OuroborosChoked said:
I refer you to a post I made on the original video. Namely:
"I swing my Wiimote and I get blocked. Link's arm ricochets. Mine doesn't. Mine keeps going. So I have to move my arm back to the starting position before I can re-position my arm for try #2. In doing so, I end up swinging the sword again from the wrong location.
Why would you do that instead of trying to slash from the opposite direction right away? Sure, you might get blocked, but it feels more natural.
The flying controls are painful. In the default hand position, it's very difficult to tilt down enough to dive. Wrists don't bend that way. The same goes for bomb rolling. If I want to roll a bomb, I have to move my hand position, point the Wiimote down, then flick and hope the system actually registers it as a flick, not an "I'm returning to neutral position", as it often does.
You move your whole arm down, not the wrist. Jeez, that's just plain painful to think about.
Then there's the harp. I swear I must've played the harp performance about THIRTY times. Every time I started, my hand's position was in a different place... and no matter how carefully I moved my Wiimote, Link's hand would always slide half-way back in the other direction. To clarify:
I swing right -> Link strums right
I hold my arm steady and still at the right -> Link starts strumming BACK TO THE LEFT.
My arm hasn't moved. AT ALL.
Wait, did you actually move your arm across the T.V.? Why didn't you try strumming back and forth like you really would with a harp? Or were you too busy harping about learning a new control set to notice?
How am I supposed to control a game accurately when the controls don't respond to my inputs? It's like playing DDR with a steering wheel!
That doesn't work. I've tried it. The wheel just doesn't register the same motions.
Oh yes, and the recalibration. EVERY TIME I use a B-button item (that blowing vase thing, the slingshot, flying scarab thing, etc.), when I press the B-button, the controls orient by where my Wiimote was pointing when I pressed the button... which often means Link's going to be spinning around in circles until I press Down on the D-Pad.
So you knew what the cause of it was, pointing away from the screen. . .and you never once, not once in the whole 40-60 hours of gameplay, thought to point your wiimote at the screen FIRST?
Would ANY of this happen on a traditional controller?
NO. And that's why motion controls SUCK. The End."
I think that's why you just don't even want to try. See, the problem with motion controls is that they take a little bit of this magical thing called "effort" and "care". You may not be familiar with these notions from the confines of your happy place where you've adamantly locked yourself up in. Come, venture forth into the outside world with us. It's fun. I promise.
Actually, that's not a fetch quest. That's grinding. A fetch quest IS:
"any quest where someone has told you what you need to find"
That. Go there, grab that, and bring it here. I'll give you some sort of compensation for doing so. A fetch quest: defined. How you've gotten it confused with grinding for loot drops is beyond me.
I like how you arbitrarily skipped over the one spot where I mentioned that calling these fetch quests was like calling Mario an RPG because technically you couldn't say I'm wrong under the same justification. That was my favorite part.
It's not even really padding
Yes it is. It's arbitrarily extending the length of a quest by adding busywork to it. Busywork, might I add, that adds no depth or comparable reward to the quest. Take the Hero's song bit where you have to swim around for the notes. Why? I've got the fully powered up Master Sword already. Why do I have to prove myself AGAIN? It's not like I had to find lost items. The Water Dragon specifically scatters the notes ON PURPOSE just to waste your time. PADDING. Because the game has nothing else to do but make you faff about, to borrow a phrase...
Oh no! A quest is arbitrarily extending the length of gameplay with actual WORK!? Why would I want this? Why can't the puzzle just be solved FOR me? Why do I have to PLAY the game? You know what else is bullshit in this game? DOORS. Why are all the damn doors locked. Why can't they just be UNLOCKED for me? I mean, it's just arbitrary and extending the length of gameplay superficially. Grrrr, Nintendo! How dare you make me solve things!
Nope. See above. Drastic change? Yes. New baddies? No. New areas? No. This game is an exercise in retreading.
Metroid is an example of retreading. And I love every second of it because I get to find the things I missed out on earlier and I get new enemies and I have fun. What's your excuse?
Utterly useless that it is...
Now WAIT just a sec-
...Oh, I'm not saying it's not functional. It is.
. . .Then why are you even still talking about it?
Having to hike all the way back to another area for one minor item that I won't ever use again IS padding. It adds no fun to the game. Most egregiously, if I come across an item I know I'm going to need later, I often CAN'T pick it up until the game tells me I have to go ALL THE WAY BACK to pick it up[. . .skiiiiiiiiiiiiip. . .]hoose my landing area, Fi, Thank you, sit through the falling animation, walk to the area I left five minutes ago, and complete the quest. No reward beyond being allowed to continue going forward.
You DO understand the point of padding is generally to add in meaningful game time, like five HOURS right? Anyone remember the upside down portion of Castlevania Symphony of the Night? Or even Castlevania 2 where you had to grind hearts to purchase equipment? Anyone?
Zelda is abound as the game masterfully places you at the start of the maze you need to be at
I just love this quote. It's ridiculous and nonsensical. Zelda is abound... with what? As? That doesn't follow "abound". And the game is masterful at putting you at the beginning of mazes? Woo-hoo! What a triumph! They can put you at "START". How clever of them!
I love how you misquoted me purposefully and then made a fuss about it. This is what I said.
where it is AND IN THIS ASPECT ZELDA IS ABOUND as the game masterfully places you at the start of the maze you need to be at with subtle clues
I will however give to you the fact that it is indeed missing a comma due to a style I implemented explained a point further down.
Oh, wait, there was something else in there, wasn't there? Right right.
Yes, Zelda IS deceptively creative at placing you at the beginning of long winding labyrinths without most people noticing. I've noticed often that people praise A Link to the Past for being so exploration based, but if you start up a game, you'll notice that it's actually just a really long linear path that has many branching elements in it that gives the illusion of freedom where there is none. Take for example the middle of the game, the start of the Dark World section. You start on top of the Pyramid of Power and must explore from there. If you go north, you'll find your path is blocked by a giant rock, and a hookshot puzzle. If you go to the south, your path is blocked by the mallet pegs that prevent you from traveling to the next area. So your ONLY option is to go up to the East Palace counterpart and solve the dungeon. When you get out, the area to the South is open up to you, but Kakariko is blocked off, and so is the desert, so you only have the option of exploring the area around your house, the lake, and of course, going to the next dungeon, cause dungeon 5 in the lake is off limits, and most people on their first try probably haven't found the flippers yet. Then when you beat THAT dungeon and get the hookshot, your choices no include solving the hookshot puzzle, you can not jettison yourself across the formerly inaccessible hookshot puzzle and continue on to. . .the Lost woods and Kakariko village. And at that point, you have the ability to do a minor sequence break by skipping the Lost Woods and going straight for dungeon 4, but then what's the point? All you've done is skipped ONE dungeon. And you might be able to grab the flute and skip over dungeon five, but all you've done is a minor sequence break because once you get to Kakariko village, every area save death mountain is explored. Twice.
Really, it's not so much different from Skyward Sword, because you're exploring areas to find dungeons and items, but the difference is, they separated the areas cleanly so now you can't spend 10 hours. . .oh, wait, I already MADE this metaphor. Wow, looks like everything kinda makes sense doesn't it?
Quote: You, in the future. You said:
No! It DOESN'T MAKE SENSE HUEHUEHUEHUEHUE
In the words of Geese, "PREDICTABRE"
Are you still defending Zelda? So it's masterfully linear... which is a negative holdover... from another unrelated genre? Whaaa?
Sorry, I ACTUALLY meant that the word "Linear" is a hold over from gaming critic's arsenal of made up marketing buzz words on loan from the FPS industry, not that ZELDA is bad for being linear. Because honestly, it isn't. Some of the best games are completely one direction, no branching at all. Some gameplay design is actually created around the idea of a player pushing through from one direction and one direction only. It's actually pretty masterful when witnessed in action. Example: Castlevania III, Mega Man X, Contra 3, etc.
I don't know anyone who's made this complaint. Really. Who are you arguing against here? Yourself, apparently...
Metaphor isn't your strong suit, is it?
Ok, I've been nice about this so far, but GRAMMAR. Are you six years old? Do you know what a run-on sentence is? Jesus...
Okay, I apologize deeply for this. See, when I wrote this, I decided to do it in Zero punctuation style and try to make as many sentences run on as long as I possibly could without anybody noticing or being none-the-wise. But sadly, I cannot compete with Yahtzee as I'm sure his punctuation-deleting skills are so far advanced he doesn't even capitalize or use apostrophes, and that has nothing to do with run on sentences!
I'll leave the clever grammar and snarky wit to the professional from now on, I promise! And I might be willing to cut Yahtzee a little bit of slack too.
Anyway: So it's a rare moment when she interrupts... except when it happens entering a new area? So either you're admitting that it happens a lot or that there aren't that many new areas. Either way, your statement is backfiring again.
Fi is a horrible, unnecessary character. She adds nothing to the game. In fact, the game would be VASTLY improved if she were removed. Instead of her doing the exposition when you get a new powerup (that I always ignore anyway), just have some mystical voice of the sacred flame or whatever do the explaining. Let the rest of the game do the explaining naturally through character dialogue... WHICH IT DOES ANYWAY. Fi just REPEATS everything you just heard. She provides NO new information.
Oh, she does talk often, but what I meant with the entering room comment is that she often only pops up when you're otherwise not engaged with the game, like when you enter a room and there's that cutscene where it pans over the entire room? Or at the end of conversations with other characters. And yeah, she repeats other people's conversations. . .in summery. And then she adds new info on top of that. It rarely even takes more than one text box, maybe even two, to summarize everything.
Master, we have to do what this guy said and FIND THE KEY.
I hope you don't mind, but I believe the keys will be easier to find with this ability I've just now given you to make your quest easier. If you want it that is. And also, you should search the area over there, because that's where they most likely are.
Oh no, 2, 3 more text boxes, one a summery and two are new info about abilities I've just gained, on top of a dialogue heavy game in the middle of a cutscene with a character whom I've been talking with? What. Ever. Shall. I. Do.
Five unnecessary, game-interrupting seconds. EVERY TIME.
game-interrupting seconds.
You literally don't even stop moving. Not only is that statement a lie, it also shows that you're stretching for things.
Because you can just hit A and *poof* there goes the text with Navi. It doesn't gradually scroll across the screen at glacial speed like it does with Fi.
I actually meant that Fi is a gentle sounding tone that can be quite easily ignored especially if you turn off the visual for the wiimote symbol on the gamescreen. Navi makes loud annoying sounds that force your attention to her, has a BIG flashing button, and literally kidnaps your C^ button, which you use to look around the room with and is actually a big fucking deal considering, and essentially forces you, at some point in time, to listen to her.
I can ignore Fi if I want to because I don't have to press her button except when absolutely necessary.
Except he hit the nail on the head with this one. You can't write off his points because you can overlook them or because you don't want to acknowledge them. He's not raging at Zelda without warrant. He's giving it the thrashing it DESERVES. This game is just not very good. Get over it. If you can and you still enjoy it, more power to you.
No, he didn't. All he did was take some MINOR and NONEXISTENT grievances with the game, then exaggerated them for a very poor comedic effect. I mean, look, there's problems with the game that CAN'T be overlooked. Real legitimate problems in design choice on the creators part and should be improved upon in sequels and even other games. For example:
--The Bird never gets a name, and in fact, and entire early portion of the story is devoted to the game telling you how special this bird is. The central mechanic for which this game is named after all stems from the bird and the theme of the sky and flying, but it plays such a minor part once you get to the land that it's completely forgotten about and ignored in favor for the story of genesis in the land of Hyrule. The only reason the bird was special and marked as such was to shoehorn in the design of the Hylian Shield as a sort of beginning tale.
--Half of the items are never utilized properly in a setting I've come to expect from a Zelda game and it's a huge issue. The whip is never used outside of the dungeon it's found except in one or two minor puzzles designed to make you remember it was "there", and doesn't even stun enemies, let alone do any damage to them. It could have been combined with the Clawshots and made one GOOD item instead of one mediocre item and one "I WISH THIS WAS SO MUCH BETTER" item. The same problem was had all over as the only useful items were the bombs and arrows. There was no need for the slingshot except as a tool for situations revolving around "I don't wanna give the players the bow and arrows yet cause it's too powerful. . .but I really want a ranged-attack weapon puzzle here. So let's give them this." Everything was designed around the Sword play which made for a fun time, yeah, but the items could have all just been upgrades in power and nobody would have noticed.
--Time traveling plots confuse and confound many players and upset an already delicate timeline issue within the series, and doesn't established set rules, as for some reason, this game wasn't using the 4th and 5th dimensions like the timeline of Ocarina of Time was using.
--Two of the hearts were only obtainable by holding onto items, which creates a very poorly executed illusion of "Power for trading something useful" (in this case, pouch slots).
--The end game felt like it was going to continue on more, but by the time I got there, all the sidequests were done, and I felt like there was so much more that could have been done with that. They left a lot of potential space unused in the endgame, and so many more things could have been created and resolved by the time I started the last temple to the Point of No Return before the last boss.
Really, I mean, this is all off the top of my head, and I'd easily give this game an A grade.
But this review?
--"Oh, I hate the controls, so therefore they suck."
--"Man, I hate having to read in this game."
--"What? Why do I have to PLAY this game? This sucks."
--"Aw, c'mon, man, I NEED those precious five minutes back! ARGH!"
I don't mind critizism to my new favorite game, but at least come up with something that actually have value other then telling the creators of the game "I don't want to have to apply myself to anything".
First of all, "childish antiques"? Ha.
Obviously, I refer to the the classic masterpieces of youth, such as "Scribble-on-the-fridge" -Age 3, and other such works as "Other scribble marking a slight increase in the hand-eye-coordination skill" -Age 3 again.
Second, he didn't turn it into a debate: the fanboys (and girls, as the case may be) did. He gave Skyward Sword no special treatment and treated it the same as every other game he reviews. And that'll always set off the fanboys...
If by same treatment, you mean how he didn't even try playing the game and just nitpicked at anything that caught his immediate eye, then yes, probably. If you mean that he applied himself and tried his best to match what the game was expecting out of him, then I have some bad news for you.
That's just not true. You know how I know? I felt the same way about Skyward Sword five hours in. And I paid full price for the game. I have nothing to gain from "hating on" the game. I expected a joyous romp through Hyrule... instead, I got this bland, samey mess. Go ahead and disagree with Yahtzee if you feel you must... but don't call him a liar. You've not disproved a single one of his points. You attempted to spin them in a more positive light, yes... but you've not proven he fabricated their existence. Your entire post, like Skyward Sword, has been a massive waste of time for everyone who has had to slog their way through it. And also like Skyward Sword, it could've been done better and shorter, too...
Well excuuuuuuuse me, princess.