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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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Super unhappy with how long, verbose, restrictive and just downright boring the introductory sequence is. The first, I don't know, four or five hours (ymmv). It seems completely antithetical to a franchise founded on the idea of openness and non-linearity. I'm all hyped up to be a hero, rescue Zelda and plunge to the surface. And as soon as I try to explore, the first moment I try to climb a ledge the game doesn't want me to climb, Fi pops out and scolds me as if I were a child climbing something I wasn't supposed to on a playground. That's the first time I can remember that a Zelda game didn't use some item related obstacle to deter me, but rather, some arbitrary and artificial means. I feel like the only reason why I'm slogging through the beginning is because it's Zelda. If this were any other game, I would have stopped. |
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@TVandLustIt's been an ongoing trend in Zelda games to have longer and longer intro sequences. Starting with the 3D ones OoT was the short and sweet "Hey go see the Great Deku Tree and make sure you grab a sword and shield". Majora's Mask had you follow the Skull Kid where upon you get transformed, have to trade some stuff around, find the kids and make it to the clock tower. Wind Waker had you run around the island a few times, rescue Tetra in the woods, go with the pirates to the fortress, and play that game with Niko in the ship. I guess you could count the fortress as part of the intro as well since it's not really a dungeon and you don't have any freedom. Twilight Princess I barely remember except for the fact that it was way too damn long. I recall rescuing kidnapped kids, getting turned in to a wolf, and having to detwilight the first area. Now with Skyward Sword we have an even longer drawn out opening with the crucial differences being that it is way more linear, and has much less action than the previous games' openings. Looking back I think Majora's Mask and Ocarina did it the best. If it were up to me I would have the opening be a Zelda obstacle course in disguise. Get the player to execute each technique and help them only when they get stuck on a certain section. That let's seasoned players breeze through it and novices get instructed on only what they do not know. This could have easily been done in the opening to this game as well. The fact that Link is a knight in training could have set this up perfectly. It could have been the day of the performance evaluation of core skills or something. Ah well, the opening does do a good job setting up the world and drawing you in I suppose. It just meanders a bit. I played a little bit more tonight and beat the first dungeon. The game has now really picked up after the aforementioned slow opening the game excels once you are on your own and left to your own devices. The dungeon was fun, the only time I got stuck was when a crawlspace was obstructed from view. That's something I have very little patience for in games but it didn't spoil the rest of the experience. The motion controls are holding up fairly well. The flying, fighting, swinging on a vine, and other major applications all seem to be executed very well. Oddly enough the IR cursor seems to be the most susceptible to fits of hostility and I find I have to recenter it at least 3 times or so per session. Not a huge deal though since they smartly added a way to do that very quickly. |
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* Spoilers through ALMOST reaching the 4th dungeonSo, I beat the third dungeon last night (and into this morning, haha! I couldn't stop playing). I'm very close to the 4th dungeon (I think) 3 good/very good dungeons so far. No superstar dungeons yet, but nothing where I feel underwhelmed either. I think this is fine, considering the best dungeons typically come after the first 3. I really liked the mines, though. Desert areas are typically my least favorite part of Zelda games -- I guess any game, really -- mainly because of the bland and dry appearance. The dichotomy with the desert being a lush, green environment at one point was a nice change of pace (though I must admit it seemed very reminiscent of Metroid: Other M). The way that the dungeon rooms transformed from decrepit ruins to vibrant, high-tech designs was pretty awesome. Also, the music changing between the past and present was a nice touch. Some really gorgeous sequences in this area.
Boss fights have all been very good so far. None have been your traditional, "hit weak point three times, then hit next weak point three times, etc." battles. I thought it was really neat, to use the blower to reveal the third boss from the sand. I wasn't sure what to do, so I'm like, "maybe I have to blow away the sand." Really cool.
Combat in this game is great. Most of the enemies are really challenging, and I love what they've done to change up the Lizalfos, Armos, etc.
Going forward, there is a TON of stuff between the 3rd and 4th dungeon (which I still haven't reached yet, though I have to believe I'm close). I get that you shouldn't just be able to go from dungeon to dungeon, but it almost feels a little too contrived after the 10th task you've had to do . Some stuff, like pacifying the "Imprisoned" and the Silent Realm was cool. Other stuff, like fetching the propeller or climbing the Big Tree just to climb right down feel a little tacked on. It's something I've always griped about with Zelda, that they tailor the story a little too close to the gameplay -- I get that it's always been that way, I just wish that it wasn't so unwilling to break that mold. I've swam to the water dragon area, so I've got to believe I'm close to dungeon #4...but I'm not convinced!
On a side note, I had a dream several months ago where I was playing the new Zelda for the first time -- and it visually looked just like the Silent Realm did, complete with bright orbs that you had to collect. Weird, but I love the dream-like style to it.
Also, blowing up Gossip Stones still causes them to take off...I was hoping that it would still happen, and Nintendo didn't let me down!
Story-wise, I'm starting to feel a lot of connections to Twilight Princess, which seems odd considering OoT comes before TP in the timeline. At least that's what we thought. The whole Temple of Time in the desert, the gateway to the other realm which I believe is what Midna used in TP to go to the Twilight Realm. I get the feeling that by the end of the game, how we viewed the timeline before this game will be significantly different from how we view it afterwards. Or maybe not, I don't really know. There's definitely some big surprises coming, though, I can almost feel it.
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