_Skyward Sword_ is a very mixed bag for me… but my favorite thing is probably the little cut scenes of Link cautiously but bravely descending the stairs down into the dungeons… it’s how I imagine the scene would play out in the original _The Legend of Zelda,_ only with better graphics 👌 my least favorite thing, about the dungeons at least, is how we fight Ghirahim as the dungeon boss, not once, but twice… I wish they’d replaced the first two Imprisoned battles with the Ghirahim duels, and give those two dungeons proper bosses 🤷🏻♂️
I fucking hate the mining facility theme. Can’t stand it. So sad to say because it’s the only zelda song that I know of that I don’t like, otherwise the franchise has a squeaky clean record, literally.
There it is! The video I've been waiting for! After I've binged all the other hour long re uploads over the last 2 weeks I hoped to see this pop up in my feed!
I like the praise for Ghirahim, I think he's a great villain. I also lowkey feel sorry for him since he's like a sibling sword to Fi, but he's in the hands of Demise. It would have been cool if Ganondorf somehow got that sword in later games, in the way that Fi is hinted at still existing in the Master Sword in BotW/TotK.
There's NOTHING I wouldn't do if in a future title, we were to get a combination of both a huge, gorgeous open world and Skyward Sword-esque linear, progressive dungeon challenges.
I understand they want to focus more on a base moveset rather than an expanding one, but come on dude. They gave us a taste of what we could have with Yonobo in the fire temple in TotK, using him to roll up ramps to hit switches and to roll around the arena to break Gohma's legs. I did that one first, but then the other 4 dungeons weren't really like that and I was super disappointed. Plus Yonobo can break those special rocks after you get his spirit. Yonobo feels like a dungeon item in a game without dungeon items.
I first experienced this game via the HD release a few years ago and while I did really enjoy it, the swordplay was just horrendous. The motion controls were unplayable and the flick slick controls were.....better I guess? But not by much. I hated the swordplay from minute one all the way through to the end credits. It never got better. So while Skyward Sword was fun, I can't really recommend it as an overall good game. Twilight Princess is sooooo much better
I am perhaps being unfair to all the good stuff that is in the game, like the dungeons and music, but the fact that using your sword is so frustrating is like a splinter in your thumb you can't get rid of. It bugs you throughout the whole game and makes every single moment of the game a little worse
No I totally get what you mean. The swordplay is integral to the experience of this game, it was designed that way. So if that swordplay doesn’t click with you, then it will greatly impact your enjoyment of the game overall. It’s like going on a beautiful hike, but your hiking shoes give you the worst blisters of your life haha Personally I never found the sword controls to be an issue, so it didn’t hold me back, but I am very aware of how divisive they are
I discovered your Dungeon Design videos recently. I've only seen your OOT and MM Dungeon videos and I absolutely love them! The Skyward Sword Dungeon Design video did not disappoint me either! Will be watching the WW one too! Awesome video! 👍
I just finished watching the last 2 bits of the twilight princess one, now you upload this.... This is just peak content for my brain... Thank you for this... really... :D
RE-UPLOAD ALERT: Hi friends! This is a compilation of the entire Dungeon Design in Zelda series for Skyward Sword. The first episode of which was uploaded at the end of July 2021. Time flies! So, yeah you may have seen this stuff before. On that ongoing note about video quality improving, this is where I think I started really hitting my stride in terms of pacing and editing, though my audio still maybe needed some work lol. I also noticed a few editing hiccups while compiling these videos, so OOPS on that. I also want to note that there are some points I made here that I don't necessarily feel now or reflect my current line of thinking. Complaining about there being too many recovery hearts in the second dungeon feels like quite the stretch in hindsight. Ah well. But hey, I am still not here to dunk on my own work! I often have people tell me that they like long form content and binge these videos, so I figured putting them all into one long video would be worthwhile. Enjoyyyy! I appreciate you.
I definitely enjoy these compilation videos. It's interesting to see when you initially uploaded the videos separately. This is really good background noise. I'll regularly listen to the MM or TP videos just for that purpose.
Unpopular opinion (maybe): you hit the surface too early in skyward sword. The game tells you the sky is the only habitable place, but you're on the surface within the first 5% of the game and spend most of the game there. I see why they didn't - because it would be too similar to previous titles (the world changes halfway though the game) - but the first, or even first 3 dungeons should've been in the sky.
I believe the reason why most characters forget Link is because the stuff he did for them was so minor that it mattered little after 5 years, except for some people. If someone like Lebron James helped you find somewhere to eat, yet you didn’t know anything about basketball or didn’t know about Lebron, you would probably have a hard time recognizing him
Just finished watching these great videos a couple weeks ago, but great timing considering I’m playing this basically the whole game is a dungeon game lol
TotK was a game I loved, and then didn't. I took the Friday off, played it at 9pm Pacific Time, and loved the game for dozens of hours. The first ascent to the Wind Temple was amazing. Building and fusing felt great. Discovering the depths blew my mind. So it really sucks that at the end of it all, I felt like it overstayed its welcome. A major part of it definitely has to do with reusing the same map. The other part was my disppointment in how it didn't feel like it was trying to be a sequel. There were many characters and story moments that felt inconsistent. I feel like TotK would've been better if it was not a sequel, but an entirely different story with a different map.
I had just finished watching all the dungeon design videos for skyward sword 1-2 weeks ago! I may actually give the game a try, though probably after completing twilight princess. (Me and my girlfriend are almost to the lakebed temple, and with your guide we should finish it pretty quick!)
Yes sir, thank you big G. You immediately became my favorite RU-vidr when I found your channel. You take your time to explain pretty much everything in every dungeon and I'm all for it.
I really enjoyed what you said about the waterworks being the dungeon. If they wanted to keep the incorporated sky island part of the dungeon I’d like to throw in maybe that archipelago which makes up the entire temple could be the boss lead up AFTER you clean up the muck or start the water below in a much more expanded waterworks temple underground. That sky island just being the “boss room”
Man I binged the game within 7 days start to finish and loved it. Can't bring myself to pick it back up, whenever I do I have to relearn all the controls.
I'll be an honest oddball but I actually enjoyed this temple for what it was. The lead up to it & completing the temple as a whole was generally fun for me. I get the feeling the reason why it was so easy is because maybe they had those who did Zora's Domain first from BOTW in mind. And I have seen ppl go here first even tho the game clearly nudges the player to Rito Village. Idk, I just think they were covering their bases in case ppl did that. But, I get where you're coming from since you're a dungeon fanatic & OoT lover. While I don't agree with this video, I respectfully sat through it somehow. XD Sidenote: Tulin aside (because he's no doubt the most useful for everyone), I disagree about Sidon's ability being the least used in the game. I have found many other uses for it. Like for strong weapons, Gibdo slaying, using it in the desert area to stay cool, etc. Least used for me was Riju.
You'd think me dropping literal bombs in the middle of stores would ingrain me in the memories of the shopkeepers even if they were in customer service mode when I first walked in.
8:31 “Bomb witda bomb da boom de boom Linky Linky Linky save Goron city by feeding them rocks-a-tasty, they keep upchucking the outside rocks that are oh-so nasty…” -Kid Rock right before being eaten by Dodogo.
Ever since Ive read about that NPCs in these games uses their own modified Mii maker template, you cant unsee the familiar Mii elements in the video thumbnail
2:22:02 I agree. It is way cooler to call them The Stormwind Ark, Construct Factory, Lost Gorondia. They do have those subtitles in the game, but having them start with FIRE TEMPLE in the big font felt like they were just trying to flaunt that they are more similar to old dungeons.
Super interesting! I've always wondered about this as I loved TotK, but some of my complaints I chalked up to continuity issues. But after listening to this, taking Link's character into account alongside real, practical life experiences, a lot of these people wouldn't recognize him! Bolson and Hestu and a few others still make me squint in disbelief, but it's not the end of the world. Well done, excellent analysis
I love this dungeon, but TBH, i'm one of the few out there who really dislike Odolwa as a boss... mostly because, as a Level Designer, i'm obsessed with RLD (Rational Level Designed), which is a way to design a level by pacing the progression and difficulty of specific gameplay features within a comfortable rhythm. One of it's main pillar is a tutorialization concept called "TTTM" (Tease, Teach Test, Master), in which Nintendo usually excels in every way. The concept is pretty simple, it's about introducing new mechanics in a way that allows the Players to understand its various uses by themselves in various context. For example: Tease: Give the Player a hint about a feature that might be available later in the game, but can't use quite yet (Ex: Show an eye switch on a wall, with a barred door under it in the first room) Teach: Give the Player a new mechanic and place them in a context where they need to use it to proceed in order to learn the controls organically (Ex: Enter a room that locks you in with another eye switch above it. Find a bow in a chest, but need to use that bow to shoot the eye to exit the room.) Here, the Player should also remember seeing the teased eye switch ingredient earlier and feel clever about thinking to go back for it. Test`: Show the Player various ways to use the new mechanic in different ways by offering challenges (Ex: Complete puzzles that force you to use to use the bow with various different gameplay ingredients, like lighting the torches, or hitting different kind of switches). Master: Give a final challenge to the Player where he can prove that he has mastered the Mechanic. (Ex: A boss like Phantom Ganon that requires you to use the bow, but with a specific timing, and be quick to look around and take aim). Bosses in Zelda, starting from aLttP, are usually all a perfect example of the "Master" step of the RLD's TTTM and are usually interesting puzzles in themselves... but Odolwa, which is great thematically, is kind of disappointing to me because he's just about rushing him mindlessly, without any puzzle or demanding that you've mastered a specific gameplay mechanic. Anyway, it's a very personal thing. :D Love your videos BTW!
Thanks for such a thoughtful comment. This is definitely something to mull over, and I can certainly see your angle on it from that perspective. I'm glad to have that terminology laid out for me, as I've definitely seen those elements in Zelda dungeons quite often. Thanks again!
I can confirm that Spanish (Latin America) makes the narrative far more engaging. I bet it helps in other languages too, but it certainly does not improve the story. Listening to Zelda's conversations in the past will make you care waaaay more, but Ganondorf's role in the game is still underwhelming.