I don't remember it being like that either. I remember it being fairly linear, although with semi-open areas before each of the dungeons. But that's kinda the standard for most 3D Zelda games. The only real difference to me is that the sky is a poor substitute for Hyrule field in Ocarina or the Great Sea in Windwaker.
The biggest problem with the sky world is that is wasn't much fun riding the birds around, Wind Waker had a smilar problem but almost fixed it completely in the Wii U versions.
Yeah I agree that Skyward Sword was no more linear than previous 3D Zeldas...with the difference mainly being in the lack of any large open space to explore. Although I'd say only Wind Waker and Twilight Princess did a decent job of that - OoT and MM's world maps are completely barren by today's standards. And tbh I remember the "semi-open" areas being more interesting to explore than the vast majority of open areas in previous titles. They were a lot smaller but had a much tighter design.
But...if you're looking for open world exploration, the good news is that there's another Switch Zelda that has that covered...
@VoidofLight it is literally due to the fact there is no open world connecting the dungeons as it is something that it is there since the first game. And even if ocarina feels small nowadays it was mind blowing at the time
@Rambler what a man calls boring others say it is the most important thing on the games. That sort of overworld interaction is what I would like to see in the sequel to BotW (not having much hope though)
Yeah the flying was dull, it's like a worse version of sailing in Wind Waker. It's why people don't consider the sky an overworld the same way as Hyrule field was in OoT.
The fact that it's not even connected to the various locations below in any topological way is part of the issue. Makes it just feel like a big loading screen. Except for the few islands in the sky.
@Dezzy@jump That’s what Nintendo did in Wind Waker, adjusting the size of the sea because of loading. The reason there was so much empty space was because while you were sailing the game would load in the next few islands.
And that’s why the Swift Sail was introduced, because it was no longer necessary.
@NeonPizza Spirit Tracks and Phantom Hourglass don't get hate for doing something new. They get hate for forcing touch controls on the player, and making you backtrack through the same dungeon over and over again to progress through the game. Spirit Tracks improves the concept, but Phantom Hourglass makes you go through the same areas over and over again..
"It is fate. Many have tried, yet none have ever managed to escape it's flow."
Hmm...I’ve just been sent an email that my Skyward Sword pre-order is on it’s way.
Also can we change the thread title so it includes Zelda/it’s full name please? Every time I use the search function I put in Zelda Skyward but it brings ups the old Wii game.
@Eel I was thinking more as apart of today's E3 is them announcing they are releasing SS early like how they moved up Captain Toad from Jan to Dec on the Wii U. Probably not but it's till odd to be getting a dispatch email a month in advance.
Seeing the new trailer of Botw2 it all makes sense now: They re-release Skyward sword because Botw2 will have some sort of Skyward sword approach. I fear a more lineair Botw and that doesn't make me happy.
@Henmii There is NO way that BotW 2 will be linear. That is the whole point of the game. To be free roaming. Exploring etc. Well me might get to some of the floating islands later in the game after acquiring certain abilities or items but that is ok.
I am pretty sure Nintendo knows that fans want the sequel to be like more of BotW1.
@Henmii just saying, you mention you fear it will be a “more linear botw”.
I personally want it to be its own thing (within its possibilities, I suppose), not just another botw, I already have that game. If they want to add whatever hypothetical amount of linearity they need to achieve something new and interesting, then that’s cool.
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Topic: The Legend of Zelda: Skyward Sword HD
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