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The Legend of Zelda: Skyward Sword


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#136 Russ

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Posted 23 June 2010 - 03:55 PM

But they'd have to be transcending dimensions to do that. Because in the TP branch of the story (where Link goes back in time after OoT and stops Ganon from getting the triforce), he never had the triforce at all. So how is that just transcending time? It'd have to have chosen him.

#137 The Satellite

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Posted 23 June 2010 - 04:32 PM

Then it transcends dimensions as well. The Triforce is present in both dimensions, right? Plus, Ganondorf is the same man, separate dimension or not. So... yeah. And off-topic. Back to the game.

#138 Nicholas Steel

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Posted 24 June 2010 - 12:14 AM

The Triforce in LttP doesn't speak sheesh, it uses telepathy to communicate it's purpose and how to use it, it communicates in the holders language. Otherwise someone who knows nothing about it would probably never ever know what it is or how to use it and would just store it in aomse box somewhere or be buried with it when they die D: also it's HUGE in LttP icon_razz.gif

#139 Golden Chocobo

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Posted 26 June 2010 - 03:35 PM

I'm gonna disagree with the majority of you and say that I don't like the graphics. Cell shading looks too bright, happy and cute, which was cool for Windwaker and etc. I dunno, I just feel like the older Links should always be darker and scarier.

But aside from that, it's exciting icon_biggrin.gif

#140 Moonbread

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Posted 26 June 2010 - 06:04 PM

I thought Wind Waker did a good job being dark where it needed to be (remember the destroyed island in the storm?), and since this is supposedly a dark game, it'll probably be similar to that.

#141 Radien

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Posted 27 June 2010 - 06:06 AM

QUOTE(Golden Chocobo @ Jun 26 2010, 01:35 PM) View Post
I'm gonna disagree with the majority of you and say that I don't like the graphics. Cell shading looks too bright, happy and cute, which was cool for Windwaker and etc. I dunno, I just feel like the older Links should always be darker and scarier.

But aside from that, it's exciting icon_biggrin.gif

Sigh. Okay, I'm gonna come at this with a different approach:

Cel shading has NOTHING to do with the brightness of the coloring. It also doesn't necessarily make a game less serious. Cel shading simply makes 3D look like a certain type of 2D animation, or perhaps, more like a comic book, or even a painting (see: Okami). There have been a number of games that have used cel shading as part of their plan to achieve a dark, yet 2-dimensional feel.

Many cel-shaded games use bright colors, but they don't have to -- not every cel-shaded game is another Wind Waker. If you think Skyward Sword is too bright, just say it's too bright; that's a separate issue from cel-shading.

Personally, I wouldn't be surprised if the anime community is very happy with this art style. It is much more in line with the traditional manga look than either of its closest predecessors, Wind Waker and Twilight Princess.

#142 Golden Chocobo

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Posted 01 July 2010 - 03:23 PM

Okay, maybe I should have included "cartoony" in my previous post. Because that's really what I was getting at.

#143 Sir Evan

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Posted 02 July 2010 - 09:29 PM

Some people might find this interesting. Everything know about Skyward Sword. Nothing new, as far as I can tell, but should be a handy reference regardless.

#144 The Satellite

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Posted 02 July 2010 - 10:08 PM

It's a good article to read, and yes, I did know most of this already, but there are probably others who didn't. This part I didn't know yet, though:
QUOTE
Hang on for your life! Link’s climbing and running abilities are limited.
Tick tock... don't fall, Link!
If you liked all of the vine-climbing in Twilight Princess, don’t get used to the way it works – in Skyward Sword, Link no longer has the ability to endlessly cling to vines and walls. As Link climbs onto vines, a circular meter appears showing Link’s remaining strength. After the meter runs out, Link will lose his grip on the vines and plummet to the ground. This applies to any of Link’s usual tricks that consume a bunch of stamina. In the final game, this may not be limited to just running and climbing. (Thanks to Corey for this one!)
And I don't like it being applied to wall-climbing. I may feel differently after the game, but I'm too used to Zelda's old method of wall-climbing without a stamina meter. I like it for the other uses such as running and stuff, but not climbing. D:

Ah well.

#145 Moo2wo

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Posted 02 July 2010 - 10:17 PM

It depends on how much time you get. 10 seconds might be pushing it as far as realism goes, 15 seconds (I think) would be fine, but you would lose some of the realism, but 20 seconds would be too easy, and unrealistic. You also have to factor in how long you'll be on the vines, and how fast you climb.

#146 Radien

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Posted 03 July 2010 - 08:52 AM

QUOTE(Golden Chocobo @ Jul 1 2010, 01:23 PM) View Post
Okay, maybe I should have included "cartoony" in my previous post. Because that's really what I was getting at.

Fair enough.

It seems the writers of the article Sir Evan posted also have that mixed up. They are saying that Skyward Sword departs from the "cel-shaded style" of Wind Waker. Uh.... yeah, article... Cel-shading is a technique used to achieve a style, not the definition of a specific style. And Skyward Sword uses cel-shading just as much as WW...

That said, I think SS looks more like a comic book targeted at teens than a Saturday morning cartoon (as Wind Waker did).


QUOTE(The Satellite @ Jul 2 2010, 08:08 PM) View Post
This part I didn't know yet, though:And I don't like it being applied to wall-climbing. I may feel differently after the game, but I'm too used to Zelda's old method of wall-climbing without a stamina meter. I like it for the other uses such as running and stuff, but not climbing. D:

Ah well.

If it works at all like it did in Shadow of the Colossus, it'll be awesome. icon_biggrin.gif

But 3D Zeldas don't normally employ a jump button, so naturally there'll probably be some major control differences, at the very least. But I still liked SotC's grip meter. The more closely Zelda's physics and boss battles emulate Shadow of the Colossus, the better, I say.

#147 The Satellite

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Posted 03 July 2010 - 11:53 AM

Whatever the button is for running, I'm willing to bet that running into a wall will automatically trigger the climbing. After all, you won't need dashing into obstacles like in ALttP and other sprite-based Zeldas with the Pegasus Boots, since the 3D Zeldas replaced that with rolling. And I'm not familiar with SotC's system. icon_unsettled.gif

#148 Radien

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Posted 04 July 2010 - 02:05 AM

QUOTE(The Satellite @ Jul 3 2010, 09:53 AM) View Post
Whatever the button is for running, I'm willing to bet that running into a wall will automatically trigger the climbing.

That might be how it works. I'm not sure how auto-jumping would work if Link made a long leap before touching the wall. I'm sure it'll be very simple for jumping large gaps, though. Much like in roll-jumping Majora's Mask (or using the Bunny Hood).

QUOTE(The Satellite @ Jul 3 2010, 09:53 AM) View Post
After all, you won't need dashing into obstacles like in ALttP and other sprite-based Zeldas with the Pegasus Boots, since the 3D Zeldas replaced that with rolling. And I'm not familiar with SotC's system. icon_unsettled.gif

But maybe dashing will go the other way and replace rolling. After all, unlike OoT, rolling didn't make you invulnerable to attacks in TP (in case you didn't catch that small change).

Here's how SotC's grip meter works:

- When you hang from a climbable wall or ledge, your grip meter slowly decreases.
- When you actively climb, your grip meter decreases faster.
- If you jump from a climbable wall, your grip meter decreases in quick bursts.
- While standing or running on a flat surface, your grip meter recovers, but slowly.
- While crouching on a flat surface (via a button press), your grip meter recovers quickly.
- If your grip meter runs out, you lose your ability to hold on to anything, and instantly drop.

In SotC, the size of your grip meter can be increased just like your life meter. This is an optional part of the game, but only due to the nature of the game (in Zelda it'd probably end up being compulsory if they supplied upgrades). Also, technically it's called a "stamina" meter, since it has some non-grip related uses, but they probably aren't important to this discussion. It all boils down to this: when you're using your hands for something that requires you to exert your arms, your grip meter decreases. When you're only using your legs, it either recovers, or remains unaffected.

I could see SS using the same "stamina" meter for both climbing and dashing. Just an idea, though. Doesn't mean it will.

#149 The Satellite

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Posted 05 July 2010 - 05:36 PM

Eh, that sounds fine, maybe. As long as it doesn't regulate swimming. I know Wind Waker had that meter, but that was on an ocean. icon_unsettled.gif

Anyways:
QUOTE
The Pedestal of Time was crafted to hold the mighty Blade of Evil's Bane, the Master Sword, when it was created by the Ancient Sages around the time of Hyrule's creation.
From Zeldapedia. Depending on the accuracy of this, coupled with the story so far—Link not living in Hyrule and apparently not knowing of its existence until the story starts—anyone else think it's feasible that this Zelda game takes place right around or just after Hyrule's creation? That would be interesting... And potentially awesome.

#150 Russ

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Posted 05 July 2010 - 05:42 PM

Ya know the war they keep talking about in OoT? I'd wager that Skyward Sword is about that war. Just a guess.


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