The Technomancer
card-carrying scientician
Yeah,
The Silent Realm kicks ass. Definitely my favorite "pre-dungeon" mechanic, and so much better then TP's Tear Hunts
I'm up to the third dungeon now, and Fi didn't spoil a single puzzle for me. Am I doing something wrong?
I guess if you need fairies for the first boss of the game, maybe you should understand why they switched to 6 hearts.
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.
How long do these "silent realm"-sections last anyway? I saw one screenshot where he already had more than half of the tears and a timer just showed 3 minutes.
I know that it takes around half an hour, if not more, in Twilight Princess to get all 16 tears in each area.
How long do these "silent realm"-sections last anyway? I saw one screenshot where he already had more than half of the tears and a timer just showed 3 minutes.
I know that it takes around half an hour, if not more, in Twilight Princess to get all 16 tears in each area.
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.
You don't remember the Twilight Realm, more specifically the tear collecting in it near the beginning of TP?
How long do these "silent realm"-sections last anyway? I saw one screenshot where he already had more than half of the tears and a timer just showed 3 minutes.
I know that it takes around half an hour, if not more, in Twilight Princess to get all 16 tears in each area.
Under ten minutes to grab them all, probably closer to twenty if you fuck up once or twice. Really not bad though.
Depends on how often you die and how good you are at finding the tears. Probably less than half an hour altogether for me.
They're short. You're not covering enormous areas like TP. If you're deliberate and plan out your route between tears, you'll succeed in less than ten minutes.
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.
Pre-5 dungeon stuff was fucking amazing. Inside 5 now. Getting Snowpeak deja vu.
Though, regarding The Imprisoned, you could and can also take him down like this (video, direct link to the part; spoiler of course); so it made the encounter ...a little different instead of doing the expected way of just.slashing the white things on his feet; so it could fall
Though, regarding The Imprisoned, you could and can also take him down like this (video, direct link to the part; spoiler of course and in the related videos there are spoilers); so it made the encounter ...a little different instead of doing the expected way of just.slashing the white things on his feet; so it could fall
Though, regarding The Imprisoned, you could and can also take him down like this (video, direct link to the part; spoiler of course and in the related videos there are spoilers); so it made the encounter ...a little different instead of doing the expected way of just.slashing the white things on his feet; so it could fall
Yeah, it was even shown in an "old video" too. The basic way ofWait...that's how I thought you were supposed to take him down. I mean, yeah,I've only beaten the first time though.I had to slash away at his feet after he started moving faster, but as soon as I saw him moving in the beginning and the air vents around I was like "I bet I'm supposed to land on top of him", and that worked for the first two times he dropped
I'm just saying there are 2 ways of taking him down. Some went with one across all encounters, others went with the other across all encounters. I mixed both; which is probably why I wasn't bored with those parts.That's not how you were supposed to do it?
Huh. I never even bothered slashing at his feet. It didn't seem to do anything worthwhile (I guess I never hit everything).Air vents -> head -> bam. All 3 damn times.
UsedI doubt it's even possible to attack him the third time on his feet. He moves SO fast, and his tail whacks you out of the way. There was no reason to not use the vents, makes it go so much faster and you have no risk of getting hurt.
Dungeon 5's theme uses parts of a previous Zelda song, but I can't think of what it is. Anyone know? It's bugging me.
At a stretch upon listening to the music again there are parts that remind me faintly of the original dungeon theme from the first Zelda, just more slower and garbled.
Yeah. To me the bigger surprise was when you look at the map and see the design of it.Nearly end game spoilers...
The 7th Dungeon is an actual dungeon... that came out of the left field. I expected Triforce in the initial chest... boooom Dungeon Map. Well fuck ! Hahaha
Nearly end game spoilers...
The 7th Dungeon is an actual dungeon... that came out of the left field. I expected Triforce in the initial chest... boooom Dungeon Map. Well fuck ! Hahaha
How long do these "silent realm"-sections last anyway? I saw one screenshot where he already had more than half of the tears and a timer just showed 3 minutes.
I know that it takes around half an hour, if not more, in Twilight Princess to get all 16 tears in each area.
I am utterly terrible at playing the harp. And I'm normally good at rhythm stuff.
I don't deny that it's implemented much better than the tear collecting in Twilight Princess. And I didn't hate these segments.
Oh man.Of course, Batreaux is just as much a monster to humans as bats might seem to birds. Beedle's not from Skyloft, and has a different accent than the norm (just like some other Beatles). Pumm and Kina resemble the plant that they base their lives around.
Also, how long did it take everyone to figure out that the people in Knight Academy who weren't Link and Zeldaall had names related to birds?
Groose = goose
Cawlin = caw
Strich = ostrich
Karane = crane
Fledge = fledgling
Pipit = pipit
Eagus = eagle
Horwell = owl
Owlan = owl (again)
Gaepora = Kaepora Gaebora (seeing a pattern?)
It further extends outside of the Academy:
Gondo = condor
Luv = lovebirds
Bertie = birdie
Peatrice = peahen
Peater = peacock (he struts like one, too)
Sparrot = sparrow, parrot
Parrow = parrot, sparrow
Orielle = oriole
Rupin = robin
Wryna = wren
Gully = gull
Henya = hen
Keet = parakeet
Rusta = rooster
Kukiel = cuckoo, cockatiel
Goselle = gosling
Greba = grebe
Mallara = mallard
Dovos = dove
Piper = sandpiper
Dodoh = dodo
Jakamar = jacana
Of course, Batreaux is just as much a monster to humans as bats might seem to birds. Beedle's not from Skyloft, and has a different accent than the norm (just like some other Beatles). Pumm and Kina resemble the plant that they base their lives around.
(Imprisoned fight)
I never botheredslashing his feet after the first time. I used bombs and arrows to shoot out his toenails, then just spiked the seal back in to his head when he fell.
Pipit = Piplup
The Kikwi are all named after tea too, specifically you have Yerbal (Herbal), Oolo (Oolong), and Erla (Earl Grey)
Same here, and yeah, Fi could have waited just a tiny bit longer with that one hint. Great setting for a dungeons, though, and an amazing lead-in to it. The boss, on the other hand, was a little on the easy side. And I was torn between stabbing it or giving it a great big hug. So cute! Then it gave ME a hug and the cuteness wore off fast.Finished dungeon 5.
Incredible. Fi needs to shut up. But besides that, incredible.