Speaking of getting stuck, I noticed the channel on the Shop Channel to "fix" your game save if you get stuck. Anyone had that happen and know what that's about?
That's about
this game breaking bug. The chances of encountering it are small (you have to do a few things pretty much out of order), but it's in the game.
@topic: it's been some time since I played it, so here are the things I remember (of course: MY opinion)...
The good:
+ the RPG elements like actually having a simple way to upgrade what you have without having to grind anything. No infinite running also added to the game
+ dungeon design & design of the lower world
+ Ghirahim: I can't exactly explain WHY I like this guy, but I do. It's a bit of the humour, the taunting and teasing, his style...most baddies in games do nothing but look evil, talk in clichés and await you at the end of the game. The guy is high up in my list of likeable antagonists. And I like a good antagonist.
Neutral/undecided:
~ the story. I know that if it was shorter, it wouldn't have the effect of drawing out good characters like Ghirahim or Groose, but c'mon...there were times where I was thinking if I was playing a video game or watching a movie. This isn't final fantasy.
~ the swordfighting mechanics. It's new and innovative...which is exactly why people hated it. After I got used to it, I liked it...but I sure hope future Zelda games don't expect us to wave a wiimote with one hand and the wiiU controller in the other hand
The bad:
- Fi: ugh...no. Shut her up already. And why does a fantasy sword talk like a nineties computer inferface? (it's not that the two styles are mutually exclusive...but it's not something to do with one of the major characters)
-no sense of exploration: you can't wander from one area to the next one: you've got to do everything through the clouds. And your travel usually isn't made possible by the items you find in the previous dungeon but by events that only occur after visiting said dungeon.
-the upper world. what's the point of it? one place where you buy EVERYTHING (which also means it's pretty much the only non-combat zone you'll remember), some floating rocks that spawn treasure if you find a cube below (wouldn't it be easier to just NOT use a cube and put a treasure chest there? Same reward, far less backtracking) and a whole lot of empty space in between.