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Anyone else not really stoked on Skyward Sword?

To me, Zelda works through a clear, logical formula that has also been used in various other games like Metroid, etc.

I always felt like A Link to the Past was as close to perfection as anything I've seen regarding being the game that it should be. Ocarina of Time was hailed for being a great game, yet I never thought that the actual, simple structure of A Link to the Past was properly ported over to 3d.

Wind Waker was a little bit too different and kind of fell apart at the end. It's just very obvious that they had more content in mind, but needed to wrap shit up and ship it earlier than it should have.

Twilight Princess is a different story. They probably added a ton of the stuff they couldn't do in Wind Waker and the game became much too long. Every year I re-play A Link to the Past at least once or twice, but I can't possibly do that with Twilight Princess. You spend hours in that first town and it takes forever to get Link to wear his tunic to get to the meat of the game. And even then the whole wolf stuff was a failed experiment. Zelda is about sticking to the formula and only committing to the very best ideas that pop up within those rules - less is definitely more here.

The thing that got me excited about Skyward Sword was Aonuma stating that Twilight Princess was indeed too vast, diverged too much from the Zelda formula. There's still plenty that you could do with that formula without ever making it feel boring. Sometimes you hear people worrying about the Zelda formula getting boring, yet they just don't see how much stuff can still be done with it.

The big fear I have with Skyward Sword is that they probably had a handful of good ideas for the motion control stuff and the rest of the game will suffer from it. There's almost no game that really, _really_ improved its gameplay thanks to motion controls. The whole sword-fighting thing will be fun for 1-2 hours, but I'm sure at that point you'd wish to just sit down in your couch and press the damn button instead. Then there will be some neat ideas in the dungeons where you have to twist 'n waggle, but I really hope it's the standard, basic formula that is being honed to perfection again. Then I'm excited.

Oh, and I'm also not a big fan of the art direction either. To me, Zelda = A Link to the Past / Wind Waker. That kinda thing. Realistic Zelda or realistic Zelda mixed with a somewhat CelShade / Watercolor look doesn't really get me excited.
 
Sennorin said:
Why are you replying to soon-banned trolls?
It's not trolling. It's a bit of hyperbole, but my point stands. The core audience is actually two groups, the first being core gamers that are actually very critical of the product, and the second being the masses that they have the largest influence and are likely to keep buying those games because they're likely unaware of the nitty gritty regarding changes. They just want another fun game to play, and they usually get it because they're not as stingy as some of us gaming forum nerds.
 
enzo_gt said:
It's not trolling. It's a bit of hyperbole, but my point stands. The core audience is actually two groups, the first being core gamers that are actually very critical of the product, and the second being the masses that they have the largest influence and are likely to keep buying those games because they're likely unaware of the nitty gritty regarding changes. They just want another fun game to play, and they usually get it because they're not as stingy as some of us gaming forum nerds.


I can guarantee you that if the next Mario game was the worst piece of software ever made, neither "hardcore" nor "casual" players would buy it.
 
Aye.

I don't know what they could do to Zelda though. I'm not so burnt out on the formula as I loved Okami and Darksiders.

I kinda dig the sky stuff but the rest all looks the same (setting and plot, gameplay etc). Also, the main bad dude's design is awful.
 
Truthfully I'm also kind of "Eh. A new Zelda." I felt the same way about Twilight Princess as well. However once I played Twilight Princess I was like "Oh my god this is awesome!"
 
AceBandage said:
I can guarantee you that if the next Mario game was the worst piece of software ever made, neither "hardcore" nor "casual" players would buy it.

Sonic the Hedgehog (2006 video game) - 1.04 million (PS3)

Believe me, the worst Mario game ever would sell just as well, if not better.
 
enzo_gt said:
Mario 64 not inventing 3D is a baaaaaaaaaaad comparison. The 3D in Mario 64 was like nothing before and it changed gaming forever, because of the precedent it set it with ITS 3D, not detail-less illusions of 3D in the past, in conjunction with the memorable 3D overworld. Wind Waker was more impactful than JSRF for the same reason, and the Zelda name carried it much further because it was controversial for an already massive franchise switching things up radically from expectations, not JSRF which was cast aside as a decent art game on a dying console. If we're talking the actual innovator, it's JSR because it brought a completely new aesthetic to video games, an aesthetic Wind Waker actually used many years later.
Hmm, point taken. I agree with you.

My point was that 3D gaming and the concept of "free movement" in 3D were attempted before but Mario 64 got the credit when it did it right. Hence being impactful.

I can see how saying that to JSR is diminishing it though, because it wasn't "badly done" it was just on new IP and not something with the scale or budget of Zelda.

It was Zelda that changed the Paradigm IMO though. I'd also include Ico in that front but it took Shadow of the Colossus for Ico to get to be recognized (and reprinted)
enzo_gt said:
No other game did social interaction as well as Bungie. It began with Halo 2 allowing players to completely customize the multiplayer environment. Look around today, nearly every FPS, as well as racing games, and games of many other genres are trying to implement Bungie/Bungie.net levels of community integration and involvement. Few come close, but they all try because Halo 3 raised the bar extensively. Replays, replay saving, replay converting to video, community playlists, community feedback driving the development of playlists and changes, stats and stats integration like no game has done before. Call of Duty and EA are only getting close to catching up now.
I get that but I still can't credit Halo 3 for that.

I thought of saying that it was basically Halo 2 HD which is how I feel about it; it uses the same blueprint and it just tried that proven formula in a new console along with it's established name (very important for community numbers). But I was afraid saying that could be taken in an offensive way in case you were a fan, but I really failed to understand what made Halo 3 that impactful. I think Halo 1 and 2 are certainly had more impact in a general way of seeing stuff.
enzo_gt said:
Gears of War is important because it basically showed off the Unreal Engine and sold it to the masses, the "Look here!" button, the emphasis on tactical cover-based combat, how to build proper levels that work in both single player, but are further optimized by co-op, interactive reloads, the "do it all" A button, re-popularizing D-pad weapon switches, the list goes on and on. The wealth of games taking influence from Gears today is a testament to the influence it's had beyond the most important one: the popularization of Unreal Engine in games.
Didn't realize you were reffering to Unreal Engine as influencial and not just the game in itself.

Yes, for sure… the whole development scene changed this gen with lots of developers not being able to maintain their own technology anymore. I'm still a little reluctant to name Gears of War as the reason though, I think it was much bigger than that.

Gears of War call to fame for me was mainstreaming the whole third person shooter context, the regular consumer won't even know what the Unreal Engine is, it doesn't need to. But I agree, deep down. (I also don't think it was as impactful, for the consumer as the aforementioned "casual game" poster child's)
enzo_gt said:
Is this integrating dungeons into the overworld really that big of a deal for people? For some reason I keep doubting that Zelda is the first game to do this, but I can't remember which game did it before. These are indeed strides forward though, Zelda is one of the few franchises Ninty cares most about when it comes to actively increasing the amount of content from game to game, as a prime development goal, should it like you say fall within the game's structure and vision.
Okami kinda did it.

I don't think not doing so is a dealbreaker, I'm content with what I usually get and tbh, most consumers expectations fall within what they know, not the unknown (it's the whole story about henry ford saying that if he has asked people what they wanted they would have said "a faster horse"), so if anything something being a bit too different can leave them more unsatisfied than a genre being stale (which I don't believe is the case, but if it was)

I just find it positive to have a few unattainable ones that they keep trying to make work. The moment they lack those… Well they need new aspirations. The woods example conveyed that nicely, I don't know if they will ever get it right or if it's attainable even, but I think it would be a shame for them to stop trying stuff when they don't know if it works for sure.

That would be being stale and effectively loosing "something".
enzo_gt said:
Yeah, Sony is completely unsure about what the fuck they want to do. They brought out a peripheral just to compete, they have no vision, no killer app, no actual goal with their peripheral. Nintendo had one, but they fucked up early on and hindered themselves with 1:1. Skyward Sword I feel is their chance at redemption to what the Wii was envisioned as many years ago.
I agree.
enzo_gt said:
I have no idea what to expect from Wii U Zelda, but I feel it will be something a bit more traditional for an action adventure, because the tablet doesn't allow them to do much they haven't already on the DS Zeldas.
I already said it, if they pop out something like Zelda E3 2004 I'll be over the moon and perfectly content with a installment like TP, that doesn't try to change everything yet again but focuses on being epic instead.

Seeing it's their first venture into the HD realm I think they could/should focus on that… Scale (in the form of: epic battles on the sunset and a major war between countries going on)
 
AceBandage said:
I can guarantee you that if the next Mario game was the worst piece of software ever made, neither "hardcore" nor "casual" players would buy it.

I don't know about that. You're assuming people largely read reviews or gauge consumer impressions before making purchase decisions. I believe there's a good chunk that'd buy Mario simply because of the title (and rightly so, given its track record).
 
Anth0ny said:
Sonic the Hedgehog (2006 video game) - 1.04 million (PS3)

Believe me, the worst Mario game ever would sell just as well, if not better.


There were people that actually enjoyed StH, though. It was no where near the worst game ever made, despite being awful in and of itself.
And 1 million for a mainline Mario game would be a horrible number. That's worse than Wii Music.

MushroomSamba said:
I don't know about that. You're assuming people largely read reviews or gauge consumer impressions before making purchase decisions. I believe there's a good chunk that'd buy Mario simply because of the title (and rightly so, given its track record).

Word of mouth would spread pretty quickly if it was truly a horrible game.
Saying people will buy it simply on name is completely disingenuous.
If that was true, then NSMBWii would have sold the same as SMG. Instead there was an over 10 million unit difference.
People don't just buy it because it's Mario. They buy it because it's fun and because it's good.
If it wasn't fun and wasn't good, people would not buy it.
 
I don't like the art style at all (I wish they could have tried to make it more like WW) but I'm still looking forward to the game. The new villain is great, and it's worth it for the orchestrated music alone.
 
thomasmahler said:
The thing that got me excited about Skyward Sword was Aonuma stating that Twilight Princess was indeed too vast, diverged too much from the Zelda formula. There's still plenty that you could do with that formula without ever making it feel boring. Sometimes you hear people worrying about the Zelda formula getting boring, yet they just don't see how much stuff can still be done with it.

The big fear I have with Skyward Sword is that they probably had a handful of good ideas for the motion control stuff and the rest of the game will suffer from it. There's almost no game that really, _really_ improved its gameplay thanks to motion controls. The whole sword-fighting thing will be fun for 1-2 hours, but I'm sure at that point you'd wish to just sit down in your couch and press the damn button instead. Then there will be some neat ideas in the dungeons where you have to twist 'n waggle, but I really hope it's the standard, basic formula that is being honed to perfection again. Then I'm excited.

Oh, and I'm also not a big fan of the art direction either. To me, Zelda = A Link to the Past / Wind Waker. That kinda thing. Realistic Zelda or realistic Zelda mixed with a somewhat CelShade / Watercolor look doesn't really get me excited.

I can play WRS siting down so I don't see why Skyward Sword would be any different. To me sports games were made better with motion controls. That goes for dance and fitness games too since both existed before the Wii. I even like a few fighting games bettter with them. Some people like racing games better.

An adventure game with motion controls is what a lot of Wii owners wanted years ago. I would bet that Move and Kinect owners would like one too. Fans of the control method don't want it stuck in mini game, fitness, and sports only.
 
AceBandage said:
If that was true, then NSMBWii would have sold the same as SMG. Instead there was an over 10 million unit difference.
I was under the impression that the main reason it sold more is that 2D Mario is an easier sell on people than 3D, with it playing on the nostalgia of the older games.
 
I have no problem with change, although it must not be unnecessary. And Zelda needs it, but the mechanical foundation is there. So they need to change it enough to make old school fans pleased they're not just grinding in place, and appeal to new fans that feel the series left them behind. They are changing so much of everything else about the formula and flow of the Zelda 3D series with Skyward Sword that I'm not sure what else I could ask for without it being a completely different franchise. Whether or not Nintendo is doing a great job of communicating just how differently Skyward Sword plays out from past entries, I'm not sure, but I'd say it's a bit of a sham as a Zelda fan to claim Skyward Sword isn't a radical departure.

Note I'm not necessarily endorsing all of these approaches (specifically, you know what I feel on motion combat), but it is there if they haven't been just misleading us:

1. Fundamental re-imagining of the core combat system. It's more methodical and the ability to individually target directionally is a massive shift in approach to combat scenarios. In multiple situations we have seen the dramatic ways that plays out in Skyward Sword demos.

2. The flow is no longer dungeon -> overworld -> dungeon, at least for the underworld. The world is far more interconnected and feels more like one huge dungeon with Metroid-like progression. You will find areas you can't enter yet and will need to return to parts of various locations to access it with items you find later. Such, items will retain usefulness throughout the entire game rather than just in short bursts.

3. Integration of Orchestrated Music.

4. Far less linearity in dungeon traversal. I read an article that said that he found no less than five ways to go through the demo dungeon, several of which included skipping over entire sections if you know what you're doing. This is a critical part of game approach that will make replay value expand and provide an individuality of experience that far surpasses past Zelda 3D titles.

5. There is an actual upgrade system that will allow a level of customization to Link's tools and abilities that have almost never been seen in the series.

What I can say though is what we have done with the game this time that I think a little bit different is… They’ve built an entire upgrade system into the game. So for example, right now you can see that Link has his traditional shield, but he actually will get a lot of diferent shields in the game. He will start off with a very basic one, and then as you fight enemies, you will recover these kind of treasures or artifacts that you can then use as resources to upgrade your items. And you can do that with your shield, you can do that with the beetle, and some of the other items that you have where you’re able to kind of combine your collection of rupees and your collection of resources and improve the items that you have.

6. Wii+ will be fully integrated into the puzzle design. This is a big one. Zelda dungeons have always flaunted their puzzle designs, and they've always had a wide range of quality. Anyone who has played Zack&Wiki knows the potentials that opened up when you add the lateral possibilities of motion controllers to the mix. It's one of the few fucking good ideas for motion controllers. And here is a Zelda game that is going to take full advantage of it.

7. A complete new radical art direction that mixes the cartoonish nature of a Wind Waker with the adult influences of Twilight Princess, directly inspired by the French Impressionist movement and artists such as Paul Cézanne.

The list goes on and on. As a Zelda fan, I don't just accept anything Nintendo throws at me. Spirit Tracks and Phantom Hourglass offended me in many ways. But I also have been wanting the 3D series to change to be less constricting and inhibiting on gameplay possibilities and more return to series roots re: exploration. In all ways, it is seeming like Skyward Sword is changing in ALL the right ways.


Frankly, Skyward Sword is such a massive departure that it's a shame it's being said Nintendo isn't changing as much as some other developers. Most other developers would cry before having to implement so much new shit into their franchises. Imagine if the Gears developer implemented FPS gameplay instead of third person gameplay, changed the game to open world progression and went with a cel-shaded Crackdown-style aesthetic. THAT is the size and scale of changes Skyward Sword contains.
 
AceBandage said:
I can guarantee you that if the next Mario game was the worst piece of software ever made, neither "hardcore" nor "casual" players would buy it.
But then what would it be..? Your essentially describing a game that isn't catered to anyone, just a blank product put out that you have described as simply being bad. All games are catered to a specific audience. The Mario series in particular, is increasingly catered to casuals, and still minimally catered to the hardcore (MK7 having the largest ratio of hardcore to casual catering). The Mario brand can sell on the name alone. The masses do not read reviews, nor do parents buying their children games. They buy by name and popularity.

lostinblue said:
I get that but I still can't credit Halo 3 for that.

I thought of saying that it was basically Halo 2 HD which is how I feel about it; it uses the same blueprint and it just tried that proven formula in a new console along with it's established name (very important for community numbers). But I was afraid saying that could be taken in an offensive way in case you were a fan, but I really failed to understand what made Halo 3 that impactful. I think Halo 1 and 2 are certainly had more impact in a general way of seeing stuff.
I would have to respectfully disagree here. So much was changed since Halo 2 that it led to the initial backlash for Halo 3, which was felt everywhere. I don't take anything personally, you are indeed correct, Halo 1 has had about 100x the influence of any other Halo game, I'm just saying that the community integration bit has set standards in the industry that others are trying to replicate. That aspect, isolated from what people may individually think about all the other parts of Halo 3, was indeed impactful to the industry. It was an evolution of sorts from Halo 2, but I think it really caught on once Bungie.net updated for Halo 3. Probably more specifically, the Bungie.net integration in Halo 3 was impactful to the industry.

lostinblue said:
Didn't realize you were reffering to Unreal Engine as influencial and not just the game in itself.

Yes, for sure… the whole development scene changed this gen with lots of developers not being able to maintain their own technology anymore. I'm still a little reluctant to name Gears of War as the reason though, I think it was much bigger than that.

Gears of War call to fame for me was mainstreaming the whole third person shooter context, the regular consumer won't even know what the Unreal Engine is, it doesn't need to. But I agree, deep down. (I also don't think it was as impactful, for the consumer as the aforementioned "casual game" poster child's)
Yeah, it was bigger than just the game, but were it not for Gears' success, devs would not have converted to UE3 with the same degree. For the consumer perhaps it isn't as impactful, but it did breed the wave of UE games (not confined to shooters) that we got across so many platforms. Gears is that game I get hyped for only very close to release, then buy it and enjoy greatly the first or second run through, and then I never want to be associated with it ever again. But that's another topic.

lostinblue said:
Okami kinda did it.

I don't think not doing so is a dealbreaker, I'm content with what I usually get and tbh, most consumers expectations fall within what they know, not the unknown (it's the whole story about henry ford saying that if he has asked people what they wanted they would have said "a faster horse"), so if anything something being a bit too different can leave them more unsatisfied than a genre being stale (which I don't believe is the case, but if it was)

I just find it positive to have a few unattainable ones that they keep trying to make work. The moment they lack those… Well they need new aspirations. The woods example conveyed that nicely, I don't know if they will ever get it right or if it's attainable even, but I think it would be a shame for them to stop trying stuff when they don't know if it works for sure.

That would be being stale and effectively loosing "something".
I think this is a very good perspective at game development, continually trying to put stuff out there to see what sticks, and continually trying to refine what they have in front of them to perfect their vision. Unfortunately, many devs do not have the resources to risk these controversial or "half-baked" ideas, as sometimes the entire studio is at risk. For instance, Blur from Bizarre Creations tried so many things and did so many things right trying to make "the Call of Duty" of racing games, but there was no opportunity to refine or right their wrongs, and now my favourite video game developers are gone as a result, because a series of games they made tried something radically different from what they do best, PGR.
 
Amir0x said:
I have no problem with change, although it must not be unnecessary. And Zelda needs it, but the mechanical foundation is there. So they need to change it enough to make old school fans pleased they're not just grinding in place, and appeal to new fans that feel the series left them behind. They are changing so much of everything else about the formula and flow of the Zelda 3D series with Skyward Sword that I'm not sure what else I could ask for without it being a completely different franchise. Whether or not Nintendo is doing a great job of communicating just how differently Skyward Sword plays out from past entries, I'm not sure, but I'd say it's a bit of a sham as a Zelda fan to claim Skyward Sword isn't a radical departure.

Note I'm not necessarily endorsing all of these approaches (specifically, you know what I feel on motion combat), but it is there if they haven't been just misleading us:

1. Fundamental re-imagining of the core combat system. It's more methodical and the ability to individually target directionally is a massive shift in approach to combat scenarios. In multiple situations we have seen the dramatic ways that plays out in Skyward Sword demos.

2. The flow is no longer dungeon -> overworld -> dungeon, at least for the underworld. The world is far more interconnected and feels more like one huge dungeon with Metroid-like progression. You will find areas you can't enter yet and will need to return to parts of various locations to access it with items you find later. Such, items will retain usefulness throughout the entire game rather than just in short bursts.

3. Integration of Orchestrated Music.

4. Far less linearity in dungeon traversal. I read an article that said that he found no less than five ways to go through the demo dungeon, several of which included skipping over entire sections if you know what you're doing. This is a critical part of game approach that will make replay value expand and provide an individuality of experience that far surpasses past Zelda 3D titles.

5. There is an actual upgrade system that will allow a level of customization to Link's tools and abilities that have almost never been seen in the series.



6. Wii+ will be fully integrated into the puzzle design. This is a big one. Zelda dungeons have always flaunted their puzzle designs, and they've always had a wide range of quality. Anyone who has played Zack&Wiki knows the potentials that opened up when you add the lateral possibilities of motion controllers to the mix. It's one of the few fucking good ideas for motion controllers. And here is a Zelda game that is going to take full advantage of it.

7. A complete new radical art direction that mixes the cartoonish nature of a Wind Waker with the adult influences of Twilight Princess, directly inspired by the French Impressionist movement and artists such as Paul Cézanne.

The list goes on and on. As a Zelda fan, I don't just accept anything Nintendo throws at me. Spirit Tracks and Phantom Hourglass offended me in many ways. But I also have been wanting the 3D series to change to be less constricting and inhibiting on gameplay possibilities and more return to series roots re: exploration. In all ways, it is seeming like Skyward Sword is changing in ALL the right ways.


Frankly, Skyward Sword is such a massive departure that it's a shame it's being said Nintendo isn't changing as much as some other developers. Most other developers would cry before having to implement so much new shit into their franchises. Imagine if the Gears developer implemented FPS gameplay instead of third person gameplay, changed the game to open world progression and went with a cel-shaded Crackdown-style aesthetic. THAT is the size and scale of changes Skyward Sword contains.

This is all info I already know, but just reading it like that...
63091658.gif

CAN'T WAIT!
 
Amir0x said:

I will add to that the NPC interaction/relation a-la Majora's Mask making a return.

- Despite this, though, the game progresses in a somewhat similar fashion to a previous Zelda title. "The game starts in Skyloft, this city that's floating in the air, and you'll come back to this town multiple times," Aonuma said. "Things are always proceeding along in town, and in that respect it's very much like Majora's Mask. Like with Majora, there are a lot of game events involving the townspeople that get intertwined with the main story. Link, Zelda and their other friends all go to the same boarding school, and you've got teachers and a principal as well. It's a bit of a different setting from previous Zeldas."

http://www.1up.com/news/eiji-aonuma-wraps-zelda-skyward
 
enzo_gt said:
I would have to respectfully disagree here. So much was changed since Halo 2 that it led to the initial backlash for Halo 3, which was felt everywhere. I don't take anything personally, you are indeed correct, Halo 1 has had about 100x the influence of any other Halo game, I'm just saying that the community integration bit has set standards in the industry that others are trying to replicate. That aspect, isolated from what people may individually think about all the other parts of Halo 3, was indeed impactful to the industry. It was an evolution of sorts from Halo 2, but I think it really caught on once Bungie.net updated for Halo 3. Probably more specifically, the Bungie.net integration in Halo 3 was impactful to the industry.
I'll go by what you're saying instead of my previous point and I'll explain; I'm not an online person nor a FPS guy, I tend to play 2/3 FPS's per gen and rarely if ever touch the community and multiplayer side of things, so I actually played the single player campaign, finished it and said "heh, Halo 2 HD" and I'm sure I didn't go online with it because my X360 is downstairs and my wireless router is upstairs, so I never managed to link it to the internet (and since I'm not an "online" person, I never felt the need to)

I feel my weird habits have come to hunt me but it's like it is. From the moment you say it's not Halo 2 online and it went so much further I'll have to take your word for it. But I'm still glad I asked and you explained. Thanks.
enzo_gt said:
Yeah, it was bigger than just the game, but were it not for Gears' success, devs would not have converted to UE3 with the same degree. For the consumer perhaps it isn't as impactful, but it did breed the wave of UE games (not confined to shooters) that we got across so many platforms. Gears is that game I get hyped for only very close to release, then buy it and enjoy greatly the first or second run through, and then I never want to be associated with it ever again. But that's another topic.
Yes, from the beginning of the discussion that I was more focused on real impact on the way costumer sees things, that in time makes developers to have to adapt.

But I realized, when you made that point about having mentioned Gears because of UE3 that you looked more for the "inception" point of stuff. Just like in that sense the game that sprouted the seed for cel shading certainly wasn't Wind Waker but Jet Set Radio, no doubt.

Somewhat different vision, but very interesting nonetheless. I see where you're coming from.
enzo_gt said:
Unfortunately, many devs do not have the resources to risk these controversial or "half-baked" ideas, as sometimes the entire studio is at risk. For instance, Blur from Bizarre Creations tried so many things and did so many things right trying to make "the Call of Duty" of racing games, but there was no opportunity to refine or right their wrongs, and now my favourite video game developers are gone as a result, because a series of games they made tried something radically different from what they do best, PGR.
Hmmm, I think above else there's a leadership problem in this industry.

When I was a trainee at some big publicity company branch I remember one of the things that the big honcho told me and sticked with me was that designers were bad at managing stuff, because they were all for spending a little more time and money on something than it was worth and loosing sight of the big picture (thus missing deadlines and seeing they were going under, if they were managing this company), so they really needed some "boss-figure" to boss them around whilst looking at the finish line, not disregard the process of creation but looking at an idea and knowing wether it would be feasible given the conditions.

I believe that is very true to videogames, everything that doesn't work and isn't possible to work accordingly in the time given should be stripped to the basics, and speaking of basics, never lose sight of them they have to be the most polished part of the games for they're their sole foundation.

Of course, that brings other problems as "bosses" not always see the value or extra time and money being worth investing on something to make it better "will it sell better that way?" but still, I think "directors" and "producers" (the team's boss figures) are often the one's that can't stop having ideas and stuff that they want to integrate bringing the overall quality of something down.

Regarding Blur I fear Activision had something to do with it, they greenlit it (a bad idea) after all; I suspect they already had a lot of pressure on their backs, sadly.

I wish someone had bought them too.
 
BertramCooper said:
Even though the SS control scheme has increased the complexity of both the enemy design and the puzzle design.

You're right. Definitely not an improvement.

The combat hardly looks to be Devil May Cry or Ninja Gaiden. Neither needed motion controls.

I don't want waggle in my zelda. I just don't have the energy after a 10 hour day to play a 40 hour epic, waving my arm around!
 
Brera said:
The combat hardly looks to be Devil May Cry or Ninja Gaiden. Neither needed motion controls.

I don't want waggle in my zelda. I just don't have the energy after a 10 hour day to play a 40 hour epic, waving my arm around!


Holy shit...
It's 2006 all over again!
 
Brera said:
The combat hardly looks to be Devil May Cry or Ninja Gaiden. Neither needed motion controls.

I don't want waggle in my zelda. I just don't have the energy after a 10 hour day to play a 40 hour epic, waving my arm around!

Who said anything about the combat being like Devil May Cry or Ninja Gaiden? I'm kind of lost, here.
 
Since I only have PC now I haven't checked out this game. Now after having seen various footage, man Nintendo is behind the times. This stuff looks ancient gameplay-wise and the animation is even worse.
 
BY2K said:
Here are some of the points that should shake things up a little in term of gameplay:
(Comes from various Interviews, mostly.)



If interviews aren't lying and all of this is true, it should shake things up pretty nicely.

Ok that's exactly what I want from a Zelda game and expected from day one with OoT.

Nintendo get it now.

Just lose the motion controls please. PLEASE! One thing is for sure, WiiU Zelda is going to be immense.
 
Brera said:
The combat hardly looks to be Devil May Cry or Ninja Gaiden. Neither needed motion controls.

I don't want waggle in my zelda. I just don't have the energy after a 10 hour day to play a 40 hour epic, waving my arm around!

Yeah man. That and the PS3 having no gaemes pisses me off.

Worst generation ever.
 
Amir0x said:
Yup. It's great stuff. It's a combination of radical changes and returning greatness that is making Skyward Sword so personally appealing to me - it is not just running in place.
That's why I'm scared....its too good to be true...

Then again, Mario Galaxy turned out as good as we hoped.
 
Dice said:
Since I only have PC now I haven't checked out this game. Now after having seen various footage, man Nintendo is behind the times. This stuff looks ancient gameplay-wise and the animation is even worse.

1058j76.gif

Q87Co.gif

furious5tuh.gif


Really?
 
AceBandage said:
I'm more interested in how the "gameplay looks ancient" considering what the majority of games are these days are based on Doom...
It's analogous to the gimmick/innovation argument.

Gameplay I like = Timeless classic formula
Gameplay I dislike = Ancient rehashed bullshit
 
BY2K said:
Since when is anyone ever talking about cutscenes when they mention bad animation? Not that the animation in those cutscenes is particularly amazing. I guess it's okay for the limitations of the system? I don't quite know how much that relates to animation quality but I'd say MGS games on PS2 had it beat.

Orayn said:
It's analogous to the gimmick/innovation argument.

Gameplay I like = Timeless classic formula
Gameplay I dislike = Ancient rehashed bullshit
It's more a matter of flow and refinement. Once you are used to something more natural, going back to something clunky feels archaic. Watching this game is like watching Halo 1 multiplayer or GTA3.
 
Dice said:
Since when is anyone ever talking about cutscenes when they mention bad animation? Not that the animation in those cutscenes is particularly amazing. I guess it's okay for the limitations of the system? I don't quite know how much that relates to animation quality.

It's more a matter of flow and refinement. Once you are used to something more natural, going back to something clunky feels archaic. Watching this game is like watching Halo 1 multiplayer.


In what way?
It has the deepest combat system and the best item system of any Zelda before it...
 
AceBandage said:
In what way?
It has the deepest combat system and the best item system of any Zelda before it...
I'm not comparing it to Zelda games, I'm comparing it to the genre.
 
Dice said:
I'm not comparing it to Zelda games, I'm comparing it to the genre.


The genre...
And what genre is that?
You mean games like Oblivion that share basically no similarities to Zelda?
Or to Okami or Darksiders that are similar in some ways, but are basically just poor copies that have unique styles?
 
Remind me how Skyward Sword got voted GAF's Most Anticipated Game of 2011? Because looking at this thread, I'm not sure how it did.
 
Dice said:
Since when is anyone ever talking about cutscenes when they mention bad animation? Not that the animation in those cutscenes is particularly amazing. I guess it's okay for the limitations of the system? I don't quite know how much that relates to animation quality but I'd say MGS games on PS2 had it beat.

Its okay for the limitations of the Wii but the PS2 has it beaten? lol

And what the hell does animation have to do with the Wii's power?
Reminds me of kids back in the day saying that nintendo's chip's couldnt render realistic graphics.

Dice said:
It's more a matter of flow and refinement. Once you are used to something more natural, going back to something clunky feels archaic. Watching this game is like watching Halo 1 multiplayer or GTA3.

Holy shit the trolling is really flowing hard in here.

Someone please post the Homergoingincircles.gif
It perfectly sumarizes this thread
 
Dice said:
I'm not comparing it to Zelda games, I'm comparing it to the genre.
How so? Action-adventure has been pretty dormant if you ask me. I mean, you've got Shadow of the Colossus, Okami, Batman, and Darksiders for close-ish comparisons, and Assassin's Creed, Devil May Cry and God of War less directly. Who's really leaps and bounds ahead of Zelda in the genre?
BY2K said:
Remind me how Skyward Sword got voted GAF's Most Anticipated Game of 2011? Because looking at this thread, I'm not sure how it did.
Thread asking people about their most anticipated games got answers based on hype and expectations. Thread about the new Zelda game looking like poop gets grumpy cynics and mature gamers who like mature games and hate motion control.
 
Amir0x said:
I have no problem with change, although it must not be unnecessary. And Zelda needs it, but the mechanical foundation is there. So they need to change it enough to make old school fans pleased they're not just grinding in place, and appeal to new fans that feel the series left them behind. They are changing so much of everything else about the formula and flow of the Zelda 3D series with Skyward Sword that I'm not sure what else I could ask for without it being a completely different franchise. Whether or not Nintendo is doing a great job of communicating just how differently Skyward Sword plays out from past entries, I'm not sure, but I'd say it's a bit of a sham as a Zelda fan to claim Skyward Sword isn't a radical departure.

Note I'm not necessarily endorsing all of these approaches (specifically, you know what I feel on motion combat), but it is there if they haven't been just misleading us:

1. Fundamental re-imagining of the core combat system. It's more methodical and the ability to individually target directionally is a massive shift in approach to combat scenarios. In multiple situations we have seen the dramatic ways that plays out in Skyward Sword demos.

2. The flow is no longer dungeon -> overworld -> dungeon, at least for the underworld. The world is far more interconnected and feels more like one huge dungeon with Metroid-like progression. You will find areas you can't enter yet and will need to return to parts of various locations to access it with items you find later. Such, items will retain usefulness throughout the entire game rather than just in short bursts.

3. Integration of Orchestrated Music.

4. Far less linearity in dungeon traversal. I read an article that said that he found no less than five ways to go through the demo dungeon, several of which included skipping over entire sections if you know what you're doing. This is a critical part of game approach that will make replay value expand and provide an individuality of experience that far surpasses past Zelda 3D titles.

5. There is an actual upgrade system that will allow a level of customization to Link's tools and abilities that have almost never been seen in the series.



6. Wii+ will be fully integrated into the puzzle design. This is a big one. Zelda dungeons have always flaunted their puzzle designs, and they've always had a wide range of quality. Anyone who has played Zack&Wiki knows the potentials that opened up when you add the lateral possibilities of motion controllers to the mix. It's one of the few fucking good ideas for motion controllers. And here is a Zelda game that is going to take full advantage of it.

7. A complete new radical art direction that mixes the cartoonish nature of a Wind Waker with the adult influences of Twilight Princess, directly inspired by the French Impressionist movement and artists such as Paul Cézanne.

The list goes on and on. As a Zelda fan, I don't just accept anything Nintendo throws at me. Spirit Tracks and Phantom Hourglass offended me in many ways. But I also have been wanting the 3D series to change to be less constricting and inhibiting on gameplay possibilities and more return to series roots re: exploration. In all ways, it is seeming like Skyward Sword is changing in ALL the right ways.


Frankly, Skyward Sword is such a massive departure that it's a shame it's being said Nintendo isn't changing as much as some other developers. Most other developers would cry before having to implement so much new shit into their franchises. Imagine if the Gears developer implemented FPS gameplay instead of third person gameplay, changed the game to open world progression and went with a cel-shaded Crackdown-style aesthetic. THAT is the size and scale of changes Skyward Sword contains.

Again, the core problem to this optimism is if the motion controls function absolutely flawlessly. So far I haven't seen one Wii game yet that does it, specific in extremely precise timing scenarios...and I'm referring to motion rather than pointer which SS will rely heavily on. If they don't function properly than the foundation is tainted from the start, I hope I'm wrong but I'm seeing it being a slight-to-significant issue. The only way around it is to dilute the actual precision timing, make windows of opportunity easier and otherwise create a reasonable buffer for the controls to delay/lag/be less overall responsive.
 
AceBandage said:
In what way?
It has the deepest combat system and the best item system of any Zelda before it...
People have become used to fast-paced, flashsy, acrobatic, cenematic combat, and they feel Zelda needs to move toward that. Honestly, the complaint is somewhat valid, but it's a matter of opinion. In my opinion, it's still fun, so it's still good.
 
BY2K said:
Remind me how Skyward Sword got voted GAF's Most Anticipated Game of 2011? Because looking at this thread, I'm not sure how it did.
You know how Mass Effect 2 got voted GOTY even though every thread about the franchise is filled with people complaining? Same principle.
 
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