Demise beat me up pretty bad the first few times. My biggest problem is that I kept trying to doge by doing a right jump for some reason. Except, when demise does his big diagonal slash all that dodge does is move you from the center of his slash to the end of it. 2 hearts down, every time. >_<
life's a game that you're bound to lose / like using a hammer to pound in screws
fuck up once and you break your thumb / if you're happy at all then you're god damn dumb
that's right we're on a fucked up cruise / God is dead but at least we have booze
bad things happen, no one knows why / the sun burns out and everyone dies
emblem jewel that you put in the statue's eye to unlock the last dungeon.
Heh, I was so happy when I got that. I'd been walking past that damn one-eyed statue all game. Every time I'd be like: "I KNOW YOU'RE NOT WHAT YOU SEEM. REVEAL YOUR SECRETS TO ME, BIRD STATUE!"
You can swordfight them and accept they will block a few of your swings. If you vary your swings, they will eventually switch their stance too slowly.
You can stun them and hit them.
You can hold your sword at the ready, watch and wait for them to shift their guard to a more vulnerable stance and then attack.
You can skyward strike them from a distance and kill them with a finishing blow.
The best way to kill bokoblins is to move the
time stone out of range from them, causing them to falter briefly and look down at themselves as they watch their very flesh un-knit itself from their bones, turning to dust before their eyes, which slowly gloss over as the light leaves them, eventually collapsing into a pile of brittle remains, doomed to remain untouched and forgotten for future millenia.
\Stalfos battle was the most fun, though a bit too easy. He hardly attempted to attack.
Agreed, SS has a very watered-down version of Stalfos. I remember killing the first one and literally asking out loud, 'That's it?!?'
I thought
four-arm stalfos
was pretty tough...
life's a game that you're bound to lose / like using a hammer to pound in screws
fuck up once and you break your thumb / if you're happy at all then you're god damn dumb
that's right we're on a fucked up cruise / God is dead but at least we have booze
bad things happen, no one knows why / the sun burns out and everyone dies
I thought the first Stalfos was pretty tough. He took out half my shield! I also remember having to run around breaking pots for hearts. And being in awe that it felt like a real swordfight.
I don't think I lost a single shield in my playthrough.
Granted that was because I blocked approximately five times over the course of it, and I still went to the trouble of getting the Hylian Shield. I'm not actually sure why.
I'm going to try Hero mode sans-shield and see how long it takes before I notice a difference.
I believe (shield stuff)... definitely spoilers up ins including end game:
The rocket enemy you definitely have to deflect back at him.
On the final fight, Ghirahim was actually pretty easy. I pressed the attack and wooped his ass, which was gratifying by itself.
Demise though I was gawking so much I got my ass handed to me. The second time around I died again but I'd figured out a strategy. Third time I nailed it, although I still took plenty of damage during the second phase due to stupid mistakes.
For me the fight boiled down to:
Try to get in hits here and there. His speed was great enough that he could block basically every hit though, so this turned into something of a waiting game. I'd strike, wait for him to retaliate, then Shield bash and wail on him. Sometimes this would descend into a weird Demise Attack -> Shield Bash -> Strike -> Demise Counter -> Shield Bash -> Strike, almost like pong or tennis.
During the second phase the same applies except you dodge his long range strike, and if he's charged you can shield bash away his hits but don't actually attack until the electricity is gone (or you'll be hit/stunned). The exception is if you have a Skyward Strike charged you can hit him and take the damage but he'll be open for a fairly good length of time. If you just wait though and ready the strike for when he's not charged the same will happen (without the damage to you).
Then of course it's the awesome Knock Down -> Immediate Fatal Blow
The final boss was intense and completely incredible.
In his second form, I repeatedly parried every hit of his 3 hit combo and gave him a couple quick slices. My left wrist is sore as hell, but that finishing strike, fueled by a god damn lightning bolt, was sooooo worth it.
I thought the first Stalfos was pretty tough. He took out half my shield! I also remember having to run around breaking pots for hearts. And being in awe that it felt like a real swordfight.
It helps that nearly all of them have been recurring enemies for the last decade and a half or so.
Bokoblins are basically the only new name, and they're really just some jumped up moblins which have been in for forever.
Everything else is exactly an old enemy, a twist on the basic concept (Bemos, Armos), or a stupid frog thing.
Missile shooting drones
also bokoblins have been around since ww
Pretty sure those crazy-annoying electric snails in the desert are new too. Although I don't think I've ever had Fi tell me their name, since I do my best to ignore her.
What about the obnoxious enemy birds from the first trip into the woods? You know, the ones that
shit on your head
and are nearly impossible to hit?
And the blowfish...
Either there are more new enemies than suggested or I have an incredibly poor memory for old enemies.
I can't blame anyone for not knowing the enemy names in The Wind Waker. I'm fairly sure the Nintendo Gallery and the Tingle Tuner are the only things that will tell them to you.
They were also in Twilight Princess but it's not really listed in the game anywhere (other than I believe one of the enemies is specifically refered to as a Boboklin King at one point). The official strategy guide has names for all of them though (I assume they are the official names since it's the official guide)
Just beat the third dungeon with all the time stones. Man, that was great. Watched the awesome cut scene then made it to Skyloft to spend some money so I can carry more money.
After smacking my new, collectibe version Wii Mote Plus on the table in massive frustration last night, things suddebly started working much better. Link isn't randomly breaking into combat moves when I walk and I can actually move the bug net and fly correctly and everything.
Still can't do swordswipes for shit and really would have preferred a game pad but... eh.
I love how often Link actually gets in trouble in this game for breaking everything.
I think I already harped on this, but my biggest disappointment by far is the general way Skyward Sword presents you with information. It's absolutely atrocious. It somehow manages to be *worse* at this than Ocarina of Time was.
The main offender is Fi, a great idea for a character with an amazing theme song who nevertheless manages to be ten times more obnoxious than Navi. What was Nintendo thinking to have, in addition to the "3 hearts beeping noise," an additional beeping noise prompting you to call Fi, who will then tell you "Master, your hearts are low; I suggest finding some hearts"? Why does Fi repeat almost word for word information that you've just read from other characters? Like, right after the character says it?
But it goes beyond Fi. The game somehow manages to outdo Twilight Princess "You've found a rupee!" bullshit with the items, not only telling you what you've found every time you boot the game (even after I've found 30 amber shards, the game still needs to inform me in a new play session) but forcibly opening your menu and spending five seconds highlighting it there.
Characters repeat information every time you talk to them. Not just one block of introductory text, but two, at minimum. "That's heart potion, blah blah blah (press A) ... it costs 20 rupees (press A) ... scoop? (press A) ... "You've just got a bottle of heart potion! (press A)."
And all of this with excruciatingly slow text scrolling.
And then there are the sacred cows. The ten-second treasure-chest-opening animations, along with text telling you what you've found. If you step on a switch, the game pauses the action, rips control away from you, and spends 5-10 seconds panning the camera to show what happens. Step on the same switch again, hit the same crystal, even after you're well aware of the effect; the same thing happens, not in front of your eyes as you're playing, but in a non-interactive little 10 second cutscene.
All of this is more than just annoying. It ruins immersion. And I reckon it's a large reason why the game is getting negative reviews. Even if this stuff is relatively superficial compared to the underlying gameplay, it still makes the game feel ancient and a carbon-copy of Ocarina of Time.
And it is utterly mystifying why Nintendo not only didn't try to improve it, but actively made it *worse.* Who do they think *likes* this shit?
I think I already harped on this, but my biggest disappointment by far is the general way Skyward Sword presents you with information. It's absolutely atrocious. It somehow manages to be *worse* at this than Ocarina of Time was.
The main offender is Fi, a great idea for a character with an amazing theme song who nevertheless manages to be ten times more obnoxious than Navi. What was Nintendo thinking to have, in addition to the "3 hearts beeping noise," an additional beeping noise prompting you to call Fi, who will then tell you "Master, your hearts are low; I suggest finding some hearts"? Why does Fi repeat almost word for word information that you've just read from other characters? Like, right after the character says it?
But it goes beyond Fi. The game somehow manages to outdo Twilight Princess "You've found a rupee!" bullshit with the items, not only telling you what you've found every time you boot the game (even after I've found 30 amber shards, the game still needs to inform me in a new play session) but forcibly opening your menu and spending five seconds highlighting it there.
Characters repeat information every time you talk to them. Not just one block of introductory text, but two, at minimum. "That's heart potion, blah blah blah (press A) ... it costs 20 rupees (press A) ... scoop? (press A) ... "You've just got a bottle of heart potion! (press A)."
And all of this with excruciatingly slow text scrolling.
And then there are the sacred cows. The ten-second treasure-chest-opening animations, along with text telling you what you've found. If you step on a switch, the game pauses the action, rips control away from you, and spends 5-10 seconds panning the camera to show what happens. Step on the same switch again, hit the same crystal, even after you're well aware of the effect; the same thing happens, not in front of your eyes as you're playing, but in a non-interactive little 10 second cutscene.
All of this is more than just annoying. It ruins immersion. And I reckon it's a large reason why the game is getting negative reviews. Even if this stuff is relatively superficial compared to the underlying gameplay, it still makes the game feel ancient and a carbon-copy of Ocarina of Time.
And it is utterly mystifying why Nintendo not only didn't try to improve it, but actively made it *worse.* Who do they think *likes* this shit?
I think I already harped on this, but my biggest disappointment by far is the general way Skyward Sword presents you with information. It's absolutely atrocious. It somehow manages to be *worse* at this than Ocarina of Time was.
The main offender is Fi, a great idea for a character with an amazing theme song who nevertheless manages to be ten times more obnoxious than Navi. What was Nintendo thinking to have, in addition to the "3 hearts beeping noise," an additional beeping noise prompting you to call Fi, who will then tell you "Master, your hearts are low; I suggest finding some hearts"? Why does Fi repeat almost word for word information that you've just read from other characters? Like, right after the character says it?
But it goes beyond Fi. The game somehow manages to outdo Twilight Princess "You've found a rupee!" bullshit with the items, not only telling you what you've found every time you boot the game (even after I've found 30 amber shards, the game still needs to inform me in a new play session) but forcibly opening your menu and spending five seconds highlighting it there.
Characters repeat information every time you talk to them. Not just one block of introductory text, but two, at minimum. "That's heart potion, blah blah blah (press A) ... it costs 20 rupees (press A) ... scoop? (press A) ... "You've just got a bottle of heart potion! (press A)."
And all of this with excruciatingly slow text scrolling.
And then there are the sacred cows. The ten-second treasure-chest-opening animations, along with text telling you what you've found. If you step on a switch, the game pauses the action, rips control away from you, and spends 5-10 seconds panning the camera to show what happens. Step on the same switch again, hit the same crystal, even after you're well aware of the effect; the same thing happens, not in front of your eyes as you're playing, but in a non-interactive little 10 second cutscene.
All of this is more than just annoying. It ruins immersion. And I reckon it's a large reason why the game is getting negative reviews. Even if this stuff is relatively superficial compared to the underlying gameplay, it still makes the game feel ancient and a carbon-copy of Ocarina of Time.
And it is utterly mystifying why Nintendo not only didn't try to improve it, but actively made it *worse.* Who do they think *likes* this shit?
Really what they need is to do what they did with the control visibility options to most of that. Just have a "Tedious BS" switch that you can turn from "Beginner" to "Moderate" to "Expert" where Fi gets progressively more silent and reminder text shows up less and less. That way they can appease the whole spectrum of their audience.
As much as I found Fi occasionally annoying, however, there were at least a half dozen times where I was completely stumped and had to rely on her hints. Except for the one time that I needed her and she had nothing useful to say until after I'd already given up and asked in this thread.
Seriously, I spent 45 minutes in that fight, I must've talked to her 10 times, and she always had "no additional information." I turn the game off, find out what I need to do here, come back, get to the fight, and two seconds later she explains to me exactly how to beat him. Why didn't you know that at any point before then?
I don't mind the chest animation honestly. Or the first time you pick up a new item spiel. Its basically to get you hyped with the sense of adventure
I do however hate the door cinema. Yes its that door. I saw it. and fucked up the puzzle. I don't need to see it again.
Also Skyloft should have been bigger. Its roughly the size of the town from wind waker but as the only town I think it could have been larger and possibly had a more lifelike vibe to it. Hell the Bazzar could have easily been twice the size just to make it look more impressive.
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Posts
fuck up once and you break your thumb / if you're happy at all then you're god damn dumb
that's right we're on a fucked up cruise / God is dead but at least we have booze
bad things happen, no one knows why / the sun burns out and everyone dies
ME TOO. Also even spookier,
The best way to kill bokoblins is to move the
That is how you kill a bokoblin.
Agreed, SS has a very watered-down version of Stalfos. I remember killing the first one and literally asking out loud, 'That's it?!?'
I thought
fuck up once and you break your thumb / if you're happy at all then you're god damn dumb
that's right we're on a fucked up cruise / God is dead but at least we have booze
bad things happen, no one knows why / the sun burns out and everyone dies
Yeah, that guy was the first time my shield broke and I was glad I'd been keeping that juiced up restoring potion in my pouch.
Granted that was because I blocked approximately five times over the course of it, and I still went to the trouble of getting the Hylian Shield. I'm not actually sure why.
I'm going to try Hero mode sans-shield and see how long it takes before I notice a difference.
On the final fight, Ghirahim was actually pretty easy. I pressed the attack and wooped his ass, which was gratifying by itself.
Demise though I was gawking so much I got my ass handed to me. The second time around I died again but I'd figured out a strategy. Third time I nailed it, although I still took plenty of damage during the second phase due to stupid mistakes.
For me the fight boiled down to:
Try to get in hits here and there. His speed was great enough that he could block basically every hit though, so this turned into something of a waiting game. I'd strike, wait for him to retaliate, then Shield bash and wail on him. Sometimes this would descend into a weird Demise Attack -> Shield Bash -> Strike -> Demise Counter -> Shield Bash -> Strike, almost like pong or tennis.
During the second phase the same applies except you dodge his long range strike, and if he's charged you can shield bash away his hits but don't actually attack until the electricity is gone (or you'll be hit/stunned). The exception is if you have a Skyward Strike charged you can hit him and take the damage but he'll be open for a fairly good length of time. If you just wait though and ready the strike for when he's not charged the same will happen (without the damage to you).
Then of course it's the awesome Knock Down -> Immediate Fatal Blow
I had to youtube what you have to do. Screw it, I don't think I want to kill myself attempting that Heart Piece!
smiled at this
they always wait for you to attack
sooo
skyward strike charge while you wait, then shield bash the inevitable attack, skyward strike, fatal blow. beep boop.
ALSO, 4th dungeon
Nintendo Network ID: AzraelRose
DropBox invite link - get 500MB extra free.
Took me a while to figure out too.
Pokemon Safari - Sneasel, Pawniard, ????
Pretty sure those crazy-annoying electric snails in the desert are new too. Although I don't think I've ever had Fi tell me their name, since I do my best to ignore her.
What about the obnoxious enemy birds from the first trip into the woods? You know, the ones that
And the blowfish...
Either there are more new enemies than suggested or I have an incredibly poor memory for old enemies.
AC:NH Chris from Glosta SW-5173-3598-2899 DA-4749-1014-4697
This man is the best at giving hints.
No, the birds have been around since eithe OoT or MM, I disremember.
LttP?
I just think of them as those birds that sat on the trees and bum rush you. They were in LA as well.
Pokemon Safari - Sneasel, Pawniard, ????
I have to say my favorite enemy was
They were also in Twilight Princess but it's not really listed in the game anywhere (other than I believe one of the enemies is specifically refered to as a Boboklin King at one point). The official strategy guide has names for all of them though (I assume they are the official names since it's the official guide)
Still can't do swordswipes for shit and really would have preferred a game pad but... eh.
I love how often Link actually gets in trouble in this game for breaking everything.
Drumroll...
Somewhat disappointed.
too much pumpkin balancing probably.
My favorite thing about Zelda has always been exploration and the feeling of being in a large world, which this game doesn't really have.
Everything else about it has been great so far though.
The main offender is Fi, a great idea for a character with an amazing theme song who nevertheless manages to be ten times more obnoxious than Navi. What was Nintendo thinking to have, in addition to the "3 hearts beeping noise," an additional beeping noise prompting you to call Fi, who will then tell you "Master, your hearts are low; I suggest finding some hearts"? Why does Fi repeat almost word for word information that you've just read from other characters? Like, right after the character says it?
But it goes beyond Fi. The game somehow manages to outdo Twilight Princess "You've found a rupee!" bullshit with the items, not only telling you what you've found every time you boot the game (even after I've found 30 amber shards, the game still needs to inform me in a new play session) but forcibly opening your menu and spending five seconds highlighting it there.
Characters repeat information every time you talk to them. Not just one block of introductory text, but two, at minimum. "That's heart potion, blah blah blah (press A) ... it costs 20 rupees (press A) ... scoop? (press A) ... "You've just got a bottle of heart potion! (press A)."
And all of this with excruciatingly slow text scrolling.
And then there are the sacred cows. The ten-second treasure-chest-opening animations, along with text telling you what you've found. If you step on a switch, the game pauses the action, rips control away from you, and spends 5-10 seconds panning the camera to show what happens. Step on the same switch again, hit the same crystal, even after you're well aware of the effect; the same thing happens, not in front of your eyes as you're playing, but in a non-interactive little 10 second cutscene.
All of this is more than just annoying. It ruins immersion. And I reckon it's a large reason why the game is getting negative reviews. Even if this stuff is relatively superficial compared to the underlying gameplay, it still makes the game feel ancient and a carbon-copy of Ocarina of Time.
And it is utterly mystifying why Nintendo not only didn't try to improve it, but actively made it *worse.* Who do they think *likes* this shit?
Ding ding ding ding ding
I hate hate HATE this in the middle of combat.
It's such a trivial thing to fix, too. I wonder if EAD is so cloistered that it doesn't realize how much this stuff annoys people.
I'm in
U GOT MILES TO GO BOY SON WHIPPERSNAPPER
...!
WELL SON I RECKON YOU GOT A STUBBY LIL SWORD U DID PURTY GOOOD
As much as I found Fi occasionally annoying, however, there were at least a half dozen times where I was completely stumped and had to rely on her hints. Except for the one time that I needed her and she had nothing useful to say until after I'd already given up and asked in this thread.
Seriously, I spent 45 minutes in that fight, I must've talked to her 10 times, and she always had "no additional information." I turn the game off, find out what I need to do here, come back, get to the fight, and two seconds later she explains to me exactly how to beat him. Why didn't you know that at any point before then?
I do however hate the door cinema. Yes its that door. I saw it. and fucked up the puzzle. I don't need to see it again.
Also Skyloft should have been bigger. Its roughly the size of the town from wind waker but as the only town I think it could have been larger and possibly had a more lifelike vibe to it. Hell the Bazzar could have easily been twice the size just to make it look more impressive.