Skyward Sword sucks deku nuts as a Zelda game

I wanted to bring that sense of adventure to a video game. And people playing computer RPGs back then were bragging about how strong their swordsmen had become and were calling each other at night to exchange information. When I noticed that, I thought it was an interesting milieu. [...] with a world of swords and sorcery as my theme, I decided to make an adventure game based on treasure-hunting, and that was the beginning of The Legend of Zelda.
- Myiamoto

Despite mostly having a linear main quest with a character guiding you to the next dungeon, it never feels like Zelda tells you the location of every secret and there's aways something interesting outside of the main quest. It doesn't matter if ALTTP tells you the dungeon locations, that game is full of secrets and side content. That's the essence of Zelda, but one game would refuse to understand it...

Skyward Sword will, they say, feature a new map, one that's a lot easier to follow than previous attempts. This should cut down on the amount of time you spend "lost", apparently.
- Kotaku

Streamlining Skyward Sword's world made it's world feel fake and didn't capture the Essence of Zelda. No longer did enemies live in the wild, now they are just obstacles. Adding bugs didn't make the world more alive, there isn't even a proper day/night cycle. The only area that felt alive was skyloft and the rest of the sky sucks. Fi goes too far and interrupts you every time. The areas didn't have many secrets

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Played it when it came out, all I can say is that it's very decent, not great just decent, still better than zelda on the 3do...
 
The four-to-eight slot Pouch is retardedly limited, making the ammo bags (which should be part of the Gear screen, as they are in other games!) practically useless since you'll never be able to fit them in alongside your shield(s), Potions, and Medals (two of which are essentially Heart Containers, which is another dumbass design decision since it's impossible to reach 20 Hearts without them).
The game would work just fine without the Pouch, if not be an objectively better game.

The Silent Realms too "suck Deku Nuts", since the 90-second timer is far too short when the Tears are quite spread out and you also have to deal with limited stamina; why not 120 or 180 seconds? Further, why do these Realms have a goddamn reset condition, with the only "consolation prize" being the marking of previously-collected Tears on your map? It's utterly aggravating when you've collected most of the Tears, only to be slashed by a noclipping Guardian - or a supersonic, ground-locked one - from outta nowhere and forced to do the entire awful thing all over again.
Also, why the hell does water invalidate the timer and wake up the Guardians? Spotlights, sure, but water?

Limited stamina should speak for itself, as should the three Imprisoned fights; that whole game is filled with utter inanity and braindead design decisions, not helped by it originally being a Wii-exclusive (so porting it to a console that isn't so addicted to garbage motion controls isn't as simple as just remapping buttons, instead requiring a convoluted workaround to the borked motion system).
 
@MORSHU8KRTXON I respectfully disagree. It's games like Twilight Princess, The Wind Waker and Majora's Mask (for 3D) and A Link Between Worlds and Link's Awakening (for 2D) that truly understands what makes the series so enticing, such a wonderful experience.

BotW tries something new, and...it really doesn't work out.
 

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