Skyward Sword is not perfect. It is not the ultimate game. But when you place it in your Wii, you must know, without a doubt, that this is the best game you are going to play in many years. It can be discussed whether this is the best Zelda game or not, but it is the best game that could be made right now.
Can't say that I disagree. Even though I take visuals as a very important part of a game, I would never trade Zelda's design for the The Witcher 2's graphics.
Pretty much what I expected to wake up to. Lower than expected scores, a banned Nintendo fanboy, and people pretending to like IGN because of a high score. I was right that it would be as bad as the U3 review thread though. People are too self aware now and Mama Robotnik isn't here collecting comments and begging for attention.
A shame to hear that some reviewers aren't too fond of the motion controls though. Mainly because, based off of my previous experience, I'll probably end up agreeing with them to some extent. The sooner the Wii U gets here, the better.
He did, and they read much better than any of the 10/10 reviews.
but I think you guys get caught up too much in the review score trap. The positive things he mentioned in the review make me legitimately excited to play another Zelda, so as long as you don't stare at the stars too long, it shouldn't bother you either.
I won't judge the score because I haven't played the game (although a 4/5 is still a great score), however, the content of the review can be pretty disastrous at points.
Just finished Kobun's review and it's funny that the first and third comments are "Why does Nintendo make games for small screens" and "You Z-target enemies to attack them, as seen in that video which is my first look at the game. Be honest Kohler, this isn't reinvented, cease your lies." and then proceeds to explain that bosses having 10-second intro sequences is proof of stale gameplay and that the graphics are actually bad because "It is very childish looking - with bright colors."
Still confused by Patrick's review text. Weird ending aside, the part about the crafting system seems like he's really over thinking the whole thing.
It's that weird Patrick-y thing that I've started to notice where tries to make an argument about something design related and ends up with some weird wishy-washy thing like, "Yeah this is fun and great, but is it objectively great? I don't know and will never know. Maybe? Yes. No. I don't know. It's like... like a thing. I wish they had done something but I'm not sure what. What were they thinking? It is a mystery."
Yeah, I agree completely. I've thought about it a lot since Patrick first started at GB, and I think his main problem is that he writes backwards. It's like he sits down at his desk and thinks, "Hmm, what can I say that will be unique?", and then does whatever that is despite having nothing to back it up.
It's funny, though. When I first skimmed the review I very much agreed with points. Once I read it in full and took the whole thing in, I realized just how weird it was. It really did sound like he had Skyrim on the brain the whole time, which is funny considering this tweet:
@patrickklepek
Skyward Sword credits rolling means I can finally return to Skyrim tonight. Probably going to swing my Xbox 360 controller around a bunch.
Sounds like it is what i feared. If you enjoy Motion Controls, then this may be the GOAT, but if your like me and dislike Motion Controls, then you will be saying if only this had a normal Gamecube style WW/TP Control Scheme. I will still SIT DOWN and give it a try though, since i love the the way the visuals look.
The positive things he mentioned in the review make me legitimately excited to play another Zelda, so as long as you don't stare at the stars too long, it shouldn't bother you either.
Patrick talking about the combat in the game did more to sell me on it then anything else up to this point. I wasn't following the game until last week when I saw one of the trailers... and just the way Link was swinging his sword. Just something about it called out to the kid in me. If I had motion controls and this game as a kid I would have been in love. Hearing Patrick back up my highest hopes for the combat fills me with joy
Anyway, this part from the joystiq review saddens me:
Somewhere within Skyward Sword slumbers the best Zelda game of all time. It is choked by a dozen hours of needless cruft; but it's there, a masterpiece entombed by a misguided ambition to be the lengthiest game in the franchise's history. It's still an incredible game, but it could have been the greatest game ever made, and the moments that keep it from doing so are absolutely going to break your heart.
Sounds like it is what i feared. If you enjoy Motion Controls, then this may be the GOAT, but if your like me and dislike Motion Controls, then you will be saying if only this had a normal Gamecube style WW/TP Control Scheme. I will still SIT DOWN and give it a try though, since i love the the way the visuals look.
Sure it doesn't make any sense. I remember some idiots were making the same comparison with Oblivion.
If there are flaws, it is right to said it fair and square, but without pretending a Zelda game to be like some other game.
That was a solid video review, and so was IGN's. But I'm more interested in GT's video review... I'm sure they will find a lot to nitpick about, as they always do.
Sounds like it is what i feared. If you enjoy Motion Controls, then this may be the GOAT, but if your like me and dislike Motion Controls, then you will be saying if only this had a normal Gamecube style WW/TP Control Scheme. I will still SIT DOWN and give it a try though, since i love the the way the visuals look.
I dunno about that. Sounds to me like most reviews say this is what motion control games should have been all along. If anything, you're practically the target audience of the improvements they made.
Patrick talking about the combat in the game did more to sell me on it then anything else up to this point. I wasn't following the game until last week when I saw one of the trailers... and just the way Link was swinging his sword. Just something about it called out to the kid in me. If I had motion controls and this game as a kid I would have been in love. Hearing Patrick back up my highest hopes for the combat fills me with joy
Anyway, this part from the joystiq review saddens me:
Theres nothing I hate more in games then needless fluff
There is nothing I love more. This may as well be my favorite game of the generation just because of it. I don't see how adding more subtracts from what is already a masterpiece, this is not a film ffs.
I dont really know but i bet that Skyrim isnt that different from Oblivion besides the pretty graphics...even tough it got a 10 in Giant Bomb for example and i bet it got a 10 in EG and 1up...
Honestly the reviews don't matter to me at all. I know I'm going to love this game and it doesn't matter that there are some complaints out there. People can find cause for complaint in any game (even OoT). That's just the way it is.
There is nothing I love more. This may as well be my favorite game of the generation just because of it. I don't see how adding more subtracts from what is already a masterpiece, this is not a film ffs.
I like games that drag on forever. Like Red Dead Redemption , Okami, or Tales of Symphonia. I don't like quite as much Shadow of the colossus because there is no more to it than the excellent boss battles.
Ydahs said:
You enjoy needless fluff? There's good fluff and bad fluff. It seems that reviews are indicating this game is full of the latter.
There is nothing I love more. This may as well be my favorite game of the generation just because of it. I don't see how adding more subtracts from what is already a masterpiece, this is not a film ffs.
I don't think you know what the word "fluff" means, at least in this context. By its definition, it refers to content that is meaningless padding. It's not fun, it doesn't push the game forward in any way, and exists only to lengthen the game.
Think of the triforce hunt in WW, or grinding in JRPGs, or all of Dark Souls
I really doubt Nintendo would make it so you cannot sit down while using it. I played through Red Steel 2 while sitting down and using only wrist movements (no swings).
I don't think you know what the word "fluff" means, at least in this context. By its definition, it refers to content that is meaningless padding. It's not fun, it doesn't push the game forward in any way, and exists only to lengthen the game.
Think of the triforce hunt in WW, or grinding in JRPGs, or all of Dark Souls
Yeah. Don't get me wrong, I love fluff. I love having options and multiple things to do at any given time, I just hate it when I'm forced to do that sort of stuff to progress in the story. Sometimes you just want to get on to the next story piece and sometimes you just want to run around and play. I'm equally annoyed in games when I want to do something but theres nothing to do.
Fluff might not have been the best word choice on my part but hopefully people understood what I meant
Yeah, I agree completely. I've thought about it a lot since Patrick first started at GB, and I think his main problem is that he writes backwards. It's like he sits down at his desk and thinks, "Hmm, what can I say that will be unique?", and then does whatever that is despite having nothing to back it up.
It's funny, though. When I first skimmed the review I very much agreed with points. Once I read it in full and took the whole thing in, I realized just how weird it was. It really did sound like he had Skyrim on the brain the whole time, which is funny considering this tweet:
@patrickklepek
Skyward Sword credits rolling means I can finally return to Skyrim tonight. Probably going to swing my Xbox 360 controller around a bunch.
His prosody suggests that if you asked him often enough, he'd finally admit to not liking video games, in general. I think that's why some people don't like him very much on here. He sounds phony and disingenuous, both about liking and disliking games, even though he most certainly isn't. He has an odd manner of speaking.
I like games that drag on forever. Like Red Dead Redemption , Okami, or Tales of Symphonia. I don't like quite as much Shadow of the colossus because there is no more to it than the excellent boss battles.
Unless it is a pain in the ass to do (because of difficulty or clunky mechanics) I welcome any additions that extends a game even for a minute more.
Uncharted 3 has pretty amazing animations, technically more advanced than Zelda (easy, fanboys. easy). Maybe Uncharted 3 is the new Zelda? Then, of course, there's Skyrim. It's open world, and thus more open than Zelda. Zelda could be more like that. Or even like Dark Souls, a bit more focused bit still with open world qualities. No puzzle solving though. Hmm.
Uncharted 3 has pretty amazing animations, technically more advanced than Zelda (easy, fanboys. easy). Maybe Uncharted 3 is the new Zelda? Then, of course, there's Skyrim. It's open world, and thus more open than Zelda. Zelda could be more like that. Or even like Dark Souls, a bit more focused bit still with open world qualities. No puzzle solving though. Hmm.
Uncharted 3 has pretty amazing animations, technically more advanced than Zelda (easy, fanboys. easy). Maybe Uncharted 3 is the new Zelda? Then, of course, there's Skyrim. It's open world, and thus more open than Zelda. Zelda could be more like that. Or even like Dark Souls, a bit more focused bit still with open world qualities. No puzzle solving though. Hmm.
I don't think you know what the word "fluff" means, at least in this context. By its definition, it refers to content that is meaningless padding. It's not fun, it doesn't push the game forward in any way, and exists only to lengthen the game.
Think of the triforce hunt in WW, or grinding in JRPGs, or all of Dark Souls
One of my favorite parts of the game. If it takes time I enjoy it. Just like traveling on Foot on the recent fallout games, or collecting flowers in RDR. I don't like grinding though. For me bad fluff is the one that is ends being a little too challenging, like GTA IV races.
Took me awhile to find this, but I think TSA's summary below is a very insightful analysis of the game. I think it helps to have one's expectations in check.
TSA said:
DISCLAIMER: This is not an official review of any kind, with no score value attached. This is just my personal opinion and impressions of Skyward Sword.
Full Disclosure:
Completed the game in 25 hrs 32mins first time through.
Completed the
mode everyone knows about but I am not sure I can mention
in just over 16 hours, died many times.
On a third play through now, 12 hours in and just near the end of the game.
Total time spent on game: Over 50 hours so far.
PROS
Boss Battles
Skyward Sword had some of the best boss battles yet. The Ghirahim fight in Skyview Temple first gets you accustomed to the demands of mastering the motion controls for sword combat.
Scaldera
is a frantic battle where you're constantly running back and forth, and who knew using mere bombs could provide that level of tension. The scorpion boss was only a let down because I had seen it already at E3 2010, and it's honestly the weakest of the boss fights. The battle with
Tentalus
has an awesome build up - you have to escape the flooding decks below while avoiding barrels crashing down and tentacles trying to choke you.
Koloktos
wasn't that great, and I wish the undead Bokoblins he summons would have been more menacing or something.
The second battle with Ghirahim was pretty cool - taking what you saw in the first battle, and forcing you to refine your precision even further
. There is also a miniboss battle with a robotic pirate that was a good challenge, too.
I also really liked the final boss because it forces you to master the parry mechanic, and at first it actually was quite challenging. I actually liked the setup for that finale, too
.
Boss Battle Music
Some of the best music in the game is during the boss encounters. I can't say enough about how good that stuff was, and it only elevated the experience in each boss fight.
Most of the Soundtrack
With the exception of the dungeon music, the overall soundtrack is pretty darn good. Finally some fully orchestrated tracks. The ending credits music is absolutely phenomenal.
NPC Side Quests
This is exactly what I was looking for when I heard about the "changes" coming to Zelda. While this isn't exactly a new concept, the way it's executed - borrowing from more modern RPG quest systems - is what I wanted. Complete quests to earn rewards, take on multiple quests at a time, and actually have decisions you make in certain quests drastically alter the course of certain threads. It's just too bad this was rendered an optional segment you could completely ignore and not made a more integral part of the main objectives.
Lanayru Mines
What a great dungeon. This is something I've wanted to see for awhile, a dungeon that makes use of
time mechanics
in a clever way. This was easily the best dungeon in the game, IMO. I loved the new Beamos enemies, which are so fun to kill (slash, slash, STAB!).
Sandship
This is Skyward Sword's "Snowpeak Ruins". A dungeon that's not entirely expected and a different setting than we're accustomed to. It doesn't quite nail it like Snowpeak, but it has its moments.
The Combat
I was honestly the most skeptical of this aspect. You all know how vocal I was in my complaints with Twilight Princess. I will still say I will prefer traditional controls, but I was pleasantly surprised by the Motion Plus capabilities. There are instances where you do have to be patient and precise, but the one biggest flaw is that most of the time after you land that first hit, you can just spam waggle away. You saw how I did it in some of those videos I posted. To be fair, some enemies will not allow this, but most let you get by. However, it is the parry system that I loved the most. I absolutely want every single Zelda game from now on to have a parry system like this. Skill based that requires timing and good reflexes. The only thing I will say is please, dear lord, make it a button input going forward. My left arm will thank you.
Motion Controls With Items
With the exception of the bomb, I really liked how the controls worked in favor of many of the items. The quick draw for the bow, steering the beetle, and cracking the whip. I had no problem with any of these things, and in fact, found them enjoyable. In some cases, I preferred it over any other method of control.
Upgrade System
While there is no real incentive to actually have to upgrade anything, it's a good option to have. Being able to improve your current gear through loot hoarding is a marked improvement over simply earning better versions in dungeons.
Item Durability (Shields)
This is something I welcome, and wish they would expand upon (just for items, please - see my stamina rant below). Having to take into account your shield can break if you just carelessly block is just another thing you have to factor into the struggle to survive combat and dungeons. It also rewards those who are skilled.
Checkpoints in Dungeons
Usually when you died in a dungeon in Zelda, you were sent to the start and had to backtrack your way to the point you left off, with the exception being maybe in a boss fight. Now, you can save at multiple spots, making it easier to reload to a checkpoint should you fall in battle.
Boss Replay Mode
The information about this mode is out there, so I say it's fair game to discuss. And it's an important thing to discuss. You actually get rewarded for your efforts here, beating bosses quickly and in succession for better prizes. It's like the arena challenge you see in other RPGs. I hope they put more things like this into future games.
CONS
The First Two Dungeons
Absolutely cookie cutter design, boring puzzles, and almost no personality. They're also incredibly short - some of the shortest dungeons I've ever seen in a 3D Zelda game.
The Warp System
Every single 3D Zelda game has had a warp system. Once you got access to it, you could easily access pre-determined spots by either playing a song or by hitting a simple button and picking your destination. Skyward Sword needlessly complicates this. You unlock points you can "warp" to when you descend below the clouds, but should you want to travel anywhere else just within that zone and don't feel like running to it, you have to find a bird statue outside, warp to the sky, pull a 180, fly back to the drop zone, and then warp. Seriously? Why can't I just warp to the spot I already activated in fewer steps than that?
The Sky
The density of islands is even less than The Wind Waker. With the exception of a few islands, most of them are just spots to collect Goddess Cubes or are pointless rocks with enemies that try to cause trouble but never come close to pulling that off. As a result, the sense of exploration is diminished, which ties into...
The Overworld
Now that I've seen what Aonuma said recently, it all makes sense. Skyward Sword's overworld was designed like a Mario game, but without everything that makes a Mario level great. Each zone of the three major regions is like a course in a 3D Mario game, but take away all the cool and fun objectives and the sense of being in a virtual play ground. If you're going to curtail the overworld by killing the large, seamless nature that's been enjoyed since Zelda 1 (and only eschewed in a few spin-offs), you need to give us more "density". Most of these zones are barren and bland, with few real objectives other than the essential task at hand.
Backtracking to Skyview Temple
When Trying to Advance to the Fourth Dungeon
What a terrible design choice and a poor excuse at padding. You go back to a dungeon you already completed, and yes it has no new enemies, but you just retread the same ground and have to revisit the same rooms again with almost nothing new added. Not even like remixed puzzles or anything. Just literally backtrack through the damn thing. If you neglected to open up the two shortcuts in that dungeon on your first pass, you're going to have to cover even more ground and it's just boring and pointless.
Backtracking in General
Most of you hated the Temple of the Ocean King. Revisiting the same dungeon, having to go through the same areas you already completed, only to get to the new stuff. Well, that's what Skyward Sword's overworld is. You go to these zones, complete your objectives, move on, only to come back later - at least two more times each. And most of the time, you have to cross the same areas again just to get to the new parts. You see, in previous Zelda games, you went to new zone, and you usually didn't leave it until you had made your way through the entire thing. Sure, sometimes it meant going back somewhere to get an item before you go go ahead, but you weren't going to new areas until you completed that zone. This ties into that density argument, too.
Faron, the Dragon
For the love of god, what is your f-ing problem you stupid dragon. I prove to you I'm a hero despite your deplorable powers of observation, but each time I come back to you, you still don't believe I'm worthy. I f-ing crossed how many zones, fought how many bosses, and solved how many dungeons? Plus, after a certain cutscene that has major spoilers which I won't mention here, Faron still refuses to acknowledge you. WORST EXCUSE FOR FETCH QUESTS EVER. I am so glad you are never seen again in the series.
The Silent Realm
Collecting the Tears of Light in Twilight Princess was a tedious task each time, but at least you weren't forced to resort to stealth to get each one. It's not completely bad, but it's just not that fun. The AI of the monsters trying to get you is pretty stupid (they move incredibly slow and are rarely a threat if you have any skill whatsoever). Farore's Silent Realm is in particularly frustrating because of the geographical layout with all the trees and hills obscuring your view of items, even when you can activate the ability to see beams of light coming from your targets.
The Swimming Controls
They handle the same as the flight controls, except you shake the nunchuk for a speed burst rather than press A. The flight controls worked so well, IMO, because you were in a wide open space where you rarely had to be that precise. You could afford to sway a bit and stray off course without any real consequence. Swimming in this game requires a bit more precision, and you're almost always navigating tight spaces. Couple that with the fact you also have to hold the Wii Remo steady while SHAKING the nunchuk to perform a straight "boost" (something required often), and it's just asking for trouble. I have absolutely no idea why I was forced to use tilt controls for swimming instead of the analog stick. It did not add anything, it didn't even make sense. It just got in the way.
The Stamina Gauge
This is a joke. I have been able to enjoy rolling around, climbing walls, and doing whatever I want in terms of mobility in every single Zelda game, but now I am restricted by an arbitrary mechanic designed to artificially increase the challenge. It's a limitation that I do no welcome and I find quite infuriating. Plus, we're talking about somebody who tackles all of these dungeons and battles and such, but he can't run 20 feet without having to catch his breath. How out of shape is this guy? I would have been more inclined to accept this crap if there was some sort of enhancement to it, like upgrading your stamina. You can get a potion to handle that, but it's temporary and not adequate enough. Please, never ever bring this mechanic back. It sucks.
Dungeon Music
My ears, they bleed. Okay, Skyview Temple's music wasn't that bad, but it only gets worse from there. Most of the music is just too subtle and doesn't stand out compared to previous games. And while I loved Lanayru Mines, it has the worst dungeon theme in the series. I think it was designed to be a part of the challenge because it torments you with its annoying tune that loops and loops and loops ... driving you insane.
Item Variety
Remember Zelda 1? Remember how it had 8 usable, key items (some more useful than others). Skyward Sword reverts right back to those days - eight items, yay! Actually, no, bad! You see, people were bitching about how annoying it was that you got an item and used it in one dungeon and then never, ever used it again. Well, here you go, this is what it's like on the flip side. Dungeons that require you to re-use the same items over and over again. To be fair, that's not a bad thing, and actually something they could try to use again if improved, but the end result is that you see the same types of puzzles over and over and there's little surprise in what to expect next. Not to mention, this also ties into my problem with some of the dungeons - they lack the great atmosphere and personality that came with catering the layout to a unique item. I'm not saying you absolutely have to have a unique item to have a unique dungeon, but Nintendo didn't really tap into their imagination here, or come close to the ingenuity of many of the previous dungeons with the exception of Lanayru Mines and maybe the Sandship dungeon. I prefer dungeons like Twilight Princess' Snowpeak Ruins, Ocarina of Time's Spirit Temple, or Majora's Mask's Stone Tower Temple.
Lack of Memorable Characters
Except for Groose, I just didn't give a damn about anyone in this game other than Link or Zelda. Groose easily is the most developed character who sees the most genuine shift in personality with actual actions that justify his metamorphosis. Everyone else is set in autopilot, never changing, always static, very dull and forgetful. The Wind Waker had great characters, and even Twilight Princess, with its low NPC count, had better characters and development. Which brings me to..
Ghirahim, the Villain
He is absolutely the worst villain to ever grace this series. Go ahead, get upset. His theatrics and flamboyant nature DOES NOT MEAN HE IS A GOOD VILLAIN. It comes off as incredibly stupid, and you never fear this guy. He has no development, either. All you have to go on is what he says, that he's some Demon Lord. You never, ever see him do anything evil other than just try to fight Link. Villains who are evil just because the story says they are evil are some of the most shallow, worst villains imaginable. I discussed this with another reviewer, who saw people on several boards comparing Ghirahim with Kefka. They are not on the same level, not even close. We actually see Kefka do terrible things (poison the water, betray people, straight up murder comrades, etc), and we know he is insane and an evil bastard because of his actions. Ganon, after what we saw in The Wind Waker, was at least a flawed being we could sympathize with. He was fighting for something, even if he was misguided and twisted by hate. Ghirahim is nothing compared to these villains, even Vaati is a superior villain whom I had more respect for. If I don't care about the main villain or have any real fear from him, all the tension goes out the window. Nintendo failed miserably with him.
You Don't Lose Health if You Fall in a Hole
Since Zelda 2, this has always been the case. You lost at least a heart usually if you fell into a gap or hole. Not here. I admit it's not a huge issue, but it means the game is more forgiving in this regard.
HO-HUM (Not great, not bad)
The Visuals
Hate to be cliche, but hit or miss. The game is designed to look good in certain instances, usually more scenic views. There are a lot of things up close that look terrible. We're talking textures that would be common place in the N64 era here. It was an admirable attempt to do what they could with the aging hardware, but I just don't think the style worked well enough in the end.
Lack of Geographic Diversity
Forest. Volcano. Desert. Better get used to those three types of zones
. Sure, you have the sky, but as I said, it's sparsely populated. There is also a Lake, but you barely do anything there other than revisit Faron in her chambers downstream or make your way to Ancient Cistern.
Difficulty
This game wasn't that hard, but it also wasn't a complete joke. Hero mode was a nice addition, but if you get the heart medal, it's not that hard. No remixed dungeons or anything like Master Quest, just you take more damage. Better than nothing.
I purposely neglected to talk about the story because it would just be a bunch of spoilers. I will discuss those with anyone who cares, but I didn't want to to have a massive wall of spoiler tagged text here.
I am excited to see all the polarizing reviews out there. That's definitely a good thing. Once all the reviews pour in, and the dusts settles, we will know how great this game really is/was.
Also...was hoping to post post # 11111 at 11:11AM (EST) on 11/11/11, thread moves too fast.
His prosody suggests that if you asked him often enough, he'd finally admit to not liking video games, in general. I think that's why some people don't like him very much on here. He sounds phony and disingenuous, both about liking and disliking games, even though he most certainly isn't. He has an odd manner of speaking.
One of my favorite parts of the game. If it takes time I enjoy it. Just like traveling on Foot on the recent fallout games, or collecting flowers in RDR. I don't like grinding though. For me bad fluff is the one that is ends being a little too challenging, like GTA IV races.