>keeps The Imprisoned locked up, by herself for goodness knows how long >tells Link to nut up and be the hero he's meant to be >tells Groose to stop being a punk bitch and make himself useful >fights off Ghirahim long enough for Zelda to get away >watches over crystalized Zelda for a thousand years SS Impa is fucking based.
>>257877204 When I watch my sister play skyward sword, she can barely do anything. She has trouble figuring out what to do in dungeons. And so I think to myself: THESE PEOPLE are why SS is so easy. It's a fact of modern popular games that they have to be piss easy to allow dummies to beat them.
in my mind, Skyward Sword wasn't very good. It certainly didn't live up to the hype, and is definitely a weaker installment then it's predecessor, Twilight Princess.
Not because any one part of the game is terrible. In fact, no parts of Skyward are TERRIBLE ok, so maybe fi's constant interuptions were terrible, but rather there's a bunch of small nit-picks I have that all add up the the game just not being too good. Considering the time and effort they put into the game, they REALLY should have caught some of this stuff as most of it has simple fixes.
Controls: There are lots of awkward control scheme swaps in the game, likely due to Nintendo wanting to use as many of the Motion+'s capabilities as possible. For instance, aiming the beetle via pointing to actually flying the beetle via tilting, and you transition between those states very quickly. The transition from running off a cliff with the stick to controlling your free fall by tilting the wiimote was awkward too. Hope you had everything on the level before you jump or you're going to miss whatever you wanted to land on. Surface swimming to underwater swimming is also a no good transition.
To elaborate on the awkward transitions, do you remember early 3D games? You would be playing your N64 or Playstation and walk through a door, but doing so would instantly change the camera angle? So if you kept holding up (or w/e direction) you would walk right back through the door you came through? That's what many of the transitions in SS felt like. I was just swinging my wiimote around like a sword, so it's certainly not centered in the screen and ready to be used as an aiming device. ect.
>>257877984 Combat: The game had the main selling point be the swordplay, but it wasn't even as good as it was in Twilight Princess, You have less options at your disposal. No Back Slice, Helm Breaker (Though I suppose the vertical spin attack behaves a little like this), Charged Jump Slice, or Sword Draw. You can't even move and swing your sword at the same time. (and before someone tries to be contrarian and say "You didn't play the game, you can do that!" I'm talking about .gif related. You can't do THAT in SS) Items besides the sword were also harder for the player to implement into combat. Transitioning between swordplay, bomb use, and range weapon use just wasn't as fluid in SS as in other 3D Zeldas. There's no slow/heavy hitting weapon either. Using the Megaton Hammer/Skull Hammer/Ball and Chain were completely valid combat options in the games they're from, but it's a play style option you don't even get in SS.
More screwing up stuff that did right in previous games: Fast travel was botched in Skyward Sword. You could fast travel from the ground to the sky, but from the sky to no where, dispite there being owl statues in several location. For instance, Want to fast travel to the Lumpy Pumpkin? Too bad, you can't do that. The minimap, a feature present in every other 3D zelda game, was removed. This was most likely to get players to use the new beacon placing system they came up with, but the beacon system is incredibly cumbersome to use comparativly. Each time you boot the game up, you must sit through the full description of items the first time you pick them up. This is a complete waste of time. I can read the description any time I want in the menu. Finally, and this is a BIG one, the game will sometimes insult the player's inteligence by straight giving you the answer to puzzles, even if you didn't ask.
>>257878119 Not to say that I have a problem with everything in SS. NPCs were the most animated and engaging that they've ever been in the Zelda series. I finally felt I had enough stuff to spend Ruppees on with all the optional upgrades. Adding a run button is also a huge improvment over rolling everywhere, and a needed upgrade to the 3D installments from the status quo that's existed since OoT.
>>257875518 I have only ONE problem with the game: Why is it that every time you are falling into a location it alerts you to use your parachute cloth > PRESS B NIGGA QUICK But you don't even have to press b it does it automatically. What the fuck
>>257878290 >having issues with motion control >try not being a clumsy fuck.
Oh course, the problem is completely my own fault.
Yeah, that totally excuses the shitty design decision to have regular movement not care about the orientation of your controller, but then having free fall only care about the orientation of your controller.
It also totally excuses the bad decision that was the surface swimming to underwater swimming control scheme swap.
>>257879036 No, but you get >Master, I predict that this puzzle here has an 80% chance of taking you where you need to go >I recommend trying the latest item you got on this puzzle here and seeing what happens
Just some personal grudge against it, i dont like the motion controls, i dont like the collect x of y to advance the story parts. But a good story and some good characters. Skyloft has a crazy comfy feeling
I think that the fact you can no longer lock on with the bow makes it harder to use quickly.
I guess being able to use a bow as a close quarters weapon doesn't make a whole lot of sense, but It was something that you could accomplish in all the other Zelda games. So in my mind, the change only served to restrict your options, which is probably actually by design since the game is kind of built around focusing combat on applications of the sword.
Locking on with the bow was because it wasn't viable to use in 1st person on the N64 with its limited controls without getting whacked as you nocked an arrow.
Because of the better controls in SS, it makes it perfectly viable to be able to quickly draw your bow and fire a high powered shot whilst still moving and having a superior control over your aim thanks to light gun style of it.
It's not really restricting. It's making the combat feel better rather than giving you the easy option of locking on to fire thanks to limited controls.
>>257880051 >deal with bandwagoning faggots who complain about it taking too much time
In all seriousness, people have always complained about how fucking slow King Zora scoots over.
It's like, the one meme about the game that's actually true. Since Navi isn't actually doesn't cause that many interruptions, and the Water Temple isn't very difficult nor possible to permanently screw up.
I'd love to play Skyward Sword but I honestly just don't wanna waste money on Motion Plus. There is not much point in owning it and the only justification is SS. Please also consider that I don't live in the US where I could pick it up for cheap. It still costs 30-40 euros where I live, the price of a full game. Oh well.
That's another problem I had with the bow in SS. it actually ISN'T light gun style, because it's not based on light. the aiming doesn't use the IR sensors at all, it only used the internal gyroscope This has the nasty side effect of ending up needing to be recentered on a regular basis.
I like that stamina meter, adventure pouch, and being able to upgrade items, but they need to be expaned upon and improved to really shine.
Otherwise the games has a lot of problemss, most noticably the motion controlls. They're used in almost everything you do, and they work well for some things (controlling the Beetle, Whip, and Bug Net) but are awful for others (Flying on the bird, Swimming and and truning the Big Key to fit the door). Aiming works pretty well but the Wiimote occasionally gets out of syinc, which ruins it.
Sword Combat sound good on paper but in practise it becomes a game of Simon Says where you swing the sword in the direction the game tells you. I don't blame Nintendo for trying it, but the old system worked better overall, especially since they were getting close to perfecting it, IMO.
The wort problem with the game is the reduced exploration. There's a very little content in the sky, and on top of that it isn't very fun to travel around in it due to the way the bird controls. the surface isn't any better beacause it's a made up of 3 relatively small closed off area that can only be reached from the correct hole in the clouds. It dosen't help that there were 3 seperate teams that designed each one so the quality of each is very incosistent.
You rarley, if ever, get a chance to figure thing out for yourself in these areas either because of the the games handholding. It simply shows you a puzzle of obstacle, then Fi pops out and tells you exactly what do.
TL;DR: For every good change Skyward Sword adds, there's 2 bad ones.
Never bothered with it. The more I read and saw, the more I was turned off. I sincerely hope Zelda U shakes shits up and makes shit more about exploration and discovery again because this whole shit with story and hand holding needs to go.
Straight up, this game has the best 3D dungeons in the entire series. (Ancient Cistern hrrng) Overworld left something to be desired. Bird travel was kinda fun. Ghirahim fights were fun and challenging, and it looked great for a Wii game.
>>257875518 There were some parts of it that were good, and really, those parts were really great.
And then there were some parts of it that were bad, and those parts were absolutely terrible. And between the two, it is much easier to remember the game as "That Zelda with the shitty motion controls" rather than "That Zelda which took the stealth from PH and the bead collecting from TP and turned it into one of the best parts of the game."
>>257881112 While it did force you to center it occasionally, it made the bow far better than if it used IR or God forbid, if they used the d-pad to aim. It felt more like turning a real bow and it allowed for quick turns while having the bow active.
>>257882808 I want more "cusomization" in the sense of having only a limited amount of space and having to handpick the equipment you will carry. Also the items upgrade from SS, just bigger and better.
Being able to get some custom tunic without also nice with each part having one or more advantages and disadvantages.
>>257883414 Having the entire dungeon be a block puzzle was a cool concept, but the actual dungeon contents were kind of lacking, and everything was a revisit, even the miniboss (refights were too frequent in SS in general, especially considering that the game has a boss rush if you actually want to refight bosses)
It was the game's version of Ganon's Tower
First Time stone dungeon was good, but not amazing, and 2nd timestone dungeon wasn't that great. The desert had overall the best sections of the game though.
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