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

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DefHalan

SomeBitTripFan wrote:

@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.

I do wonder how you would have to use the Bug Catching Net to kill Ganon... but i do agree. Most of the time I feel older tools become worthless. That is more about Zelda over-all and not just Skyward Sword

Edited on by DefHalan

People keep saying the Xbox One doesn't have Backwards Compatibility.
I don't think they know what Backwards Compatibility means...

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startropics3

I think Hidemaro and Eiji wanted SS to be a player's first Zelda experience. It is very linear, forgiving, and approachable. You are always directed where to go. This may be seen as a crutch for Zelda vets, but when I played the first three Zeldas as a child, it would have been very welcome. Boss battles contain extra hearts throughout the room. Enemies wait for you to attack, usually showing you the opening. Even the harp only requires that you move the wiimote back and forth, although the toughest part of the game for me was the mini-game harp performance in the pumpkin bar. Rupees are never wasted if you open a chest with a full wallet. Upgrades can be purchased instead of earned through trials. And nothing was truly hidden with the sword dowsing feature.

However, there were still moments where more experienced players could challenge themselves, as in previous Zelda titles. You could increase the difficulty manually through self-limitations and Hero mode. You have the time-trial boss battles and spirit runs. You could fight without a shield, although I don't remember if some areas or fights required one. I don't think I ever needed a potion. I have yet to play SS a second time, but I could see these challenges adding to the replay value. I probably wouldn't collect things or complete side quests, as I don't remember the process being exciting or rewarding.

SS also has tons of intuitive interaction via the motion controls, but only if you were not accustomed to earlier Zeldas. This was the case for me when I tried to throw bombs. I kept pushing A or B (or maybe Z) to throw the bomb, not realizing that I needed to actually move my arms as if I am throwing it. Of course I didn't realize this until I was fighting the fire dungeon boss. The bow motion was another problem for me, whereas someone without a gamepad bias would probably intuit this control.

Skyward Sword was definitely not my favorite Zelda, but it might have been if it was my first. Imagine playing Link's Adventure for the first time after Skyward!

Edited on by startropics3

startropics3

GuSolarFlare

WingedFish wrote:

Yes! the biggest flaw was the lack of Luigis in that game!!!

goodbyes are a sad part of life but for every end there's a new beggining so one must never stop looking forward to the next dawn
now working at IBM as helpdesk analyst
my Backloggery

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HawkeyeWii

By far the biggest problem with the game was having to re-calibrate the controller every 5-10 min.

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Joffy

I'm currently playing through this for the first time and my god is it a slog at the moment. I'm a big Zelda fan and have liked nearly everything previously but after finally getting round to this I'm pretty disappointed so far. I'm still only in the first temple at the moment but I hope things start to pick up soon, it's been pretty bland so far and the motion control hasn't seem that great thus far. At the moment it seems a lot more reliable not even locking onto enemies and just hacking away wildly.

Joffy

Eel

Let’s let the dead rest in peace

Please do not revive dead threads, specially ones this old

Edited on by Eel

Bloop.

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