The Legend of Zelda: Skyward Sword
Sunday, January 22, 2012 at 02:28PM 
Developer: Nintendo EAD
Publisher: Nintendo
Platform: Wii
By Andy
Earlier this year, I was feeling some Zelda fatigue. This is a natural phenomenon, and a common condition for long-time fans of the series like myself. This specific fatigue arises from the realization that most Zelda games are really the same puzzles, enemies, and items used time and time again, rarely straying from Nintendo’s tried-and-true formula. As a result, until picking the game up, I wasn’t really excited about the franchise’s next installment. However, Skyward Sword revitalized my love for Zelda, reminding me why the Link’s quests provide for the best action adventure games. Aonuma and Miyamoto have combined the best of the past with new innovations to deliver an original experience that still fits into the series. Not only that, but Skyward Sword is the realization of the Wii’s ability to deliver compelling motion controls that further immerse the player into the game.
The moment when I began to see Skyward Sword carve its own path was within the opening to the adventure. Link and Zelda actually have a strong friendship, giving our hero actual motivation for his future actions other than “the sages told me to do it.” Not only that, but the people of Skyloft seem natural and dynamic, responding to Link in different ways and each showing their individual personalities. I haven’t felt any emotion towards a Zelda game’s side characters since Majora’s Mask, and likewise I had greater motivation to complete tasks for them. Side quests are abundant in Skyward Sword, offering the player plenty of added content if he or she desires to take a break from the main adventure. Even without voice acting, I could understand the gratitude the people felt when I did favors for them. I must commend the effective use of facial expressions and detailed dialogue to elicit true emotions out of characters without a tone of voice.

But don’t worry those of you Zelda faithful who want your traditional Zelda narrative. Its definitely here, and Skyward Sword provides an excellent origin story to the legend of the hero and the beginnings of Hyrule. While I will not spoil any events, the plot gives fans a strong foundation for the Zelda universe as well as a powerful personal tale of a boy trying to save his friend. Skyward Sword delivers this information without being too heavy-handed, with cutscenes of reasonable length used to describe these events.
The next moment this title showed its originality occured when I received my first training sword, and began to master my weapon for the coming adventure. To be completely honest, I wasn’t so sure that the one to one motion controls for swordplay would work after the waggle of Twilight Princess and that notoriously buggy E3 demonstration. However, it was a pleasant surprise to see that the swordplay works perfectly. Link mirrors the player’s swings of the Wii motion-plus remote in eight directions. The enemies of the surface world are built upon this mechanic, and for example, a bokoblin will defend in a certain direction with his blade, and the player will have to swing around its sword to make contact.

The excellent motion controls extend to the rest of Link’s arsenal, and are always appropriate for the weapon at hand. From flicking the controller in different directions to control the whip to holding up the remote and pulling back the nunchuck for the bow and arrow, Skyward Sword’s motion controls add to the immersion, and don’t feel at all forced like those of many other Wii titles do. Skyward Sword also incorporates an upgrade system for these weapons, as well as for potions. The player collects numerous upgrade items throughout the adventure, from horns and tumbleweeds to increase the durability of the shield or improve the range of the bow to different types of bugs to enhance the powers of potions. These upgrades are completely optional, and only serve to facilitate the player’s journey by improving healing abilities or strengthen auxiliary weapons. In this way, those players who enjoy collecting items and improving their equipment as in a role-playing game can have their day, while more focused adventure fans can simply ignore this facet of the game without missing out on the core experience.
Using the Wii remote to fly your loftwing also feels great, and is a generally enjoyable way to travel the overworld. To fly, the player must tilt the remote to change direction, shake it to rise in altitude, and press the A button to perform air dashes. While soaring through the skies, you really experience a good sense of speed and momentum, especially when spiraling down to shorten the trip. This large, crimson bird is my favorite travel system from any Zelda title, feeling more natural than Epona and being less of a hassle than sailing.

These new experiences are supplemented by improvements upon old Zelda mainstays, the most obvious touch up being the dungeon design. Temples in Skyward Sword seem meticulously crafted, riddled with ingenious puzzles and are generally architecturally effective. What I mean by the latter is that progression in the dungeon doesn’t feel like a linear walk through corridors. Temples are usually centered around a main room that the player weaves through and around, entering different doors and finding new items and keys to unlock new passageways. Combined with a more frequent checkpoint system, progression in dungeons feels more substantial and easier to do in smaller amounts of time. Puzzles have also been highly improved, mixing environmental interaction, exploration, and now motion controls to achieve a new level of variety. For example, an early temple involves positioning a block to place Link in the best spot to control three eyes with his sword in order to unlock a chest. Items from previous dungeons are also frequently used in tandem for future puzzles, ending the one-and-done attitude on weapons from previous Zelda installments and giving Skyward Sword’s puzzles greater challenging, pushing the player to use all of his or her creativity to proceed.

This design philosophy extends to the surface overworld, causing the three land areas to behave like dungeons even before entering a building. Enemies and puzzles are scattered about these areas, offering more content over a larger space. The surface areas also provide for two new additions, dowsing and silent realm challenges. Dowsing involves pointing the sword like a metal detector in order to find items and pieces to keys. The silent realm offers a more tense situation, with Link unarmed, having to collect items in alternate versions of these levels while trying to avoid one-shot finishes from guardian spirits, similar to challenges offered in phantom hourglass through suits of armor. Both of these additions add greater variety to gameplay, and the silent realm especially offers tense yet rewarding sections. I always felt my heart racing as a ran to get the final piece in each challenge, managing my stamina while looking out for the guardian flying behind me.

Each temple culminates in a boss encounter, each more menacing than the last. Combat in Skyward Sword has become a puzzle in of itself, and the bosses are the quintessential examples of this transformation. Each boss requires you to apply what you’ve learned from the dungeon as well as the new item found inside to defeat it. All of these battles are extremely intense and enjoyable, mainly because increased difficulty of combat. This is a result of the fact that combat is based on how well the player can use the motion controls and figure out strategy within a short time. Overall, combat with grunts and bosses alike is challenging and rewarding, always offering new surprises through its application of motion controls.

As a Wii game, Skyward Sword is obviously lacking in detailed textures and technological graphical quality. However, the game makes up for this shortcoming in droves through its vibrant art style. Skyward Sword’s watercolor look feels like a mesh between The Wind Waker’s cell-shaded style and Twilight Princess’ more realistic visuals. As a result, Skyward Sword offers impressionistic visuals, exemplified in style by the colorful and detailed world map. The art style serves to accentuate enemy weak points and puzzle solutions, adding to the effect of gameplay. These vibrant colors are truly refreshing from most of the brown and green we see from most popular games today, and set Skyward Sword as a fine example of why its aesthetics, and not graphics, that truly matters.

The sounds of Skyward Sword are equally beautiful offering new masterpieces comparable to those of Ocarina of Time. The game’s main theme, Ballad of the Goddess, feels triumphant and powerful, furthering the bombast and grand feel that Skyward Sword already stresses so well. I have found myself humming dungeon themes in my spare time, and must say that Skyward Sword’s orchestral soundtrack is among the best of all time. Music is always appropriate for gameplay, in a crescendo during an intense battle, and soft and smooth during conversations with Zelda.
In conclusion, I will stress these assertions: The Legend of Zelda: Skyward Sword is the best motion control game, Wii game, and 3D Zelda game. If you are a fan of adventure, or a Wii owner in general, you owe it to yourself to pick up this game.
Grade: A+





















