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Twilight Princess VS Skyward Sword?

I'd disagree. TP does have good dungeons and it has bad dungeons, but the shit they make you do between dungeons in TP is far worse than Skyward Sword. At least in Skyward Sword the stuff they make you do feels like a dungeon or has some challenge to it.

TP:
1: tedious wolf segment
2: tedious wolf segment
3: most tedious wolf segment
4: sacred grove followed by trek through the desert of disappointment
5: fishing followed by fun snowboard minigame
6: do the sacred grove again
7: power up the dominion rod and search for owl statues to find the ancient cannon

SS:
1: find the kikwis hidden in the forest
2: explore the volcano solving puzzles and find some hidden keys to the temple
3: explore the desert/mining area solving puzzles and finding generators
4: forest silent realm followed by new lake area followed by crappy quest to get water from dungeon 1
5: desert silent realm followed by kickass new sand sea
6: volcano silent realm followed by bow and arrow shooting game
7: tadtones, metal gear link, and explore new area of the desert followed by the last and most challenging silent realm.
I've enjoyed most of the TP activities a lot more than SS ones, or at least they bothered me less. For TP you also forgot the horse fight parts and the Hidden Village, which were both awesome. The escort mission in TP was far better than the one in SS for that matter.


1. Their is a difference between "being told where to go" and "being led on a path to the final destination". A good linear adventure game will let you know where to go next, but will not show you how exactly how to get their. In Metroid Prime, a question mark will show up on the map, telling you exactly where to go, but you have to find a way to get to that question mark on your own. In SS, as soon as you fall into a new location, Fi pulls up the map and tells you to place a beacon on the exact point that she wants you to go, and then you stroll down a linear pathway towards that point. Then for extra help, you can use your dowsing ability to find the exact location of most of the important stuff in the game.
I'd also like to address the second half of your argument in point 1.
"Moreso than previous Zeldas the areas between the dungeons were like dungeons themselves. Every 3D Zelda was big empty environments that linked linear empty environments that led to a dungeon."- This is one of the reasons that I said that SS did not feel lived in. None of the overworld felt like it had a reason to exist, apart from to be a playground for Link. Now obviously it is a video game, so they do need to include unrealistic stuff to make the game more fun. But SS took this idea to the extreme. Instead of cramming all of the unrealistic stuff into the dungeons (although we could rationalize the existence of dungeons by saying that they are just tests from the gods), SS spread that out to the overworld. As a result, very little feels organic or natural. It all feels like it is totally crafted to Link's move-set. Yes, other Zelda games, particularly WW and TP, may have had large empty areas, but that emptiness added important things like beauty (long distances can be breathtaking in games, just look up pictures of Gaur Plains or Lake Hylia) and realism (things aren't so jam packed in real life).
A lot of Zelda games have had thes issue, and I hope that they are addressed in Zelda U. But SS took these smaller problems and made them serious issues.

2. I'm not talking about puzzles or new mechanics, I'm talking about environmental aesthetics, which I find to be rather dull in SS.
3. I already kind of addressed this above.
4. Yes, you are doing new things each time, but new areas would be far more interesting to explore, and more variety would help the games replayability. I recently restarted SS, and I hated how I remembered everything in the game, solely because I went through these similar areas repeatedly. I can still play through TP today and rediscover a lot some of the overworld because of the less linear design. Sure, TP Hyrule Field might be a bit empty, but Hyrule feels much more like a real place when I am racing through the field on Epona and watching the sun set. It's not very good for an adventure game to stop being adventurous after one playthrough.

Anyway, I have far more issues with the game, but these complaints only scratch the surface of my problems with SS.
Agree with most of this.
 
I just finished my replay of Twilight Princess actually. I have to say, the game has grown on me. I enjoyed it alot more than I was expecting! Although, it surprisingly felt short this time around. I completed everything in under 30 hours. I was planning on doing Skyward Sword next, but it got broken in a move, which is awful considering how hard it is to find.

That aside, Midna is great. She's a lot more expressive and emotionally engaging than I remember. Her and Link have a pretty nice dynamic that is reminiscent of a partnership, rather than a mere sidekick. In a way this is also a negative, considering that Zelda is a considerably weaker character because of this. Characters like Zant are great as well. Although there are some weak points, like the Resistance Group. A serious waste of characters that contributed close to nothing. I think that the characters were far better in Twilight Princess than Skyward Sword.

Dungeons are great too, but the bosses are quite easy.
 
I prefer skyward sword, but both games have excessive padding, Twilight princess had that awful bug parts, looked very bad and was just boring to me, skyward sword combat was more fun, a little more difficult and required a bit of strategy, i liked the artstyle more, the soundtrack had better quality, at least, even if i found it dissapointing
 
Far and away Skyward Sword for me. I played that game for 12 hours a day until I beat it. Pretty sure I most if not all of the extra stuff too.

Twilight Princess while undoubtedly a good game is my least favorite of the 3D Zelda's and felt pretty bland IMO. The art style is a nice idea but the hard ware couldn't do it justice. I also really didn't like how
They shoehorned Ganon in at the end

Still if you're into Zelda every main line game is worth playing.
 
It baffles me that there are people who will say there isn't any exploration in SS. Then what the hell was I doing in LaNayru when I had to find a way into the mines?
 
Overall, I enjoyed Twilight Princess more, (raises flameshield) the twilight areas seemed a bit cool to me, and some of them I wished would have been longer. Running around as a wolf where everything is covered in twilight (plus the cooler looking enemies) was interesting. People are working on texture mods for the dolphin emulator, the screenshots they put out so far makes it look PS3/Xbox 360 level graphics, which is very impressive.

Skyward sword had good moments, puzzles were innovative, but overall the total reliance on motion control seemed to take away from the experience. The Wii mote, even with motion plus, wasn't accurate enough to work 100% of the time. It took me more than 10 tries to beat the final boss,
all because I had to point the wiimote straight up, but it could never detect it.
The art style of SS was awkward for me. I am used to the darker art styles, like majora's mask or Ocarina of Time, which may be why I like TP better. The resource to upgrade stuff system was cool, but getting the stuff from the dark realm was near impossible, as you had to grab the stuff and complete the area before they caught you or the timer ran out.
 
Yeah, I agree with this. The handholding in skyward sword felt especially bad. I think windwaker takes it for best 3D Zelda though.

Skyward Sword is a bad game because of the "handholding" but Wind Waker, which is much easier, has fewer and easier dungeons, and still tells you where to go all the time is the best?

Not to mention you get unsolicited pop ups like this:

Listen up, [player_name]...
There's a monster running the searchlight
up there!

If you can slay the monster, then just
maybe it'll shut the searchlight down.


Oh...but you're unarmed, aren't you?
All you have is a shield...


If I were you, I'd try to use my shield to
deflect the monster's blows and see if I
could make it drop its weapon. If you did
that, you could pick up its weapon with [A].
...But that's just me. What'll you do?
[player_name], have you seen any filthy,
thieving rats around?


I know they are annoying, but keep your
wits about you...they are only rats!


If you spread bait near their nest,
they may share their store of treasure
with you. Why don't you try it?

[player_name], your foe may be fierce
and fearsome, but do not be afraid!


Forged deep within the steel of your Master
Sword is the power to repel evil...


Even as his ball of fell magic bears down
on you, stand your ground and knock it
back with your sword!

...I am sure you will have a shot at victory!
[player_name], your enemy is gigantic,
but do not lose your head!


This creature wears some sort of a mask.
It must be trying to protect its weak spot.
First and foremost, you must do something
about that mask!

[player_name], do not worry about
straying away from Medli in the depths of
the temple.

Just relax and open your Dungeon Map.
As long as you have the compass, you can
easily confirm her whereabouts.

Now, let's take an example from Skyward Sword:
In Ancient Cistern:
  • Fi will pop up to tell you that the boss door is a boss door.
  • If you read a tablet telling you that you need a boss key for the boss door, Fi will pop out and confirm that you do indeed need a boss key for the boss door.
  • Fi will pop up to tell you that the boss key chest contains a boss key.

Annoying yes. But she's not popping out and constantly telling you where to go and how to solve puzzles. She just tells you things you already know.

1. Their is a difference between "being told where to go" and "being led on a path to the final destination". A good linear adventure game will let you know where to go next, but will not show you how exactly how to get their. In Metroid Prime, a question mark will show up on the map, telling you exactly where to go, but you have to find a way to get to that question mark on your own. In SS, as soon as you fall into a new location, Fi pulls up the map and tells you to place a beacon on the exact point that she wants you to go, and then you stroll down a linear pathway towards that point. Then for extra help, you can use your dowsing ability to find the exact location of most of the important stuff in the game.
I'd also like to address the second half of your argument in point 1.
"Moreso than previous Zeldas the areas between the dungeons were like dungeons themselves. Every 3D Zelda was big empty environments that linked linear empty environments that led to a dungeon."- This is one of the reasons that I said that SS did not feel lived in. None of the overworld felt like it had a reason to exist, apart from to be a playground for Link. Now obviously it is a video game, so they do need to include unrealistic stuff to make the game more fun. But SS took this idea to the extreme. Instead of cramming all of the unrealistic stuff into the dungeons (although we could rationalize the existence of dungeons by saying that they are just tests from the gods), SS spread that out to the overworld. As a result, very little feels organic or natural. It all feels like it is totally crafted to Link's move-set. Yes, other Zelda games, particularly WW and TP, may have had large empty areas, but that emptiness added important things like beauty (long distances can be breathtaking in games, just look up pictures of Gaur Plains or Lake Hylia) and realism (things aren't so jam packed in real life).
A lot of Zelda games have had thes issue, and I hope that they are addressed in Zelda U. But SS took these smaller problems and made them serious issues.

2. I'm not talking about puzzles or new mechanics, I'm talking about environmental aesthetics, which I find to be rather dull in SS.
3. I already kind of addressed this above.
4. Yes, you are doing new things each time, but new areas would be far more interesting to explore, and more variety would help the games replayability. I recently restarted SS, and I hated how I remembered everything in the game, solely because I went through these similar areas repeatedly. I can still play through TP today and rediscover a lot some of the overworld because of the less linear design. Sure, TP Hyrule Field might be a bit empty, but Hyrule feels much more like a real place when I am racing through the field on Epona and watching the sun set. It's not very good for an adventure game to stop being adventurous after one playthrough.

Anyway, I have far more issues with the game, but these complaints only scratch the surface of my problems with SS.
1. Boy, it sure would be horrible if Skyward Sword actually did that. Using beacons is optional but helpful in cases like the quicksand pits of Lanayru Desert. For the most part the areas you explore are pretty wide open. You usually don't know what your end goal is (not marked on the map or told), but you can dowse if you want to.

Faron Woods:
  • Fi has you set a beacon to show you how to use them.
  • Then you can use dowsing to search for Zelda but you find a Kikwi instead.
  • You go find the chief Kikwi who asks you to find 3 Kikwis and you can dowse to find them.
  • Once you find all 3 you get the slingshot and can open the way to the next area of the woods.
Eldin Volcano:
  • You land and Fi tells you that your stuff can catch on fire. Doesn't tell you where to go. You run around and explore the entire really well-designed volano area and Fi doesn't pop up again until you reach the summit where the Earth Temple is.
  • Fi tells you you can dowse to find the keys. That's all!
Lanayru Mine:
  • You land and Fi tells you Zelda was here and doesn't tell you where to go. You can dowse if you get lost.
  • After navigating the mines completely on your own and reaching Lanayru Desert, Fi pops up again to tell you that quicksand is dangerous and you might want to check your map to see what kind of terrain is what, and the leaves you to figure out where to go. Doesn't tell you where to go.
  • Fi pops up again to tell you that timeshift stones create a time bubble in the past. No shit, Fi.
  • Once you reach the temple and find the door blocked, a robot tells you that you can enter the temple through the mining facility and shows you on your map where that is. He changes your map to a map of the past and Fi tells you the terrain on this map is different from the terrain in the present.
  • Upon stepping on a safe path hidden below the quicksand, Fi pops up to tell you you can place beacons on submerged walkways in the quicksand by checking your map and upgrades your beacons so you can place more.
  • Upon finding out you need to activate 3 generators, Fi tells you you can dowse for the generators you need to find.
  • Once you find all 3 she tells you to return to the dial. If you fail to figure out the puzzle in your first try she gives you a hint.

So no, you are not "being led on a path to the final destination." You are given updates or hints on objectives and left to your own devices about how to accomplish those objectives. If you get lost you can dowse but it's optional.

As for the unnatural playground argument, having just watched playthroughs of all 3 areas to observe just how "guided" the game is, I'm calling BS on this. Faron Woods is a pretty natural forest; hell, it's the best forest the series has ever seen. Eldin Volcano is extremely well designed with Mogma mines and houses as well as enemy encampments and ancient ruins. Lanayru mines is an ancient mine so it's not very natural by definition. Every area is very well-themed and nothing feels like it doesn't belong there or like it was set up any more than any other Zelda game.

2. Like I said, we haven't really gotten any new environments since really MM so I don't get why you are singling out SS. At least SS did new things with these environments. Aesthetically they look better and are better designed than their past counterparts by a mile.

3. Not really. Mogma mines and houses. Enemy encampments. Ancient mines and ports that were bustling in the past. Parella caves. Seems pretty lively.

4. TP isn't just a bit empty. Replaying anything is going to cause some fatigue. Would a larger variety of areas been great? Of course. Did they use the areas they had here well? Definitely. What areas does Skyward Sword have? Forest, volcano, desert, lake, sky. What areas does Twilight Princess have? Forest, volcano, lake, desert, snow, field. They have the same amount of area types. TP has a lot of stuff that is boring to do on a replay outside of the dungeons like... well... everything except for the snowboard segment. At least with Skyward Sword's segments being like dungeons you might forget the solutions and feel good figuring them out again.
 
Opinions will differ, but I think Skyward Sword has better dungeons and gameplay, while Twilight Princess has better aesthetic design and a more interesting world. I enjoyed my time with SS more, but both are great.
 
I just finished my replay of Twilight Princess actually. I have to say, the game has grown on me. I enjoyed it alot more than I was expecting! Although, it surprisingly felt short this time around. I completed everything in under 30 hours. I was planning on doing Skyward Sword next, but it got broken in a move, which is awful considering how hard it is to find.

That aside, Midna is great. She's a lot more expressive and emotionally engaging than I remember. Her and Link have a pretty nice dynamic that is reminiscent of a partnership, rather than a mere sidekick. In a way this is also a negative, considering that Zelda is a considerably weaker character because of this. Characters like Zant are great as well. Although there are some weak points, like the Resistance Group. A serious waste of characters that contributed close to nothing. I think that the characters were far better in Twilight Princess than Skyward Sword.

Dungeons are great too, but the bosses are quite easy.
I see new 49.95 copies of skyward up in walmart everytime I go.

As for me both games are just good. I can never put one zelda title over another. I am sorry.
 
Sorry I had to dash not long after the first page of this thread yesterday. Needless to say I was surprised when I returned and saw all of the time people had taken to post their thoughts on both TP and SS. So thank you all for your thoughts, there were some great comparisons drawn up in this thread.

Having just finished reading everyone's responses and although I've replied to a few, I'd like to give a final general reply rather than tackling anymore individual responses.

It would seem that these two Zelda games are very different from each other. Most people also seem to have a firm view that one is distinctly better than the other. Having played TP I can agree with most of the comments that seem to recur regarding that title; such as the long start-up time, how great a character Midna was, the quality of the dungeons etc.

I might see if I can hunt down a cheap copy of Skyward Sword, if only to see for myself how much they seemed to have changed the formula. It sounds like there are at least a few redeeming qualities in there, even if some of the other elements might bum me out. One thing that also surprised me were the number of people who spoke out directly against the motion+ controls of SS. I honestly assumed the motion+ would of been a natural upgrade of the first non-motion+ title (TP). Some liked it yes, but far fewer than I would of thought.

As they say there's nothing quite like trying a game first hand, so that will probably be my next step. Of course right after I'm finished with Galaxy 2 ;-) which I should receive this week. Loved Galaxy so this has been a long time coming.
 
Skyward Sword had a better art style and for the opening sequences a better Zelda.

Twilight Princess was better at everything else
 
One thing that also surprised me were the number of people who spoke out directly against the motion+ controls of SS. I honestly assumed the motion+ would of been a natural upgrade of the first non-motion+ title (TP). Some liked it yes, but far fewer than I would of thought.

If you assume it's a natural upgrade I can almost guarantee you'll like it. The people that don't like it are usually the same people that are against any form on motion control at all.


--

I much prefer SS. It has a much shorter intro/tutorial, it teaches you everything and sends you on your way. TP though, god damn. That was 2 hours of absolute crap, some of which isn't even used for anything else in the game (goat herding? wtf?)
SS also wins in difficulty, it's not a hard game, but it's at least engaging, and if you're not trying you'll die. TP you can pretty much run through without a worry in the world. I did a 3 heart, no shield run and even then most of the game was easy as hell. Afaik the eel boss can't even damage you.
The tears of light wolf segments were also horrid, especially the last one. SS's silent realms were so much fun and a massive improvement, and shorter at that.
TP did have a kick ass fishing area though, and great dungeons (even if they're stupidly easy), gotta give it props for that.
 
I like motion controls but I felt like I was battling them the entire time playing SS. Also SS has the worst overworld of any Zelda game IMO
 
Long Post

Alright, it seems like we are never going to persuade each other, and I am getting tired of posting long paragraphs. so lets just agree to disagree. I thought SS was not a good Zelda game, and you thought it was.
 
Close one for me, very close.

Skyward Sword had a much more lively (if smaller) world. Twilight Princess, while huge, felt very empty and dead. I think Skyward Sword had an absolutely amazing story, second for me only to Wind Waker. Ghirahim was also a far better villain than Zant.

Twilight Princess had that massive world, and that sense of exploration that was sadly lacking from Skyward Sword. While nowhere near as bad as Navi, Fi was nowhere close to Midna, who I think is the best supporting character in the franchise.

In the end, I give the slight edge to Skyward Sword. Story gives it that extra push.
 
Alright, it seems like we are never going to persuade each other, and I am getting tired of posting long paragraphs. so lets just agree to disagree. I thought SS was not a good Zelda game, and you thought it was.
You're free to not like SS. I just showed that one of the reasons you said that you don't like the game is objectively false.
 
You're free to not like SS. I just showed that one of the reasons you said that you don't like the game is objectively false.
Which one was objectively false? Maybe I didn't phrase things clearly enough because of time constraints, but I don't think I said anything that was completely untrue.

Anyway, don't think that Skyward Sword is the only game in Zelda game in history to have some of these issues. SS just had these issues, plus several more. I could list off all of the game's major flaws, if you want me to, but it would take you a long time to read.
 
Which one was objectively false? Maybe I didn't phrase things clearly enough because of time constraints, but I don't think I said anything that was completely untrue.

Anyway, don't think that Skyward Sword is the only game in Zelda game in history to have some of these issues. SS just had these issues, plus several more. I could list off all of the game's major flaws, if you want me to, but it would take you a long time to read.

Fi only tells you to place a beacon when you leave the Sealed Temple to show you how they work. She is not popping up every 5 feet to tell you how to reach objectives. The only times she pops up is when objectives change like any other Zelda helper and to update your dowsing or beacon abilities. She leaves you to your own devices how to complete those objectives just like all of the other Zeldas. The second area of the game Fi only pops out at the start to tell you that lava and fire can burn wooden shields. She doesn't show you on your map where to go or anything like that and you don't see her again until you reach the Earth Temple where she updates your dowsing ability to help you find the key shards that the two Mogmas were talking about. At the third area she doesn't tell you anything important when you land or when you reach the desert and only updates your dowsing ability to find generators after being told by a robot that you need to find them. That isn't anything like the experience you paint it as.

I also think your assertation that the world doesn't look lively is off because honestly the Eldin Volcano region is full of nice touches like Mogma houses and Bokoblin encampments and the Lanayru Desert is full of believable ruins that become bustling working mines in the past. The forest is the only area that isn't really lived-in and that makes sense considering the creatures that live there. The only thing that feels disappointing are the Gorons cuz they're just there.
 
Fi only tells you to place a beacon when you leave the Sealed Temple to show you how they work. She is not popping up every 5 feet to tell you how to reach objectives. The only times she pops up is when objectives change like any other Zelda helper and to update your dowsing or beacon abilities. She leaves you to your own devices how to complete those objectives just like all of the other Zeldas. The second area of the game Fi only pops out at the start to tell you that lava and fire can burn wooden shields. She doesn't show you on your map where to go or anything like that and you don't see her again until you reach the Earth Temple where she updates your dowsing ability to help you find the key shards that the two Mogmas were talking about. At the third area she doesn't tell you anything important when you land or when you reach the desert and only updates your dowsing ability to find generators after being told by a robot that you need to find them. That isn't anything like the experience you paint it as.

I also think your assertation that the world doesn't look lively is off because honestly the Eldin Volcano region is full of nice touches like Mogma houses and Bokoblin encampments and the Lanayru Desert is full of believable ruins that become bustling working mines in the past. The forest is the only area that isn't really lived-in and that makes sense considering the creatures that live there. The only thing that feels disappointing are the Gorons cuz they're just there.
By "being lead down a path", I also refer to how the overworld is so linear that you have little choice but to go along a fixed path, especially in Eldin Volcano and Faron Woods. I mean, Lake Hylia is literally just a straight path to the Ancient Cistern.

I still stand by my comments that the world is not realistic or lively. The environment is built almost entirely around Link, and it is clear that the developers added in all of the species except the humans and robots after they designed the environments. I actually thought that the Gorons were actually the only species that made sense to not impact the environment, considering that they are travelers anyway.

I don't have the exact source, but the sky wasn't originally intended to be in the game until a bit later in development. My theory is that the Devs designed the 3 overworlds early on in development, but couldn't figure out to properly connect them, so they invented the land above the clouds. My evidence to this is that when you look up at the sky from anywhere in the overworld, you will not see a thick barrier of clouds.
 
By "being lead down a path", I also refer to how the overworld is so linear that you have little choice but to go along a fixed path, especially in Eldin Volcano and Faron Woods. I mean, Lake Hylia is literally just a straight path to the Ancient Cistern.

SS's roads leading up to dungeons was no linear than most ones in prior zelda's, not to mention more dense with more verticality to accommodate links new maneuvering abilities.

skyward-sword-faron-woods-map.jpg
Sword_4044.jpg

Lake floria is the only one that's pretty linear. Not sure why. At least they tried something different, (particularly after the criticisms TP got) and it made a nice change IMO to their past design.

I still stand by my comments that the world is not realistic or lively. The environment is built almost entirely around Link, and it is clear that the developers added in all of the species except the humans and robots after they designed the environments. I actually thought that the Gorons were actually the only species that made sense to not impact the environment, considering that they are travelers anyway.

How is it clear? The races appear to all live in their natural habitat. The environment seems pretty believable and lively enough with all the enemies, races, environmental hazards and bugs. These are undiscovered, uncivilized, wild regions, not bustling towns.

I don't have the exact source, but the sky wasn't originally intended to be in the game until a bit later in development. My theory is that the Devs designed the 3 overworlds early on in development, but couldn't figure out to properly connect them, so they invented the land above the clouds. My evidence to this is that when you look up at the sky from anywhere in the overworld, you will not see a thick barrier of clouds.

That's partly true. It's probably from the SS iwata asks but it was in its early stages given this happened in 2009 .

Fujibayashi: About that time, development of The Legend of Zelda: Spirit Tracks3, which Iwamoto-san had worked on as director, was finishing up. I heard he would join our team, so I didn't waste a second asking him to be the sky gang leader.

Iwata: Iwamoto-san, what condition was the sky in when you joined?

Iwamoto: When I joined, it had been decided that there was one big island in the sky and you would jump down to earth through a hole in the clouds. We thought of different methods of moving around, but since it's a sky, a bird only seemed natural. We tested a number of things and wanted to make it so you could fly anywhere you wanted.

They do say they designed the gameplay first as is the case with most nintendo games, and the regions to experiment with gameplay which is understandable as they needed ideas for motion+ controls they were designing the game around.

I found it surprising that they consider the sky to be "dense" though...

Iwata :It's surprising how course selection in Super Mario led to that bird.

Aonuma :In addition to course selection and being able to fly the bird wherever you want,

Iwamoto-san put lots of islands in the sky and packed in all kinds of gameplay.

Iwata :So that's how the sky ended up dense, too.

Aonuma: Yes, it really did.

I mean, I didn't think it was exactly packed with content (bar skyloft) but it was far from being "empty" either that I see a lot of people criticize it for.
 
Honestly, I'm torn as I love both games, but for different reasons.

Twilight Princess is Ocarina 2.0. It expanded on the ideas that Nintendo developed with Ocarina, yet brought some of it's own to the table. I love the combat system and Midna is a fantastic character.

Skyward Sword was Nintendo's attempt to escape the gameplay setup that they laid out with Ocarina (and expanded with TP). It's an entirely different game and that's what I enjoy most about it. Fi is pretty much the worst part of the game.

Neither game was perfect (that's A Link to the Past), but both of them are some of my favorite Zelda games.
 
By "being lead down a path", I also refer to how the overworld is so linear that you have little choice but to go along a fixed path, especially in Eldin Volcano and Faron Woods. I mean, Lake Hylia is literally just a straight path to the Ancient Cistern.

OoT:
Sacred Forest Meadow:
RGwHmO9.jpg


Death Mountain:
BvTe73n.jpg


Zora's River:
YtMHnn3.jpg


Lake Hylia:
Ro0LnYY.jpg


TP:
Faron Woods/Sacred Grove:
kZaIFjB.jpg


Death Mountain:
cx9lp64.jpg


Lake Hylia and Zora's Domain:
sMqCotU.jpg


SS:
Faron Woods/Lake Floria:
YSd1tNz.jpg


Eldin Volcano:
cXYu9Wu.jpg


0k2KpJN.jpg


Er... yeah. Not seeing the problem. Lake Floria is about on par with how areas outside of dungeons were handled in past games while every other area is massive in comparison and densely packed with puzzles; especially Eldin and Lanayru. You could actually get lost in Skyward Sword without dowsing.

I still stand by my comments that the world is not realistic or lively. The environment is built almost entirely around Link, and it is clear that the developers added in all of the species except the humans and robots after they designed the environments. I actually thought that the Gorons were actually the only species that made sense to not impact the environment, considering that they are travelers anyway.
The Kikwis are forest creatures that just live outside. The mogmas live underground and in ruins. The Parellas have a pretty nice place set up for them by Faron. The Bokoblins set up camps on Eldin Volcano. Lanayru Desert is every bit a believeable ancient ruin.

I don't have the exact source, but the sky wasn't originally intended to be in the game until a bit later in development. My theory is that the Devs designed the 3 overworlds early on in development, but couldn't figure out to properly connect them, so they invented the land above the clouds. My evidence to this is that when you look up at the sky from anywhere in the overworld, you will not see a thick barrier of clouds.

It sounds like they always planned the sky but didn't get around to making it until after making the other areas. It wouldn't be hard to figure out how to Link them at all. We are talking about magic clouds, you know.
 
SS is (IMO) easily the best game ... but bogged down by god awful design decisions. (walls of text, hand holding -- all of which i'm sure has been mentioned several times in this thread). it's kind of heartbreaking really

that said, I'd still go with SS. TP is seeing kind of a fan renaissance now, but my experience with the game has been "hey man? remember Ocarina? that was cool" ... still a good game but i think SS is the best modern zelda experience. and the story is arguably the best in any past zelda
 
I love both games, don't really understand why people need to compare them so much but anyway, I'll try!

Regarding basic gameplay, SS is a bit better than TP for me. While I love the combat in TP, the motion controls in SS felt great to me, so much that when I beat SS I just couldn't imagine the next Zelda game not using motion controls. Right now I'd happily accept either motion controls or regular controls for the next Zelda though.

Regarding the overworld, I think I prefer TP over SS. The desert area in SS is probably my favorite area ever in a Zelda game (or any game to be honest), but TP's world was pretty cool imo. Discovering the snowy mountain, the sky temple and the desert sections was nice and SS just showed you everything too quickly.

Regarding characters, I'd pick SS over TP. Zelda, Groose, Ghirahim and Impa are all amazing characters in SS. The other NPCs (mostly the people from the Knight Academy) are also pretty good. From TP, other than Midna and Zant, I don't think there were many stand out characters (the baby with the shop was pretty funny though). I did like the races in TP more than the ones in SS though. The robots in SS were really cool, but the Kikwi, mogmas and sea things were meh, very underdeveloped.

Both games have amazing (and very underrated) soundtracks too. Of the top of my head, I can list more good tracks from SS than from TP, but I haven't listened to TP's soundtrack in a while so I'm not sure which one I like better.

EDIT: Forgot dungeons! Both are great. TP was very solid in dungeons, maybe better than SS. Bosses are a bit tied for me. TP has more variety, but some battles in SS are just incredible.
 
Twilight Princess is a big empty overworld with nothing interesting to do, a bad story, and a couple of good dungeons. I can't believe anyone considers it anything more than one of the worst Zeldas ever made. From the extraordinarily uncreative, generic scatter plot quest items in the overworld (1 poe and 1 bug per area), to the drab landscape textures, to the complete lack of any difficulty whatsoever, the game is a drag from start to finish.

Twilight Princess fails to attempt anything more than aping the Ocarina of Time formula in the most obvious and crude manner. It's almost condescending pandering, an obvious uninspired reaction to the unjustified and immature flaming Wind Waker experienced for its art style (and the justified criticism WW received for its other flaws).

Skyward Sword is a well meaning but flawed experiment, and a beautiful one too. It's creative and earnest in its attempts to understand what makes a Zelda a good series, while also not paying empty praise to the formula Ocarina of Time set down. While it stumbles, it also hits higher highs than Twilight Princess and never falls into the grey soul crushing tedium that game does.

This is a really harsh critique of Twilight Princess, but I think this whole post is spot on. I recently replayed Twilight Princess and I hate to say that I do not think its that good of a game. I really want to love it because it has its great dungeon moments, but the overall package is lackluster. SS and WW have some major flaws, but I go back to them frequently while I can't enjoy TP no matter how hard I try. And there is no way SS has worse padding. The wolf tears of light were probably the most bored and frustrated I have ever been playing a video game... Ugh, im gonna cry just thinking about them.

I just bought A Link Between the Worlds on my new 3ds. I've heard good things so I'm pretty pumped.
 
they're both equally good for differing reasons, the only problem is public opinion.

the internet quickly flip flops and forgets their stances on Zelda games. people keep hating the new, current Zelda while retroactively loving the previous one that they hated years earlier...its a vicious cycle.
 
Hmmm.
TP has Midna, best partner.
SS has Fi, meh partner.

SS has best Zelda.
TP has meh Zelda.

SS has Silent Realm, best tear collecting game.
TP has hunting bugs, mehhhhhh.

TP had awesome boss designs.
SS, ehh 50/50.

It's really hard to decide. I'd probably have to replay them first.
 
I liked TP and I was extremely disappointed by Skyward Sword. Worst 3D console Zelda game by far IMO. YMMV of course.
 
I loved Twilight Princess. I find Skyward Sword to be pretty terrible so far though. Its the only Zelda game that I feel like I'm forcing myself to play just for the sake of beating it, since its that frustrating.
 
Twilight Princess by far. Has some of the best dungeons in the series even if it has a weak opening and slow plodding bug hunts in the first half.

SS is the weakest 3D zelda to me.
 
Skyward Sword is the better game in almost every conceivable way.

But Twilight Princess has no Fi.

Twilight Princess wins by default.
 
I enjoyed Skyward Sword more than TP. It didn't have a lot of areas but the controls worked great and I liked the bright world more than the dark tone in TP. I also didn't enjoy being a dog in TP.
 
I think TP is the better game overall, but I have a special fondness for both. Both are flawed but redeem themselves in various ways. I had a new appreciation for SS after WW, which left me totally cold.
 
Twilight princess without a doubt since i found sw so boring - the msuic, the controls, emptyness (even more than tp), small world although i did find this one to be the most challenging HYLIAN SHIELD!!
 
Twilight Princess is playable without motion controls. If for no other reason, it's the superior product.

Yup. The motion controls just didn't work for me, I don't know if it's something wrong with my motion+ or if it's just me. The motion tracking just seemed terribly inaccurate, and when it did work it would do the opposite of what I would want it to do. People told me to slow down my movements but because of the changing defense positions of mobs I would always get into the attack position while they were already waiting in their next position.

Ugh it just makes my blood boil thinking about it.
 
Yup. The motion controls just didn't work for me, I don't know if it's something wrong with my motion+ or if it's just me. The motion tracking just seemed terribly inaccurate, and when it did work it would do the opposite of what I would want it to do. People told me to slow down my movements but because of the changing defense positions of mobs I would always get into the attack position while they were already waiting in their next position.

Ugh it just makes my blood boil thinking about it.

Using a Wii Motion + remote on a game that doesn't support has caused issues for me so that might have been what you experienced in Twilight Princess.

I tried to go play the two No More Heroes games recently and had a whole lot of control problems due to using a WM+ remote instead of an old standard one.
 
I like Skyward Sword for bringing back all the life, color, and characterization that TP sucked out. By far the better game imo. Zelda is supposed to be a fantasy with subtle mature themes, not a super serious dark realistic series that's extremely in your face about how "mature" it is.
 
1. The words "explore" and Skyward Sword should not be used in the same sentence. The game told you where to go 80% of the time (often with detailed maps and giant markers), and little of what you could find yourself was actually interesting. The optional floating islands are usually rocks with a chest on them, and none of them had to be uncovered. The game took you down a linear path through linear environments, and their is nothing adventurous about that.
2. I'm not comparing the environments in SS to the other Zelda games. The game had 6 regions that were distinct (sky, desert, forest, lake, fire mountain, desert sea), but only one of them was actually fresh and interesting. The sky was barren and dull, the forest and mountain were generic, and the lake was a glorified stream with few notable features. The visually bland dessert area was saved by the interesting timeshift stones, and the desert lake was both original and interesting.
3. Of the five friendly races in the game, only two of them look like they actually live in the area that they inhabit. The Kikwis, Mogmas, and seahorses all would leave no changes to the environment if they had never existed, apart from a single rupee minigame that a Mogma runs. The robots don't even seen to have a reason to live except for to collect minerals so that they can live longer, and not one of them owns a house. The humans are all densely concentrated on Skyloft, so their is lifeline there, but the rest of the game is devoid of life in comparison.

4. The amount of fetchquests and retreads in the game is astounding. There is so much filler and padding in the game, that you are forced to go up Eldin Volcano 4 different times to beat the game. Instead of creating new environments with new challenges, they just keep reusing the same overworld.

This is the main reason I didn't like Skyward Sword. The game just felt a bit lifeless.

And Fi's creepy harp singing
https://www.youtube.com/watch?v=m9ADFcIJE7U&feature=kp

URRGGGHHHH
 
I think I said Twilight earlier in this thread, but now that I'm playing SS again I kind of want to change my mind. •_•

SS is so damn good.
 
TP has way better dungeons, a more realized world / over world, better characters / story, better graphics (imo), and has a much better final battle.
 
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