[Wii/Switch] The Legend of Zelda - Skyward Sword HD
- Shiiro
- Der Perser
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Re: [Wii] The Legend of Zelda - Skyward Sword
Oder eine unsichtbare Wand bzw. wenn man springt, fliegt der Vogel wieder direkt unter einen?

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Bei SK CLOTHES fast jede Woche neue Shirts
- Isst man zuerst das Huhn, oder das Ei?
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Bei SK CLOTHES fast jede Woche neue Shirts
- Osa-chan
- Halo Master
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Re: [Wii] The Legend of Zelda - Skyward Sword
Bei jedem deiner Lieblingsspiele auch.da_rula hat geschrieben:Bei Halo sieht doch eh alles gleich aus
All skills on!
Re: [Wii] The Legend of Zelda - Skyward Sword
Aua. 
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[ externes Bild ]2. Vorsitzender des Nerd-Bier-Clubs! [ externes Bild ] [ externes Bild ]*squawks* It's me, Guybrush Threepwood. Mighty Pirate.™[ externes Bild ]
[ externes Bild ]2. Vorsitzender des Nerd-Bier-Clubs! [ externes Bild ] [ externes Bild ]*squawks* It's me, Guybrush Threepwood. Mighty Pirate.™[ externes Bild ]
- Osa-chan
- Halo Master
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Re: [Wii] The Legend of Zelda - Skyward Sword
Für manche meiner Ansagen muss ich mich einfach selbst lieben. 
All skills on!
-
Calmundd
Re: [Wii] The Legend of Zelda - Skyward Sword
Bitte keine Zoras und Goronen mehr 
Das hat mich in TP zu sehr an OoT erinnert.
Und nervt auch langsam
Genauso wie, dass man drei Dungeons macht, dann die Hauptstory beginnt und man 7 bzw. 8 weitere Dungeons besuchen muss.
Das war zwar in ALttP ein netter Effekt, ist aber mittlerweile ausgelutscht.
@Boba
Du hast Geschmack
Wind Waker war echt genial
Das hat mich in TP zu sehr an OoT erinnert.
Und nervt auch langsam
Genauso wie, dass man drei Dungeons macht, dann die Hauptstory beginnt und man 7 bzw. 8 weitere Dungeons besuchen muss.
Das war zwar in ALttP ein netter Effekt, ist aber mittlerweile ausgelutscht.
@Boba
Du hast Geschmack
Wind Waker war echt genial
Re: [Wii] The Legend of Zelda - Skyward Sword
Aus nem Hands-On:Calmundd hat geschrieben:Bitte keine Zoras und Goronen mehr
Das hat mich in TP zu sehr an OoT erinnert.
Und nervt auch langsam
Genauso wie, dass man drei Dungeons macht, dann die Hauptstory beginnt und man 7 bzw. 8 weitere Dungeons besuchen muss.
Das war zwar in ALttP ein netter Effekt, ist aber mittlerweile ausgelutscht.
Widerlegt deine Befürchtung zwar nicht zwingend, aber klingt auf jedem Fall schonmal nach der richtigen Richtung.-Skyward Sword looks and plays great. The overworld is a giant dungeon, and dungeons are basically dungeons within dungeons. You fly around from place to place on giant birds and can land at different points in the overworld, or fly back through the sky to the hub town in the sky. You will revisit dungeons in this one, so it's not just "go through each dungeon once". New map to make that easier considering that you do need to go back to places later. The girl in the art is indeed the spirit of the sword, as we thought.
[ externes Bild ] [ externes Bild ]
[ externes Bild ]2. Vorsitzender des Nerd-Bier-Clubs! [ externes Bild ] [ externes Bild ]*squawks* It's me, Guybrush Threepwood. Mighty Pirate.™[ externes Bild ]
[ externes Bild ]2. Vorsitzender des Nerd-Bier-Clubs! [ externes Bild ] [ externes Bild ]*squawks* It's me, Guybrush Threepwood. Mighty Pirate.™[ externes Bild ]
-
Calmundd
Re: [Wii] The Legend of Zelda - Skyward Sword
Yo dawg!Fabbl hat geschrieben:The overworld is a giant dungeon, and dungeons are basically dungeons within dungeons.
- OldMacMario
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Re: [Wii] The Legend of Zelda - Skyward Sword
Muss sagen, gefällt mir auch mal ausgesprochen gut; hoffe nur sehr, dass die Oberwelt auch außer dieser "Hub Town" noch ein paar weitere vernünftige Städte (+ intelligenten Sidequests wie in MM, nicht nur Sammelkram) zu bieten hat, anstatt zu stark "dungeonifiziert" zu werden.
Habe auch gleich an Wind Waker und Skies of Arcadia gedacht.
Habe auch gleich an Wind Waker und Skies of Arcadia gedacht.
"Helpless? You could drop a ton of bricks on her, and the bricks would be helpless."
- wynk
- 8Bit Oppa
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Re: [Wii] The Legend of Zelda - Skyward Sword
Nein du!Osa-chan hat geschrieben:Bei jedem deiner Lieblingsspiele auch.da_rula hat geschrieben:Bei Halo sieht doch eh alles gleich aus
- Cube
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Re: [Wii] The Legend of Zelda - Skyward Sword
Der E3-Trailer macht echt nen super Eindruck und mir gefällt auch das neue Theme sehr gut 
Spontanität will wohlüberlegt sein.
Re: [Wii] The Legend of Zelda - Skyward Sword
Mir gefällt das Spiel immer mehr, aber TP hat den besseren Stil imo. ^^
we all make choices, but in the end our choices make us.
Re: [Wii] The Legend of Zelda - Skyward Sword
Mir geht diese Melodie garnicht mehr aus dem Kopf.
Einfach nur schön, suche es schon als MP3 damit ich sie als Wecker fürs Handy nehmen kann
Einfach nur schön, suche es schon als MP3 damit ich sie als Wecker fürs Handy nehmen kann
Re: [Wii] The Legend of Zelda - Skyward Sword
Genau das nur vorwärts ;-)Calmundd hat geschrieben:http://youtu.be/Y_hQKa7myv0
- Seppatoni
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Re: [Wii] The Legend of Zelda - Skyward Sword
Zelda: Skyward Sword Dropped Wii MotionPlus
A glimpse into the storied development of Nintendo's latest adventure game.
For a game that is so heavily focused on Wii MotionPlus technology, it's almost unfathomable to imagine The Legend of Zelda: Skyward Sword without it. And yet, according to the game's producer, Eiji Aonuma, that's exactly what almost happened.
During a recent interview, Aonuma-san revealed to us that after Skyward Sword had been in development for a couple of years with MotionPlus in mind, he started to wonder if this wasn't the direction he wanted to follow for the next big console Zelda title. For two or three months the game was then actually developed without the technology.
Obviously, Aonuma-san eventually came around and brought MotionPlus back into the game, but not without a little help from Katsuya Eguchi, developer of Wii Sports Resort. "Mr. Eguchi came to me and said, 'Look at all these things you can do with Motion Plus, why wouldn't you use this in a Zelda game? It would be strange not to!'"
Of course, Zelda is known for having lots of twists and turns during development, which perhaps accounts for Skyward Sword's delayed release. Until Zelda creator Shigeru Miyamoto dropped the bomb late last year that the game was only halfway done, most of us were under the impression that it was in fact very close to completion. Aonuma-san explained that while there were a few enemies that you could battle at E3 2010, it was more just a demonstration of how basic swordplay would work than a testament to how the finished product would be.
Aonuma-san elaborated, saying his team wanted to create powerful enemies to clash swords with, like Ghiraham, the boss you could fight at this year's E3. This past year, he and his team were focused on "bringing bigger and bolder swordplay experiences to the game."
Worth the wait.
"This last year we've been testing those ideas, flushing them out, and integrating them into the game, bringing the whole package together. Tying all those elements together has been a big part of what we've done in the last year," Aonuma-san said. Judging from the Skyward Sword demos we've played, it looks like the extra time has paid off.
IGN.com
A glimpse into the storied development of Nintendo's latest adventure game.
For a game that is so heavily focused on Wii MotionPlus technology, it's almost unfathomable to imagine The Legend of Zelda: Skyward Sword without it. And yet, according to the game's producer, Eiji Aonuma, that's exactly what almost happened.
During a recent interview, Aonuma-san revealed to us that after Skyward Sword had been in development for a couple of years with MotionPlus in mind, he started to wonder if this wasn't the direction he wanted to follow for the next big console Zelda title. For two or three months the game was then actually developed without the technology.
Obviously, Aonuma-san eventually came around and brought MotionPlus back into the game, but not without a little help from Katsuya Eguchi, developer of Wii Sports Resort. "Mr. Eguchi came to me and said, 'Look at all these things you can do with Motion Plus, why wouldn't you use this in a Zelda game? It would be strange not to!'"
Of course, Zelda is known for having lots of twists and turns during development, which perhaps accounts for Skyward Sword's delayed release. Until Zelda creator Shigeru Miyamoto dropped the bomb late last year that the game was only halfway done, most of us were under the impression that it was in fact very close to completion. Aonuma-san explained that while there were a few enemies that you could battle at E3 2010, it was more just a demonstration of how basic swordplay would work than a testament to how the finished product would be.
Aonuma-san elaborated, saying his team wanted to create powerful enemies to clash swords with, like Ghiraham, the boss you could fight at this year's E3. This past year, he and his team were focused on "bringing bigger and bolder swordplay experiences to the game."
Worth the wait.
"This last year we've been testing those ideas, flushing them out, and integrating them into the game, bringing the whole package together. Tying all those elements together has been a big part of what we've done in the last year," Aonuma-san said. Judging from the Skyward Sword demos we've played, it looks like the extra time has paid off.
IGN.com


