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RTTP...this is a party right?: The Legend of Zelda: Skyward Sword (SPOILERS)

IZZm9M9.jpg

So I've been going through the more recent 3D Zeldas lately. I replayed Twilight Princess a few weeks ago, and last week I decided to replay Skyward Sword. I haven't played through Skyward Sword since my Hero Mode playthrough back in December 2011, so pretty much back when it came out. I haven't been that affectionate with the game as the years have gone by, but I decided to give it another chance.

So the big deal about Skyward Sword, if you weren't aware, is that it's the poster boy for motion controls and what the Wii is capable of doing. People have dreamnt of having a 1:1 sword game, and Skyward Sword mostly does that, but not without any issues. Things like horizontal, vertical, diagonal, well, you name it, swipes, that mostly works. Stuff like stabbing and the finishing blow, a little more finicky. Almost every enemy is designed around taking advantage of more methodical strikes, but seeing how this isn't my first rodeo, there are a bunch you can cheese with parrying with the shield and then waggling right up into their face because who has time to wait around for precise blows?

Other motion control stuff is mostly ass. Swimming, flying, tightrope walking, minecarting, freefalling, they all arbitrarily use the motion controls as their main input while the stick is entirely ignored. I know some people like this shit, but no, not me. I came for sword shit, ya dig? It's a good thing the swimming is only there at a minimum with the route to Ancient Cistern, and when Faron gets flooded. Flying is what you do in the Sky, and flicking your wrist every couple of seconds for your bird not to start slowing down and falling is tedious bullshit. Tightrope walking is just an annoying obstacle but there isn't much of it, minecarting is only around in Lanayru for one section but there is a heart piece tied to it which is an absolute pain in the ass to get (No, I don't care if you got it on your first try), and freefalling, there's also another heart piece and a couple chests and gratitude crystal quests tied to it but you can mostly get by.

Skyward Sword also introduces a couple of other things new to the series, like the stamina gauge, which is a meter that gates how long you can run and climb for, or how many spin attacks you can pull off before getting tired. Also introduces crafting items which can be used to augment your equipment like the shield and slingshot to more powerful versions. This isn't entirely necessary as you can still get by just find with the standard equipment. Speaking of shields, they have a damage meter and can be destroyed. While past games had enemies that could eat or burn your shields, this game takes it a little further. Just blocking an attack affects durabality, and the more you block, the less durable your shield will get until it breaks. But if you are even slightly competent, you can parry the whole game and avoid your shield taking damage. Though the wood shield still gets burned.

Skyward Sword treats the land below, or well the three area overworlds like a dungeon in past games rather than hub. Everything feels really manufactured with shortcuts built in everywhere, but it's all mostly well designed. The hub in this game is the sky, and it sucks. Traveling around is hella slow, and the only thing worth checking out are tiny little islands that might have chests with medals or rupees, but you can't open these chests until you activate a goddess cube in the land below. Anyway, I'll go through each dungeon


Faron - Big forested area, pretty, easy to get around everywhere, lot of shortcuts through logs that you push off the sides of hills so you can run back up. It's pretty simply designed and decent starting point.

Eldin - Typical of a mountain level, this area has you moving upwards. Lots of lava everywhere, the two hilly parts really make use of your stamina management.

Lanayru - IS FREAKING AWESOME. Was awesome 6 years ago, still awesome. Lanayru introduce a new item in the series called timeshift stones. Lanayru is desert, but if you strike these timeshift stones, an area surrounding the stone will go back in time when area was lush and full of green. And the coolest thing about this effect is sometimes the timeshift stones are on moving objects, so the area around the place will go back and forth between past and present. It's a really cool effect that makes the area standout. Most of the puzzles are focused on this, and also your stamina management because there's a lot of quicksand

Skyview Temple - As far as tutorial dungeons go, this is pretty basic. You only really have three main rooms, the second of which is a giant circle with a central room with the dungeon item present. It's also where you fight your first Stalfos as a miniboss. If you haven't figured out how to angle your blows, this boss or the dungeon boss in Ghirahim will teach you. The dungeon item is the Beetle, which is basically the boomerang in this game, except you control it like a drone. You can upgrade it to get a speed boost and make it more durable.

Earth Temple - Another fairly simple dungeon. The biggest thing here is the first second main area where you have to stand around on a ball in lava balancing. Dungeon item is the bomb bag, but the interesting thing about the bomb mechanics of this game is you can now roll bombs. That particular thing doesn't come up with the boss though as it's another one of those throw the bomb into the bosses mouth kind of dealies.

Lanayru Mining Facility - Basically more of Lanayru. Lots of time shifting puzzles. Also reintroduces Beamos and Armos. Beamos can be beaten easily by slashing their pillars and stabbing them in the eye. Armos are a little tricky, you have to use the dungeon item, the gust bellows, which pushes out a constant spray of air. Shooting an Armos where its fan is opens its mouth for you to stab it in. The boss of the dungeon is some scorpion thing. I don't know. You fight it twice in the game which is pretty lame both times.

Ancient Cistern - This is an awesome dungeon. There's a giant buddhist statue in the middle that you need to raise up and down in order to maneuver around the place. The whole dungeon is based on the Spider's thread story which is great when you go down to the underworld fighting zombie bokoblins. The dungeon item is the whip which has some neat uses like using it as a grapple and swinging like Indiana Jones. It also stuns enemies and steals monster horns from some of them that call in reinforcements. The dungeon boss is probably the best in the game. You fight this six armed robot with 6 swords, you have to rip out its arms with the whip, then use the swords it drops to chop off its other limbs. It's awesome.

The Sandship - If you liked Lanayru, this is more of it with some more time travel stuff. The main time shift stone is located on top of the mast, and the cool thing about it is when you're below deck, there are some locations where you can visibly see it and activate it from you are which drastically changes the interior of the ship. You're on a pirate ship by the way, you have a duel with a robot pirate captain which is neat but fairly easy with the good ol' parry and waggle. The dungeon item is the bow, which can be upgraded twice to do more damage. The boss is some giant Monster's Inc ass squid thing. You shoot it in the eye and the waggle at it. I don't know, it sucks.

Fire Sanctuary - This dungeon is fairly boring since it revolves around the most boring ass item in the game, the digging mitts. You gotta play this stupid ass minigame where you're crawling underground, with some paths blocked while others aren't, and your objective is to get to holes to get to other parts of the dungeon. This dungeon is so lame that you have to refight Ghirahim.

Sky Keep - This is the mega man ass dungeon. Just a remix every other dungeon, except featured in a tile puzzle. The tile puzzle moves rooms around, and you have to connect tiles that have doors that can connect together if you want any chance to progress. It's pretty unremarkable, especailly since it's the final dungeon, but oh well.


The main town is Skyloft. This is where you'll do your potion shopping, shield shopping, upgrading, inventory management. It's a pleasant place, there's lots of NPCs with distinctive looks and personalitys, and most have side quests for you to do that are this games Skulltula/Poes Souls turn this guy into a normal person again. The problem with Skyloft though is it's almost completely disconnected from what's happening in the story.


Now the story, where do I even begin. So you start off as a student in an academy where Zelda is the Headmaster's daughter. This is an academy for knights, cause these knights, they do a lot of shit allegedly, but they sure don't show this in the game. You gotta do some flying test with your bird, which is basically the flying tutorial, then Zelda gets kidnapped and shit by a tornado. The beginning establishes that this Zelda has a crush on you, nobody in Skyloft gives a fuck that Zelda is missing, and the school bully who likes Zelda and hates you? He's the best guy around. Groose is his name, and this is his legend. Groose has the most development in the game, going from bully, to redeeming himself and becoming a hero in his own right. He also has the best music, and it even plays when you meet the final boss for the first time which makes the whole thing even more silly. Zelda kind of sucks, she gets kidnapped, takes two baths, and goes to sleep. You would think they'd pull another Ocarina of Time, or Wind Waker or Twilight Princess and have her aid in the final battle, but that doesn't happen, damsel to the end.


Eventually, you get the Goddess Sword, which introduces us to Fi, the most garbage sidekick in possibly any video game ever. Are your batteries in the red? Don't worry, Fi will let you know. Are your hearts low? Don't worry, Fi will let you know. Did you go near a boss door? Don't worry, Fi will let you know. Is there a really neat puzzle that you could probably figure out yourself? Fi will let you know. Did someone ask you to do something? Fi will let you know, right after that person told you the thing. And so on, and so on. Now you know, I could probably forgive all of this, if Fi had any personality, but all she does in the game is spout random percentages and point out the obvious.


Anyway, once you go down to the land and start looking for Zelda, you go on three fetch quests, first to look for Zelda three times, second to turn the Goddess Sword into the Master Sword, and third to find the Song of the Hero which is surprise surprise The Legend of Zelda theme. The first third of the game is pretty solid, but once the second third starts, everything between the dungeon just goes down hill. Remember tears of light from Twilight Princess? Let's have you revisit the same three areas you already did, and look for 16 tears of light, because this game needed more filler. Do you want to go to Ancient Cistern? Too bad, you gotta go back to Skyview temple and get a bottle of water. Do you want to go to the fire sanctuary? Woops, gotta do an escort mission in Eldin while you shoot arrows from the bottom of the mountain to the top. Want to get Faron's Song? Too bad, collect some music ass tadpole because everyone loves water levels. Want Eldin's song? Got to do a stealth sequence where you lose all your items and have to climb the same mountain again getting them all back. Lanayru fortunately just does more time travel stuff and sprinkling in some Wind Waker ass boating in, which makes it three for three in being the best area in the game.


There's not much else going on in this game besides the three fetch quests, which is honestly a bit disappointing given Nintendo made a big deal pre-release about how this game is the first game in the timeline and it's important for why stuff keeps repeating in the series and the Master Sword's origin. Except we don't actually learn that much about the Master Sword. It used to be one sword, and then it became another, whoop-de-doo? And as for why the series keeps repeating, some Akuma-ass motherfucker is really pissed off I guess and cursed the original Link and Zelda in a throwaway line. That's it.


The end of the game has you meeting NotGanondorf who tells you a whole lot of nothing and you fight NotGanondorf in a sword fight. Oh and his sword is Ghirahim, the guy you fought three times before for some reason, this is never explained, it just happens. And once all that's done, you say goodbye to Fi in the most forced emotional goodbye. Oh and Impa dies. The end doesn't make any sense at all given the paradoxes, but at this point you sort of have to stop giving a fuck cause it's time travel, and Nintendo.

this part is just insulting

Going back to Skyward Sword still hasn't changed my mind about it. It's actually reminded me of things, like how there's no warping to past areas in this game, you just have to fly to each location, and then you can drop down to a save point. But no warping between save points, no siree. Or hey, if you turn the game off, and start it back up again, any time you pick up an item you get the item description again. Or if you fail a minigame, the NPC will ask you if you want to hear the rules and want to pick a different challenge instead of I don't know, maybe having a Retry button? Anyway, I still think it's a mostly well made game, but it has so many quality of life issues, on top of all the bad pacing, it just feels like it needed more time in the oven. Still worth checking out as far as being the Wii's swan song and seeing all the Wiimote was capabable of doing.
 

maxcriden

Member
Great write-up! I am a big fan of Skyward. Like you, Lanayru is my favorite area. I think the temples in this game are pretty excellent also. I liked Skyloft quite a bit, prior to BOTW it reminded me the most of a living breathing town a la Majora's Mask.
 
This game deserves a thoughtful HD remaster and a Director's Cut.

- Remove the motion controls
- Change the last two Imprisoned battles
- Stop the constant rupee prompts with Fi
- Change up the design of that one Octopus-lady-boss
- Add more Loftwings/Islands to the sky when you're flying

And boom, we're all set!
 
Also OP, sorry but some of your opinions are whack. Skyward Sword has one of the best Zelda endings ever.

Spoiler for BotW

Just wait until you beat BotW. There's a big backlash brewing once more people finish that game. Quite possibly the worst, most uninspired half-ass Zelda ending ever.
 

kromeo

Member
This game deserves a thoughtful HD remaster and a Director's Cut.

- Remove the motion controls
- Change the last two Imprisoned battles
- Stop the constant rupee prompts with Fi
- Change up the design of that one Octopus-lady-boss
- Add more Loftwings/Islands to the sky when you're flying

And boom, we're all set!

Really the thing the game needed most was another 2 regions, 3 just wasn't enough and got really tedious by the third visit to them, imo at least
 
Good OP except for huge-ass pics, sums up pretty much all my problems with the game. Awful pacing, forgettable story that gives Ganon and the Master Sword an origin story that's mundane and really disappointing and that no one asked for, huge QoL issues, wonky motion controls, just generally forgettable all around. Worst 3D Zelda in a walk.
 

Haganeren

Member
Personally, i liked the story way much more than usual, i cared for that Zelda or Goose a lot more than any past Zelda game. Zelda is the damsel on distress but at LEAST i have some connexion with her. The game is a lot more story driven which i liked so unfortunatly i couldn't feel the whole "story is shit" complain of the RTTP.

But yeah, the game have problems, Fi especially and her relationship with Grimhahim (is that the correct spelling ?) which is not explained at all and would have been a good way to make Fi stand out a little more. I liked that she was different from Midna (which seemed like a Taya v2 at the time... Even the Minish Cap guy had the same kind of relationship with Link) but that's all she has going for her, i can't think of a more bland character... So yeah it's very bad for that.
That being said, I am more mixed about the "revisit the same place" complain.. I mean the flooded forrest was REALLY annoying (controls didn't helped) but the stealth session where you lose all your items was really neat. I also loved all the part with the tears of light, you know the place but now you have to think again in some kind of stealth sequence. I loved that and it could actually be quite nerve-wrecking.

The fact i loved the controls and the fact puzzles were different from OOT contrary to TP and even WW were also really good to me. There is also the (only) village which is my favorite village of all Zelda games apart from Majora's Mask... Well it may change with Breath of the Wild that being said, but at the time it was a big plus with lot of neat little side story which made me care about that little world.

I always put Skyward Sword with Wind Waker into the "not bad but there is some things unforgving" rank.... With Twilight Princess at the very bottom and the N64 games up on the list.
 

maxcriden

Member
Personally, i liked the story way much more than usual, i cared for that Zelda or Goose a lot more than any past Zelda game. Zelda is the damsel on distress but at LEAST i have some connexion with her. The game is a lot more story driven which i liked so unfortunatly i couldn't feel the whole "story is shit" complain of the RTTP.

But yeah, the game have problems, Fi especially and her relationship with Grimhahim (is that the correct spelling ?). I am more mixed about the "revisit the same place" complain.. I mean the flooded forrest was REALLY annoying (controls didn't helped) but the stealth session where you lose all your items was really neat. I also loved all the part with the tears of light, you know the place but now you have to think again in some kind of stealth sequence. I loved that and it could actually be quite nerve-wrecking.

The fact i loved the controls and the fact puzzles were different from OOT contrary to TP and even WW were also really good to me. There is also the (only) village which is my favorite village of all Zelda games apart from Majora's Mask... Well it may change with Breath of the Wild that being said, but at the time it was a big plus with lot of neat little side story which made me care about that little world.

I always put Skyward Sword with Wind Waker "not bad but there is some things unforgving".... With Twilight Princess at the very bottom and the N64 games up on the list.

We have similar opinions! Though I enjoyed the flooded forest. But I did say something very similar about MM and BOTW above. The village of Skyloft was a vast improvement to me over the village(s) in WW and especially TP. The Silent Realm challenges were SO tense and an awesome part of the game, I don't remember if I did the challenges for all of those but I'd like to.

BTW, Goose = Groose and Grimhahim = Ghirahim ^^
 
BotW broke the Zelda cycle. It clearly mops the floor with Skyward Sword in all aspects (except controls if you liked the waggle). BotW is hated by very few and almost universally praised, and meanwhile no one will look at SS with the same nostalgia people have for Ocarina, Majora's Mask, Wind Waker or Twilight Princess. I'm very happy Nintendo has evolved the series and learned from past mistakes. It used to be that the newest Zelda game looked flawed in comparison with the previous one, but this time it is the opposite: Skyward Sword looks more trash since playing BotW
 

Calamari41

41 > 38
Yeah, Lanayru Desert is probably the best area in any Zelda game pre-BotW (I just haven't gotten very deep into it yet so I can't judge). It is certainly the most creative.
 

hampig

Member
I loved the look of SS, and I thought it had some really cool moments. I'd be down for a Switch remaster.

Definitely doesn't touch BotW, but it doesn't have to.
 
It's still a party, just every now and then some recurring drunkard keeps wandering through knocking drinks over and being an annoying downer on an otherwise solid event, why did they invite this guy again? every time I pick up a spilled beverage a prompt comes up slowly detailing to me what it is when I already know!
Okay I'll stop the shaky anology.

Actually it's interesting that some of the less finely tuned aspects of SS with potential return in BotW, instant sailcloth, the dowsing/marker placement and most notable of all the stamina meter. The more I reflect on it SS is possibly my ultimate example of a game that does plenty right while undermining itself each step of the way popping bullets (or maybe arrows in this case) into its foot.
Agreed on bad pacing and the odd QoL issues, my main flaws with the whole package more than anything else which is why I'm actually hopeful for a remaster that should be able to tackle those flaws at least.

When it comes to filler I think the problem is way more in how it's integrated rather than the segments actually being there, plenty of nice twists in gameplay, smart reuse of existing areas and heck I actually like the silent realms. But there's too much of it bogging down the pace of the main quest, returning to dungeon 1 for a bottle of water is a perfect example of interesting sidequest material becomes silly mandatory main quest segment.
 

Griss

Member
BotW broke the Zelda cycle. It clearly mops the floor with Skyward Sword in all aspects (except controls if you liked the waggle). BotW is hated by very few and almost universally praised, and meanwhile no one will look at SS with the same nostalgia people have for Ocarina, Majora's Mask, Wind Waker or Twilight Princess. I'm very happy Nintendo has evolved the series and learned from past mistakes. It used to be that the newest Zelda game looked flawed in comparison with the previous one, but this time it is the opposite: Skyward Sword looks more trash since playing BotW

Incorrect. I certainly do. It's one of my favourite Zeldas of all time, and it 'mops the floor' with BotW in the areas of visuals, story and characters. It's Twilight Princess that is left without any real redeeming features in a post-BotW world.

BotW is a far superior game in all other respects and in general, but SS is its own thing and still succeeds at what it tried to achieve, which is to make a Zelda game about the core game mechanics, particularly unique motion control mechanics - with the sense of exploration removed - basically the Super Mario Galaxy of Zelda.

And that's where the 'filler' complaint fell flat for me. If you're not enjoying the gameplay challenges the game sets out in the second / last thirds of the game I feel like you're missing the point of it. Yes, in BotW these would be side quests or shrines, but they were still awesome pieces of inventive gameplay using the brilliant mechanics that SS had.

For example: I loved the tadtones - the game would have been weaker without them. It was a fun 'level'.

If you just wanted to rush to the ending I could see you being frustrated - and in particular the annoying robot fetch quests were awful filler. But most of the time, each little section of the game was clearly a self defined 'level' with interesting ideas. And that was a unique and worthy approach for the series, imo.

...also, it has by far the best ending of any game in the series. By far.
 

Pinky

Banned
Love SS. It has it’s flaws, but my overall experience with it was great.

Lanayru Desert/Mining Facility and Ancient Cistern are incredible.

Also, best portrayal of Zelda in the series.
 

eliochip

Member
Couldn't finish it. Shame because i think it has the best art style in the series so far. I'd like them to rework this game from the ground up with the same assets. Probably won't happen but it would be awesome
 

maxcriden

Member
Incorrect. I certainly do. It's one of my favourite Zeldas of all time, and it 'mops the floor' with BotW in the areas of visuals, story and characters. It's Twilight Princess that is left without any real redeeming features in a post-BotW world.

BotW is a far superior game in all other respects and in general, but SS is its own thing and still succeeds at what it tried to achieve, which is to make a Zelda game about the core game mechanics, particularly unique motion control mechanics - with the sense of exploration removed - basically the Super Mario Galaxy of Zelda.

And that's where the 'filler' complaint fell flat for me. If you're not enjoying the gameplay challenges the game sets out in the second / last thirds of the game I feel like you're missing the point of it. Yes, in BotW these would be side quests or shrines, but they were still awesome pieces of inventive gameplay using the brilliant mechanics that SS had.

For example: I loved the tadtones - the game would have been weaker without them. It was a fun 'level'.

If you just wanted to rush to the ending I could see you being frustrated - and in particular the annoying robot fetch quests were awful filler. But most of the time, each little section of the game was clearly a self defined 'level' with interesting ideas. And that was a unique and worthy approach for the series, imo.

...also, it has by far the best ending of any game in the series. By far.

Well said. I completely agree, Griss. I think this idea of looking at a Zelda game as segmented into levels is further borne out by the (amazing, lengthy) Iwata Asks

Aonuma

Well, Fujibayashi-san and I talked for a long time about how, if we could make the gameplay in each area dense, then we wouldn't need to physically join them. Then the question was "How do we design it?"

Iwata

And what did you think of?

Aonuma

Course selection in Super Mario games.

Iwata

Course selection?

Aonuma

Yes. In Super Mario games, there's a course selection screen, and you waltz on over to it and hop in.

Iwata

You wanted something unreasonable for the world of The Legend of Zelda again! (laughs)

Fujibayashi

Yes! To me, Aonuma-san is the chief of unreasonable demands! (laughs) So I couldn't simply say, "All right!"

Iwata

As I listen to you talk, the stage selection music from Super Mario is playing in my head. It doesn't fit the atmosphere of The Legend of Zelda! (laughs)

Fujibayashi

We're fine with that for Super Mario, but we talked for a long time about how we couldn't do it exactly the same way for The Legend of Zelda.

Aonuma

While we were turning it over, the idea came up of having the starting location be floating in the sky. When I heard that, I thought that structure-wise, it was possible to have Link jump down from there. (→video)

Iwata

You certainly wouldn't need a road for that! (laughs)

Aonuma

That's right. But then we were like, "So how do we have him jump down?"

Iwata

Was having him jump down your idea, Fujibayashi-san?

Fujibayashi

Yes. I remembered seeing something on TV or somewhere in which a woman passed out in the middle of skydiving and another more experienced skydiver noticed and swooped over to her, held onto her, opened his own parachute, and landed with her.

Iwata

You saw that and thought you wanted to do that sometime.

Fujibayashi

Yes. I wanted to do it in a game sometime, but I thought simply starting in the sky would never get approval.

Aonuma

That alone is too vague.

Fujibayashi

So for a time we had the idea of jumping from a tower.

Aonuma

Oh, that's right! (laughs) The land was a basin with a really tall tower standing in the center. You would climb up and jump down and climb up and jump down and…

Fujibayashi

And the higher you climb, the further you can fly. But…that's pretty plain. (laughs)

Iwata

And that's why you decided to jump down from the sky?

Aonuma

Yes. But something about falling from the sky just wouldn't come into focus for me. How would the sky and the world below relate to each other spatially? As we considered various things, we started talking about how it was impossible without some sort of transportation.

Iwata

And that's where Iwamoto-san comes in as the sky gang leader.

Iwamoto

Exactly! (laughs)

http://iwataasks.nintendo.com/interviews/#/wii/zelda-skyward-sword/4/0

Be sure to click "see all volumes" at the top right if you're going to read it - there are a ton!

(and a good related GameFAQS thread: https://www.gamefaqs.com/boards/960633-the-legend-of-zelda-skyward-sword/71584525)
 
I love Skyward Sword to death. Really hope we get a HD remaster for the Switch that fixes a lot of the QoL issues.

Lanayru was one of the most fun I've ever had in gaming. Just a fantastic zone with amazing gameplay.

I hated the first tad tones but grew to really like them later on. It was a nice way to cool down.
 

Jaymageck

Member
I love Skyward Sword.

I love the world of the game, with Skyloft being my favourite Zelda town.

I love the motion control sword fights and how different it made the combat from simply hitting the slash button.

I love the art style and overall atmosphere of the game created by it.

I will never to this day understand the hate for the motion controls. I was so hyped for a game that used Wii motion+ properly and it delivered.
 

Sterok

Member
Currently playing Breath of the Wild, and it's actually making me appreciate Skyward Sword (and Twilight Princess) even more. BOTW is better than SS sure, but SS has that wonderfully tight level design that constantly throws new scenarios at you, with little wasted time on repetitive actions. Some of the filler could have been better paced, but aside from Tadtones and Imprisoned 3 I found them all to be pretty fun. And of course the combat is something that hasn't really been done elsewhere and demands you master the controls instead of just cheesing the enemies like I usually do in BOTW. HD version on Switch would be ace.
 
This game deserves a thoughtful HD remaster and a Director's Cut.

- Remove the motion controls
- Change the last two Imprisoned battles
- Stop the constant rupee prompts with Fi
- Change up the design of that one Octopus-lady-boss
- Add more Loftwings/Islands to the sky when you're flying

And boom, we're all set!

This is one of the few Zelda games I haven't played to completion (I played for about three hours, and all of the nagging and the slow pace really put me off), and while I usually don't care about remasters and don't play them, if they made a version of this game that cleaned up the rough parts, I would definitely give it another go.
 
Skyward Sword is a goddamn masterpiece and BOTW has not changed my feelings at all on that. Though that doesn't mean it's "perfect" either. An HD remaster with Fi not constantly bothering you would improve the game a lot. The repeated boss fights were dumb too. Other than that, absolutely incredible game.
 
BotW broke the Zelda cycle. It clearly mops the floor with Skyward Sword in all aspects (except controls if you liked the waggle). BotW is hated by very few and almost universally praised, and meanwhile no one will look at SS with the same nostalgia people have for Ocarina, Majora's Mask, Wind Waker or Twilight Princess. I'm very happy Nintendo has evolved the series and learned from past mistakes. It used to be that the newest Zelda game looked flawed in comparison with the previous one, but this time it is the opposite: Skyward Sword looks more trash since playing BotW

BotW hasn't even been out for an entire week yet. Calm down. You're projecting.

Honestly, I didn't even know SS was so hated until the internet told me it was cool to do so.

What's funny is that SS answered two of the fanbases biggest requests:

1. You want 1:1 swordplay? Done.
2. You want Link to obtain the complete Triforce? Done.
 

Sushigod7

Member
I just picked back up last month (after finishing TPHD) and finished my old save. I stopped years ago because of the garbage controls. I still don't like them and many of the things you touched on but the overall game and presentation was great. Happy to be play BotW now I'm not sure I could ever go back and play through SS again.
 

maxcriden

Member
This is one of the few Zelda games I haven't played to completion (I played for about three hours, and all of the nagging and the slow pace really put me off), and while I usually don't care about remasters and don't play them, if they made a version of this game that cleaned up the rough parts, I would definitely give it another go.

I had a similar experience (fewer hours my first go, though) and really couldn't get into it at all, but I think it gets much better as it goes on so if you stopped at about the first dungeon or so (just guessing), then I'd say you might enjoy it more as it goes on. If you keep your batteries charged the comments from Fi aren't that plentiful IIRC, no more so than Midna, and also the main source of annoyance will be picking up items and getting a message each time you pick one up for the first time after starting a play session. I came to really love the game on my second attempt so I hope when you do try it again, be it the original or a remaster, you'll enjoy it more.
 
This game could have been so much more.

Fi is a major part of why it's the only 3D Zelda I don't really look upon fondly (she is just...what was Nintendo thinking?!), but the godawful pacing, padding, tedious overworld traversal system and the barren sky world certainly do it no favours -- exploring is a chore in this game and there's not much of interest when you actually bother to explore. I'm a huge fan of the soundtrack, and a few dungeons, love some of the locales, and I think it made a strong case for motion controls in a big adventure game, but it's definitely my least favourite 3D Zelda.

Incorrect. I certainly do. It's one of my favourite Zeldas of all time, and it 'mops the floor' with BotW in the areas of visuals, story and characters. It's Twilight Princess that is left without any real redeeming features in a post-BotW world.
TP has great dungeons and a far better world to explore than the tedious one in SS. TP has some similar issues like SS, but I feel every of those flaws were amplified in SS. TP gets going after the annoying Tears of Light hunt fest while SS insists on halting pace with those annoying Spirit Realm sections and collecting tadtones..
 

Sapiens

Member
It's funny how people trip over themselves to hate on a great game like this. Zelda fans are so entitled and have too big of an opinion of what a Zelda game should be.

Caveat: I like motion controls in general.
 
Worst game I can recall paying full price for the last decade and single-handedly responsible for ruining my lifelong love of this franchise. Fuck this game.
 

Griss

Member
This game could have been so much more.

Fi is a major part of why it's the only 3D Zelda I don't really look upon fondly (she is just...what was Nintendo thinking?!), but the godawful pacing, padding, tedious overworld traversal system and the barren sky world certainly do it no favours -- exploring is a chore in this game and there's not much of interest when you actually bother to explore. I'm a huge fan of the soundtrack, and a few dungeons, love some of the locales, and I think it made a strong case for motion controls in a big adventure game, but it's definitely my least favourite 3D Zelda.


TP has great dungeons and a far better world to explore than the tedious one in SS. TP has some similar issues like SS, but I feel every of those flaws were amplified in SS. TP gets going after the annoying Tears of Light hunt fest while SS insists on halting pace with those annoying Spirit Realm sections and collecting tadtones..

You keep talking about exploring. There's no exploration in Skyward Sword. If that's what you're looking for or judging the game on, you're barking up the wrong tree imo.

Exploration was explicitly stripped out of the game in favour of a linear level-based experience. I almost wish the small sky level hadn't existed so people would understand this better. There was no overworld, there was no exploration. You've got to interact with the game on that level.

As for TP, I shouldn't have said 'redeeming features', what I meant was 'unique reason to play'. It has great dungeons but OoT does everything TP does. It feels like a retread.
 
You keep talking about exploring. There's no exploration in Skyward Sword. If that's what you're looking for or judging the game on, you're barking up the wrong tree imo.

Exploration was explicitly stripped out of the game in favour of a linear level-based experience. I almost wish the small sky level hadn't existed so people would understand this better. There was no overworld, there was no exploration. You've got to interact with the game on that level.

As for TP, I shouldn't have said 'redeeming features', what I meant was 'unique reason to play'. It has great dungeons but OoT does everything TP does. It feels like a retread.
Which is not a good thing because Zelda games are known for this quality, and it's one that really heightens the magical sense of wonder and discovery that is unique to the franchise -- SS missing this crucial element does it no favours in my opinion. And the sky level wasn't "small", it was just empty, and you needed to go through it to get to other parts of the world down below. If you're going to strip down exploration in favour of a more linear based experience then it should be a good replacement. The fetch quests, the excessive padding and the way you traverse after you're done with each linear based, self contained part of the segmented world I found to be a tedious affair. I did like the Lanayru section a lot, but the other areas felt really flat in comparison.

SS was an interesting experiment. In many ways, the way the world was designed was in direct response to people complaining about past games feeling a bit empty in the overworld section. They tried to make it more of a playground and provide a lot more obstacles along the way-- to bring it closer to how the overworlds feel in the 2D games, but I think this doesn't work quite as well in 3D because the 2D games are far snappier to play, and they didn't compromise exploration to achieve this same effect. SS just didn't have that same sense of progression the other games had. I get that it has some unique qualities about it, but I'll still take something more to my taste in TP than an experiment I felt was only half successful.
 

Hylian7

Member
Skyward Sword was a good game, but it was definitely among my least favorite Zelda games. Don't get me wrong, it had it's positives. The motion controls were pretty cool (and actually not my reason for having it lower in the list), it had some of the best dungeons in the game (Ancient Cistern was excellent), a cool final boss fight (stuff like being able to hold your sword up and have lightning strike it), and a neat origin story for the series.

However at the same time, it was all the problems the series had been building up over the years coming to a critical mass. Ever since Ocarina of Time, the series became more and more linear. You had games like Majora's Mask, that had sidequests open fairly quickly and encouraged you to go do them, but even those were limited to a degree. I'd say before BotW, Majora's Mask felt the most open out of all the 3D games. Twilight Princess, while still a great game, drove this linearity in even more, with a Hyrule Field that was kind of disconnected, but had some cool areas.

Skyward Sword was the culmination of these problems. The world felt more disconnected than ever. going from riding the Loftwing to Skyloft required a break and loading screen. Going from the sky to one of the ground areas required a loading screen. Going into the thunderhead required a loading screen. These things were all particularly frustrating especially when Wind Waker in the past had this openness without breaks between islands. Going in buildings having loading screens, didn't really bother me and hasn't in any of the games. In Wind Waker, you could sail from Outset Island all the way to Forsaken Fortress, user a Hyoi Pear, and fly a seagull all the way to the top, all without encountering a single loading screen or fade to black. In Skyward Sword, all of it's areas had this the worst where they felt like linear corridors. Few of them were open, and the open ones were pretty neat. I particularly like the sand/sea in the Lanayru area. The swimming to get the tadtones in the forest was actually neat just because you could go over the whole area freely. The stealth section in the Eldin area was awful. However the trials to collect all the orbs and avoid the guardians were awesome! Those really kept the tension up and it was really satisfying to pull those off.

Skyward Sword was always "You have to do this, in this order, when we say so" and there was little to no freedom to it. It felt really restrictive.

Fortunately, Breath of the Wild shattered all of this.
 
I'm a fan of Skyward Sword, quite a lot. I do feel it has a similar issue with Twilight Princess, and that's the long opening. Once it gets going and you finish the first temple, I feel like it's a pretty solid game with some sour moments mixed in. But overall I still hold it close, whereas Twilight Princess only really has a spot in my heart because of it's temples. I really don't care for that game much at all. Feels like a longer, worse OoT.

Also, OP, the ending of SS was sweet, but I guess it's a bit predictable, knowing this is an origin story going in. Also when Ghirahim became Demises sword, I kinda saw it coming. He and Fi shared similar design elements that I noticed early on, so I just kinda put two and two together. I thought that was neat too, though.
 

Ray Down

Banned
-Intro is way to long and while it does set up Link and Zelda relationship & Grose quite well it's still overly long even to accomplish that.

- Controls work most of the time, but there's room for error not due to the player. It needs to work 100% of the time, not anything less.

-Fi interruption and bland personalty don't work, she easily the most boring companion in the series.

-Eldin Volcano design is annoying.

-Flying isn't fun, the control is dumb, it's way more boring than the sailing in Wind Waker and worst yet feels more empty than the Great Ocean. Feels something they came up story wise first and gameplay second.

- You fight the Imprisoned 2 more times than you ever sure and either new mechanic they add to the next fights don't help it. Also ever goofy looking.

-Harp is useless.

-Swimming is bad due to motion control. Swimming controls are worse than other Zelda games.

-Level reuse, just going back to the same 3 areas.

-Why do the aiming control with the arrows worst here than Twilight Princess!

- I don't care for the idea of Skyward Sword being an Orgin point to the series in some ways which ruins a cool story with the Minish Cap.
 
Excellent post, OP.

Skyward Sword tried a lot of interesting things, but the loss of a real overworld, the constantly intrusive hand-holding, and the tacked-on motion controls for everything not your sword, really hold it back. The entire finale (everything after you complete the Sky Keep) is really bad, as well, ending the game on a sour note.
 
I did learn one new thing during this playthrough. When you hunt for the Song of the Hero, if you visit one of the regions to hunt for the dragon, that stops you from completing the other regions if you leave in the middle of your first dragon hunt. I visited Lanayru, thought I could visit Eldin before going back to Faron to plant the seed but the game wouldn't trigger the volcano erupting. Nor did it trigger the Imprisoned fight once you land in Faron. Only when you heal the thunder dragon would it let you do another one of the song quests.

Also OP, sorry but some of your opinions are whack. Skyward Sword has one of the best Zelda endings ever.
Why do you think it's one of the best?

For me, the ending feels like emotional payoff for an entirely different game. I don't care about reuniting with Zelda, she's barely in the game, and why should I care when no one else seems to besides Groose? I don't care about seeing Ghirahim be revealed as a Sword spirit cause there's no build up or explanation for it, and every encounter with him is just a lengthy scene of him doing weird gesticulations and threats. You don't learn anything about him. I don't care about Demise, cause when you finally meet him for real, he just makes threats and complains about the Gods. No one in the game actually talks about who he is, he doesn't talk about who he is or why he hates the Gods or what the deal is with the sword. In Ocarina of Time, people talked about Ganondorf, what he did, his backstory. Ganondorf in Wind Waker reminicing about Hyrule, there's some actual pathos there. Demise showing up felt like Ganondorf showing up in Twilight Princess, just nothing.

Even the final gauntlet is super lame. You show up in the Sealed Ground in the past and Ghirahim sends hordes of bokoblins at you. If this was another game, you would be able to run down the path cutting down everything in your way. But because Skyward Sword has you stop and move slowly when you want to use your sword to swipe, it makes this battle longer than it should be. Even if you try to run past them, Ghirahim will just put magic barriers to block your path till you've cleared enemies. Then there's Ghirahim third battle which just involves playing a sumo match with him, using the finishing strike three times, then when you fight him with a sword, you have to stab him in his chest. It's probably the least difficult of all of his fights. Demise is good fight since it is is a traditional sword fight with parryinf and slashing, and once the lightning comes down, you can just him for a bit till you can steal the lightning and counterattack. But there's really no emotion behind the fight which neuters it.

And then when it comes to the post fight we have the goodbye with Fi, who for some reason needs to sleep forever. The game plays it up as an emotional goodbye with a companion, even with sad music accompanied with it, but Fi is barely a character in Skyward Sword, it's hard to feel anything for her. This isn't like Midna who was sarcastic, treated Link like crap who then eventually mellowed out after Zelda sacrificed herself for her and she got to see Link help so many people. It's just such a weirdly unjustified conclusion.

Then there goes the whole part where the end doesn't make any sense. You destroy Demise in the present with the Triforce and the past, you even seal his essence into the Master Sword. How does the game even happen? You place the Master Sword in the Sealed Temple but the pedestal was never there in your adventure. Like the game wants to go on the whole predestination paradox dealie with Zelda being there in the temple the whole time, and present Impa already knowing everything that was supposed to happen since she'd already been on this adventure but then pulls weird shit at the end. Like even if you wanted to use the tree you plant as an example, everyone would freaking notice the sword in the pedestal in the present. But whatever, time travel. No point in trying to figure any of that out since it never makes sense.
 

VDenter

Banned
This game made me question why i even love this series to begin with back in 2012.

The game needed to cut significant amount of filler that drags the game down the more you play. Which would mean that they would have to cut out atleast 50% of the game. There are zero actual puzzles in Skyward Sword that FI does not ruin and the rest of them are brain dead easy. The combat is a huge step backwards from Twilight Princess. The Motion controls are shoehorned into every aspect of the game and it has has the least amount of exploration out of any Zelda both 2D and 3D.

Considering how much this game was build up to be this epic origin story to the series pre releases it falls flat on its face in this aspect as well. Actually i cant think of a single thing this game does better than any other main 3D Zelda game not one single thing! I remember being pretty annoyed that Wind Waker a game released in 2003 somehow looked much better than Skyward Sword despite it almost coming out a decade later.

I am still shocked that Skyward Sword and Breath of the Wild were directed by the same guy. He somehow managed to create the worst 3D Zelda game only then to do a complete 180 and create the best 3D Zelda game. Talk about Redemption.
 

The Wart

Member
-Swimming is bad due to motion control. Swimming controls are worse than other Zelda games.

Every other point is something where I can see how reasonable people might disagree, but this is just bonkers. Skyward Sword has the best underwater swimming of any 3D action game I have ever played. Being able to simply point the direction I want to swim and press A is a total game changer. I loved the tadpoles segment because swimming was just such a pleasure, it felt like flying underwater.

I also think the environment reuse issue is overblown. Every time (almost) you are engaging with the environment in new ways. Of course there are a couple "jesus wtf were they thinking" moments with fetch quests.

There's a great game in here bogged down by cumbersome quality of life issues and (intermittent) poor pacing. It is a much better experience if you play on Dolphin and use cheat codes to turn off item notifications and speed up text speed. The fact that these minor tweaks make such a difference is kind of crazy. Classic Nintendo self-sabotage.
 

ghibli99

Member
I think I was in the relative minority here in thinking it was one of the best Zelda games I'd played. Only a couple things turned me off, but most of it was just fantastic. I didn't like that my WMP went out of calibration so often, and the late-game escort mission felt completely out of place. I didn't have problems with the swimming like so many others did either. Beautiful game that I really enjoyed.
 

Celine

Member
Least favorite 3D Zelda game, had trouble to complete it.
My main issues are that I didn't like how they changed the external areas to be extension of the dungeons (in a way it felt closer to Metroid than Zelda) and the repetitive/dull pacing.
On the plus side there were important addition like upgradeable equipment, pretty artstyle, for the most good motion controls and some quite good dungeons.
 

Gravidee

Member
Some of these issues can hopefully be addressed if there is ever to be a Switch remaster. At the very least they can make Fi less nagging and remove the item descriptions after the first time.
 

gdt

Member
Only Zelda game I haven't finished, and I feel some shame for that. Please let there be a remaster that removes a lot of the motion stuff.

Edit: its amazing looking at the critical response at the time. GAF turned on this game immediately and now it has a fairly negative buzz around it (negative for a Zelda game anyway)
 
My problem with Skyward Swords were that, while I enjoyed pretty much everything about it... nothing like rocked my world. Except for the motion controls, which absolutely did and prevent it from being my least favorite 3D Zelda game. The motion controls are a dream come true<3

Also I like Fi quite a lot, the fact that she's so useful is AWESOME. I wish the other partners were as informative and helpful as Fi was!
 
It has some issues but its still a really great game. One of the things I hated though was fighting the imprisoned. Its a bad boss fight to begin with and you have to fight it multiple times! But aside from that I think its a really solid 3D Zelda. Better than twilight princess which imo is the worst 3D Zelda (but still pretty good).
 

Nessus

Member
Y'know, there just shouldn't have been any ground in the game. The entire game should have been floating islands, like Wind Waker except not on a 2D plane. Could have item upgrades that allowed you to gain more altitude, fly faster, etc..

Still have the different biomes, forest, desert, etc., except far more interesting with them as islands.

The desert could be higher up, with thinner, drier air and more sunlight.

Have the water section be a lake, a sphere suspended in the air, with little bits of rock and plants and animals inside, enemies like those real life spiders that create nests and bring down air bubbles for pockets of air.

The forest/jungle area could be a bunch of smaller islands tethered together by plantlife.

Greatly expand the section inside the thunderhead, make it more ominous and the game's version of death mountain. Lightning would be a huge environmental threat here. Upgrade your bird with armour that protects it from lightning and uses it to power a weapon or something.

The setting could have been cohesive and way more interesting than it ended up being.
 
This game made me question why i even love this series to begin with back in 2012.

The game needed to cut significant amount of filler that drags the game down the more you play. Which would mean that they would have to cut out atleast 50% of the game. There are zero actual puzzles in Skyward Sword that FI does not ruin and the rest of them are brain dead easy. The combat is a huge step backwards from Twilight Princess. The Motion controls are shoehorned into every aspect of the game and it has has the least amount of exploration out of any Zelda both 2D and 3D.

Considering how much this game was build up to be this epic origin story to the series pre releases it falls flat on its face in this aspect as well. Actually i cant think of a single thing this game does better than any other main 3D Zelda game not one single thing! I remember being pretty annoyed that Wind Waker a game released in 2003 somehow looked much better than Skyward Sword despite it almost coming out a decade later.

I am still shocked that Skyward Sword and Breath of the Wild were directed by the same guy. He somehow managed to create the worst 3D Zelda game only then to do a complete 180 and create the best 3D Zelda game. Talk about Redemption.

Yep same here. I forced myself to finish the game even with all of its filler, bad story and ending, and how annoying Fi was considering she told you how to beat every puzzle.

The dungeons are pretty great and I didn't mind the boss battles. Skyloft wasn't bad either but you are absolutely right - BOTW did a full 180 degree turn for the better.
 
Skyward Sword is game that i really love, but one that i don't think that plays to the series core strenghts, so as a game i loved, but like super mario 3d world, i don't want it to become the direction of the series. Super mario odyssey and breath of the wild are what i want from these series. I think people will appreciate SS more down the road, kind like zelda 2, a one off that is not loved by everyone but can have a special place.
 

RuhRo

Member
One of only two Zelda bad games (the other being Phantom Hourglass). What a slog. As a game it's the nadir of the series' filler and handholding crisis. As an origin story it's kind of breathtaking how completely they missed the mark. What a cool idea, the origin of the Master Sword, the Triforce, and the recurring curse of Ganondorf. Except it explains absolutely nothing about any of those things, and what's there is numbingly boring. There's a big dumb angry dude, I guess? Who we barely meet? Who's mad because reasons?

I guess it's nice to see some of the experimental ideas that were simply annoying here, like the stamina meter, bear fruit as actual functional mechanics in Breath of the Wild. But otherwise boy do I not recall my time with this one fondly.
 
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