Showing posts with label the legend of zelda: skyward sword. Show all posts
Showing posts with label the legend of zelda: skyward sword. Show all posts

Tuesday, June 11, 2024

Top Ten Sky-Themed Areas in Video Games


For this Tuesday, the sky is the limit for this special top ten list. I initially planned for this list around The Legend of Zelda: Tears of the Kingdom's release due to the sky islands that game possesses. Seeing as it's more than year since that time, I think I'm a bit late to the party. Instead, we're just going to talk about some of my favorite sky-themed areas, levels, tracks, places, etc. in video games for no real reason other than why the heck not! After you've checked out my choices for top tier sky areas in gaming, I'd love to read your thoughts on what places that you feel I should give proper props to!

10) Tengu Man's Stage - Mega Man 8 (PS1, SAT)

We begin this journey through the skies and levels adjacent with Tengu Man's Stage from Mega Man 8. Not only is the Robot Master cool in general in his design, but his stage is also rather enjoyable, taking place high up in the air among floating and hovering platforms--the latter of which bob and undulate under the Blue Bomber's weight. The level is so high up in the sky that at one point Mega Man must call upon Rush to stand on and ride via Rush Jet mode, turning Mega Man 8 into a light shoot-em-up as the pair slowly maneuvers through the hull of Tengu Man's aircraft. Pitting Mega Man against wind, an armada of enemies, and gravity itself, Tengu Man's stage is a wonderful one and highlight of Mega Man 8's first four Robot Master levels.

9) Pirate's Isle - Skies of Arcadia (DC)

The opening isle of the overlooked, underrated, and severely needing a modern remaster game, Skies of Arcadia, Pirate's Isle is a quaint and cozy place. However, underneath, buried under the surface in its core rests the home of the secret base and headquarters of the Blue Rogues. Heck, to the unbeknownst (i.e. pretty much everyone outside of the isle), it's known as Windmill Isle. This titular windmill actually powers the underground port where the Blue Rogues' Albatross airship lays. That said, the island's covert nature eventually gets alerted to by the evil Valuan Empire who proceeds to lay siege to it. Upon progression in the game, the protagonists of Skies of Arcadia not only vow revenge but also assist in rebuilding the town. Whether you know it as Pirate's Isle or Windmill Isle, the chill nature of the island at the start of the adventure and the subsequent rebuilding from the ashes later in the game makes it a memorable location to all who have had the privilege to play this underrated Dreamcast gem.

8) Floating Continent - Final Fantasy VI (SNES)

We move from an underrated RPG to one well loved for great reasons: Final Fantasy VI. An insanely cool concept for a dungeon as well as one that is incredibly important to Final Fantasy VI's story as well, the Floating Continent is the final dungeon played during the World of Balance portion of the game. To say that the story takes a notable pivot here would be an understatement. Non-story-related, though, the place is just an awesome dungeon in general, full of powerful enemies to defeat, quite unstable terrain that deforms, shifts, and collapses as Terra's party progresses through it, and mounds that create tunnels which transport players from one area of the island to another. It's not only a cleverly designed, brutal skill check for players, of course, but the Floating Continent serving as the moment where the proverbial sh-t hits the fan makes it one of most memorable in a game full of notable moments.

7) Cloudtop Cruise - Mario Kart 8 (Wii U)

Take a cruise aboard the clouds in, coincidentally enough, Cloudtop Cruise debuting on the original vanilla Mario Kart 8 on the Wii U. As expected, though, with a course from Mario Kart, this won't be any Sunday drive. You have twists, turns, and multiple opponents ready to give you a cruisin' for a bruisin' in the sky. Set on a windy, snaky, fluffy white cloud road that eventually leads to the top of an airship's deck before launching players directly into a thunderstorm, Cloudtop Cruise serves as the starting track of Mario Kart 8's Special Cup. It certainly doesn't ease players into the action, offering quite an amount of turbulence, but also a highly entertaining track, too. In fact, it remains one of my favorites from the base game. For good reason, too, it's just a lot of sky high fun.

6) Skyloft - The Legend of Zelda: Skyward Sword (Wii)

We talked a little bit about quaint and cozy spots and towns with Skies of Arcadia's Pirate's Isle. We move to a place that's even more so those with The Legend of Zelda: Skyward Sword's Skyloft, the opening area of this early timeline series adventure. For me, Skyward Sword successfully made a stellar sense of space and place with Skyloft, bringing its inhabitants and series of islands set in the sky to life in a way that some previous Zelda games failed to do for me. Many notable locations rest in the rather expansive set of isles that make up Skyloft, including the Bazaar, the Knight Academy, Beedle's Shop, a Waterfall Cave, and the Statue of the Goddess. The people of Skyloft utilize winged bird-like creatures known as Loftwings to travel through the sky and surrounding islands, and they're a major part of the opening of the game. Skyloft is a common place to return to throughout Link's adventure, growing more and more like home with each and every visit.

5) Palace of Winds - The Legend of Zelda: The Minish Cap (GBA)

It's difficult to mention The Legend of Zelda series without making note of a major element in the games: its dungeons. With dozens upon dozens of dungeons in the series' history, no doubt there have been ones set in the sky. In fact, it was quite a challenge to choose between Twilight Princess' City in the Sky and this selection: the Palace of Winds from The Legend of Zelda: The Minish Cap. In the end, what makes the Palace of Winds more memorable and enjoyable for me is multifold. For one, its dungeon item is one of my favorites in any 2D Zelda: the Roc's Cape. It allows Link to leap into the air and glide across gaps and chasms with ease. It makes Link's mobility and where he can go open up immensely. The dungeon itself is one of the final trials within The Minish Cap itself, making for potential brain-stumping puzzles, some of the most difficult enemies in the game, and a multiple tiered structure. It's essentially a two part dungeon with the climax of both being a super exciting boss battle aboard the backs of flying creatures in the sky. All of this makes for a gloriously unforgettable dungeon within this underrated Zelda game.

4) Sky Land - Super Mario Bros. 3 (NES)

Speaking of places in two parts, the fifth world--commemorating the back half of Super Mario Bros. 3--Sky Land is deceivingly small when Mario and/or Luigi first arrive. For one, where's the dang sky? As players find themselves on a map on the ground. It's only until players scale and complete the absolutely tall tower--a bridge between areas, essentially--that they're led into a land above the clouds and the massive amount of more levels to complete! What's even cooler is being on the map and seeing the land on the ground below that players had just finished. Having this latter portion of levels taking place in the sky, no doubt you can imagine myriad moments to fall via large swaths of bottomless pits, enemies like Lakitu and the nightmare-inducing Fire Chomps to contend with, and loads of challenging platforming trials to take on. 

3) Gusty Garden Galaxy - Super Mario Galaxy (Wii)


 We're still not quite through with Mario's adventures yet. While his last entry on this list saw him taking to the skies, Super Mario Galaxy's Gusty Garden Galaxy takes him to the outer reaches of space and all the lovely gravity gimmick goodness that goes with it. Filled to the brim with bountiful flowers--some of which can be grabbed and used as a means to gain altitude--beautiful blue skies, and plenty of platforming potential in the form of garden mazes, thorns to evade, Piranha Plants and moles to take on, and one of the coolest challenges--using Ice Mario to wall jump up the faces of waterfalls. Gusty Garden Galaxy is one of my favorite levels in any Mario game. Between the boisterous orchestral, moving melody of the level, to the absolute enjoyable way Mario can move about the level's many planetoids, worms, Wigglers, and vines, Gusty Garden Galaxy never fails to make me smile when I enter into its atmosphere. It always is a level I eagerly anticipate returning to in any repeated Super Mario Galaxy playthrough.

2) Columbia - BioShock Infinite (PS3, 360, PC)

While time hasn't been kind to my thoughts on BioShock Infinite as a game (various reasons there), I cannot say that my opinion of the game's major locale, Columbia, has diminished in any way whatsoever. In fact, it's possibly only increased over time. This essential continent in the clouds contains many sights to see, lavish locales, and is a testament to incredible architecture, chiefly that of Neoclassical works (look at me knowing something small about architecture!). This massive city-state floats in the sky, creating some drop-dead stunning environments practically at every turn. One of the coolest parts of Columbia in a gameplay sense is the ability for the main character to grapple and attach to various overhead rail systems, grinding through the skies from island to island in this open and expansive locale. 

1) Sky Sanctuary Zone - Sonic & Knuckles (GEN)

One of the most memorable and entertaining sky-themed areas and levels in gaming to me is none other than Sky Sanctuary Zone from Sonic & Knuckles. An ancient series of ruins set in the sky, Sky Sanctuary is one of the final zones for Sonic within the game while the final destination for Knuckles during his story. Either way, players will discover riches in platforming goodness as they scale the scared sanctuary to reach the top. For Knuckles, it's to protect the Master Emerald. For Sonic, it's to reach Dr. Robotnik's Death Egg space station before it fully reaches into space. 

In Sonic Generations, Sky Sanctuary is one of the returning zones in the game, featuring multiple paths to take, platforms that wind up and move with Sonic's dash, plenty of perilous opportunities to fall into the bottomless depths below, and bridges that collapse one panel after another upon receiving a step from Sonic. Sky Sanctuary is popular throughout the Sonic series and even some spin-offs as well where it's appeared in Sonic & All-Stars Racing Transformed. Bring them on, I say, as it's definitely a remarkably cool area to explore, platform, and sometimes race in, whether in 2D or 3D.

Thursday, November 24, 2016

Bad Boss Battles in Gaming History - Part Seven

WARNING: POTENTIAL SPOILERS FOR THE FOLLOWING GAMES AHEAD!

  • The Legend of Zelda: Skyward Sword (Wii)
  • Hyrule Warriors (Wii U, 3DS)
  • Bloodborne (PS4)
  • Final Fantasy Tactics (PS1, PSP)
  • Mega Man 2 (NES)

Thanksgiving was celebrated for a lot of folks in the States, and while you may have had your fill on turkey, dressing, and all the fixings, I would like to talk about a different kind of turkey. No, it has nothing to do with the feathered creature at all. I'm talking about boss battles that are turkeys-- fights that are annoying, badly designed, or just plain "ICK!" Check out past parts of Bad Boss Battles in Gaming History with these links:


The Imprisoned - The Legend of Zelda: Skyward Sword (Wii)


The Legend of Zelda: Skyward Sword is a pretty polarizing entry in the franchise. That's the case either because of the motion controls or the game's need to hand-hold for a significant duration of the adventure. I'm on the side that really enjoyed the game, finding the motion controls to be an extension of my own movements, really feeling like Link doing away with enemies and solving puzzles either in the overworld or in dungeons.

By and large, Skyward Sword features some of the most entertaining boss battles in the series. That's why it's so disappointing that one of the worst bosses in Zelda's history doesn't just show up in the game once but three times!


This boss is the Imprisoned, a big black beast that either marches slowly or slides and slithers around on its belly. While each encounter with the Imprisoned has some variations, the fact that you have to face it three times turns a game I can go back to easily into one that makes me think twice about doing so. Everything from how annoying it is to deal damage to the time constraints you have to beat the boss in time creates one Zelda boss that I hope I never have to fight again.

The Imprisoned - Hyrule Warriors (Wii U, 3DS)


...DAMMIT! Here's a first for Bad Boss Battles in Gaming History-- the same boss appearing two times in one volume! While the Imprisoned was indeed a tedious pain in Skyward Sword, it managed to be just as obnoxious and maybe even more so with its various appearances in Hyrule Warriors for the Wii U and Hyrule Warriors: Legends for the Nintendo 3DS.


In Hyrule Warriors, whenever the Imprisoned appears on the map, you know you're in for a fight. It's a battle of attrition as you slash, slice, or slam away at the standing beast's toes. Once those have been eliminated, the Imprisoned falls onto its chest. It's here where the boss's health gauge is vulnerable. The fact that even with a relatively strong character you're still slowly chipping away at this foe's health is one to be aware of and dread. Then, when it rises back up to its two feet, it starts sending out utterly painful shockwaves with each step, making getting in to take out its respawning toes all the more annoying. The Imprisoned is a creature that had a lot of promise in Skyward Sword, whiffed at that (thrice), and then whiffed at it again with its appearance in Hyrule Warriors.

Micolash, Host of the Nightmare - Bloodborne (PS4)


Generally the bosses in FROM Software's highly acclaimed series of Souls games feature fun, frenetic action with a challenging-but-never-unfair difficulty. I say "generally" because one of the bosses in the much beloved PlayStation 4 exclusive Bloodborne does not meet these qualifications.

Micolash, Host of the Nightmare-- I'll just call him Micolash for short, as he isn't really deserving of such an extravagant moniker-- is a boss that has you slowly pushing through enemy after enemy while trying to navigate a labyrinth. The enemies are annoying to contend with, and the maze itself is a confusing mess.

Upon catching up to Micolash, the "fun" continues, except this time it's in the form of an attack that can kill with one strike. May I also add that this boss absolutely loves to use this one-hit kill move over and over and over again? Micolash from Bloodborne is a rare miss from the developers as an entertaining boss battle, as he is anything but.

Wiegraf / Velius - Final Fantasy Tactics (PS1, PSP)


Final Fantasy Tactics is an often loved spin-off in the famed RPG franchise. Its ability to craft an engaging narrative while giving players a robust turn-based tactical RPG is something that many developers still try hard to beat, and often fail at doing. While the majority of the game makes it my favorite tactical RPG around, there is one sticking point for many a-beginner that if you don't have prior information to, you're probably going to find yourself cussing like a sailor.

Riovanes Castle is a three-part area in Final Fantasy Tactics. The second part is the most challenging, having Ramza face off against villain Wiegraf in a one-on-one confrontation before moving back to his starting spot. Then, he pulls out the Aries stone and transforms into the hell demon Velius. While it may be comforting that Ramza's party enters into the fray, it's short-lived, as Velius summons three Lesser Demons to settle the score.


Velius and the Lesser Demons are extraordinarily tough customers, but that would be fine and would make for a challenging boss battle. What makes this battle bad is how Final Fantasy Tactics' save system works. You are able to save your data between each of the three parts of Riovanes Castle. The problem is that you can become stuck in an unwinnable fight by being under-leveled with no way to return to the world map, because when you lose the fight, you get a game over, forcing you to reload your save. If you saved in between the first part and the second part of Riovanes Castle, you're stuck doing the second fight. Many promising save files were put to an abrupt end by not only not having a second save before entering Riovanes Castle, but also the largest jump in difficulty seen in the game yet. Some really weird oversight must have slipped by the developers, because for many, the many hours it takes to get to this point of the game meant that some just gave up and didn't get to enjoy the rest of this otherwise fantastic game.

Boobeam Trap - Mega Man 2 (NES)


Ending on a game that is a part of the recently released NES Classic Mini from Nintendo, Mega Man 2 is one of the greatest adventures the Blue Bomber has ever had. (Though I do prefer 3, but that's an article for another day.) However, there is one boss in the game that makes the game less than perfect: the Boobeam Trap, found at the conclusion of Dr. Wily Stage 4.

The boss is like a puzzle. Sounds cool so far, right? There are several Boobeams that are positioned out in the open and behind walls. These enemies require Mega Man to use Crash Bombs to destroy them, all the while they occasionally launch projectiles at our hero. The problem comes from the limited amount of weapon energy for the Crash Bomb that Mega Man has. He can only shoot seven bombs before his weapon energy is empty. The puzzle comes from being required to destroy all Boobeam targets before Mega's weapon and life energy runs out.

The problem here is that many Boobeams are placed beyond walls that also require the Crash Bomb to destroy them. So, in essence, you have to use all seven of Mega Man's Crash Bombs smartly and perfectly to solve the puzzle, or else you'll not only be unable to beat the boss, but when you are put back outside the boss room, you'll have to tediously round up enough weapon energy capsules from fallen foes to have a full supply of Crash Bombs to try the boss fight again. Sorry, but puzzles like these not only have no place in a Mega Man boss fight, but it makes for a really sizable sore spot in an otherwise excellent game.

Saturday, February 20, 2016

Let the Good Names Roll: Great Credits Sequences in Gaming - Part Four

The staff roll, otherwise known as the credits of video games. This is where not only do we see all the names of the folks who worked on the game you just beat, but perhaps something special to go along with it, whether it's an overview of your adventure, the cast of enemies in the game, or something else. This article delves into some of the very best and most memorable staff rolls/credits sequences in video game history. From old school classics to modern marvels, part four of this expanding list continues to bring the excellent staff rolls. Click on the game title to see the credits sequence described, and to click these links to see part onepart two, and part three.

The Legend of Zelda: Skyward Sword (Wii)


The first game on this edition of Let the Good Names Roll takes us to a video game franchise that celebrates its 30th anniversary this Sunday, The Legend of Zelda. Its most recent all-new home console entry, The Legend of Zelda: Skyward Sword brought a whole new gravitas to the series with a glorious orchestral soundtrack. The incredibly moving staff roll theme sends shivers down the spine, as the credits show what Zelda and her protector Impa were doing during Link's adventure. Followed by gorgeous views of Skyview, Faron Woods, and more, this epic credits sequence is my favorite of any Legend of Zelda game for good reason.

Vanquish (PS3, 360)


Throughout Vanquish's fast-paced shooter, you're in a third-person perspective. Vanquish's credits sequence turns into a first-person perspective, tasking you with shooting down oncoming asteroids. The asteroids shot down reveal names and pictures of those who worked on the game. Sure, you can just let the asteroids fly by, but not only should the development team get their due time in the spotlight, but you also get points just like you would in-game for participating in this fun staff roll sequence. Each asteroid takes a hit to explode, save for director Shinji Mikami's who takes a handful of shots to bring down its much larger asteroid.

MadWorld (Wii)


"How can you tell which one's the lead programmer? He's the one not getting laid more than the other programmers!" And so John DiMaggio and Greg Proops continue to take on the roles of MadWorld's commentators, Kreese Kreeley and Howard Holmes respectively, dishing out insults like Triumph the Insult Comic Dog on open mic night. The jokes are as off-the-wall and foul as the game itself, but so lovable due to how self-aware they are. MadWorld may not be Platinum Games' best work, but it indeed knows how to make the player laugh, that is if they don't mind some in-the-gutter-style humor.

Viewtiful Joe (PS2, GCN)


Viewtiful Joe was made by many members of who are now part of Platinum Games. It's one of my favorite games of the PlayStation 2 generation, and its creativity and freshness surge through it, from its gameplay to its style, to its humor, and yes, to its credits sequence. The main credits part has Viewtiful Joe performing various punches and kicks in the background while on the side, mock movie posters based off real life films show the various levels. What follows is a cast roll. When the bosses show up, various statistics, often goofy, are shown, such as height, weight, likes, dislikes, and hobbies. What I particularly like about each boss being shown is that the credits theme plays a quick taste of that boss's fight theme when they are on screen.

Double Dragon Neon (PSN, XBLA)


After getting uppercut into the abyss by the game's heroes, antagonist Skullmaggedon breaks out into song as he falls into the abyss. It's a sing-a-long, complete with bouncy ball on the lyrics in this rock opera ending. The jewel on this credits sequence's crown is when Skullmaggedon (voiced by director Sean Velasco (now of Yacht Club Games)) sings the lyric, "here's a medal for your victory." As soon as those words are uttered, an achievement/trophy notification pops up for the player. A well earned credits sequence and a well done song are what you've earned through getting through the competent Double Dragon Neon.

Transformers: Devastation (PS4, PS3, XONE, 360)


If you want even more '80s cheese, then you can sink your teeth into some Transformers: Devastation. In particular, I'm talking about its credits sequence. Complete with pure electric guitar-driven, high octave vocals, and music that feels like it belongs in the old school Transformers cartoon, Transformers: Devastation's credits add to the awesome with some really cool camera angles showing off still shots of battle. While the second part of the credits is average, only showing names on top of footage from in-game cutscenes, the first part is so bodacious that it puts the credits on a whole different level of excellence.

Tuesday, November 25, 2014

Best Boss Battles in Gaming History - Part Thirteen

WARNING: POSSIBLE SPOILERS FOR THE FOLLOWING GAMES:

  • Metal Gear Rising: Revengeance
  • The Legend of Zelda: Skyward Sword
  • Batman: Arkham Origins
  • Puppeteer
  • Pokemon Red/Blue/Yellow

There's a certain art that comes from making an exquisite boss battle. It's all too easy to come up with a great idea for an encounter, only to have it executed poorly. The tussles with foes on Best Boss Battles in Gaming History are the exact opposite of that. These are wonderfully designed, memorable, absolutely awesome, and amazing battles that resonate with players, no doubt leaving an impression on them long after the boss in question has been beaten. This is the thirteenth installment of Best Boss Battles in Gaming History, and as long as game creators keep designing great boss battles, this segment will continue to live on!

If you missed a previous installment of Best Boss Battles in Gaming History, look no further than these twelve links!

Part One
Part Two
Part Three
Part Four
Part Five
Part Six 
Part Seven
Part Eight
Part Nine
Part Ten
Part Eleven
Part Twelve

Head past the break to see the five bosses I have listed for this edition of Best Boss Battles in Gaming History!