>>323251084 >i liked it better than tp though I think most people did. While TP didn't have as many problems, it didn't do anything well either. Game was incredibly boring and the only reason I finished it was to see the end of the story.
>>323251969 whaaaaaat??? every zone is literally composed of criss-crossing hallways that give the illusion of being "zones" except that doesnt work because you feel like youre just walking down a tunnel everytime.
OOT had moments where you could choose temples, sidequests etc. In SS even the sidequests were locked away until you reached the right part of the tunnel to open up the location in the shitty overly small "overworld".
TP was a gamecube game you idiot so the motion control thing is irrelevent. aside from that, it was just a bad game but even then it was more "open" than SS (though it too was very straightfoward).
>>323254703 Not really, all it would really lose is aiming with a pointer (And I'd be glad for it, Z-targeting was shit in Skyward because of it). You can map the entire waggling mechanic on the second stick, and special navigation (bird/beetle/swimming) was all motion control so I don't see how it couldn't be moved to the main stick. Newer controls have shoulder buttons along the triggers, they can be used for camera control like just about every platformer from the PS1 era.
Wii U has motion controls. And despite the memes, it supports 1080p HD. The real reason we won't get it is because it only came out less than 4 years ago. And they're too busy upscaling Twilight Princess.
They should remake Metroid Other M with traditional controls and removing the shitty story. And have first person view on the controller. It could actually make the game good.
I liked the concept of the combat, but there wasn't really any progression. From the moment you have a sword and shield you are perfectly capable of fighting demise, and your not going to get any more capable unless you either bring potions or git good.
Music was not Zelda Tier.
Story was, well, I did enjoy the story, but for a Zelda game, it seemed out of place, and there were a couple of points in the story where you can actually pinpoint the exact moment the writers bullshit their way out of a writers block.
>>323250448 -Hub world -Forced waggle controls (it personally didnt bother me but generally speakng, it should have still been an option) -reused assets like boss fights and dungeons -a partner more annoying than Navi -no option to quiet/reduce said partner's constant interruptions -piss easy difficulty even by Zelda standards (lot of hand holding) -"hard mode" is only unlocked once you beat the game once
everything else about the game was fine especially the new characters
>>323250448 It was clearly rushed and held the player's hand too long and too often.
Fi popped up way to often and iterated inane bullshit that anyone with a singular functioning brain cell would have figured out.
Then you have the dungeons, which were great the first time through, not so much on the second go-round. Had the same amount of care and thought gone into the re-visited dungeons, or better yet, if they'd given us new areas to explore rather than re-vist old dungeons, things would've gone much better. Swimming around for notes, "sneaking" without your gear, and pushing a goddamned mine cart are not the kinds of things that should make it into the final act of a Zelda game. Also, the Goddess's temple being a rehash of unused rooms from the other dungeons rather than providing a unique experience didn't help. They needed to get a Zelda game on the Wii, and rushed it out the door to make sure it got out before the WiiU.
Still a good game, but not nearly as good as it could have and should have been.
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