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New Twilight Princess HD footage (of amiibo use)

Our discussion got me curious, so i started searching for the scripts of the Zelda games. Not surprisingly there are various sources online.

It paints a clear picture of how much tutorializing and sheepherding the games have integrated into themsleves throughout the years. For example here's the one for Skyward:

http://www.gamefaqs.com/wii/960633-the-legend-of-zelda-skyward-sword/faqs/71336

i did some superficial reading of Fi's lines for the Faron Woods Kikwi search. And effectively, it's the constant "reiteration" the aspect that's more apparent of the NPC dialogue.

For example, we are all familiar with the use description when acquiring an item for the first time. Well, in this area with both the Slingshot and the Beetle, Fi proceeds to repeat the item's use just right after the traditional text description. Here's the one for the Beetle:

Item description:

"You got the Beetle! The unexplained power contained within this insect-shaped item allows you to control it as it flies through the air!

Point the Wii Remote at the screen and press A to launch into the air!

If the controls feel out of alignment, press V while pointing the Wii Remote at the center of the screen."

Then Fi makes her apperance.


Fi: You have acquired a new item. Analysis of this object's insect-like profile
and wings indicates it can fly.

Tilt the Wii Remote to remotely pilot the device. The sharp structure on the
front of the device can sever threads and deliver a blow to smaller objects.

To launch the device, press B to ready it for takeoff then press A.
 
Who's arguing that?
Neither had anything that interesting done between dungeons, although I'd argue nothing in SS beats the trek between 2nd and 3rd dungeon in TP as far as interesting content.
The best SS had to offer was the time crystal stuffs in the desert area and that overstayed its welcome pretty quickly.

Whether there was or not isn't the issue.

I never had to do anything like that robot escort mission in TP. I would rather stab my eyes with a rusty fork and bathe my head in lemon jif before ever playing through that turgid shit ever again. Same goes for the tadtones.

Absolute fucking bollocks that was.

I'm not talking about scripted sequences or events.

I'm talking about the FACT that traversing from point A to point B in SS (on the ground) actually gave your mind something to think about along the way (typically by navigating through the environment as if you were in one big simplified dungeon, or navigating through several of the mini-dungeons in the game) as opposed to traversing from point A to point B in TP, where literally all you had to do was hold the analog stick forward to your destination, while occasionally needing to halt your journey to kill a few enemies.

Due to the vast differences in the level design complexity (such as topographical layout and environment puzzles) between the two games, the perceived disparity in content between the two games is MASSIVE.

In SS, I'm always doing something in between destinations. In TP, all I'm thinking about between destinations are the destinations themselves.

If you guys can't tell the difference between how both games handled content in between points of interests, then I don't know what else to tell you but to play both games again with a more critical eye.
 

Toparaman

Banned
giphy.gif

You were so right.
 

takriel

Member
Jesus Skyward Sword had some really really stupid design decisions now that I think back. Even little things that could have been fixed in no time, like the slow text speed or the text that always pops up when you've picked up a collectors item when you begin a new session. This makes me think that things like that will again be fucked up in Zelda U. Fucking Nintendo.

I just hope they fixed the 20 ruppees glitch in TP at least.
 

RagnarokX

Member
You're talking about each of the first three sections? I'd have to see what's different about the others

This is a typical cinematic Nintendo uses to introduce a puzzle. I'm struggling to see what exactly the issue is here.

And to the extent it is an issue, people are unlikely to perceive it as a Midna problem. Midna's dialogue is incorporated into a cinematic in order to convey information. It's done all the time in these games.

Gameplay lasts for exactly a second here.

With good reason. TP's dungeons are very complex compared to others in the series. This dungeon is built around a missing statue. It's something that's easy to miss on account of being absent.

I don't have any issue with these. Emphasizing these little guys' importance is the right decision.

And, just like the gate example above, even if people had issue with these why would they blame Midna? Midna is simply one part of the technique Nintendo used to make sure players knew what the overall goal of the dungeon was.

The problem I have with your list is that it doesn't make any effort to analyze exactly what's happening. Your bits of context are nothing but vague descriptions, which renders the list misleading at best.

You've taken the effort to analyze four sections which is what you should be doing. But I think it's pretty clear you're still not interpreting what's happening correctly.

The question is, why, in the face of the mountain of statistics you've compiled, do people persist in declaring Fi is more annoying than Midna?

Why do you think that is?

Her interruption is essentially the same for every segment. She stops you when you are almost to the twilight and tells you that if you go in it will be a one way trip. You have to talk to her again once you reach the twilight and confirm that you want to enter, so might as well put the message there instead of making you stop twice.

The cinematic is entirely unnecessary and Midna is controlling it. You don't need her to point out the gate or the dig spot. She already tutorialized the crap out of that stuff in the last area. If you're going to discount stuff like this, you do realize that most of Fi's interactions are accompanied by cutscenes and other NPCs talking, right? All of the area intros are like Midna's. Every time Fi talks about the Kikwis is while you are talking to the Kikwis.

It doesn't matter that gameplay only lasts a second. Midna is wasting your time telling you that having a horse will make travel faster. Just cuz she isn't 75% certain doesn't mean it doesn't count. It'd be better if she popped up immediately, but Midna likes to wait for you to take 1 step sometimes.

It seems like you want a list of when each helper pops up completely by themselves. You don't think it counts if they pop up during or after a cutscene. It's getting late and I need to get up early for work. Fi has fewer things so I can do hers from memory, but Midna would require a review of the walkthrough to see which ones meet your stringent criteria.

Skyloft/Faron Woods
  1. Fi recommends getting a shield and some potions before heading out. She also tells you you can now get rid of the ugly HUD.
  2. When you are over Faron Woods Fi shows you how to use the sky map and tells you you can reach the surface via the pillar.
  3. When you knock down the vine leading to the next area, Fi appears and tells you can equip items you already have selected by tapping B, and that if you experience problems aiming you should press down on the d-pad to recalibrate. This is probably the most important thing she says in the whole game.
  4. Fi tells you the dungeon will be dangerous and reminds you you can return to the sky if you need supplies.

Skyloft/Eldin Volcano
0

Earth Temple
  1. When you encounter your first lizalfos Fi appears and tells you that you can talk to her while z-targeting enemies to learn info about them.
  2. When you reach the boss chamber Fi notices chains on the ground and suggests that Zelda was chained up here but escaped.

Skyloft/Lanayru Desert
  1. Upon stepping on a safe path hidden below the quicksand, Fi pops up to tell you you can place beacons on submerged walkways in the quicksand by checking your map and upgrades your beacons so you can place more.

Lanayru Mining Facillity
  1. Fi points out the boss door, which depending on when you encounter it it may be obscured by barbed wire.

8

Why? Well there are certainly legitimate reasons to prefer one over the other. I certainly think Midna is a better character. I think that the reasons are harder to put into words and things like "tutorials" "handholding" etc are easy answers that don't really pan out with the facts.

Like the tadtones?
SS is full of pace killing points, let's not act like TP is worse when that pretty much the biggest issue of SS that's worse than pretty much everything Nintendo ever published (yes it's worse than DK64 collecthatons).
The game ask you to retread all big areas with the special swordless areas when you're done with them. And that's BEFORE the game gets tedious when you have to suffer the tadtones and the other endgame BS.
Not even the stone stuffs at the end of TP was as bad as that.

As far as progression goes the twilight is really functionally the same as the single areas of SS.
The 1rst area is really just the forest, the 2nd is the mountain+village+eastside of the field and the 3rd part is really zora domain+hyruletown+lake hylia+connecting field.
The warp points of SS are pretty useless, you have to get to a stone to get back to the sky to then go the area you want to then warp again.
TP? You basically open a menu to warp where you want.
Might as well argue that XenoWii have a less convenient warp system than Metroid Prime 3 (instant menu warp Vs get to drop point, choose one of the select few area you can after a menu of sort warp).
No, the tadtones aren't like that at all. That quest happens entirely in Faron Woods. The closest example Skyward Sword has is when you go to Eldin Volcano the second time and find out you have to travel to Faron to get the water basin and then return.

What? TP has the worst pacing in the series. Both games make you revisit the same areas, but the way TP does it is far worse.

The twilight segments in TP are horrible. The areas are far too simple for that kind of thing and collecting the tears is no challenge. Then after doing them you immediately are asked to traverse the same area again. The land itself doesn't really challenge you and exists mostly just to connect destinations.

In SS you explore areas rich with traversal challenges. You go through the areas once and then reach the dungeon. Rather than just moving through the areas as passages between destinations the areas themselves provide challenges to overcome. Then in the second act of the game you return to the areas you've already conquered and are tasked with completing Silent Realm challenges to unlock the path to new areas. The Silent Realm challenges involve collecting light tears like the Twilight segments in TP, but that's where the similarities end. The Silent Realm challenges are actually challenging. You have no weapons and every time you collect a tear a timer starts. If you don't collect a tear before the timer ends a bunch of one-hit-kill enemies will chase you. They are very fun and really test your abilities.

The save statues are rather conveniently located. They are all over the place. And part of exploring each area is that you open shortcuts. You should never be far from a statue. The way SS handles warps actually helps build world cohesion, as you're not actually warping. Technically there is no warp system in SS. You're just skydiving. You can choose different drop zones after securing save statues, but obviously you have to be over the area in order to skydive into it. It's less convenient than TP's, sure, but the Sky is quicker to cross than Hyrule Field and there are very few instances where the game even asks you to travel between two surface areas.

The final visits to the 3 sections aren't ideal, but I still find them preferable to the crap TP made you do. They aren't all that time consuming and unlike anything in TP are challenging. The swimming controls were fine and collecting the tadtones was a decent challenge. The only disappointment I really had with that section was how the flooded forest looked. Eldin volcano had a short stealth mission to reclaim your gear. Lanayru had a completely new section where you had to fight monsters while following a timeshift stone in a minecart, which was fun. All in all all of that probably took about as long as it takes to do the stuff you need to do to get to the City in the Sky but with the bonus of challenging you.

Come on Ragnarok, you know how convoluted it is to make use of them. You have to go back up to the sky, fly back into whichever zone you want (including the one you had to exit, you can't even warp to different points within the zone you are currently in). With Midna its 4 clicks away, and you can go to any point.
The person I was quoting said that you have to go through the puzzle stuff repeatedly, not the sky. SS has warp points in all of the most convenient locations of each area.

Also don't forget that you can only warp in TP as wolf Link. You can't really warp at your leisure until after you get the master sword. Once you clear the twilight of an area you have to hoof it. And every time you have to ask Midna to turn you into a wolf and ask her to warp you. At least they are improving that in the HD version.

My intention is not to change your mind. However, if i see some inconsistency i will point it out.

But the way it was presented wasn't conductive to reach any meaningful conclusion taught.

As an hypothetical (not saying you are wrong with the assertions on your list) let's say a given character intrudes 30 times and other 10 through out the game. If the NPC that does 10 interventions do so for meaningless exposition in comparison to the other, then the lesser number doesn't matter.

Also what's important here is "the players time". For example, the lenght of those 10 interventions could be larger than the total lenght of the 30.

The way your comparison could work for reaching a conclusion, is to have access to all the dialog that takes away control of the player for each character. From there evaluate the quality of the information and how much of the player's time it wastes. But that's just too much work. XD


i find little value in deciding who is leading the race for the most annoying Zelda companion title. Only reason i mentioned other characters besides Fi, was because it was brought up previously.


In this segment of your post lie the inconsistencies.

#1. The excuse doesn't hold here. It was pointed out in the post you are responding to, but it bares repeating:

There's a cinematic fly through clearly pointing out the positioning of the door at the top. Fi's intervention here? Redundant.

#2. No, it's not optional. Yes, if i don't read the stone tablet Fi won't talk. But if i read it, like most players will do in their first playthorugh, then there's a 100% probabilty that Fi will point out the obvious. XD

#3. Again, the excuse doesn't hold here since a cinematic pointing out the exact location of the chest is triggered the instant the player enters the area. Fi is been redundant again.
Well, on average Both Fi and Midna's lines tend to be about 2 text boxes long. While it is true that Midna's text moves faster, Fi's loads at a rate comparable to fast reading speeds. They could make it load faster but you wouldn't be able to read it faster anyway. The majority of Fi's stuff doesn't seem to take longer to read than the majority of Midna's. Midna has some non-optional tutorials thrown in for good measure.

I mention Midna's interaction in the Temple of Time because you found it exceptional that Fi was pulling a similar act all the way in the 4th dungeon of SS to something Midna does in the 5th dungeon of TP. For comparison's sake:

[Link]... Don't you think there's something odd about that statue? In the grove and in the temple entry, there were always matching ones on each side, but there's only one here... Why don't you use your senses to take a look around?

::turn into a wolf and use senses::

I knew it... There was one more here originally. We need to find the other statue in this temple that matches that one.

The Ancient Cistern has a really unconventional door that I doubt most players would see. It's parallel to the ground and you go through it vertically via a staircase. It seems fair for Fi to point out that there is a door there.

I think the point of Fi talking is to make sure players know what they were supposed to have seen in the flyby. The chest is kinda small in the shot. It's really important that players notice it because it's necessary to figuring out how the dungeon works. The blurb about 85% is meant as a joke since we're 4 dungeons in and Fi should be certain what's in the chest.

Whether there was or not isn't the issue.

I never had to do anything like that robot escort mission in TP. I would rather stab my eyes with a rusty fork and bathe my head in lemon jif before ever playing through that turgid shit ever again. Same goes for the tadtones.

Absolute fucking bollocks that was.
Really? The robot escort mission is just like the Telma escort mission in TP. TP also had the Hidden Village western shoot em up. I enjoyed escorting Scrapper because the bow controls in SS are really fun to use and sadly the bow doesn't get used much in SS.

Our discussion got me curious, so i started searching for the scripts of the Zelda games. Not surprisingly there are various sources online.

It paints a clear picture of how much tutorializing and sheepherding the games have integrated into themsleves throughout the years. For example here's the one for Skyward:

http://www.gamefaqs.com/wii/960633-the-legend-of-zelda-skyward-sword/faqs/71336

i did some superficial reading of Fi's lines for the Faron Woods Kikwi search. And effectively, it's the constant "reiteration" the aspect that's more apparent of the NPC dialogue.

For example, we are all familiar with the use description when acquiring an item for the first time. Well, in this area with both the Slingshot and the Beetle, Fi proceeds to repeat the item's use just right after the traditional text description. Here's the one for the Beetle:

Item description:

"You got the Beetle! The unexplained power contained within this insect-shaped item allows you to control it as it flies through the air!

Point the Wii Remote at the screen and press A to launch into the air!

If the controls feel out of alignment, press V while pointing the Wii Remote at the center of the screen."

Then Fi makes her apperance.


Fi: You have acquired a new item. Analysis of this object's insect-like profile
and wings indicates it can fly.

Tilt the Wii Remote to remotely pilot the device. The sharp structure on the
front of the device can sever threads and deliver a blow to smaller objects.

To launch the device, press B to ready it for takeoff then press A.
I think Fi telling you the beetle controls is fair. It's the most complex item to use in the game.

Keep in mind that some of those blurbs are optional. Fi does not repeat the slingshot's use when you get it automatically. The Kikwi Elder tells you how to use it since the item description does not.
https://youtu.be/gKHaq1FmXTA?t=20m27s

I'm pretty sure the only item she pops out for when you get it is the beetle, and in your example she doesn't just repeat what was said before but instead gives you the full controls. The item description just says to point it and press A. Fi elaborates that you need to steer it by tilting and you have to hold B to aim it.

Twilight Princess has some weirdness with the first dungeon item, too:
https://youtu.be/8-VNJSnxYqU?t=17m34s

First the Gale Boomerang itself talks to you. Then you get the standard item and control description.

Then Midna pops up to say you should keep exploring the dungeon.

Then to exit the room you have to hit the windmill switch 3 times for some reason. This is something they should fix in the HD version. Why 3 times?
 

TheMoon

Member
Jesus Skyward Sword had some really really stupid design decisions now that I think back. Even little things that could have been fixed in no time, like the slow text speed or the text that always pops up when you've picked up a collectors item when you begin a new session. This makes me think that things like that will again be fucked up in Zelda U. Fucking Nintendo.

I just hope they fixed the 20 ruppees glitch in TP at least.

You make no sense here. Because the five Zelda games that have come out since and had nothing of that sort don't mean anything, right?

WWHD -> made things faster, less cumbersome
TPHD -> made things faster, less cumbersome
MMD3D -> made things faster, less cumbersome
ALBW/TFH -> no rupee messages and the like present to begin with

So this totally means Zelda U will repeat all of Skyward Sword's offenses.
 
The person I was quoting said that you have to go through the puzzle stuff repeatedly, not the sky. SS has warp points in all of the most convenient locations of each area.

It doesn't matter if the locations are convenient, you still have to go through the laborious process you quoted me writing. Having to go back to the sky, fly back to the zone you're going to as well as within your current zone to warp around invalidates the "convenience" or their placement. Making use of them takes to long and wastes the players time, when a better solution like direct warping point to point would have amended this entirely.

Also don't forget that you can only warp in TP as wolf Link. You can't really warp at your leisure until after you get the master sword. Once you clear the twilight of an area you have to hoof it. And every time you have to ask Midna to turn you into a wolf and ask her to warp you. At least they are improving that in the HD version.

It's still unlocked via game progression, around half way through. SS has no equivalent in terms of convenience and speed.

In Twilight Princess warping is as follows:

  • Input up for Minda
  • Select Warp
  • Select Location
  • Confirm Location
  • Arrive at warp location

Total time for animation is around 6-7 seconds. The confirm menu defaults to yes so you can effectively mash through it, along with the ability (once unlocked in case you feel I don't understand) to do so from anywhere (unless story element blocks it)

Skyward Sword Warping is as follows:

  • Find statute (Location specific)
  • Select "To Sky"
  • Confirm return to sky (6 second animation and 2-4 loading with animation of link landing on bird)
  • Find light shaft for area you want to warp to
  • Drop off loftwing and fall into shaft (Animation plays for 2 seconds)
  • Warp select screen appears, choosing warp point within zone
  • Select Warp Point (animation continues then loading screen)
  • Fall down to warp point (with landing damaging health unless you slow your decent with cloth)

Not only are there more steps but most take far longer to complete. When back in the sky you have to actually fly to the shafts, triggering the warp screen requires falling into the loading zone low to the clouds along with falling to the zone requiring another input to stop a loss of a heart or two.

Tell me if I'm exaggerating but I booted up SS just to remind myself how laborious warping was. TP's warping was far less obnoxious and time consuming.
 
Jesus Skyward Sword had some really really stupid design decisions now that I think back. Even little things that could have been fixed in no time, like the slow text speed or the text that always pops up when you've picked up a collectors item when you begin a new session. This makes me think that things like that will again be fucked up in Zelda U. Fucking Nintendo.

I just hope they fixed the 20 ruppees glitch in TP at least.


nintendo since skyward sword made one remaster, one remake, two games and all of them tried to make things faster/less cumbersome. A lot of interviews show aonuma saying that this game will have at least less handholding than previous title. He mentionss how he realized players need to feel lost sometimes, and the new remaster that they are releasing that is the focus of this thread is also making things faster, less cumbersome.


but fucking nintendo right
 

RagnarokX

Member
It doesn't matter if the locations are convenient, you still have to go through the laborious process you quoted me writing. Having to go back to the sky, fly back to the zone you're going to as well as within your current zone to warp around invalidates the "convenience" or their placement. Making use of them takes to long and wastes the players time, when a better solution like direct warping point to point would have amended this entirely.



It's still unlocked via game progression, around half way through. SS has no equivalent in terms of convenience and speed.

In Twilight Princess warping is as follows:

  • Input up for Minda
  • Select Warp
  • Select Location
  • Confirm Location
  • Arrive at warp location

Total time for animation is around 6-7 seconds. The confirm menu defaults to yes so you can effectively mash through it, along with the ability (once unlocked in case you feel I don't understand) to do so from anywhere (unless story element blocks it)

Skyward Sword Warping is as follows:

  • Find statute (Location specific)
  • Select "To Sky"
  • Confirm return to sky (6 second animation and 2-4 loading with animation of link landing on bird)
  • Find light shaft for area you want to warp to
  • Drop off loftwing and fall into shaft (Animation plays for 2 seconds)
  • Warp select screen appears, choosing warp point within zone
  • Select Warp Point (animation continues then loading screen)
  • Fall down to warp point (with landing damaging health unless you slow your decent with cloth)

Not only are there more steps but most take far longer to complete. When back in the sky you have to actually fly to the shafts, triggering the warp screen requires falling into the loading zone low to the clouds along with falling to the zone requiring another input to stop a loss of a heart or two.

Tell me if I'm exaggerating but I booted up SS just to remind myself how laborious warping was. TP's warping was far less obnoxious and time consuming.
Ahem. The person I quoted said you had to go over the ground repeatedly because there werent many warp points. I was refuting that.

Crossing the sky has nothing to do with what we were talking about.

It's an inconvenience, but a minor one since crossing the sky is super fast due to the boost ring islands and the fact that you rarely need to travel between 2 surface areas.
 
Ahem. The person I quoted said you had to go over the ground repeatedly because there werent many warp points. I was refuting that.

And I refuted their convenience due to how long it takes to make use of them. Crossing the sky is required to warp to other locations, so It has much to do with it.


It's an inconvenience,but a minor one since crossing the sky is super fast due to the boost ring islands and the fact that you rarely need to travel between 2 surface areas.

Objectively its not "super fast". I think despite all the evidence you still can't accept the fact it takes far longer to "warp" in SS. 8 seconds in TP warping anywhere compared to 0:30-2:00 in SS depending on which zone you're going to, along with flying.

There is no point debating when you refuse to actually listen.
 
Well, on average Both Fi and Midna's lines tend to be about 2 text boxes long. While it is true that Midna's text moves faster, Fi's loads at a rate comparable to fast reading speeds. They could make it load faster but you wouldn't be able to read it faster anyway. The majority of Fi's stuff doesn't seem to take longer to read than the majority of Midna's. Midna has some non-optional tutorials thrown in for good measure.
One knows there are some real issues with the text speed of Skyward because Nintendo opted to not handle text the same way in the games that followed. Even in Skyward Hero mode they enable the skip option available in other zelda games.

I mention Midna's interaction in the Temple of Time because you found it exceptional that Fi was pulling a similar act all the way in the 4th dungeon of SS to something Midna does in the 5th dungeon of TP. For comparison's sake:

[Link]... Don't you think there's something odd about that statue? In the grove and in the temple entry, there were always matching ones on each side, but there's only one here... Why don't you use your senses to take a look around?

::turn into a wolf and use senses::

I knew it... There was one more here originally. We need to find the other statue in this temple that matches that one.

The Ancient Cistern has a really unconventional door that I doubt most players would see. It's parallel to the ground and you go through it vertically via a staircase. It seems fair for Fi to point out that there is a door there.
Why keep defaulting to Twilight? That doesn't make the Fi character less of a bother. Anyway:

Boss doors are elements of the game that fall into a pattern, a rather easy identifiable one: "Big ornate door with giant lock." They are part of most temples and after the second one a player should be clued in for what to expect.

On the other hand, "The statue" in Twilight is a ginmick specific to the Temple of Time. Not all temples up to that point in the game had a statue that was key to advance in a dungeon.

For the 3rd time in a row. Is redundant from Fi's part to point out the door location in Ancient Cistern because the cinematic fly by does exactly that.

I think the point of Fi talking is to make sure players know what they were supposed to have seen in the flyby. The chest is kinda small in the shot. It's really important that players notice it because it's necessary to figuring out how the dungeon works. The blurb about 85% is meant as a joke since we're 4 dungeons in and Fi should be certain what's in the chest.
The flyby was enough, it is delivered in a very methodical and slowly paced manner. Besides, even if what you said about the camera been too zoom out thus making the chest hard to notice was true, is not like Fi's text is really helpful in case a player would have missed the SMALL hint XD

I think Fi telling you the beetle controls is fair. It's the most complex item to use in the game.

Keep in mind that some of those blurbs are optional. Fi does not repeat the slingshot's use when you get it automatically. The Kikwi Elder tells you how to use it since the item description does not.
https://youtu.be/gKHaq1FmXTA?t=20m27s

I'm pretty sure the only item she pops out for when you get it is the beetle, and in your example she doesn't just repeat what was said before but instead gives you the full controls. The item description just says to point it and press A. Fi elaborates that you need to steer it by tilting and you have to hold B to aim it.
She repeats the same controls. More over every time you use the item there's a HUD that specifically says how to steer the beetle making Fi's intervention pointless.

Also pressing "B" is how you have been using items in the game so far. A player wouldn't be even near that point if they can't figure that out XD

Fi does repeat the controls explained by the Kikwi Elder.

This leads to the infamous Pirate Ship dialogue, where she makes mention of the obvious use of a bow and then proceeds to take part in spoiling the most interesting discovery of the dungeon.

Twilight Princess has some weirdness with the first dungeon item, too:
https://youtu.be/8-VNJSnxYqU?t=17m34s

First the Gale Boomerang itself talks to you. Then you get the standard item and control description.

Then Midna pops up to say you should keep exploring the dungeon.

Then to exit the room you have to hit the windmill switch 3 times for some reason. This is something they should fix in the HD version. Why 3 times?
im glad you brought up this example because it ilustrates the different aproaches:

-In Skyward's case for the Beetle, Fi repeats the most of the controls already explained in the item description. A redundant intervention.

-In Twilight, both Midna and the spirit interventions work as ambient dialogue, appart from the traditional item description. So every snip of commentary has a purpose withouth falling into redundancy. Btw, im not making any judgement about the quality of what both characters said in that intervention.
 

BY2K

Membero Americo
How did this thread about amiibo functionality turn into a Fi vs Midna argument?

I mean, what's the point, everybody knows Midna is better.
 

maxcriden

Member
To the question about why Midna is liked better than Fi. She's just a lot more appealing as a character to most players so y'all can argue ad infinitum about who interrupted the player more and to what degree, and whoever is technically right ultimately doesn't matter because Midna will remain the preferred character to most fans. So, why is it she's preferred? A couple reasons. One, she's tsundere. She picks on Link quite a bit and eventually bonds with him. People like that. We don't see a lot of it in Zelda or Nintendo non-RPGs* in general. She has an outgoing and brash personality. Fi is the opposite. She's reserved and humble. Personally, I prefer Fi. As BGBW said above, I like her cool song/dance numbers and I find her amusing. I like the bond she forms with Link, I like her place in the Zelda lore, and I really like her interactions with Scrapper.

scrapper+e+fi+skyward+sword+nintendo+blast.gif


But whatever I like about Fi, people are going to find her irksome. Her probability quips are far too dry to feel like quips on the surface. As alluded to above, the fact that she's a robot does turn people off. She's got a plain design and plain personality on the surface. She appears to be Navi with less personality, and Navi had far less outward personality than Midna to begin with. I also think people like Midna because of her "sexy" design in her human form. Sex sells. Bottom line is, people are going to forgive her intrusions much more easily because they like her and as a more outward character she's less of a direct link to the kind of hand-holding many players find a turn-off. Oh, and I also want to say I think people like that because she is tsundere, Midna picks on Link and we see a new kind of interaction we've never seen between a Link and a player. I mean, we had a little bit of that with Tetra, but not as constant and not to the same degree. Fi, on the other hand, shows us a similar dynamic between Link and another character as we've seen previously with Navi, Tatl and others. So something seen as more unique is more valued to some.

*I still contend Zelda is an action RPG. But that's a whole other conversation.
 
To the question about why Midna is liked better than Fi. She's just a lot more appealing as a character to most players so y'all can argue ad infinitum about who interrupted the player more and to what degree, and whoever is technically right ultimately doesn't matter because Midna will remain the preferred character to most fans. So, why is it she's preferred? A couple reasons. One, she's tsundere. She picks on Link quite a bit and eventually bonds with him. People like that. We don't see a lot of it in Zelda or Nintendo non-RPGs* in general. She has an outgoing and brash personality. Fi is the opposite. She's reserved and humble. Personally, I prefer Fi. As BGBW said above, I like her cool song/dance numbers and I find her amusing. I like the bond she forms with Link, I like her place in the Zelda lore, and I really like her interactions with Scrapper.

scrapper+e+fi+skyward+sword+nintendo+blast.gif


But whatever I like about Fi, people are going to find her irksome. Her probability quips are far too dry to feel like quips on the surface. As alluded to above, the fact that she's a robot does turn people off. She's got a plain design and plain personality on the surface. She appears to be Navi with less personality, and Navi had far less outward personality than Midna to begin with. I also think people like Midna because of her "sexy" design in her human form. Sex sells. Bottom line is, people are going to forgive her intrusions much more easily because they like her and as a more outward character she's less of a direct link to the kind of hand-holding many players find a turn-off. Oh, and I also want to say I think people like that because she is tsundere, Midna picks on Link and we see a new kind of interaction we've never seen between a Link and a player. I mean, we had a little bit of that with Tetra, but not as constant and not to the same degree. Fi, on the other hand, shows us a similar dynamic between Link and another character as we've seen previously with Navi, Tatl and others. So something seen as more unique is more valued to some.

*I still contend Zelda is an action RPG. But that's a whole other conversation.

Agreed. This should be the end of conversation because it doesn't really matter who's right, the fact of the matter is that Midna is the more popular of the two, and I think you've done a great job in explaining why that's the case.
 
To the question about why Midna is liked better than Fi. She's just a lot more appealing as a character to most players so y'all can argue ad infinitum about who interrupted the player more and to what degree, and whoever is technically right ultimately doesn't matter because Midna will remain the preferred character to most fans. So, why is it she's preferred? A couple reasons. One, she's tsundere. She picks on Link quite a bit and eventually bonds with him. People like that. We don't see a lot of it in Zelda or Nintendo non-RPGs* in general. She has an outgoing and brash personality. Fi is the opposite. She's reserved and humble. Personally, I prefer Fi. As BGBW said above, I like her cool song/dance numbers and I find her amusing. I like the bond she forms with Link, I like her place in the Zelda lore, and I really like her interactions with Scrapper.

But whatever I like about Fi, people are going to find her irksome. Her probability quips are far too dry to feel like quips on the surface. As alluded to above, the fact that she's a robot does turn people off. Sfhe's got a plain design and plain personality on the surface. She appears to be Navi with less personality, and Navi had far less outward personality than Midna to begin with. I also think people like Midna because of her "sexy" design in her human form. Sex sells. Bottom line is, people are going to forgive her intrusions much more easily because they like her and as a more outward character she's less of a direct link to the kind of hand-holding many players find a turn-off. Oh, and I also want to say I think people like that because she is tsundere, Midna picks on Link and we see a new kind of interaction we've never seen between a Link and a player. I mean, we had a little bit of that with Tetra, but not as constant and not to the same degree. Fi, on the other hand, shows us a similar dynamic between Link and another character as we've seen previously with Navi, Tatl and others. So something seen as more unique is more valued to some.
This is another aspect of the discussion, it seems people have trouble separating the "empathy" towards a given character from how well executed an NPC might be.

Noticed how "liking" (or not) hasn't been at the center of my previous answers.

i would dare say that the overall role that Fi plays in the plot aspects of the game has been well received. The dance numbers you and others have mentioned have been noted as highlights of the game.

Fi's notable issues are extended more to the functional/gameplay parts of the game. Basically, her overall role as a "player's guide" and the impact it has over the flow of the game. Therein lies the issue mostly.
 
Fi's notable issues are extended more to the functional/gameplay parts of the game. Basically, her overall role as a "player's guide" and the impact it has over the flow of the game. Therein lies the issue mostly.

That's essentially what you and I refreshment, have been saying. However I mentioned that I have a preference for Minda's characterization over Fi's, and the former's brash, playful nature makes me more inclined to forgive intrusions to my game, no doubt others feel this way also. Sadly I feel that no one reads my posts fully since it was overlooked.

All about preference.
 

maxcriden

Member
Agreed. This should be the end of conversation because it doesn't really matter who's right, the fact of the matter is that Midna is the more popular of the two, and I think you've done a great job in explaining why that's the case.

image.php


It's like a compliment from NDGT himself, but even better because it's from you, brainchild. Thank you.

(Also they really need to end Alphas properly. Bring it back for a movie. ;___;)

This is another aspect of the discussion, it seems people have trouble separating the "empathy" towards a given character from how well executed an NPC might be.

Noticed how "liking" (or not) hasn't been at the center of my previous answers.

i would dare say that the overall role that Fi plays in the plot aspects of the game has been well received. The dance numbers you and others have mentioned have been noted as highlights of the game.

Fi's notable issues are extended more to the functional/gameplay parts of the game. Basically, her overall role as a "player's guide" and the impact it has over the flow of the game. Therein lies the issue mostly.

You're preaching to the choir. Though, my one quibble is that Fi being well received by the plot is so strongly overshadowed by intense dislike from her by many fans of the series. But, that doesn't make what you said untrue, just less appreciated by fans unwilling to separate the two. Unlike--

That's essentially what you and I refreshment, have been saying. However I mentioned that I have a preference for Minda's characterization over Fi's, and the former's brash, playful nature makes me more inclined to forgive intrusions to my game, no doubt others feel this way also. Sadly I feel that no one reads my posts fully since it was overlooked.

All about preference.

--JumpCancel here, who I applaud for his honesty about his preferences and awareness thereof. :)
 

Garlador

Member
This is a Midna vs Fi debate now?

Midna, all the way.

I gave Fi a very fair shot, but she annoyed me to no end about things I already knew. The biggest kicker was when I was locked in feverish battle with the final boss of the game, the final battle, for the fate of the world, and Fi interrupted our battle, paused it, and let me know my batteries were starting to run low in my controller.

... Nothing has sucked me out of "the moment" as hard as that in a game.
 

GrandHusk

Member
This is a Midna vs Fi debate now?

Midna, all the way.

I gave Fi a very fair shot, but she annoyed me to know end about things I already knew. The biggest kicker was when I was locked in feverish battle with the final boss of the game, the final battle, for the fate of the world, and Fi interrupted our battle, paused it, and let me know my batteries were starting to run low in my controller.

... Nothing has sucked me out of "the moment" as hard as that in a game.
this was your fault!

Real heroes always check the batteries in their swords before getting into a battle for the fate of the world.

:p
 

Mael

Member
I'm not talking about scripted sequences or events.

I'm talking about the FACT that traversing from point A to point B in SS (on the ground) actually gave your mind something to think about along the way (typically by navigating through the environment as if you were in one big simplified dungeon, or navigating through several of the mini-dungeons in the game) as opposed to traversing from point A to point B in TP, where literally all you had to do was hold the analog stick forward to your destination, while occasionally needing to halt your journey to kill a few enemies.

Due to the vast differences in the level design complexity (such as topographical layout and environment puzzles) between the two games, the perceived disparity in content between the two games is MASSIVE.

In SS, I'm always doing something in between destinations. In TP, all I'm thinking about between destinations are the destinations themselves.

If you guys can't tell the difference between how both games handled content in between points of interests, then I don't know what else to tell you but to play both games again with a more critical eye.

Again who is arguing your point exactly?
Of course there's little content between points of interest in TP compared to SS.
The problem of SS is that most of the time that content isn't that interesting to begin with.
I don't think having to navigate the same dungeon design is a vastly better decision than a field with some foes here and there.
SS is a more compact design, the problem is not the quantity of content but the quality of said content.

No, the tadtones aren't like that at all. That quest happens entirely in Faron Woods. The closest example Skyward Sword has is when you go to Eldin Volcano the second time and find out you have to travel to Faron to get the water basin and then return.

The tadtones are the most pace killing obstacle course of any Zelda game ever.
If we're talking pacing, this is worse than the Triforce quest of WW, worse than the artifact quest of any Metroid Prime games(even hunters).
There's no challenge when you have managed to master the idiotic swimming controls and it does nothing but stick you in a place where the music is more sleep inducing than a lullaby.

What? TP has the worst pacing in the series. Both games make you revisit the same areas, but the way TP does it is far worse.

The twilight segments in TP are horrible. The areas are far too simple for that kind of thing and collecting the tears is no challenge. Then after doing them you immediately are asked to traverse the same area again. The land itself doesn't really challenge you and exists mostly just to connect destinations.

And despite all that, it's still better than whatever the hell they were thinking of doing in SS.
Heck the problem with the twilight parts of TP is that they don't really go far enough with them.
And really each times it's :
- discover an area as a wolf and observe the situation of said area with some obstacle course along the way (especially for the 3rd one) culminating with freeing the zone of the twilight (hence the boss at the end of the 3rd part, an idea that would later give us the Imprisoned (that is a boss without a dungeon roaming on the overworld)).
- the area is free of the twilight go to the dungeon to get the mask piece.
And that's only for the 1rst part of the game.
In the 2nd part is really more classic with info on trying to get to the dungeon and then dungeon (with the pace killing last obstacle for the the CitS).
Unless you absolutely hate anything to do in wolf link, there's nothing really egregious the game throws at you outside of the suicide inducing beginning of the game.

In SS you explore areas rich with traversal challenges. You go through the areas once and then reach the dungeon. Rather than just moving through the areas as passages between destinations the areas themselves provide challenges to overcome. Then in the second act of the game you return to the areas you've already conquered and are tasked with completing Silent Realm challenges to unlock the path to new areas. The Silent Realm challenges involve collecting light tears like the Twilight segments in TP, but that's where the similarities end. The Silent Realm challenges are actually challenging. You have no weapons and every time you collect a tear a timer starts. If you don't collect a tear before the timer ends a bunch of one-hit-kill enemies will chase you. They are very fun and really test your abilities.
Yeah, No.
they weren't fun at all and they certainly weren't challenging.
The dungeon design of the overworld is absurdly boring because the only part of the game that was more challenging (and fun too) in SS was the combat and the overworld barely focuses on that, it's kinda like TP in that it's afraid to throw anything too overwhelming at you.
and in TP case they could have thrown a fuckton of enemies at you if they wanted, seriously there' s a cheat code that change every object not nailed to the floor into a Darknut, the game doesn't even lag.
The save statues are rather conveniently located. They are all over the place. And part of exploring each area is that you open shortcuts. You should never be far from a statue. The way SS handles warps actually helps build world cohesion, as you're not actually warping. Technically there is no warp system in SS. You're just skydiving. You can choose different drop zones after securing save statues, but obviously you have to be over the area in order to skydive into it. It's less convenient than TP's, sure, but the Sky is quicker to cross than Hyrule Field and there are very few instances where the game even asks you to travel between two surface areas.
The game never really explains how you get back to your bird anyway from the surface so the whole world building argument falls very flat to me.
The Sky is quicker to traverse than the field in the way that the teleport menu is faster than traversing a whole map in SS.
It's actually the worse teleport system since OoT's "warp only steps from a dungeon" system.
In SS, it's never convenient to go to the village or anywhere else really.
The game never does anything with it.
You can fight on the Loftwing but it's like a worst implementation possible of the concept.
PH improved on WW, SS is like taking the worst elements of SS, PH and ST while also adding other problems on its own.
This is also literally the worst implementation of flying they could have chosen, it robs us of a coherent overworld because they really hated doing overworlds for some reasons and we end up with enclosed areas because that's really what they wanted to do.
Say what you will about TP's empty overworld, but at least it wasn't an utterly barren glorified menu to get to a dungeon like in WW, PH, ST and SS.

The final visits to the 3 sections aren't ideal, but I still find them preferable to the crap TP made you do. They aren't all that time consuming and unlike anything in TP are challenging. The swimming controls were fine and collecting the tadtones was a decent challenge. The only disappointment I really had with that section was how the flooded forest looked. Eldin volcano had a short stealth mission to reclaim your gear. Lanayru had a completely new section where you had to fight monsters while following a timeshift stone in a minecart, which was fun. All in all all of that probably took about as long as it takes to do the stuff you need to do to get to the City in the Sky but with the bonus of challenging you.
All of these sections are pretty much the reasons why I'm probably never going to bother finishing the hero mode run I have going on (let alone a 3heart 6hearts run).
If you find them fun good for you, I feel like you're arguing that the triforce hunt in WW was somehow fun and engaging.
Nothing SS threw at me in these sections were challenging or fun.
It's kinda like the triforce dungeon at the end, it was supposed to be this culmination of the whole quest and provide a really good challenge but it was really the flattest part of the whole game and certainly the most disappointing.
Heck good thing the dungeon was in the sky otherwise any joe schmoe might have stolen the triforce!
 

RagnarokX

Member
And I refuted their convenience due to how long it takes to make use of them. Crossing the sky is required to warp to other locations, so It has much to do with it.




Objectively its not "super fast". I think despite all the evidence you still can't accept the fact it takes far longer to "warp" in SS. 8 seconds in TP warping anywhere compared to 0:30-2:00 in SS depending on which zone you're going to, along with flying.

There is no point debating when you refuse to actually listen.
How am I refusing to listen? I acknowledge that the sky slows things down but that has nothing to do with the person I was talking to saying that you have to cross the ground and do the puzzle stuff repeatedly. You don't. That's the point I was making. You don't have to do the puzzle stuff repeatedly. I didn't say that the system was more convenient or as convenient but it is a fact that you don't have to cross the ground repeatedly because there is a warp statue at every place you could want to go. The sky slowing down does not make that untrue.
 

Major Marvelous

Neo Member
Skyward Sword Warping is as follows:

  • Fall down to warp point (with landing damaging health unless you slow your decent with cloth)

Not only are there more steps but most take far longer to complete. When back in the sky you have to actually fly to the shafts, triggering the warp screen requires falling into the loading zone low to the clouds along with falling to the zone requiring another input to stop a loss of a heart or two.
I just thought I'd point this out, when falling from the sky area to the surface world, it's impossible to lose health since it automatically turns on your sail cloth if you don't press the button in time. Trust me, I've tried multiple times to see what would happen. :p
 

Mael

Member
tumblr_n15td1M2cj1tpafxlo1_400.gif


We've reached a point in this discussion where we should all just switch to gif-communication.

the fun part about Navi is I keep calling her at least once every new enemy encounter to get a bestiary of a sort.
Kind of a bummer that neither Fi nor Midna does that.
A bit weird to have Navi knows about every monster there was in the game but still.

I just thought I'd point this out, when falling from the sky area to the surface world, it's impossible to lose health since it automatically turns on your sail cloth if you don't press the button in time. Trust me, I've tried multiple times to see what would happen. :p

Yeah you never need to bother using the cloth, the game does it for you.
No idea why they thought it was a good idea to let the playing deploy it faster though, the whole game is streamlined as it is.
It's not better or worse really.
 
the fun part about Navi is I keep calling her at least once every new enemy encounter to get a bestiary of a sort.
Kind of a bummer that neither Fi nor Midna does that.
A bit weird to have Navi knows about every monster there was in the game but still.
Fi does it and with lots of depth actually.

Which i think was a missed opportunity since it would be nice to sort of document a bestiary using Z targetting and her to analyze the creature.

But yes, she has the enciclopedia part of Navi if one bothers to check it out. i think i realized that after beating the game a couple of times.
 
I just thought I'd point this out, when falling from the sky area to the surface world, it's impossible to lose health since it automatically turns on your sail cloth if you don't press the button in time. Trust me, I've tried multiple times to see what would happen. :p

Just double checked and you're right. My mistake. Does make you wonder why they even let you use the cloth earlier if you're just going to have it done automatically anyway.

Nitpicking aside I'm looking forward to TPHD, in an attempt to go back on topic.
 

Nerrel

Member
MMD3D -> made things faster, less cumbersome

Except for the Zora swimming. And the Deku hopping. And the bomber's notebook intrusions. And the whole Ikana gorge climb/elegy of emptiness, whcih they didn't touch at all. Not to mention the new tutorial messages and other interruptions. That remake is proof that Nintendo is still fully capable of fucking simple things up. I hope they at least have enough sense to get rid of the repeating rupee messages, but I don't have much faith in them speeding the rest of the game up too substantially. If they're merciful, the tutorial will only make you herd goats once this time.
 
If they're merciful, the tutorial will only make you herd goats once this time.

Is it too much to expect a skip option? It is isn't it.

When the kids ask you to show off the slingshot and sword, there should be a "No" option. Even small skips like that would be much appreciate it.
 

Mael

Member
Fi does it and with lots of depth actually.

Which i think was a missed opportunity since it would be nice to sort of document a bestiary using Z targetting and her to analyze the creature.

But yes, she has the enciclopedia part of Navi if one bothers to check it out. i think i realized that after beating the game a couple of times.

you're absolutely right, I actually remember using it now.
It was actually very nice to use.
I guess that's pretty much why I'm not that bothered by Fi (except for the fucking batteries, seriously going from MPT to SS always bothered me because of that).
To get back on topic, I'm actually nicely surprised I took Link, Zelda and Ganondorf and didn't bother with toon Link and Sheik.
My SO even likes using Zelda in SSB so it all works out in the end.
 

also

Banned
Fi sucks because she spoiled a puzzle for me despite me never asking her to help, and endlessly bothered me about low health and batteries. Shut up already! I'm not changing the batteries until they die. Also, an AI ''growing a heart'' is so cliche that it makes me roll my eyes every time I see it
To the question about why Midna is liked better than Fi. She's just a lot more appealing as a character to most players so y'all can argue ad infinitum about who interrupted the player more and to what degree, and whoever is technically right ultimately doesn't matter because Midna will remain the preferred character to most fans. So, why is it she's preferred? A couple reasons. One, she's tsundere. She picks on Link quite a bit and eventually bonds with him. People like that. We don't see a lot of it in Zelda or Nintendo non-RPGs* in general. She has an outgoing and brash personality. Fi is the opposite. She's reserved and humble. Personally, I prefer Fi. As BGBW said above, I like her cool song/dance numbers and I find her amusing. I like the bond she forms with Link, I like her place in the Zelda lore, and I really like her interactions with Scrapper.

scrapper+e+fi+skyward+sword+nintendo+blast.gif


But whatever I like about Fi, people are going to find her irksome. Her probability quips are far too dry to feel like quips on the surface. As alluded to above, the fact that she's a robot does turn people off. She's got a plain design and plain personality on the surface. She appears to be Navi with less personality, and Navi had far less outward personality than Midna to begin with. I also think people like Midna because of her "sexy" design in her human form. Sex sells. Bottom line is, people are going to forgive her intrusions much more easily because they like her and as a more outward character she's less of a direct link to the kind of hand-holding many players find a turn-off. Oh, and I also want to say I think people like that because she is tsundere, Midna picks on Link and we see a new kind of interaction we've never seen between a Link and a player. I mean, we had a little bit of that with Tetra, but not as constant and not to the same degree. Fi, on the other hand, shows us a similar dynamic between Link and another character as we've seen previously with Navi, Tatl and others. So something seen as more unique is more valued to some.

*I still contend Zelda is an action RPG. But that's a whole other conversation.
You liked Fi's singing? Uh, okay, that's has probably the worst animation in the whole game.
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I find it very hard to believe that Midna's human form has much to do with her popularity. When people talk about her, they very rarely reference her human form and you only see it in the last 1% of the game.

Yes, I liked how Midna bossed and teased Link but it's not just because this was a first for a Zelda game. I like this kind of dynamic way more than the standard hero <-> ''helpful'' fairy/pixie/whatever relationship. Still, I hate how in the middle of the game she turns all mushy and loses her snark. It honestly ruins the character for me, even if the last few scenes with her are great.
 

RagnarokX

Member
The tadtones are the most pace killing obstacle course of any Zelda game ever.
If we're talking pacing, this is worse than the Triforce quest of WW, worse than the artifact quest of any Metroid Prime games(even hunters).
There's no challenge when you have managed to master the idiotic swimming controls and it does nothing but stick you in a place where the music is more sleep inducing than a lullaby.
The tadtones just weren't an example of what we were talking about. The discussion was about how the world was structured and I was saying that Hyrule Field = The Sky and Kakariko/Death Mountain = Eldin Volcano. You cross Hyrule Field to get between areas like Death Mountain and Faron Woods and you cross The Sky to get between areas like Eldin Volcano and Faron Woods. In TP's Eldin sequence you are asked to travel between 2 areas across Hyrule Field multiple times, but the tadtones sequence is contained entirely in one area, so it's not an example.

Also, I highly disagree with this statement. The swimming controls were fine and the sequence only took like 20 minutes. The Triforce quest in WW takes way longer and requires less skill (it's basically just a bunch of sailing between points and requires stuff like collecting joy pendants if you hadn't. The tadtones are easily the weakest segment in SS but it's not nearly deserving of the ire it gets. It is better than stuff like the owl statues in TP.


And despite all that, it's still better than whatever the hell they were thinking of doing in SS.
Heck the problem with the twilight parts of TP is that they don't really go far enough with them.
And really each times it's :
- discover an area as a wolf and observe the situation of said area with some obstacle course along the way (especially for the 3rd one) culminating with freeing the zone of the twilight (hence the boss at the end of the 3rd part, an idea that would later give us the Imprisoned (that is a boss without a dungeon roaming on the overworld)).
- the area is free of the twilight go to the dungeon to get the mask piece.
And that's only for the 1rst part of the game.
In the 2nd part is really more classic with info on trying to get to the dungeon and then dungeon (with the pace killing last obstacle for the the CitS).
Unless you absolutely hate anything to do in wolf link, there's nothing really egregious the game throws at you outside of the suicide inducing beginning of the game.
Wolf Link isn't bad. The Twilight segments in TP are just a complete waste of time. And after finishing them you still have to do a ton of menial crap before you can go to the dungeon. The between dungeon segments are bloated with required side missions that would be fine if they were at least somewhat of a challenge. They're the same kind of stuff that SS makes you do in that last segment, but more of it and less challenging.

Yeah, No.
they weren't fun at all and they certainly weren't challenging.
The dungeon design of the overworld is absurdly boring because the only part of the game that was more challenging (and fun too) in SS was the combat and the overworld barely focuses on that, it's kinda like TP in that it's afraid to throw anything too overwhelming at you.
and in TP case they could have thrown a fuckton of enemies at you if they wanted, seriously there' s a cheat code that change every object not nailed to the floor into a Darknut, the game doesn't even lag.
Nah, the Silent Realms were great. You had to grab the tears smartly because you could strand yourself too far from a safe zone and have the game suddenly turn into Silent Hill. Makes good use of your ability to read the map, plan routes, and use Link's more athletic abilities. It's a fun stealth segment, a rarity in Zelda.

The game never really explains how you get back to your bird anyway from the surface so the whole world building argument falls very flat to me.
The Sky is quicker to traverse than the field in the way that the teleport menu is faster than traversing a whole map in SS.
It's actually the worse teleport system since OoT's "warp only steps from a dungeon" system.
In SS, it's never convenient to go to the village or anywhere else really.
The game never does anything with it.
You can fight on the Loftwing but it's like a worst implementation possible of the concept.
PH improved on WW, SS is like taking the worst elements of SS, PH and ST while also adding other problems on its own.
This is also literally the worst implementation of flying they could have chosen, it robs us of a coherent overworld because they really hated doing overworlds for some reasons and we end up with enclosed areas because that's really what they wanted to do.
Say what you will about TP's empty overworld, but at least it wasn't an utterly barren glorified menu to get to a dungeon like in WW, PH, ST and SS.
Huh? They show how you get back to your bird. Link rides a gust of wind with the sail cloth all the way back up to the sky. https://youtu.be/GF5JRRI36Ss?t=15m9s

There technically is no teleportation system in SS. Link is skydiving to each drop zone and thus he needs to be above them to do so. It may be inconvenient but it does help build the world. It's more grounded for better or worse. The Sky doesn't take that long to cross compared to hubs in other games.

Wind Waker and Spirit Tracks have the worst teleportation systems. I dunno what the hell they were thinking with Wind Waker's. There are so few warp spots and few of them are in good locations.

Skyloft is worth going to. It has quite a few sidequests and upgrading your gear at the bazaar is good. The NPCs there are well-done and fun to get to know. Heh, the side quest with the missing girl, that one guy's mom paying Link to do late night maid service, romancing the Item Check girl, the toilet ghost; good stuff. Each area usually requires a different shield type and you can only hold so much stuff in your adventure pouch. It's worthwhile to upgrade it and use the item check.

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All of these sections are pretty much the reasons why I'm probably never going to bother finishing the hero mode run I have going on (let alone a 3heart 6hearts run).
If you find them fun good for you, I feel like you're arguing that the triforce hunt in WW was somehow fun and engaging.
Nothing SS threw at me in these sections were challenging or fun.
It's kinda like the triforce dungeon at the end, it was supposed to be this culmination of the whole quest and provide a really good challenge but it was really the flattest part of the whole game and certainly the most disappointing.
Heck good thing the dungeon was in the sky otherwise any joe schmoe might have stolen the triforce!
The Triforce hunt in WW is very different. You have to find 8 charts, pay Tingle a fortune to decipher them, then sail to the locations marked on the charts and pull up the treasures. Most of the time spent on it is just sailing between points and most of the tasks to get the charts are super basic. It's all extremely time consuming. Conversely, most of your time during the 3 dragons segment is spent completing 3 tasks and overall it takes like, what, an hour? I agree that it's the most disappointing segment of the game, but it's more due to how great the rest of the game is. I'd have more of a problem with them if they were as tedious and full of doing nothing as the Triforce search or the owl statue search.

Is it too much to expect a skip option? It is isn't it.

When the kids ask you to show off the slingshot and sword, there should be a "No" option. Even small skips like that would be much appreciate it.

Aonuma might think that Link showing off to the kids is important world and character building. They didn't let you skip the more tedious segments of Majora's Mask 3D. Hopefully they'll do something about catching the fish or the baby basket, but those, too, are used to introduce you to villagers. They want you to get to know the kids parents. At least reduce the fish to one fish. But they made the beaver race segment even worse...
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It's like a compliment from NDGT himself, but even better because it's from you, brainchild. Thank you.

(Also they really need to end Alphas properly. Bring it back for a movie. ;___;)


You don't know how much I would love a proper closure for ALPHAS. The way they ended that show was a disgrace.

Again who is arguing your point exactly?
Of course there's little content between points of interest in TP compared to SS.
The problem of SS is that most of the time that content isn't that interesting to begin with.
I don't think having to navigate the same dungeon design is a vastly better decision than a field with some foes here and there.
SS is a more compact design, the problem is not the quantity of content but the quality of said content.

Originally, I was referring to this post


I never felt like I was waiting for dungeons to open. Progression is evident in both games so I'm not too sure what merit there is in that point. Forest temple has progression right from turning into wolf link, visiting hyrule castle, going back, grabbing gear, killing light bugs, entering dungeon. Or Lakebed, with the race to goron village, jousting with the moblin on the bridge, getting the Zora Armour, opening lakebed. (Highly simplified and I may have missed out segments, but there is no down time waiting for a dungeon. Every act is justified or has enough writing behind it to warrant its inclusion.)

There is plenty to do in TP. The game may be "easy" but at least I'm playing it and enjoying it. One thing with this debate on Fi vs Minda is that some people prefer Minda to Fi. Her character is more entertaining and if (for arguments sake) I'm going to have a companion interrupt me I'd prefer it to be one that I don't mind talking. Fi's tone and writing make it a chore to listen and read through. The slower text speed in SS only nails this home further.

Perhaps Linear was the wrong word. Forgive me. What I meant was "Narrow". SS to me feels very claustrophobic, as if the game is taking place in a corridor. Apart from the skyworld which is blatantly empty TP has a sense of scale around it. The areas feel open and vast, and more areas follow suit.

It all comes down to personal preference and anything can become based on subjective opinions.



Thanks for the input.


Like, really? I don't know how somebody can criticize the Sky portion of Skyward Sword and then praise TP's overworld in the same breath. They're both largely devoid of life and things to do. How this poster managed to not feel bored between dungeons in TP is a modern day miracle.

Anyway, I quoted you guys because you were the ones who actually responded to my posts, and you in particular said that there wasn't any interesting content between dungeons in either game. While that's totally subjective, I completely disagree with it.

SS had mini-dungeons/pre-dungeons in between dungeons and I found them to be interesting enough. There was no equivalent to this in TP, except for maybe the outer courts of Hyrule Castle. TP felt very sparse in comparison to SS, and not just in total quantity of content, but in quality of content as well.
 
Like, really? I don't know how somebody can criticize the Sky portion of Skyward Sword and then praise TP's overworld in the same breath. They're both largely devoid of life and things to do. How this poster managed to not feel bored between dungeons in TP is a modern day miracle.

To traverse Hyrule in TP I can do so on foot, on Epona or via Wolf Link. All are easy to control and accessible. Using the Loftwing is not to my liking. You have to use motion controls to direct him along with performing a "flapping" motion to gain altitude. Why couldn't I use the analogue stick to direct the Loftwing?

I in no way say that TP is brimming with content in it's over world, but it feels like an over world. The Sky in SS is just a level select masked as a vast open plain of air. There are only 8 meaningful island in the sky, with the rest being gratitude chests. It's empty and it's glaringly obvious to the player. At least TP looks and feels like an overworld, traversing from point to point has clear changes, instead of a large area surrounded by clouds.

I class the areas beneath the sky as you said "Pre-Dungeons". They are of a linear fashion designed as clear paths to the area dungeon complete with puzzles.

It's not so much a miracle, just what I preferred.
 

sfried

Member
Yes, I liked how Midna bossed and teased Link but it's not just because this was a first for a Zelda game. I like this kind of dynamic way more than the standard hero <-> ''helpful'' fairy/pixie/whatever relationship. Still, I hate how in the middle of the game she turns all mushy and loses her snark. It honestly ruins the character for me, even if the last few scenes with her are great.
Welcome to the tsundere archetype!
 
To traverse Hyrule in TP I can do so on foot, on Epona or via Wolf Link. All are easy to control and accessible. Using the Loftwing is not to my liking. You have to use motion controls to direct him along with performing a "flapping" motion to gain altitude. Why couldn't I use the analogue stick to direct the Loftwing?

I in no way say that TP is brimming with content in it's over world, but it feels like an over world. The Sky in SS is just a level select masked as a vast open plain of air. There are only 8 meaningful island in the sky, with the rest being gratitude chests. It's empty and it's glaringly obvious to the player. At least TP looks and feels like an overworld, traversing from point to point has clear changes, instead of a large area surrounded by clouds.

I class the areas beneath the sky as you said "Pre-Dungeons". They are of a linear fashion designed as clear paths to the area dungeon complete with puzzles.

It's not so much a miracle, just what I preferred.

To be quite frank with you, it does not matter how you choose to classify the areas beneath the sky. They are still very much a part of the overworld (in the same way that ALTTP's overworld is considered an overworld even though there are environment puzzles/obstacles in the overworld itself), and not pre-dungeons, as there are already pre-dungeons that exist within these areas that are distinct from the general areas themselves.

SS basically has two aspects to its overworld:

The Sky
Beneath the Sky

Just because one aspect is more open, it does not mean that it's the entirety of the overworld. The term overworld itself was introduced as a means to distinguish itself from 'the underworld' in fictional stories, and basically means 'the world on/over the surface'. In video games, this has evolved to mean a general area that connects all of the levels that an area contains. In Zelda games, this means a general area that encompasses dungeons/temples or other points of interest.

Just because you don't like the ground portions of the overworld in SS, it doesn't magically make them no longer a part of the overworld. In light of this truth, we can acknowledge that Link can traverse some parts of the overworld on foot, even if you happen to dislike them.


So if we compare the entirety of each overworld for both games, I don't see how you can argue with a straight face that SS's overworld was empty in comparison to TP's overworld. It would not just be disingenuous, it would be patently false. And making a comparison between only the Sky realm of SS and the entire overworld of TP is an apples to oranges comparison, so it's not even worth arguing.
 

maxcriden

Member
Welcome to the tsundere archetype!

If you read my post he was replying to I said this exactly and linked the tsundere wiki article! &#128514; (I respect your opinion, Atmej, and I'm glad you get the enjoyment out of Midba as a character that you do.)
 
SS basically has two aspects to its overworld:

The Sky
Beneath the Sky

In Zelda games, this means a general area that encompasses dungeons/temples or other points of interest.

So we agree that the "overworld" is two separate entities entirely? Right then. An overworld, regardless of the Zelda series is typically classed as an area that interconnects all its levels or locations. Thats what the Skyworld does. The areas beneath the sky share an overall map, but are not connected for traversal. I cannot get from one zone to the other, unless I travel via the sky i.e the over world. Now I don't want to argue semantics all night but I'm not wrong in this line of thinking. You can't re purpose the meaning of what an overworld is for a particular game series for the sake of an argument. By definition the land below the sky is not interconnected. It's 3 separate zones that are only accessible independently of one another. If you want to go to an extreme, the game has 4 overworlds:

The Sky
Faron Woods Area
Eldin Volcano Area
Lanayru Desert Area

So if we compare the entirety of each over world for both games, I don't see how you can argue with a straight face that SS's over world was empty in comparison to TP's overworld. It would not just be disingenuous, it would be patently false.

If you want to compare every area in TP and SS in terms of the amount neither is empty. The Sky is empty in comparison to the underworld within SS, and the equivalent in TP. That was my point and unless you share the understanding of what an over world is, we wont agree.
 
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