
To get my personal biases (or lack thereof) out of the way, I didn't grow up on Zelda. I only jumped on the bandwagon the last decade because
A. Being a gamer and not playing Zelda is nearly tantamount to being a nerd and not seeing
Star Wars and
B. I had a great aunt named Zelda. Don't know why that's relevant, but it seemed reason enough to start. So I have played through several major Zelda games, namely
Twilight Princess,
Wind Waker and
Ocarina of Time, so I at least understand the standard for this series.
With that out of the way,
The Legend of Zelda: Skyward Sword is the latest entry in the Zelda franchise, so the question is how does it stand up next to the rest of the series?
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The game starts with Link (or at least
this incarnation of Link. This crazy timeline- I know, right?) living on the floating village of Skyloft. He's enrolled in a specialized academy for piloting giant birds. He, among other students, has his eye on the headmaster's daughter Zelda. So as the final exam comes up, some bullies lock up Link's bird so he can't participate, so it's up to Link to find his bird, get back to the exam in time, come out on top and win the girl. But this isn't the cliched high-school dramedy this sounds like. There's no heartwarming graduation speeches or throwing-mortarboard-hats-in-the-air-then-freezeframing-and-cutting-to-black. During a stratospheric joyride, Zelda gets sucked down to Earth by a tornado and Link once again finds it's his duty to save the world from the abstract evil forces involved.
In all seriousness, the opening is a very strong tutorial stage; not only does it well acquaint the player with the game's mechanics, but it has some strong character development. It's just as well, since there's very little of it for the rest of the game, but better here at the beginning than anywhere else, because I've never really been as motivated to save Zelda than I have here; you really see a bond between them that's more than just hero and damsel; despite only just being seen acquainted for an hour, you can tell they've been friends their whole lives.

The opening chapter also introduces Groose: the bully who locked up Link's bird, and while I don't wish to spoil anything, he goes on to become a great character- perhaps one of the best in the series. But what really caught my attention in all this is how fantastic the facial expressions in this game are. Zelda has always had very unique and memorable character design, but technological limitations always seem to leave their expressions lacking; particularly in the N64 games and
Wind Waker where they're literally two-dimensional, but character expressions in
Skyward Sword are practically Pixar quality- not only are they detailed, but they really make each of the characters feel human and relatable despite the lack of voice acting (or in Link's case, any dialogue period.) I suppose this doesn't exactly make or break the game, but I think it's a great demonstration of how for all the detail
L.A. Noire's 32 cameras give you, it's really more about how good the expression looks than how many facial muscles you can see.
Trust me, this one's hilarious in context.Coming back from that tangent, you'll find out very early on about what's probably the game's most controversial aspect: the controls. The Wiimote, and motion controls in general, are generally criticized for not being reliable among other things, but if there are two things the Wiimote's suited to above anything, they're gun play and sword fights so at least this has a fighting chance.
Twilight Princess flunked hard on that end, since it had trouble telling thrusting from slashing so I was naturally skeptical that
Skyward Sword would be any better, but the WiiMotionPlus made more improvements than I could have hoped for. It's not 100% accurate, but it has to be at least 90. Most of the enemies in this game are designed to have their weakpoints exposed at a certain angle that your strikes have to match, and the controls were good enough to satisfy, so I can give the sword play a good thumbs up. Unfortunately, the nunchuck's accuracy is still weak, so you can't rely too much on your shield. (Speaking of which, the shield in this game is pretty awkward; you have to raise it manually every time you lock on, where in previous games Link automatically held it up whenever he would lock on. Frankly, I didn't understand its potential until the final boss fight, but I feel that was more my fault for focusing more on offense.) Of course, without a secondary analog stick, you can expect the camera to be pretty bad. And it was. It's not a deal breaker, but it makes switching between regular and aiming modes and running at the PRECISE angle you want to jump off a platform at to be kind of awkward.
The core of the game takes place in three environments on Earth's surface: a forest, a volcano and a desert. These environments are pretty par for the course for a Zelda game, but
Skyward Sword manage
s to keep it fresh; the forest, at one point, gets flooded so you have to swim through it, the volcano is a particularly vertical level that requires you to run up a lot of slippery slopes and the desert has special rocks that cause everything in a small radius around them to essentially go back in time to before the land desertified (The time travel logic is kind of weak in some places, i.e. causing some gates to open in the past when you open them in the present, but it still makes for some interesting puzzles regardless.)
And what about the puzzles? The dungeons in this game were pretty hit and miss as far as I'm concerned, the volcano ones being the weakest, the desert ones being awesome and the forest ones being okay. I guess it's strange to generalize the quality of all the dungeons in each area, but it really comes down to the general environmental mechanics for each area. Navigating over and around lava was pretty tedious where playing with those time-travel rocks was just awesome. Either way, the game had some cool tools, perhaps the most notable one being the beetle, a remote controlled bug that scouts the area and can pick up items. It's something like to see return, but my personal favorite was the whip, which just felt so satisfying to use with the motion controls.
Pictured: Me using the whipIn the later chapters, there's a new minigame that separates each chapter, where Link must stealthily find collectibles throughout the core area in each region without waking up dormant enemies. Were it a simple scavenger hunt, it probably wouldn't be anything special, but the threat of waking the enemies adds a layer of intrigue to the challenge. If you wake up the enemies, the music gets crazy terrifying, and they will hunt you down and try to put a one-hit kill shot on you while you will run in panic for the next item so they'll go back to sleep.
My one complaint about the gameplay is how insignificant the sky feels as a mechanic.
Wind Waker made strong use of its open ocean, with a large archipelago to explore, but the open sky in
Skyward Sword feels more like a small hub that only exists as a relay between levels rather than an explorable environment in its own right. This also makes the individual levels feel rather formulaic. Hyrule Field in
Ocarina of Time felt like it was the center of a large and expansive kingdom where everything in this world feels very split up, only tangentially connected through Skyloft. Until the end of the game, the only reasons you'd really need to return is shopping and fetch quests. That said, there are side missions though. Not particularly engaging ones, but they're there nonetheless. For instance, Link apparently finally grows weary of breaking pots for rupees and upgraded to breaking an entire chandelier for a heart piece and is forced to work for the owner to pay it off by delivering soup to people. Not particularly engaging, so I just walked out the door and never looked back. It's his problem now.
So in terms of gameplay alone, it's a solid entry for the Zelda series, but what about the art style and atmosphere? As I already mentioned, the game has beautiful facial expressions and standout character design, but it also has a fresh art style. There's apparently a rift in the Zelda fanbase between supporters of the cel-shaded
Wind Waker and supporters of the more mature
Twilight Princess art direction, so this game compromises between them for something with bright colors, but characters no longer look like they came out of
South Park and it looks all the better for it. And like the rest of the series,
Skyward Sword has an incredible soundtrack with memorable tunes, some old and some new, that always match the mood of the environment. When it should be epic, the music's epic. When it's dark and gloomy, the music's moody and quiet. When it's emotional, the music's soft and melancholic. It sounds great and it fits, what more can you ask for?
Now for the story itself- I hesitate whether I can call this the best story in the Zelda series or just a really good one, because on one hand, there isn't much of one; there isn't really a presence of a plot outside of the very beginning, the very middle and the very end. It's not even that strong- you're a hero, destined to stop the forces of evil from rising from the underworld and consuming the world under a reign of darkness, blah blah blah, etc. On the other, the character development in this game absolutely blows away the rest of the series' attempts. Again, the relationship between Zelda and Link is more tangible than ever, but the aforementioned Groose really takes the cake in this game. He starts out as a meathead greaser with a slick pompadour and slicker ego, but when he tries to join Link in his quest, he starts to both come to grips with his shortcomings and realize his potential and it doesn't feel forced on him at all.
The new face of heroism. Kind of. Sort of. Eh.And then there's the villain. Oh, our old friend Ganondorf is nowhere to be seen this time; instead we have Girahim, a flamboyant sadist and affable maniac. Good God, this guy's one sick psycho. He toys around with you at first, but he's elegant, eloquent and threatening. Despite his almost civil decorum, not even Ganondorf's said anything quite as dark as "I will torment you until you are deafened with the sounds of your own screams." Above all that, he has a strong ego, but his plans failing is an obvious berserk button, making it all the more satisfying to take him down.
And as par for the course in this series, Link has a sidekick. And I'll give this game credit, one thing I was never really expecting to see in a Zelda game is a robot. The Navi of the Day is Fi, an automaton that lives in the hilt of your sword. I have to admire her character design; her crystal face slender, armless body and textured legs give her the appearance of an anthropomorphic sword. Unfortunately, as much as I'd like to like her, she's a tad intrusive. She tends to break up the flow of gameplay far too often, usually to say trivial things, sometimes even giving the answers to puzzles that I should have the right to figure out for myself. And when I do ask for hints, they're generally vague or irrelevant. She's not "Hey! Listen!" annoying and I'll admit I kind of grew attatched to her as the game progressed, if only because I like robots, but she's pretty mediocre at her role as sidekick.
So that's pretty much all I have to say on
The Legend of Zelda: Skyward Sword. Overall, the gameplay turned out better than expected, even if the kingdom isn't as immersive as in previous games, the cast was fantastic even if the story was a little dry, the music is amazing and the new art style works out. It's not the be-all-end-all Zelda game, but if nothing else it shows Nintendo's still got it. I'd recommend it to any Zelda fan, but if you've never played a Zelda game before and intend to, this is the one I'd start with.