TheExodu5 said:Wow...I didn't expect it to be THAT bad. 3 hour intro -> shitty dungeon -> 1 hour fetch quest? Sounds like my first day with the game is gonna be a BLAST. :|
lol wat, ~40 minutes here.
TheExodu5 said:Wow...I didn't expect it to be THAT bad. 3 hour intro -> shitty dungeon -> 1 hour fetch quest? Sounds like my first day with the game is gonna be a BLAST. :|
thomasmahler said:I'm about 4-5 hours in now. I'll be blunt about it:
Keep in mind that for me A Link to the Past is a perfect game. I love it, I play through it about 5-6 times a year.
Right now I'd give Skyward Sword a 6/10. And the saddest part is that it's not even because of the controls, but purely because of the design. A few points:
1) The intro is terrible. Nintendo introduces a few bad guys (that have absolutely no character and are more annoying than the stupid Captain in Phantom Hourglass) that really don't play any role up to this point anymore, but stretch things out til eternity. I really, really, really hoped this time the intro would be more streamlined after the terrible intro of TP, but because Skyward Sword doesn't have fishing right at the start, this one's a little bit better. But just a little bit. It still takes ages for Link to get his tunic and to actually get to the real gameplay. Compare this to the epic rainstorm intro of ALTTP.
2) The design of the first dungeon is terrible. I mean... There are even stones in there that pretty much tell you: "Look, the switches are in the most confusing places, so find them and press them." I walked around for 40 MINUTES only to find the one at the bottom, just because I didn't think it'd be in that spot in terms of architecture / geometry.
The puzzle design... There's a cool puzzle where an eye looks at your sword, so you start rotating your sword, the eye gets confused and falls to the bottom. That's cool, let's move on. Oh, in the next room they REPEAT THE EXACT SAME PUZZLE, only that now there are 2 eyes. Note that the solution to the puzzle hasn't changed, they just simply want you to do it again. Well, okay, I thought, maybe they were a little lazy. But guess what - 5 minutes later, they repeat it AGAIN with 3 eyes. Are you kidding me? This isn't fun, it's just repetitive and mindless, if I ALREADY know what the solution to the problem is, yet you force me to apply that solution tons of times, you're just wasting my time instead of entertaining me.
3) Near the Earth Temple, I naturally can't enter the temple, cause someone has split the key up into 5 parts (it's hilarious how they try to explain that Zelda did run through all those dungeons in terms of story...), so now I'm on a fetch quest. Get this:
I spent over an hour now to find out where all those 5 parts are. I SPENT OVER AN HOUR TRYING TO EVEN GET INTO THE DUNGEON BECAUSE OF A FETCH QUEST. And doing so, I've been running around the SAME TERRAIN over and over again. That dowsing mechanic is complete shit in my book (Nintendo trying to copy Metroid Primes Scanning in a bad way) and Phai gives me bullshit hints all the time ("If you can't throw a bomb, try rolling it!" No shit, you stupid.... fuck, where's Navi?)
And then there are a ton of smaller issues, like:
I bomb up a wall, I find a silver rupee, but my money bag is full - so my 100 rupees are forever gone. WHAT THE HELL. They even fixed this in Twilight Princess, where they popped up a message that said: "Oh, but your money bag is full, so let's put it back for now!".
At this point I've been running around aimlessly so much, I'm not enjoying the puzzles, I still waggle a shit ton (the first hit is always important, then you waggle your ass off) and the pacing as well as the design is just average.
Im sorry, I'm ranting a lot here, it's actually a good game, but for a Zelda game... it just doesn't hold up. It doesn't have the charme the others have and so far there's nothing new. The controls are great, I love how Link moves his arm when I move my Wiimote, but there's just nothing here up tot his point that gets me excited.
Now the question is: I'm not even 5 hours in and this is easily the worst Zelda I've ever played. The controls are great, the core mechanics are solid, but the design of it is just lacking sooooo much. Why is this thing getting such insanely high ratings? Why did people complain about the 7.5 in Gamespot? I don't want to troll (again, I'm a HUUUUUGE Zelda fanboy), but right now I'd give the title a 6. It performs well in all regards, it's just pretty darn shallow in what usually makes a Zelda game great.
I hear that the game is supposed to get a LOT better after 10 hours, so here's hoping. But right now I'm just completely disappointed by the design of it.
Feep said:Not that I disagree completely with your points, but this statement here is a little iffy. One of the markers clearly tells you exactly where this switch is. I didn't find it until I received that hint, and then it was made painfully clear.
i pointed out all those things and heavily criticized the game for it without sounding like a raving lunatic and without repeating some arbitrary rating for added effect...TheExodu5 said:By the same measure, it's the game's job to hook and involve the gamer during the first few hours. If Skyward Sword opens up with the worst parts of the game, it deserves some flak.
If you need to have a slow build, at least open up with a bang before you commence the actual build-up (see: Final Fantasy VII, as an example).
you are the very REASON we have FI and DOWSING. thanks a bunch.thomasmahler said:There are even stones in there that pretty much tell you: "Look, the switches are in the most confusing places, so find them and press them." I walked around for 40 MINUTES only to find the one at the bottom, just because I didn't think it'd be in that spot in terms of architecture / geometry.
...
I spent over an hour now to find out where all those 5 parts are. I SPENT OVER AN HOUR TRYING TO EVEN GET INTO THE DUNGEON BECAUSE OF A FETCH QUEST. And doing so, I've been running around the SAME TERRAIN over and over again. That dowsing mechanic is complete shit in my book (Nintendo trying to copy Metroid Primes Scanning in a bad way) and Phai gives me bullshit hints all the time ("If you can't throw a bomb, try rolling it!" No shit, you stupid.... fuck, where's Navi?)
BY2K said:There is is. http://www.officialnintendomagazine...-is-the-first-zelda-game-for-everyone-aonuma/
So yes, yes the game is going to treat you like you never touched a game in your life. BUT FOR CHRIST'S SAKE, NINTENDO, add a option to turn it off! OP-TIONS!
thomasmahler said:Nope, the marker just told you one is at the top and one is at the bottom. But where at the top and bottom? Only when I consulted Fi and asked her for a hint she told me that the switches are ALWAYS close to the door - but it took me around 40 minutes to finally give up and consult Cortana to tell me the solution. This feels like... Like getting a hint in Machinarium. "Sorry game, I'm too stupid to find this, please tell me the solution so that I don't waste any more time."
Don't get me wrong, there are some good puzzles, they fall in the same level as TP in difficulty from my perspective. What i mean about the hand holding is that applies to all the aspects of the game like constantly explaining mechanics, controls and options available to you. Take for example the warp points, the companion always repeats how you can use warp points when entering a region.Glass Rebel said:How far are you into the game? Dungeon 4 to 6 had pretty much no handholding when I played them.
I agree with this... that's my main criticism, is more work to put all those fail saves for the player than put in an option to turn then off, yet Nintendo trolled some of usBY2K said:There's unfortunately a reason for that. Nintendo wanted Skyward Sword to be playable by 5 years old (I think it comes from one of the last 2 Iwata Asks of the game).
But Nintendo is too... "old school" for a lack of a better word, to add an option to turn all those hints and Fi off.
That red goblin thing kinda confirms it too.jarosh said:you are the very REASON we have FI and DOWSING. thanks a bunch.
I mean, look, this is largely a puzzle game. Let's examine.thomasmahler said:Nope, the marker just told you one is at the top and one is at the bottom. But where at the top and bottom? Only when I consulted Fi and asked her for a hint she told me that the switches are ALWAYS close to the door - but it took me around 40 minutes to finally give up and consult Cortana to tell me the solution. This feels like... Like getting a hint in Machinarium. "Sorry game, I'm too stupid to find this, please tell me the solution so that I don't waste any more time."
thomasmahler said:More stuff.
That red goblin thing kinda confirms it too.
Refreshment.01 said:Don't get me wrong, there are some good puzzles, they fall in the same level as TP in from my perspective. What i mean about the hand holding is that applies to all the aspects of the game like constantly explaining mechanics, controls and options available to you. Take for example the warp points, the companion always repeats how you can use warp points when entering a region.
Dungeons, i don't remember the numbers. But you always have the map to spoil some of the difficulty and in one of the latter ones there are signs that also spoil the puzzle. Don't want to get into specifics.
dude, seriously? this is a real complaint? are you for real now? maybe this isn't the right game for you after all. have you considered that? maybe try peggle, i dunno.thomasmahler said:Anyway, when I went back, that red goblin was there again. So he was throwing rocks at me again. BUT I didn't have any ammo for my slingshot left - So I tried 5-10 times to get him with the beetle. Most of the time he just shot the rock at my beetle, so I tried to be smart and maneuver the beetle from the other side in, so I could get him from the back - no luck, the beetles timer runs out before you can do that. So finally I give up and search another 10-15 minutes for slingshot ammo, without success.
How is that not a valid complaint?jarosh said:dude, seriously? this is a real complaint? are you for real now? maybe this isn't the right game for you after all. have you considered that? maybe try peggle, i dunno.
butter_stick said:I struggled to find the switch he did too, because a clue in the game says one switch is above, one is below. In rreteospect it was talking about the doors, but after reading that I went through a hole beneath the rock with the clue and hit a switch. So I assumed the next switch I wanted would be higher up.
It's not bad design as such, but I did spend far too long looking for a stupid switch. I felt misled
Rash said:I haven't played the game, but what's with the constant disdain for introduction segments? Are people just impatient? I mean, you wait five years for a new Zelda game that's apparently 30+ hours long and yet you don't want to be slowly introduced to the game's unfolding world? Must you be thrust into the action immediately for it to be satisfying? It really must be an instant gratification thing.
jarosh said:dude, seriously? this is a real complaint? are you for real now? maybe this isn't the right game for you after all. have you considered that? maybe try peggle, i dunno.
Because he:butter_stick said:How is that not a valid complaint?
thomasmahler said:And who pissed into your cornflakes? I completed every Zelda so far, I speedrun A Link to the Past a few times each year. Have you even played Skyward yet?
I'm just posting my experience so far - that doesn't necessarily mean you'll feel the same, so seriously, dude, chill.
[url=http://www.neogaf.com/forum/showpost.php?p=32648429&postcount=391]jarosh[/url] said:some spoiler-free thoughts on the combat:
i feel that during combat, motion controls and motion plus in particular don't add as much as people might have expected or wished for. i certainly wouldn't call any of it "revolutionary". but then, zelda has never been about a deep and complex combat system and this doesn't change with skyward sword. the necessity of having to slash at the right angle with certain enemy types turned out to be a superficial addition at best for me. more interesting are the defense/offense mechanics of the shield and the strategic back and forth between sword and shield. but this isn't a requirement nearly often enough.
reviewers have mentioned the slower combat and many consider this to be a positive or simply don't mind because it is a part of seemingly "deeper combat mechanics". but to me, since i'm not really getting any more satisfaction out of the combat than i would have in twilight princess, this is a negative factor, one that isn't outweighed by the supposedly newly gained strategic depth.
the design, choreography and timing of the fights in particular and the enemy encounters as a whole haven't changed much from earlier 3d zelda games. they still occur, for the most part, in very much the same way they have in twilight princess. and it's clear to me that this design was never intended for the kind of slower, more methodical approach to combat that we're seeing in skyward sword now. this is particularly evident once you're surrounded by lesser enemies that all require correctly angled slashes. there is no good system in place to dispatch with a vicious crowd of enemies methodically or even slolwly and with precision, even though the mechanics of the swordplay are meant to be employed in just such a fashion. so despite the precision of the sword controls, the very mechanics of the individual fights remain both rigid (much like the enemy a.i.) and imprecise. clearly these enemies move and behave in a way that begs for a more old-fashioned approach. and there's a disconnect here that disrupts the flow of adventuring.
and maybe this dichotomy, this contrast of old and new design is what some reviewers have been trying to express when they talk about the strange disconnect between two opposing design philosophies and their manifestations as something that always kind of wants to be fresh and new but is still held back by old conventions and quirks that now seem to clash with the bolder, newer ideas. i can even sort of understand the seemingly odd commentary (i believe it was egm's?) regarding the combat in twilight princess: something about how the motion controls felt better or were easier or more straightforward and therefore "better" in that game. they just weren't in the way of adventuring, exploring, puzzle solving, because they didn't require much time OR thought OR precision.
maybe skyward sword would have been a better game overall if they'd decided to either abandon all of those old conventions or stick with them and all their implications and quirks. i can't say for sure. at least in terms of combat and motion controls, being only "halfway there" seems to have done the game a disservice. the combat isn't deeper or more satisfying; what was a means to an end in previous 3d zelda games has now become a minor nuisance.
[url=http://www.neogaf.com/forum/showpost.php?p=32661766&postcount=569]jarosh[/url] said:i'm gonna respond to some of the things you mentioned and then go into some more general impressions... as usual, spoiler-free.
about the linearity: the reason why this sticks out so much probably has to do with three things:
1) the incessant handholding, guiding and frequent re-iteration of obvious concepts by fi, often immediately after another character just explained the same thing in great detail. frequently this is about your next task. example: some character: "maybe there's something interesting on top of that tree!", fi appears: "master! blah blah blah! i have analyzed the situation! blah blah blah! i have determined the following things blah blah blah i can now say with 85% probabality that your next task is up on that tree! blah blah blah! this tree is very dangerous! are you sure you are ready? blah blah blah! wait! i sense that there's something very evil and dangerous behind this giant boss door! i am 90% sure it is a boss. bosses are very dangerous! are you ready to fight this boss? blah blah blah."... where was i? oh yeah:
2) dowsing. this mechanic is often forced on you in an obnoxious way. but it is unnecessary 90% of the time. we used to just explore in previous zelda games. remember? if you rely on dowsing, a big chunk of the exploration will be taken away from you. my advice: ignore it. it will be forced on you over and over. fi will remind you, the dowsing symbol will flash on screen and an alert sound will go off and won't stop until you go into dowsing mode and then cancel.
3) the fractured and isolated nature of the pre-dungeon segments. yes, some of them are more open and quite big even (in fact, sometimes these areas are more elaborate and longer than the actual dungeon!), but i certainly wouldn't call any of what you're doing in them "free exploration". the forest, for example, felt too boxy and small to me. it isn't so much the size of the maps, but the design of them. you always move from point a to point b. sure, sometimes you have to find a handful of things and they're scattered around a somewhat bigger area. and, lo and behold, those are definitely the coolest parts during those segments. once again though, as soon as something ISN'T just "point a to point b" you will get lots of WINK WINK NUDGE NUDGE hints and the game will, well, "strongly encourage" you to use dowsing. i can't say there's a lot in this game that fits my definition of "exploration".
one more thing about fi: sure, we could just ignore her and not care about her. navi was annoying too, and we managed. the problem with fi is twofold: not only are we coming from twilight princess, which had midna, an interesting character with actual depth, shrouded in mystery, who also played an important role in the game and even took part in the gameplay occasionally, but fi is also TREATED and implented like midna, not like navi. she clearly is supposed to be the new midna and she just interrupts the game at every opportunity. but she hardly has anything interesting to say and has no gameplay relevance. in fact, she frequently re-iterates stuff you already know instead, usually in a much too long-winded fashion.
god, i sound so negative. i know! you guys probably think i HATE the game or something. but i like it! a lot! really! i just wouldn't say it's a big step forward for the franchise or anything. maybe in a few ways, but in some imporant ones it isn't. it might be a minor step back instead. still, it's a good game. maybe great even. but i'll have to finish it first to say for sure. so here are some more positive notes:
- the third dungeon is really the first great dungeon. loved it. lots of interesting ideas and puzzles.
- there's lots of interesting content and puzzles in the pre-dungeon areas.
- difficulty: skyward sword is definitely harder than both twilight princess and oot. i never died in tp, but have died several times in ss already. (as a rule, i never use potions or fairies though.)
- without spoiling anything: most of the new items are TONS of fun and definitely get plenty of use outside of the dungeons! big plus.
- motion controls SHINE with pretty much everything that isn't sword fighting. again, not gonna spoil anything, but the items that use motion plus are all great fun to use and usually work flawlessly.
- about the music: while some of the dungeon themes are very repetitive and annoying (almost) everything outside of the dungeons is amazing and skyloft and the different sky themes are all fantastic.
- i find those later trials (won't mention them by name) that some reviewers have complained about quite an interesting and enjoyable change of pace and have had no problems with them.
- i dig the musical instrument even though it can be a bit finnicky. maybe i just like the tunes that now sound so much better and more elaborate than in any previous zelda game
- most of the boss fights are great and quite unique mechanically, just don't expect them to be super hard (they're DEFINITELY harder than the ones in tp though).
Amir0x said:But if it is a 2 hour long tutorial, it is pretty lame.
Feep said:I mean, look, this is largely a puzzle game. Let's examine.
1)2)Switches are always close to doors.3)One switch was in plain sight, above the door.4)You received a hint that one switch was above, and one switch was below.5)There is another door.Where is the second switch?
I mean...I'm sorry. But come on.
thomasmahler said:It's not that, even though they do force you to learn all those mechanics as you did in all 3d Zeldas.
What I didn't enjoy was how long it took and that it just felt like a Soap Opera between Zelda and Link where she tried to kiss him 3 times and all that shit.
In A Link to the Past you wake up while there's a rainstorm going on outside, you grab a Lamp, you leave the house, you run through the rainstorm trying to find a secret entrance near the castle, you find your uncle wounded on the ground... Holy shit, man, that's an intro, that wants me to go out on an adventure.
In Skyward Sword a few bullies kidnapped your bird.
See what I'm saying?
The whole soap opera shit just ticks me off a bit since I'm not fond of bad dialogue. If you're not into story, just don't write story, that's ok. A Link to the Past is doing well without it. But if you DO write bad dialogue then it's kind of a drag.
I like how your ALttP description sounds more like a soap opera than anything else.thomasmahler said:It's not that, even though they do force you to learn all those mechanics as you did in all 3d Zeldas.
What I didn't enjoy was how long it took and that it just felt like a Soap Opera between Zelda and Link where she tried to kiss him 3 times and all that shit.
In A Link to the Past you wake up while there's a rainstorm going on outside, you grab a Lamp, you leave the house, you run through the rainstorm trying to find a secret entrance near the castle, you find your uncle wounded on the ground... Holy shit, man, that's an intro, that makes me want to go out on an adventure.
In Skyward Sword a few bullies kidnapped your bird.
See what I'm saying?
The whole soap opera shit just ticks me off a bit since I'm not fond of bad dialogue. If you're not into story, just don't write story, that's ok. A Link to the Past is doing well without it. But if you DO write bad dialogue then it's kind of a drag.
This this.oatmeal said:I had trouble here too. The tablet with that hint is in a room that has a crawl space down low...with a switch. So I assumed that the other one would be in the same room.
ShockingAlberto said:Some Wal-Marts are officially selling the game, just called to check. You might have better luck with Sam's Club or even Costco.
Does anyone know if the bundled game has a different SKU and is sealed? I kind of want to just buy this one, keep my Amazon wiimote bundle, and then return the Amazon one to Wal-Mart. It's the same game, so there shouldn't be anything wrong with that, they're not paying back any money I didn't give them.
But if it's not plastic wrapped or rings up differently, that plan probably wouldn't work.
apana said:If I had a good time with Epic Mickey I'm sure I can pretty much withstand the probably microscopic flaws of this game and have a good time with it.
ace3skoot said:alot of you just seem too
a) suck at puzzels
ace3skoot said:I think the linerity and spoon feeding of AAA titles over the last few years have killed peoples brain cells
Amir0x said:I do see what you're saying. You're basically posting verbatim my game philosophy - I'm better than whatever shit player Nintendo has in mind when they're designing these tutorials, and old school games like Link to the Past have a very direct 'trial by fire' nature that allows a more natural skill evolution. It doesn't pussify gamers.
Unfortunately since the DS and Wii, Nintendo has made something of a business out of pussifying gamers. Hopefully with Wii U they change it up.
Kard8p3 said:I just think it's strange because I was 4 when I played A Link to the Past and I didn't need tutorials to learn how to play. I was 8 or 9 when I played Ocarina and even though it had some tutorials it wasn't too concerned with holding your hand and I handled that fine. I think Nintendo might be underestimating the children.
oatmeal said:Sounds pretty standard, dude. I feel the same way.
As for:
Why did people complain about the 7.5 in Gamespot?
It's because it's Zelda, and they haven't played it yet.
As you said, it's not a BAD game at all. But it's not the next best thing in the Zelda franchise. It's not as genre-bending as games in the past.
Glix said:I hear ya, but since they implemented their Super Guide/Golden Monkey philosophy its freaking awesome. The crutches are there for the people that want it, and it gives them the ability to make shit HARD, cuz the morons can just cheat.
AlexSmash said:the last genre beding zelda is like 15 years ago
if you want a genre bending game play wiis ports or call of duty mw etc
ShockingAlberto said:Some Wal-Marts are officially selling the game, just called to check. You might have better luck with Sam's Club or even Costco.
apana said:If I had a good time with Epic Mickey I'm sure I can pretty much withstand the probably microscopic flaws of this game and have a good time with it.
yes, i have played it. for 40 hours.thomasmahler said:And who pissed into your cornflakes? I completed every Zelda so far, I speedrun A Link to the Past a few times each year. Have you even played Skyward yet?
I'm just posting my experience so far - that doesn't necessarily mean you'll feel the same, so seriously, dude, chill.