- Joined
- Dec 31, 2004
- Messages
- 20,876
- Reaction score
- 435
The Legend of Zelda: Skyward Sword
Best part: Boss fights
Worst part: Tedium
There are two highlights of Twilight Princess that really summed up how I wished Skyward Sword was going to be. The first was the Darknut fights. Darknuts were a wonderful foe in Twilight Princess and the most fun part of it. Duelling with them and out fighting them was how I had hoped Skyward Sword would be like. I was not disappointed on that front, or at least I was intermittently not disappointed. Two of the standard enemies are duellers but you very quickly learn how to beat them but occasionally the boss fights serve up wonderful fights.
The motion controls work very well and are pretty damn fun. You only need to do small motions but of course I was making grand sweeps for the hell of it. If you get flustered mid battle you'll run into trouble but if you remain calm and don't swing wildly the game tracks your motion pretty damn well.
The other highlight of Twilight Princess was Snowpeak. My main problem with Zelda games is that they feel like Zelda games. I know exactly what I'm doing. I do some telescoped sidequests to access a dungeon, then when I'm in a dungeon I know I have to get the map, then fight a miniboss to get the dungeon item, then use that item to get the boss key then fight the boss. It's hard to lose yourself in it when you know the ropes and none of the dungeons ever seem like anything other than video game levels. They could never be anything useful. Snowpeak in Twilight Princess actually seemed like it could have been an old abandoned manor house at some point before the monsters took over. It also had unique twists to it: There are no recovery hearts in the entire level and there's a hub area at the start of it where you can go speak with two NPCs and update your objectives.
The devs were saying with Skyward Sword they were bringing the levels and the world closer together and there would be less separating them. I dared hope that all the dungeons would be like Snowpeak and built into the world. It was pretty much the exact opposite of that. The world has been game-ified. Now not only do you have these nonsense "temples" that make no sense dotted around the landscape, the world is just as ****ed up and puzzle-filled. There is absolutely no place in Hyrule that's inhabited normally or safe (which is really part of the story too so at least there's no clash their).
The world is also divided into three completely discrete regions. You cannot travel from the Kokiri forest stand-in to the Death Mountain stand-in. There is simply no way to get from one to the other (though you can see them in each other's skyboxes). To go between them you must go to Skyloft (floating islandy place where you fly around on birds) and then from there to the other area. It's completely goddamn pointless and unnecessary. They world isn't even a coherent place any more. It's arbitrarily divided up into three unconnected regions. You will also be going back and forth between these areas constantly on fetch quests that pad out the game.
Puzzles are a stable of Zelda games that most of the 3D games suck at. Most of the time you are not solving puzzles, you are doing the same tasks with the item you have just been giving or simply following instructions laid before you. There is not joy in this. There are genuinely good puzzles with interesting solutions, but like much of the game you must wade through (still mildly entertaining) repetitive tasks to get to them.
This is not to say I didn't like the game, there is just far too much padding in it. It took me between 30 or 40 hours to finish this. It probably would have been more fun if it had been half that. A lot of people complain that games have been getting shorter, I think there's good reason for that. Old games are full to the brim of crap and Zelda still plays like an old game.
One good thing about that is that bosses are actually difficult. Not difficult on the level of dying repeatedly, but difficult to the level of being pushed close to death many times (the ideal level IMO). Bosses are absolutely the highlight of this game. I wish there were more of them and fewer fetch quests, but then again, everyone wishes that. Also, it uses that retarded system where you have to beat the game in order to unlock hard mode. Why do developers do that? Just give me the ****ing option from the start.
Anyway. Good game. Great boss fights. Lots of crap.
Best part: Boss fights
Worst part: Tedium
There are two highlights of Twilight Princess that really summed up how I wished Skyward Sword was going to be. The first was the Darknut fights. Darknuts were a wonderful foe in Twilight Princess and the most fun part of it. Duelling with them and out fighting them was how I had hoped Skyward Sword would be like. I was not disappointed on that front, or at least I was intermittently not disappointed. Two of the standard enemies are duellers but you very quickly learn how to beat them but occasionally the boss fights serve up wonderful fights.
The motion controls work very well and are pretty damn fun. You only need to do small motions but of course I was making grand sweeps for the hell of it. If you get flustered mid battle you'll run into trouble but if you remain calm and don't swing wildly the game tracks your motion pretty damn well.
The other highlight of Twilight Princess was Snowpeak. My main problem with Zelda games is that they feel like Zelda games. I know exactly what I'm doing. I do some telescoped sidequests to access a dungeon, then when I'm in a dungeon I know I have to get the map, then fight a miniboss to get the dungeon item, then use that item to get the boss key then fight the boss. It's hard to lose yourself in it when you know the ropes and none of the dungeons ever seem like anything other than video game levels. They could never be anything useful. Snowpeak in Twilight Princess actually seemed like it could have been an old abandoned manor house at some point before the monsters took over. It also had unique twists to it: There are no recovery hearts in the entire level and there's a hub area at the start of it where you can go speak with two NPCs and update your objectives.
The devs were saying with Skyward Sword they were bringing the levels and the world closer together and there would be less separating them. I dared hope that all the dungeons would be like Snowpeak and built into the world. It was pretty much the exact opposite of that. The world has been game-ified. Now not only do you have these nonsense "temples" that make no sense dotted around the landscape, the world is just as ****ed up and puzzle-filled. There is absolutely no place in Hyrule that's inhabited normally or safe (which is really part of the story too so at least there's no clash their).
The world is also divided into three completely discrete regions. You cannot travel from the Kokiri forest stand-in to the Death Mountain stand-in. There is simply no way to get from one to the other (though you can see them in each other's skyboxes). To go between them you must go to Skyloft (floating islandy place where you fly around on birds) and then from there to the other area. It's completely goddamn pointless and unnecessary. They world isn't even a coherent place any more. It's arbitrarily divided up into three unconnected regions. You will also be going back and forth between these areas constantly on fetch quests that pad out the game.
Puzzles are a stable of Zelda games that most of the 3D games suck at. Most of the time you are not solving puzzles, you are doing the same tasks with the item you have just been giving or simply following instructions laid before you. There is not joy in this. There are genuinely good puzzles with interesting solutions, but like much of the game you must wade through (still mildly entertaining) repetitive tasks to get to them.
This is not to say I didn't like the game, there is just far too much padding in it. It took me between 30 or 40 hours to finish this. It probably would have been more fun if it had been half that. A lot of people complain that games have been getting shorter, I think there's good reason for that. Old games are full to the brim of crap and Zelda still plays like an old game.
One good thing about that is that bosses are actually difficult. Not difficult on the level of dying repeatedly, but difficult to the level of being pushed close to death many times (the ideal level IMO). Bosses are absolutely the highlight of this game. I wish there were more of them and fewer fetch quests, but then again, everyone wishes that. Also, it uses that retarded system where you have to beat the game in order to unlock hard mode. Why do developers do that? Just give me the ****ing option from the start.
Anyway. Good game. Great boss fights. Lots of crap.