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.
The audio will get there! As long as you have a high pass filter to cut out screeching sibilance, and a low pass to cut out booming plosions, you are golden. Nuance like atmosphere and levels will be discovered with the more projects you do. I’ve been following the channel probably since the first few uploads. All I can say is that it’s nice seeing creators develop and progress their craft. Keep on keeping on!
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.
Before totk came out, I was expecting botw but with some skyward sword style dungeons. I would love a skyward sword remake that's actually a remake in a botw style world
To make this work... how about dungeons are designed to be tackled in "sets" of 3, 3, and 4 dungeons to keep the whole theme of 3, 4, and 7 the Zelda franchise likes. To keep the open world feel but the dungeons in sets the tools found in dungeons are requirements to navigate future dungeons. Say tools A, B, and C you find in dungeons 1, 2, and 3 make navigating dungeons 4, 5, and 6 so much easier. Go ahead and not make the tools a requirement for advanced players to find loopholes to navigate the later dungeons. You can then scatter the dungeons around the world. Add in a quest chain like in TotK to provide a recommended order of progression via dialogue. This keeps you from having to frontload all the movement tools and gimmicks in the tutorial. This allows for progression to unlock more and more traversal choices and make the world feel smaller and smaller as players master it dungeon by dungeon.
@@mattpace1026Well, obviously as I'm praising the classic style of dungeons, I do love the old games. I'm just saying you can also bring in these newer elements by making the open world even bigger and more open than in the old ones while not having to sacrifice linear dungeons and puzzles. A synthesis of both eras of Zelda.
I cannot overstate how desperately I want Nintendo to do something like the Sandship escape sequence again. The idea of a boss fight that _breaks containment,_ spilling out of the traditional Designated Boss Arena and into the dungeon proper, upending and recontextualizing everything you've already done as it all gets turned against you in new and exciting ways... it's too cool not to revisit. Imagine a boss that can only be harmed by a certain environmental hazard, like, say, a giant vat of lava. You've seen them throughout the dungeon before the boss, so you know how they work, and of course the boss room has one, so you use it. But halfway through the fight, the boss gets smart and destroys the vat in the room with you, leaving you with no means to damage him. But oh, what's this? In the process of destroying the vat, the boss knocked a hole in the wall, allowing you to escape the boss from. And suddenly, you remember all the other vats of lava you've seen; now, you have to lure the enraged boss to them one by one as he tears through the dungeon chasing after you, smashing through puzzles you've solved, blasting through walls and knocking down doors... I wouldn't want them to do this sort of thing all the time, because then it wouldn't be special, but _man_ would it be hype that first time.
A dungeon set up like the Twilight Princess Temple of Time, but each puzzle you solve to progress locks the door behind you. Then at the end, you face a boss you can't harm and have to flee, back through the dungeon, frantically undoing your puzzle solutions so you can unlock the doors and get the boss somewhere you can fight it.
You say that but...even that part of the Sandship boss annoys me, for one reason primarily: (my second comment on a Burger video, regarding my second strongest opinion about Zelda XD ) You enter the engine room, for which you needed the "boss key", and when you do, the ship gets attacked. WHY THEN? What is it about you entering the engine room that signals the boss "OK, this is it, this is my time to strike". I'll allow the possibility that there is an answer, and I'm just not aware, but from memory, there isn't anything that we DO in the control room - we just enter, and the sequence begins... I remember the first time I entered the "boss room", walking around it for like 30 seconds, sure that I missed something, because I entered the lair of the boss, so he should be here! It just feels so arbitrary and "game logic" to me, and it annoys me to no end... in theory, they could have had Ghirahim wait for us in there, and he leaves, and the sequence begins, that would make sense; or if the dungeon item wasn't based on the ship itself, I could see the control room enabling us to track down the boss with our ship in the sand sea, and starting the fight that way, that would be amazing too...but the sequence randomly starting at the very moment we enter the control room, because it's labeled as the boss room, I guess? Just always annoyed me. THAT SAID, yes, a boss fight like this, with the setup, the escape sequence, boss design and the battle finale all executed perfectly WOULD be one of the coolest in the series, 100%. This just isn't it, and I wanted to bring up another angle that bothers me about it, on top of the ones Burger mentioned already
The torches in the Earth Temple are extra confusing when you realize that 95% of them are totally unnecessary because almost every room is lit by GLOWING HOT LAVA. 🔥🔥🔥
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.
I hope Ghirahim and Demise both come back as villains in future games. Ganondorf/Ganon has just been used too many times imo. I would much prefer the Wild Era Link and Zelda face another villain in a new land than have a new version of Hyrule but still have Ganondorf/Ganon as the main villain. Hopefully we'll have a better idea of what the next game entails within the year.
That would be KILLER!! I wish the Zelda team were more open to doing that, it's one of my favorite things when they hint at past games with something more than just an insignificant easter egg.
I quite like the idea of the later dungeons being in the same regions as the earlier ones. It adds to the feeling of Link becoming stronger and more capable, and unlocking new areas in places he's been to already. I just wish those new areas were more substantial (like Lanayru) and involved less busy-work.
"Why is it called the Earth Temple when it's built into a mountain, and also mostly fire and lava-themed?" So, you'll never guess what lava is. I get what you mean though, people tend to associate molten rock with fire more than earth, but the name of the dungeon technically isn't lying. It's like calling an ice-themed dungeon the water temple. It's not incorrect, just not what is generally associated with that name.
1:54:23 he's ACTUALLY a pirate robot SKELETON. An undead robot pirate. Let me say that one more time for the people who don't understand how wild this is: UNDEAD ROBOT PIRATE
I always played Scaldera as a chase sequence-- once you beat the $hit out of his eye, you have to run away from him until he runs into the bomb plants. This way it is WAY more engaging... i didn't even know he would just walk over you like that, what a funny little guy... Great video as always, i really adore your series on the zelda games :)
Skyward Sword has some of the best music in the entire franchise. You'll hear skyward sword music in videos that don't even deal with any Nintendo games. The themes are all so memorable and diverse that it never feels like they ran out of any ideas. Plus they were very excited to play around with the sassiness of Groose's theme to demonstrate the emotions he's feeling. It's such a nice touch and I'll literally set down the controller to enjoy it for a little bit any time the theme is playing. Skyward Sword also has some amazing character building that really adds flavor to the story. Groose starts as that cocky jock type, turns into bumbling fool once Zelda is kidnapped, lets his ego get the best of him because he thinks he can do anything Link can but better, goes back to a bumbling fool realizing he's actually a little bitch that can't save Zelda, then finally finds his purpose and even realizes that he was searching for validation. Zelda is just straight up crazy and almost kills link a handful of times, but she's very protective of Link and wont let anyone push him around without her pushing them back. She's the embodiment of fuck around and find out during the start of the game. When she learns she was actually just Hylia and interacts with Link again, you can tell how guilt ridden she feels for causing Link so much distress and effectively just using him as a pawn to do her bidding even though she herself wasn't the one that truly made the plan. She eventually comes back around to realizing that although she was once Hylia, that doesn't mean her entire life as Zelda was meaningless or the connections she made as Zelda were meaningless and allows herself to really embrace her love for link and shed some of the guilt. Girahim is such a cunty workaholic bitch that is so obsessed with pleasing his boss. Link literally drives him insane by foiling his plans over and over. He lets himself get so upset that he slowly deterioates and starts insulting Link more. To end his entire life, he literally creams his pants by resurecting demise and turning into his sword. He doesn't give a single shit for what else is going on. He's just that ecstatic to have finally completed his work and becomes an object to forever serve him. Link even goes through a little bit of character development from an over confident hard worker that feels like he never has to really try to get good results to someone that realizes he has to push himself to succeed and serve something greater than himself. It's not anywhere near as much as any of the previous characters but its still there. Skyward Sword Link is also allowed to actually have emotions and portray them. If Nintendo really wanted to they could've made him cry and they would have won an Oscar because the academy would rewrite the rules. It's so upsetting that they ditched the concept that Link can just be a dude with emotions in botw and totk. I'm really hoping they'll look back to Skyward Sword and actually try to make a good story with amazing characters again instead of just the same copy paste Ganon does a thing, Zelda's in trouble somehow, and Link has to save the day in the next game.
Hmm, speaking of the Ancient Cistern and the motif of spiders. Outside of the Spider's Thread story (and I know this is probably just me with coincidence) but Link also goes up a waterspout, much like the itsy bitsy spider.
Yes sir, thank you big G. You immediately became my favorite UA-camr when I found your channel. You take your time to explain pretty much everything in every dungeon and I'm all for it.
Skyward Sword was my first Zelda game, and is still my favorite all these years later. I personally think it can be considered a Metroidvania, given the maze-like structure of the world itself and the emphasis on backtracking.
I would disagree with that. Yes, the visuals these dungeons display, as well as the creativity and atmosphere place them among the best in the series, but I think they are way too linear and much less challenging than the dungeons from older Zelda games. I never got lost in them.
1:56:30 regarding the bow, (at least on wii) if you mimic a bow motion with the nunchuck and wiimote, the bow would draw instantly. It was extremely fun
As with the rest of your Dungeon essays, I loved this one! One of the many things I love about these videos and your presentation is that your passion for these games really shines through. I have watched a lot of Zelda videos over the years and the best ones are (like you) those who can infuse their personality and passion into their scripts and presentation. I am really happy I found your channel and I know I don't comment on every video, but I love the content you put out. Just some rambling thoughts. I had only played SS once years ago, when the Wii U came out (I never played this on the Wii) until last year, when I finally replayed this game for the first time and I loved it, especially the dungeons. The only dungeon I didn't really like (in terms of playing through) was Skyview (which btw, I always thought it was called Skyview because of the bird statue in the central room facing upwards, hence the dungeon viewing the sky opposed to the Earth Temple which descends into the Earth), especially having to go through it the second time for Faron's special water. But all the other dungeons I really loved and it was nice to see our 1st and 2nd favourites line up here. Thanks for making this longform compilation video, you're awesome and I look forward to your future content 😊👍.
I personally like buildup or "chores" before we can enter a dungeon--it breaks up the gameplay and contextualizes why Link needs to go to some isolated temple in the first place, and makes me excited to actually focus on the dungeon once we get to it. It's kinda like the difference between following the zone storyline leading up to the dungeons in WoW vs. LFG teleporting right in. On an unrelated note, I actually really didn't care for Skyview Temple as a first dungeon--it was a huge turn-off to me personally. The damp/spooky atmosphere was a letdown for a first temple on our adventure, and the music was dull and repetitive. It would have worked well as a mini-dungeon before a proper forest dungeon (a la Beneath the Well, Ice Cavern), preferably with more ethereal/minimalistic ambient music to match the ancient aesthetic. But that's just me haha
Playing this game without a shield is, imo, the absolute best way to play. Shields are a maaaaassive crutch in this game I feel, so playing without challenges you to be more....smart, with your attacks rather than parry and flail wildly
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!)
I actually remember when this game came out and hating it when it was released. Over time my opinion has softened and I appreciate much about Skyward Sword now. For some reason its art style and brightness reminds me of Spyro 2 actually can't explain it 😂. Great stuff!
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!
this is the best video ive ever seen i love long videos about zelda and when i checked ur channel and saw the twilight princess one was 5 hours i literally jumped for joy
I personally liked fi in the original, as i consider talking a lot as more or less a character trait and thinking fi talking a lot being her character trait made me like her in the original
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! 👍
The top best things. 5) Bokobins can laugh. 4) The guardians finally have a reason to chase you. 3) the best locations are in the desert. 2) ancient robots and 1) The pirate Captain's deadly curse. Yes the sandship dungeon is based around the Captian Morgan's curse where you execute the pirate captain then moments later a kraken like creature attacks the ship but I think it would have been better to redesign the kraken. Also you encounter only two of those robots (Best enemies in the game)
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
Love your videos man. No unnecessary cursing, just a loving and cosy look at some classic games. Man, I miss classic Zelda. I really wish they would go back to this style now that they've got the open world overly complicated modern ones out of their system (I've really tried to get into BoTW and have a good amount of time in it, but...ehh, just doesn't feel anywhere near as tightly designed and charming to me). Haven't even played the sequel cos apparently it's even more fiddly and sprawling. Anyway, nice work here homie, really enjoying your stuff. Subbed.
Honestly, I kinda liked the bow's quickdraw (basically pull back with the nunchuck while pressinc C in the wii version) since that basically charged the bow fuly in basically the short amount of time that the switch version seems to have for its button controls. So I guess it makes sense that the switch version reduced the charge tome for said button controls, since that way it doesn't feel like you're being punished for not using motion controls.
Why aren't the parts where you dig through the earth... In the earth temple? I think the fire temple could easily be turned into "the temple of the sun" or something sun themed. Sun themes are often mixed with birds and if we had it all sun themed, the intense heat and lava sections could come from the burning hot sun. It wouldn't take that much to change everything up to be more sun themed (and maybe moving the underground puzzles to the earth temple).
These always deliver. A fantastic way to spend a rainy afternoon. It's interesting to see how the way I completed the dungeons and other tasks compared to the order and methods done here. While a very linear game, there were still points of divergence. Though I am rarely the most efficient, it was still neat to see.
I really like your videos! But I do have a couple of thoughts on what would make them better (in my opinion, so feel free to take it with a grain of salt): I think your analysis of what makes a dungeon interesting or not interesting really shines. You obviously love the games, and you have given a lot of thought to the elements of a dungeon and highlight the cool and less cool stuff. Where I personally zone out, is when you go through the entire flow of a dungeon. It starts feeling like a walkthrough, and I find myself thinking: "I'd rather just go play the game now and experience everything I forgot about myself". Basically, I'd like it if the analysis was more concise without going over the entirety of the dungeon. Maybe others disagree, and that's also fine. Either way, great work :)
Hey thanks for watching and for the feedback. And I totally agree honestly! I found in hindsight that was a writing choice that I leaned too heavily into and recently started pivoting away from. In my videos for BOTW, Zelda 1, 2, ALTTP, TOTK, and most recently Link’s Awakening, I have intentionally been trying to strike a better balance in the script. So, again thanks! And I agree haha. Working on it
I understand the Issue of "Having Chours to do" in the beginning but at that same point the 3 videos ive seen you bring it up has been where link has been either 1 a Farmhand who while yes was going to go on an Errand is still a farm hand (i cant defend the 2 kids and Eldritch horror in a toddlers body). An Island boy who hasnt done anything with a Sword outside of a few sessions with Orca. And this where hes a Page about to graduate into being a Knight. Again i get the want/need to get into it im just saying that the Chours to me are more of getting the player into the head of the protagonist.
I don’t think it’s fair to write off criticism as mere impatience tbh or unwillingness to roleplay. Tbh, my main issue with these “chores” sections is the opposite. It takes me out of the experience and breaks the immersion to have characters halt the gameplay to tell me controls and stuff like that, because it feels extremely “gamey” It goes against the world building. I don’t mind Link having to live in Ordon village at the start of TP. I do not like the village kids halting Link outside his house to explain slingshot controls and then halting Link outside his house again to explain sword controls because it takes me out of the experience. OOT did this masterfully by making all of that stuff simply optional. All the same worldbuilding and roleplaying is there to engage with in Kokiri Forest if you so choose, but you can just as easily walk past it. That is how it should be imho
@@CaptBurgerson and that is why I said I have no excuse for the kids cause for me it's the same they break the flow. However the Goat hearding and Wrestling and the rest of TP intro before the Raid I don't see as Chours ( besides the kids) . Again this is just my view on it all and I understand the issue against them.
@CrazyC1456 crazy you’d ask me if I’ve ever had children cling to me when I’m literally a father. At the end of the day though, games are art, and it’s always about taste. I am of the mindset that options are always good so that people can engage with what they find appealing. I can not abide by the mindset of “I like this, therefor it should be mandatory” sorry
@CrazyC1456 I do not think we’re going to be changing each other’s minds about this, but I do not appreciate being told “no, you’re just not roleplaying hard enough” when I say something is immersion breaking. It feels dismissive honestly. You can justify it all you like, but I’m not being moved on this, and I feel we are airing dangerously close to the “dark-souls-difficulty” conversation, which I’d rather not have. I’m happy to agree to disagree. I have no issue with other people enjoying this stuff, but it doesn’t do it for me. I think there are more engaging ways to curate a tutorial. So, I’ll be bowing out now. I appreciate you watching and engaging with the content, even if we may not see eye to eye on it. Cheers
BOTW was my 1st Zelda game, made me fell in love with the franchise. Played OoT, Minish, ALTTP, Links awakening, Zelda 1 and just completed ToTK... but for some reason Skyward Sword is my favorite, mainly bec of the linearity, the story, and the characters, even the motion controls! Tho i played it in Switch, but still. The silent realms are the best hahaha
I suspect the name "Skyview Temple" has something to do with the view of the sky in that second hub room, just a hunch. Would've liked the game to tell me something more though, if even just a line or two of lore. EDIT: Thought about the springs after this, and heard the tidbit in the video as well, clearly wrote my initial comment prematurely 😅
Skyward Sword had one of the best durability mechanics that I wish they had brought back for BoW, the ability to repair items and reenforce them. The most annoying thing for me when I played this on my Wii was that I am left handed. It made the Girahim fight a nightmare because it was terrible at translating left handed movements to a right handed character. It made Girahim annoying and difficult, but made a lot of the other bosses easy for some reason.
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
I was really liking how much you were praising the Lanayru Mining Facility, and then you said you dislike the music. I'm sorry, but I disagree, ESPECIALLY on the "operational facility" version, where (at least) usually, the xylophone is drowned out by the various other instruments.
Yea i agree. It’s not my favorite track in the game or anything but i like it. The high pitch sound in the song reminds me of a snake charmers flute or something like that, so it atleast fits with a dessert temple. It’s kinda like that high pitch noise from the spirit temples music from Oot
I think Bokoblin Base is a great segment of the game, probably the best in act 3. Honestly, I hate the tadtone grind, and the lanayru one is just a minecart autoscroll and a fetch quest. But the stealth gameplay is excellent. After being used to having all your items for quite some time, you lose them all, getting them back in a different order, which makes you have to be creative with how you progress (aside from the one part obviously locked for the whip, which is never used again until sky keep). Also important to note is that you can complete sky keep without entering the Earth Temple room at all, if you think carefully about how to arrange the rooms to get the triforce pieces as soon as possible
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.
Only on Skyview at the moment, but your dislikes about certain aspects are exactly why I love Skyward Sword and Twilight Princess as my two favorite Zelda games and why I hate Breath of the Wild and Tears of the Kingdom. I LOVE the linear world building and story with challenging hand crafted dungeons that test the player on the skills they've honed on the way to the dungeon. The "chores" give insight into "who" this Link is, none of the other games really care with only OoT and Windwaker putting in mild effort into their Link's. The long intros really make the events of the game feel inpactful and are a natural progression from Saria to Aryll, to Ordon, to Skyloft
1:42:02 - Yes, we _should_ be able to do that... but that's not what happens. Moldarach will _always_ take the same amount of hits to kill regardless of what sword you're using... even the True Master Sword! They couldn't even come up with some kind of excuse for it either, it's completely identical but can resist taking more damage.
I don’t know if it’s just because Scaldera is kind of spider like but he really gives me the creeps. Like running up the path only to turn and see him barreling at you is really effective for me.
I love botw, but like a lot of people, i regret in some way the linearity of the game like Skyward Word. They have i thing, by far the best dungeons. And i don't really understand why so many people hate this game... it's by far my favorite (but also it was my first zelda, so...) i love it game play, it story, it lore, etc...
6:03 I'd say this nails the differences in how people look at the Zelda games. Some people just want to adventure and get the pesky story out of the way and into the background. Quite literally because all the story is in memory sequences that you have to find out in the background! While some people want to engage with the story and then get into the adventuring. Though I get that the story structure does get in the way of jumping into the dungeons and talking about them as quickly as possible. Although in some ways I do find it ironic. The linear element may keep you from getting to dungeons right away but unlike the current Botw/Totk style...it has dungeons. No matter how quickly Botw gets you out into the world, that world doesn't really have much in terms of dungeons to examine.
I like to think its called Skyview temple.. because ((SPOILERS....)) Given that the temple of the goddess from skyloft falls into the sealed grounds sealing it permanently its likely the rest of skyloft came from that area.. right next to skyview temple.. and where it was raised from. So it had a good view of it rising into the sky.
_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 just realized I dont think I've ever actually solved the door puzzle in the Ancient Cistern. I would just brute force the puzzle by slashing in directions until it worked because i was too stibborn to look it up
PLEASEEEE cover a link between worlds I think the mechanics offer a lot of depth and variety. Honestly any hand held Zelda would do, from oracle of ages to sprit tracks. If you can say one thing about those games they’re different
Count me as one who adores the Lanayru Mining Facility music. If there is one thing I miss from Breath of the Wild and Tears of the Kingdom is the soundtrack. Ambience is nice, but nothing compares to the Skyward Sword OST.
I don't know if this comes up in this video, but if I recall, the final boss keys are all designed after the dungeon layouts from the ledgend of zelda.
@CaptBurgerson I may be wrong but I'm fairly certain that is the case. Edit: I just checked. I guess I was wrong. I know the kraken one looks like a skull and there was a skull dungeon so I guess I must have thought the other keys were as well.
2:46:52 if you do the thunder dragon fist and talk to the goron you will be completely soft locked- neither the eruption nor the flood will ever trigger
@@CaptBurgerson oh hey! Good news I didn't know that, I've been too scared to do Lanayru first just in case so every time I replay the game I just do Faron, then Eldin, and Lanayru last.
i never get how princess zelda gets trough the first dungeon on her own before you also how she can enter the second dungeon before you while you have the stone tablet to reveal the new piece of land
I honestly disagree with Ghirahim teaching the combat mechanics. He was honestly one of the hardest bosses I ever fought in a Zelda game. Even after I figured out I need to psyche him out, I still never fully figured out how to read his hand position and which way I should strike. I've played the game twice, and the first phase of the first fight with him is one big thing that keeps me from ever wanting to go back.
@@CaptBurgerson I mean the melody is fine but with the limitations of the NES, it kinda gets repetitive. Just finished watching the Ancient Cistern portion of the video and I have to agree that it's the best dungeon in the game. Koloktos only loses to Ghirahim in my opinion.
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.
The audio will get there! As long as you have a high pass filter to cut out screeching sibilance, and a low pass to cut out booming plosions, you are golden. Nuance like atmosphere and levels will be discovered with the more projects you do.
I’ve been following the channel probably since the first few uploads. All I can say is that it’s nice seeing creators develop and progress their craft. Keep on keeping on!
It wasn't until I read this comment that I realized this wasn't a new video. Oh well, it was just as enjoyable to watch anyway.
if I didn’t see this comment I would’ve been like, “release huh. maybe 2 years ago” 😂
This series is SOO good!! Great work x
a 3 hour video on a game I've replayed 7 times?! oh the algorithms spoiling me
@@moloko.o my favorite way to play this game is without a shield
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.
Before totk came out, I was expecting botw but with some skyward sword style dungeons. I would love a skyward sword remake that's actually a remake in a botw style world
To make this work... how about dungeons are designed to be tackled in "sets" of 3, 3, and 4 dungeons to keep the whole theme of 3, 4, and 7 the Zelda franchise likes. To keep the open world feel but the dungeons in sets the tools found in dungeons are requirements to navigate future dungeons. Say tools A, B, and C you find in dungeons 1, 2, and 3 make navigating dungeons 4, 5, and 6 so much easier. Go ahead and not make the tools a requirement for advanced players to find loopholes to navigate the later dungeons.
You can then scatter the dungeons around the world. Add in a quest chain like in TotK to provide a recommended order of progression via dialogue.
This keeps you from having to frontload all the movement tools and gimmicks in the tutorial. This allows for progression to unlock more and more traversal choices and make the world feel smaller and smaller as players master it dungeon by dungeon.
You mean like most of the games in the franchise?
@@mattpace1026Well, obviously as I'm praising the classic style of dungeons, I do love the old games. I'm just saying you can also bring in these newer elements by making the open world even bigger and more open than in the old ones while not having to sacrifice linear dungeons and puzzles. A synthesis of both eras of Zelda.
I cannot overstate how desperately I want Nintendo to do something like the Sandship escape sequence again. The idea of a boss fight that _breaks containment,_ spilling out of the traditional Designated Boss Arena and into the dungeon proper, upending and recontextualizing everything you've already done as it all gets turned against you in new and exciting ways... it's too cool not to revisit.
Imagine a boss that can only be harmed by a certain environmental hazard, like, say, a giant vat of lava. You've seen them throughout the dungeon before the boss, so you know how they work, and of course the boss room has one, so you use it. But halfway through the fight, the boss gets smart and destroys the vat in the room with you, leaving you with no means to damage him. But oh, what's this? In the process of destroying the vat, the boss knocked a hole in the wall, allowing you to escape the boss from. And suddenly, you remember all the other vats of lava you've seen; now, you have to lure the enraged boss to them one by one as he tears through the dungeon chasing after you, smashing through puzzles you've solved, blasting through walls and knocking down doors... I wouldn't want them to do this sort of thing all the time, because then it wouldn't be special, but _man_ would it be hype that first time.
A dungeon set up like the Twilight Princess Temple of Time, but each puzzle you solve to progress locks the door behind you. Then at the end, you face a boss you can't harm and have to flee, back through the dungeon, frantically undoing your puzzle solutions so you can unlock the doors and get the boss somewhere you can fight it.
You say that but...even that part of the Sandship boss annoys me, for one reason primarily: (my second comment on a Burger video, regarding my second strongest opinion about Zelda XD ) You enter the engine room, for which you needed the "boss key", and when you do, the ship gets attacked. WHY THEN? What is it about you entering the engine room that signals the boss "OK, this is it, this is my time to strike". I'll allow the possibility that there is an answer, and I'm just not aware, but from memory, there isn't anything that we DO in the control room - we just enter, and the sequence begins... I remember the first time I entered the "boss room", walking around it for like 30 seconds, sure that I missed something, because I entered the lair of the boss, so he should be here! It just feels so arbitrary and "game logic" to me, and it annoys me to no end... in theory, they could have had Ghirahim wait for us in there, and he leaves, and the sequence begins, that would make sense; or if the dungeon item wasn't based on the ship itself, I could see the control room enabling us to track down the boss with our ship in the sand sea, and starting the fight that way, that would be amazing too...but the sequence randomly starting at the very moment we enter the control room, because it's labeled as the boss room, I guess? Just always annoyed me.
THAT SAID, yes, a boss fight like this, with the setup, the escape sequence, boss design and the battle finale all executed perfectly WOULD be one of the coolest in the series, 100%. This just isn't it, and I wanted to bring up another angle that bothers me about it, on top of the ones Burger mentioned already
i don't know why good dungeons have poorly designed bosses like morpha and tentalus.
That sounds like a certain boss in RE4, but that would be really cool to expand on in a full dungeon.
One of my favorite unmentioned things about Skyward Sword is how the game visually depicts Link’s character arc using the pre-dungeon cutscenes.
The torches in the Earth Temple are extra confusing when you realize that 95% of them are totally unnecessary because almost every room is lit by GLOWING HOT LAVA. 🔥🔥🔥
I never even really thought about that 🤔
The gorons just put them there for the vibes honestly
@@fable23 it just implies that it wasnt always covered in lava
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.
I hope Ghirahim and Demise both come back as villains in future games. Ganondorf/Ganon has just been used too many times imo. I would much prefer the Wild Era Link and Zelda face another villain in a new land than have a new version of Hyrule but still have Ganondorf/Ganon as the main villain. Hopefully we'll have a better idea of what the next game entails within the year.
That would be KILLER!! I wish the Zelda team were more open to doing that, it's one of my favorite things when they hint at past games with something more than just an insignificant easter egg.
I quite like the idea of the later dungeons being in the same regions as the earlier ones. It adds to the feeling of Link becoming stronger and more capable, and unlocking new areas in places he's been to already. I just wish those new areas were more substantial (like Lanayru) and involved less busy-work.
these videos feel like ive outsourced a playthrough of the game to someone else and im just harvesting the vibes
Skyward sword is over hated it’s one of the best Zelda’s
"Why is it called the Earth Temple when it's built into a mountain, and also mostly fire and lava-themed?" So, you'll never guess what lava is. I get what you mean though, people tend to associate molten rock with fire more than earth, but the name of the dungeon technically isn't lying. It's like calling an ice-themed dungeon the water temple. It's not incorrect, just not what is generally associated with that name.
1:54:23 he's ACTUALLY a pirate robot SKELETON. An undead robot pirate. Let me say that one more time for the people who don't understand how wild this is:
UNDEAD
ROBOT
PIRATE
I always played Scaldera as a chase sequence-- once you beat the $hit out of his eye, you have to run away from him until he runs into the bomb plants. This way it is WAY more engaging... i didn't even know he would just walk over you like that, what a funny little guy...
Great video as always, i really adore your series on the zelda games :)
That's a great idea to make the boss fun but it is unfortunate that you have to do that because the boss isn't engaging enough as is.
i literally just finished the last dungeon design compilation last night and i use these to help me fall asleep (this is a compliment)!! thank you!!!!
Skyward Sword has some of the best music in the entire franchise. You'll hear skyward sword music in videos that don't even deal with any Nintendo games. The themes are all so memorable and diverse that it never feels like they ran out of any ideas. Plus they were very excited to play around with the sassiness of Groose's theme to demonstrate the emotions he's feeling. It's such a nice touch and I'll literally set down the controller to enjoy it for a little bit any time the theme is playing. Skyward Sword also has some amazing character building that really adds flavor to the story. Groose starts as that cocky jock type, turns into bumbling fool once Zelda is kidnapped, lets his ego get the best of him because he thinks he can do anything Link can but better, goes back to a bumbling fool realizing he's actually a little bitch that can't save Zelda, then finally finds his purpose and even realizes that he was searching for validation. Zelda is just straight up crazy and almost kills link a handful of times, but she's very protective of Link and wont let anyone push him around without her pushing them back. She's the embodiment of fuck around and find out during the start of the game. When she learns she was actually just Hylia and interacts with Link again, you can tell how guilt ridden she feels for causing Link so much distress and effectively just using him as a pawn to do her bidding even though she herself wasn't the one that truly made the plan. She eventually comes back around to realizing that although she was once Hylia, that doesn't mean her entire life as Zelda was meaningless or the connections she made as Zelda were meaningless and allows herself to really embrace her love for link and shed some of the guilt. Girahim is such a cunty workaholic bitch that is so obsessed with pleasing his boss. Link literally drives him insane by foiling his plans over and over. He lets himself get so upset that he slowly deterioates and starts insulting Link more. To end his entire life, he literally creams his pants by resurecting demise and turning into his sword. He doesn't give a single shit for what else is going on. He's just that ecstatic to have finally completed his work and becomes an object to forever serve him. Link even goes through a little bit of character development from an over confident hard worker that feels like he never has to really try to get good results to someone that realizes he has to push himself to succeed and serve something greater than himself. It's not anywhere near as much as any of the previous characters but its still there. Skyward Sword Link is also allowed to actually have emotions and portray them. If Nintendo really wanted to they could've made him cry and they would have won an Oscar because the academy would rewrite the rules. It's so upsetting that they ditched the concept that Link can just be a dude with emotions in botw and totk. I'm really hoping they'll look back to Skyward Sword and actually try to make a good story with amazing characters again instead of just the same copy paste Ganon does a thing, Zelda's in trouble somehow, and Link has to save the day in the next game.
Hmm, speaking of the Ancient Cistern and the motif of spiders. Outside of the Spider's Thread story (and I know this is probably just me with coincidence) but Link also goes up a waterspout, much like the itsy bitsy spider.
this video made me want to replay skyward sword so much i actually got up and started a playthrough while watching lol
I love the Lanayru Mininig Facility music. I think its one of the best dungeon music in the series.
Yes sir, thank you big G. You immediately became my favorite UA-camr when I found your channel. You take your time to explain pretty much everything in every dungeon and I'm all for it.
Skyward Sword was my first Zelda game, and is still my favorite all these years later.
I personally think it can be considered a Metroidvania, given the maze-like structure of the world itself and the emphasis on backtracking.
For all of Skyward Sword's faults, the dungeons absolutely are not one of them.
I would disagree with that. Yes, the visuals these dungeons display, as well as the creativity and atmosphere place them among the best in the series, but I think they are way too linear and much less challenging than the dungeons from older Zelda games. I never got lost in them.
I strongly suspect if you got lost in prior dungeons it was because you were younger and less familiar with Zelda dungeons in general.
@@jamesrochester2459 nah. The dungeon design is way more straight forward.
1:56:30 regarding the bow, (at least on wii) if you mimic a bow motion with the nunchuck and wiimote, the bow would draw instantly. It was extremely fun
As with the rest of your Dungeon essays, I loved this one! One of the many things I love about these videos and your presentation is that your passion for these games really shines through. I have watched a lot of Zelda videos over the years and the best ones are (like you) those who can infuse their personality and passion into their scripts and presentation. I am really happy I found your channel and I know I don't comment on every video, but I love the content you put out.
Just some rambling thoughts. I had only played SS once years ago, when the Wii U came out (I never played this on the Wii) until last year, when I finally replayed this game for the first time and I loved it, especially the dungeons.
The only dungeon I didn't really like (in terms of playing through) was Skyview (which btw, I always thought it was called Skyview because of the bird statue in the central room facing upwards, hence the dungeon viewing the sky opposed to the Earth Temple which descends into the Earth), especially having to go through it the second time for Faron's special water. But all the other dungeons I really loved and it was nice to see our 1st and 2nd favourites line up here.
Thanks for making this longform compilation video, you're awesome and I look forward to your future content 😊👍.
This video got me to finally buy Skyward Sword. Enjoying it a lot so far (& I'm watching the segments of the video as I progress!)
I personally like buildup or "chores" before we can enter a dungeon--it breaks up the gameplay and contextualizes why Link needs to go to some isolated temple in the first place, and makes me excited to actually focus on the dungeon once we get to it. It's kinda like the difference between following the zone storyline leading up to the dungeons in WoW vs. LFG teleporting right in.
On an unrelated note, I actually really didn't care for Skyview Temple as a first dungeon--it was a huge turn-off to me personally. The damp/spooky atmosphere was a letdown for a first temple on our adventure, and the music was dull and repetitive. It would have worked well as a mini-dungeon before a proper forest dungeon (a la Beneath the Well, Ice Cavern), preferably with more ethereal/minimalistic ambient music to match the ancient aesthetic. But that's just me haha
And I'm not sure what makes them chores. Some of SS's pre dungeon areas are fantastically designed
The dungeons in this game are phenomenal - beautiful, engaging, creative.
It's called Skyview Temple because the central chamber has a huge skylight in the ceiling that let's the daylight in
I later posit (during the earth temple section) that Skyview is named that way because of the Skyview spring having a similar lack-of-ceiling
@@CaptBurgerson hadn't got that far, sorry
Playing this game without a shield is, imo, the absolute best way to play. Shields are a maaaaassive crutch in this game I feel, so playing without challenges you to be more....smart, with your attacks rather than parry and flail wildly
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!)
I actually remember when this game came out and hating it when it was released. Over time my opinion has softened and I appreciate much about Skyward Sword now. For some reason its art style and brightness reminds me of Spyro 2 actually can't explain it 😂. Great stuff!
this is amazing timing i was JUST about to nap
Your Dungeon Videos are always worth waiting for, they reignite my love for the Franchise.
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!
this is the best video ive ever seen i love long videos about zelda and when i checked ur channel and saw the twilight princess one was 5 hours i literally jumped for joy
A full game dungeon design video. I will sleep good tonight
I personally liked fi in the original, as i consider talking a lot as more or less a character trait and thinking fi talking a lot being her character trait made me like her in the original
And like most of the things people criticize SS for the severity of the issue was fairly exaggerated to begin with.
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! 👍
The best part of Skyward Sword is definitely the Skyward Fatal Blow the entire fight just feels amazing
The top best things. 5) Bokobins can laugh. 4) The guardians finally have a reason to chase you. 3) the best locations are in the desert. 2) ancient robots and 1) The pirate Captain's deadly curse. Yes the sandship dungeon is based around the Captian Morgan's curse where you execute the pirate captain then moments later a kraken like creature attacks the ship but I think it would have been better to redesign the kraken. Also you encounter only two of those robots (Best enemies in the game)
Who doing something nobody has done before and doing it well. Congrats guys and good luck!! 🤞
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
Love your videos man. No unnecessary cursing, just a loving and cosy look at some classic games. Man, I miss classic Zelda. I really wish they would go back to this style now that they've got the open world overly complicated modern ones out of their system (I've really tried to get into BoTW and have a good amount of time in it, but...ehh, just doesn't feel anywhere near as tightly designed and charming to me). Haven't even played the sequel cos apparently it's even more fiddly and sprawling.
Anyway, nice work here homie, really enjoying your stuff. Subbed.
Honestly, I kinda liked the bow's quickdraw (basically pull back with the nunchuck while pressinc C in the wii version) since that basically charged the bow fuly in basically the short amount of time that the switch version seems to have for its button controls.
So I guess it makes sense that the switch version reduced the charge tome for said button controls, since that way it doesn't feel like you're being punished for not using motion controls.
Why aren't the parts where you dig through the earth... In the earth temple?
I think the fire temple could easily be turned into "the temple of the sun" or something sun themed. Sun themes are often mixed with birds and if we had it all sun themed, the intense heat and lava sections could come from the burning hot sun. It wouldn't take that much to change everything up to be more sun themed (and maybe moving the underground puzzles to the earth temple).
These always deliver. A fantastic way to spend a rainy afternoon. It's interesting to see how the way I completed the dungeons and other tasks compared to the order and methods done here. While a very linear game, there were still points of divergence. Though I am rarely the most efficient, it was still neat to see.
Groose has such a good redemtion. I just love him at the end
One of my favorite parts of the game is getting to boss rush w/ the true master sword and taking Ghirahim out in less than a minute 😂
Ancient Cisterns music is beautiful but after having played through it's also a bit eerie in it's beauty, lol
I really like your videos! But I do have a couple of thoughts on what would make them better (in my opinion, so feel free to take it with a grain of salt):
I think your analysis of what makes a dungeon interesting or not interesting really shines. You obviously love the games, and you have given a lot of thought to the elements of a dungeon and highlight the cool and less cool stuff. Where I personally zone out, is when you go through the entire flow of a dungeon. It starts feeling like a walkthrough, and I find myself thinking: "I'd rather just go play the game now and experience everything I forgot about myself".
Basically, I'd like it if the analysis was more concise without going over the entirety of the dungeon. Maybe others disagree, and that's also fine. Either way, great work :)
Hey thanks for watching and for the feedback. And I totally agree honestly! I found in hindsight that was a writing choice that I leaned too heavily into and recently started pivoting away from. In my videos for BOTW, Zelda 1, 2, ALTTP, TOTK, and most recently Link’s Awakening, I have intentionally been trying to strike a better balance in the script.
So, again thanks! And I agree haha. Working on it
@@CaptBurgerson sounds great! Only recently stumbled on your channel so I’ll definitely give more videos a watch :) thanks for the reply!
Remember Zelda dungeons? I miss those.
I understand the Issue of "Having Chours to do" in the beginning but at that same point the 3 videos ive seen you bring it up has been where link has been either 1 a Farmhand who while yes was going to go on an Errand is still a farm hand (i cant defend the 2 kids and Eldritch horror in a toddlers body).
An Island boy who hasnt done anything with a Sword outside of a few sessions with Orca.
And this where hes a Page about to graduate into being a Knight. Again i get the want/need to get into it im just saying that the Chours to me are more of getting the player into the head of the protagonist.
I don’t think it’s fair to write off criticism as mere impatience tbh or unwillingness to roleplay. Tbh, my main issue with these “chores” sections is the opposite. It takes me out of the experience and breaks the immersion to have characters halt the gameplay to tell me controls and stuff like that, because it feels extremely “gamey”
It goes against the world building. I don’t mind Link having to live in Ordon village at the start of TP. I do not like the village kids halting Link outside his house to explain slingshot controls and then halting Link outside his house again to explain sword controls because it takes me out of the experience.
OOT did this masterfully by making all of that stuff simply optional. All the same worldbuilding and roleplaying is there to engage with in Kokiri Forest if you so choose, but you can just as easily walk past it. That is how it should be imho
@@CaptBurgerson and that is why I said I have no excuse for the kids cause for me it's the same they break the flow. However the Goat hearding and Wrestling and the rest of TP intro before the Raid I don't see as Chours ( besides the kids) . Again this is just my view on it all and I understand the issue against them.
@CrazyC1456 crazy you’d ask me if I’ve ever had children cling to me when I’m literally a father.
At the end of the day though, games are art, and it’s always about taste. I am of the mindset that options are always good so that people can engage with what they find appealing. I can not abide by the mindset of “I like this, therefor it should be mandatory” sorry
@CrazyC1456 I do not think we’re going to be changing each other’s minds about this, but I do not appreciate being told “no, you’re just not roleplaying hard enough” when I say something is immersion breaking. It feels dismissive honestly. You can justify it all you like, but I’m not being moved on this, and I feel we are airing dangerously close to the “dark-souls-difficulty” conversation, which I’d rather not have. I’m happy to agree to disagree. I have no issue with other people enjoying this stuff, but it doesn’t do it for me. I think there are more engaging ways to curate a tutorial.
So, I’ll be bowing out now. I appreciate you watching and engaging with the content, even if we may not see eye to eye on it. Cheers
BOTW was my 1st Zelda game, made me fell in love with the franchise. Played OoT, Minish, ALTTP, Links awakening, Zelda 1 and just completed ToTK... but for some reason Skyward Sword is my favorite, mainly bec of the linearity, the story, and the characters, even the motion controls! Tho i played it in Switch, but still. The silent realms are the best hahaha
I suspect the name "Skyview Temple" has something to do with the view of the sky in that second hub room, just a hunch. Would've liked the game to tell me something more though, if even just a line or two of lore.
EDIT: Thought about the springs after this, and heard the tidbit in the video as well, clearly wrote my initial comment prematurely 😅
Skyward Sword had one of the best durability mechanics that I wish they had brought back for BoW, the ability to repair items and reenforce them.
The most annoying thing for me when I played this on my Wii was that I am left handed. It made the Girahim fight a nightmare because it was terrible at translating left handed movements to a right handed character. It made Girahim annoying and difficult, but made a lot of the other bosses easy for some reason.
Truly awesome videos. Love the work you put into these
Spanish player curious fact: In Spanish the Skyview temple was translated as "temple of contemplation"
That is an oddity, but I sorta like the sound of it
@@sanscalvo6927 same in french
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
I was really liking how much you were praising the Lanayru Mining Facility, and then you said you dislike the music. I'm sorry, but I disagree, ESPECIALLY on the "operational facility" version, where (at least) usually, the xylophone is drowned out by the various other instruments.
Different taste I suppose. Music is subjective
Yea i agree. It’s not my favorite track in the game or anything but i like it. The high pitch sound in the song reminds me of a snake charmers flute or something like that, so it atleast fits with a dessert temple. It’s kinda like that high pitch noise from the spirit temples music from Oot
@@CaptBurgerson That's totally true and I'm glad that everyone has different opinions. I just figured I would share my own
The mining facility music kinda reminds me of running machinery
I think Bokoblin Base is a great segment of the game, probably the best in act 3. Honestly, I hate the tadtone grind, and the lanayru one is just a minecart autoscroll and a fetch quest. But the stealth gameplay is excellent. After being used to having all your items for quite some time, you lose them all, getting them back in a different order, which makes you have to be creative with how you progress (aside from the one part obviously locked for the whip, which is never used again until sky keep).
Also important to note is that you can complete sky keep without entering the Earth Temple room at all, if you think carefully about how to arrange the rooms to get the triforce pieces as soon as possible
...up, down, left, right (b,a). that was a suprisingly nich hint in the sistern.
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 agree that the sky is vastly underutilizes
It feels really weird that there’s no real sky dungeons in the game.
Only on Skyview at the moment, but your dislikes about certain aspects are exactly why I love Skyward Sword and Twilight Princess as my two favorite Zelda games and why I hate Breath of the Wild and Tears of the Kingdom.
I LOVE the linear world building and story with challenging hand crafted dungeons that test the player on the skills they've honed on the way to the dungeon. The "chores" give insight into "who" this Link is, none of the other games really care with only OoT and Windwaker putting in mild effort into their Link's. The long intros really make the events of the game feel inpactful and are a natural progression from Saria to Aryll, to Ordon, to Skyloft
Good morning to you, too!
1:42:02 - Yes, we _should_ be able to do that... but that's not what happens.
Moldarach will _always_ take the same amount of hits to kill regardless of what sword you're using... even the True Master Sword!
They couldn't even come up with some kind of excuse for it either, it's completely identical but can resist taking more damage.
Another great video ahead 🎉🎉🎉
I don’t know if it’s just because Scaldera is kind of spider like but he really gives me the creeps. Like running up the path only to turn and see him barreling at you is really effective for me.
I love botw, but like a lot of people, i regret in some way the linearity of the game like Skyward Word. They have i thing, by far the best dungeons.
And i don't really understand why so many people hate this game... it's by far my favorite (but also it was my first zelda, so...) i love it game play, it story, it lore, etc...
6:03 I'd say this nails the differences in how people look at the Zelda games. Some people just want to adventure and get the pesky story out of the way and into the background. Quite literally because all the story is in memory sequences that you have to find out in the background! While some people want to engage with the story and then get into the adventuring.
Though I get that the story structure does get in the way of jumping into the dungeons and talking about them as quickly as possible. Although in some ways I do find it ironic. The linear element may keep you from getting to dungeons right away but unlike the current Botw/Totk style...it has dungeons. No matter how quickly Botw gets you out into the world, that world doesn't really have much in terms of dungeons to examine.
kingdom hearts 2 🤝 skyward sword
long ass intro to a goated game
skyward sword had great dungeons
Skyward Sword’s flight music is reminiscent of Skiesvof Arcadia’s opening theme
Wow I love this game! Thank you for doing this. The music and game itself is basically as good as it gets to me as a full experience.
Watching this again after just bringing the separate videos for more algorithm interaction
To be honest, the fire sanctuary theme was my favorite, but my favorite dungeon has to be sky keep.
I like to think its called Skyview temple.. because ((SPOILERS....))
Given that the temple of the goddess from skyloft falls into the sealed grounds sealing it permanently its likely the rest of skyloft came from that area.. right next to skyview temple.. and where it was raised from. So it had a good view of it rising into the sky.
_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 just realized I dont think I've ever actually solved the door puzzle in the Ancient Cistern. I would just brute force the puzzle by slashing in directions until it worked because i was too stibborn to look it up
PLEASEEEE cover a link between worlds I think the mechanics offer a lot of depth and variety. Honestly any hand held Zelda would do, from oracle of ages to sprit tracks. If you can say one thing about those games they’re different
The plan is to cover every Zelda game, so I will get around to that one in due time
Count me as one who adores the Lanayru Mining Facility music. If there is one thing I miss from Breath of the Wild and Tears of the Kingdom is the soundtrack. Ambience is nice, but nothing compares to the Skyward Sword OST.
I don't know if this comes up in this video, but if I recall, the final boss keys are all designed after the dungeon layouts from the ledgend of zelda.
I didn’t know this. I’ll have to double check/ keep an eye out for that next time I play
@CaptBurgerson I may be wrong but I'm fairly certain that is the case.
Edit: I just checked. I guess I was wrong. I know the kraken one looks like a skull and there was a skull dungeon so I guess I must have thought the other keys were as well.
I always make a connection between girahiem making his hands black and haki
I caught that Narrel reference about Ghirahim ❤
2:46:52 if you do the thunder dragon fist and talk to the goron you will be completely soft locked- neither the eruption nor the flood will ever trigger
That was patched, wasn’t it?
Or am I thinking of a different soft lock glitch?
@@CaptBurgerson oh hey! Good news I didn't know that, I've been too scared to do Lanayru first just in case so every time I replay the game I just do Faron, then Eldin, and Lanayru last.
i never get how princess zelda gets trough the first dungeon on her own before you also how she can enter the second dungeon before you while you have the stone tablet to reveal the new piece of land
1:26:09 like the grappling hook from wind waker, but without the annoying cut scene every time you use it
Best Zelda game ever
I think my least favorite thing about Skyward sword is how dumb link looks holding his sword.
33:25 "conveyance, I think thata a fitting name"
i can confirm nobody i know likes the music in the lanayru mining facility
Yaaay new video by cat burger person💖
I honestly disagree with Ghirahim teaching the combat mechanics. He was honestly one of the hardest bosses I ever fought in a Zelda game. Even after I figured out I need to psyche him out, I still never fully figured out how to read his hand position and which way I should strike. I've played the game twice, and the first phase of the first fight with him is one big thing that keeps me from ever wanting to go back.
skyward sword was peak dungeon design
I think Skyward Sword has the best dungeons in the entire Zelda franchise.
1:37:12 bro I almost went my whole life without noticing that
Yay!! This'll be fun!
Oh yeah I forgot Link can properly swim here before Breath of the Wild
also. lotus stems produce silk as well.
SKYWARD PEAK
53:24 Zelda 1 dungeon theme: am I a joke?
Really cool vid tho!
lol I like the Zelda 1 dungeon theme tho 😅
And thanks!
@@CaptBurgerson I mean the melody is fine but with the limitations of the NES, it kinda gets repetitive. Just finished watching the Ancient Cistern portion of the video and I have to agree that it's the best dungeon in the game. Koloktos only loses to Ghirahim in my opinion.
3 hours oh we wonnnn