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

I've somehow never heard of this game before. Youtube'd it, and damn, it's ugly.

Probably one of the best contenders for a much needed HD remake. Get the shooting up to par, update the visuals, and don't force a damn collectathon on the players to artificially lengthen the game near the end! End-game collecthons, never a good thing, developers! They sucked in JFG, Darksiders, Wind Waker, everything. Stop doing them! I'd be ok with this eight hour game of goodness not being stretched out to 12 by trinket collecting.
 

Theonik

Member
Hint:
There are things in the room that hurt Link if he touches them, so use them without touching them.

More obvious directions:
Use the beetle to get the baby-hermits to the wall switch. Stand on the switch, get them inside the little box-area, and voila.

Thanks for the hint,
I was trying to do something of that flavour, but with hitting the adult hermits with the beetle trying to get them to the switch, looking back I have no idea why I though that would work, didn't break the right stone to get the time shifting crystal, assumed it was in the locked room and had to get it open somehow. I feel so stupid.
 
I genuinely don't class those areas you guys are talking about as padding. Padding is that awful 20-30 minute collectathon.

It's padding anyways, independent of the degree of enjoyment you guys extracted from those segments.
It's padding to you because you seemingly have a really extreme definition of padding. Considering it made sense for the storyline and it was challenging in the aspect that you had a time limitation and it was possible to fail I don't consider it padding.
Hero, the bold part works against your argument, cause of the way Nintendo handles plot in a Zelda game, the story is written around the play mechanics not viceversa.
 

Jocchan

Ὁ μεμβερος -ου
Is there a point of no return in the game? Can I continue after I beat the last boss?
The point of no return is
the last boss itself. Save before him, go back to the main menu and copy your save because when you defeat him it will ask you to overwrite your save with a new game. If you do a copy first, you get to keep your save and go back to do more stuff if you want.

I'm avoiding spoilers so I haven't read anything in this thread, so forgive me if this is the kind of question that's answered ten times per page. :p But this happened. I just finished the second dungeon.

I was dicking around in the air and flew up as high as I could and dropped off my bird and started falling towards a (particularly low) random island. As I got closer, some colourful birds appeared. I steered towards them and grabbed onto them and we formed a skydiving circle. They flew away before I hit the ground. I tried it again and this time called my bird before they let go, and they just flew off in every direction again. Do those things do anything, or are they just a fun little easter egg?
You need to
touch all of them while falling. If you do it, you get 20 rupees (IIRC). It's mostly a little Easter egg, and it's very easy to miss.

I genuinely don't class those areas you guys are talking about as padding. Padding is that awful 20-30 minute collectathon. Anyone who's gotten that far will know what I'm talking about. It's mindless tedium. The difference with those other areas where you collect stuff is that you have to engage with what's going on, use your knowledge of the area to be efficient, watch your time. I enjoyed every one of them, they're tense and short. It's the mechanics that are added that stop them bring mindless collect-em-ups like DK64 or the tear collecting in TP. And the area reuse is deliberate. They would be unfair if they were brand new areas.
What got this discussion started is one user complaining about padding in [pre-dungeon 5 and 6 spoilers]
one reused boss fight right after a minigame that uses a mechanic not seen anywhere else in the game. It's a very simple fight that takes 3 minutes tops, acts as a surprise (you wouldn't expect to find a dungeon boss buried below the sand), but was apparently enough to scream PADDING all in caps. The game does have a fair bit of padding, especially the tadnotes part and the (luckily short because of the shortcut) escort mission with Scrapper, but what the hell.

Anyway, dungeon
7
is very clever. Took me a while to figure out what was going on.
I mantain it's the most clever in the game.
 

Tashi

343i Lead Esports Producer
Just wanna poke in here real quick and say that I'm loving Skyward Sword. I'll be back when I beat it.
 

jonno394

Member
Only four sidequests left and i'll have all of the gratitude crystals, looking forward to the culmination of this collectathon.
 

Gummb

Our lives begin to end the day we become silent about Rayman Legends Wii U.
An edited version of my review I posted earlier. It may begin with an overload of praise, but there is a critical review that follows. I'm particularly proud of my "controls" section. I hope you all enjoy!

GUMMB's DETAILED, BUT SPOILER FREE ACCOUNT OF THE LEGEND OF ZELDA: SKYWARD SWORD

OVERVIEW: 9.5
The Legend of Zelda: Skyward Sword is a gameplay giant and a breath of fresh air amongst a modern overdose of recycled gameplay experiences. What the game lacks in thematic and atmospheric wonder, it makes up for it in engaging, novel chunks of gameplay that truly demonstrates Nintendo's kingship over all developers. Skyward Sword is not perfect, but there is no other game in existence that offers this much quality content where expanding the way you play is the name of the game. The fact that we leave the game coherent, nonetheless masters of every experience is an utterly ludicrous achievement in game design. Skyward Sword truly is a triumph, and it is here that I will explain why.

STORY: There's a Game in my Story!
In one particular "Iwata Asks" article, Miyamoto was depicted as he normally is as criticizing his fellow coworkers' efforts. Miyamoto was not initially please with Skyward Sword, and one reason was because of the amount of text Aonuma had allowed in the game. "Aonuma-san," Miyamoto said, "you've put in too much text!" This is still the case. The first two hours are bloated with obnoxious amounts of unnecessary dialogue that hinder all forms of progress. Small bites of gameplay are often interrupted by pages of text.

This suggests a conflict between gameplay and story, and this is indeed the case. The story of Skyward Sword is forced to squeeze in between gameplay experiences, making it disconnected and almost completely unimportant. It is clear that gameplay continues to dominate Zelda (other than its bloated introduction), and this does hurt the composition of the story attempting to unfold. While the majority of Skyward Sword's characters are paper thin, there are some truly endearing, funny experiences to be had with a few. The main relationship in the game between Link and Zelda is front loaded and acts as a simple motivational tool. Thankfully, the story comes to a satisfying end that fans of Ocarina of Time will cherish, despite some timeline disputes.

One character, Fi, deserves special attention. Nintendo's dedication to their new generation of gamers certainly isn't doing Skyward Sword any favors. Fi, the main offender, is a character that almost exclusively serves as a game buffer to ensure the player is never lost or confused. She has, by far, the most text in the game, and "I estimate that 90% of it is useless." Fair enough Nintendo, everyone wants to play a Zelda game. Having optional repeats of information would have been sufficient. Unfortunately, the game is littered with annoyances from Fi repeating knowledge and interjecting for no purpose. For the story, she serves no true function. A real disappointment.

The villain, Girahim, is interesting enough to make you wonder what he'll do next. Understandably, some have criticized his design as too flamboyant, but by the end, his gleeful cackle and gesticulations are his true call to fame. A good villain for sure.

GAMEPLAY: Let's Split This Sucker Up!​

1. Game Structure: Many have correlated Skyward Sword's sky with Wind Waker's ocean. This is a false correlation. While Wind Waker's ocean is mostly a vast desert harboring side-quests, towns, simple enemies, and entire dungeons, Skyward Sword is more complex. First, imagine a tree diagram. Skyloft, the village in the sky where Link and Zelda live, is the base of that tree. Moving up the tree, it expands to include small islands with minigames and simple enemies. Continuing, the tree splits into three separate paths, one path for each area Link can land underneath the clouds. These areas are semi-open environments with dungeon-esque experiences and many enemies. The tree diagram then splits again, each into the multiple landing sites within the three areas that become available. These include the many dungeons and important spots on the map.

What is important to understand here is that this is different than any Zelda before it. While the sky may seem like Wind Waker's ocean, it does not take long at all to reach a destination in Skyward Sword - so much so that the "overworld" theme is less than 2 minutes long, and there is no night traveling allowed by bird. While the ground may seem like some potpourri of a Hyrule Field and dungeon mechanics, it actually represents the closest design to Zelda I's overworld. In total, Skyward Sword is something new. For those looking for a "traditional" 3D Zelda structure, you will sorely miss the atmosphere of Wind Waker's ocean, the connectedness of Twilight Princess' field, and the ease of Ocarina of Time's fast travel.

What Skyward Sword's design allows, however, is a separation between the lofty, fun nonsense above the clouds, and the rich, dense, expansive gameplay underneath the clouds. The story-driven game clearly favors the latter, ripping the player from one "underworld" area to the next and back again for seconds and thirds. If you become in tune with the game's rhythm, you may completely forget about the many alternate objectives the game offers above the clouds.

Additionally, the three areas of the "underworld" allow the developers to set up certain conventions to expand on each time the player returns. Returning to these same places over and over often starts as a task, but ends as a joy. Each time you return, new, fascinating places become open to you. The second third of the game (the middle of the game) takes the best advantage of this as dungeons and pre-dungeons meld together into ten hours of unrelenting gameplay expansion. Players will often have a sense of awe when they reflect on just how much they have done.

Nintendo perhaps has too many gameplay ideas for this Zelda. After the middle of the game finishes and the player begins to sense that the end is nearing, Skyward Sword alters its story slightly here and there in order to incorporate every idea the developers approved. Around the thirty hour mark, players will begin to ache for the ending, obviously nearing gameplay fatigue.

For those who persevere, however, Skyward Sword has the best ending sequences in Zelda's gameplay history (final dungeon to the final boss).

2. Controls: Too much has been said about Skyward Sword's controls. The majority of players seem to intuitively understand how to use the controller to manipulate Link's toolset, and have high levels of success. Many others seem utterly frustrated by slight inconsistencies in the controller's performance. There are even the minority who lament that the controls fail to work properly. How is one to know whether the game's fundamental premise - motion - works or not? The truly vexing answer is that you have to try it for yourself. I cannot speak for the gamers in the latter two categories who are frustrated by the controls, but I will attempt to address the issues they express.

My experience with Skyward Sword's controls were joyous. The second I first used my sword, I was flabbergasted that I could accurately chop poles of wood along specific grooves. I had fun doing the most simple things - moving my sword in circles, twisting my wrist, poking wooden signs, motioning for a semi truck to honk its horn, etc. These first moments with the sword solidified our relationship for the rest of the game. We were buddies: she was going to attack stuff, and I was going to command her with added specificity and overzealousness just to show her that I could. Pure joy.

These feelings of rapture extended to most every item in the game. The beetle, for example, became my bitch. I would send her to scout an unknown area, do a quick attack, and then she would always come back to me. The bombs became my minions. Much like pikmin, I threw them overhand and bowled them underhand, too often wasting several just because I could - I can now pluck them from the ground and store them for later. I wish I could tell you about all of my friends, but this review will remain mostly spoiler free. The point is, however, that the fidelity of the controls made me love my items, especially when they were used together.

Indeed, often my beetle and bombs would team up to cause some amazing gameplay combinations. This is true for the entire game. While there are not a huge amount of items, the ones you have are so expertly used over and over in different combinations that I become dizzy trying to think of all the ways I used them. Experimentation also becomes key. Try combining different item effects to see the result. You may be surprised.

For those dissenters, I offer you this: the controls are not nearly perfect. Often, the wiimote will lose track of my movements making my beetle dive-bomb when I was motioning to go further up. There are other items that are worse offenders, but this is what I offer. The fact remains, however, that this game exists in a set of rules that the player must figure out over time. Just like when you found out that "B" in Ocarina of Time uses your sword and not "A", so too must you find out the limits of your motion. Slowly over the course of the game, you learn and learn until you are a master of your craft and can spin dive at your enemy from above using your beetle. Motion may give the illusion of realistic movement, but this is not accurate. Approach it for what it is - a game - and learn how to use the controls.

The game also offers a tutorial, a "down d-pad" quick fix, a manual, and a hint guide for ways to use your items. Learn how to use your resources and act in your best interest to make the game more enjoyable. My experience was amazing, and I'm positive yours can be as well.
VISUALS: Dear Lord, is that Monet?​
Upon stepping outside your room at the beginning of Skyward Sword, you are greeted with sharp (as sharp as SD can get you) foregrounds and a pointillism effect for the backgrounds. Looking through a distant open archway, you see a chair and a table and wonder if this counts as "still life" art. Gazing upon beautiful interiors may inspire awe, but your first trip on your trusty flying "loftwing" grants you the ability to soar over the beautiful Skyloft in full impressionism. Flap your wings while you're getting close to the island and the effect increases, creating a thrill.

These first moments in the game extend to the entire game experience for those who slow down their minds and look at the objects most distant from them. Truly, this is the one flaw of such a style. Those things immediately identifiable are the ugliest in the game (not that they are at all ugly). Beautiful landscapes of trees, however, do become 2D juts of green. It's unfortunate that such beauty in Skyward Sword probably originates out of necessity for the Wii's processor rather than as a fully featured art style that radiates from all spaces.

It remains, however, that Skyward Sword is beautiful.

SOUND: Where is my theme?​
Copious amounts of criticism has been aimed toward Nintendo for their cheap inability to include an orchestra for their biggest franchises, Zelda being an obvious inclusion. Well, it has finally arrived, and Nintendo's orchestrations are of a top sound quality. The actual notes of those quality recordings, however, fail to provide an overarching theme that resonates throughout. Often, points of great emotion are lost due to seemingly missing themes. The best themes in the game include the stunningly beautiful theme for Fi, - the emotionless buffoon - and for Zelda, which we already know (and is thus just as impactful).

The instrument of choice this time, the harp, is novel, but its many notes do not create themes, but rather harmonies. Playing the instrument in the game yields chordal progressions matching the music of the game. This is entertaining to experiment with, and best used when you need a diversion from a puzzle that it frustrating you. The special songs you play throughout the game, however, are complete throw-aways. Other music, such as those for towns and dungeons are all great. My favorite dungeon theme is definitely the third dungeon -- especially when it switches. Music has been important for Zelda since its inception, and sadly Skyward Sword disappoints.

What is almost just as important is the overall sound design of the game. As always, Nintendo has fantastic sound teams, and I have no clever insight to offer. All I can say is "another great job Nintendo sound teams!"

OVERALL: Gameplay is king, and no one does gameplay better than Nintendo​
The Legend of Zelda: Skyward Sword is a phenomenal game. It does not aim to recapture the best moments of previous Zelda titles, but instead wholeheartedly at offering a dense gameplay experience in a multiplicity of ways only possible with motion. It will be impossible to say goodbye to my friends the sword, the beetle, the bombs, and my other companions. Once again, Zelda has trapped me into wanting more of the same, but this time, I want more Skyward Sword.

----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- -----

Thanks for reading for those who did. It feels good to get my thoughts out. :)
 

Jocchan

Ὁ μεμβερος -ου
Going to talk a bit of sacrilege.

They missed their perfect opportunity to give Link some dialogue.

When Demise curses them and their descendants, Link could have done a badass "and we will alwyas defeat you" line. Would have been epic.
This is the first Zelda game where I felt like full voice acting was sorely needed (even by keeping Link silent). Seeing the characters move their lips with no sound coming out was... weird.
 

JohngPR

Member
Ae4L-8RCMAE7V6s.jpg


So Amazon let me down yesterday. My order got delayed so I wouldn't have been getting it until after Thanksgiving. Since I work Saturday I wouldn't have been able to play it until Sunday.

I just ended up buying it somewhere else and kept the receipt to return that copy when it comes in the mail.

Oh well, at least I got an unexpected 10 credit for pre-ordering through Amazon.



Anywho, I put in four and a half hours into the game yesterday and thoroughly enjoyed myself. My disclaimer is I'm relatively knew to Zelda as a series despite being a big gamer since I was a little kid. I got to the
Faron Woods and met Machi
. Although the jaggies in the game are extremely noticeable that graphics and are direction is great. I dig the oil painting look that things have as opposed to a more traditional Depth of Field effect. Seems like a great compromise between art direction and system limitations.

There hasn't been one instance where I felt that having it be non-HD detracted from the game although I will admit that having it would probably enhance it. In any case, it's a non-issue for me.

As far as the controls are concerned, I really like them so far. It's tempting to just waggle your Wii remote to do sword strikes, but it's so much more rewarding if you make precise actions. Most of the times where I miss a sword strike, it feels as if I earned that miss. If I swing lazily, I'll miss the mark more often times than not, which is the kind of accuracy that I feel this kind of game needs. Not only that, but each system from sword, to shield, to throwing, to rolling don't feel completely separate from each other. All the systems play well with each other and makes each system feel like one cohesive thing.

I'm pretty early in so I don't have much else to say other than that. Really looking forward to playing it some more!
 
Thanks for the hint,
I was trying to do something of that flavour, but with hitting the adult hermits with the beetle trying to get them to the switch, looking back I have no idea why I though that would work, didn't break the right stone to get the time shifting crystal, assumed it was in the locked room and had to get it open somehow. I feel so stupid.

Yeah, I really liked that the whole area, including the dungeon and pre-dungeon parts, were full of "Ah-ha!" moments.
 
Temple 3 is living up to the hype so far.

The controls in the game are better than fine, just as I assumed despite the naysayers.

I'm still working my way through Temple 3, I hope there's a lot more good stuff afterwards.

I know there's a lot more game but many seem to think it's the highlight of the game it seems.
 
This is the first Zelda game where I felt like full voice acting was sorely needed (even by keeping Link silent). Seeing the characters move their lips with no sound coming out was... weird.

What's even stranger is that Link himself has several instances in the game where he talks, or its implied he talks, and he moves his arms around and gestures but no words come out. Its a very disconnecting experience, like "suddenly, pantomime!" and you kinda go along with it. It's just...awkward, at best, and I hope eventually Nintendo realizes how archaic and misplaced their storytelling can be sometimes.
 
Fi was made for leg lovers

I like the Silent Realm you alway go back yo parts in zelda you need to go back anways to find all hearts and thing with new stuff you got between
 

jonno394

Member
What's even stranger is that Link himself has several instances in the game where he talks, or its implied he talks, and he moves his arms around and gestures but no words come out. Its a very disconnecting experience, like "suddenly, pantomime!" and you kinda go along with it. It's just...awkward, at best, and I hope eventually Nintendo realizes how archaic and misplaced their storytelling can be sometimes.

It's one of those things, some want it, some don't. AT the moment Zelda still sells without Voice acting so Nintendo won't feel the need to change, especially as it risks alienating that fanbase who doesn't care abou VA.
 

Gummb

Our lives begin to end the day we become silent about Rayman Legends Wii U.
Temple 3 is living up to the hype so far.

The controls in the game are better than fine, just as I assumed despite the naysayers.

I'm still working my way through Temple 3, I hope there's a lot more good stuff afterwards.

I know there's a lot more game but many seem to think it's the highlight of the game it seems.
It is in the sense that it's the first amazing thing in the game that all else has to live up to. I think the fourth dungeon is just as good (if not better), but it's missing the cool element that makes the third so good. Later, however, themes of the third dungeon return and are made even better. It's definitely a high in the game for sure.
 
It's one of those things, some want it, some don't. AT the moment Zelda still sells without Voice acting so Nintendo won't feel the need to change, especially as it risks alienating that fanbase who doesn't care abou VA.

Just think of how picked apart every aspect of every game in the series is already, multiply that by 10 times the ugly if there is voiceacting.

Nintendo can't win in this situation.
 

Jocchan

Ὁ μεμβερος -ου
What's even stranger is that Link himself has several instances in the game where he talks, or its implied he talks, and he moves his arms around and gestures but no words come out. Its a very disconnecting experience, like "suddenly, pantomime!" and you kinda go along with it. It's just...awkward, at best, and I hope eventually Nintendo realizes how archaic and misplaced their storytelling can be sometimes.
I wouldn't mind Link remaining silent as long as he's shown gesturing from a certain distance. Everyone else, though...
 
This is the first Zelda game where I felt like full voice acting was sorely needed (even by keeping Link silent). Seeing the characters move their lips with no sound coming out was... weird.
I didn't notice it that much when I originally played TP, but when I replayed it earlier this month it really stood out how the faces of character were fully animated as if they were supposed to support voice acting. And now too in SS. If Nintendo just got some decent voice actor I truly believe it woul dbe for the better, heck, even with Zelda games usally having charactertured characters it should be easier for us to accept the voices.



Also dissing of JFG in this thread now!? (btw I completed it 100% fuck yeah!)
 

Alexios

Cores, shaders and BIOS oh my!
I know everyone hates Fi, but
I like it a lot when she sings.
ohdear.png
I think those are the worst animated scenes yet. Flapping mouth, stilted body, bleh. The skating like stuff were much better done. The sound's not great either.

At least it's brief and I shouldn't have to go through that scene many more times (2 down, 1 to go?).
 

Hylian7

Member
I'm almost to the fourth dungeon. I'll post my thoughts so far, but I'm not touching the spoiler thread yet.

I'm about to talk to the Water Dragon, saved at a Bird Statue underwater last night. What the fuck are these squid things and are they the early form of Zoras? I was so glad to finally find out what was in that dome-shaped cloud behind Skyloft. It had been bugging me the entire game. The creatures back there were....interesting. Also, how in the fuck do I open those black chests?! There was one on an island in the thunderhead area.

I found Skyloft's "Demon" too. I honestly wasn't sure wasn't to expect and he did seem scary at first. I'm actually impressed, good job with this character Nintendo.

Also: Is it just me or is Fi's singing voice done with Hatsune Miku?
 

Watch Da Birdie

I buy cakes for myself on my birthday it's not weird lots of people do it I bet
Just beat Temple 3.

WOW.

-Definitely the hardest dungeon so far in terms of difficulty...Beamos, like always, prove to be tough, and I was at 2 hearts for most of the dungeon and freaking out. I even died!
-That fucking sentry robot...jesus christ! At first I see it shooting missiles at me, but they're slow and I just annoy it...suddenly, I hear a strange little tune playing, and turn around and find myself faced with floating bombs!
-I love how this game plays with your expectations when it comes to puzzles...there's one room in particular with a crystal behind a gate, and no way out as the entry door locks behind you. At first, I thought this was finally one of those "defeat all the enemies!" to proceed, considering there were little scorpions hiding in the sand, but nope, you had to hit the switch using the slingshot to shoot a seed through the bars. In all the other 3D Zeldas, bars are basically solid walls...never thought to simply shoot between it.
*One part, in order to cross the quicksand, all you had to do was look at the map. Never thought to do that, haha.
*I liked Moldarach, and I almost died too. One of his attacks does 2-hearts worth.
 

Anth0ny

Member
I think those are the worst animated scenes yet. Flapping mouth, stilted body, bleh. The skating like stuff were much better done. The sound's not great either.

At least I shouldn't have to go through that scene many more times (2 down, 1 to go?).

Are we talking about Fi's cum face?

It looks so fucking bad. Considering how animated Fi is at other times... her singing animation (or lack there of) sticks out like a sore thumb.
 
I wouldn't mind Link remaining silent as long as he's shown gesturing from a certain distance. Everyone else, though...

I just think Link is in this weird space that no other video game character is in right now. He's in a story-heavy game, with plenty of cutscenes, NPC interactions, the works. He's got actual personality traits like his initial laziness, clear likes and dislikes like his feelings for Zelda or antagonistic relationship with Groose. He's clearly a character the developers have made to fit into the game, like the thousands of other games that do it, but he doesn't talk, spoken written or otherwise...and he doesn't have the benefit of first person view to mask the awkwardness behind "GORDON FREEMAN IS YOU, THE PLAYER!". Link is now this halfway-house version of blank slate avatar and actual character with cinematics and relatable human traits...and I just don't think it works anymore. Its like trying your cake and eat it, too. You either do one or the other; Nintendo has been trying to do both for years, and I just don't agree with that.
 

Gummb

Our lives begin to end the day we become silent about Rayman Legends Wii U.
Just beat Temple 3.

WOW.

-Definitely the hardest dungeon so far in terms of difficulty...Beamos, like always, prove to be tough, and I was at 2 hearts for most of the dungeon and freaking out. I even died!
-That fucking sentry robot...jesus christ! At first I see it shooting missiles at me, but they're slow and I just annoy it...suddenly, I hear a strange little tune playing, and turn around and find myself faced with floating bombs!
-I love how this game plays with your expectations when it comes to puzzles...there's one room in particular with a crystal behind a gate, and no way out as the entry door locks behind you. At first, I thought this was finally one of those "defeat all the enemies!" to proceed, considering there were little scorpions hiding in the sand, but nope, you had to hit the switch using the slingshot to shoot a seed through the bars. In all the other 3D Zeldas, bars are basically solid walls...never thought to simply shoot between it.
*One part, in order to cross the quicksand, all you had to do was look at the map. Never thought to do that, haha.
*I liked Moldarach, and I almost died too. One of his attacks does 2-hearts worth.

It's such a fantastic dungeon. I think it might stand as the best in the series. The next dungeon you're going to is every bit as good, too. Get ready, because you're in the best part of the game for the next 10 or so hours (other than perhaps the final dungeon to final boss)!
 

Jocchan

Ὁ μεμβερος -ου
I didn't notice it that much when I originally played TP, but when I replayed it earlier this month it really stood out how the faces of character were fully animated as if they were supposed to support voice acting. And now too in SS. If Nintendo just got some decent voice actor I truly believe it woul dbe for the better, heck, even with Zelda games usally having charactertured characters it should be easier for us to accept the voices.
It's weird how I never felt this way with TP. Of course, they would need to get good voice actors.

I'm almost to the fourth dungeon. I'll post my thoughts so far, but I'm not touching the spoiler thread yet.

I'm about to talk to the Water Dragon, saved at a Bird Statue underwater last night. What the fuck are these squid things and are they the early form of Zoras? I was so glad to finally find out what was in that dome-shaped cloud behind Skyloft. It had been bugging me the entire game. The creatures back there were....interesting. Also, how in the fuck do I open those black chests?! There was one on an island in the thunderhead area.

I found Skyloft's "Demon" too. I honestly wasn't sure wasn't to expect and he did seem scary at first. I'm actually impressed, good job with this character Nintendo.

Also: Is it just me or is Fi's singing voice done with Hatsune Miku?
The spoiler threads has unmarked ending spoilers (it's meant for those who beat the game), so you'd better avoid that one.

Anyway,
you unlock the black chests by using the skyward strike on the Goddess Cubes below the clouds.

I prefer "Fy" (Like "Phi") over "Fee." Fee sounds too much like the short version of Fiona, which isn't weird or cool enough.

Also, DEM LEGS!
The greek letter phi is pronounced "fee" as well :p
 

Y2Kev

TLG Fan Caretaker Est. 2009
UNMARKED SPOILERS = BAN

People have just flat out abandoned using spoiler tags all of a sudden. Knock it off NOW. If you are spoiler tagging like...one word of a huge spoiler, stop that as well.
 
Question about a side quest.

I can't undo it because I did it hours ago but with the love letter thing I gave it to the girl. Was that the right thing to do?
Pre 5th dungeon spoilers
Hehe I saw Zelda's dad in the tub.
 

Hero

Member
Are we talking about Fi's cum face?

It looks so fucking bad. Considering how animated Fi is at other times... her singing animation (or lack there of) sticks out like a sore thumb.

Yeah her singing is really poorly animated and when Link plays the harp with her singing there's a slight stagger in his animation as well. I couldn't help but notice it every single time.
 
It's one of those things, some want it, some don't. AT the moment Zelda still sells without Voice acting so Nintendo won't feel the need to change, especially as it risks alienating that fanbase who doesn't care abou VA.
Yea, that's why we don't get a Zelda based on motion controls. Hold on a second...

Reality is, going the motion based route was a bigger risk than implementing voice acting for the plot scenes. It has benn sugested that Nintendo could have the characters speak Hylian, leave Link as a silent protagonist and be done with it. They did artistic language in Pikmin and they have been using "grunts" and noises in several Zelda games, so why not try some voiced dialog?
 

StevieP

Banned
I can hear the complaints about the voice acting already.
"Such a stiff performance... it doesn't sound natural... She sounds too whiny".... oh god.

Link_Facepalm____by_DarkML-1-1.jpg
 
Well, I'm done with this; I can not take it anymore nor do I fathom how any of you can go so far as to call this your favorite game ever. Is anyone even playing dark souls or skyrim?

I can't deal with the fetch quests, boring design...i can't believe this is coming from nintendo. This game makes Wind Waker look genius and i thought that was a series low.

Fi, feth quests. One dimensional chracters. Controls i find a harder time with than the puzzles.

No. Just no. I am a huge fan and am stunned that i would have to force my way through this. So pissed.


Let me guess, 5 minutes in????
 

Jocchan

Ὁ μεμβερος -ου
Question about a side quest.

I can't undo it because I did it hours ago but with the love letter thing I gave it to the girl. Was that the right thing to do?
Pre 5th dungeon spoilers
Hehe I saw Zelda's dad in the tub.
[Sidequest spoilers]
There is no right thing, your choice may have different consequences but your reward is the same.

Reality is, going the motion based route was a bigger risk than implementing voice acting for the plot scenes. It has benn sugested that Nintendo could have the characters speak Hylian, leave Link as a silent protagonist and be done with it. They did artistic language in Pikmin and they have been using "grunts" and noises in several Zelda games, so why not try some voiced dialog?
Agreed.
 
WHERE THE FUCK IS RUPINS HOUSE. I need to sell some treaure, everyone tells me he'll buy it at night at his house, but Ive been to every house and there's nothing else labelled on the fucking map.
 

Anth0ny

Member
I just think Link is in this weird space that no other video game character is in right now. He's in a story-heavy game, with plenty of cutscenes, NPC interactions, the works. He's got actual personality traits like his initial laziness, clear likes and dislikes like his feelings for Zelda or antagonistic relationship with Groose. He's clearly a character the developers have made to fit into the game, like the thousands of other games that do it, but he doesn't talk, spoken written or otherwise...and he doesn't have the benefit of first person view to mask the awkwardness behind "GORDON FREEMAN IS YOU, THE PLAYER!". Link is now this halfway-house version of blank slate avatar and actual character with cinematics and relatable human traits...and I just don't think it works anymore. Its like trying your cake and eat it, too. You either do one or the other; Nintendo has been trying to do both for years, and I just don't agree with that.

Yeah, since Wind Waker pretty much. With the technology becoming more and more powerful, the ability to show Links emotions gets easier and easier. And the "Link" between the player and the character becomes weaker and weaker...

I still don't think Link needs to speak. But those scenes where Link's mouth is flapping and his arms are moving need to go.

As for voice acting in Zelda games... I welcome it. The thing I don't welcome is English voice acting. Star Fox 64 being the sole exception (and maybe Metal Gear Solid), English voice acting in Japanese games is pretty much horrible, cheesy shit. For some reason, Japanese people are awesome at voice acting. So I'd be open to Japanese voice acting with English subtitles, but that's obviously not going to fly with NOA. Compromise? Maybe they speak Hylian with English subtitles. Jibberish with English subtitles, Fi/Midna style?

Unless they're able to find some awesome American voice actors... I think I'd rather they stay silent.
 
Can anyone explain to me why so many people have issues with the controls? They feel perfectly natural to me. I really don't see the issue, and I tend to suck at games too.
 

Papercuts

fired zero bullets in the orphanage.
Having them speak Hylian would be pretty cool. I really don't get why they're been making the NPCs mouths move with the text, it stuck out to me in TP as well.
 
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