The citizens of Skyloft are some of the best NPCs I've ever seen in a game. Everyone is just so unique and charismatic.
Haha, if you roll into a wall in Groose's room, you can knock his self-portrait off-angle.
Also, Piplup's snappy animations are awesome.
yep, fifth dungeon is a perfect example of this. you're probably talking about the same thing i mentioned here: http://www.neogaf.com/forum/showpost.php?p=32761501&postcount=1731
difficulty is much better than in tp. no more quarter-heart bs, no. it might to a certain degree be because of the spotty motion controls, but not exclusively. it is definitely a harder game than tp overall. i died quite a few times when i had only myself to blame. i never once died in tp.It's this shit that has had me absolutely frustrated with the Zelda franchise for the last decade. I'm fine with a 'helper' but only if they stay quiet until I choose to push the advice button. Not only is it robbing any purposeful satisfaction from the core design, but it is disruptive from any enjoyment momentum I may be having at that point.
How has the difficulty been? Quarter-heart bullshit back? It's hard to appreciate the game design and combat when failure is nary a concern.
Same for the portrait of another character,Haha, if you roll into a wall in Groose's room, you can knock his self-portrait off-angle.
maybe it was before the 3rd one or just after the 3rd one. i can't remember. granted, that was a good dungeon, but everything up to that was a bit of a disappointment and the bad parts were still keeping a balance with the good parts.
Most enemies do a whopping full heart damage.How has the difficulty been? Quarter-heart bullshit back? It's hard to appreciate the game design and combat when failure is nary a concern.
yep, fifth dungeon is a perfect example of this. you're probably talking about the same thing i mentioned here: http://www.neogaf.com/forum/showpost.php?p=32761501&postcount=1731
I think I read earlier insects can be sold somewhere, I need rupees!
It's this shit that has had me absolutely frustrated with the Zelda franchise for the last decade. I'm fine with a 'helper' but only if they stay quiet until I choose to push the advice button. Not only is it robbing any purposeful satisfaction from the core design, but it is disruptive from any enjoyment momentum I may be having at that point.
How has the difficulty been? Quarter-heart bullshit back? It's hard to appreciate the game design and combat when failure is nary a concern.
Thanks dude, any insect I'd better not get rid of?Knight's Academy, Cawlin and Stritch's room at night.
Thanks dude, any insect I'd better not get rid of?
Hmmm, I can't point out what exactly you're talking about in dungeon 5. To be more precise, I can't think of anything Fi spoiled more significantly than anywhere else (sadly).Yeah, we're obviously talking about the same thing. It's annoying because I think it would have been one of the hardest puzzles so far in the game. I enjoyed the game up to the fourth dungeon but I've been finding the dungeons rather too easy. Dungeon 4, for example, really just felt like pulling levers along a straight line to me. Dungeon 5 is the first dungeon where I feel like the developers really forced the player to engage with their surroundings. The subsequent puzzles after Fi spoiling it have been very good, but it's almost criminal that they ruined the initial introduction of the mechanic in such a way.
That aside, I've loved almost everything about the game post-dungeon 4. The first time I really felt the 10s could be justified. There was some godawful busywork between 3 and 4 though. My god...you need this...no this...no this...actually go get this instead.
No problems here, mine turned on..just like any of the other 3 controllers I have (regular white, Tron, blue)Huh...odd...holding down the power button on the special edition remote doesn't turn my Wii on.
There are multiple factors:Hmm... all these mixed impressions are making me excited to try it out myself.
I wonder why some people are saying the controls work perfectly and others are saying they don't? Is there a fundamental difference in the way people are using them? They're obviously not intuitive, but I wonder why there's just a dramatic difference in success?
Hmmm, I can't point out what exactly you're talking about in dungeon 5. To be more precise, I can't think of anything Fi spoiled more significantly than anywhere else (sadly).
The fact? What did she say?you have to aim through the openings on the roof with your bow to hit the timeshift stones
i think that works well for the dungeons. i liked that. they can keep the confusion to a minimum that way and focus on really clever and more elaborate individual puzzles. i think this is better design than having dozens of locked doors and keys in increasingly remote or arbitrary locations. of course, this streamlining WOULD be perfect in theory, if it wasn't for the frequent hints that give away (parts of) the solutions, thereby nearly pushing it into too-linear and simplistic territory again :/One small problem I have with the dungeons is that all of them are quite linear. Not so much in the CORRIDORZ sense but rather in that there's only one way to progress through them. There's never more than one or two small keys (which also means they have mostly stopped the "kill all enemies->item appears", so YMMV) and for the most part other than the right path everything else is closed. Ultimately it's not such a big deal, but that little illusion of freedom made some classic dungeons seem more... daunting, if you will, than they really were.
I wonder why some people are saying the controls work perfectly and others are saying they don't? Is there a fundamental difference in the way people are using them? They're obviously not intuitive, but I wonder why there's just a dramatic difference in success?
Oh, I see. Thanks.Exactly that The game stops and she tells about it while the game pans showing you the solution.
I respect you.AmirOx and jarosh are more respected around here, so of course their opinions (which in general still liked the game) will affect more (and disappoint many); than a..fernoca or someone else.
and it doesn't just SHOW you the object. no, fi appears and tells you not only to USE that thing in a specific way but also "hints" at the only possible item you could use it WITH. sighExactly that The game stops and she tells about it while the game pans showing you the solution.
Oh, I see. Thanks.
I guess at that point I was already desensitized about her (or the gravestones) outright telling you what to do.
.
By Gravestones do you mean the Sheikah stones?
Most enemies do a whopping full heart damage.
No, just plain stones with inscriptions lying around. You would expect such inscriptions to be riddles with hints to the solution, but no. More often than not they are straight-up telling you what you need to do.By Gravestones do you mean the Sheikah stones?
The infuriating part is that the game is otherwise pretty great, so it sticks out even more.Fi still sounds disastrous though. I mean goddamn at what some of you are saying about her. Nintendo truly does seem to be cannibalizing their own creation.
Fi still sounds disastrous though. I mean goddamn at what some of you are saying about her. Nintendo truly does seem to be cannibalizing their own creation.
maybe it was before the 3rd one or just after the 3rd one. i can't remember. granted, that was a good dungeon, but everything up to that was a bit of a disappointment and the bad parts were still keeping a balance with the good parts.
i think that works well for the dungeons. i liked that. they can keep the confusion to a minimum that way and focus on really clever and more elaborate individual puzzles. i think this is better design than having dozens of locked doors and keys in increasingly remote or arbitrary locations. of course, this streamlining WOULD be perfect in theory, if it wasn't for the frequent hints that give away (parts of) the solutions, thereby nearly pushing it into too-linear and simplistic territory again :/
No, there's these little stone slabs that have a hint written on them.
No, just plain stones with inscriptions lying around. You would expect such inscriptions to be riddles with hints to the solution, but no. More often than not they are straight-up telling you what you need to do.
What do you mean less vague? I mean, when I swipe a sword, I'm trying my best to bite my tongue and do the lame, exaggerated motions to try to get the game to properly recognize what I'm doing. I'm saying I have a 60% success rate, but if I go too fast the game fails to recognize, and if I go too slow the game starts acting up, and then occasionally it'll just act up or interpret a movement as a separate action altogether. It's infuriating, and actually once it led to my death. I never die in Zelda games.
but I finally snagged all 5 pieces of the key, now I am apparently in not the Fire Temple but they call it the Earth Temple.
However, there are real gravestones up in Skyloft... I keep expecting to run into Dampe's spirit at night
Jocchan said:I respect you.
Just got out of the first dungeon, and am definitely liking it more than the others so far since Ocarina or ALTTP. The environments have been amazing; that placewas just incredibly beautiful. Fighting Ghirahim was a shitload of fun too. The first dungeon wasn't anything special, but it was... pretty. I enjoyed it enough, especially as a first dungeon.right after you fight Ghirahim, the Skyward Spring or whatever
And when it comes to dungeons and maps, the main thing (which surprised me..well, so far. Don't know if later that changes): there's no!!compass
I loveThrough the second dungeon
Almost the exact inverse of the first. Fantastic visual design, mediocre boss fight. I mean, are we ever going to come up with a boss for the "fire dungeon" that doesn't involve "feed him bombs"?
I won't say a word about it changing or not... but I liked this.And when it comes to dungeons and maps, the main thing (which surprised me..well, so far. Don't know if later that changes): there's no!!compass
Very nice to hear.
Fi still sounds disastrous though. I mean goddamn at what some of you are saying about her. Nintendo truly does seem to be cannibalizing their own creation.
Rest assured the 2nd dungeon is 2X better than the 1st, and the 3rd is 10X better than both of them combined.