

"You're saying the bosses are good, but the game is still unbelievably easy. Aren't well designed bosses usually challenging?"

In the first place, the best bosses in Skyward Sword were not the ones that succeeded in killing me (who mostly did so due to a lack of direction on how I was supposed to defeat them -- they became absurd cake-walks once I figured it out), but the ones that *almost* did so. If I had been playing Hero Mode on a three-heart run, some of them definitely would have killed me. Alas, Nintendo dropped the ball in this area with their usual 'Extra difficulty modes only available in the New Game Plus!' nonsense and giving out three extra hearts by default due to how much E3ers and playtesters apparently sucked at the game.

In the second, challenge is certainly a huge factor, but it cannot be the sole determinant of a well-designed boss. I tend to rate encounters with them on how much personality they have -- i.e., how memorable the fight is due to strategy, presentation, narative placement and impact, etc. Many of the bosses in Skyward Sword perform strongly in this category on my mental scorecard.

"[SS's motion controls are] Not as good as Red Steel 2? Does that mean that SS is just bad or that RS2 is decent?

RS2's motion controls are generally very good -- special shout-out to the pointer controls in that game for being amazing. On average, SS's are decent.

"Worse than... Spirit Tracks? I haven't played it yet, but if PH is anything to go by... :shock:"

I have always been of the opinion that Spirits Tracks is a solid game if you squint really hard. As in, hard enough that you cannot see the train, the absolutely broken flute segments, or the awful first dungeon. Like SS, it has a lot of puzzles and item use that I like. And unlike SS, it is not thirty hours longer than it needed to be purely for the sake of being long.

Phantom Hourglass is irredeemable trash, though.

"Out of curiosity, how would you rank the Zelda entries."

As with the rating, I am not going to answer that question because I would rather avoid the argument that would invariably result. Also, as I have not played several of them in years, my impressions of those entries could be slightly outdated.

"And you are saying it's better than WW on what basis? Dungeons alone or even the various secondary elements?"

AsI said, Overall. Given a choice between replaying WW and replaying SS, I would take SS.
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Re: The Legend of Zelda: Skyward Sword

Postby sundin13 » 27 Feb 2012 10:16

i found SS to be one of the best zeldas ive played, if not the best. It was more challenging than TP or WW but not as challenging as the old NES/SNES games (obviously). Some of the bosses were amazing, others were just good and theres a couple that i think could be considered the best in the series. The combat is flawless imo. Each enemy encounter was interesting and fun and the motion controls worked perfectly for every weapon. The only (minor) problem i had was with the shield bash (or whatever the move where you shake the nunchuck is called) but that was my own fault (i often wiggled the wii remote at the same time....). The new races were interesting and i think they were better than anything in TP but not really as good as some of the races in WW. The hub world was BY FAR the best town in the series (from what ive played) and the new additions to the series (side quests, upgrading etc) were great but could've been pushed even further. The overworld blew me away at times...there were times where i was playing and then all of the sudden i realized i wasn't even in the dungeon yet. The game is designed to not feel like you are just going dungeon to dungeon and the entire world is interesting and fun to explore. The dungeons were great too, id say there was the least improvement in this regard but it is also one of the best features from previous games so it didnt need improvement...

Anyways, overall i would say that SS did absolutely nothing wrong but could've done a few things more right...besides this i would give it a 98%
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Re: The Legend of Zelda: Skyward Sword

Postby M2honey » 03 Mar 2012 19:40

I finally beat SS, and wow, it was fantastic! Easily my favorite Wii game and one of my favorite games of the year. Everything about the game was perfect. Well, almost. I kinda found Fi annoying at times, and I didn't really like their explanation for Ganondorf... It kinda ruined the character for me. But otherwise, I enjoyed the combat, loved the puzzles, the items were neat, the NPCs were some of the best since WW, and oh I could go on! A direct sequel would be pretty cool. Though I'm not sure how or if they would show a romantic relationship between Zelda and Link. :P

Hamr wrote:Yes, that is how clever I thought the puzzles were.


I don''t really understand how you determine these things. You put it all out like it's some objective fact, but you don't explain why or how you came to that conclusion. What I mean is, how can you say that SS's puzzles or ST's puzzles are better than the ones found in any other Zelda?

much personality they have -- i.e., how memorable the fight is due to strategy, presentation, narative placement and impact, etc.


I was under the impression that people like you consider "personality" a meaningless term. And aren't narratives and presentation secondary elements?

Like SS, it has a lot of puzzles and item use that I like. And unlike SS, it is not thirty hours longer than it needed to be purely for the sake of being long.

Phantom Hourglass is irredeemable trash, though.


There you go again! :lol: How do you determine what is a good puzzle or what is a bad puzzle? If I said PH had good puzzles, how would you prove me wrong?
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Re: The Legend of Zelda: Skyward Sword

Postby Hamr » 05 Mar 2012 04:44

M2honey wrote:You put it all out like it's some objective fact
Because in my view, it is.

“What I mean is, how can you say that SS's puzzles or ST's puzzles are better than the ones found in any other Zelda?”

Allow me to explain, then: The goal of a well-designed puzzle is to encourage what is known as lateral thinking. Simpler, more easily-solved puzzles are inherently worse than more complex, less-conventional puzzles that cause one to pause in thought and consider the situation before finally having that 'ah ha' moment where it all clicks together.

If I walk into a room and know immediately exactly what I have to do and the only roadblock to my progress is the time it takes me to do some painfully obvious action, then it is not a good puzzle; it is a quite bad puzzle. In fact, it is more accurately termed 'busy work', mindless busy work at that, and the only question is how much of it the game is going to subject me to before I can continue.

Speaking generally, while nothing really stumped me per se, most of Skyward Sword's puzzles were still quite creative, and there were a number of them that took me a few moments and even experimentation to figure out the proper course of action (the room switching mechanism involved with navigating Sky Keep, or getting around the time-shifting Sandship, or the dig-tunnel puzzles in the sixth temple, and so on). That is far more than I can say for a game like Twilight Princess, where literally the only comparable puzzle that I can recall was that bit with the two statues before the Temple of Time.

"I was under the impression that people like you consider "personality" a meaningless term."

Oh, it is absolutely 100% a meaningless term in regards to when people too-often use it to describe entire games. There are two issues at play there. First, people who say a game has personality use it in the same way that they say a game broadly (and vaguely) has charm or soul or magic or heart. They are all interchangeable synonyms that mean the same thing, which is to say they all mean *nothing*. When I say 'personality', I am using it within a very specific context and with a very specific meaning in mind.

Second, a game cannot have personality (at least not in the sense that I am using the word) because it is an inanimate object. Characters within a game -- whether they be main characters, NPCs, bosses, or even stock enemies -- can and should have personality.

A good character has identifiable and memorable traits and behaviors -- how they act, how they look, how they move, the emotions they express, the words they say or sounds they make, the place they inhabit, the history behind them, the tactics and attacks they employ, the way they progress as time goes on, et cetera. That is their personality. And that is in fact largely what makes them characters in the first place, as opposed to inanimate objects.

In regards to Skyward Sword: Ghirahim has personality. Zelda and Groose have personality. The last boss has personality. Batreaux and Scrapper have personality. Scervo has personality. Koloktos has personality. The Moblins have personality. The Stalfos have personality. Fi has personality, albeit an extremely crappy one. Even Link has personality. All the characters in the game have personality of varying quality and to various extents.

The over-arching game does not. Cannot.

"And aren't narratives and presentation secondary elements?"

Of course. Do not fall into the trap of thinking that 'secondary' is the same thing as 'irrelevant', though.

"If I said PH had good puzzles, how would you prove me wrong?"

Well, to start with, your hypothetical infers a desire to 'prove' you wrong on the matter that I would not actually have in practice (partly because PH's puzzles are not a very interesting subject of discussion, partly because PH has about a hundred other things seriously wrong with it, and partly because this is not the Phantom Hourglass thread and I would rather not be smote from the heavens).

Broadly speaking in brief, though, the case would be relatively simple to make. First, I would provide examples of puzzles from Phantom Hourglass (e.g., rat with item you need keeps running into hole that is next to a block). Second, I would assert that their respective solutions are so easy to determine that even most children could probably figure them out with little more than a glance (e.g., push block into hole to prevent rat from going in it). Third and finally, I would iterate on those with additional examples (e.g. pushing obviously-placed switches in increasing numbers, pulling easily-found levers in increasing numbers, staying out of clearly-marked areas that damage you, following safe paths that are plainly spelled-out for you in advance, etc).

I do not think one can make the same case for Skyward Sword. Even its earlier, crummier puzzles, like the bit in the first temple where you have to dizzy the three eyes at once, require a more thoughtful approach to problem-solving than Phantom Hourglass's brainless drek.
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Re: The Legend of Zelda: Skyward Sword

Postby akel » 17 Mar 2012 17:50

I beat the game a week ago or so (can't remember). Anyway, it's nice to see some love for the game here. Apart from the pretty good critical reception, the rest of the net has been chiming in their distaste for the game. So I've been wondering if anyone actually liked the game.

I'm a bit disappointed with the game in terms of impact (didn't care much for the story or characters, never felt much like an adventure), but overall I enjoyed it. It's a game that had a lot of real neat concepts, like the way the final dungeon was constructed (when I first saw it, I was like...WHAT?) and all the time distortion stuff. Never really had problems with the motion controls. To be honest though, I think the motion controls should strictly stay with Skyward Sword. I really don't think it should be used again. It's fine for this game, but I doubt the concept can be explored much further (I wouldn't mind if Nintendo proved me wrong).

I liked the intro to SS more than TP. People complain about the tutorials, but all of it is rather quick and most of the stuff can be skipped. You don't have to practice sword swings, find the cat, lift the objects, etc if you don't want to. Catching the statue (if you know what you're doing) takes like a few seconds. In
Spoiler:
hero mode you can skip cutscenes
and I think it took me all of half an hour (maybe a little less) to get to the first ground area.

So, yeah, I liked it, but not as much as I was hoping. I really expected to be blown away.
Well, maybe I'll find Hero mode more fun.
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