The rhythm stuff works fine for me. Strumming along in key to whatever the background music is is a nice touch, and the sing-along in the Lumpy Pumpkin was fun. I just got it however, so I don't know any songs for it and haven't really used it much lol
i dont get the complaints about padding
to me its all just shit to do
finding keys outside a nominated "dungeon" is no different that running around inside of a dungeon, yet people complain baout one and not the other
makes no sense to me tbh
I have a theory for why they treated that particular thing the way they did. Note *This will contain major game spoilers though so read this at your own will*.
Basically as the story stands Hylia... or Zelda wasn't around yet to have a kingdom. So in theory there couldn't be a Hylian shield if her and the current Link haven't yet founded the Kingdom of Hyrule. Essentially, I think the developers just felt obligated to put the item in the game because of fan service, so why not make it an unlock able a minor secret end game event. The shield itself isn't exactly touted as a legendary item in the other games. It's just something Link always buys in the shop because they seem to be mass crafted in honor of the Goddess Hylia in future games further in the timeline.
Also, that being said I didn't like how it was handled either because it was one of those things I never felt compelled to actually need, so I never went and got it.
Because the dungeons are condensed paths of puzzles that open progression to the next set of puzzles with well paced combat thrown in the mix. The outside areas are mostly just running around due to forced exploration and dowsing.
I've completed the main quest, there's just one big thing stopping me from going for total completion: is there any way of knowing for certain when you've collected all the goddess cubes in an area? I don't want to dowse everywhere with no certainty.
I'm sure I'm not the first to complain about this, but fuck the bug selling in this game. Couldn't they come up with a better way to display what bugs he wants vs what I have. I can't believe they really expect me to remember every bug I have or else I get yelled at by the kid.
Faron is where all stupid shit happens.the preamble needed to enter the 4th dungeon, my god.
Yeah and it's fast!
EDIT: Also do not sell those bugs like I did!
Are you serious about not selling the bugs? What other use do they have? I just wish Nintendo had implemented a menu system for selecting which bugs he'd buy of mine.
Am I alone in my preference of IR aiming controls in TP over the SS Motion+ version?
Am I alone in my preference of IR aiming controls in TP over the SS Motion+ version?
I've completed the main quest, there's just one big thing stopping me from going for total completion: is there any way of knowing for certain when you've collected all the goddess cubes in an area? I don't want to dowse everywhere with no certainty.
Am I alone in my preference of IR aiming controls in TP over the SS Motion+ version?
There's a bed in the Lumpy Pumpkin, hahaHow did you do that? I thought you can't fly at night? Is there a bed at the Pumpkin place?I'm about 18 hours in a think. The whole lead up to dungeon 3, dungeon 3, and post-dungeon 3 have really kickstarted this game into overdrive. As with every Zelda game I guess, but I was already so immersed with SS that it felt like it had already been kickstarted! lol. Might I add, nothing I have done so far has felt like "padding". Not even close to feeling like padding.
Running around Skyloft and checking out The Lumpy Pumpkin between every dungeon is great. There is always new stuff to do. Sidequests, different NPC dialogue and story-tidbits, new items unlock new areas... Whoever said this game lacked in the sidequest/npc area, especially those who said TP had more, are just wrong. Most sidequests are small, but they all amount to the overall charm and enjoyment for me. Skyloft seems alive and everchanging, it's not just the same hub over and over again.
I also enjoy the harp for what it is. The rhythm stuff works fine for me. Strumming along in key to whatever the background music is is a nice touch, and the sing-along in the Lumpy Pumpkin was fun. I just got it however, so I don't know any songs for it and haven't really used it much lol
Might I add, the urgent music that plays when (post dungeon 3 spoilers)is absolutely brilliant.the seal is broken
Am I alone in my preference of IR aiming controls in TP over the SS Motion+ version?
i dunno i disagree
the pre dungeon bits before the eldin temple and the entire desert area before that dungeon were both constructed really well, literally felt like parts of a large dungeon
and lmao, people actually bother dowsing? find shit the old way tbh, its more fun
I don't think the Wii Remote is being imprecise when people get caught by the first boss.
I think what's happening is people move the sword one way, then try and reposition it for the actual strike, when the reposition isn't at all necessary. Even if your sword as on the right, if you flick up, Link will do an upward slash.
I forget where, but I think Miyamoto recently said development time was more closer to 3 years, with initial planning and final polish filling up a lot of extra time.Guys, I keep reading about "5 years of development time" but is there anything that says that is how long it took? I am pretty sure I remember something, possibly as late as 1998 where Miyamoto was saying "don't make the next Zelda so soon!" to Aonuma. They waited at least a year or so before even the beginning stages of Skyward Sword. Considering that a near final build existed around E3 this year,, development time for this game seems to have been relatively short.
Alberto's method does work, but I feel it's kiiiiiind of cheating the system. Everything is possible without doing that.mrklaw said:The plants are just annoying. Is there a trick to them? Even if I wait with my sword held up, waiting for their mouth to be vertical, as soon as I slash they close it - like a fraction of a second.
which is stupid and you're basically gaming the mechanics. Its supposed to be all 'ooh motion plus, accurate control of your sword'. So naturally you hold your sword to the left, then to try a right/left slash, or up/down slash, you move your 'sword' around to the correct side before initiating the move. Makes no sense logically to move it to one side, then just flick. If the game is doing that, then it partly explains some of my frustrations with even basic enemies - bokoblins and the plants - by the time I readjust my aim based on their blocking, they change theirs. With bokoblins I end up just either flailing or waiting for them to attack which takes ages.
The plants are just annoying. Is there a trick to them? Even if I wait with my sword held up, waiting for their mouth to be vertical, as soon as I slash they close it - like a fraction of a second.
I'll try your method and fingers crossed.
Yep.You can also kill the plants by cutting their stem with the beetle. I think you can also stun both the plants and bokoblins with the slingshot and then quickly dispatch them with the sword without regard for the direction you're swinging.
There have been several interviews with Aonuma and Miyamoto: Basically, the game's development took three years, with two years of technology experimentation before that.Guys, I keep reading about "5 years of development time" but is there anything that says that is how long it took? I am pretty sure I remember something, possibly as late as 1998 where Miyamoto was saying "don't make the next Zelda so soon!" to Aonuma. They waited at least a year or so before even the beginning stages of Skyward Sword. Considering that a near final build existed around E3 this year,, development time for this game seems to have been relatively short.
And I haven't run into 'collect 5 key fragments' in a dungeon yet. Felt like a poorly made MMO quest.
well i mean, the collect five pieces is just a whatever
an excuse to be doing some cool shit
youre not doing it because you actually want to collect five pieces, theyre just an excuse to have you do video gamey things
kind of like stars in the mario games, theyre just there to signify the end of a level really, youre playing it to see whats on the journey to them, rather than just for the destination
this isnt the only game where ive not understood the complaint, it happens with heaps of them. wind waker, dead space, bioshock, metroid, everyone bitches about the fetch quests you have to do but to me its like, who gives a shit theyre just a nominal excuse to have some gameplay go on
its not like an mmo where you are literally walking to a place in a straight line navigating no terrain, picking up some crap off the ground, and then walking back. theyre just macguffins to get the ball rolling with the gameplay. what you have to do to get the key here is no less fun than what you do inside dungeons for me
hey so, after you beat the first temple & go back to skyloft to place the tablet, that lady says her kid's missing...where is she? im wandering around at night, and nothin'.
It's a quest ( that I suggest to do ).hey so, after you beat the first temple & go back to skyloft to place the tablet, that lady says her kid's missing...where is she? im wandering around at night, and nothin'.
They started pre-development in 2006 after TP release. Actual development started around 2008. But that is usually how they have been developing games recently (at least main Zeldas).Guys, I keep reading about "5 years of development time" but is there anything that says that is how long it took? I am pretty sure I remember something, possibly as late as 1998 where Miyamoto was saying "don't make the next Zelda so soon!" to Aonuma. They waited at least a year or so before even the beginning stages of Skyward Sword. Considering that a near final build existed around E3 this year,, development time for this game seems to have been relatively short.
Well wether you like it or not, Nintendo seems pretty steadfast to give the Zelda games a more cinematic feel. I would even argue that from Lttp to SS it has been one steady line of increasing focus on the story segments of the main Zeldas.No one plays the games for the story Nintendo, just let me solve puzzles and swing my sword (which is awesome btw). I'd be happy if future zelda games are just dungeons.
Well.... damn. pre-fourth dungeon question.
Didn't expect the Skyview Temple being full of new baddies again! But now I need a key and the Mogma dropped it it... but I can't find it. If someone could help... I'm missing something really simple right?