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Skyward Sword: Most non-traditional 3D Zelda?
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sfried
01:23
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After sinking about four hours of gameplay into it, I feel this is a huge departure. Whether it's good or bad is something I can't say at the moment. What I can say is that despite certain aspects of progression that might adhere to the formula, it doesn't feel like any other Zelda game I've played. And that included Majora's Mask. For one, there's immediately a lot to take in: Apart from the Motion+ controls, there's a new Stamina system to take into account for both movement and combat (spin attack now takes 1/3 of Stamina), the Shield meter (shows how much damage your shield can take before it breaks), and then a forging system for weapons and items. Then there's the limited number of quest items you can take with you (which means Link can no longer carry a boatload of crap) to the point they even have a storage system a la Monster Hunter. It's like its trying to be maximalist in its list of customization, which is a little wierd considering the progression I played a couple of hours of it and I've only beat the first [b]dungeon[/b], and I feel like this game picked up a lot of Okami-isms, particularly with regards to the focus on plot. So far it has been a somewhat guided experience. People concerned about the slow start and empty world that Twilight Princess had shouldn't, because it really doesn't take long before you're off on your bird skydiving into holes in the clouds. You also get most needed items fairly early: You already have a bottle once you jump out of Skyloft (the island hub) and I already have the Slingshot and the Beetle from where I stopped. Still, I'm very hesitant to put a finger on this game yet as I feel I've barely scratched the surface.
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