Skyward Sword review thread [Newest Reviews - Cubed3 10/10, GC: A, AusGamers: 7/10]

krYlon said:
So you didn't find any problem with lack of exploration?
That seems to be the main complaint going round.

Not really. It was never the high point of the series for me, and not where I derived most of my enjoyment from. But I guess I'll know for sure when I have some more perspective.
 
The item management in SS looks really annoying. I loved TP's method of putting weapons on the D-pad, and then using the b button to select the item you've activated. The D-pad is used for nothing in this game bar MotionPlus calibration. Wish you could put different weapons on ^ < and >
 
butter_stick said:
The item management in SS looks really annoying. I loved TP's method of putting weapons on the D-pad, and then using the b button to select the item you've activated. The D-pad is used for nothing in this game bar MotionPlus calibration. Wish you could put different weapons on ^ < and >

I can't speak for left and right but up and down are certainly used for more that calibration.
 
butter_stick said:
The item management in SS looks really annoying. I loved TP's method of putting weapons on the D-pad, and then using the b button to select the item you've activated. The D-pad is used for nothing in this game bar MotionPlus calibration. Wish you could put different weapons on ^ < and >

i agree. the scroll wheel thing they have might be nice, but the quick select stuff was awesome, and reduced the need for the scroll wheel by a ton.
 
That Singer Guy... said:
LTTP is the best Zelda ever and will always be...nothing compares.

You know statements like this are idiotic right off the bat with the 'always will be..' line. Wow, that's logical. 'Somehow, I know that something is better than everything that might be released in the future, just because'. How would you even begin comparing LTTP to SS anyway?
 
topramen said:
I though thte guy said about half the dungeons were boring and confusing, and poor for the series. I then heard him say later they were the best.

Kind of a mixed message fromGT

I think his point was the dungeons get better as you go along, which is completely true.
 
Kard8p3 said:
So a decent first dungeon then?

The first dungeon is enjoyable but short, the second has great atmosphere and was perfect length (my favorite so far), and the third was a little too long, but the most creative so far.

So yeah, I've made it past the third dungeon. No big complaints with the game yet, but there's still a lot to go. I'm really happy Nintendo has mixed up the formula this time around; everything is much less predictable because of it and thus more challenging and satisfying because of all the surprises. I hope the next HD Zelda follows in pursuit and deviates away from what we expect from the series because Nintendo is astoundingly creative; I really don't know how they do it. The level of creativity is on par with Super Mario Galaxy.
 
krYlon said:
So you didn't find any problem with lack of exploration?
That seems to be the main complaint going round.

I hear that too but I'm not really sure what they mean by that, there's tons of places to go; its pretty much mind boggling. Most of the time is spent on the ground and there's huge slabs of land everywhere, I'd honestly say this has the most exploration in a Zelda. Especially because there's all these things to collect to upgrade all your items and further side missions. So I'm really not sure at all what that complaint is about. There seems to be more places to go than in any Zelda I've played.
 
Sinoox said:
I hear that too but I'm not really sure what they mean by that, there's tons of places to go; its pretty much mind boggling. Most of the time is spent on the ground and there's huge slabs of land everywhere, I'd honestly say this has the most exploration in a Zelda. Especially because there's all these things to collect to upgrade all your items and further side missions. So I'm really not sure at all what that complaint is about. There seems to be more places to go than in any Zelda I've played.

Interesting. Can't wait to play it to see myself what it is actually like.

So many contradictory impressions. Must mean there is something unique about it, and I can't wait.
 
As much as I don't give a crap about review scores, it is pretty funny that typically anti-nintendo publications gave the game the lowest review scores.
 
krYlon said:
Interesting. Can't wait to play it to see myself what it is actually like.

So many contradictory impressions. Must mean there is something unique about it, and I can't wait.

Ok, the definition of exploration; an act or instance of exploring or investigating; examination

So you've heard there's tons of dousing segments, right? During those segments you don't have to even douse, but it helps point you in the general direction you need to be, that's pretty much it. During those segments you go into a room or a particular area and usually there's something you have to do in order to find or get a hold of the thing(s) you need (usually a key). Maybe the puzzles are what people are perceiving to thwart the exploration; like a distraction? I wouldn't say so, I never get exhausted from them and they make you observe the environment more than anything else. So that's a very odd complaint. Maybe somebody else who's playing through Skyward Sword can share what they think about the claim that there isn't a lot of exploration in the game?
 
Sinoox said:
I hear that too but I'm not really sure what they mean by that, there's tons of places to go; its pretty much mind boggling. Most of the time is spent on the ground and there's huge slabs of land everywhere, I'd honestly say this has the most exploration in a Zelda. Especially because there's all these things to collect to upgrade all your items and further side missions. So I'm really not sure at all what that complaint is about. There seems to be more places to go than in any Zelda I've played.

There's a good amount of places to go, but it seems as if most of the items/upgrades you'd usually find by exploring every nook in cranny in turn became a game of running through big, but ultimately empty stretches of land grinding for underwhelming upgrade/bazaar items. And the chests you do find seem to always contain underwhelming items like red rupees--further implying that they intend for the bazaar to be the hub of all your operations. I've yet to find anything OOT levels of exploration-awesome.
 
So I was re-reading that EDGE review today. After all this polemic regarding this latest GT review, I thought it would be a good idea to go back and read it and maybe extract new meanings from it.

One line in particular stands out for me, which is this: "When later acts see entire regions double back on themselves – either reinvented as terrifying stealth scrambles or disrupted by ill-tempered deities – you wonder if Nintendo has found the secret to infinite level design"

It left me wondering if the level design this time has a more "Metroidian" focus in the sense that the items you collect cause a sort of phase-shift in previously visited environments. I'm pretty curious to see what they mean in practice.
 
Jarmel said:
It hurts that I can't play this till early next year.
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Well, almost.
 
I've listened to the GT review several times now and I'm not sure what exactly you guys are complaining about. The review practically gives the same amount of praise for the game as much as it criticizes the old and new design choices. Sure, there seem to be some nitpicks thrown in, but the majority of the things it talks about is consistent with what other reviews have stated.

The only thing I'm wondering about is why the game got a 9.1.Naturally, it's impossible for those of us to say it deserved better or lower until we've played the game for ourselves. It's just that while GT liked the game enough to score it high, it remains unclear just how much of an impact the game's various flaws and nitpicks have on the overall quality and fun factor of the game.
 
Shurs said:
Didn't the review also say that the new controls were great and the game had the best dungeons of the series? In fact, I think it praised nearly all of the changes the game made.

That's some pretty high praise.


Yes, GT did have a lot of praise for the controls and dungeons, but the reviewer also pointed out some issues with both of em as well.

GT said that it was very impressed by the accuracy of motion plus and how it even breathes new life into old gadgets. The reviewer also praises how well Link's tools are used to defeat the memorable bosses. Touching upon combat, while you won't die much, battles remains challenging (in a strategic way) and always interesting. However, GT does points out some unresponsive issues with using the bombs and that sword strikes don't always work 100% of the time.

As for the dungeons, GT points out that early dungeons (we assume he's referring to the 1st and 2nd dungeons) are largely uninteresting and confusing. It's not until around the halfway point where the pacing picks up signficantly and the dungeons there after impress with some creative puzzle-solving that few games can match. It then mentions later on that the the overall dungeon designs are some of the best in the series.
 
http://www.gametrailers.com/video/episode-185-invisible-walls/723938

So any of you listen to the most recent Invisible Walls on GT? They talk about Skyward Sword and Shane berates the game. I'm thinking his controller is broken or he simply doesn't know how to play the game, there is no 20% of malfunctioning for me. The motion plus always works for me, only issue I have is with the pointer, Nintendo chose to leave it all up the motion plus instead of the sensor bar so it can sometimes get in the way but if you press down on the directional button is fixes it.

Then they go on about how it's more of the same; where were they when Twilight Princess came out? If they wanted to complain about the Zelda formula feeling old they're about five years late. A lot of their gripes I can't relate with at all, and I'd even go as far to say that a lot of the things they're talking about is untrue. This is a big leap in terms of design for Zelda, it's not the same at all. And the actual dousing segments don't amount anywhere near the boredom level of collecting bugs in Twilight Princess; yet I never heard anything about that from them. Dousing segments are just a means to lead you to puzzles, that's all I've seen so far and I just finished the third temple.
 
Sinoox said:
http://www.gametrailers.com/video/episode-185-invisible-walls/723938

So any of you listen to the most recent Invisible Walls on GT? They talk about Skyward Sword and Shane berates the game. I'm thinking his controller is broken or he simply doesn't know how to play the game, there is no 20% of malfunctioning for me. The motion plus always works for me, only issue I have is with the pointer, Nintendo chose to leave it all up the motion plus instead of the sensor bar so it can sometimes get in the way but if you press down on the directional button is fixes it.

Then they go on about how it's more of the same; where were they when Twilight Princess came out? If they wanted to complain about the Zelda formula feeling old they're about five years late. A lot of their gripes I can't relate with at all, and I'd even go as far to say that a lot of the things they're talking about is untrue. This is a big leap in terms of design for Zelda, it's not the same at all. And the actual dousing segments don't amount anywhere near the boredom level of collecting bugs in Twilight Princess; yet I never heard anything about that from them. Dousing segments are just a means to lead you to puzzles, that's all I've seen so far and I just finished the third temple.

Thank you.
 
Sinoox said:
http://www.gametrailers.com/video/episode-185-invisible-walls/723938

So any of you listen to the most recent Invisible Walls on GT? They talk about Skyward Sword and Shane berates the game. I'm thinking his controller is broken or he simply doesn't know how to play the game, there is no 20% of malfunctioning for me. The motion plus always works for me, only issue I have is with the pointer, Nintendo chose to leave it all up the motion plus instead of the sensor bar so it can sometimes get in the way but if you press down on the directional button is fixes it.

Just so you know, this is because whenever you activate a 'pointing' mode, whether it be for an item or first person, the game selects whatever position you're holding the Wii remote as 'default' centre. So if you're holding the remote slightly to the side with your sword out, then activate your slight shot, it will think you're holding the Wii remote in the 'centre' and thus the pointing will feel off.

It's not so much a bug or calibration issue as just the way it's been programmed. If you're just holding the remote facing forward, pointing at the screen normally, and then activate a pointing device, it will function as normal.
 
EatChildren said:
Just so you know, this is because whenever you activate a 'pointing' mode, whether it be for an item or first person, the game selects whatever position you're holding the Wii remote as 'default' centre. So if you're holding the remote slightly to the side with your sword out, then activate your slight shot, it will think you're holding the Wii remote in the 'centre' and thus the pointing will feel off.

It's not so much a bug or calibration issue as just the way it's been programmed. If you're just holding the remote facing forward, pointing at the screen normally, and then activate a pointing device, it will function as normal.
This is correct, as soon as you figure this out it's no more of a problem.
Same goes for dialog/menu options.
 
I don't really understand the "there's tons of exploration!" comments, as it was the primary negative focus of my review.

Every major area in the game (the three of them) are almost absolute corridors. Not corridors like Final Fantasy XIII, rather, but there is usually only one way to progress, period. You must follow the path and puzzle designs they set, or you cannot proceed. Couple exceptions here and there, but nothing major.

This leaves the cloud-sky as the only non-linear portion, and there's just...nothing up there. A few douse-and-fetch quests, a minigame or two, but far, far less than any Zelda before.
 
Feep said:
I don't really understand the "there's tons of exploration!" comments, as it was the primary negative focus of my review.

Every major area in the game (the three of them) are almost absolute corridors. Not corridors like Final Fantasy XIII, rather, but there is usually only one way to progress, period. You must follow the path and puzzle designs they set, or you cannot proceed. Couple exceptions here and there, but nothing major.

This leaves the cloud-sky as the only non-linear portion, and there's just...nothing up there. A few douse-and-fetch quests, a minigame or two, but far, far less than any Zelda before.

Even less than Twilight Princess?
 
Feep said:
I don't really understand the "there's tons of exploration!" comments, as it was the primary negative focus of my review.

Every major area in the game (the three of them) are almost absolute corridors. Not corridors like Final Fantasy XIII, rather, but there is usually only one way to progress, period. You must follow the path and puzzle designs they set, or you cannot proceed. Couple exceptions here and there, but nothing major.

This leaves the cloud-sky as the only non-linear portion, and there's just...nothing up there. A few douse-and-fetch quests, a minigame or two, but far, far less than any Zelda before.

Twilight Princess despite having a seamless overworld was still quite linear and had almost no side quests at all so these things aren't new to the series. The game being linear doesn't hurt it for me but if there really are a lack of side quests that could be a negative point (much like it was in Twilight Princess.) It is weird though that some sites are saying it's full of side quests and some say there are very few.
 
Cygnus X-1 said:
Even less than Twilight Princess?
Yes. It's not as barren, technically, since there aren't really any empty areas save the sky, but if you make a checklist of all optional/side content in Twilight Princess, against all that in Skyward Sword, the former list would be significantly longer.
 
Feep said:
I don't really understand the "there's tons of exploration!" comments, as it was the primary negative focus of my review.

Every major area in the game (the three of them) are almost absolute corridors. Not corridors like Final Fantasy XIII, rather, but there is usually only one way to progress, period. You must follow the path and puzzle designs they set, or you cannot proceed. Couple exceptions here and there, but nothing major.

This leaves the cloud-sky as the only non-linear portion, and there's just...nothing up there. A few douse-and-fetch quests, a minigame or two, but far, far less than any Zelda before.

That's really weird. Are you sure you didn't just rushed through the game? I heard there are tons of sidequests and stuff to do.
 
Sn4ke_911 said:
That's really weird. Are you sure you didn't just rushed through the game? I heard there are tons of sidequests and stuff to do.
Yeah. I mean, I still have the game, and I've played it a bit since the credits rolled. There just isn't that much to do.
 
Feep said:
Yes. It's not as barren, technically, since there aren't really any empty areas save the sky, but if you make a checklist of all optional/side content in Twilight Princess, against all that in Skyward Sword, the former list would be significantly longer.

How is that even possible? What the hell, Nintendo?
 
Feep said:
Yeah. I mean, I still have the game, and I've played it a bit since the credits rolled. There just isn't that much to do.

I remember an interview with Miyamoto, he said he wasn't happy with TP. It was a huge world but besides the main quest there was not much else to do. So they really wanted to change this with Skyward Sword.

I'm confused.
 
Feep said:
Yes. It's not as barren, technically, since there aren't really any empty areas save the sky, but if you make a checklist of all optional/side content in Twilight Princess, against all that in Skyward Sword, the former list would be significantly longer.

I can only remember two actual side quests in TP or three if the bug collecting counts.
 
Kard8p3 said:
I can only remember two actual side quests in TP or three if the bug collecting counts.
I don't necessarily mean just "sidequests", I mean all optional content. The 50-level extra dungeon thing, the river rafting, the Magic Armor, the giant Quiver/Bomb Bags, the Poes, Giovanni, fishing (!!!!!!), and more. It actually had a fair bit.
 
Feep said:
I don't really understand the "there's tons of exploration!" comments, as it was the primary negative focus of my review.

Every major area in the game (the three of them) are almost absolute corridors. Not corridors like Final Fantasy XIII, rather, but there is usually only one way to progress, period. You must follow the path and puzzle designs they set, or you cannot proceed. Couple exceptions here and there, but nothing major.

This leaves the cloud-sky as the only non-linear portion, and there's just...nothing up there. A few douse-and-fetch quests, a minigame or two, but far, far less than any Zelda before.
i don't personally give a crap about sidequests, but i said pretty much the exact same thing in my impressions: that there's hardly any exploration and that the main areas on the surface feel like corridors. here: http://www.neogaf.com/forum/showpost.php?p=32649392&postcount=400 and here: http://www.neogaf.com/forum/showpost.php?p=32661766&postcount=569. so you're far from the only one who felt that way.

i'm curious, were you also less than thrilled with the motion combat, like me, feep?
 
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