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What was wrong with Skyward Sword?

I played for upwards of two hours and finally reached the surface, ready to adventure. Right after landing I saw a huge mysterious pit in the ground. I said to myself "That's interesting; guess the game wants me to go there." I walked forward and killed a Deku Baba. Then I took a few steps forward before Fi jumped out and was like "MASTER YOU SHOULD CHECK OUT THAT PIT IT LOOKS MYSTERIOUS AND SHIT". I promptly turned the game off, never to return.

Seriously. If you drop me off in an area with exactly one huge interesting landmark, don't fucking tell me to check it out. Pretty sure I can figure that out myself.
 

Nere

Member
I have finished all zelda games except skyward sword. For me the boring overworld was the biggest offender. It offered 0 exploration and each time you wanted to change place you had to go back to skyloft.

Tutorial handling was the worst I have ever seen in any game I am pretty sure the designers thought every person who played this game would his first game ever or something and not know any basic fuction.

The dungeons were really good I admit but other than that nope worst zelda game for sure absolutely unbearable to play no matter how much I tried to like it.
 

KingErich

Banned
Making me do this to play it.
I'm not sure how good the game would have been without the motion controls, because I never made it through the first dungeon before I was sick of doing this to play:
drummania.gif

Exactly how I felt man. All I was asking for was an option to play with a standard controller. The Wii would have been so much better if more games offered that. To me it was just a $199.99 Wii Sports player.
 

Molemitts

Member
I played it. Had no problem with the motion controls. Still think the game was mediocre.

The world was empty. There's so much backtracking. Why do I have to fight that dumb boss by swatting at his toes for 2 hours and come back to him 57 other times? I completely forgot about the note collecting thing until I watched Mathewmatosis' video, thank you so much brain you're great sometimes. Enemies are very repetitive there isn't a huge verity and many of them are reskins, etc. The combat consists of swinging the sword the correct way, to the side that the enemy isn't blocking, fucking yawn. Did I mention backtracking, maybe I should again. I'll never forget FI "Master there's a 100% chance that I am the worst Zelda companion ever and have no personality at all."

Oh but obviously it's because of "The Zelda Cycle" that's why people don't like it. Zelda games can never have any flaws or be bad people just hate it because it's new.

Fuck off. For the record, A link Between worlds is the newest Zelda game now and it's a masterpiece. From someone with no nostalgia for A Link to the Past.

At least the fights with Ghirahim are pretty cool!

It's a shame because Skyward Sword had a great artstyle and Zelda was a cutie. :c
 
Nothing is as bad as the horrible Triforce quest in Wind Waker. Seriously, I don't know how anyone could do that without a walkthrough. Such obscure places to find the charts. And then you needed 300 rupees every time you wanted to use the 8 charts.
 

SCReuter

Member
Fi and the incredibly empty sky, people complained about the emptiness of the Great Sea but Skyward Sword wishes it had WW's overworld.
I don't agree with this. SS's empty sky is just the center portion of the overworld and similar in size to OoT's empty field. TWW's largely empty sea, on the other hand, pretty much is the overworld and way too big.
 

kiguel182

Member
My main complains with the game are: Fi, the pacing, and the stabbing controls.

I liked the game but it wasted what could've been a good story with the constant fetch quests. Getting three of something it's acceptable the first time, it's annoying the second and it's just infuriating the third.

I really liked when you started by following Zelda while she was doing her thing but I lost motivation when nothing happened during a long stretch of the game.

But the dungeons and the puzzles were really fun so, overall, I did enjoy the game. Even if it had tons of problems.
 

zruben

Banned
Exactly how I felt man. All I was asking for was an option to play with a standard controller. The Wii would have been so much better if more games offered that. To me it was just a $199.99 Wii Sports player.

I'm confused.
You don't like motion controls, but you bought the Wii to play Wii Sports?

a lot of games offered classic/gamecube control support.

not Mario Galaxy and Zelda SS (both perfectly playable), but a lot of other games did.
 

Lebon14

Member
I'm in the "I don't like the game" train. Controls killed it for me. Re-release it with button controls and I will reconsider.
 

LeleSocho

Banned
No game wishes it had anything from WW.

Because they know they could never get anything, WW is a stunning game.


I don't agree with this. SS's empty sky is just the center portion of the overworld and similar in size to OoT's empty field. TWW's largely empty sea, on the other hand, pretty much is the overworld and way too big.

It's a goddamn sea! Have you ever seen the open sea? There's nothing and nothing for hundreds of kilometers... WW actually caught perfectly the feeling of being in a sea and explore new isles and areas, it's probably the only Zelda game that takes exploration as seriously as the first one.
 

TaiKH92

Banned
The free fall controls, but this game is great, better than Twilight Princess
and The Wind Waker

Edit: the big areas are amazing!!
 

Griss

Member
I guess I'm strange. I didn't mind Fi much, liked how they changed up the overworld, and the Tadtones section was possibly the highlight of the entire brilliant game for me. I created a save file just so I could go back and do that section over again, I liked it so much.

You really had to free your mind of this idea that everything you do between dungeons is just 'filler'. Nintendo did mess up by having such incredibly long stretches in the game without any narrative development, making the pacing a bit off, but solving the puzzles in the overworld WAS the core of Skyward Sword, and you should have been enjoying it rather than saying 'fuck, where's the next dungeon, why am I stuck out here'.

Of course taste is personal, it's fine to not like it.

I really do believe that Fi's 'annoyance' is wildly overstated online, though.

As for flaws, I'd say the biggest by far was the Imprisoned fight and how it was repeated. That was easily the low point for me. And the narrative pacing was poor. Lastly there was one fetch quest involving that robot that was particularly egregious, I'll give everyone that one.
 
Fi and the filler. Tadtones (which have fuck all to do with anything) were unneeded, going all the way back to the first dungeon to fill up a water bottle was not needed, crappy Stealth sections at Eldin and the Silent Realms were not needed, stupid escort mission with the dumbass robot that can FLY is not needed, tacked on motion controls to movement like flight and swimming when the stick is going totally unused is unneeded.

Not to mention the totally empty sky with knights who fucking do nothing, not being able to fly at night for some arbitrary reason, items constantly popping up and telling you what they are at the start of every play session, the imprisoned fights, and the slow ass text and unskippable cut scenes that can only be skipped if you die or play on Hero mode
 

ChuyMasta

Member
I don't know about shallow, but compared to other Zeldas I do find it extremely tedious. SS makes you sit there and wait for the opponent to block in one direction before you can attack. That kind of passive combat really grates on me. Compare it to WW, AoL, or really any other Zelda besides PH and SS (which are a bit too slow and simple for me combat-wise) and combat in SS just takes far longer than combat in a Zelda game should. It also never made me feel accomplished for defeating most enemies since it was just a case of Simon Says.

If you use your sword as your main method of attack against regular enemies yes, combat sucks. But there are ways to avoid the "waiting" game.
 

Molemitts

Member
I don't agree with this. SS's empty sky is just the center portion of the overworld and similar in size to OoT's empty field. TWW's largely empty sea, on the other hand, pretty much is the overworld and way too big.

I agree about OoT's Hyrule Field being empty, absolutely. Wind Waker on the other hand is not. There is a lot of space between areas but that's mostly because of technical limitations of the Gamecube. That all counts as loading time.

Compare these two.
the_wind_waker_full_sea_chart__very_large_scale__by_zantaff-d60hloa.jpg
zelda_skyward_sword_volcano_38.jpg


Wind Waker has content in each of those squares. Skyward Sword has a few scattered off island, very few of which have anything worthwhile. There's no comparison.

I really do believe that Fi's 'annoyance' is wildly overstated online, though.

"Master, There's a 95% chance that you're wrong."
 

Marlowe89

Member
TWW's largely empty sea, on the other hand, pretty much is the overworld and way too big.

Wind Waker's overworld had quite a bit of content, it was just spaced out (although I personally fail to see why this is somehow a problem).

The Sky, in comparison, really was "largely empty".
 

RPGCrazied

Member
Going through a second time. Its really a great Zelda game, but not my favorite, Twilight Princess wins that award, but there is some things in Skyward that I wished was in Twilight to make it better, mainly the upgrade system. The main problem I had with SS was Fi. Way to much babying, do I really need to know I must use a potion to refill my hearts, or the worst yet, change my wiimote batteries? I still laugh at that one. Still, SS has some of the best dungeons in the series, and the music is pretty sweet. But nothing can top the gritty mature tone of Twilight Princess.
 

Marjar

Banned
For me, there honestly wasn't all that much wrong.

The overworld was empty and was just kinda that place you went to for random treasure chests just because and Fi's dialog could get a little annoying at times. Also those tear collecting parts could get a little frustrating.

Never understood the people claiming there were too many tutorials. It's like I played a completely different game or something. I remember very, very little excessive hand holding.

I thought the game overall was pretty damn fantastic. It was pretty difficult, it had a bunch of variety, it perfectly used the motion controls, and it had great dungeons and a good story. Really don't get the hate for it.
 

Vice

Member
I enjoyed the controls quite a bit. It was ballsy of Nintendo to require players to actually gain skill in order to complete the main quest and side quests. The combat was great and I liked that it required more thinking than the typical Zelda game.
 
I am a big Zelda fan but this game made was one of the most boring repetitive games I have played in a long time. I really hope future Zelda games has a better focus on combat.
 

zigg

Member
Fi could be annoying. Which was a shame, because she would've been cool otherwise.

That's all I've got. Fun game, cool dungeon mechanics.
 

Esque7

Member
Not sure if it has been mentioned, but people often overlook that there is ZERO enemy diversity in the game. You fights chus, keese and moblins for 95 of the game. Compared to TP and heck even OOT, SS really failed here.
 

Mike M

Nick N
* Motion control sword fighting squandered all potential for "swing the direction the enemy is currently vulnerable in."

* Motion controlled sword fighting was nothing like actually swinging a sword, resulting in Link slashing every time I tried to reposition for the swing I wanted to take.

* Motion + swimming and skydiving control sucked.

* Motion + aiming was radically inferior and sluggish compared to IR pointer aiming in Twilight Princess

* Harp mini game in the pumpkin inn gave no feedback on how well or bad you were performing and made you go through the entire cutscene at every reattempt.

* ALL mini games made you go through the entire cutscene at every reattempt.

* Fi never shuts up with useless information.

* No way to speed up or skip text, which only increases the aggravation of many of these other points. It's the 21st fucking century, this is not forgivable.

* Skies made Wind Waker's ocean look populous.

* Randomly locking options and abilities until an arbitrary point in the game. Want to keep map beacons and the bird's useless attack until later? Okay, but there is no fucking reason in creation I shouldn't be able to turn off the giant Wii remote diagram that takes up nearly a quarter of the screen from the start.

* Fighting The Imprisoned more than twice (if that) was unnecessary padding.

* Continues the ignoble Zelda tradition of bargain bin Muppet character designs.
 
Repetitive game play that had you revisiting the same world over and over.

The controls when they worked felt pretty good, however I don't want a games who's controls scheme works only 95% of the time, I want 100% of the time.

The fights themselves ended up feeling like I was just sanding around and waiting for the overly telegraphed gap in it's defense to present itself and then attack.

Over-world that felt more like a Banjo-Kazooie stage then an organic Zelda over-world.

Graphically it was the worst looking Zelda at launch ever. Don't get me wrong, the art style was great (barring a few ugly character designs) but by 2011 HD resolutions were well and truly established as the norm and WW looked horrible on HD TVs.

Fi.
 

RagnarokX

Member
I agree about OoT's Hyrule Field being empty, absolutely. Wind Waker on the other hand is not. There is a lot of space between areas but that's mostly because of technical limitations of the Gamecube. That all counts as loading time.

Compare these two.

Wind Waker has content in each of those squares. Skyward Sword has a few scattered off island, very few of which have anything worthwhile. There's no comparison.



"Master, There's a 95% chance that you're wrong."

There's a big difference in that Skyward Sword's sky is much much smaller than Wind Waker's Sea. Sailing between two important islands in Wind Waker took forever while flying between points in Skyward Sword took little time.

Another thing to point out is that, while Wind Waker did have more content on those islands than Skyward Sword had on its islands, Wind Waker also had very little other content outside of dungeons. You sail to an island, talk to some NPCs, then you enter the dungeon. What's really better? Finding a couple of islands where you fall down a hole and fight some easy enemies on your way to the dungeon or working your way through an environment that challenges you to reach the dungeon? Plus Wind Waker has very little variety. All of the islands are pretty samey. It would have been nice if there had been more diversity. It was really disappointing when Ice Ring Island turned out to just be a grotto.

Also, the complaints against Fi are definitely overblown. Don't get me wrong, she is annoying, but she's not constantly popping up like people make it seem. In the second area of the game she pops up twice: once to introduce the area and tell you wooden shields can catch on fire and once once you reach the temple to update your dowsing target.
 
The game was great.

I hate all of you.

Finally a post I can get behind.

Also the Silent Realm sections were fucking amazing. Superb atmosphere and really intense design and gameplay. It was very interesting to find something like that in a Zelda game.

Man I dunno. I just disagree with mostly every complaint I see. Boring overworld? Maybe, but it simply acted as a way to get to the more interesting places, and as far as the 3D Zelda games go, that's pretty much the norm. I don't see how Ocarina or Twilight's big open barren fields were any better, or even Wind Waker's ocean for that matter, which to me was kind of a chore. You're in the sky for a super brief period of time before departing away to a below sky area. I don't see how that's an issue at all.
 

televator

Member
Motion controls made combat maneuvers and synch issues madening.

The long and unskipable text filled with hand holding information was like the game was made for people who suffer memory loss or dont know what a video game is.

The empty overworld was no fun at all.

Yeah, one the weaker Zeldas.
 
The Zelda series is one of my absolute favorites but I have no love for SS.

*Empty sky
*Annoying overworld as one big dungeon but really nothing to do
*Didn't care for the story because of everything else souring the experience
*Annoying and repeating bosses
*Overlong and annoying tutorial
*Everything based on motion controls, annoying
*Big keyword here is annoying

Even if everything else about the game was perfect I could never really love it for the issue of the controls alone. Whether you're one of the people who say it barely works or those who say it works 99% of the time I say I don't care, it isn't good enough. I don't hate motion controls on their own but I never wanted an entire Zelda game based on them.
The apparently impossible option for an alternate or halfway control scheme was absent (like a lot of Nintendo games) and I can't get behind that. It doesn't matter how good a game is if the input method doesn't work for you. That is how you play the game and I just don't like the controls for SS. It works, it's playable but I just don't like it and that is the biggest factor ruining the game for me. It sucks really but eh, what can you do.

I overcame my initial apprehensions with other "alternative only" controls like Phantom Hourglass, Spirit Tracks and Wario Master of Disguise and came to like them a lot but it just didn't work out with me for SS.
 

LuchaShaq

Banned
The handholding for hours.

The motion controls that were god awful and annoying even when they "worked" oh no the shield is making me slash the other direction! So innovative!

Worst combat in any zelda game ever.
 
The motion controls completely fucking ruined that game for me. Couldn't even get in to the first dungeon. I hope its ported without motion controls one day so I can actually play it.
 

The Boat

Member
Well, dang, I feel like an idiot now. Don't they make you use it to locate those animal things in a forest towards the start of the game?
You can find them without dowsing, just explore and pay attention to find them.

I don't know why you'd do it, I see no problem with dowsing.
Edit: I hate Zelda threads.
 

DMiz

Member
The empty world.

I get that they were trying to go for the whole 'density' thing this time around, what with re-visiting previously traversed areas with slight changes to the geometry and/or environment in order to create a 'new' experience... but to be frank, it didn't work. I would have preferred visiting new areas and seeing new sights and sounds while navigating new challenges, as opposed to going back to areas that seemed almost half-baked and hilariously short.

Areas didn't feel 'complex', as they were trying to tell us. Instead, the game almost felt rushed - moreso than Wind Waker - and the re-use of areas again and again felt more like a compromise to try and get the the game out the door.

Other elements of its systems suggest this was the case. The upgrading system, while fun and definitely interesting from the perspective of making items you obtain from dungeons more useful via overworld interactions and exploration, seem half-baked. Upgrades were very powerful - but never necessary, and you definitely had to go out of your way to collect components in order to unlock some of the higher echelon stuff. Great concept - poor execution.

The dungeons were great to run through, though, yet the puzzle design seemed a bit lacking... I've always encountered a few points in a Zelda game where the dungeon has me 'stuck' - either because I haven't fully explored a room or just can't seem to get where a puzzle is going - but Skyward Sword is the first Zelda that I can distinctly recall breezing through most of the content with minimal roadblocks. Good design? Perhaps - but then I think about the re-treads and the recycling of areas and I wonder if having dungeons seem so easy was to minimize that back-tracking pain.
 

Marlowe89

Member
What's really better? Finding a couple of islands where you fall down a hole and fight some easy enemies on your way to the dungeon or working your way through an environment that challenges you to reach the dungeon?

I don't think there's any objective answer for which is "better", but I definitely prefer the former. Outside of dungeons, I'll take open layouts with side content that is accessed (and sometimes stumbled upon) from any direction in the overworld over generally more narrow, linear, guided map designs that serve too many of the same roles and mechanical functions as dungeons themselves - in WW, Dragon Roost and Forest Haven had some pre-dungeon environment negotiation, but it wasn't nearly as overwhelming as SS. As much as I loved SS's dungeons, I think they would have felt a lot more special were it not for the incredibly similar approach of in-between surface locations. I don't want nearly the entire game to feel like one giant dungeon.

Again, this is just my opinion. The overworld styles are just fundamentally different.
 
Skyward Sword is the worst 3D Zelda by a pretty big margin, and compared to the entire series (2D and 3D) is down there with Zelda II: The Adventure of Link as one of the weakest.

The first 50% of SS is pretty much excellent, and up there with the best Zelda games. I can see why some didn't like the pacing at the very beginning in Skyloft, but that part had so much charm that I didn't mind. And SS has my favorite Zelda (the character)...she actually has a personality. Game was at its best during the Lanaryu Desert part.

The next 45% takes a massive nosedive in quality, due to reused areas and terrible pacing. I put the game down for awhile. The absolute two worst parts were (a) going thru a certain dungeon again to get a certain item and (b) the tadtones fetch quest.

The last 5% gets awesome again.

Flying through the sky was fun at first but eventually got a bit boring. If it was denser that would have helped.

I didn't mind the Silent Realm parts too much. Probably because they were a bit of a challenge.

Controls were hit and miss for me. For the most part they worked fine, but certain moves were a bit too frustrating to accurately execute for my liking.

That said, despite my disappointment, Skyward Sword is still an 8.5 out of 10 for me, thus better than most games. My gripes with the game are magnified due to the fact that the Zelda series has had a history of magnificent output. The last outstanding 3D Zelda was Majora's Mask and the last outstanding 2D Zelda I've played was Oracle of Ages.
 

grumble

Member
Honestly thought it was the best Zelda game I've played by far. Easy to get into and pick up, hard to master, lots of fun content, much less niche in a good way. Girlfriend and I had a blast playing this together.
 
One complaint that's always brought up which I fail to understand is collecting the tadtones. That wasn't difficult at all. Did you all miss that you could use the spin move to suck nearby ones toward you? Or did you simply suck at controlling Link in the water? Both that and flying was easy and felt great to me.

You don't get the deal with the tadtones? The story is ramping up to its climax, the near-final piece of the puzzle is with this NPC that decides out of nowhere to be a complete bitch and take it out on you. For no reason whatsoever you're asked to prove yourself again by performing a menial task at that point in the game. I can forgive the rest, because the game's pacing wasn't going at full blast at those points. But the tadtones are just a completely shitty diversion.

Other than that, Fi needs to shut up more and stabbing could be better. But I loved the game and I'll probably go back and do a hero mode playthrough someday. The Wii never quite justified its concept and value until this game, IMO. But after playing it, I actually felt the Wii was worth every penny.
 

Yagharek

Member
I find it hilarious that some people complain about not knowing how the controls work when others complain there are too many tutorials.

The game was fine. Fi wasn't too obvious, you didn't have to listen to her if you didn't want to except at key points. Tadtones and swimming were the best underwater controls since Mario 64.

I understand the complaints about the overworld in the sky being a bit sparse, but that was made up for more with the fact the three areas down below were densely packed and gradually teased open more and more with each subsequent visit.

The tears of light were some of the tensest moments in the game. As good as any survival horror 'moment' in terms of tension provided.

And the final segment; the descent to the final battle(s) was one of the most cathartic and engrossing climaxes in gaming to date. Especially the final battle itself. Almost felt like something out of Highlander.

I cannot reconcile the hate this game gets with my experience of it at all. For me, it was quite probably the best game of the last generation.
 

RetroMG

Member
The handholding, the stamina in the sand section, and the tadtones irritated me. Everything else was fine.

I do also kind of wish some of the cutscenes were voice acted. I've never wished that on Zelda before, but I think SS would have been good with it, particularly the ones with Zelda herself.
 

Clefargle

Member
I loved it, even in spite of it's flaws which were not egregious. The combat is unique and fluid if you're good. Almost everyone that complained about the controls irl was actually just shitty and needed more practice. Motion controls worked perfectly on everything in the game besides the goddamn goddess harp.
 

Linkark07

Banned
For me, the motion control.

I can tolerate the tutorials, but forcing me to use that terrible control scheme... It really killed the game for me.

Which is a shame, since I liked the Zelda from this game.
 
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