SS didn't have unnecessary fetch quests or lack luster segments? The first 4 hours of the game are lack luster and acquiring the Song of the Hero is the epitome of an unnecessary fetch quest.
Compare Skyward Sword's main quest to Ocarina of Time's or Twilight Princess'. The latter two are plagued by hours of trudging through empty fields, while Skyward Sword feels like one huge dungeon throughout. Even the Song of the Hero segment had dungeon-like aspects. So before you say that, please try comparing Skyward Sword to other Zelda games - there is clearly no comparison.
LOL, did you really just say that you spent hours trudging through Hyrule Field in OoT's main quest? If you actually did then you clearly like to take your time with these games, because I doubt if anyone spent more than 20-30 seconds at a time in Hyrule field while they were playing the game (not doing any side quests).
Skyward Sword doesn't? Look beyond the beautiful, artistic graphical display and tell me that SS didn't have tiresome fields and boring fetch quests. The biggest difference perhaps is that while we roll from ptA to ptB in older games, we sprint in SS. That's about it.[...]Ocarina of Time and Twilight Princess filled the void between dungeons with boring fetch quests and tiresome running from Point A to Point B.
SS is an adventure that holds 40 hours or so in store for a non-completionist, and I don't see how SS has as many filler quests as games before it. Nintendo did its best to address this issue, and SS feels mostly like a completely new sort of Zelda title. Ocarina of Time and Twilight Princess had much less interesting openings than Skyward Sword did. What Zelda game hasn't gotten off to a slow start? It's almost become a tradition for 3D Zelda games. .
That's already too much time, as running through an empty Hyrule Field isn't in the least bit exhilarating. As many critics have remarked, Skyward Sword is jam-packed with content and hardly ever wastes the player's time. Ocarina of Time and Twilight Princess filled the void between dungeons with boring fetch quests and tiresome running from Point A to Point B. Although these segments between dungeons in previous Zelda games weren't ridiculously lengthy, they were enough, as a whole, to make me yawn.
SS is an adventure that holds 40 hours or so in store for a non-completionist, and I don't see how SS has as many filler quests as games before it. Nintendo did its best to address this issue, and SS feels mostly like a completely new sort of Zelda title. Ocarina of Time and Twilight Princess had much less interesting openings than Skyward Sword did. What Zelda game hasn't gotten off to a slow start? It's almost become a tradition for 3D Zelda games.
I'm not sure if you and I experienced Skyward Sword the same way, but what is clear is that most people felt that SS is a more straightforward game. Like I said before, there is hardly any time to breathe, and I invested a good 30 hours into it without completing it 100%. I have spent 27 hours on Twilight Princess completed 100%, and Skyward Sword certainly has more gameplay and puzzles to enjoy than TP.
You're right. The sky was jam packed with content and was absolutely exhilarating (end sarcasm).
VanitasXII said:40 hours? Nowhere near, at least not for a first playthrough. I mean, the standard Zelda player could possibly take this long or even more, but that isn't true ingame time. Taking in the sights isn't gameplay time. Constantly replaying minigames is not gameplay time. Reading every bit of text is not gameplay time. Those are the three things that most (new) Zelda players do and that constitutes the bulk of their time as seen on the File Select screen.
Despite hearing this phrase a lot, even in the context of WW and TP, I still don't see how it means a thing. Artificial length? Huh?
I'll ignore the fact that it doesn't make any sense at all given it's use in this context. But I really cannot determine what this actually means. The only meaning I can gather is a section or sections of the game that dragged on a bit or were a bit tedious. In which case you're taking something subjective and giving it a needlessly deceiving objective title. Feel free to correct me if I'm wrong there.
I personally found the Song of the Hero to be a well needed break from the usual find dungeon, beat boss, get one piece of an item formula we normally would have encountered. Sure they could have made it so Levias taught him the whole song in one go, but then people would likely be complaining about the game being too short (in content at least. The whole thing probably only took me around two hours).
I thought the plot's rythm was pretty good until that quest, which I felt was drawn out and didn't really add much beyond artificial lenght to the game.
I agree with the idea that a game being longer isn't exactly a bad thing, but I also think that a line must be drawn somewhere when it comes to squeezing gameplay out of certain areas to keep the freshness and have care about the game not over-staying its welcome. But that's pretty tricky anyway, since people have different opinions of how long a came could/should be.
Artificial length is objective, and the things it is applied to are usually artificially lengthened to the point of the brand being applied. Tedious isn't opinion, it's fact. Some people like the tedium, so they try to apply a different word to make it seem pleasing. That's understandable and more power to them.
Take this as an example, it could be a real life job or something totally different:Tedious is fact? Since when? What I may find tedious you may find exciting and vice versa.