For me, the problem with theis not the activity itself or even the controls. My problem is that it is forced on the player when the game feels like it ought to wrapping up. I had a similar reaction to Crewnh:tadtones. If thehow have I not already proven myself to everyone in this game?were an optional mini-game, a sidequest, or at least placed in a world where there were other things to explore, I wouldn't have minded it at all. Same for the repeattadtones.silent realms
Anyone know the cheapest place to pick up a motionplus?
The limited edition bundle. $20 for the wii remote plus on top of the game.
Wow.I agree.When the Water Dragon sent those damn things out, I was thinking to myself, "haven't I already saved your ass like twice, and now you throw this shit out at me? It's not my fault that you were a moron and decided to FLOOD A FOREST to solve a monster problem when YOU'RE A HUGE FREAKING DRAGON WHO COULD SLAUGHTER THEM WITH LITTLE EFFORT. Prove myself more? Eat a garbage bag full of dicks, you stupid, stuck-up bitch.
My lord, I was so glad to get to Lanayru, and see that its song quest involved new areas and actual Zelda mechanics.
Stealth missions do not appeal to Link's core character trait of courage.In the Sacred Realm, you had to sneak around and try to avoid the powerful guardians, rather than grow as a character through facing these fearsome creatures. I would have been fine with one stealth realm for Nayru's segment, as a means of illustrating Link's increasing wisdom. The other two should have had objectives that more closely resembled the qualities of the particular god(dess). Farore's section could have involved dropping your health down to one heart, then being swarmed by enemies, with the trick being to stand perfectly still, ready to accept the inevitable death that approached. Din's section could have involved something like an old martial arts master requiring you to break planks with your hands (using the remote) or carve through a block of ice, the lesson being that to wield power, one must do so judiciously and with complete self-control.
The problem with (near end of game)tadtones is the character of the water dragon. She's a bitch. People don't like her, and since she punishes Link, the player is punished as well and people don't like being punished.
It was better in MM because the baby Zoras had to be retrieved to progress the plot. The Water Dragon just decided to be a bitch.
Just finished it. I'll post my impressions later tonight. How does gaf feel about this game in general?
Eh, the zora eggs quest is still my least favorite Zelda quest; very boring and takes too long. Tadtones was out of place, but it was short and borderline fun. It would have been better as a sidequest, but it wasn't as bad as some make it.
That doesn't make it less terrible.The quest itself (MM) was ok story-wise, though. What you were doing made sense, and wasn't the result of a character being mean for the purpose of fluffing up the game.
Well, Wind Waker and Twilight Princess both had mandatory fetch quest parts. Though I never had that big of an issue with TP's Tears of Light. The Triforce quest in Wind Waker is definitely something that makes you want to stop playing once you get to it, though..
It's pretty mixed. The majority acknowledges that it's a great crafted game with some minor to middle-sized flaws here and there.Just finished it. I'll post my impressions later tonight. How does gaf feel about this game in general?
There is a strong undercurrent of derivation to discussion of Zelda games. A not-insignificant amount of people believe the games to mostly be the same, continually offering the same rehashed scenarios, pacing, and puzzles under slightly different skins. For as much as I love the series, there are times when this is uncomfortably true. Twilight Princess made a point to tell you exactly how much it was Ocarina of Time in the first half of the game, partly as a way to attempt to provide change in the second half. And it was that sort of flagrant trading on its past that essentially forced a breaking point for the series. It was a line in the sand for many fans: "Change or were out." This is the first task where Skyward Sword had the burden of being the series savior hoisted upon its shoulders.
Where the game succeeds, it does so magnificently. It is not hyperbole to say that Skyward Sword hits some game design highs that few games have ever seen from a distance. Some parts overflow with creativity, allowing you to take in the magnitude of what youre seeing around you or force you to think laterally before progressing. These parts will make you remember the moment when you were a kid and Zelda finally clicked for you. Maybe Skyward Swords equivalents will not overcome your nostalgia-fueled memories, but they evoke them in ways that feel complementary and not insulting. You can rest assured that people who are looking to build new Zelda memories that are not related to it being dangerous outside will find them in Skyward Sword.
Skyward Sword is a message to the Zelda fanbase: You will never get that Zelda game. For someone reading this review, Skyward Sword likely takes away something they love about the series. For someone else, it probably adds or expounds upon something they love. Those wishing for exploration may be repulsed by Skyward Swords almost steadfast focus on linearity, a change that resembles Call of Dutys switch to corridor shooting with Modern Warfare more than it reminds you of Final Fantasy XIII. Others, such as myself, will find the that the increased focus on puzzle solving and essentially expanding the dungeon areas to include most everything below the clouds to be a positive change of pace.
So, here's the thing I don't get. I've been playing Skyrim on my PC since I beat Zelda, and honestly, all I do in the game is travel and fight poorly designed battles. This is my first Elder Scrolls, but I don't understand how people can complain about fetch quests in Zelda and then praise Skyrim for... what? Its atmosphere? (it is a gorgeous game) Its gameplay (eww)? Its voice acting (most is stiff and Zelda characters have more personality)? I just don't get it.At least I have Skyrim to break up the frustration between dungeons.
It'll remain in print, not having a version with Motion Plus would be monumentally moronic.Is the bundle ever going to be remade or was that just a one time thing? I'm looking for the cheapest place to get a motion plus / remote plus.
I brought this up in a way earlier post, but it is worth repeating:
Those sections are not part of the formula. They happen once, are horrible and universally accepted to be the worst parts of those games. The fetch quest is ingrained in Skyward Swords DNA. They happen before every dungeon. At least in WW you got only had to bang your head against one fetch quest and get it over with.
The fetch quests in SS interrupt the pacing and flow. The game is like a roller coaster of shit, fun, shit, fun, etc. I just wanted SS to find its groove and stick to the fun. Find your fun zone and stick to it and make me want to just absorb myself into the game.
I think the thing that hurts the most for me is that I've had a Skyward Sword lanyard in my pocket attached to my keys since I picked it up at PAX. I was hyped for a new Zelda game, bought the collectors edition, and horribly disappointed. At least I have Skyrim to break up the frustration between dungeons.
Is the bundle ever going to be remade or was that just a one time thing? I'm looking for the cheapest place to get a motion plus / remote plus.
That was a very prudent review. Well written, but has a couple grammatical errors you might want to edit.I finished my Zelda review if anyone's curious.
So, here's the thing I don't get. I've been playing Skyrim on my PC since I beat Zelda, and honestly, all I do in the game is travel and fight poorly designed battles. This is my first Elder Scrolls, but I don't understand how people can complain about fetch quests in Zelda and then praise Skyrim for... what? Its atmosphere? (it is a gorgeous game) Its gameplay (eww)? Its voice acting (most is stiff and Zelda characters have more personality)? I just don't get it.
Hrm.
If you had posted this yesterday, there was a $12 bundle of Flingsmash I could have linked you to.
It is ingrained in just about every 3D Zelda game. What's the difference between collecting parts of keys, finding Kikwi's and finding dials compared to in TP having to find monkeys, find Gorons, fetch soup ingredients, etc.
I just finished the fourth dungeon and I am heading off to Lanaryu desert. Is it a good idea to buy the sacred shield for 500 rupees, I broke my wooden shield so I figure I will need something to repel electric attacks right? Also in that thread talking about the game breaking glitch they said that I need to do Lanaryu desert last. Are they talking about when you collect the tears or after you have completed all the dungeons?
I just finished the fourth dungeon and I am heading off to Lanaryu desert. Is it a good idea to buy the sacred shield for 500 rupees, I broke my wooden shield so I figure I will need something to repel electric attacks right? Also in that thread talking about the game breaking glitch they said that I need to do Lanaryu desert last. Are they talking about when you collect the tears or after you have completed all the dungeons?
Good point, although escorting Ruto and rescuing Gorons were some of my most disliked parts of the OoT dungeons But I get your point. People complaining about extended dungeon gameplay outside of dungeons, yet love dungeons...?On top of the misc. things you had to do; like in Ocarina of Time and rescuing Gorons on the Fire Temple or carrying Princess Ruto around (because she didn't wanted to walk).
The dungeons in Skyward toned that down in half; only that put it (in different ways) to be done before a dungeon. So, having to look for 5 pieces of something, or 3 of other to enter a dungeon (and therefore turning it into a dungeon of sorts) is no more different than running around a dungeon looking for small keys to open doors, so you could get the chest with the map, the chest with the compass, the expected chest with the item you'll use to proceed further, to then find the boss key, to then defeat the boss.
Optional vs required. Frequency.
To me, the "quests" didn't interrupted the flow anymore than in in previous games, how you were technically forced in each dungeon to look for:
-A dungeon item
-A map
-A compass
-A boss key
-On top of 2-3 small keys just to move around a dungeon.
On top of the misc. things you had to do; like in Ocarina of Time and rescuing Gorons on the Fire Temple or carrying Princess Ruto around (because she didn't wanted to walk).
The dungeons in Skyward toned that down in half; only that put it (in different ways) to be done before a dungeon. So, having to look for 5 pieces of something, or 3 of other to enter a dungeon (and therefore turning it into a dungeon of sorts) is no more different than running around a dungeon looking for small keys to open doors, so you could get the chest with the map, the chest with the compass, the expected chest with the item you'll use to proceed further, to then find the boss key, to then defeat the boss.
It may not be to everyone's liking, but is not like this game forced gameplay aspects that weren't already there. They just put them differently, if anything. Of course people will be disappointed, but that comes with the territory.
Because the stuff you're talking about dungeon wise is engaging the player. There's are puzzles behind how to get the stuff in dungeons.What's the difference between having to do one outside of a dungeon and inside of a dungeon.
I thought it was the best.Lanayru Desert is easily the worst zone to ever make it to a Zelda game.
Lanayru Desert is easily the worst zone to ever make it to a Zelda game.
By forced you mean: "follow a series of puzzles to the end of the dungeon." Very rarely do you have to hunt down anything in a dungeon the way it works in pre-dungeon areas. Pre-dungeon areas are literally just running from point to point looking for crap. It would be completely different it there was no physical padding that spread out objectives, and instead had more puzzles to gate progress instead.
Um, it wasn't all that enthralling in TP but it's probably my favorite part of SS. So good.lol @ people comparing tear collecting to anything else in Zelda.
This shit started with Twilight Princess and needs to stop now.
lol @ people comparing tear collecting to anything else in Zelda.
This shit started with Twilight Princess and needs to stop now.
I thought it was the best.
This I can agree with! I love the silent realm sections.Um, it wasn't all that enthralling in TP but it's probably my favorite part of SS. So good.
Yeah besides the game just not 'clicking' with me as I hoped(can't really describe why), the tear drops were the worst part of the game to me. I disliked the twilight realm, disliked being wolflink (both control wise and emotinal), disliked that a first visit to an area was kinda ruined by having to find the bugs, and then rediscover the areas again as normal Link. It really took away any initial impact an area would have had on me.lol @ people comparing tear collecting to anything else in Zelda.
This shit started with Twilight Princess and needs to stop now.