The Legend of Zelda: Skyward Sword User Review
- Difficulty:
- Just Right
- Time Spent:
- 40 to 100 Hours
- The Bottom Line:
- "Worth the wait"
Like Majora's Mask, The Legend of Zelda: Skyward Sword will ultimately prove to be a divisive entry in the series. It is more linear than any other game in the series and it uncompromisingly delves into the world of motion control (with very pleasing results I might add), but for all that, it possesses one trait that makes it an ultimately better game than its immediate predecessor: freshness. Skyward does not rewrite the formula, but it spruces it up and makes the formula just unfamiliar enough that it doesn't have a dusty "been there, done that" feel to it.
The story in Skyward Sword is basic but heartfelt. It takes place in a very pretty island in the clouds called Skyloft, which is home to a race of people who fear the world below. While Zelda and Link are riding together on their loftwings (which are basically bird companions that substitute for Epona), Zelda is snatched out of the sky by a huge monster and taken to the world below the clouds. Link, of course, goes down to save her and in the course of his journey, experiences several revelations about both of their destinies. It is a simple tale and unlike that in Majora's Mask, it doesn't take any risks, but is surprising moving (especially at the end) and the dialogue is sharp and well-written, giving the characters warmth and humanity. Zelda is especially human considering the icy aura she gives off in previous games. All in all, you won't be especially surprised by the story, but you will care. The large degree of cinematic flair is just icing on the cake.
The motion controls have their part in Skyward Sword's freshness, but the biggest factor in this Zelda avoiding a feeling of deja vu is the structure of it. Instead of there being a clear separation between the enemy and puzzle-laden dungeons and the more easy-going exploration-oriented overworld gameplay, there is quite a blurry line between the dungeons and overworld. In fact, I would go as far as to say that the overworld itself is like a giant dungeon. It is filled with puzzles, combat, and set pieces, giving the game a feeling of constant momentum. Sure, you do get a breather every now and then and there is plenty of opportunities to explore the gorgeous and dense environments, but the overworld no longer acts a hub. It is a slightly more easy-going extension of the dungeons, and while this is sure to divide players due to the somewhat linear feel that results, I personally feel that the game's structure makes for a fresh exciting experience. That being said, players who are used to the more vast design of previous Zelda overworlds might find it hard to get used to the sectioned off design of Skyward Sword's overworld. There are three main areas: forest, volcano and desert, and as you progress, you unlock new parts of these areas. I found the three areas engaging, dynamic in design and filled with cool things to see. Less interesting, however, was the sky itself. With the exception of the soothing and beautiful Skyloft and a few cool locales (like the pumpkin-shaped bar for instance), the sky is mostly a collection of empty islands and rocks. A missed opportunity for sure, but the constantly interesting underworld environments mostly make up for this.
While some might not be pleased with Skyward Sword's overworld structure, I don't see how any Zelda fan could deny the awesomeness of the dungeons. These are, without a doubt, the best dungeon designs in the series history. They are pitch perfect in difficulty, constantly inventive, full of surprises and they make excellent use of your arsenal, which now includes a flying pincer-like contraption called the Beetle. I'm not exaggerating when I say that the Beetle will make you wonder how you ever did without it. But anyway, the dungeon designs have an excellent flow to them and don't contain any frustrating bits. There is a fair bit of challenge and several puzzles that will have you laughing at yourself for not being very clever once you solve them, but you won't find yourself going for a walkthrough very often (I think I consulted a walkthrough a total of one time). Skyward Sword values fairness and fun over deviousness. Furthermore, some of the dungeons are really fresh in terms of their art design. I don't want to give too much away, but I was surprised by the pirate ship dungeon in a way that a Zelda dungeon has not surprised me in a long time. Love it or hate it, no sane person can say that Skyward Sword doesn't have plenty of gameplay variety. In the fifty hours it takes to beat the game, you'll do everything from altering time to guiding a mine cart through a thrilling breakneck rollercoaster-like track, which makes one think that the developers took a few pages out of the Super Mario Galaxy playbook.
The combat is also a joy. Nintendo has really went the extra mile in making the motion controls fluid and engaging (though admittedly the flying controls take a little getting used to). Sure, there are a few rough edges, but by and large they work wonderfully and make a compelling argument for motion control. And to be perfectly honest, I hope that Nintendo never goes back to standard controls. Where combat used to be a going-through-the-motions sort of affair, battles in Skyward Sword are tense and require thoughtfulness. I applaud Nintendo for revamping what many considered to be the weakest part of the previous entries.
The visuals are not cutting edge, but they are some of the most beautiful on Wii. They have a very soft watercolor-like feeling to them, which gives the game a very captivating storybook aesthetic. The Zelda games have always provided the player with plenty of visual poetry and this entry is no different.
The music, in true Zelda fashion, is absolutely gorgeous. There may not be anything as hauntingly atmospheric as the Song of Storms, but almost every piece is expertly composed and memorable. In my book, the grand and soaring main theme is easily the best main theme in the series. And while we're on the subject of music, it is too bad that Link's harp, while cool, couldn't have been more integrated into the gameplay. In its current state, it feels like the developers merely felt obligated to throw an instrument in to preserve series tradition.
Another awesome feature of Skyward Sword is the boss fights. They are not especially hard, but they are thrilling and make great use of the motion controls. I don't think I'm exaggerating when I say that they are best boss fights in the series history. I actually looked forward to the boss encounters in this game and I was pleased that some of the boss fights were straight forward fencing rather than the usual exploit-a-vulnerability-with-an-item-in-your-arsenal pattern.
While the good easily outweighs the bad in Skyward Sword, there are a few annoyances. One of these is the shameless padding at the end of the game. The six dungeons and the gameplay bits between them are exquisitely paced, but towards the end of the game, when the main dungeons are complete, there is a section where you are tasked with obtaining four pieces of a song from their respective dragon gods. Some of these tasks are fun enough (especially a cool stealth bit in the volcano region), but they feel unnecessary, and one part in which the forest region is flooded and you are tasked with swimming through the beautiful underwater vista collecting the tadpole-like notes of a song is absolutely excruciating. It is easily worse than the lightseed fetch quest in Twilight Princess.
Another annoyance is the game's "dousing ability". In theory, it is a cool addition. It is a kind of radar that helps you find hidden objects and places. But it is very badly executed. Due to its frequent habit of pointing the player in the wrong direction, sometimes it feels like one is better off not using it, which is a shame since it is sometimes very useful as it can also be set to detect more commonplace items like hearts and rupees.
The game also has a crafting system. You can use the loot you collect in the overworld in dungeons to upgrade your items. This goes a long way in making things feel fresh, but it largely feels like a missed opportunity. While it is undoubtedly cool to make an awesome item more awesome, it doesn't really feel like it effects the gameplay much. Perhaps the crafting system can be further fleshed out in the next entry in the series.
The Legend of Zelda: Skyward Sword is not without its rough edges and I have my doubts that it will convert people who have never cared for the series, but it is fresh enough to inject a shot of adrenaline in the series' sturdy but familiar arms. There is no doubt that fans will argue over this entry as much as they did Majora's Mask, but in my opinion, that is one sign of an excellent game.
GAMEPLAY: 4.5/5
DESIGN: 4.5/5
STORY: 4.5/5
VISUALS: 5/5
PLAYABILITY: 4.5/5
VALUE: 4.5/5
The story in Skyward Sword is basic but heartfelt. It takes place in a very pretty island in the clouds called Skyloft, which is home to a race of people who fear the world below. While Zelda and Link are riding together on their loftwings (which are basically bird companions that substitute for Epona), Zelda is snatched out of the sky by a huge monster and taken to the world below the clouds. Link, of course, goes down to save her and in the course of his journey, experiences several revelations about both of their destinies. It is a simple tale and unlike that in Majora's Mask, it doesn't take any risks, but is surprising moving (especially at the end) and the dialogue is sharp and well-written, giving the characters warmth and humanity. Zelda is especially human considering the icy aura she gives off in previous games. All in all, you won't be especially surprised by the story, but you will care. The large degree of cinematic flair is just icing on the cake.
The motion controls have their part in Skyward Sword's freshness, but the biggest factor in this Zelda avoiding a feeling of deja vu is the structure of it. Instead of there being a clear separation between the enemy and puzzle-laden dungeons and the more easy-going exploration-oriented overworld gameplay, there is quite a blurry line between the dungeons and overworld. In fact, I would go as far as to say that the overworld itself is like a giant dungeon. It is filled with puzzles, combat, and set pieces, giving the game a feeling of constant momentum. Sure, you do get a breather every now and then and there is plenty of opportunities to explore the gorgeous and dense environments, but the overworld no longer acts a hub. It is a slightly more easy-going extension of the dungeons, and while this is sure to divide players due to the somewhat linear feel that results, I personally feel that the game's structure makes for a fresh exciting experience. That being said, players who are used to the more vast design of previous Zelda overworlds might find it hard to get used to the sectioned off design of Skyward Sword's overworld. There are three main areas: forest, volcano and desert, and as you progress, you unlock new parts of these areas. I found the three areas engaging, dynamic in design and filled with cool things to see. Less interesting, however, was the sky itself. With the exception of the soothing and beautiful Skyloft and a few cool locales (like the pumpkin-shaped bar for instance), the sky is mostly a collection of empty islands and rocks. A missed opportunity for sure, but the constantly interesting underworld environments mostly make up for this.
While some might not be pleased with Skyward Sword's overworld structure, I don't see how any Zelda fan could deny the awesomeness of the dungeons. These are, without a doubt, the best dungeon designs in the series history. They are pitch perfect in difficulty, constantly inventive, full of surprises and they make excellent use of your arsenal, which now includes a flying pincer-like contraption called the Beetle. I'm not exaggerating when I say that the Beetle will make you wonder how you ever did without it. But anyway, the dungeon designs have an excellent flow to them and don't contain any frustrating bits. There is a fair bit of challenge and several puzzles that will have you laughing at yourself for not being very clever once you solve them, but you won't find yourself going for a walkthrough very often (I think I consulted a walkthrough a total of one time). Skyward Sword values fairness and fun over deviousness. Furthermore, some of the dungeons are really fresh in terms of their art design. I don't want to give too much away, but I was surprised by the pirate ship dungeon in a way that a Zelda dungeon has not surprised me in a long time. Love it or hate it, no sane person can say that Skyward Sword doesn't have plenty of gameplay variety. In the fifty hours it takes to beat the game, you'll do everything from altering time to guiding a mine cart through a thrilling breakneck rollercoaster-like track, which makes one think that the developers took a few pages out of the Super Mario Galaxy playbook.
The combat is also a joy. Nintendo has really went the extra mile in making the motion controls fluid and engaging (though admittedly the flying controls take a little getting used to). Sure, there are a few rough edges, but by and large they work wonderfully and make a compelling argument for motion control. And to be perfectly honest, I hope that Nintendo never goes back to standard controls. Where combat used to be a going-through-the-motions sort of affair, battles in Skyward Sword are tense and require thoughtfulness. I applaud Nintendo for revamping what many considered to be the weakest part of the previous entries.
The visuals are not cutting edge, but they are some of the most beautiful on Wii. They have a very soft watercolor-like feeling to them, which gives the game a very captivating storybook aesthetic. The Zelda games have always provided the player with plenty of visual poetry and this entry is no different.
The music, in true Zelda fashion, is absolutely gorgeous. There may not be anything as hauntingly atmospheric as the Song of Storms, but almost every piece is expertly composed and memorable. In my book, the grand and soaring main theme is easily the best main theme in the series. And while we're on the subject of music, it is too bad that Link's harp, while cool, couldn't have been more integrated into the gameplay. In its current state, it feels like the developers merely felt obligated to throw an instrument in to preserve series tradition.
Another awesome feature of Skyward Sword is the boss fights. They are not especially hard, but they are thrilling and make great use of the motion controls. I don't think I'm exaggerating when I say that they are best boss fights in the series history. I actually looked forward to the boss encounters in this game and I was pleased that some of the boss fights were straight forward fencing rather than the usual exploit-a-vulnerability-with-an-item-in-your-arsenal pattern.
While the good easily outweighs the bad in Skyward Sword, there are a few annoyances. One of these is the shameless padding at the end of the game. The six dungeons and the gameplay bits between them are exquisitely paced, but towards the end of the game, when the main dungeons are complete, there is a section where you are tasked with obtaining four pieces of a song from their respective dragon gods. Some of these tasks are fun enough (especially a cool stealth bit in the volcano region), but they feel unnecessary, and one part in which the forest region is flooded and you are tasked with swimming through the beautiful underwater vista collecting the tadpole-like notes of a song is absolutely excruciating. It is easily worse than the lightseed fetch quest in Twilight Princess.
Another annoyance is the game's "dousing ability". In theory, it is a cool addition. It is a kind of radar that helps you find hidden objects and places. But it is very badly executed. Due to its frequent habit of pointing the player in the wrong direction, sometimes it feels like one is better off not using it, which is a shame since it is sometimes very useful as it can also be set to detect more commonplace items like hearts and rupees.
The game also has a crafting system. You can use the loot you collect in the overworld in dungeons to upgrade your items. This goes a long way in making things feel fresh, but it largely feels like a missed opportunity. While it is undoubtedly cool to make an awesome item more awesome, it doesn't really feel like it effects the gameplay much. Perhaps the crafting system can be further fleshed out in the next entry in the series.
The Legend of Zelda: Skyward Sword is not without its rough edges and I have my doubts that it will convert people who have never cared for the series, but it is fresh enough to inject a shot of adrenaline in the series' sturdy but familiar arms. There is no doubt that fans will argue over this entry as much as they did Majora's Mask, but in my opinion, that is one sign of an excellent game.
GAMEPLAY: 4.5/5
DESIGN: 4.5/5
STORY: 4.5/5
VISUALS: 5/5
PLAYABILITY: 4.5/5
VALUE: 4.5/5
More User Reviews
Uhhh... this is Zelda?
Review Stats:- 0 out of 1 users agree with this review
- Posted May 18, 2013 9:44 pm GMT
Skyward Sword does not deserve all the hate it gets.
Review Stats:- 0 out of 1 users agree with this review
- Posted May 18, 2013 7:36 pm GMT
Skyward Sword takes this legendary series to new heights
Review Stats:- Posted Apr 27, 2013 3:40 am GMT
A real masterpiece. REAL 10/10
Review Stats:- 0 out of 2 users agree with this review
- Posted Mar 22, 2013 11:02 pm GMT
There were some great ideas in this game that unfortunately weren't executed to their full potential
Review Stats:- 1 out of 2 users agrees with this review
- Posted Feb 18, 2013 6:32 am GMT
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Zelda: Skyward Sword Navigation
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