QUOTE
Twilight Princess and the search for those tear things as a wolf every time you entered a new area...
How ironic then that they use the exact same UI in the silent realms... When I saw the flower thing and the one-hit-killing-invicible-guardians-you-have-to-sneak-past, my first thought was "Nintendo is trolling us." Except the silent realms are even worse, because not only do you have an effective time limit, and can fail the mission and have to start all over, but in Twilight Princess the bug-hunting served the purpose of giving the player a tour of a new area. The silent realms are places you've already been to, so it doesn't even have *that* positive. It exists purely to pad out the game.
QUOTE
But as far as story and character development go, this game could eat the other Zelda games for breakfast.
I take serious issue with this. Now I can't judge anything that comes after the second time you go through Skyview Temple, but I can judge everything that comes before. I can confidently say at this point that Skyward Sword's story and characterization is worse than nothing.
Why? Because Skyward Sword is a video game that's written as if it were a movie. There are several critically important things that they missed because Nintendo has no idea how to write the plot for a video game. Here are a few:
1.
The player needs to feel like they're accomplishing something. Humans give up on an activity if it becomes apparent that nothing positive is coming out of it. In the beginning of the game your quest is to "Find Zelda" but the first two dungeons (and maybe the third) are literally a complete waste of Link's time. He might as well have just gone to the temple of time and waited for her to show up. Yes, yes, he needs the tablets to get to the temple of time but your stated goal is never "find the tablets" but is always "find Zelda." The tablets are just a coincidental consolation prize you get at the end of the two temples.
2.
The player needs to feel motivation. In a movie it's sufficient to simply understand the protagonist's desires, but in a video game to be successful you have to make the player feel those desires themselves, because the player *is* the protagonist. Again, the character's motivation is "Link's crazy in love with this Zelda girl and he wants to find her." This is stretched so far that I lost that motivation quite early on. I'd say the point where I stopped caring about Zelda was when the Kikwi Elder said she was already gone by the time you get to him, and that he wouldn't tell you where she went until you did a stupid hide-and-seek quest with the other Kikwis. That's where I said "Screw this, they're just making up contrived s*** to fluff out the game's content now." From that moment on, I was playing completely for metaplot reasons. Putting in elements that the player doesn't take care to notice or follow is a complete waste of both the developer's time and the player's. And in this case, the element I stopped caring about was the
entire "epic" story.
3.
Less dialogue is more. In a movie, how the shots are framed and what's going on visually defines the scenes almost as much (and sometimes even more than) the scripted lines. Video games have a similar but even more powerful tool: The player's interaction with the game world. As much as possible in a video game should be conveyed to the player with how these interactions work. Having the characters start talking in a giant, unskippable cutscene should be your absolute last resort, not the first. Nintendo absolutely fails here: Every last bit of plot and characterization comes from the lines of the characters and not through their in-game behavior. In the few places where it could be said that someone is characterized by their behavior, it's nullified by this being displayed in a 10-minute cutscene anyway. For example, anyone who went into Groose's room at the academy knows that on the inside he's just a whiny little b****. Yet, we still have to sit through that long-ass cutscene after you fight "the imprisoned" that serves no purpose but to tell us this.
4. Finally,
All things in the character's way should be a challenge for the player to overcome. Again, let's talk about Groose. Do you get to stab his ass to make him tell you where the loftwing is? No, he goes away on his own after Zelda shows up and tells him off. I *had* a perfect motivation to fight this idiot, and Nintendo absolutely squanders it by settling the issue in a cutscene. And not only that, but the *same* cutscene where the conflict is introduced! Watching that cutscene was a complete waste of my time, and it does nothing to pull the scene forward.
(Yes I know about the loftwing race. Any "motivation" you could be said to be given to beat Groose and his friends is wasted by the fact that the race is impossible to lose. It's just a final exam to ensure the player understands the flight mechanics.)
Now, you may have something to say to all this: "But Giggidy! Earlier zeldas had hardly any story and characterization at all. Surely Skyward's story, even with all of its flaws, is better than none at all." Lemme answer this objection pre-emptively: The problem is, earlier zeldas didn't waste my time with these long, unskippable cutscenes. Not only does Skyward's plot not add anything to the gameplay, but it actively takes away by forcing you to sit around and watch for ages. Skyward Sword is like that creepy, overbearing coworker who forces you to look at pictures of their kids at every opportunity they get. Including story that does nothing but waste my time is just friggin pretentious.
QUOTE(Golden Chocobo @ Dec 24 2011, 04:13 PM)

I thought I was all done with them after 3, and then they whip out a fourth!
Lovely. :/
QUOTE
Besides, the only time that a dungeon is "reused" in this game is the instance previously mentioned (that I can recall) when you have to run back and get the sacred water.
Well, that's good I guess. I thought I'd have to redo all three. Do we get new dungeons for flames 2 and 3, or just no dungeons at all then?
QUOTE
So it's the same region... but different. I found that more believable than five or six completely different regions within the same game.
Five or six completely different regions within a game of this supposed size and scope? That's sorta *expected.* Ocarina of Time, A Link to the Past, and even Twilight Princess could do it, why the hell can't this one?