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

There were quite a number of puzzles and enemies to fight to do in the pre-dungeon areas.
I recall a lot of exploration, environmental puzzles(vine swinging, log rolling, and tight rope crossing) and Slingshot puzzles required for Faron Woods. I remember a number of puzzles making use of the Bomb flowers and defeating the Boboklin camps in Eldin Volcano. I also remember plenty of puzzles built around the time shift stones, bombs and Hook Beetle in the Dessert. Each dial had a giant room filled with enemies and puzzles required to get it.
So again I'll ask what's the difference between collecting the 3 dials to open the 3rd temple compared to collecting 4 Poe Souls to open a door in Arbiter's Grounds?
I'm not going to speak for him, but for me, those parts aren't bothersome at all. Those are good, especially Lanayru. The shit that's bad is the stuff post dungeon 3
Going after the water bottle, Silent Realms, Basin and escorting, tadtones
Stuff like that doesn't make any sense.

Lanayru manages to avoid all of these problems, apart from the Silent Realm. You're doing new and interesting things there nearly all the time instead of covering the same ground.
 

RagnarokX

Member
I'm in hysterics.

You wouldn't be able to do that with the majority of the dungeons. Plus you're given a real reason, the Loftwings can't survive below the cloud cover.
Link can skydive. Half the dungeons end in outdoors areas. "Zelda is right on the other side of this wall, but the gate collapsed. It's too bad you don't have some way to skydive over the wall... Oh well you can go through this underground complex!" Too much real world logic can spoil anything.
 

Alrus

Member
I'm not going to speak for him, but for me, those parts aren't bothersome at all. Those are good, especially Lanayru. The shit that's bad is the stuff post dungeon 3
Going after the water bottle, Silent Realms, Basin and escorting, tadtones
Stuff like that doesn't make any sense.

Lanayru manages to avoid all of these problems, apart from the Silent Realm. You're doing new and interesting things there nearly all the time instead of covering the same ground.

I thought the Silent Realm was awesome, it's what the tears of light should have been. Very short but tense collectathon.
 

OMT

Member
BTW, I loved that
the bow basically broke the damn game. Oh man, it was so satisfying and cathartic to not have to play the sword combat game anymore if I didn't feel like it.
 
I'm not going to speak for him, but for me, those parts aren't bothersome at all. Those are good, especially Lanayru. The shit that's bad is the stuff post dungeon 3
Going after the water bottle, Silent Realms, Basin and escorting, tadtones
Stuff like that doesn't make any sense.

Lanayru manages to avoid all of these problems, apart from the Silent Realm. You're doing new and interesting things there nearly all the time instead of covering the same ground.

I agree. I enjoyed the silent realm but the
traversing through the first dungeon and escort mission both should've been left out of the game
I also think the the
tadtones
should've been in
Lake Floria
that area was incredibly underutilized compared to the rest of the game.
 
Link can skydive. Half the dungeons end in outdoors areas. "Zelda is right on the other side of this wall, but the gate collapsed. It's too bad you don't have some way to skydive over the wall... Oh well you can go through this underground complex!" Too much real world logic can spoil anything.
The only instance where this is applicable is in the third dungeon. So nope.
 
But... but tear collecting are awesome. I really want a whole Zelda game with collecting of tears
Dear god no! Such a game would put me to sleep!

tumblr_lc7g62nIkL1qbzf0vo1_500.gif


(P.S. Get Star Fox Adventures if you enjoy such torture. It's pretty much Zelda with fetch quest settings to the max)
 
I liked seeing (post-dungeon 6 spoiler)
Faron underwater.
I wasn't thrilled with the solution to that problem, but it reminded me a bit of
seeing Banjo-Kazooie's Click Clock Wood in different seasons
.

We can all agree there wasn't enough skydiving in the game, right?
 

Satchel

Banned
Can I ask why people complain about stuff that's been in the series since it went 3D like it's something exclusive to Skyward Sword?

I say this in a good way because I ADORE Zelda games, but in the end, OOT, MM, WW, TP and SS are all essentially the same thing.

MM had it's little twist which I liked, the whole time based thing and masks.

WW was ruined by the fact that you spend 85% of your time sailing an annoying fucking boat.

But they're still all essentially the same.

Again, it's totally not a bad thing, I'm so thoroughly enjoying SS that I've logged 35 hours on it and I only just got the first sword lengthening.

But I just don't get people complaining about stuff that's always been in each 3D version of the game, makes no sense. I mean, correct me if I'm wrong, but every single 3D Zelda has fetch quests. In fact, all 3D Zelda games are essentially one giant fetch quest.
 
Skyview, Lanayru Mining Complex, Fire Sanctuary... Logically you should be able to skip Lake Floria and go straight to Faron from the back.
Skyview is too small of an area, you'd have to know where it is already, there's no way someone could just land where Zelda is skydiving. I already said that the mining complex could have been skipped since Zelda is right there in the Temple of Time. I don't know why you're bringing up Fire Sanctuary and Ancient Cistern, those are too hidden way and you'd have to have already known where it is. Plus it's not like you could sky dive right where the flames are.
 
Can I ask why people complain about stuff that's been in the series since it went 3D like it's something exclusive to Skyward Sword?
What...? Just because you liked a fetch quest in a previous game doesn't mean you are gonna like a fetch quest in another game even though the mechanics are somewhat alike.

I can't speak for all of the 'fetch quests/padding' in skyward sword, but the quality of such gameplay is not set in stone. One fetch quest can have much deeper gameplay compared to another, sometimes pacing and rewards can make a huge difference on how the player will percieve an otherwise tedious part.

But I just don't get people complaining about stuff that's always been in each 3D version of the game, makes no sense. I mean, correct me if I'm wrong, but every single 3D Zelda has fetch quests. In fact, all 3D Zelda games are essentially one giant fetch quest.
That every single 3D Zelda has fetch quests isn't exactly a good thing... Also I'm not quite sure you define fetch quests the same as everybody in here.
 

EvilMario

Will QA for food.
If anything, I found Wind Waker saved by the fact that it feels like a huge, real world that is not just a bunch of areas sprouting from a hub-world (Skyloft, Hyrule Field, Clock Town). I guess I'm one of the few that didn't mind sailing either though. I'll take the beautiful ocean over an empty sky with a few rocks any day. :/
 
Can I ask why people complain about stuff that's been in the series since it went 3D like it's something exclusive to Skyward Sword?

I say this in a good way because I ADORE Zelda games, but in the end, OOT, MM, WW, TP and SS are all essentially the same thing.

MM had it's little twist which I liked, the whole time based thing and masks.

WW was ruined by the fact that you spend 85% of your time sailing an annoying fucking boat.

But they're still all essentially the same.

Again, it's totally not a bad thing, I'm so thoroughly enjoying SS that I've logged 35 hours on it and I only just got the first sword lengthening.

But I just don't get people complaining about stuff that's always been in each 3D version of the game, makes no sense. I mean, correct me if I'm wrong, but every single 3D Zelda has fetch quests. In fact, all 3D Zelda games are essentially one giant fetch quest.
This is a borderline deficient over-simplification.
 

Phatcorns

Member
Do the purple sky box thingies that you hit with your sword beam show up on your map after you activate them? I thought they did, but I just got one at the beginning of
the Lanayru sand sea
and I went up to the sky to check it but it's not showing up on my map.

EDIT: Nevermind, you just have to go to the location they are at and then it shows up on the map, just not during the flying portion it seems. Or maybe that's only for
ones that are found on skyloft
 
Can I ask why people complain about stuff that's been in the series since it went 3D like it's something exclusive to Skyward Sword?

I say this in a good way because I ADORE Zelda games, but in the end, OOT, MM, WW, TP and SS are all essentially the same thing.

MM had it's little twist which I liked, the whole time based thing and masks.

WW was ruined by the fact that you spend 85% of your time sailing an annoying fucking boat.

But they're still all essentially the same.

Again, it's totally not a bad thing, I'm so thoroughly enjoying SS that I've logged 35 hours on it and I only just got the first sword lengthening.

But I just don't get people complaining about stuff that's always been in each 3D version of the game, makes no sense. I mean, correct me if I'm wrong, but every single 3D Zelda has fetch quests. In fact, all 3D Zelda games are essentially one giant fetch quest.

I think people have been pretty clear about the ways in which they find tear-collecting and (post 6th dungeon spoiler)
tadtone tracking
different from tasks in previous Zelda games. Sure, the Zelda games belong to the same genre and share fundamental gameplay concepts in common, but that doesn't mean minor variations in each game can't have large effects on the player.
 
Do the purple sky box thingies that you hit with your sword beam show up on your map after you activate them? I thought they did, but I just got on at the beginning of
the Lanayru sand sea
and I went up to the sky to check it but it's not showing up on my map.

It might be in Skyloft. They don't pop up on the overworld map if they are in Skyloft.
 
Do the purple sky box thingies that you hit with your sword beam show up on your map after you activate them? I thought they did, but I just got on at the beginning of
the Lanayru sand sea
and I went up to the sky to check it but it's not showing up on my map.
You may have activated some on Skyloft, those don't show up on the Sky map.
 

Papercuts

fired zero bullets in the orphanage.
The thing that gets me with the (post 6th spoilers)
tadtones
is the horrible way it's set up from multiple angles.
I'm right in the middle of this part right now, and the dragon LITERALLY says this right beforehand "And look at that sword...you're the real thing, boy. It's clear you have the spirit of a hero of the goddess.", then says regarding the song, "I can't go around giving away something that precious to every hero who flounders in here. No, I think a final test is in order to ensure the fact that you are in fact the one to hear this melody of mine".

First, she just said you were THE hero. Second, swimming around collecting tadtones requires the least amount of skill out of all the shit she made him do, why would that be the conclusive test?

And finally/most annoying, is how this is put into the game storywise. After you fight the Imprisoned the second time, all you do is go through the gate of time, go back to skyloft, find out how to get to the whale, fight it, and return to Eldin. It broke the seal again in that time, and the grannie says the seal is getting weaker each time. Thus the obvious conclusion is even LESS time will mean a fourth breakout. Yet you immediately are made to do this mission that does nothing but burn precious time. It's at complete ends with what should be a more rushed feeling in the game; I'm now at a dead halt. Talk about messing up pacing. Link should just tell the dumbass dragon that the Imprisoned is about the break out again, and it's right next door to this flood, which was caused to flood the monsters out. Guess what? You'll be DEAD if it breaks out, you're the first place it'll go to.
 
If anything, I found Wind Waker saved by the fact that it feels like a huge, real world that is not just a bunch of areas sprouting from a hub-world (Skyloft, Hyrule Field, Clock Town). I guess I'm one of the few that didn't mind sailing either though. I'll take the beautiful ocean over an empty sky with a few rocks any day. :/
Yup me too. Adding 'I'll take the beautiful ocean over an empty hyrule field with a few rocks any day. :/' based on the TP overworld.

What was great about the Ocean is that it served as a way to journey, nothing more, nothing less. In TP I was letdown because I expected to go explore the many hyrule fields and find secrets everywhere, but they were so large and barren of stuff.
When sailing in Wind Waker the adventure was not to discover secrets everywhere around in the ocean, the adventure was to find the next island, or whatever was on the horizon.
WW and TP's overworld were both large and vast, but the way they presented made a big difference imo.
 
It has to be said that the 'Bug Collection' notifications really mire the whole experience. It really does spoil it.

What irritates me even more about it, is that I don't even fucking want the damn things. I am not looking for them, and I don't need them.

It really kills it when you discover a new area with a tool you've just acquired, and open a chest only to have it turn out to be some horn, or skull. Why couldn't these chests have contained, say, concept art that I could view from the title screen?

Fi is bloody annoying, too. It's almost as if Nintendo's set out to sabotage their own game. It's a shame, because without these constant annoyances, the game would be so much better.

It's akin to somebody repeatedly throwing a paper bag over your head as you play, and holding it there for a few seconds.
 
Fi is bloody annoying, too. It's almost as if Nintendo's set out to sabotage their own game. It's a shame, because without these constant annoyances, the game would be so much better.

It's akin to somebody repeatedly throwing a paper bag over your head as you play, and holding it there for a few seconds.

I agree. If they had just used their hint system, which was made specifically to help only those who want it, then I think I would have liked Fi much more.

I dread seeing her because it means I get told what to do.
 

Johnas

Member
Anybody managed to finish Expert on Thrill Digger?

I got both Beginner and Intermediate, but Expert is just...ugh. Luck is way too much of a factor.
 

ced

Member
I'm having to wait until Sunday to get the game, but I have question that can just have a simple answer (I can't read through this whole thread, I'm sure it's been covered a lot).

Has this game changed anyone's mind about motion controls? Or, Anyone who can't stand motion controls get over it and enjoy this one?
 

Jasoco

Banned
Fucking hell. Why is the first boss so goddamn frustrating and where is a fairy outside the boss door where it should be like every other goddamn Zelda game? Is there a fairy? Fucking fucker is a fucking asshole.
 

Branduil

Member
Fucking hell. Why is the first boss so goddamn frustrating and where is a fairy outside the boss door where it should be like every other goddamn Zelda game? Is there a fairy? Fucking fucker is a fucking asshole.

Hint:
the shield is your friend.
 

Satchel

Banned
What...? Just because you liked a fetch quest in a previous game doesn't mean you are gonna like a fetch quest in another game even though the mechanics are somewhat alike.

I can't speak for all of the 'fetch quests/padding' in skyward sword, but the quality of such gameplay is not set in stone. One fetch quest can have much deeper gameplay compared to another, sometimes pacing and rewards can make a huge difference on how the player will percieve an otherwise tedious part.

That every single 3D Zelda has fetch quests isn't exactly a good thing... Also I'm not quite sure you define fetch quests the same as everybody in here.

I know what you guys mean, but some of the complaints in here just seem so...dramatic. It's almost like some think previous 3D Zelda's didn't have annoying fetch quests and they ALL did.

This is a borderline deficient over-simplification.

Most likely, I'm aware of that, but still, there's some truth in it.

It just seems that as we get older, we start to nitpick at shit that never would have bothered us when we were younger, hence why we see older games as 'better' than today's games despite the opposite being true.

Before GAF, I never noticed half the shit you guys (not you specifically) complain about, now I see all these little 'issues' in games I never noticed before, and I mean that in a bad way. So I do my best to just ignore it now.
 

Anth0ny

Member
Can I ask why people complain about stuff that's been in the series since it went 3D like it's something exclusive to Skyward Sword?

I say this in a good way because I ADORE Zelda games, but in the end, OOT, MM, WW, TP and SS are all essentially the same thing.

MM had it's little twist which I liked, the whole time based thing and masks.

WW was ruined by the fact that you spend 85% of your time sailing an annoying fucking boat.

But they're still all essentially the same.

Again, it's totally not a bad thing, I'm so thoroughly enjoying SS that I've logged 35 hours on it and I only just got the first sword lengthening.

But I just don't get people complaining about stuff that's always been in each 3D version of the game, makes no sense. I mean, correct me if I'm wrong, but every single 3D Zelda has fetch quests. In fact, all 3D Zelda games are essentially one giant fetch quest.

5AXg1.gif
 
I'm having to wait until Sunday to get the game, but I have question that can just have a simple answer (I can't read through this whole thread, I'm sure it's been covered a lot).

Has this game changed anyone's mind about motion controls? Or, Anyone who can't stand motion controls get over it and enjoy this one?
I don't like motion controls but I do enjoy the sword fighting combat and all of the item controls. Don't like any of the other uses of it though (flying, swimming, tightrope walking, bomb throwing, rolling, etc). I wouldn't say I've changed my mind about them.
 

Jasoco

Banned
Hint:
the shield is your friend.

I don't know how to use it correctly! At all! It doesn't work like the olden days when you held a button. It's not really the charging that kills me as much as it just wears me down because the battle seems to last forever and it takes forever for me to hurt him the first stage of the battle when he keeps grabbing my sword half the time and the other half I'm able to hurt him. Hope I was vague enough to not need spoiler tags.

And I am following an FAQ for this stupid battle and it still doesn't help.

And where's a goddam fairy? There's ALWAYS been a fairy outside the boss room since Ocarina. Why is there none this time? This sucks!
 

OMT

Member
Re: the Imprisoned -
People need to stop complaining about how quickly he comes back after breaking the seal. I know that after I've broken the seal, usually in the course of consuming time-travel potions, it's not too much longer before I've got to go rush to the big bowl and release the beast once again, and after a struggle, hit the silver relic to send the abomination back into the abyss. So really, it's all logical.
 

AniHawk

Member
lol @ people comparing tear collecting to anything else in Zelda.

This shit started with Twilight Princess and needs to stop now.

as someone who was really against the idea of the silent realm pre-release, i have to say, i'm excited if there's more.

here's the thing: in twilight princess it was used as a pure collectathon. you never actually visited those areas again, or in that manner, and there was no consequence for failing. while controlling differently, you could still defend yourself.

in skyward sword, it's part of the design philosophy behind all of the surface segments. the first time you are there, the game teaches you the area. each time you go back, the level design changes. the tear hunts are part of that.

what works here is that an actual game is made out of them. you have dangers to avoid (the lantern things), tears to collect, and things to make them actually show up on the screen. things that wouldn't normally be obstacles, like water, now greatly impede your progress. in skyward sword, you have to plan out where to go ahead of time. it's a lot more strategic.

there's not a whole lot in skyward sword i agree with being padding. most of it is deliberately designed and doesn't feel rushed.

nearing the end of the game, and the only things i feel were padding are:
[pre-4 and pre-6 spoilers]
the first dungeon romp and the escort mission. the first dungeon romp was boring, and i thought it was a sign of things to come. it wasn't fortunately. the escort mission sucks, because it is an escort mission, but i at least liked tackling the area armed with my bow this time.

and that's it. i'm pretty pleased with mostly everything that goes on on the surface. or satisfied, at least. i think my problems with the game aren't the problems most people have.
 

EvilMario

Will QA for food.
Re: the Imprisoned -
People need to stop complaining about how quickly he comes back after breaking the seal. I know that after I've broken the seal, usually in the course of consuming time-travel potions, it's not too much longer before I've got to go rush to the big bowl and release the beast once again, and after a struggle, hit the silver relic to send the abomination back into the abyss. So really, it's all logical.

It's doesn't make the fight any more exciting, or less repetitive.
 

OMT

Member
Also, notable game highlight:
the point where I figured out that you can take out Koloktos' legs with the swords he drops. I was so happy that things shifted from "strategy Zelda boss" to "get in there and start swinging like a madman." So awesome.
 

Jasoco

Banned
Yay! Finally. Also, still don't know how to use the shield. And he was still an asshole. Also, not putting a fairy outside like they always do is unexcusable. Is it every dungeon? Am I really going to have to stock up on bottles with fairies in them? I've only seen two the entire game so far.

Also, why do you start with 6 hearts? Every Zelda up until now has started with 3. Weird.

Oh, and thank you for going back to 4 hearts = 1 container. The 5 from TP was really stupid.
 
I'm up to the third dungeon now, and Fi didn't spoil a single puzzle for me. Am I doing something wrong?

Yay! Finally. Also, still don't know how to use the shield. And he was still an asshole. Also, not putting a fairy outside like they always do is unexcusable. Is it every dungeon? Am I really going to have to stock up on bottles with fairies in them? I've only seen two the entire game so far.

Also, why do you start with 6 hearts? Every Zelda up until now has started with 3. Weird.

Oh, and thank you for going back to 4 hearts = 1 container. The 5 from TP was really stupid.
I guess if you need fairies for the first boss of the game, maybe you should understand why they switched to 6 hearts.
 

The Hermit

Member
Listening to the soundtrack, so good! Also I enjoyed that fairies are really hard to find, unlike OoT where there were fountains filled with them, like fucking flies!

Oh and silent realm rules, I don't remember anything like that in TP (I think I blocked the entire game from my mind... thankfully)
 
I understood what they were getting at with The Imprisoned, it just wasn't executed well.

It was supposed to be one boss fight split up across three different parts in the game. It's a boss fight where you come back stronger, the enemy takes different forms, you have a partner, and the partner himself comes back stronger, ideally making it shorter each time. But there wasn't enough different between the forms to make it feel significant and probably cutting it down to two fights, or not making you have to stop him repeatedly the first time, would have made it a lot less repetitive.
 
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