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This would be my favorite game of all time if not for two personal gripes I have

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  • Jan 29, 2013 6:23 pm GMT
    anonymous4ever posted...
    allgdnamesrgone posted...
    CatMuto posted...
    Maximum Taco posted...
    You dimly remember magic in A Link to the Past? Like half the items required magic.


    I only played the game until I got to the other world. I ended up making a mistake and kind of made the game un-winnable? So I never finished it and never retried the game.

    C-A


    Why talk about a game you know nothing about then? And the lockout in original Zelda wasn't toward the end. Like two dungeons from the end or something. And in remakes was fixed. You b troll in?

    And this game. Not sure. The backtracking killed me. Having to redo the same map over and over and over again. And they just relock the doors. I just wish the world didn't feel like a bunch of dungeons. Story was my favorite of any Zelda but it felt like it was forcing to me do side quest the way they pushed all the pre dungeon stuff on me. They took way longer than dungeon itself. While TP and Wind Waker were large and "empty" I would rather ride around on Epona. That's of course personal preference. And I enjoyed the islands even if they took forever to get to. But the rides there were ugh. Most islands felt like they had something to give though.


    I don't understand why people have such an issue with the backtracking in SS. So many other, well received series have even more backtracking (Metroid or Metal Gear Solid anyone?). Would you rather have fewer areas that feel more integral to the overall experience, or would you rather have a vast overworld that is mostly barren and lifeless?

    It's almost as if people are just rallying around a few new mechanics in SS, and think it's fun to hate the game because of them.


    Same three areas over and over and over again. I don't play Metroid and when do you back track in MGS? Once to get PSG1 in the first and then when for rest of franchise? Just because you visit same area over and over and over again doesn't make it any "less barren". There's all of like 5 creatures in each province that are alive? Absence of cities and civilization for the most part. I'd much prefer a open map with points of interests like all previous Zelda's. It makes the game extremely linear and one of my favorite parts of Zelda games were you could explore. The way its set up it forces you along a path from point A to B.
  • Jan 29, 2013 10:59 pm GMT
    anonymous4ever posted...
    "the sky wasn't so empty" ...how is this any different than having a vast empty ocean in WW, or a vast empty overworld in TP?


    In TWW, it was almost impossible to travel from point A to point B without finding something interesting to explore- be it a Moblin sub full of treasure, or an island with a grotto guarded by a puzzle, or a reef fortress. Lots of buried treasure, too.

    In TP, if you go looking for stuff in the overworld, you'll always find it- and occasionally it will be almost a mini-dungeon. It will almost always involve a great view, too.

    Yeah, neither of those sound empty to me. The sky had what, one other island besides Skyloft that's inhabited 24/7, and only 3 beyond that that are anything more than an asteroid with grass and a chest.

    TP and TWW also had functional warp systems, so if you really didn't want to travel you could get where you're going much faster.
    ---
    "it's that game that is so great it makes you want to destroy your Toilet." -Throwback2780
  • Jan 30, 2013 2:48 am GMT
    allgdnamesrgone posted...
    Why talk about a game you know nothing about then? And the lockout in original Zelda wasn't toward the end. Like two dungeons from the end or something. And in remakes was fixed. You b troll in?


    No, I'm not trolling. I'm serious - I got to the Dark World, but never got the Moon Pearl beforehand, so I backtracked to that dungeon, got the Moon Pearl and ended up stuck on Death Mountain. No matter which way I went, I can't get to the base anymore or any other part of the map, to proceed with the story.

    And I do know about Link to the past. I may not have finished it, but I know about it - same with Majora. I played the game several times, but never finished it. (F***ing Bay Temple)
    So even if I never went to the latter dungeons and all, I do know what happens beforehand.

    And I agree with anonymous4ever.
    The backtracking in the game isn't that terrible, unless you absolutely focus on it. Wind Waker also had backtracking, so did TP and all, even with the teleporting.

    C-A
    ---
    Cloud and Sephiroth - battling each other since '97 for your amusement
    Give it a rest already!
  • Jan 30, 2013 10:36 am GMT
    popple shud realize the difrens between "backtracking" & "multi-uses flexibly designed stages"
    ---
    dinosuar king is the best anime ever
    i luv u reese do u loev me?
  • Jan 30, 2013 1:55 pm GMT
    SingingSoul posted...
    popple shud realize the difrens between "backtracking" & "multi-uses flexibly designed stages"


    Yeah, I hate it when he does that.

    But this is the SS board, not the M&L RPG board, so your post is pretty off-topic.
    ---
    "it's that game that is so great it makes you want to destroy your Toilet." -Throwback2780
  • Jan 30, 2013 6:21 pm GMT
    Czar_Yoshi posted...
    anonymous4ever posted...
    "the sky wasn't so empty" ...how is this any different than having a vast empty ocean in WW, or a vast empty overworld in TP?


    In TWW, it was almost impossible to travel from point A to point B without finding something interesting to explore- be it a Moblin sub full of treasure, or an island with a grotto guarded by a puzzle, or a reef fortress. Lots of buried treasure, too.

    In TP, if you go looking for stuff in the overworld, you'll always find it- and occasionally it will be almost a mini-dungeon. It will almost always involve a great view, too.

    Yeah, neither of those sound empty to me. The sky had what, one other island besides Skyloft that's inhabited 24/7, and only 3 beyond that that are anything more than an asteroid with grass and a chest.

    TP and TWW also had functional warp systems, so if you really didn't want to travel you could get where you're going much faster.


    Hypocrisy. How is a peice of rock with a chest on it worse than a tree with a heart peice in it, or a rock (in the ocean) with a chest on it. There was plenty going on in the Sky. Enemies placed about, wind tunnels that could boost you and were tricky to hit, and a lot of those "little comets" had little puzzles you had to solve to retrieve the item. It's no better or worse than Wind Waker, Twilight Princess, or Ocarina.

    Just because you opinion is bias doesn't mean that you can lie and state that things don't exist when they do.
    ---
    check out my collection! "Ham! I love ham!"
  • Feb 6, 2013 6:02 pm GMT
    I HATE the real time day and night crap.

    In the past games it was always night when I wanted it day and vise versa. Drove me crazy.

    Glad you have manually activate it in this game.


    Agree with the areas not being connected. Made the world feel small.
    ---
    http://billysan291.deviantart.com/
    PSN: Billysan291 360 Live: Billy Saltzman
  • Feb 6, 2013 6:19 pm GMT
    Did someone just call Nayru's love useless? It's hands down one of the if not the best invincibility items to exist in a Zelda game. Nayru's love has low magic cost, doesn't drain the meter after initial cost, and lasts a surprisingly long time. Better than a constant magic meter drain and much better than a rupee drain.
    ---
    I've got a quote that embodies you perfectly, but it's seventy-three posts long, has a few massive flowcharts, and lots of Xion-KMA to Me
  • Feb 6, 2013 10:37 pm GMT
    "the sky wasn't so empty" ...how is this any different than having a vast empty ocean in WW, or a vast empty overworld in TP?


    The funny thing is that it's only one wide open plain which can be crossed fairly quickly (not unlike OoT's field area) thanks to the speed gates along all the most common routes you're likely to use. Compare to TP which is about half a dozen wide open plains, or compare to TWW which is 49 wide open (and very very very large) plains. I'm pretty sure SS's sky covered way less area than any one of TWW's ocean regions too. It was probably about the same size as the subsection of ocean around each of TWW's islands (which is 1/25 the size the region of ocean that it's in). Seriously, TWW covers a ridiculously huge amount of surface area... or not much more surface area than OoT if you ignore all the water in between everything.
    ---
    "This ain't like fieldwork. You never have to notarize a man and kill him in triplicate. Well... Almost never..." - Ruby
  • Feb 6, 2013 11:05 pm GMT
    No, I'm not trolling. I'm serious - I got to the Dark World, but never got the Moon Pearl beforehand, so I backtracked to that dungeon, got the Moon Pearl and ended up stuck on Death Mountain. No matter which way I went, I can't get to the base anymore or any other part of the map, to proceed with the story.


    Except for maybe one other post mentioning it a few weeks ago, I never even knew it was possible NOT to get the moon pearl on the way through that dungeon.

    But anyway, it's been a long time since I last played it but I'm pretty sure there's a cave with a sign right next to it that says something like "exit this way". Let's see... Oh, hey...
    http://zs.ffshrine.org/link-to-the-past/maps/light_world-1.png
    The two caves marked 06 are connected. That's your way out.

    Funny thing though... Next time you start up the game shouldn't it just give you the option to load at the sanctuary or Link's house (or the mountain cave as well but that's the area you're trying to get out of)?

    Did someone just call Nayru's love useless?


    I don't know about "useless" but I've never used it (aside from maybe once or twice to see what it did of course). Wait, that's the shield one, right?

    I didn't really get much use out of any of the spells in OoT, actually. I never saw any point in using the one that... What'd the other one do? Warp you out to the entrance of the current dungeon? Whatever. As if I'm not doing the entire dungeon in one sitting. And Din's Fire has a couple spots designed for its use (light ALL the torches!!!) but I didn't see much point to it aside from that.

    ---
    "This ain't like fieldwork. You never have to notarize a man and kill him in triplicate. Well... Almost never..." - Ruby
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ForumsThe Legend of Zelda: Skyward Sword ForumThe Legend of Zelda: Skyward Sword Wii ForumThis would be my favorite game of all ti ...