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Topic: What were Skyward Swords biggest flaws? How should Nintendo address them in the next game?

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Ryno

Zelda fans are an insatiable bunch.

I had very few issues with calibration. Maybe the cheese dust from my Cheetos didn't block my Wiimote like yours, not really sure. I liked the game but the part that annoyed me were the text descriptions appearing every time you got another one of the same items as mentioned by many.

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Neoproteus

I've come up with a one sentence summary of everything I find wrong with Skyward Sword. It's a Metroid game, with a Zelda theme, and a Mario art style.

I didn't think the art style gave the game any points in it's favor. Having things get more blurry the further you are away from them made me feel like I had worse eyesight in game than I do in real life, and I have to wear glasses all the time in order to see where I'm going. It just makes no sense to include this kind of art in an SD release where people are already going to think that the game is blurry. Originally I thought this was some kind of compromise between the style of Twilight Princess and Wind Waker. After seeing the way enemies are designed I'm convinced it's more Mario. Even Wind Waker didn't have bright orange enemies with frown lines that would make the crankiest old man feel good about himself, or electric snails in a desert, or fire monkeys, or squid people, or shudders... nipple tassels...

Having everything designed like a dungeon only made me think I was playing a Metroid game with swords. The two franchises are already very similar and this just points it out by crossing the final barrier between the two. Areas outside of dungeons are supposed to be easy, maybe with some side quests or quests designed as a kind of mini-dungeon to unlock the dungeon. They're not supposed to be stressful or tedious in the same way dungeons are. Ocarina of Time had three towns and hyrule field, and some corridor areas with light enemies, some puzzles to solve for heart pieces, and some light fetch quests to progress. Majora's Mask had a slightly heavier dungeon-like design to all of it's outdoor areas, with having to unlock every function of that area before it could be used, but the areas were light on enemies and the puzzles were all about execution and going from point a to point b with the right item. Wind Waker had the barren ocean, but it also had towns where you literally had nothing to do but talk and shop and play minigames, and the occasional island where you solved a puzzle for a heart piece. Twilight Princess copied Ocarina's approach, but Skyward Sword makes everything have tension and stress by making enemies constantly the same level of challenge, puzzles the same complexity, and even worse is making you go back through these convoluted levels several times throughout. In other words, way too much backtracking. That's Metroid's thing...

Finally, it's just really bad at being a Zelda game on a thematic level. There are no Gorons, Zoras, or Dekus. Instead we get the Kikwi, Mole people, and squid people. They all are visually less interesting and devoid of any personality. The water level is cut and then spread thinly over the entire game, resulting in something like 6 water temples with no area like the Great Bay or Lake Hylia. Instead we get a flooded version of the forest and the Sand Sea, which challenges me to look off into the distance to see beyond the range of the Time Shift bubble despite the fact I can barely see three feet in front of me thanks to the SD console combined with the blurry art style. Last, we have robots. ROBOTS! IN A ZELDA GAME! WHAT! THE! HECK! Zelda games are of course based in some kind of alternate reality with no connections to the real world, but there was always a feeling that you were in a specific time period in that world, being the late medieval times or early renaissance. This throws a bright blue lightning charged wrench into the setting of not only Skyward Sword, but every Zelda game. For that matter, with how annoying both Fi and Ghirahim were, it surprises me that they're in such crucial roles as to be included in every future Zelda title in the timeline. The master sword was cool until I knew Fi was in there. Ganondorf was interesting until I knew his motivations came purely from an evil god named Demise. I always wanted him to have a sword in Smash Bros, until I realized that sword would have to be Ghirahim. By putting Skyward Sword, a game so distant from the themes of the rest of the series, at the beginning of the timeline, it's like Nintendo intentionally took a massive dump on the entire Zelda series.

But for the positive points of it, I'd say it was more challenging than usual. The swordplay was fun enough that the entire game could lean on it and I'm not complaining. The puzzles were harder. They included boss rush mode and a master quest on launch. And I also think that every future Zelda game should use the Wii Motion plus, not the gamepad.

Neoproteus

RudysaurusRex

I liked the game... All of it... Should I be concerned?

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Kewlan

@RudyDog Not at all!

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kkslider5552000

Neoproteus wrote:

I've come up with a one sentence summary of everything I find wrong with Skyward Sword. It's a Metroid game, with a Zelda theme, and a Mario art style.

You described how this is a bad thing, and yet this description immediately overshadows any complaints you had to any fan who reads it.

the point about creatures is stupid, and this is from someone who only likes the robots

Edited on by kkslider5552000

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kkslider5552000

Ryno wrote:

Maybe the cheese dust from my Cheetos didn't block my Wiimote like yours, not really sure.

I just assumed it was blocked by bacon fat and a disappointment towards life.

Edited on by kkslider5552000

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Neoproteus

Miss_Dark wrote:

  • motion control
  • boring skyworld
  • personally I didn't feel any connection with Fii, I thought she was annoying as hell (but I read that many people DID have one with her, something I don't understand at all)
  • fighting the most annoying boss ever 3 times again (for that I hate you Nintendo )
  • the music was fine in general but totally not as brilliant as we're used to, they MUST bring back Koji Kondo but the guy retired I'm afraid..

I love how you spelled Fii... I will adopt this spelling from here on!

Neoproteus

50fish

I personally hated the motion control. ONLY in the minigames. I loved in in the overworld but in the minigames like that clown dude minigame my wrist almost broke. And the goron cart minigame, my wiimote sucked so I wasted 2000 big ones on that..

Edited on by theblackdragon

50fish

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kkslider5552000

Neoproteus wrote:

Miss_Dark wrote:

  • motion control
  • boring skyworld
  • personally I didn't feel any connection with Fii, I thought she was annoying as hell (but I read that many people DID have one with her, something I don't understand at all)
  • fighting the most annoying boss ever 3 times again (for that I hate you Nintendo )
  • the music was fine in general but totally not as brilliant as we're used to, they MUST bring back Koji Kondo but the guy retired I'm afraid..

I love how you spelled Fii... I will adopt this spelling from here on!

I prefer FIIIIIII! personally

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steamhare

I loved the game quite a bit, and it probably ranks as second favorite after Majora's Mask for me. No motion control problems, and I personally enjoy the backtracking a la metroidvania inclusion.

I did not, however, like the hand holding. Fi does not need to tell me exactly what to do or repeat things someone just told me. The game doesn't need to explain a given collectible more that once (every time I start up the game? sigh).

The overworld didn't connect naturally enough for me, either. If I could fly from the skyworld to the ground freely instead of parachuting to specific spots, that would probably make the game feel so much more connected and the world seem more... "epic". They could just add a miasma over areas they don't want me to land and have it recede as I progress through an area to balance it (Using LODs to allow a suitable draw distance, I guess).

But the combat, mazelike overworld, and character interaction was enjoyable. I'd be sad if motion control didn't feature again for the sword.

steamhare

LzWinky

Master, I calculate a 99% chance that Skyward Sword is amazing

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mamp

Personally I have not played Skyward Sword (not a big Zelda fan) but I did recently play Minish Cap because of the 3DS Ambassador program so one thing that does bother me about SS was that Link has his hat, I thought minish cap was the reason the hero of time dons a green hat so how does he have one before minish cap did they put any thought behind this at all?

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SCRAPPER392

mamp wrote:

Personally I have not played Skyward Sword (not a big Zelda fan) but I did recently play Minish Cap because of the 3DS Ambassador program so one thing that does bother me about SS was that Link has his hat, I thought minish cap was the reason the hero of time dons a green hat so how does he have one before minish cap did they put any thought behind this at all?

I'm pretty sure that was the common fan translation before Nintendo officially gave a timeline.

Regardless, Ezlo(the hat. I think that's its name)could have transformed based off of anything really. Alot of stuff could be coincidental and I think alot of people fail to realize that.

Qwest

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19Robb92

Biggest flaw for me was that the overworld wasn't connected. I prefer exploring a connected place, not having to drop down in to different zones. And the sky world, while pretty big in scope, had nothing to see in it.

I want a more vivid world.

Other than that I thought SS was pretty great. I hope they go further with the item upgrading system in the next game. And sprinting HAS to stay, even if we get a horse in the next one. It's a godsend in temples.

Edited on by 19Robb92

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SCRAPPER392

I liked the motion controls. Everyboby wants 1:1 sword control, then no one wants it once they get it...
It needs improvement for sure, but it's still pretty good. Even RedSteel, which was a launch game without motion+ did a pretty good job if you had the patience to figure out how specific you had to swing the remote to get the game to play how it was supposed to.

I think the Skyloft bird is cooler than Epona, honestly. Birds can fly, humans and horses can't, so that's why I think the bird adds more as an animal partner than a horse. Whenever I'm playing Twilight Princess, I like being able to trek the field leisurely with just Link.

I thought the graphics and sound were ok. They didn't really bother me.

Qwest

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SomeBitTripFan

On a more serious note though, I had no problem with the motion controls (I stood or sat up while playing), but otherwise it had its fair share of problems. I didn't mind the overworld, but sometimes, namely in Lanayru, traversal was exhausting. They need to balance out the dungeon-like parts with typical fields. The sky was void of anything interesting. Nintendo should have approached the Skyworld in a similar manner to the Great Ocean in Wind Waker, with plenty of islands to explore and towers to take over. I hate the Imprisoned, it is literally a culmination of my least favorite elements in boss fights. A timed battle with hard to hit weakspots, forced upon you three times. I literally thought about getting rid of the game because of that thing.

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Taffy

I'm playing through it now for the first time. Loving the game at the moment but Fii (spelling it that way too) is annoying and having a description about items I've picked up is annoying, do you really need to tell me about a certain insect even though I already have 9 of that!?!

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Mytoemytoe

The Imprisoned fight(s) really was disappointing. Mostly for me because I loved Shadow of the Colossus and the game acknowledges the influence by giving you the ability to sky dive onto the creature's head and stab it in the weak spot. But without any difficulty, and the cartoon-like nature of the monster itself, there was nothing compelling about it, certainly not the second and third time.

Just as an aside, the coolest team up ever would be Team Ico and Nintendo working on a Zelda game. Give me a game with 8 monsters, all their own "dungeons". These things would be absolutely HUGE, even bigger than the things you saw in Colossus. You'd have the platforming and creature climbing but also the puzzles, treasure hunting, side quests, weapon collecting, the motion plus sword fighting and all the other great things we love about Zelda as you go from town to town and sight to sight in between your quest to find the great beasts.

Edited on by Mytoemytoe

Mytoemytoe

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swordx

lol Someone said it had no Gorons, but I remember seeing Gorons...

swordx

SomeBitTripFan

@Mytoemytoe :

Unfortunately, that can't happen. Team Ico is part of Sony. If Nintendo could somehow make a boss that has the SotC feel to it while still keeping to classic Zelda elements of bosses, I would be ecstatic. Heck, if Nintendo made a Zelda boss that required using all of the items you gained throughout the game along with the environment around you, I would pass out.

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