You bet. After you "finish" that area just don't talk to this guy on your way out. He should still be near whatever statue you descended to when you first arrived to do this quest.Can you pull that off by not talking to the Goron?
...blue lights? Do you mean map markers?It does for me.
I'm often led to blue lights.
And I've already gotten all the chests in the sky.
Nope! I double-checked with my wife in case my memory was faulty and when you zap a Goddess Cube there is nothing left, no light, nothing. The only blue lights I can think of are map markers.Well I don't remember placing map markers in that area, but regardless, I don't think I should be led to them, should I?
You can talk to whatever Goron you want at any time. You can always fix your save file with the channel that's found in the Wii Shop Channel.
Holy shit, I just realised that Ghirahim's battle theme music uses re-arranged melodies from the main SS theme. Awesome.
OK GAF, I just started the game today. What is up with this humongous wiimote in the HUD? Good lord, it takes up almost a third of the screen! Is there any way to get rid of it? Does it go away after the tutorial section? I almost quit playing after I saw that thing. So unnecessary and distracting.
You can change the HUD settings to Pro and get rid of the wiimote on the screen while playing.OK GAF, I just started the game today. What is up with this humongous wiimote in the HUD? Good lord, it takes up almost a third of the screen! Is there any way to get rid of it? Does it go away after the tutorial section? I almost quit playing after I saw that thing. So unnecessary and distracting.
Holy shit, I just realised that Ghirahim's battle theme music uses re-arranged melodies from the main SS theme. Awesome.
DAMN! I also realized that the Lizalfos mid boss theme is just a remix of the standard battle music.
Shit, I have at least one fairy I've kept in the same bottle for like four dungeons now because I never needed it. I feel bad now.So I love how Nintendo is addressing the ethics of trapping fairies in bottles, in Wind Waker they have a sad face and now in SS they keep banging against the bottle, trying to escape.
This game is such a mixed bag for me. The game can be so great in some places and so bad in others. The dungeons, combat, and bosses are great. The lead-in to dungeons often feel like dungeons themselves, which is awesome. They implement a lot of neat mechanics and tricks that mix up traditional Zelda dungeon crawling. I don't think I can go back to normal button-based combat from older Zelda games. It's that good.
The problem is that the game is badly weighed down by its horrendous padding. This could have been the best Zelda game BY FAR if not for the stupid little things you have to do along the way just to get to your objectives.
I'm at around 34 hours now, which is the point where I finished Twilight Princess.
Took me about 120 hours to polish off Twilight Princess.
It's probably what you said - they shoehorned too many sidequest-like tasks into the main quest when they could have been inserted as sidequests. I never went for everything in any Zelda game I played. I never got all the heart pieces, never caught all the bugs, etc. What I prefer to do is play through the main quest and then do the extra stuff if I feel like going back to it (which I usually don't). I don't mind the presence of some fetch-questing in Zelda, but it feels like there is far too much of it in SS.Ah. Spot the difference. Took me about 120 hours to polish off Twilight Princess. Can see why you think SS is padded now.
My goodness, are monster claws really hard to come by for anyone else? I just got my first one after beating the 3rd dungeon and decided to grind keese around Skyloft at night, which is kind of annoying because its easy to send them flying off of the island.
Trying to avoid any spoilers coming in here this late, but does using those gossip stones throughout the game knock or mark your game in any way?
I remember reading in Ocarina of Time 3DS if you used them they would mark you as using shortcuts in your save file. I've avoided them since I don't want the cheaters way out if it's going to do that. I've gone guideless since the start and want to finish that way (outside of looking up what I need to do to avoid the glitch later.)
I didn't notice anything like that, not even from using the super guide stone (only once!).
Oh OK. So what's the super guide stone? Is it the same one as the one next to the sword practice place? I thought those were gossip stones.
That's the one. Any that you find in the provinces just give you some actual gossip, the one in Skyloft shows videos of how to beat puzzles.
That's not avaliable yet though, is it?
It's a spoiler stone. XDThat's the one. Any that you find in the provinces just give you some actual gossip, the one in Skyloft shows videos of how to beat puzzles.
"Before you enter this dungeon, get the 8 pieces of the dungeon's key."
"This thing is missing from this contraption. Go find it."
"Before I give you this, you need to go get the 8 pieces of this other thing for me."
"Go do thefor this area."Silent Realm
"Wow, you really are the hero! Now, before I give you this, I feel like I should give you another test..."
In Europe it definitely is, I downloaded it around Christmas.
How is that any different than
"I won't let you pass to the Deku tree before you get your sword and shield"
"I won't help you out go find me a song to lift my spirits"
"I won't let you pass to Lord Jabu Jabu until you go find my missing daughter"
"You can't get into the forest temple, go search Kakariko village for clues...."
You're still looking a fetching things except in those OOT examples you are looking for things in towns and villages mostly and you don't use most of your gameplay systems in villages. Your main action is talking to people and maybe some other village specific action (diving, pulling bombs, pushing graves, ect.)
Because most of those things you mentioned are much shorter, unless you get completely lost (which definitely happened to me as a kid, but didn't happen at all to me when I replayed it recently, even though I had literally completely forgot Dampe had the hookshot).
The things he listed in Skyward Sword take a significant amount of time, even if you know exactly where everything is. You can still do most of them somewhat quickly, but not as quickly as OoT. They're also much more blatantly repetitive.
(I think SS is better than OoT in a lot of ways, including the fetch quests.)
Takes about the same about of time for me.
I dunno what to tell you, then. You're a fucking speed demon. Congratulations.
From the fourth dungeon on it just got better and better until climaxing with the stellar final dungeon (which you didn't even need to go through completely, how's that for being able to actually explore on your own terms?) and bosses.
How's that for real exploration? One segment in an adventure game? Not good enough, there isn't any excuse not to have it throughout the game.
I didn't really care for, but I did really like how the mechanic worked.revisiting segments of old dungeons in the final dungeon
Those things are usually shorter to do, are led into with better planning (iirc I think the game suggests that you should go back and talk to Saria in the Lost Woods before you even go to the goron, which means all you need to do once you meet the goron is pull out the ocarina and play the song) and they feel less contrived than the padded things in SS. You *need* the sword and shield. It's more plausible to ask Link to look for someone's daughter.How is that any different than
"I won't let you pass to the Deku tree before you get your sword and shield"
"I won't help you out go find me a song to lift my spirits"
"I won't let you pass to Lord Jabu Jabu until you go find my missing daughter"
"You can't get into the forest temple, go search Kakariko village for clues...."
You're still looking a fetching things except in those OOT examples you are looking for things in towns and villages mostly and you don't use most of your gameplay systems in villages. Your main action is talking to people and maybe some other village specific action (diving, pulling bombs, pushing graves, ect.)
My issue is with the tasks that feel really contrived, which usually comes in the form of "Before you do <next task here>, I want you to <fetch x number of items in this place that you've already been to> because <some excuse why something that makes much more sense doesn't happen>."
Kaijima said:But, at this point, it seems like EVERY Zelda game has become this divisive because a lot of fans have the image of one, true, perfect Zelda formula in their heads. It seems to usually hang upon one particular game in the series. Seems the problem for Nintendo with this, is that in most cases, they don't like to repeat themselves. Outside of Pokemon, or a special case like Mario Galaxy 2, they try to mix up sequels so that they're not just more of the same, even if more of the same but better. (Telling point: even Galaxy 2 greatly changes the presentation, navigation, and game progression so it's not just a repeated package.)
Skyward is turning out to be my favorite Zelda, but I can see why others would think otherwise. And that's a good thing. Nintendo should just keep making the games they want to make the way they want to make them. No matter what they do with Zelda they will turn some people off and some people on.Exactly what Nintendo4Life and I were talking about earlier in thread. Its pretty telling that there were so many Wind Waker and Twilight Princesses on people's Top 10 Nintendo Games thread with descriptions like "screw the haters I loved sailing". Heck this is problem the number one reason people believe there is a Zelda cycle.
I'm still chugging along at 22 hours plus into the game and just now got to the 4th dungeon in the game. Damn this game is beastly, the longest Zelda game I've ever played by far (never played Twilight Princess BTW), but I've went into this cold trying to beat it with no guide or FAQs, or super guide, whatsoever.
I'd actually argue that this is maybe the most gameplay packed Zelda outside of Link to the Past, which had a really dense, enemy filled overworld. Consider that, you're basically never running across fields or such back and forth. Flying takes up minimal time. Most of the time you're on the ground, and it's basically non-stop interactivity and puzzles, and actual enemy combat.
That's one of the things I really like about the game. It's incredibly dense. You're always doing something, even if it's a fetch quest. And as it goes along, you have to get full use out of all of your tools to proceed - and that's before you get to the dungeons. Freaky.