Doesn't need to. SS is easily one of the best looking games in the series.
Fi was certainly a bad mark on the game, I won't deny that, even if your argument is mainly hyperbole. I've never been a fan of any of the sidekicks, though, and Fi just seemed like an extension of them.
I'm just saying that the whole game gets torn down when it actually did a lot of great things.
LOL, what hyperbole. First of all, Skyward Sword is not rife with forced tutorials. The tutorials are optional, as they should be. The introduction has a lot of plot and cutscenes, and it takes 1 hour. You get the sword within the first 15-30 minutes of that hour. The story is pretty important and good. On replays you can skip cutscenes and text and the intro then takes 15 minutes. Twilight Princess was the game that had 2 hours of menial tasks and forced tutorials at the start, and people apparently love that game, now.See, the Wii's second Zelda game is packed with introductions and tutorials, to the point where it takes four to five hours before you can actually start playing. That slow start was the biggest fan complaint about Skyward Sword, and for some critics, it became symbolic of Zelda's decline over the years.
This post is bringing back bad memories.
One day, maybe 10 years from now, Zelda will release an anniversary version of SS with reduced Fi and no motion controls. That will be a pretty good game.
The tutorial for TP took way too long but after that you don't have Fi reminding you of everything that a "You don't say" picture couldn't be used. I take Midna over Fi any day of the week, mind you Im a bit biased since Midna is my favorite sidekick.
Fi doesn't bother you either. She's in the background for the majority of the game. In the ladder half of the game she barely pops up.The tutorial for TP took way too long but after that you don't have Fi reminding you of everything that a "You don't say" picture couldn't be used. I take Midna over Fi any day of the week, mind you Im a bit biased since Midna is my favorite sidekick.
Did it really take 4-5 hours for the tutorials to end in Skyward Sword? It's been awhile since I played it but I don't remember it being that long.
Bingo. This is perfect.
Some kind of Adult OoT-esque scenario where the game recommends (but rarely enforces) a certain dungeon order would be fine. It'd be particularly good in a game like this where in theory people won't have already explored most of the map before ever being let off the leash.
Sorry, but there were multiple mandatory tutorials.
- You were required to learn to Z-target and dash up walls not required
- You were required to learn how to skydive (and had to get it exactly right before you could go on) If you didn't get it 1st or 2nd try I really don't know, few seconds
- You were required to learn how to use the Skyward Strike (unskippable sequence where you're prompted to use it) Useful move that you use hroughout the game, again, a few seconds
- You were required to learn how to place a beacon A few seconds
- You were required to learn how to select a dowsing target (unskippable view of the menu when acquiring a dowsing target) A few seconds, and once you learned to figure out where t was pointing or if you were on 2nd playthrough you could just due the mandatory thing, turn it off, and run to where you need to go
- You were required to learn how to use the harp (some people might say this doesn't count, since you're "learning a song," but you didn't have to complete tutorials to learn songs in the Game Boy Zeldas) Honestly, also a very short time
- You were required to learn the advanced bird attack move (just prior to the second-to-last boss!)
The tutorial section was skippable and optional
maybe an hour
Optional tutorial on climbing, optional on your sword, mandatory mini dungeon thing and wing ceremony. Oh, and wo second option l-targeting tutorial
Let's see what's introduced in these: new bird mechanics not previously in games+story point, new sword mechanics you can skip, l-targeting veterans can skip, Zelda and Link are really close, introduce Groose, never a bad thing, parachute mechanics in a plot point, ultra short not even mini dungeon to practice skills and running+climbing+stamina stuff not in other games you can avoid
On 2nd playthrough, or if you can easily figure out where the dowsing is pointing you, you can just run to where you need to go and not dowse at all
Aonuma's comments regarding Zelda U are starting to sound a liiiiiitle bit too much like an internet forum whinger's wishlist, which I'm not sure is a good thing.
If it relies on Wiimote+ like Skyward Sword, people will complain. If it relies on the gamepad like Wind Waker, people will complain.but what will the majority of the Zelda fanbase complain about now?
Can they kill fetch quests next? Nothing killed SS for me more than the whole "Now use your drowsing to go around and dig crap up if you want to do anything."
These tutorials weren't optional.
By mandatory NPC conversations you means story, correct? Every single 3D Zelda has had mandatory NPC convos used as exposition. It's pretty important to know who zelda and groose are, and to know about skyloft is it not? Every Zelda since oot and pretty every 3d game has that, including Dark and Demons souls.There were three optional tutorials in the opening section:
- Find Mia the cat.
- Learn to use the sword.
- Learn to use the shield.
But there were just as many required ones, plus a bunch of mandatory NPC conversations that you needed to pass through before you could even get to where the enemies were.
but what will the majority of the Zelda fanbase complain about now?
There were three optional tutorials in the opening section:
- Find Mia the cat.
- Learn to use the sword.
- Learn to use the shield.
But there were just as many required ones, plus a bunch of mandatory NPC conversations that you needed to pass through before you could even get to where the enemies were.
What does that say about the modern games, that don't need tutorials because every complex a action is relegated to a qte? That the audience is so stupid that it's not even worth teaching them in the first place? Tutorials aren't a problem, and lots of people do get confused and disoriented playing 3D games with renotely complex controls. Just make then optional so we can all be happy. Our preferences here on gaf rarely align with the preferences of the vast majority of most people, even those who consider themselves "gamers"Honestly, this can all be summed up with the mantra "respect the player". Overbearing tutorials, low difficulty, repeated exposition, these are all disrespecting the player's intelligence.
You might think your audience are retards, Nintendo, but don't let it show.
What does that say about the modern games, that don't need tutorials because every complex a action is relegated to a qte? That the audience is so stupid that it's not even worth teaching them in the first place? Tutorials aren't a problem, and lots of people do get confused and disoriented playing 3D games with renotely complex controls. Just make then optional so we can all be happy. Our preferences here on gaf rarely align with the preferences of the vast majority of most people, even those who consider themselves "gamers"
I don't think it's only about the initial tutorial, but also about the living tutorial that is Fi.
Bingo. This is perfect.
Some kind of Adult OoT-esque scenario where the game recommends (but rarely enforces) a certain dungeon order would be fine. It'd be particularly good in a game like this where in theory people won't have already explored most of the map before ever being let off the leash.
Sorry, but there were multiple mandatory tutorials.
- You were required to learn to Z-target and dash up walls
- You were required to learn how to skydive (and had to get it exactly right before you could go on)
- You were required to learn how to use the Skyward Strike (unskippable sequence where you're prompted to use it)
- You were required to learn how to place a beacon
- You were required to learn how to select a dowsing target (unskippable view of the menu when acquiring a dowsing target)
- You were required to learn how to use the harp (some people might say this doesn't count, since you're "learning a song," but you didn't have to complete tutorials to learn songs in the Game Boy Zeldas)
- You were required to learn the advanced bird attack move (just prior to the second-to-last boss!)
While some of Skyward Sword's opening definitely could have been trimmed, I'll never understand how it can be considered worse than the opening for Twilight Princess:
-It was shorter
-Only one tutorial was mandatory
-Said tutorial made a bit more sense to include (learning to fly compared to fishing, goat herding, and sending a bird to recover a basket that a monkey stole)
This last one is a bit more subjective, but the characters introduced at the start of Skyward Sword were also a lot more fun and memorable in my opinion. Zelda went out of her way to mess with Link as much as possible and Groose was Groose. Compared to Twilight Princess where all Illa did was take away Epona for a bit and I didn't care about any of the characters until Midna showed up, I actually enjoyed how the cast in Skyward Sword interacted off each other.
All of that being said, I'm looking forward to Zelda U if the opening really ends up taking an ALBW style approach. I just think Skyward Sword's opening gets more criticism than it deserves.
Dark Souls has zero mandatory NPC conversations. Even those that provide key items can just be killed instead.By mandatory NPC conversations you means story, correct? Every single 3D Zelda has had mandatory NPC convos used as exposition. It's pretty important to know who zelda and groose are, and to know about skyloft is it not? Every Zelda since oot and pretty every 3d game has that, including Dark and Demons souls.
Almost all of those are new mechanics to the series, most of which are required to progress though the game, and they don't take long at all, just a dozen or so seconds each. Most people playing zelda games these days wouldn't understand or know how to utilise these properly otherwise.
Since when is world building considered a negative thing? Groose saving the day wouldn't be a big moment if the game didn't point out just how big of a dick he was, for example.
How about we just put all this tutorial information in a document file and print it out and have the player read it before playing the game. Then the game will just be all gameplay. We can call it... like... the "learnabook". And if someone complains about not knowing how to play we can say "lol read the effing learnabook". Then we wouldn't have to worry about hour long tutorials.
Maybe the learnabook could have real nice artwork in it to make it look nice, and it could smell like really nice ink, and maybe even come with a cool map too.
Honestly, this can all be summed up with the mantra "respect the player". Overbearing tutorials, low difficulty, repeated exposition, these are all disrespecting the player's intelligence.
You might think your audience are retards, Nintendo, but don't let it show.
IMO put as many tutorials in the game as you want for the casuals
You did a lot more in TP's intro such as learning several new mechanics (moreso than SS), getting several items, and meeting many more characters compared to SS. As well as introducing many new mechanics, systems and motions controls to the series, the whole point in spending so much time in ordon is to get you to care about the village and it's inhabitants who play an important role in the story. It was probably the wolf segment in TP that made the intro feel like it dragged for some people. SS just focused on a few characters instead (mainly zelda and groose) that are relevant to the story and in MM's long intro for instance, you're stuck in clock town and encouraged to meet all its inhabitants who are important to the game.
God. Damn. It.