Just completed the game. What a remarkable experience.
(may contain some minor, indirect spoilers)
Thankfully the small issues many encountered didn't really affect me, though I think the many negative impressions kind of hurt my own early on. Once I stopped reading this thread and played the game without reading other impressions, I began to enjoy it a lot more. I guess I only perceived the game was lacking in certain areas only because I was told that it was.
Well anyway, the charm of this game is unlike any other game I've played (yes, better than Wind Waker). The art style, the vibrant colours, the characters, the story. All of it was superb. Would have loved for more varied enemies though. Felt there was a lack of variation towards the end. Boss battles were top notch though.
Regarding the graphics, the only issue I had was with the jaggies. I didn't really get the feeling that Nintendo was limited by the hardware because they absolutely nailed the look and feel they set out to achieve. Facial animations were also top notch. You know, I'd love a realistic Zelda game on the WiiU, but I wouldn't be disappointed if they really fleshed out this artstyle on a HD console (or alternatively, bring it to the 3DS!).
Loved the fact that the areas we visit between dungeons were like dungeons themselves. Sure, it would have been better if there were a couple more locations to visit, but the idea to flesh out each area by revisiting it and new parts of it really made it feel like a world. This wasn't done in any previous title and no 3D game really had 'dungeons outside of dungeons'. It would have been nice to have it all connected with an overworld though.
Motion controls were impeccable, but a couple of implementations of it were not. I've seen a lot of numbers thrown around that sword swinging only works 80%-90% of the time. For me, it's a lot higher than that. Every swing was registered as intended. I think the fault with sword swinging was more with the way people were actually swinging. My brother was having issues with it himself, but when I watched him swing while fighting an enemy, it was more waggle than swing. I think the key is to make small and fluid motions as opposed to small and snappy motions. The thing with motion controls is that you have to learn how to do an action. It's not going to come naturally from the outset. With time, many will get better and before long it'll become second nature.
Bomb rolling was an issue. Since I was playing on a chair (due to back pain) I could easily position my hand properly, but when I played it on a couch it wasn't as easy. Leaping also failed to register at times (though I figured out late in the game that waggle and moving the stick in the direction you want is all that's needed).
Now, the main issue many had: fetch quests and padding. Some of these I didn't mind but others I did. Fighting
felt unnecessary and I wasn't a fan of the
sections. The latter wasn't as bad as I expected, but I would have preferred if they had approached it differently. Besides these, I didn't really have a problem with any fetch quest as none were actually boring, but I can see why many felt they were. I think this is the main issue which Nintendo has to address. Don't get rid of them, but make them more streamlined.
+ Motion controls (needs to return)
+ Item upgrading, rupee relevancy (finally)
+ UI (ease of weapon and item access)
+ Story, characters (Groose!)
+ Art style
+ Dungeons
+ Sidequests
- Unnecessary padding (mainly
)
- Minor issues which shouldn't be there (bug notifications, slow text)
- Lack of enemy variations (
)
- Game breaking glitch (anyone could have fallen for this. Unacceptable for a flagship title from a company who has such high standards)
I might need to replay TP to be sure, but I'd say it's eclipsed it to be my favourite Zelda of all time.
(may contain some minor, indirect spoilers)
Thankfully the small issues many encountered didn't really affect me, though I think the many negative impressions kind of hurt my own early on. Once I stopped reading this thread and played the game without reading other impressions, I began to enjoy it a lot more. I guess I only perceived the game was lacking in certain areas only because I was told that it was.
Well anyway, the charm of this game is unlike any other game I've played (yes, better than Wind Waker). The art style, the vibrant colours, the characters, the story. All of it was superb. Would have loved for more varied enemies though. Felt there was a lack of variation towards the end. Boss battles were top notch though.
Regarding the graphics, the only issue I had was with the jaggies. I didn't really get the feeling that Nintendo was limited by the hardware because they absolutely nailed the look and feel they set out to achieve. Facial animations were also top notch. You know, I'd love a realistic Zelda game on the WiiU, but I wouldn't be disappointed if they really fleshed out this artstyle on a HD console (or alternatively, bring it to the 3DS!).
Loved the fact that the areas we visit between dungeons were like dungeons themselves. Sure, it would have been better if there were a couple more locations to visit, but the idea to flesh out each area by revisiting it and new parts of it really made it feel like a world. This wasn't done in any previous title and no 3D game really had 'dungeons outside of dungeons'. It would have been nice to have it all connected with an overworld though.
Motion controls were impeccable, but a couple of implementations of it were not. I've seen a lot of numbers thrown around that sword swinging only works 80%-90% of the time. For me, it's a lot higher than that. Every swing was registered as intended. I think the fault with sword swinging was more with the way people were actually swinging. My brother was having issues with it himself, but when I watched him swing while fighting an enemy, it was more waggle than swing. I think the key is to make small and fluid motions as opposed to small and snappy motions. The thing with motion controls is that you have to learn how to do an action. It's not going to come naturally from the outset. With time, many will get better and before long it'll become second nature.
Bomb rolling was an issue. Since I was playing on a chair (due to back pain) I could easily position my hand properly, but when I played it on a couch it wasn't as easy. Leaping also failed to register at times (though I figured out late in the game that waggle and moving the stick in the direction you want is all that's needed).
Now, the main issue many had: fetch quests and padding. Some of these I didn't mind but others I did. Fighting
The Imprisoned three times
Silent Realm
+ Motion controls (needs to return)
+ Item upgrading, rupee relevancy (finally)
+ UI (ease of weapon and item access)
+ Story, characters (Groose!)
+ Art style
+ Dungeons
+ Sidequests
- Unnecessary padding (mainly
fighting The Imprisoned three times
- Minor issues which shouldn't be there (bug notifications, slow text)
- Lack of enemy variations (
The fact that some enemies appeared for the first time right before the final Ghirahim fight kinda annoyed me
- Game breaking glitch (anyone could have fallen for this. Unacceptable for a flagship title from a company who has such high standards)
I might need to replay TP to be sure, but I'd say it's eclipsed it to be my favourite Zelda of all time.