#Differences #Zelda #SkywardSwordHD Here's 10 things that have been changed in The Legend of Zelda: Skyward Sword HD, focusing on the opening part of the game. The Wii version footage was captured from the original game running on Wii U.
@@2yoyoyo1Unplugged I always liked Fi, unlike some (no shade, just acknowledging that a lot of fans outright hated her because she was previously so obnoxious), but yeah, one of the very first changes I noticed in the HD version was that Fi didn't pop up every time my health dropped to a certain point, which was IMO her most irritating feature previously. She's MUCH more fun and helpful as a convenient resource that you can always call on for guidance/explanation, but rarely HAVE to outside of cutscenes, as opposed to the forced, overbearing Captain Obvious character that she was in the original.
Eh fi was still bugging me with her ‘There’s a 90 % probability that this switch is connected to the door over there.’ Like you don’t say? how about i flipit and see the door open?
I pay my respects to the guide stone that was unfortunately removed from the HD version of Skyward Sword, I will never forget those moments when you taught me to solve a puzzle that I had already completed on my own.😔 R.I.P Guide stone 2011-2021
@@DarkLink1996. it's one of the things I never got to experience when I was younger I never wanted to play hero mode because I was just done with the game so when I beat it on the switch I was really looking forward to seeing the minor changes it adds to the map and potentially the dialogue fai might give you for "finding it out" so quickly
Me casually playing the harp in the corner of the training hall in Skyward Sword HD version because I vividly remembered a Sheikah Stone being there 👁👄👁
Legit only used to know Groose, Gaepora, Link, Zelda, Impa, and Fi. If you didn't catch the other guys' names the first time, they just became nameless NPCs.
Not sure if it really matters though, the bubbles above their heads would always remind you they have something interesting to say or a pending side quest.
@@casperdewith Sorry, I'm not sure what you're asking about. If it's the bubbles, that's exclusive to Skyward Sword. If it's the NPC names for text boxes, I think that wasn't until BotW.
In French Groose is named "Hergo", which sounds like "ergot". Ergots are parts of a chicken's legs, which they tend to stretch when they want to look more impressive, hence the French expression "monter sur ses ergots", which is used to describe someone being threatening. Considering Groose has red hair which kinda remind a rooster, and the fact that he's more words than actions, I think they pretty nailed the translation!
18 hours in and i was checking out one of the sheikah stones on the surface and went "wait wasn't there one of these by the sparring hall". Never used that sheikah stone once, and can't remember what it does
A lot (if not all) of these changes seem to arise from Nintendo’s _Breath of the Wild_ mentality: more exploration-based, less tutorial, fewer mandatory interactions.
@@TheAlibabatree or that some things are just pretty straightforward and it’s just really annoying that the game briefly keeps you from playing it in order to teach you how to play, despite you never asking for any assistance
I think it’s cool that they’re continuing to learn from other releases and then using that knowledge to tailor their previous releases, even if it’s just a little.
To be fair, it also introduced a lot of stuff never present in other zelda games. Plus its new control scheme made it so you could not just press A to throw something or B to slash your sword.
That and the reason they may have removed some things or gave the option was because they expected players of the Wii version to check it out for a nostalgia blast, and not so much for people who are new to the game entirely
@@ripesoda7003 Well I mean that was one of the criticisms when the game first came out though as well so they are really fixing everything that they could’ve benefited from at the very beginning.
I also think that they realised there was really no point in putting the shieka stone and other tutorials in it when most people just pull out there phones now if they’re stuck. The vast majority of people who are buying the game probably have WiFi and would find that easier than having to go back all the way to skyloft and to the shieka stone.
Aw I wonder why they removed the game trailer. It kinda acted like a cinematic, similar to how Twilight Princess had a little cinematic if you waited on the title screen for long enough.
I think all HD versions removed the trailers (Wind Waker and Twilight Princess HD as well) since those were video files and would have looked low resolution and out of place with the old UI if they kept them
Wow, this is awesome! They’re making the game a lot less hand-holdy, something that never bothered me my first playthrough but I’m sure adds up for a lot of others
@@Camtcan There’s no Back in Time in this version (it’s a speedrunning glitch in this game, Lowest Percent has a good video on it if you don’t know what it is), so speedrunners will probably stick to the Wii version except for the BiTless category
a really odd change: in the thunderhead, the rain effect is much heavier and I think the lighting was changed as well. it's odd, because it's the only area I'm aware of with a significant visual change. I didn't even know there was rain in the original, but when I looked at some footage, there were splashes on the ground.
My least favorite change definitely has to be the change in UI in the file select screen. The files being shown as feathers rather than boxes gave it more personality I think. Same goes with the in game keyboard when typing out your name on a new file. They really should’ve kept the in game keyboard. It was a lot nicer to look at than the switch keyboard
Making a lot of the dialogue optional is such a big improvement. Instead of feeling like a chore the game forces you to do, you have all the agency. I like exploring the town looking for little chat bubbles that signal a quest on my own time, it feels more like the spirit of Zelda to take exploration and discovery into your own hands
thank god they made hd less handholdy, that was one of the things that turned me off from the original. im so SAD the file selection doesn’t have those pretty feathers anymore, but hey, it’s not an hd release without some ui updates
Ahhh the Fledge barrel thing explains the awkward dynamic when you pick up and move the barrel and then talk to him and he tells you how to move a barrel and asks you to help him lol. Plenty of situations in the game where they tell you to do something you already did.
the only drawback on any switch game so far: the same text input. ps3 also has this. i get that it is cheaper to make...but it clashes with the style so much. i dont like it.
In Dead Space I always found jarring the jump from the saving stations to the Ps3 saving screen, untill I saw someone playing it on Xbox and understood why.
I can't believe people criticised Twilight Princess and Skyward Sword for having slow beginnings, when the beginnings set up the cast of characters very well. Gamers back then were very impatient for gameplay and didn't care as much about story as we do now.
I played through Twilight Princess on Wii many times. The opening never really bothered me, and my favorite characters and areas were Ordon village and it’s citizens. The opening sets up the story very well. I can tell how it might get annoying to play through it over and over for someone like a speed runner but my question is “why are you speed running a story adventure puzzle game and complain about how the game was made on purpose to tell a story?”
That's just wrong. It was not criticised because of introducing characters and story, but because of needless tutorials that take far too long. And it shows now that they removed most of the latter in Skyward Sword HD - same story and character set up, yet without all the unnecessary crap that makes it take what feels like forever to get to the first dungeon. It just improves the game so much and doesn't waste your time any longer.
Ringers appear above every island now, not just the lumpy pumpkin. And Lanayru Mining Facility has a new room and one of the puzzles In it has been changed.
Dang I didn't realise their names were never shown. I guess I just thought that was part of the difficulty for side quests and forcing me to get to know the NPCs (didn't mind it though B) It adds to the experience for me)
I thought Horwell gave you a red rupee in the Wii version as well? That's the whole reason I went through with it. Maybe you have to talk to him more to get it? I may be remembering wrong. Also there's no transparent controller on the screen anymore.
Am I the only one who didn't care about the mandatory conversations? I was 14 years old at time and this was a common practice in Nintendo games like Fire Emblem and Pokémon.
@@fieratheproud Foe example, the tutorial to cut the logs is important because we never had a game in the series to slash in all directions(and spin slash/thrust isn't so intuitive). Now you can skip the entire thing and complain later haha
@@alinepiroutek8932 I’m glad you like it! I’ve always thought the dungeons and combat were awful. Have you played other 3D Zelda games? I guess by the time the game came out, they had already done so much of it before already. The motion controls were cool, but I think it hurt the combat. Made it more into an arcade game or something like a rhythm game idk. I’m really glad you like it though!
True, it plays so much better now. I enjoyed it on the wii but never 100% completed it. But now that its so much more fun to play and uncover secrets, ill defenitely go for it.
I only wish there was the option to toggle the L button control, so that you can use the right stick to control the camera then use the sword while holding L.
Cannot get used to holding down L to move the camera. Baaaaaad choice there. Like others have said, should have been reversed, as in holding L ready your sword, as you move the camera a lot more.
@@woweezowie5826 I didn’t really have an issue (or even think about that) while playing, realized how odd of a choice that was after it was pointed out though. Definitely should have included the option to choose between, I guess we can just hope it’s added later.
Im so happy they remade this game. I replay it every other year or so and it was annoying having to pull out an old tv with av plug ins to set tge wii up to play
So the Shiekah guide stone is just completely gone? I was actually wonderinh about it. I don't ever remember using it outside of just seeing how it worked, but I kind of liked beating it up occasionally.
Wait, what else can I launch up like rockets then?! The Stones not only gave tips and where fun to mess around with. But they also plopped items. So this is gone, too?
For the npc names, you could still find them out in the original by having Fi tell you about them when you target them. The only ones this didn't work on were the knights that save you if you fall since of course that is the only time you can ever have dialogue from them. Also as for Gully you can skip half of that in the original by bumping into the tree since the trigger for him talking to you happens after the tree.
@@switchunboxing what do you think of the controls? I feel that they could have been improved more. Like, I try hard to swing in the right directions and sometimes I have to move fast. But I end up spin attacking
@@ArtsieFrog First I started with stick controls. Awful. Switched to motion and was like OH YES this is what the game was MADE FOR! But I swear… the Wiimote Plus was more accurate wasn’t it? I feel like I remember his arm being more of a 1 to 1. But I could be wrong. Idk maybe the infrared helped back then. But these controls are still good. Swimming really sucks. For sword play, took me an hour to realize you gotta start your strike with your joycon flat and straight pointing right ahead. Calibrate there and start your strike there. Once I did that, and gave the game a fair reference point, my strikes have been mostly accurate. At first he wouldn’t swing in the direction I wanted at all. But I didn’t realize my starting position would be like my hand at my side at an angle. You can’t do that.
@@switchunboxing it’s such a shame that a good game like this is destined to suffer with bad controls. The story is the best part next to the dungeons. But man, the controls just drag it down so much. Yes Wii motion plus was better. But then again, thank god for lack of wires. Now I can truly hold my arms like a sword and shield and dork out
5:01 While playing the Wii version today, I found out that if you stay on the edge of Skyloft (the right of the screen), Gully won't actually bother you.
so... you can play the intro once and save it to three save files at once, huh Right away i noticed the name tags, was confused when Fledge and Gully didn't speak to Link right away, and that a text bubble was above Gully- i'm not fond of these changes, it takes away from the characters' personality to me- it was more natural when they talked to Link because *they* wanted to. Now they just wait for Link to speak to them, like obedient npcs they are. As for name tags- it was fun figuring out which character was who based on what other characters said about them, or finding out where they live. It was getting to know them in natural exploration, like you do in real life. People don't walk around with their names written out on their foreheads, as far as i remember.
I agree with you with your first paragraph. As for the second with the name tags, I see it as more it being the game’s way of portraying some of the knowledge Link already has, given how he’s grown up with these people and thus already would know his name.
its not really having beef with it, just didn't make sense because we're no longer in 25th anniversary. And regardless of what anyone says, this isn't an exact port.
It's nice that they cut some of the hassle out of the original game. I still wish they had done a bit more, like overhauling the Music note mission and visually redesigning Scaldera and Tentalus, as their current visual designs are awful.
In a different art style tentalus would've looked more creepy/nightmare fuel. Drawing it cartoonish alleviates that. It's a reminder of "oh yeah, it's still a Zelda game and it can have wonky/silly looking bosses". Not everything has to be born of realistic creatures. Though it feels maybe they were going for wind waker-esque bosses. I imagine it's not as easy to come up with yet another boss that uses fire in some way that also requires bombs. The scorpion boss is the weakest boss in the whole game; didn't even deserve to be one. It's health is the only reason it got some right to be called a boss
I wish they had cut out the mandatory how to use the sword/how to fly. Like let me figure it out and if I want to learn the exact buttons, then I’ll go and look for the instructions. Like breath of the wild gave it to you as you went/if you wanted. Here it’s all at once and makes the beginning feel very chunky
Have to admit, i was at playing and i completely forgot about thw sheikah stone until like 18 hours in...i then remembered and went over to the thing to see if he was there, played my harp and he still didn't show up...kinda made me sad for some reason
There's a line in the original where one of the instructors or Gaepora mentions it is the 25th anniversary of their fine institution. I expected they would change it to 35, but they didn't.
When will people finally learn that Nintendo don't give a shit about that 35th anniversary lol. Just because Mario did get something, doesn't mean everybody does. Also, the 25th in the game is at least faithful to the original, since this is just an updated rerelease.
I hope Nintedo makes a zelda mmo with the skyward sword art style, personaly i think this is a kinda good idea depending on how they do it, but it would still be cool to play a kinda Zelda game on switch that's online and you can just walk around and mess with your friends.
Now I know why I never figured out how to properly draw a triforce on goddess walls The guidance statue at the sparring hall was removed. Ngl, I was wondering why I wasn't appearing LMAO
recordaba la piedra Sheika y me paseaba por ahi con la lira tocando para intentar activarla, pensé que estaba loco porque la piedra no aparecia y estaba seguro de que ahí estaba... ahora todo tiene sentido.
A lot of removed dialogue. Could you imagine if Nintendo made Pokemon Red & Blue today? Instead of Professor Oak stopping you from going into the tall grass without a Pokemon, you'd just walk into the grass, get killed, wake up in your bed and have to figure out you're supposed to talk to him to get your first Pokemon.
I actually miss being able to watch the trailer/listen to the theme on the title screen I don't know why but as a kid I'd always leave the game on the title screen for a while after I stopped playing
Why does Nintendo always remove the awesome intro trailers from the HD remakes? They did the same thing to Twilight Princess and it’s possibly the worst thing they could have done to that game. The TP intro trailer is the best video ever.
is more in the new mentality to not spoil the player when they already are in the game, what’s the point if the player is going to experience that, and sometimes the intro trailers were recycled from actual trailers so is unnecessary.
I actually looked for the Sheikah stone and was surprised it was not there! Didn't the Sheikah stones track the sidequests and give you hints? Also, in the Wii version, I remember at the beginning of the game, there were some people blocking the path by the bazaar. They aren't there in the Switch version.
I havent played the original, but in the HD Fi is the one that gives out hints and rumors. So you dont have to go back to the sky. I don know If this is in the original or not. I use my harp where there are blessed butterflies, and a shika talk stone pops up with a boing-iong. I donte know the uses for them yet. I needed to sleep and work after that unlock.
I wanted the game trailer from the original so i kept waiting but it never came :( one MAJOR differente i loved was being able to PRESS B TO SKIP UNIMPORTANT NPC TEXT in Switch version like PLEASE Wii NPCs took SO long and when you'd try to dash past them you'd accidentally speak to them
If you run around on the roof for a little bit he will still tell you your a dummy for not moving the box to get up higher I know cause I was up there trying to figure out how to roll lol you click in the left stick and mine is inconsistent at working it only registers half the time
button controls feels like easy mode but I enjoyed playing most of Skyward Sword without the motion controls. I played the original Wii version and had the motion plus wii remote.
The subtle difference that’s killing me is the controls on the Switch to access items you have to hold ZR then put it away with B and hold ZR again for a new item. On the Wii version, you would hold down B for items and B would also put them away so you could just quickly switch between items by holding down B why add an unnecessary step of putting the item away Switch 😤
Some of the dialogues that said things like "using A to dash is useful, isn't it?" have been changed to not say that, and instead the game tells you that after they say that ypu may be able to do it while running. Well with that said, why dont you keep scrolling down the comment section with 🔽? Its amazing to use ⏬ to make it scroll faster too.