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Skyward Sword Pointless Fanboy Rambling in Defense of Skyward Sword (tl;dr)

Joined
Jul 22, 2011
Location
'Murica
POORLY CONSTRUCTED OPINION WARNING - Grab a snack and a drink for this one folks.

I did a speed run of SS yesterday in preparation for this topic.

I'll tackle the usual suspects first:

Common Complaints

Controls - I'm sorry, but I simply never had a major problem with them. It's one thing to not like motion controls in general, but an entirely different thing to say they're outright broken.

Multiple times during the game I stopped to do a set of 100 swings (8 Directional, 1 Stab, and 1 Skyward Strike for each set of 10) and the results came out as:

Set 1: 100/100
Set 2: 100/100
Set 3: 100/100

I sped up the swings for Sets 4 and 5.

Set 4: 94/100
Set 5: 97/100

^
Obviously, that's an issue. The game simply can't keep up with a speedy succession of swings 100% of the time, but the window for error is so minimal that it hardly becomes an issue. Furthermore, most of the time the misread swing reads as an adjacent diagonal which is usually also in the hitbox of an enemy, so that really minimizes the issue.

Should this be hand waved and ignored? Hardly. It's a pretty glaring fault in the tech, but a 491/500 success rate is pretty damn good. Furthermore, when a misread swing rarely affects the outcome of the hit, the problem becomes hardly noticeable.

Next, I will admit that there is an oversaturation of motion controls use in the game. Swimming, flying, and skydiving are the most glaring:

Swimming: Works perfectly. It's a bit odd at first, and I can see why some prefer an analog stick, but once you get the hang of it it's actually pretty damn fun, and shaking the Nunchuck for a dolphin dive is always awesome.

Flying: There is absolutely zero issue with these controls. Yes, that's an immensely pretentious, arrogant, and subjective thing for me to say, but the Loftwing requires minimal movement of one's hand in order to steer. Gaining altitude is effective (And it's quite humorous to see people complain about tutorials and then not know how to gain altitude) and fun, steering is quick and easy, and the Loftwing controls beautifully.

Skydiving: If you aren't calibrated correctly, this becomes a problem, but it works smoothly otherwise.

Did we need a super-cool-hip-technological motion control for every action? No. Do they all work? Yes.

In fact, I much prefer rolling a bomb, whipping, swordplay, swinging, Skyward Strikes, etc. with motion controls. It feels more fun and satisfying, but that's entirely subjective. Point being, the game has motion controls. You either like the idea, or don't. If you hate motion controls in the first place, I question why you would play Skyward Sword in the first place.

Fi and Text-In-General

Little defense here. She's very annoying pre-Skyview, and she pops out every so often to dish out generally obvious information. Many of her most annoying traits can be completely ignored by not summoning her when she beeps, but she still does point out the obvious.

On the flipside, she is the most useful partner out there. She can give you hints, info on the area around you, enemy bios, playtime, etc.

Another thing I think people disregard about Fi is her personality. (Or rather lack thereof excluding the ending) She has a ton dry humor:

"The chances of it being the women in black is approximately 10%. Rounded Up."

"The chances of you not being the Chosen Hero are increasing."

"Kikwi's are highly intelligent creatures capable of speech...... Yes upon further analysis, clearly not Zelda."

I'm sure if Fi had a less robotic nature, her intrusions would be less despised. Hell, all text speed/Fi problems could have been avoided with a skip text option, but as it stands, she's annoying, but not completely bad.

Linearity

All right, this is a completely subjective aspect of the game, but I don't mind linearity at all. Yes, I've heard all the "Zelda shouldn't be linear", "Zelda 1 was open world", and "The story shouldn't be linear" arguments so keep your hand away from that send button, but if the game wants to have a set pathway, why can't it?

Skyward Sword never blatantly locks you out of an area by saying "No you can't go here because I said so." rather, it takes a more Metroid route by requiring the necessary items in order to progress.

Furthermore, the game is by no means as strictly linear as some seem to think. Faron Woods, the first area you go to, is completely open to exploration. Eldin and Lanayru are a bit linear during their initial run, but once you get to the "fetch quest" (and I use the phrase lightly) of each province, you're completely free to explore and complete your task in any order you want. Likewise, you're free to return and explore for the usual extra goodies such as Treasure, Rupees, and Pieces of Heart. The game is hardly as restrictive as many think.

Not to mention, when were the other 3D Zelda games such open-world masterpieces? The most exploration you'll get out of a 3D Zelda is sequence breaking the dungeons in Ocarina of Time. Majora's Mask has a set 4 dungeon pathway, (It's literally spelled out to you by Tael, and inaccessible until you've obtained the Bow, Powder Keg, Epona, or Ice Arrows.) and I always hear about the constant freedom you get in that game. Sidequests sure, but main quest? Not really, and again that's not a problem since I don't see the fault in linearity. Wind Waker had the whole ocean to explore, but the dungeon pathway was set in stone. I'm tempted to say Twilight Princess is the worst offender in terms of linearity since the overworld, while big, has nothing but rupees in it. At least in Skyward Sword you're always seeing and doing something rather than traveling through an expanse of nothingness.

Why is it that we're suddenly so opposed to a linear pathway when it's been that way since Majora's Mask? Is it that Skyward Sword has nothing to explore? That can't be it since The Sky, while it had a ton of missed potential, has a ton of Goddess Chests, Sidequests, and Mini-Games to keep the player busy. The provinces, as stated before, still have the traditional Zelda goodies to obtain.

Hell, one of the most detested aspects of the game, The Song of the Hero quest, is completely non-linear, but apparently that's all just.......... ugh........ here it comes.....

Filler

This word is slowly going into the basket of "Words Video Gamers Should Never Use" along with "overrated" and "hardcore".

Alright, Skyward Sword has a lot of blatant "This didn't need to be in the game but it's there" moments...... but.....

Is. That. Bad?

For a fanbase that constantly says story isn't supreme, it sure does complain about a lot of content that isn't related to the story, and does it really matter? As long as the content is enjoyable why should we care? Let's cycle through the questionable content shall we?

Kikwi Hunting - Great. You're in an area you've never explored before, it gives the Kikwi race character because of their cowardice and hiding skills, and you do a lot of training by vine-hopping, fighting enemies, and exploring the woods.

Key Hunting - Also fun. You visit a whole other side of the mountain, solve a few bomb puzzles, race down a mountain, ride a few air geysers, and have an enjoyable time. (In my opinion at least)

Generator Hunting - Probably the best of all the hunting quests. You get some awesome puzzles involving the Timeshift Stones and Hermit Krabs, and it tops off with a neat clock puzzle.

Everything in between Dungeon #3 and #4 - Alright, so everything involving Groose, The Imprisoned, etc. is A-OK. The Lost Windmill might seem like filler, but it's necessary in order to introduce Scrapper for sidequests. Then you got the Silent Realm, Great Tree, Lake Floria, seems good.....-wait

Skyview Revisit

Alright, a complete missed opportunity. Returning to dungeons had huge potential with new rooms, enemies, mini-bosses.... but the most we got was talking to a Mogma and fighting 3 more Stalfos. Not incredibly offensive, but not really "good" by any means.

Silent Realms - In my opinion, they're the Tears of Light quests from TP done correctly. They're short, fast-paced, simple, difficult, exciting, and fun.

As far as I'm concerned, there's nothing during the Sandsea segment that can be considered filler.

Scrapper Escort Mission - The argument against this one fair. It comes out of nowhere and is complete filler, but I enjoyed it due to the landscape changes with the Clawshots, the multiple pathways, and sniping enemies with the bow.

Song of the Hero

1.) Tadtones and The Imprisoned - Hate is completely justified. The Imprisoned is a mediocre boss battle that overstayed its welcome, and the Tadtones, while I enjoyed the music and gameplay, is completely jarring and unnecessary.

2.) Stealth Mission at Eldin - Another run up the mountain...... oh joy. Actually, this stealth mission proved to be pretty fun for me considering the items got great use, the landscape was almost unrecognizable, and it was pretty creative.

3.) Lanayru Gorge - I don't think there can be any complaints about this segment.

And that about does it for the "filler" complaints. As far as I'm concerned, only the Scrapper Mission, Tadtones, and Skyview Revisit hold water in an argument, and they're not offensively bad in the first place.

Zelda has had a lot of things that could be considered filler in the past. Why do I have to run to the Lost Woods to obtain a silly song? Why do I have to fetch these Zora eggs for this chick? Why do I have to hunt for these Triforce pieces? Why do I need to move these Owl Statues to get some sort of mystic language?

Why is everything that's NOT inside a dungeon considered filler?

"Filler" in Zelda has existed since the dawn of time and as long as its enjoyable, I don't see the problem.

Conclusion, Concession, and Miscellaneous Details

So what do I gain from writing this? Nothing. I'm just providing my two-cents.

1.) I'm not here to change your opinion.
2.) I'm not here to declare your opinion wrong.
3.) I'm not here to make you love Skyward Sword.

I'm simply here to provide a different outlook as to why people like me adore the game. In a series filled with traditional gameplay, there's just something incredibly unique about Skyward Sword that makes me want to play it all the time. Hell, two years after its release I'm still here talking about it.

I understand why people may dislike the game. The filler is too blatant, the text is too slow, it takes a while for the world to open up, the controls are not for everyone etc. etc. etc.

But people also ignore the good things Skyward Sword does:

Streamlines mundane activities with the Stamina Meter (Ladders, Vines, Climbing)
Rupees Matter (Potions, Items, Supplies, Medals)
Adventure Pouch
Orchestrated Music
Cinematic Feel
Treasure Hunting
Upgrading
Overworlds that actually have puzzles, enemies, and activity in them.
Better Focus on Character Development
Less one note FIRE, WATER, FOREST, dungeons, more of a combination of ideas.

I really wanted to talk about the story, music, and visuals, but this has gone on for far too long. I'll do that another time.

As for now, in the end:

For every little thing Skyward Sword does wrong, it does something exceptionally right.
 

Ventus

Mad haters lmao
Joined
May 26, 2010
Location
Akkala
Gender
Hylian Champion
I'm not saying you're wrong or anything, but I do want to ask if you have access to a camera so you can record how you use your Wiimote. Simply saying "swinging it fast does little to affect accuracy" means very little, because there are actually different methods of swinging.
 
Joined
Jul 22, 2011
Location
'Murica
I'm not saying you're wrong or anything, but I do want to ask if you have access to a camera so you can record how you use your Wiimote. Simply saying "swinging it fast does little to affect accuracy" means very little, because there are actually different methods of swinging.

Sadly, no, and that takes my argument down a peg. The most I could do is utilize an iPhone camera, which even then, you won't be able to see my actual hand moving the Wii Remote.

The best way I can describe my grip is this:

Normally for horizontal and vertical strikes. I.E - Straight out, not tilted, left/right and up/down motions.

For diagonals I slightly tilt the remote to the left or right depending on which angle I need to use.
 

DarkestLink

Darkest of all Dark Links
Joined
Oct 28, 2012
I never had an issue with getting the controls to work...it just doesn't feel natural is all.
 

Random Person

Just Some Random Person
Joined
Feb 6, 2010
Location
Wig-Or-Log
Wii-Motion Plus
I've never had a problem with the Wii-Motion Plus until I started critically analyzing the game, and even then it wasn't enough to make me hate them. The problem with this is the logic of "Mine worked well, so yours must have too" is being applied here. There were enough people whom the controls didn't work for, shoot, the game spazzed out on the tech demo yet everyone who played right after found the controls nearly flawless. The point is just like I can't say "Mine didn't work, so there must be a problem with everyone else's", it's not fair to generalize everyone's opinion of hardware use based on your own experience. This is something that needs multiple testing and multiple inputs.

And while I stayed away from the hype of SS before it was released, I was told that we were promised 1:1 sword controls. Because we got less than that (though there may be justifiable reasons) its understandable why people who aren't me would be upset at the results.

Overuse of controls
It's not so much as a "these didn't work well" as it is a "this would've worked better with buttons." SS puts motion controls in almost everything and they aren't necessary. If they were put there to make the game more fun, there wouldn't be as much complaining, but it really appears that they were put there to show off the Wii-Motion Plus. This happened similarly to the DS games where everything was done with the stylus. The main difference is that certain people feel the stylus system did its best to keep the intriguing Zelda atmosphere.

Fi
I've not much to say about this. I like Fi, but she was annoying. While her Personality is an interesting thing, the thing is, it's not enough to cover her annoyances. Fi does not provide mundane humor nearly as much as she provides useless information, thus the useless information is what she will be known for. It's not that people hate Fi, but more along the lines of how she was used.

Linearity
If you take a Metroid game and make the protagonist a male, people will complain. If you take a Tekken game and take out the ability to block, people will complain. If you take any game series that is known to have something that the fans like and diminish it, people will complain. Linearity in itself is not a bad thing, but if I wanted to play a linear game I would not choose Zelda because that's not what it's known for. Storywise, yes, most games with a story have you go in order including Zelda, but the rest of the world should not be placed along with it.

Also, what SS provides in "being able to look around an area" is not exploration. The reason is because it is mandatory to visit each inner-location when the time comes, and when you did, the secrets of said area (if there were any) were most of the time blatantly obvious and along the road. That isn't exploration. In WW, you could beat the game and miss alot of things because you didn't visit every island. The same can be said for MM. There was nothing that said you HAD to visit the beaver waterfall, or go to Sakon's hidout in Ikana Canyon. And even if you found these places, you still had to explore in order to find out what to do. SS's Faorn Woods has you search the entire forest for Kikwis. If I am required to go throughout the whole forest, this feels like a task the game wanted me to do, making it more linear. Simply put, its not exploration if I'm require to or heavily lead to do it.

Revisits

I don't really have anything to say about this section.

Filler

It's bad if we notice it.

First of all, everything outside of a dungeon isn't usually seen as filler aka padding. It's everything outside of a dungeon that does not add to the main plot or push the plot forward in order to make the game seem longer. The first part of SS is seen as padding because hardly any progress is made. While we do get Ghirahim and Impa, it's mainly Link doing one task the whole time... looking for Zelda. And the last section with the dragons is considered padding because of the same reason, the only difference is now he's trying to learn a song. Very little about the story is learned during these two times and one could make an argument that this is true towards the middle of the game as well.

But what's sucessful about the middle of the game is that it does a good job of distracting the padding with other antics. Collecting the goddess tears was a nice change of pace, and was done extremely well. Added this to getting new items, exploring new places, and beating new dungeon, while this section could arguably be padding, people don't notice it as much because of all the other good qualities it has. I don't think padding is a horrible thing, but just like any "flaw" when it is so obvious it overshadows the positives, then it needs to be delt with.

Conclusion

Hey, I'm glad you loved SS and I hope you continue to get joy out of the game. But what should be noted is that, atleast in my experience, most people who dislike SS don't ignore the good things. We're just noticing alot more bad than we hoped to. With other Zelda games we can say "Well, that seems bad but this makes up for it." SS doesn't give us enough to excuse it's flaws. Like the Nostalgia Critic said, nitpicking isn't so much as complaining about flaws, but complaining that we noticed it from the get go. SS has many great things about it, but they're not enough to hide its flaws which we've come to expect better from in the Legend of Zelda series.
 
Joined
Dec 9, 2012
I could probably counter most of those arguments but it would take too long. I'll just counter a few, than.

1. Most people play this game swinging their sword fast to move it from place to place. They don't take slow swings.

2. Having to move the Wiimote to move the bird gets annoying and feels unnatural, especially when you have to point down.

3. Fi was always annoying. I never payed attention to her, she had to point out every little detail, and most people I know were glad when she left for good.

4. About the things you said Skyward Sword did right, rupees didn't matter because you weren't forced to buy anything and they were constantly handed to you. The orchestrated music was nice, but most of the songs weren't memorable (I can only really remember the Sky and Faron Woods Silent Realms). Treasure hunting was pointless because it was only required for one thing, and I never upgraded my weapons at all. The adventure pouch seemed unnecessary and limited what I could hold, which isn't good (I don't want realism in my Zelda game, except for art style).

Thats really all I can think of without playing the game again, which I only do for the boss rush.
 

DarkestLink

Darkest of all Dark Links
Joined
Oct 28, 2012
@Random Person

Zelda not known for linearity? It's one of the most linear series I've ever seen. We haven't had a non-linear title in over two decades.
 

Salem

SICK
Joined
May 18, 2013
What game, pray tell? If you need to use exploits to make the game non-linear, then it wasn't Nintendo's intention for it to be non-linear.
Ocarina of Time. No exploits needed in that one, although WITH exploits you can go further. Also, Phantom Hourglass I heard.
 

Salem

SICK
Joined
May 18, 2013
What dungeons can you do with no exploits whatsoever out of order? I can tell you they sure weren't meant to be done out of order because Navi and Sheik tell you which dungeon to go to next. Most of the dungeons you can do out of order were actually meant to require a certain item but you can bypass it with exploits.
Fire can be done before Forest, Shadow and Spirits can be switched around.

What they say contradicts the menu, the game suggests you to do Shadow before Spirit but the menu is opposite, when you get the hookshot in the graveyard, they tell you to go to the Forest, right? But wait, isn't the Fire temple is more convenient to complete before the forest because Death mountain is right next to Kakariko Village, as least for me.

I'm feeling Déjà vu for some reason......
 

Ventus

Mad haters lmao
Joined
May 26, 2010
Location
Akkala
Gender
Hylian Champion
I can tell you they sure weren't meant to be done out of order because Navi and Sheik tell you which dungeon to go to next. Most of the dungeons you can do out of order were actually meant to require a certain item but you can bypass it with exploits.

What you're referring to is a "suggested," beaten path that the devs wanted you to go through, but as seen with Ocarina of Time 3D dungeons are still able to be completed out of order...which is the player defined order, or routes that the developer left open. Don't know what this has to do with SS though.
 

Salem

SICK
Joined
May 18, 2013
@Random Person

Zelda not known for linearity? It's one of the most linear series I've ever seen. We haven't had a non-linear title in over two decades.
You haven't played that many video games, have you?:sweat:

What you're referring to is a "suggested," beaten path that the devs wanted you to go through, but as seen with Ocarina of Time 3D dungeons are still able to be completed out of order...which is the player defined order, or routes that the developer left open. Don't know what this has to do with SS though.
The fact that they weren't changed in OoT 3D means they built non-linearity in the game from the start, it wasn't an oversight.


We're getting off-topic.
 
Joined
Jul 22, 2011
Location
'Murica
Ocarina of Time is meant to be done in a specific order. The Forest Temple is specifically stated to be your next location, the Fire Temple requires arrows if I'm not mistaken, the Water Temple also requires arrows, the road to the Spirit Temple requires the Hover Boots and Lens of Truth so the Shadow Temple can't come before it.

You can switch it up and sequence break through some dungeons, but that would require trudging halfway through the Forest Temple and then leaving for no good reason.
 

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