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LTTP: Skyward Sword (spoilers)

I wouldn't be opposed to Nintendo giving this one a HD remaster like they did with Wind Waker and iron out it's many flaws; the hardware boost would help greatly. Keep the motion controls but add in a GamePad TouchScreen scheme as well. I tried going back to it recently but the slow text and walking speed (plus it doesn't look too hot on an HD TV now :( ) put me off; I'd love a remaster towards the end of the Wii U's life. :)
 
This should have been one point, because what you're complaining about is not that the gameplay you get to play here is bad (you don't say it's good either, I don't want to conclude anything about that), but you complain about the in-story justification of the mission. But how is that important? I'd rather have three really great missions that seem arbitrary from a story-perspective (the whole story is made up by the way), than not have them just because the story could end properly without that part.

The volcano mission in that song-huint in particular is one of the most impressive things I've ever played from a design perspective. It's incredible, how insanely well-planned out all the areas are, how they could be repurposed and still every element of the world was highly functional and made sense from a mechanical point of view. Having the same area that was super densely designed as one huge puzzle area also function as another puzzle / stealth (and I hate stealth, but it was so well done here) area without any useless spots is really, really impressive. Who cares (you, obviously, I know) if the justification from a dumb video game story (as nearly all video game stories are) is such that the mission really seems necessary?

When I say story, I mean the overarcing narrative, little moments like the dragon randomly delaying you aren't part of that.

And I felt the opposite. The stealth mechanics of the volcano were pretty bad (they tend to be in any nonstealth specialized game, but they were even more lazy here) and the area wasn't repurposed in a way that was unique or anything. It was an area you had to run through before and now it's an area you have to run through again, except with some parts are blocked now while the lava river has rocks floating through it. Design-wise, it's not a great feat and they could have done it in any other area to similar effect.

And what was the purpose of those missions, from a design perspective? They didn't really teach you anything mechanically or were useful in any way. They certainly weren't fun (Though YMMV on this, of course). They would have been acceptable as side missions, but not when I'm trying to finish the main quest and then out of no where random bullshit happens and now I have to go through this whole new extremely half assed gameplay mechanic is implemented. After these sections, there is never a single part where I have to go in water, stealth, or ride a time cart again, and the water and time cart mechanics were far better implemented in the dungeons they were designed in, so I fail to see the point of this mission except anything than what it is: Filler. It accomplishes nothing except giving you busy work to do before moving on with the stuff that actually matters.
 
I never thought there would be a mainline Zelda that I would feel more apathetic towards than Twilight Princess, but at least I actually finished that game. The sheer tedium involved in doing near anything left me dropping it after the third dungeon when the game wanted me to find some stupid light in Skyloft or some shit

And yeah Fi is a piece of shit. I picked the game back up after a couple of weeks and got completely stuck on one little room because I had forgotten about the stupid bowling mechanic. Out of the half dozen useless ways you can utilize her, not one even remotely touched on that mechanic or even just the controls in general. She just spouted a bunch of useless bullshit that never should have been in the game and made me waste my time even more than I was already doing myself for not immediately ingraining every idiotic and pointless motion into my muscle memory as soon as it comes up in-game.
 
I thought it had some great ideas, and an absolutely amazing score. It also looked great. It's not my favourite Zelda by a long shot, but it's nowhere near the abomination that people claim it might be.
 
I hated the backtracking and I hated that it repeated the same thing over and over when you pick up the same item for hte 100th time, but I really did like this game.

The last boss was one of the most challenging of all the Zelda bosses (for me) as well.

How was the final boss difficult? I think all of the other bosses were a lot more difficult. The final boss was just jump back, jump left, slash for like a few minutes. As for the whole game, not even a shield was needed.

For me, Skyward Sword sits right together with The Kore Gang in my Wii library as one of the worst and most boring games I own.
 
And what was the purpose of those missions, from a design perspective? They didn't really teach you anything mechanically or were useful in any way. They certainly weren't fun (Though YMMV on this, of course). They would have been acceptable as side missions, but not when I'm trying to finish the main quest and then out of no where random bullshit happens and now I have to go through this whole new extremely half assed gameplay mechanic is implemented. After these sections, there is never a single part where I have to go in water, stealth, or ride a time cart again, and the water and time cart mechanics were far better implemented in the dungeons they were designed in, so I fail to see the point of this mission except anything than what it is: Filler. It accomplishes nothing except giving you busy work to do before moving on with the stuff that actually matters.

Yeah, the segements were unique and were not there to teach you anything, but the point you made that I've bolded is the crucial one. I found all three missions great fun, so I'm happy they are in there. Would of course have been fine witht hem being optional missions where you obtain a heart piece or something, I'm always collecting everything anyway. And the argument that you didn't find the mechanics or level design in those three missions funis a valid one, I just think complaining about it not being justified properly by the shitty story is not a strong argument at all.

@Mr. Apple: May I be your enemy too? Skyward Sword is not only my favourite Zelda game of all time, it also is my favourite non-platformer-game of all time. Also, Wind Waker is the weakest Zelda not released on the NES (not counting obscure spin-offs like Game & Watch Zeldas, or CDi Zeldas).
 
Yeah, the segements were unique and were not there to teach you anything, but the point you made that I've bolded is the crucial one. I found all three missions great fun, so I'm happy they are in there. Would of course have been fine witht hem being optional missions where you obtain a heart piece or something, I'm always collecting everything anyway. And the argument that you didn't find the mechanics or level design in those three missions funis a valid one, I just think complaining about it not being justified properly by the shitty story is not a strong argument at all.

Funny enough, I disagree on that part. I just added that part in to emphasize that I didn't like them, but even if I did like them, even if they were the most fun things in the game, I'd still say they're filler. Likewise, there can unfun things that are vital to the game. Fun is just how you react to something and it's too subjective to quantify in design terms, so it's not a valid argument for anything except personal experience. But as far as those missions go, there are explanations for why they're filler, that I offered in the post you quoted, both in terms of story and gameplay design, There are only there to artificially extend the adventure. That they're as fun to me as watching paint dry is just the cherry on top.

Even if you like it, I just don't see how anyone can argue that SS isn't artificially lengthened to atleast double it's actual duration by the nonsense that gets in the way.
 
Funny enough, I disagree on that part. I just added that part in to emphasize that I didn't like them, but even if I did like them, even if they were the most fun things in the game, I'd still say they're filler. Likewise, there can unfun things that are vital to the game. Fun is just how you react to something and it's too subjective to quantify in design terms, so it's not a valid argument for anything except personal experience. But as far as those missions go, there are explanations for why they're filler, that I offered in the post you quoted, both in terms of story and gameplay design, There are only there to artificially extend the adventure. That they're as fun to me as watching paint dry is just the cherry on top.

Even if you like it, I just don't see how anyone can argue that SS isn't artificially lengthened to atleast double it's actual duration by the nonsense that gets in the way.

This. Skyward Sword could've been a much better game had it been over after 20 hours.
 
Funny enough, I disagree on that part. I just added that part in to emphasize that I didn't like them, but even if I did like them, even if they were the most fun things in the game, I'd still say they're filler. Likewise, there can unfun things that are vital to the game. Fun is just how you react to something and it's too subjective to quantify in design terms, so it's not a valid argument for anything except personal experience. But as far as those missions go, there are explanations for why they're filler, that I offered in the post you quoted, both in terms of story and gameplay design, There are only there to artificially extend the adventure. That they're as fun to me as watching paint dry is just the cherry on top.

Even if you like it, I just don't see how anyone can argue that SS isn't artificially lengthened to atleast double it's actual duration by the nonsense that gets in the way.

For me, games are all about mechanics and level design, so if the mechanics are fun and the level design is great, it cannot be artificial lengthening. If anything artificially lengthens Skyward Sword, it's the crapton of dialogue and monologue you have to endure to get the sad excuse of a story told. Same for almost all other games with a story.
 
Love Skyward sword. Most of the complaints are very minor for me. The combat was a lovely step forward in immersion and there were lovely little touches like the skewering of pumpkins.

Story-wise, Zelda games have been very light, and Skyward sword was their most ambitious one to date. Its not going to be a final fantasy story, but I enjoyed it. Sheik was awesome, Zelda was charming and as redundent as most of Fi's dialogue could be, I found her ending to be touching. Possibly because of the beautiful music that plays during that scene (and every scene really). Ghirahim was wonderfully creepy, and the final battle with Demise was visually stunning (for the Wii).

I finished that game very satisfied. It had great dungeons, fun enemies and bosses, ingenious dungeons, a wonderful combat system and special weapons, incredible music and I enjoyed returning to each area and seeing how the devs could repurposed them for a usually completely different experience. Plus the whole time shift stones area was awesome. I loved sailing on the dessert sea.
 
I'm currently playing through it and I have many similar problems with it as well. The biggest gripe for me is the damn combat, it's atrocious. The Wii controls simply don't work half the time and many enemies demand that they do. First Zelda game I've died in several times now and not because of me, but because when I try to do a side swipe, it registers as an overhead downward attack. When I try to stab, it does a horizontal swing. The lizard men and the spinning lazer eye things destroy me through no fault of my own. I've tried lightly moving the wii mote, I've tried doing heavily exaggerated swings like I'm wielding a sword and everything in between and the results are the same... Link does not do what I tell him to. I even thought it was a broken wii remote so I tried my other one and it's the same problem. It's to the point that I dread do anything combat related and I've simply bypassed all the directional swings in favor of parrying incoming attacks and then just swinging wildly to kill the enemy. The controls just do not work correctly.
 
I finished the game two years ago, and I've heard that the Ghirahim battles were really good at teaching the motion controls in a subtle way, so you learn the intricacies of the system. I remember struggling quite a bit to beat him, so I didn't get that subtlety.

Can anyone summarize (or point to a Youtube) what's so good about those battles?

The ideal way to fight him was to actually fake him out. He was watching your blade, so if you slowly moved it so that it was on link's left(looking like you were going to strike left to right), then you actually swiped right quickly he would get caught off guard.

The other coolest moment with the controls for me was that one time you have to fight a Skulltula on the ground which is protected by its shell. A vertical slice right next to it to flip it on its back was such a small moment of brilliance, but moments like that were few and far between with these controls for me.

How was the final boss difficult? I think all of the other bosses were a lot more difficult. The final boss was just jump back, jump left, slash for like a few minutes. As for the whole game, not even a shield was needed.

For me, Skyward Sword sits right together with The Kore Gang in my Wii library as one of the worst and most boring games I own.

He hit hard. That's about it, though it was appreciated I suppose.
 
I disagree with just about anything. I had a great 40 hours out of SS, loved the new overworld, graphics, art, plot, motion controls and puzzles. GOTG for me
 
I LOVE the tadtone trial, one of my favourite parts in the entire game <3

I can't really explain why. I guess it's because, unlike many other players, I just love diving in 3D games.
 
I swear, sometimes I feel like I'm the only person who loves this game.

Fi never bothered me at all (Navi and Ezlo were just as handholdy at times in their respective games), the dungeons and bosses were all spectacular, I actually really liked how dense the different areas outside the dungeons were instead of empty fields that were big for the sake of being big, and hell I actually thought the tadtone part was fun.

It's my second favorite 3D Zelda, right under Wind Waker.

Are we the same person?
Except for the tadtone part. Fuck tadtones.
 
I loved the sky setting, but I thought it was a huge bummer that the entire landmass where the core gameplay took place was on the ground. Sky dungeons would have made for a fantastic change of visual style in the series, but instead it went through the same tired forest/desert/water thing all over again. The pirate ship was awesome, though.

Another thing that bugged me was how underwhelming the dungeon bosses were. I thought it was bad enough that the forest temple boss was just the main villain, (part of the fun is the mystery of what terrible beast you're going to fight... I already know what the antagonist looks like!) but it was even worse that he's recycled for another boss fight at the end of the lava dungeon! On top of that, the Scorpion boss they showed at the game's debut is way too generic an oversized enemy to be worthy of a Zelda boss, and the Pirate dungeon encounter didn't take advantage of any of those cool time manipulation mechanics. But the Cistern robot was so, so awesome.

My core problem with the game is the arbitrary time gating, though. The dowsing rod segments were always so boring and uninspired, the beginning of the game moved way slower than it should have, (it wasn't teaching us too much, and the plot isn't worth spending hours setting up) there were some straight-up fetch quests, and it seemed like the game was inventing excuses to stretch itself out. I'd rather have a fantastic Zelda with a tight run time and no filler than a bloated experience that intersperses its dungeons with bouts of pure tedium and monotony.

In the end, I think this game wins out because the core Zelda experience is still fun, but this was the first big misstep the series made for me. I had niggling issues with Twighlight Princess and Wind Waker, but this was the first Zelda I remember being outright frustrated at. I hope the next Zelda takes away some of the time sinks.
 
The game has a tons of flaw but I absolutely loved it. And as far as filler go the tadtones were the least annoying to me (but then again I thought the swimming controls were great and a lot of people seem to think they're some of the worst ever made somehow).
 
I disagree with just about anything. I had a great 40 hours out of SS, loved the new overworld, graphics, art, plot, motion controls and puzzles. GOTG for me

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I wouldn't be opposed to Nintendo giving this one a HD remaster like they did with Wind Waker and iron out it's many flaws; the hardware boost would help greatly. Keep the motion controls but add in a GamePad TouchScreen scheme as well. I tried going back to it recently but the slow text and walking speed (plus it doesn't look too hot on an HD TV now :( ) put me off; I'd love a remaster towards the end of the Wii U's life. :)

why would you use the game pad AND the wiimote?

I understand when people say Skyward Sword say it's their favorite Zelda because Twilight Princess is my favorite Zelda.

I know the pain.

My zelda hierarchy:

Skyward Sword > Twilight Princess > A Link Between Worlds > Wind Waker > Majora's Mask > Ocarina Of Time > A Link to the Past ... etc. etc.


love them all to death though
 
God damn OP, I've never read a game review hit so squarely on the head all of it's problems before.

The only thing I might add is; as a one time fan of the zelda lore, I found the basic plot of the game seeming to be to make an excuse as to why the zelda team just does the same thing every game.
Zelda is an endlessly incarnating goddess, and evil is also endlessly reincarnating, and it also happens to look like Ganon! So, excuse to endlessly reuse that character as well! Yay.

The most critically overrated game of all time in my opinion. The 10s. The TONS of 10s it has received... ugh.

GTA4 still exists. Say what you want, but at the very least Skyward has some more than decent boss fights. GTA4 only has a decent story going for it
... and even that is dragged down by mind numbing amounts of ludonarrative dissonance.

Anytime I hear anyone mention that they have to "deal with the wiimote" I honestly think Nintendo didn't include enough tutorials.

Lol.
 
I always find the Fi complaints strange. I hardly noticed her. Hated fighting the same big black thing three times, and never got very good at the sword fighting mechanic (I lost that first fight to Ghirahim way too many times), but Fi never felt like she was in my way.
 
Very little content in the game I'd describe as filler. Revisiting the first dungeon was pointless, it would have been cool if you unlocked new parts of it and the rest had some sort of makeover casued by some event like flooding or an earthquake. The robot escort mission in Eldin was also meaningless because nothing in the environment changed. You'd expect something like a timed event with enemies being alert to your presence, there was no sense of danger or urgency. Anyway let's say 30 minutes to an hour of filler, in a 40 hour adventure game, without being frustrating in any way. Not enough to affect my enjoyment of the game in any meaningful way.

Honestly, I think it's the best Zelda game of them all.

Anytime I hear anyone mention that they have to "deal with the wiimote" I honestly think Nintendo didn't include enough tutorials. Common wisdom is that there's too many, but in reality, that's not even true.

This is the most complex motion control game ever made. I've said this many times before, and you may have heard it somewhere else before, but Wii Sports Resort is literally the alpha for Zelda: Skyward Sword. They were testing out each individual action in this game, long before they were combined in Skyward Sword.

Wii Sports Resort - Skyward Sword
----------------------------------------------------
* Swordfighting - Sword and shield fighting
* Archery - Archery
* Airplane - Beetle / Bird
* Bowling - Bomb
* Basketball - Bomb

There are probably more parallels. In each of these individual mini-games, each action is actually enough for it's own entire game. Let that sink in. In each one of these motions, they designed an entire game around it, with multiple levels and subtle variations. In each one of these, the controller would stop and callibrate before each single round and give you a tiny tutorial about how to play before each specific game.

In Skyward Sword, they combine all of these together, seamlessly, without any individual callibration between them, and add it on top of full analog stick movement with a character, a fully realized world full of puzzles and NPCs, and story, and gorgeous artwork, and if you actually understand how to play (from playing Wii Sports Resort), it pretty much works near flawlessly.

No one is ever going to come along and make another motion control game ever that is this complex, this well crafted, and this polished. Ever. Ever. Again.

When I hear people trash this game and put up older Zeldas, like Link's Awakening up against it as being superior, I can't even believe it. Honestly, just the theme song alone is enough for me to hold this game up above Link's Awakening. I don't even understand what planet you guys live on, seriously.

http://www.youtube.com/watch?v=fN1vFESbfZk

This game has the most complex and demanding combat in the history of the Zelda series. Enemies block and attack in intricate patterns involved with the motion control. This is employed with the bosses too, and the puzzles, and every other aspect of the game.

People praise ALBW for the "painting" ability because it transforms how we view the world. Does that even touch the impact of full motion control? No.

This also probably has the best story in any of the Zelda games. This also easily has the best boss in any of the Zelda games, ever. Ghirahim. Who is better? Gannon? Why? He doesn't do anything nearly as interesting as this guy, or have boss battle mechanics as interesting as this guy.

Great post. The moment Nintendo unveiled Resort at E3 I said this is the tech demo for Zelda Wii. SS really needs a direct gameplay sequel because there's so much untapped potential still. In terms of game design decisions this is probably the closest Zelda to my ideal, it's just that the execution failed in some areas, for one the sky world. Not that it was annoying or anything, sailing in Wind Waker is much worse, but the concept didn't get fully realized.
 
I've read that through loader codes you can make the text and flying faster, disable most of fis interrupts and disable info popups after collecting items. Although its a shame you have to use hacks to make the game playable.
 
Honestly, I think it's the best Zelda game of them all.

Anytime I hear anyone mention that they have to "deal with the wiimote" I honestly think Nintendo didn't include enough tutorials. Common wisdom is that there's too many, but in reality, that's not even true.

[...]

Yeah no, I'm with OP there:
Combat that is basically subpar for the most part. The problem is that the Wiimote, even with motion plus, is too sensitive, so if you want to turn a swing from the left to right to a swing from right to left, you, have to slowly move it over to the side, or you'll just swing left to right, and that could either be blocked or it could even hurt you. So the enemies are similarly slow, and once you get the first hit in, you basically just mash them to death. This is from normal enemies to boss battles.

The main problem for me is that, when you want to give a sword slash in real life from left to right, you'll first have to put your sword in position, so a small mouvement from right to left (else your slash will have little to no lateral reach and absolutely no power).
If you do that in the game, you'll do a slash in the opposite direction of what you want to do, it's conterintuitive.

That, and the camera was pretty terrible too.
 
I'm casting my lot in with OP. Though admittedly Ghirahim and Demise were good notes to end on, the general aftertaste once the credits rolled was "Thank God that's over."

There were some generally very good segments mostly in the Desert sections for me. That's where all the innovation was with the timeshift stones, the mine cart stuff (hit or miss with me), the cool boat segment, and the pirate ship dungeon. You can really tell that the game was developed by teams split up into the different areas, and the Desert team probably had first pick of all the talent (though I gotta show love for Ancient Cistern and Koloktos).

As for the motion controls, I didn't *hate* them, but I wasn't too enthused. It mostly had to do with the fact that 90% of the enemies you fight are stupid bokoblins -- the fun enemies to fight were like the three headed basilisk and the lizalfos and that's about it for me.

BUT there was one room in the final dungeon that was an absolute JOY for me, in that it wasn't a battle with just one enemy or enemy type, but a well thought-out encounter that forced you to measure your enemies and your surroundings. It was themed like the caverns beneath the Ancient Cistern with all the undead bokoblins, but there were archers posted up high around the room while heaps of zombokoblins and some stalfos chased you. You had to aggro the horde of ground enemies and kite them behind these rocks strewn about the room where you could take cover from the archers and try to pick em off with your own bow. Then you had to strike out for new cover before the ground enemies surrounded you and pick off the next archer and the next, then you could finally focus on handling the baddies on the ground without getting sniped from above and interrupting your attacks. It was such a tense encounter and I marveled at how incredible the game could have been if every battle had been designed with that attention to the composition of different enemy types, their position, and the layout of the world around you -- instead the vast majority of battles felt like one-off tests of your handle on the motion controls and not tests of your ability to think tactically and execute a strategy.
 
I think my problem with SS's story outside of the fact that I didn't find a lot of heart in it, is that it feels like it has half the amount of thematic and subtextual meat as good Zelda stories like WW, MM and OoT but more than twice the amount of text.

It's a classic example of bad writing IMO. The writer has less to say but writes way more than necessary.
 
Yeah no, I'm with OP there:


The main problem for me is that, when you want to give a sword slash in real life from left to right, you'll first have to put your sword in position, so a small mouvement from right to left (else your slash will have little to no lateral reach and absolutely no power).
If you do that in the game, you'll do a slash in the opposite direction of what you want to do, it's conterintuitive.

That, and the camera was pretty terrible too.

The slash barrier felt natural to me, I didn't have to go out of my way to avoid initiating an unintended swing. And the system itself is necessary, true 1:1 would have been worse and less gamey. I agree with you/OP on enemy patterns, there could have been more variety and challenge which can be solved in a sequel, but I'm afraid only to a certain point because there's a group of people who just suck with motion controls or would complain about the arm getting tired once things get more complex. There are youtube walkthroughs with people getting frustrated and blame the controls when they face enemies like the segmented pillar with lazer eyes. Either doesn't realize what to do, or just can't get the controls to do what they intend. The Ghirahim boss encounters throughout the game clearly show how much potential this comat system has, if only more people demanded it but oh well.
 
Yeah after the awesomeness that was Twilight Princess SS was a pretty big disappointment to me.


And it's not because the game is entirely bad. No, there are some really good dungeons and mechanics here. But it feels like the game does everything it can to make you not enjoy them.
Pretty much how I feel. Oh and fuck Fi.
 
The slash barrier felt natural to me, I didn't have to go out of my way to avoid initiating an unintended swing. And the system itself is necessary, true 1:1 would have been worse and less gamey. I agree with you/OP on enemy patterns, there could have been more variety and challenge which can be solved in a sequel, but I'm afraid only to a certain point because there's a group of people who just suck with motion controls or would complain about the arm getting tired once things get more complex. There are youtube walkthroughs with people getting frustrated and blame the controls when they face enemies like the segmented pillar with lazer eyes. Either doesn't realize what to do, or just can't get the controls to do what they intend. The Ghirahim boss encounters throughout the game clearly show how much potential this comat system has, if only more people demanded it but oh well.

The problem is the fights (atleast as far as the weapon interactions go) proceeds in 4 stages. 1. You first position the blade 2. The enemy moves in the same direction to counter you. 3. You change into a different position to counter their counter. 4. You attack, which breaks their guard, allowing you to wail on them. This happens with both Ghirahim and normal enemies, it's just that normal enemies do much less damage and have much less health, making the fights much quicker.

To suggest that an entire game be made of Ghirahim-like encounters....well, it might work if it is a boss only game like Shadow of the Colossus, but I can't imagine an action game with this kind of mechanic without the pacing being utterly fucked. You have to wait for the enemy to do their stage 2 (meaning the pace of the battle is partially out of your control), and then if you change your position in stage 3 too fast, the Wiimote thinks your attacking instead of just turning. Fast paced fights are simply impossible with this set up, because you can only move at a certain speed.

I don't blame the motion controls for failing me, but the system itself is conceptually flawed. There are isolated instances where it does work, but making a whole game using it is impractical.
 
I enjoyed Skyward Sword when the game actually shut up and let me play it.

Why was the text so slow? Why wasn&#8217;t there an option to speed it up? Why did it need to stop everything the first time I pick up every item in the game after loading a save?

And the characters! Why is everyone in love with Discount Gaston (you know, Groose?). Was I supposed to be impressed by Albedo and Kefka&#8217;s love child (Gringham or however you spell it, I don&#8217;t care enough to look it up)? Zelda makes goo-goo eyes at Link for five minutes and wakes in up in the beginning like every anime not-girlfriend ever = best Zelda ever? Um, no, sorry. That&#8217;s not Zelda, its an Azure Dreams character. And Fi! Why does she need to tell me my batteries are low? Why does she have to repeat things I was just told over and over and over. Why do I need to see her O face when I play the harp (BTW, why is the harp so lame)? Why am I supposed to care about this emotionless, condescending, blabbermouth automaton? I cheered at the end when she &#8216;went to sleep&#8217;. Cheered.

Also the story was shit. Its supposed to be the start of the timeline, but there was another, bigger war in the backstory? Why couldn&#8217;t I have been a part of that? (Saving it for Hyrule Heroes maybe?)And can we talk about how the ending either A) created another timeline split or B) made the entire game completely pointless because you killed Demise in the past, so Zelda/Hylia never had to place herself in crystal to keep him sealed and also she never needed to give up her godhood in the first place in a gambit worthy of Xanatos himself to ensure she can someday wield the Triforce for when Demise returns or C) both? Speaking of wielding the Triforce, when Link finally gets his mits on it toward the end of the game, how does he kill the Imprisoned once and for all? Divine bolt of judgment courtesy of this relic from of goddesses themselves? Some kind of super-power up that will enable him to kill the Imprisoned personally once and for all? Or hell, I dunno, just wish it away? Nope. He just dropped a big-ass rock on it. The fuck, Link? Show some freaking imagination.

BUT: when I was boots on the ground, sword and shield in hand actively doing shit, the game was sublime. Shame about all this other shit gumming up the works.
 
Imo it's a great game with 20% issues. There is too much padding, fetching and tedium, but nowhere near enough to impact the game, and the highs the game offers more than offsets the lows, to the point where they become more than worth participation.

Streamline it down to about 20 hour play time, and you'd have a classic. But it's still a unique and breathtaking adventure as it stands.
 
The only points I agree with are: Fi should have explained new situations only once and the motion controls could become tedious.

I disagree with everything else. I loved my time with Skyward Sword. Having played and finished all of the 3D Zeldas, except Wind Waker, I really don't understand the negative commentary directed at this particular game. But i'm weird, I also enjoyed Spirit Tracks.
 
The ideal way to fight him was to actually fake him out. He was watching your blade, so if you slowly moved it so that it was on link's left(looking like you were going to strike left to right), then you actually swiped right quickly he would get caught off guard.
K, thanks for the explanation.

The other coolest moment with the controls for me was that one time you have to fight a Skulltula on the ground which is protected by its shell. A vertical slice right next to it to flip it on its back was such a small moment of brilliance, but moments like that were few and far between with these controls for me.
Well, Skulltulas made me hate the forward thrust, as I would register about 1/3 of the time. I died in the first dungeon fighting them, as the would swing back & forth if you didn't forward thrust them correctly, knocking you out.
 
Speaking of wielding the Triforce, when Link finally gets his mits on it toward the end of the game, how does he kill the Imprisoned once and for all? Divine bolt of judgment courtesy of this relic from of goddesses themselves? Some kind of super-power up that will enable him to kill the Imprisoned personally once and for all? Or hell, I dunno, just wish it away? Nope. He just dropped a big-ass rock on it. The fuck, Link? Show some freaking imagination.
That's exactly what he did. It's the Goddesses (or the Triforce itself, I dunno) that lack imagination, apparently.

As for the game, I can certainly understand the complaints about filler, and I can understand certain complaints about controls. For example, I HATED the fact that you couldn't use the analog stick to swim or fly. For an action you have to do constantly, you don't want to hold your arm in the air and steer with it. I actively avoided exploring the sky simply because I didn't like the controls.

However, all of the other controls were flawless. Sword fighting, motion controls for the items, all superb. The story and characters were my favorite of any Zelda, and the dungeons were up there with TP as the best in the series.

But yeah, the filler really drags the whole experience down. Dowsing, the Imprisoned, and the tadtones in particular. I will say I never understood the hate for Fi. I never found her overly annoying, like Navi.
 
Finished the game yesterday and it was my first 3D Zelda game ever. I really liked the style of the dungeons, the dungeons themselves, the music etc. But I hated the controls. Diagonal slashes and stabs just didn't work, like 70% of the time.
Battles where you had to stab someone, like the last one with Girahim, the undead pirate or the giant scorpion where just pure torment. Getting the Hylian Shield really was a test of determination.
When I wanted to look around in first person, the shieldblock activated almost everytime, 5 times in a row. I was so angered because of the controls.

I'm so glad I don't have to use the damn Wii controller anymore.

Apart from that I really enjoyed it and will definitely play other installments of the franchise, Wind Waker is probably going to be my next Zelda game. Right now I need a break though.
 
I had a good time with it. The definite low point for me was the "world" in the sky. It was barren and felt tacked on. The world below the clouds felt really planned out and was flowing nicely like a Zelda dungeon. If the regions of land below the clouds was interconnected, it'd have been so much nicer, though it would have dented the whole "sky" theme a bit. Wasn't very fond of the Imprisoned battles either. I think they assumed that you would tackle all three of the battles in a different way, as each time it took away one of methods to take it down. Sadly enough I used the "wrong" method from the first try (jumping on its back from a ledge), since I was able to use it each time without fail.

The "filler" didn't bother me too much. Most of it felt like it was making proper use of its world by giving you more stuff to do in the established areas, rather than writing them off after your first visit. Stuff like diving for the tad tones was probably not contextualised very well, but the act of doing it was pretty fun.

Its high point was its dungeon design for sure. After Wind Waker's lacklustre dungeons, they have really been knocking it out of the park ever since. Skyward Sword features not one, but several of my favourite dungeons in the entire series.
 
Pretty much agree with the OP on most fronts. Worst mainline Zelda game ever, by a country mile. Absolutely despised Fi, the controls and the shitty hand holding. The art style was nice, but I feel it was wasted on the Wii, and some of the bland world design.
 
Ancient Cistern is so f'ing good. SD resolution really undercut the beauty of this game's visual style. It's absolutely gorgeous, and a brilliant appropriation of Impressionism art style, but people just can't see it through the SD Wii-ness. Damn shame.

Ancient-Cistern.jpg
 
Honestly, I think it's the best Zelda game of them all.

Anytime I hear anyone mention that they have to "deal with the wiimote" I honestly think Nintendo didn't include enough tutorials. Common wisdom is that there's too many, but in reality, that's not even true.

This is the most complex motion control game ever made. I've said this many times before, and you may have heard it somewhere else before, but Wii Sports Resort is literally the alpha for Zelda: Skyward Sword. They were testing out each individual action in this game, long before they were combined in Skyward Sword.

Wii Sports Resort - Skyward Sword
----------------------------------------------------
* Swordfighting - Sword and shield fighting
* Archery - Archery
* Airplane - Beetle / Bird
* Bowling - Bomb
* Basketball - Bomb

There are probably more parallels. In each of these individual mini-games, each action is actually enough for it's own entire game. Let that sink in. In each one of these motions, they designed an entire game around it, with multiple levels and subtle variations. In each one of these, the controller would stop and callibrate before each single round and give you a tiny tutorial about how to play before each specific game.

In Skyward Sword, they combine all of these together, seamlessly, without any individual callibration between them, and add it on top of full analog stick movement with a character, a fully realized world full of puzzles and NPCs, and story, and gorgeous artwork, and if you actually understand how to play (from playing Wii Sports Resort), it pretty much works near flawlessly.

No one is ever going to come along and make another motion control game ever that is this complex, this well crafted, and this polished. Ever. Ever. Again.

When I hear people trash this game and put up older Zeldas, like Link's Awakening up against it as being superior, I can't even believe it. Honestly, just the theme song alone is enough for me to hold this game up above Link's Awakening. I don't even understand what planet you guys live on, seriously.

http://www.youtube.com/watch?v=fN1vFESbfZk

This game has the most complex and demanding combat in the history of the Zelda series. Enemies block and attack in intricate patterns involved with the motion control. This is employed with the bosses too, and the puzzles, and every other aspect of the game.

People praise ALBW for the "painting" ability because it transforms how we view the world. Does that even touch the impact of full motion control? No.

This also probably has the best story in any of the Zelda games. This also easily has the best boss in any of the Zelda games, ever. Ghirahim. Who is better? Gannon? Why? He doesn't do anything nearly as interesting as this guy, or have boss battle mechanics as interesting as this guy.
This is a quality post.

Despite agreeing with everything you said, people do have a point when they say that Fi was extremely annoying.
 
Im still playing Skyward Sword. I wasn't really liking it at the start but I do like it now. Im at the water dungeon now.

I HATE motion controls though.When I've finished playing SS, I hope to never have to use them again.
 
Honestly, I think it's the best Zelda game of them all.

Anytime I hear anyone mention that they have to "deal with the wiimote" I honestly think Nintendo didn't include enough tutorials. Common wisdom is that there's too many, but in reality, that's not even true.

This is the most complex motion control game ever made. I've said this many times before, and you may have heard it somewhere else before, but Wii Sports Resort is literally the alpha for Zelda: Skyward Sword. They were testing out each individual action in this game, long before they were combined in Skyward Sword.

Wii Sports Resort - Skyward Sword
----------------------------------------------------
* Swordfighting - Sword and shield fighting
* Archery - Archery
* Airplane - Beetle / Bird
* Bowling - Bomb
* Basketball - Bomb

There are probably more parallels. In each of these individual mini-games, each action is actually enough for it's own entire game. Let that sink in. In each one of these motions, they designed an entire game around it, with multiple levels and subtle variations. In each one of these, the controller would stop and callibrate before each single round and give you a tiny tutorial about how to play before each specific game.

In Skyward Sword, they combine all of these together, seamlessly, without any individual callibration between them, and add it on top of full analog stick movement with a character, a fully realized world full of puzzles and NPCs, and story, and gorgeous artwork, and if you actually understand how to play (from playing Wii Sports Resort), it pretty much works near flawlessly.

No one is ever going to come along and make another motion control game ever that is this complex, this well crafted, and this polished. Ever. Ever. Again.

When I hear people trash this game and put up older Zeldas, like Link's Awakening up against it as being superior, I can't even believe it. Honestly, just the theme song alone is enough for me to hold this game up above Link's Awakening. I don't even understand what planet you guys live on, seriously.

http://www.youtube.com/watch?v=fN1vFESbfZk

This game has the most complex and demanding combat in the history of the Zelda series. Enemies block and attack in intricate patterns involved with the motion control. This is employed with the bosses too, and the puzzles, and every other aspect of the game.

People praise ALBW for the "painting" ability because it transforms how we view the world. Does that even touch the impact of full motion control? No.

This also probably has the best story in any of the Zelda games. This also easily has the best boss in any of the Zelda games, ever. Ghirahim. Who is better? Gannon? Why? He doesn't do anything nearly as interesting as this guy, or have boss battle mechanics as interesting as this guy.

Fully agree and backup everything said here. GotG for me easily.
 
Worst Zelda game I've ever played. Found it mind numbingly tedious and annoying with Fi breathing down my neck the whole time.

EDIT: I guess it did introduce the world to the magical wonder of Groose. I give it points for that.
 
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