People complain that there's barely anything to do between dungeons.
Nintendo puts a bunch of quests to do between dungeons.
People complain that Nintendo are padding the game with filler.
I die a little inside.
*angrymiyamoto.jpg*
People complain that there's barely anything to do between dungeons.
Nintendo puts a bunch of quests to do between dungeons.
People complain that Nintendo are padding the game with filler.
I die a little inside.
People complain that there's barely anything to do between dungeons.
Nintendo puts a bunch of quests to do between dungeons.
People complain that Nintendo are padding the game with filler.
I die a little inside.
I haven't played beyond the first dungeon so I can't give my personal opinion but the obvious flaw I see with your argument here is that you haven't said anything about the quality of the quests in between the dungeons. No one was asking Nintendo to put crappy fetch quests in the game to mix things up a bit.People complain that there's barely anything to do between dungeons.
Nintendo puts a bunch of quests to do between dungeons.
People complain that Nintendo are padding the game with filler.
I die a little inside.
I haven't played beyond the first dungeon so I can't give my personal opinion but the obvious flaw I see with your argument here is that you haven't said anything about the quality of the quests in between the dungeons. No one was asking Nintendo to put crappy fetch quests in the game to mix things up a bit.
Hopefully I won't mind any of that stuff though (I'm trying to stay positive).
I haven't even played them so I wouldn't know. I'm just saying that if the quests are crappy then I can understand the complaints and it pokes a hole in Bit-Bit's argument.The biggest flaw of your conclusion is that you think they are crappy.
People complain that there's barely anything to do between dungeons.
Nintendo puts a bunch of quests to do between dungeons.
People complain that Nintendo are padding the game with filler.
I die a little inside.
Technically it's the Wind Waker arrangement. Beedle always has that music. It's his theme.I still can't believe they brought back that god awful shop music from OoT.
I haven't played beyond the first dungeon so I can't give my personal opinion but the obvious flaw I see with your argument here is that you haven't said anything about the quality of the quests in between the dungeons. No one was asking Nintendo to put crappy fetch quests in the game to mix things up a bit.
Hopefully I won't mind any of that stuff though (I'm trying to stay positive).
Wrong. Sorry. Everything between dungeon 4 and 5 is gold. People aren't complaining about between dungeon content, they're complaining about lazy pre-dungeon content. Being forced to fly from one area to another, and go through an area you've already been to, just to collect one arbitrary item to you need, before immediately flying back to the original area is not a quest. It's busywork. Between dungeon content in this game ranges from inspired to cynical.
Played for 3 hours tonight, just got to Faron Woods.
What a fantastic game. Don't want to put it down. But I have to sleep.
I'm off from classes and work for two days. Yes. Yes.
One question though:
Where is the demon Skyloft guy located? I am assuming the K-girl has referred to him as her "special friend," but I haven't been able to find him or her.
Awesome, glad to hear it. Hopefully I agree with you.They're not. So no holes in my arguments. If anything, Nintendo paces it just right. Sometimes between dungeons you'll be fighting major bosses, other times you'll be doing sneaking misssions, and while even other times you'll be solving tons of puzzles just to traverse the land.
And the ones that requires you to collect a certain number of things takes like 5 minutes to do. (since there's a time limit)
Do you think they aren't reusing assets for Skyward Sword?It seems ridiculous to me that they spend five years making all these assets, then never using them again (Link's crossbow training doesn't really count).
yes. i've always said this. but then, i think dynamic music in games in general is an overrated and overused concept anyway. it too often devolves into what is usually referred to as "mickey mouse music" in film: shallow incidental music with a reliance on cues that consistently underlines the simplest and most apparent emotion or action on screen without ever adding anything or contrasting the obvious. when instead a game like zelda should rely on atmosphere, and combat within a given area should be part of that atmosphere and not feel like a constant distraction or disruption.I also dislike how they insist on using combat music. This has never worked well in any of the 3D Zelda titles (for me, at least). The first dungeon has a very nice piece of music associated with it, but every time you wander near an enemy the music is interrupted by that awful tune.
Do you think they aren't reusing assets for Skyward Sword?
Nintendo is reusing a lot of stuff, like animation, sound and textures. In term of graphics its somewhat hidden because of the "impressionist" shading effect.
The only one I can think of at the top of my head that requires you to do that is the Water Basic fetch. And even that had an escort section added to it. Something that I enjoyed to do very much. Again, I don't understand the complaints since I thought the pacing in the game is just perfect.
Yes, that Midna section was maddening. One of the few great pieces of music in that game spoiled time and again by enemy encounters. Are they just trying to be meta or do they really think it sounds good?!yes. i've always said this. but then, i think dynamic music in games in general is an overrated and overused concept anyway. it too often devolves into what is usually referred to as "mickey mouse music" in film: shallow incidental music with a reliance on cues that consistently underlines the simplest and most apparent emotion or action on screen without ever adding anything or contrasting the obvious. when instead a game like zelda should rely on atmosphere, and combat within a given area should be part of that atmosphere and not feel like a constant distraction or disruption.
edit: remember the "midna in distress" section in tp with that beautiful solo piano tune playing?... and then you'd get close to an enemy and the whole atmosphere would be ruined. i don't understand why, if you MUST insist on combat music (and tp's was particularly irritating), you can't simply turn off the trigger for an isolated section like that. why didn't that bother any of the designers?
Do you think they aren't reusing assets for Skyward Sword?
Nintendo is reusing a lot of stuff, like animation, sound and textures. In term of graphics its somewhat hidden because of the "impressionist" shading effect.
Probably the reason why it took so long was because indecision of what implementation the Wii remote would have. I think this is pretty much confirmed on one of the Iwata asks.
edit: remember the "midna in distress" section in tp with that beautiful solo piano tune playing?... and then you'd get close to an enemy and the whole atmosphere would be ruined. i don't understand why, if you MUST insist on combat music (and tp's was particularly irritating), you can't simply turn off the trigger for an isolated section like that. why didn't that bother any of the designers?
Late in the game you talk toI feel dumb for asking this, but how does one get the Boss Rush mode :/
You enjoyed that bit?
Im not exactly suggesting that zoukka. I was just replying to divvy, who thinks Nintendo took 5 years to release Skyward because (among other thinks) they had a lot of work to do with assets. For what i can tell watching Skyward , it uses assets from past games in the series. Textures, animations for Link, sounds. Adding to this, probably Nintendo had a ton of concept art from WW and TP around applied to the game since some things look similar in style, for example to the Midna tron like world. TheI doubt Nintendo would use SS assets in their next projects. Didn't see any TP assets after it.
Im not exactly suggesting that zoukka. I was just replying to divvy, who thinks Nintendo took 5 years to release Skyward because (among other thinks) they had a lot of work to do with assets. For what i can tell watching Skyward , it uses assets from past games in the series. Textures, animations for Link, sounds. Adding to this, probably Nintendo had a ton of concept art from WW and TP around applied to the game since some things look similar in style, for example to the Midna tron like world. Theis consisten with that art style.Gate of time
yes. i've always said this. but then, i think dynamic music in games in general is an overrated and overused concept anyway. it too often devolves into what is usually referred to as "mickey mouse music" in film: shallow incidental music with a reliance on cues that consistently underlines the simplest and most apparent emotion or action on screen without ever adding anything or contrasting the obvious. when instead a game like zelda should rely on atmosphere, and combat within a given area should be part of that atmosphere and not feel like a constant distraction or disruption.
i don't know. it doesn't even matter if the battle music was any good, really. i don't get how you can't see/hear almost IMMEDIATELY that this ruins that particular section. but this is the kind of stubborn and puzzling decision in the midst of something brilliant that's become so typical of nintendo. and i can't help but feel that it often has to do with a blind reliance on tradition for tradition's sake, without concern for anything else. it is done because "that's how we've always done it" or because it was done in an earlier extremely successful entry in the franchise and now "we're gonna stick with it no matter what".Yes, that Midna section was maddening. One of the few great pieces of music in that game spoiled time and again by enemy encounters. Are they just trying to be meta or do they really think it sounds good?!
The soundtrack for me is a little on the soft side compared to Mario Galaxy - as in - its really soft, very little bombast. I kind of want to replay the game on headphones so I can enjoy the music, because all the ambient noise of my shared house was enough to distract me from enjoying quite a lot of it. Having listened to some tracks privately on YouTube, I'm like - "wow, that's really awesome". There are no tracks with the bombast of the Super Mario Galaxy soundtrack though -- really, a Zelda soundtrack should sound every bit as huge. Pop your soundtrack CD on and listen to that old Darkworld theme or the thundering awesomeness of the classic Zelda theme. That's what this game could have really done with as part of the game-playing experience. The Ballad of the Godess is at the appropriate level when it kicks in, but most other stuff - like the sky theme is more gently sweeping.
wow, that is totally not true! in fact, i was frequently thinking to myself: this sounds totally like mario galaxy! i'll link whatever youtube videos i can find to prove this laterThere are no tracks with the bombast of the Super Mario Galaxy soundtrack though -- really, a Zelda soundtrack should sound every bit as huge.
The thing that's really bothering me right now is the item catch breaking up the awesome cutscenes. I mean, seriously? Was it really important to let me know that I received the (post-third dungeon story spoiler)? Now THAT was an instant mood kill.harp when Zelda threw it to me
I took that as a deliberate joke, like when.Zelda told Link to stop goofing around after he does it on top of the Goddess Statue when receiving the sailcloth
Yep, it's pretty clear that this is what's happening. Ocarina was a huge success and all mainline Zelda games are stuck following that mold.and i can't help but feel that it often has to do with a blind reliance on tradition for tradition's sake, without concern for anything else. it is done because "that's how we've always done it" or because it was done in an earlier extremely successful entry in the franchise and now "we're gonna stick with it no matter what".
I hit a couple of, and flew to one of the locations but couldn't open the chest. Are the chests different when unlocked?goddess cubes
I still can't believe they brought back that god awful shop music from OoT.
I'm sure there are people who like this stuff, but I can't help but feel that the music of OoT (which I was never a big fan of) pretty much ruined the audio side of the series for over a decade. They went from Zelda 3 and Link's Awakening (both of which featured incredible tunes) and then never managed to match them. Some of the music used in Skyward Sword is remarkable and feels like a return to form, but then they fall back on the same midi crap they've been throwing around since 1998.
Yep, it's pretty clear that this is what's happening. Ocarina was a huge success and all mainline Zelda games are stuck following that mold.
This isn't necessarily an issue in and of itself, but there were some missteps made back in 1998 that haven't been addressed as a result of its success. They seem afraid to truly commit to something new.
The hardware is now powerful enough to realize a fully open map ala Zelda 3 packed with details. We don't NEED a "Navi" character anymore and the world need not be so divided. They seem unwilling to allow people to discover the world for themselves and force every single mechanic down your throat at every opportunity.
The hardware is now powerful enough to realize a fully open map ala Zelda 3 packed with details. We don't NEED a "Navi" character anymore and the world need not be so divided.
What... is there something wrong with that section as well?
I hit a couple of, and flew to one of the locations but couldn't open the chest. Are the chests different when unlocked?goddess cubes
I'm glad there are other people who feel this way. Hub-like design, companions and instrument central plots... just not needed anymore. They are the shackles Nintendo unwittingly placed on the series with Ocarina.
I do personally think this game is the best 3D Zelda, I would love to be able to give Nintendo some honest feedback about its flaws and what I feel like they need to recapture. I do think Aonuma aspires to LTTP more and more -- I think a lot of his choices in the last three games have been inspired by it, the symphony concerts paid a particular reverence to LTTP too, and I'd much prefer he move towards reimagining Zelda along those lines and building a cohesive whole world as you describe rather than retreading Ocarina tropes.