On the one hand, Skyward Sword is a fantastic game and one of my favorite games on the Wii.
On the other hand, Skyward Sword is just too much. it is a game I dropped midway through because as fun as it is, there were other games I could play and I got tired of its gameplay loop. That's my main complaint about the game, and it's not something they can fix, though they could do some things to make it a lot better.
That is, my main problem is how the overworld feels like a dungeon. The whole land surface is very puzzle-intensive, with most of the challenge and exploration time of a Zelda dungeon, not an overworld. And then you get to the dungeon, and I often felt like 'I just finished a dungeon, and now I'm put right into another one?' And all the while, you can't go anywhere else. If you return to the sky, when you go back to the surface you return to one of only THREE start points. You cannot return to the statue you warped to the sky from, and getting back to where you were may take a long time. So, in this game you alternate between long sessions in the town and long sessions on the surface. You can't just go back and forth easily like you would in almost any other game in the series, and it feels too limiting. I mean, I'm fine with linearity, I just wanted a bit more variety; break it up more, less long blocks of time doing the same things. The town is great, but why are the segments in town so long? Why can't I do some exploration, then some town, and such? It always used to be like that in Zelda games. But here, no.
So yeah, what would I change? The main thing is to allow warping down to any statue that you can warp up from. That would help a LOT with what is the most annoying thing about Skyward Sword.
As for DJ's list... the first thing would be nice, sure. It's a small thing but that'd be neat. For the second, Fi never bothered me at all, so I don't agree there. Point three, on letting you go to more areas at the start, sure, why not. I don't think that fixes the main problem, letting you warp down to any warp-up (save) point would be much more useful, but it's something. Point four, stamina, yeah we all know they aren't doing that. Breath of the Wild's focus on its stamina meter proves that one. I don't love it either, but it's staying. Five, save anywhere... yes, I am always a strong supporter of save anywhere, do that for sure! And six, I don't think I saw that or at least I don't remember it.
Sacred Jellybean Wrote:Didn't they need to release a special wiimote for that game (with accelerators, I think?), so the game could tell which direction you were slashing (diagonal, horizontal, etc)? Can the joy-cons do that as they are? I honestly had trouble with that. Kind of frustrating, particularly when some enemies had an electric sword that paralyzes you if you slash the wrong way.
Skyward Sword requires a Motion+ Wiimote or a Motion+ addon for your regular Wiimote, yes. Plenty of later Wii games require Motion+. What that is is a better tilt motion sensor than the one in a base Wiimote. The good news is, since Skyward Sword uses tilt motion more so than it does pointer motion, it should work reasonably well on Joycons. Joycons can only do tilt motion, after all, and not pointer. I'm sure Joycons do tilt motion just a well as or better than Motion+.
Nintendo has said that while this version will add button controls, it won't just have an attack button. Instead the right stick will control your sword, which makes sense given how important swing direction is in the game.