Why do so many people hate Skyward Sword?

Love is eternal

Goomba
Banned User
In one way, I understand that not everyone will like the motion controls, but for me, they were always responsive and added a lot to the gameplay. And I know it's more linear than other Zeldas and you can't really explore much because of the layout of the game, but that's not a bad thing for a one-off. I find it to be an extremely inventive and well-made game, so how come it gets so much hate?
 
I am probably one of the only people that absolutely love the controls of Skyward Sword. For everyone disagreeing, just recall that you can literally control Link in the most realistic way thus far. Which automatically makes the game gr8. There's only two things I don't like about SS, and that is shortness of the game and how it baby feeds the player. Other than that, SS is a solid game imo.
 
well it's a great game but the spiders are too realistic, they're 2spooky4me

also my motionplus was broken and we couldn't find a new one anywhere so the controls were pretty screwed for me, but that's not the game's fault
 
skyward sword had a lot of flaws but i think that it introduced enough interesting gameplay mechanics to be worth those

the motion controls were okay. it's an experimental game, it experimented, it introduced a lot of ideas and a lot of them didn't work. but it had so many great new ideas and great aesthetic & music

Clunk said:
shortness of the game
the game took me 45 hours to be how is that short
 
New Super Mario said:
It's actually my favorite Zelda game. I loved the story! And I never had issues with the controls.
It's my favourite Zelda game too (of the ones I've played) but I also agree with CLunk that it spoon feeds the player. That's the only flaw imo, apart from that it's great, and it has great boss battles too, like Demise and the Imprisoned.
 
Skyward Sword is my 4th Favorite Zelda, and I do love the game (felt it had a strong plot, the colors made it very pleasing to the eyes, had some great bosses, a lot of sidequests, etc.), but I do see why people don't like it.

While a lot of people don't have trouble with the Wii Motion Controls, they still can be very janky to the player. There were a few times where it would glitch every so often and have to recalibrate it more than I wish I did, but I was fine with it for the most part. What I think Nintendo didn't realize was that everyone in the game shouldn't have had motion controls. I mean, they basically were like "all or nothing", and a few of the actions could have been just normal movement of the control stick or something. One thing I realized those from watching my sister and mother play the game is that they consently fought against the motion controls and had ton times in certain areas of the game. Plus - which I had a problem with the first time I played through it - there's a lot of enemies/bosses that require you to wait and make a specific strike at a specific spot in order to damage it. A lot of people (and me when fighting the final form of the last Ghirahim battle) just feel pressured to just act quick since in previous Zelda games enemies were a bit more fierce and didn't wait for you to attack as quickly as in this game. The motion controls was a great concept, and there were many points in the game where it was great, but veterans of the series that were used to just swinging the sword as soon as possible were a bit taken by surprise, so it was like relearning how to battle in Zelda. Newcomers may have had trouble but I think since they never played Zelda before, they didn't know what it was like before.

Another issue a lot of people found with the game is that it was like going in circles most of the game. You go to Faron Woods, then go to Eldin Volcano, then Lanayru Desert, then back to Faron Woods, then Lanayru Desert, then Eldin Volcano, then back to each area again to get the Song of the Hero, then back to Faron Woods again (that's just the macro outline; there are many points where you visit each area over and over in those mix). The overworld really wasn't that huge, and made it rough having to be in the same three places for the entire game, having little change except maybe a new area or two. It was pretty tiring having to constantly go back to each spot, go down the same paths, and spend way more time than you would in other Zelda games. Not to mention that each area was separated from each other, and not connected whatsoever, so you had to fly in the air to get there, and speaking of flying, there was not much in the upper-world to explore and flying took forever to get from one destination to the other. It just got boring flying from Skyloft to somewhere like Beedle's Isle or Isle of Song and just seeing it in the distance but having to take like 3 minutes to reach it while you just sit there doing nothing but making sure your loftwing is stable. Traveling definitely was a bit of an issue in this game, as well as barely any changes between the areas when you revisit them, making it just repetitive.

And of course people complain about the handholding, especially from Fi (even though I loved Fi; at least she was unique). I mean, besides the stuff from Fi, there was a lot of handholding, and not so much exploration. It's like "okay, here's drowsing ability; don't explore, just go straight to where it is pointing". And then every time you start up the game and you grab one of the million like Amber Relics lying around and having to re-read what they do. I know TP did this with the Rupees, but at least there is not a billion little trinkets you can get and just having to go through every one each time. I will say that there wasn't a point where I didn't feel lost in the game, but that's not neccessarily a good thing, because one of the many things about the other Zeldas is that sometimes just traveling and exploring will answer your confusion, and you really get to feel the area, and Skyward Sword definitely felt like "Go from Point A, now Point B, now Point C, back to Point A..."

I think overall while it had many strong and great things about it, there was a lot of things that one could nitpick about the game. I definitely wanted to say I loved the game a lot more, but there are a few glaring things about the game that just bring it down. There's a ton to do in the game, but it feels like this game you travel more than you actually do stuff - more than a lot of the Zelda games. It's not that big of a world compared to other games, and revisiting every place like 4-5 times (mandatory), it's get very stale. I think the biggest thing Skyward Sword faced was that a lot of points in the game made it feel like a chore rather than having fun, and it was just going through the cycles of "okay, let me go straight from here to there since there isn't really anything else I can do" rather than actually having fun in those sections.

EDIT - I agree with Nabber that this was an experimental game. It took a lot of risks, and some paid off, while others kind of flopped. There definitely was a lot of really strong points in the game, but there was also more noticable flaws about the game due to it.
 
I'm fine with Skyward Sword, but I wouldn't call it my favorite. Most of the common complaints are forcing motion controls down your throat, Fi being the most obnoxious and boring companion, a big step down from Midna, the disconnected overworld, revisiting the same locations multiple times, The Imprisoned, and the game giving you a blurb every goddamn time you pick up an item, regardless of whether or not you already had one.
 
I also should add that people complain about the graphics/art choice used in this game, which also plagued Wind Waker for a lot of people, but I don't think that's a valid critique but more of just a personal preference thing.
 
Skward Sword is odd graphically. It's like it couldn't decide if it wanted to go cel-shaded like Wind waker or be more Twilight princess like. I like that Zelda U is going with its own unique and appealing art style.
 
There is also the thing that the game is probably three times longer than it has to be, thanks to shameless padding. I am aware that proving your worth is a recurring element in Zelda, but this game goes absolutely overboard with it.

There are also numerous parts that make no sense. The biggest offender are probably the timeshift stones. They make no conceivable sense in regards to time travel any way you think about it. Another thing is the fact that at some point you have to get the triforce, even though you already have it. You get one part of the triforce for every sacred flame you collect, as proven by the mark appearing on your hand. It has worked like that in every game where the triforce was important, glowing mark on your hand means you have that triforce part. But the game discards that and makes you look for something that should already be in your possession, which loops back to the whole padding issue.

It also adheres to the recent phenomenon of having to put up with some sort of character who is an asshole for no reason and the game won't let you call them out for it, and even forces you to comply with their inane crap or it grinds to a halt. It's no fun having to deal with characters like Scrapper or the Water Dragon without being allowed to refute anything they throw at you. It's especially infuriating because you basically save the lives of these two, and you cannot confront them with their ungrateful behavior.

Another thing that bothered me is the sidequest involving Batreaux, the guy who wants to become human so the Skyloftians will accept him. It's not that bad on the surface, but there's a very twisted underlying message here, saying that you can be the nicest, most compassionate guy in existence, people may still rightfully reject you for the way you look, and that it is YOUR responsibility to conform to their ideal of beauty. The game gets away with it because he's a fantastical creature, but the message is there. You cannot finish this sidequest by helping Batreaux to accept the way he looks and learn to like himself for what he is. You must change him into something that society doesn't consider "ugly" and therefore "wrong".

These are all smallish things that, when enough of them come together, can spoil the whole experience for people. So I kind of understand it when people give the game flak.

Oddly enough, I have no problem with the game's art style. It looks much better than Twilight princess.
 
Mega Gallade said:
My Skyward Sword disc broke before I got to the main parts, so I can't really judge. What I played was good though.

I also would take the graphics over TP's dark and gritty graphics any day.
 
Originally I thought it was great. Motion controls were pretty good, areas were nice to look at. What more could I want.

I played it again recently and it's far less stellar than I remembered. Motion controls are fine but I very much prefer regular click A to attack or wiggle the Wiimote to attack. Flying is terrible and boring, the areas are still all pretty good but they did feel bland when returning to them repeatedly. It felt like an unfinished product to say the least.

Anyway, I can sort of understand why people hate it because I wasn't really having any fun playing through it again.
 
My biggest problem with that game was how stale and formulaic many of the dungeons were.

Except that Buddhism inspired one. That one was incredible. The sand ship gets a pass, too.
 
Omg, the dungeons.

I didn't put it in my big rant because I was trying to state how people in general might feel about why they don't like the game, but I definitely was a bit pissed about the dungeons. You would think that since there are only 6-7 dungeons that the game would make them big like they did in Wind Waker. But no, Skyview Temple was like 5 rooms, and only the last dungeon or two actually felt like they should have been the norm for dungeon size in the game, not the biggest. I do love Ancient Cistern and the Sandship as my favorite two dungeons, though I do wish that they were a bit longer than they already were. I just felt overall disapointed by many of the dungeons because they felt like they were too short and there wasn't really much to do except on the main path.
 
honestly im not sure why besides the fact there is really no explorable overworld

and the fact that the main villain design is horrible

aside from that it seems okay from what ive seen

far better then the likes of oot and tp
 
Zae Eildus said:
honestly im not sure why besides the fact there is really no explorable overworld

and the fact that the may villain design is horrible

aside from that it seems okay from what ive seen

far better then the likes of oot and tp

I would go as far as "far better", but definitely better than OoT.
 
Hoxton said:
people don't like this game?
yes they were quite a few who didnt like it

I still think Skyward Sword is a great game and worth your time but I can understand why people didn't like it so much. I had no problem with the motion controls but I know that motion controls don't appeal to some and rather have a more conformable experience than realistic.

One common problem about this game that I've yet to bring up myself is how the game contains padding, I can understand why people feel like it's padding because they are interested the the story and just want to move on. More patient players won't really mind this so much because the a lot of the things within the game that's considered padding are enjoyable and even memorial. I liked the very begging where you hunted kikwi's, I liked the stealth mission in Eldin volcano (one the only cases the series has gotten these right), I really liked the Silent Realm, yet all of these are considered padding, there's no point in leaving out good enjoyable parts of games. Although I will agree that the Escort mission doesn't need to be and the fact they are three imprisoned fights, with a mere hour and gameplay between the second and third fights, is ridiculous. Honestly though those are the only parts of the game that felt padded out for me. There are worse examples of padding that exist, a very good example is having to pay a shitton of in-game money to progress further which many games have been guilty of.
 
Wally said:
Omg, the dungeons.

I didn't put it in my big rant because I was trying to state how people in general might feel about why they don't like the game, but I definitely was a bit pissed about the dungeons. You would think that since there are only 6-7 dungeons that the game would make them big like they did in Wind Waker. But no, Skyview Temple was like 5 rooms, and only the last dungeon or two actually felt like they should have been the norm for dungeon size in the game, not the biggest. I do love Ancient Cistern and the Sandship as my favorite two dungeons, though I do wish that they were a bit longer than they already were. I just felt overall disapointed by many of the dungeons because they felt like they were too short and there wasn't really much to do except on the main path.

I was actually fine with the short dungeons since the 'over world' sections were basically dungeon-esque themselves, just on a bigger scale.

An overworld like TP is basically what I would prefer. Not enormous, not chock full of stuff to do but does have a few little secrets, good music and a nice layout. Actually, just give me TP 2 already.
 
Also to add on why this game isn't that bad as some people make it out, Skyward Sword has a lot of emotion to it. Probably the most out of any Zelda game insofar. For example:

For the part I'm getting at go to 7:41 since apparently that feature doesn't work when embedded.


Also, this has the best version of Zelda's Lullaby ever. Which I am a huge fan of that song.
 
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