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The Legend of Zelda: Skyward Sword |OT| Home of Punkin' Chunkin' Champion 2011

I agree but I've felt this way with every 3D Zelda outside of OoT, where the pre-dungeon stuff was reasonably enjoyable.

SS is more adventurous than Zelda has been before in pre-dungeons, when it tries. When it doesn't and just tries to file 30 minutes it can be terribly boring.
 
Pre-dungeon sections (from where I'm at):

Pre-1st dungeon: Okay as an introduction, I guess.
Pre-2nd dungeon: This part was cool, you solved puzzles and saw new areas in a neat circuit. Don't get the complaints about it or the second dungeon itself (which was really good)
Pre-3rd dungeon: Fucking amazing
Pre-4th dungeon: Parts were cool, parts weren't, but the parts that weren't were like five minutes long, and the dungeon itself had such a great vibe and setting that it easily made up for it.

The dungeons themselves are all great so far, except for the first, which was pretty simple.


I've loved pretty much every boss too.


Games stomps all over TP so much it's not even funny at this point.
 
This is a great game so far. Only control issues I have is the damn bug net, but that might be related to the totally bonkers collision detection with that thing too.
 

ASIS

Member
Oh stop being so obtuse, Jocchan. When people say something is "repetitive" they usually mean because its fucking BORING. The game didn't engage you with enough variety, depth, or challenge to mask its repetitive design decisions.

There's a lot of BORING/"repetitive" gameplay elements in Skyward Sword.

and "fucking BORING" is subjective to each person. If i enjoy sections of a game does that mean it's not padding? Or if I don't like an entire sequence that is completely new to me, that's padding?

Please keep your rants civilized.
 

Red

Member
Pre-dungeon sections (from where I'm at):

Pre-1st dungeon: Okay as an introduction, I guess.
Pre-2nd dungeon: This part was cool, you solved puzzles and saw new areas in a neat circuit. Don't get the complaints about it or the second dungeon itself (which was really good)
Pre-3rd dungeon: Fucking amazing
Pre-4th dungeon: Parts were cool, parts weren't, but the parts that weren't were like five minutes long, and the dungeon itself had such a great vibe and setting that it easily made up for it.

The dungeons themselves are all great so far, except for the first, which was pretty simple.


I've loved pretty much every boss too.


Games stomps all over TP so much it's not even funny at this point.
We're the same, you and i
 

Bisnic

Really Really Exciting Member!
Is there any dungeon music as good as the Forest or Spirit Temple from OOT? Only did 3 dungeons, but its been pretty boring and forgettable so far. Seems like all the effort was put into the boss themes.
 

Gregorn

Member
After dungeon 6 how much approximately do I have left to go? I don't want a specific amount of hours, I just want to know if I'm near the end or not.


Is there any dungeon music as good as the Forest or Spirit Temple from OOT? Only did 3 dungeons, but its been pretty boring and forgettable so far. Seems like all the effort was put into the boss themes.

Yeah, the music is by far the most disappointing thing so far.
 
and "fucking BORING" is subjective to each person. If i enjoy sections of a game does that mean it's not padding? Or if I don't like an entire sequence that is completely new to me, that's padding?

Please keep your rants civilized.

Of course its subjective, so why the fuck compels people to try and scientifically prove opinions wrong?

"haha I ran through the intro as fast as I can in under 1 hour, its definitely not long, neiner-neiner haters"
"I love all the fetch quests, they are certainly not boring"
"That wasn't padding, that was exploration, I felt like I was on an adventure everything about this game is perfect and magical"
 

Divvy

Canadians burned my passport
Man I was such an idiot last night

That part pre-dungeon 3:

Where you have to put the electric egg thing into the hole. I tried for half an hour to pick up and throw the egg into the blocks to carry it to the other side of the pit. It cost me two potions until I realized that the beetle could have just carried it over.

Apparently those Fi was designed for morons like me.
 

ASIS

Member
So I've pretty much gotten everything in the game. All the Goddess cubes, all the bottles, all the upgrades, all the gratitude crystals, beaten all the mini games etc. I just have two questions:

1. About Fledge's pumpkin pull, do you have any advice, I've been trying for ages to score 600 but it's really hard! Am I doing something wrong or do I just need practice?

2.
About the thunder dragon's challenges, Is there any reason to go through the silent realms again? And if I still didn't go through the last dungeon, can I still safely go through boss rush?
 

Jocchan

Ὁ μεμβερος -ου
Of course its subjective, so why the fuck compels people to try and scientifically prove opinions wrong?

"haha I ran through the intro as fast as I can in under 1 hour, its definitely not long, neiner-neiner haters"
"I love all the fetch quests, they are certainly not boring"
"That wasn't padding, that was exploration, I felt like I was on an adventure everything about this game is perfect and magical"
After this post I feel bad for even bothering to reply earlier.
 

ASIS

Member
Of course its subjective, so why the fuck compels people to try and scientifically prove opinions wrong?

"haha I ran through the intro as fast as I can in under 1 hour, its definitely not long, neiner-neiner haters"
"I love all the fetch quests, they are certainly not boring"
"That wasn't padding, that was exploration, I felt like I was on an adventure everything about this game is perfect and magical"

It's called having a discussion. And there's nothing wrong as long as it's respectful and civil.

As for your first Quote. I find it funny that you included that because it's dealing with facts. in other worse, it really does prove the other side wrong, but I digress :p
 

Skiesofwonder

Walruses, camels, bears, rabbits, tigers and badgers.
Back from work.

I woke up early this morning to get some play time in. I did some side-quests and made it through the pre-dungeon obstacles for dungeon 2. I see where some of the complaints are coming from, I really do. But so far everything has just "clicked" with me. While I fricken HATE filler content, repeat collection-thons, and too much repetitiveness in general.... I surprisingly found myself enjoy the search for the broken key. It was brilliantly put together, slowly leading you throughout the environment, and introduced tons of new gameplay elements/puzzles.

So while I thought the first-one was a bit too simple and tedious, I actually thoroughly enjoyed the second pre-dungeon area. Now I'm ready for the second dungeon (after I do some Thanksgiving shopping). :)

By the way I'm now LOVING the flight control. Skyloft is (so far) really engaging and the characters are extremely interesting. It might be the only town (?) in Skyward Sword, but damn if it isn't already the best in the Zelda series. And rolling bombs..... just genius!
 
I feel like I'm an idiot playing this game, anything that uses tilt controls in the tutorial portion of the game had me confused for long stretches of time. I never did the part of the tutorial where they ask you to do the spin attack because I ended up getting sick of the slow-ass text. I got it to work by the time I got to the cave though....

And then the bird controls, and the tilt controls for falling which I must've missed a dozen or more times. I dunno, I know if I blame the game someone will jump down my throat for sucking at the game or whatever but I've never had a problem getting into the previous games. This is the one Nintendo franchise where I love all entries.
 

Kai Dracon

Writing a dinosaur space opera symphony
On the subject of subjectivity and padding in this game, I could offer this.

People are quick to call anything they find uninteresting "padding". I do wonder what definition of padding they have.

I define padding as Donkey Kong 64; creating collectibles for the sake of making busy work and a time sink to distract players from the fact that the game is lacking legitimate content.

It seems most of the various side quests and such in SS relate to tangible rewards - like improving gear. You may or may not find that boring to do, but I wouldn't call it "padding". It's a specific reward with a challenge attached to it. The Silent Realm stuff reminds me of the Dark Aether sequences in Metroid Prime 2... some people called that "padding" as well, but it was stuff that did advance the exploration and theme. The fact that the activity was split into several iterations across the game was thematic and not arbitrary (in both games).

I think what bothers some, is when someone calls a game mechanic that they merely don't like inherently bad, or pointless.
 

Varion

Member
So I've pretty much gotten everything in the game. All the Goddess cubes, all the bottles, all the upgrades, all the gratitude crystals, beaten all the mini games etc. I just have two questions:

1. About Fledge's pumpkin pull, do you have any advice, I've been trying for ages to score 600 but it's really hard! Am I doing something wrong or do I just need practice?

2.
About the thunder dragon's challenges, Is there any reason to go through the silent realms again? And if I still didn't go through the last dungeon, can I still safely go through boss rush?

1. Just practice, I guess. I could never get more than 390 because I always screwed up somewhere, and the controls would always go off sync by the end and the more I tried to recentre them the worse the problem got until at one point the controls actually ended up inverted entirely. Somehow. It's just a case of being able to move quickly, knowing how far in advance to release your arrows and suchlike.

If you really get bored of it and want to do it the easy way (I did in the end) then
aim your (always fully charged) shots to the upper right of Fledge's head on the fence, and release the arrow as soon as he starts his 'throw' motion. Might take a few goes to get the timing right but it's ridiculously easy if you do it this way because you don't have to worry how far he wants to throw it and get it immediately so don't waste any time. Got 440 on my first try, 620 on my second. After hours of not being able to get higher than 390, and usually not even that.

2. Nope, no reason at all. And yes, yes you can. You get the best reward after 8 anyway, as soon as you can do it you have enough.
 
made it through the pre-dungeon obstacles for dungeon 2. I see where some of the complaints are coming from, I really do. But so far everything has just "clicked" with me. While I fricken HATE filler content, repeat collection-thons, and too much repetitiveness in general.... I surprisingly found myself enjoy the search for the broken key. It was brilliantly put together, slowly leading you throughout the environment, and introduced tons of new gameplay elements/puzzles.

So while I thought the first-one was a bit too simple and tedious, I actually thoroughly enjoyed the second pre-dungeon area. Now I'm ready for the second dungeon (after I do some Thanksgiving shopping). :)
What were the "ton of new elements and puzzles" introduced in the broken key section?

The good news is that your mind will be blown with the next sequence to access the 3rd dungeon because its the one best executed of the early ones.
 

Marco1

Member
Bought this today and while I sit and look at the game in its wrapper, I can't help but feel that I wished I purchased the version with the gold controller.
Think I will go back and exchange it tomorrow!
 

Relix

he's Virgin Tight™
Dungeon 5 is weird so far. Definitely not the best at least until the point I am on, but definitely different. Also, fuck motion controls. In the subboss fight the nunchuk didn't want to register shield bash and I lost a good portion of my health. Eff you Zelda :(
 

marc^o^

Nintendo's Pro Bono PR Firm
I think we don't fully realize how incredible this game is yet. In terms of controls and game design I have not been that satisfied in ages, and I'm only half way through my 1st run.
 
Quite a variety to the bosses.

Ghirahim: cool
Fiery ball: neat
Scorpion: lame as all fuck
Automation: totally rad
Squid: pretty fucking cool

And that's how far I've gotten.
 
I really hope the game picks up in scope dramatically. Just finished first temple and all I could say was......"thats it?". First temple in TP was easily 4/5 times as big.......please tell me this trend does not continue.
 
I really hope the game picks up in scope dramatically. Just finished first temple and all I could say was......"thats it?". First temple in TP was easily 4/5 times as big.......please tell me this trend does not continue.

Its the first temple, relax and enjoy the ride man. The first temple in OOT was not exactly mammoth.
 
People would probably have liked the third boss a lot more if it was a midboss. FWIW, I had fun with it probably because it was so straight-forward.
 

Pie and Beans

Look for me on the local news, I'll be the guy arrested for trying to burn down a Nintendo exec's house.
I complain about padding on the internet and then the game decides I need to head back to one area to pickup a macguffin and then throws an ESCORT MISSION at me across the entire 3rd -pre-dungeon area with no shortcuts to get back to where I was.

I expect this kind of shit from a licensed property trash game, not goddam EAD.
 

Dynedom

Member
The prompts are really starting to bother me. Do I really need the full explanation of what Gratitude Crystals are EVERY TIME I PICK THEM UP (either in the wild or from people?).

Do I really need a full explanation of what each insect and item I collect is, even after the 15th number of that item? Worse off, do you have to cut to this explanation MID-BATTLE just so I can come back and get smashed in the face by an enemy attack?

Is there any way to turn these hints off? It's aggravating.
 

Garcia

Member
Completed the 3rd dungeon last night; absolutely loved it. It's interesting how they went for the few-rooms approach, but each room is just ridiculously massive.

I've enjoyed them all quite a lot, and my favorite pre-dungeon quest so far has been No.2, very dynamic,
sandsliding, digging, running and collecting stuff
, and least favorite goes to No.3; I felt it was too tedious, and the scenerey didn't help that much either.

Either way I'm on my way to No.4, and I've enjoyed the overall experience a lot.

Btw
Yey for gossip stones! :D
.
 

Branduil

Member
I don't really see the complaints about the first two dungeons.

Dungeon #1: better than the first dungeons in OoT and TP.

Dungeon #2: better than the second dungeons in OoT and TP.

You can make a case for the first two dungeons in WW being better, though I think that's debatable. MM has the best first two dungeons, but that's not exactly comparable. In any case they're hardly a step down from the usual Zelda greatness.
 

Garcia

Member
The prompts are really starting to bother me. Do I really need the full explanation of what Gratitude Crystals are EVERY TIME I PICK THEM UP (either in the wild or from people?).

I hate that so much. It's terrible when you're minding your own business collecting stuff like crazy and then all of a sudden you have to stay still for 5 seconds in order to see that fucking screen, every single time you continue your game. AAAAARGGGG!
 
On the subject of subjectivity and padding in this game, I could offer this.

I define padding as Donkey Kong 64; creating collectibles for the sake of making busy work and a time sink to distract players from the fact that the game is lacking legitimate content.

You may or may not find that boring to do, but I wouldn't call it "padding". It's a specific reward with a challenge attached to it. The Silent Realm stuff reminds me of the Dark Aether sequences in Metroid Prime 2... some people called that "padding" as well, but it was stuff that did advance the exploration and theme. The fact that the activity was split into several iterations across the game was thematic and not arbitrary (in both games).
There's nothing subjective about it. I.E. The silent realm sequences are the definition of padding. These portions introduce a pure collecting element while reusing the same areas multiple times with similar mechanics and progression. It's not that bad but Nintendo relied on this trick too many times, i think
4?
total in the game. Some of this sequences do vary in quality, the only subjective element to debate here is how tolerant the player can be to them.

This is the type of criticism that has been made to Nintendo since the N64 days when some of its 1st and 2nd party software relied so much in the collection mechanic.

This is a design shortcut to extent the playtime of the game, what Nintendo needs to learn is when to do this and when to refrain from it.
Collecting notes for Faron
was downright insulting, a complete slap to the face of the player. Maybe visit the silent realm 1 or 2 times with a better difficulty curve would have been better.
The one that stood out to me was the
bomb bowling especially the ones that require you to curve it around
That stood the most because it's the only somewhat different one Hollywood. Most of the traversal mechanics were introduced in the previous Kiwi (sp?) hunt in Faron and the bowling was at the begining. It's cool that you enjoyed but of the first 3 sequences the fragmented key is the weakest one from my point of view because its just so unjustified even from a plot perspective.
 

ivysaur12

Banned
In the pre-dungeon 2 area. Thoughts so far:

- Enemies aren't really trouble... except for Bokoblin. I really haven't figured out how to attack these guys. Then they attack in groups, block my attacks even when I attack them from different angles... blah. I beat the Stafos mini-boss no problem and it's registering my swings... it makes me think there's something else wrong with the way I'm handling them.

- Combat is fun, but only seems to utilize Motion+ with an enemy like the Bokoblin... who react differently than I anticipated.

- I miss running and swinging the sword.

- Bombs should have a longer timer since they take a bit of finess to use.

- Is there a text scrolling option? It goes by way too slowly.

- I'm loving the items so far. The beetle is great.

- Fi is the worst. End of story.
 
Don't overthink the Bokoblins. They are designed to be newbie-friendly enemies. Either parry or just waggle at them. Trying to read their movements will only cause a lot of blocked hits.

If you're facing them in groups, simply don't Z-target and slash like a madman.
 
In the pre-dungeon 2 area. Thoughts so far:

- Enemies aren't really trouble... except for Bokoblin. I really haven't figured out how to attack these guys. Then they attack in groups, block my attacks even when I attack them from different angles... blah. I beat the Stafos mini-boss no problem and it's registering my swings... it makes me think there's something else wrong with the way I'm handling them.

- Combat is fun, but only seems to utilize Motion+ with an enemy like the Bokoblin... who react differently than I anticipated.

- I miss running and swinging the sword.

- Bombs should have a longer timer since they take a bit of finess to use.

- Is there a text scrolling option? It goes by way too slowly.

- I'm loving the items so far. The beetle is great.

- Fi is the worst. End of story.

-Figuring out Bokoblins was a great breakthrough moment for me. Try this: Make a strong swing in one direction to bring out the block, then make another strong steady swing in the opposite direction, then keep it up in a steady 1-2 tempo. You'll get the hang of it, and it feels much better than waggling at them, which works only half the time.

-You won't be worrying about Bomb timers for much longer.

-Hold A, it speeds it up. Not sure why they removed the "fill whole text box" method from the past games, unless they had a bunch of playtesters who kept skipping by accident and complained about it.
 

Big One

Banned
My thoughts on the bosses:

Ghirahim (1): Fun as fuck and challenging
Scaldera: Easy, but really fun
Moldarach: Disappointing
The Imprionsed (1): Really good fight, but too easy
Koloktos: Best boss fight in the game and challenging
Tentalus: Great boss fight, easy at first challenging later on
Ghirahim (2): Not as challenging as the first one but still fun
The Imprisosed (2): Really difficult and long
Bilocyte: Really fun adaptation of Aganhim's mechanic, but too easy.
The Imprsoned (3): Waaaay too easy.
Army of Demons: Really really intense. Dropped hearts from enemies save this from being hard, so I can imagine this being utterly terrible in Hero Mode.
Ghirahim (3): Really loved this one. Takes everything great about Ghirahim's fights before it and enhances it with new original ideas. Just a fantastic fight.
Demise: One of the most difficult and challenging fights in the game...at least, till you figure out how to defeat him. Figuring out to use lightning to defeat him is one of the highlights of the game.
 
Don't overthink the Bokoblins. They are designed to be newbie-friendly enemies. Either parry or just waggle at them. Trying to read their movements will only cause a lot of blocked hits.

If you're facing them in groups, simply don't Z-target and slash like a madman.


What about
the dudes with electric swords?
 

Varion

Member
I really hope the game picks up in scope dramatically. Just finished first temple and all I could say was......"thats it?". First temple in TP was easily 4/5 times as big.......please tell me this trend does not continue.
Nah, I thought the first two were a bit too short, but by the third it wasn't an issue. None of them are too short, but they don't outstay their welcome. Just right.

- Is there a text scrolling option? It goes by way too slowly.
Oh if only.
 
I really hope the game picks up in scope dramatically. Just finished first temple and all I could say was......"thats it?". First temple in TP was easily 4/5 times as big.......please tell me this trend does not continue.

I feel with SS they made a conscious choice not to have too many rooms but rather make each room very interesting by itself. In addition, the dungeons seem much more closely tied together so there's less running around. You're usually never more than one room away from the main hub rooms.

So far I feel this has worked out well although scope has taken a hit.
 

Branduil

Member
It's funny how you gradually get better at swordfighting in this game. Regarding Bokoblins, I can now reliably take them out by alternating quick sword swings from different directions before they have time to adjust.
 
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