Just realized I haven't posted a good/bad list for the game. I'd like to have one on paper.
Good:
Art Style: The art in this game is absolutely fantastic, and if you disagree, just take a look at the Dolphin thread. Even though it still looks very nice in SD, the graphical power of the Wii does not do this game justice. I'd like Nintendo to pull a MM and reuse the assets from this game in the next Zelda. The NPCs are charming (this was not the case in Twilight Princess), Link and Zelda in particular look stunning, and Ghirahim and Oni Akuma are definitely memorable from a design perspective. Is this the best looking Zelda? I might still have to give Wind Waker the edge, but Skyward Sword is definitely a close second.
Overworld: The overworld in this game has been getting a lot of negative criticism. The way I see it, this game is Super Mario Galaxy to Twilight Princess' Mario 64. It tries to do something different, while still retaining the feel from the previous games. The overworld/underworld system is just a different take on the traditional Hyrule Field system. Instead of traveling the field and entering other parts of the overworld by foot, you're traveling the sky by bird and dropping into other parts of the overworld. It's pretty similar when you think about it.
Once you've dropped into the underworld, the three areas you explore are quite dense, and resemble dungeons, much like the 2D Zeldas. Again, the Galaxy-64 comparison comes into play. This is a new, different approach to the overworld, so I don't think it's fair to compare it to the previous 3D Zeldas. Lanaryu stands out in particular as extremely well done. If three different teams were in charge of each part of the underworld, the Lanaryu team definitely deserves the most props and should get started in Zelda Wii U asap.
Skyloft is a fun town with quirky and charming NPCs. It's no Clock Town, but as a "home base", it is very well done.
Could the sky have been less barren? Sure, but I don't think that warrants the overworld as being a negative for this game. It doesn't have that exploration aspect we had in Wind Waker, but again, they tried something different here.
Motion+ in theory:The motion controls have opened up some great new possibilities in the world of Zelda. Combat is the most difficult it's ever been in a 3D Zelda, and for the first time, you actually have to
think rather than spam b or spin attack. The first boss in particular has shattered many players minds and forced them to adapt to the new combat system.
I also like the way you control the beetle. Very responsive. Throwing and rolling bombs is cool too.
Dungeons/Puzzles: As mentioned above, the underworld can pretty much be classified as a dungeon, but for simplicity sake, I'll just talk about the 7 main dungeons in the game.
I thought these set of dungeons were the best we've seen in Zelda besides MM and MQ. 3, 4 and 5 stand out in particular. Smart design, good use of your entire inventory, fun puzzles, solid difficulty... can't ask for more. I didn't think the first two dungeons were very bad either. Majora's Mask being the exception, the first two dungeons in Zelda games have never been all that strong, so 1 and 2 in this game didn't strike me as terrible, like it did for others. 6 wasn't bad either, but it's tough to follow up the three best dungeons in the game. 7 was very well done as well, and a unique final dungeon to wrap the game up.
I've played Twilight Princess twice, once on Wii and once on Gamecube, and I'd probably place Arbiters, Snowpeak and City in the Sky on par with 3, 4 and 5 in Skyward Sword. Pirate Ship gave me some very "Is this a dungeon?" vibes, like Snowpeak before it. It's close, but I'd have to give Skyward Sword the edge in the dungeon department. This might change in a year, but it seems clear right now.
Bosses: Good shit. For the first time, the first boss in the game isn't a complete cakewalk. It is a tool used to teach you the new combat. My only gripe with that, is, the bosses that followed it weren't nearly as difficult or dependent on you to master the use of motion +. They still are effectively used, though. Regardless, the bosses in this game were all very fun, and satisfying to defeat. Boss 4 stands out as the most satisfying fucking boss in video game history!
The final boss gave me a solid challenge, most moves taking off 1 full heart, if not two. A huge step above the final boss of Twilight Princess. Once you learn the pattern, it's quite simple, but I still say Demise is a solid final boss. Wouldn't have hurt to have another form, though.
Sidequests/Day & Night System: OH MY. I got some very Majora's Mask vibes from this! I thought they used it very effectively in this game, and it benefited the sidequests a great deal. As mentioned above, I liked the NPCs in this game. So that already gave me a good feeling about the sidequests, even before I started them. Not quite at the level of a MM/OOT, but still very good stuff.
Cutscenes: The lip flapping may come off as odd at times, but the cutscenes in this game are top notch, and when combined with the art style and the soundtrack, Nintendo has proven that voice acting is not necessary for these games. Standout scenes for me include Groose shaking Link, and "You know what happens at the end right?"
Soundtrack: As expecting, the soundtrack to this game is fucking outstanding. The orchestra knocked it out of the park, producing a Disney-quality soundtrack. Although the tunes aren't quite as memorable as some of the older games, I once again bring up the Mario 64/Galaxy comparison. Galaxy's score sounds fantastic, but I wouldn't exactly call that music "memorable". Those simple tunes like Song of Stoms and Bomb Bomb Battlefield stick in your head years after playing the game, while the more elaborate pieces in Galaxy and Skyward Sword are perfect in the moment. It would be a travesty if Nintendo doesn't release this soundtrack. Some of my favorites:
Romance (best song in the game, sounds straight out of Aladdin)
Ballad of the Goddess (a new classic, the defining song of this game)
Follow Fi
The Sky (once again, the overworld theme sounds great)
Lord Ghirahim
Stamina: I think the stamina is a very cool system. Forcing you to be smart with spin attacks, climbing and quicksand puzzles are welcome additions to the franchise. However, it could use some tweaking.
Pro Mode HUD: In a shocking turn of events, Nintendo has allowed customization in a Zelda game. Baby steps.
Bad:
Hand Holding: Can be broken down into two sections:
1)
Extended Intro/Tutorial: Although it has been toned way the fuck down from Twilight Princess, the first hour or so of the game is boring, slow, full of text, full of tutorials, and leaves you wanting to start the game already! A game can
use it's intro level to teach the player how to play subtly without effecting the pacing in a negative way. OOT does this masterfully, leaving the text and tutorials
optional, and getting you into the first dungeon within minutes if you know what you're doing.
2)
Fi. Far and away the worst sidekick in Zelda history. I might have been able to let the annoyance slide if she was an interesting character, like Tatl or Midna... but she's not. She's a fucking sterile robot with no emotions. The fact that this annoying, pace killing, game stopping, unnecessary re-iterator made it into the game and none of the testers thought "Hey, this just MIGHT be going a little too far" blows my mind. Nintendo, you fucked up.
Ultimately, Nintendo has to stop treating it's players like drooling, clueless idiots. Why even include an instruction manual with the game? They obviously assume no one reads it. Judging from Fi, they assume no one reads
period, because she reiterates what people say mere seconds after they've said it. It's like the owl in OOT asking you if you need him to repeat what he just said, except after every remotely important character speaks, and you automatically select "Yes".
Somehow, they've managed to make the "blue rupee" mistake AGAIN with this game. In case you don't know, in Twilight Princess, when collecting a blue rupee for the first time after loading the game, an unskippable dialogue would start, explaining that you collected a blue rupee and it was worth 5 rupees. It goes without saying that this is annoying as fuck, and completely unneccesary. They've decided to take it one step further in Skyward Sword. There are about 40 treasures you can collect in this game. Whenever you first collect one of these, not only does the obnoxious dialogue pop up, but a slooooooooooooooooooow menu animation of a treasure being added to your inventory is shown. Every. Time. It's ridiculous, and once again, the fact that this got by testing and no one said anything is unreal.
Padding: The second major problem with this game. I think it goes without saying that tear collecting in Twilight Princess was a pretty unanimous negative about the game. Players didn't want be plopped down into an area and forced to collect 15 of x. It didn't help that we had to control Wolf Link during those segments. So after 5 years, what does Nintendo repay us with? Improved tear collecting.
I'm not saying the tear collecting is
bad in this game. It's pretty terrifying when those statues awaken, the music starts playing, and you don't know how to effectively use your stamina. Playing as Link is fun, and that tense feeling you have in the spirit realm is pretty cool. But this is not what I expect from a Zelda game. Being forced to collect 15 tears
4 times in familiar locations between dungeons is the definition of padding, whether you like it or not. They couldn't think of anything interesting for the player to do, so you're forced to collect a bunch of shit. There was no such thing in any Zelda game before Twilight Princess, so I'm not sure where this idea came from, and why it still has a place in the franchise. In OOT and MM, we went around meeting new people, finding new items and discovering new places when buffering dungeons. In SS, we collect tears. Not cool, not fun, and feels rushed after 5 years (or 3 years of development, whatever).
Of course, the I have to mention the tadtones. It's basically tear collecting taken to a whole new level. Doesn't help that you have to deal with tedious, carpal tunnel syndrome inducing nunchuk flicking at the game time. Oh, and the reason you're collecting them is because Faron doesn't think you're the hero. And collecting these makes you the hero. Right.
We are forced to fight the Imprisoned not once, not twice, but
three times. I would have accepted fighting him twice, considering I enjoyed the Groose mechanic with the 2nd and 3rd battle... but I do not like having to fight this giant, ugly black blob with an asshole for a throat three times, the last two times being extremely close together. It's padding, and it's not fun. The changes between the fights do
not warrant three separate battles.
Finally, we have backtracking. The only offensive backtracking that I could think of is being forced to go through the first dungeon again just to collect water. I didn't think it was
too bad, but it really has no place in a Zelda game.
Motion+ in reality: Unfortunately, the motion + controls are just not responsive at all times, and sometimes laggy by up to 1 whole second (I'll looking at you, forward thrust). It's tough when so many enemies have a weakspot that require you to forward thrust, and there's either lag, or the move is not recognized at all. IR aiming is far superior to motion + aiming imo, so adjusting from the precision of TP to SS was tough.
The swimming controls are brutal and totally unnecessary. Worst part is, Link's torpedo is a cool idea, and these are some of the best swimming ideas since Zora Link in MM, but they're dragged down by the awful motion controls.
Although the puzzle and combat possibilities opened by motion controls are pretty great, ultimately, I think it would be for the best if Nintendo were to drop them in the next game, and give us traditional controls. If they must stay, restrict them to swordplay, select items (beetle and whip), and use IR aiming for the bow.
The Villains: I really like Ghirahim. His design is great, his flamboyance is cool, he looks great in cutscenes, his dance at the end of the game is hilarious... but to quote Dr. Evil: He's not evil enough. He doesn't really do anything that makes me want to stop him. Ganondorf haunts my dreams in OOT. He kills the Deku Tree right off the bat. He turns Hyrule Castle town into a wasteland left only with terrifying redeads. Majora's Mask turns me into a fucking Deku. He then goes around tormenting people. Not to mention the moon is going to crash into the Earth. What does Ghirahim do? Why do I want to stop him? It seems like Skyloft is totally unaffected by him, and Zelda is being protected by Impa. I do not feel threatened by this guy
at all. Do something to make me hate you, damn it!
Demise is also pretty shallow, unfortunately. He shines at the end, but it's a shame he spends the majority of the game as a giant black blob.
Stamina: As mentioned, I like the stamina system. However, I don't think it's implemented correctly. Draining my stamina while running is stupid. Remember the bunny hood from Majora's Mask? Imagine if you could only run for 5 seconds, then had to walk in order to run again. For things like plain old running and rolling, stamina should not be depleted. However, when I'm running up a slope, or running in quicksand, that's a different story. It really slows down the game, especially considering I could roll around Hyrule in every 3D Zelda until SS. It also sucks that you can't upgrade your stamina at any point in the game. By the end, I should have infinite stamina. I'm a hero for fucks sakes!
Nitpicks:
Here's a couple of small things I didn't like about the game, but aren't that big a deal.
Enemy diversity: Bokoblins everywhere! For a game that was in development for 3+ years, this seems lazy. I loved the new enemies in Lanaryu (the new Beamos, the new Armos, the thing where you deflect missiles back at it), I just wish there was more in the rest of the world.
Not being able to warp from statue to statue: So annoying. I need to go to the sky, do a 180, jump back down, and choose the statue to warp. Or, tediously fly from point A to point B in the overworld. Slows the pace of the game down. Not cool.
Payoff for sidequests: Usually, you get gratitude crystals for completing sidequests. After you get all 80... you get a bug wallet. Thanks a lot. Now I know OOT pulled the same shit with the Skulltullas, but at least that game has the biggoron's sword side quest. There are no such awesome payoff sidequests in SS. The Hyrule Shield might have filled the void, if it wasn't spoiled
in every screenshot and piece of art for this game since it's inception :lol
So, overall, I'd place Skyward Sword above Wind Waker and Twilight Princess, but still well below Ocarina of Time and Majora's Mask. It's a great game, but it has a couple of problems that just baffle me. I think Amir0x puts it best (paraphrasing): the game has mistakes that even a Xbox Live Arcade developer wouldn't make, yet it has certain highs that even the very best devs in the industry today couldn't reach.