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The Legend of Zelda: Skyward Sword (Nintendo Wii) discussion [game]
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11/17/11, 19:54 Edited: 09/20/12, 03:19
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So I finally beat this game. I ended up unexpectedly taking a break, then easing myself in with one hour play sessions, and the last two days I just sat down and powered through the last 10 hours.
I have to say the second half of the game was way more fun and interesting than the first half.
Now all the gripes I had earlier were still annoying. I felt in a few places the game should have been more streamlined. It was very annoying you couldn't skip or super-fast-forward through dialog boxes you had already read a billion times before hand. Also annoying was finding a bug or treasure for the first time on each playthrough, where it would tell you what bug you found and then open up the inventory screen. I simply have to assume they overlooked these while coding the game. Never in previous Zelda games was it this tedious to sit through dialog boxes that you've already read.
With the expansion of upgrading items this was also the opportunity to change how we interact with the shop keepers (potion buying, etc). It was kind of a burden to buy potions or upgrade your shield. These tasks should have definitely been more speedy. And as for buying ammo, it would actually be nice to buy a custom amount. If they keep this kind of inventory swapping in the future I hope they streamline the system more.
And of of course outside of sword fighting the motion controls are a major letdown. IR aiming is superior than gyro aiming, and tilting to swim and fly is atrocious.
Now on to better things. I ended up liking how they interpreted the story. Although it really did feel like they just crammed everything at the end of the game, but it still worked. I'll thank Groose for keeping it more interesting. They did a good job with him. Everything about the finale was excellent. I liked the final dungeon Sky Keep. A nice change of pace while incorporating everything on our journey. But what sealed the deal were the boss battles. Actually, the last two battles against Ghiranim were great. And then the battle against Demise was just on that same level gameplay-wise, but holy shit was it gorgeous. It was definitely a spectacle - that lightning!
I'm still trying to digest how I feel about the overworld and dungeon design. This is definitely the most outside the box level design from the other console Zeldas. It feels less open though, so a part of me prefers the older open world design. But I must say even though everything is pretty segmented, they really did a good job being creative by reusing areas. The timeshift stones were definitely the most exhilarating. I liked how they changed the forest and the volcano for the search of the Hero song. It was neat seeing the woods flooded (although the swimming sucked because of the controls), and I really enjoyed sneaking around the volcano getting my gear back (I'm glad they didn't drag that out too long). I didn't really care for the silent realm trials, though.
While I appreciate how they handled the recycling of going back to the same three spots under the clouds, it just didn't work completely for me. The segmentation was just too much. The world beneath the clouds wold have actually felt like a world, I guess, if they somehow interconnected the desert, woods, and volcano areas. Then again their design decisions could very well be a limitation of hardware, because I also felt Twilight Princess was more segmented than previous Zelda games. I'm definintely excited to see what the WiiU Zelda will be like if they are truly making it open world. My vision would be for it to be like A Link to the Past in three dimensions moreso than OoT or MM, where their overworlds was basically just a hub. Although at least with OoT that stream/river made everything feel connected by flowing from Zora's domain to Lake Hylia.
I do like how they approached dungeons in this game, but not completely. As far as level design inside of the dungeons, I think Twilight Princess has it beat. But as for approaching and finding the dungeons I probably enjoyed that more than I thought I would. However I would definitely prefer if the cut out ~25% of the "busy work" between dungeons or major achievements. For example I really hated swimming around in the flooded forest getting musical notes. That just wasn't fun and felt like busy work. Actually, 80% of this crap can be attributed to dowsing. I didn't care for for any of the dowsing fetch quests at all. Now dowsing itself... yeah I guess it's a bit helpful since it keeps yourself from running around in circles (thanks to their segmented level design rather than a more open one), but if I had to find more than one object using dowsing then I was annoyed. |
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