The Legend of Zelda: Skyward Sword Message Board older than one year ago

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Posted by GoNintendo Nov 16 2011 18:37 GMT
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- The Legend of Zelda: Skyward Sword (10/10/10/10, 40 points): "The game world, offering a variety of tricks and content without being too large, is enough to make you lose your sense of time. The battles, featuring enemies that require you to think of a different approach for each one, are also fun. From the puzzles to the fighting, you can feel your knowledge expanding as you go through the adventure, and you can use it in innovative ways whenever you approach something new, which feels fantastic. I had thought that, in terms of story and content, this game would serve as the new core of the Zelda series. As I played it, though, I felt it was more a new core for video games, period. It's an amazing climax, like a crystal formed by people spending a dizzying amount of time and effort to mix all these various great things together. Just try it!"

Outside of its glowing review, Famitsu also had an interview with Shigeru Miyamoto concerning Skyward Sword.

"It's occasionally the case during game development that the project doesn't proceed along as planned or doesn't turn out as fun as expected when you make it. This Zelda had some of those problems. We ran into this issue of people wondering who really wants to make a Zelda sequel -- whether a sequel was necessary from the company standpoint, or whether it's just me saying 'Let's do it.' A game really gets its start when you have someone who says 'I want to do something like this,' but sometimes it's born simply because it's a series title or there's more story to cover.

For us, games provide a structure for play, and if you're making a sequel, you have to have that desire to improve, strengthen, and expand things right at the core of the project. To put it in an extreme way, the ideal for me is to build the play structure up to a certain point, then decide whether to make it Zelda or Mario. It's like building up the engine and chassis, then deciding later what sort of car you want to use it on.

We went through several fragmentary tests, something which I think was the most important point of this project. The structures we made with this experimentation -- the Siren world is probably the best example of this -- we then looked at and said 'Maybe we can use this.' The project was, in a way, driven on how we could take Siren and tie it up with the game's story in a single package. It's a more fundamental ground-up process than we went through with The Wind Waker and later Zeldas.

I had wanted to keep it within three years, really. When you have a development period of five years, it's often the case that around two of those years wind up being completely wasted effort. With this game, though, I think all the work that everyone put into this project gets fully seen in the final product. I did say it was five years, but the first two of those were spent with assorted experimentation, so essentially it was three years. We went through kind of a long experimentation period, I suppose.

You may think the Wii remote is just used as a pointer in this game, but it's not. Wii MotionPlus allows us to detect how the remote is being tilted, so you don't have to point it right at the screen to get it detected any longer. In other words, all you have to do to move the cursor is change the angle of your wrist. It's kind of like a 3D mouse that way. You can also press down on the control pad if the cursor's offscreen to reset its position to the center of the screen.

In previous Zeldas we had players assign items to specific buttons in order to make it as instinctive as possible. Just having multiple buttons, though, opens up the possibility of making mistakes. With this game, you use the B button to switch between items and A to use all of them, which cuts down on mistakes. We're able to do this because you don't use A to swing your sword any longer; that comes from flicking the remote. That's really important, and it makes it feel like that much more of an action game.

With previous Zeldas, we took what we thought was good from the past and used that as a base to build on. Sooner or later, though, we need to add some new play structure to the thing, or else people will say 'Well, Zelda's just the same old puzzles going across the same eight dungeons.' I don't feel a need to stick with that system, because I think Zelda's core lies in playing around in the same world over a period time, gradually learning more about it and building experience as you discover new secrets. The NES Zelda had a small map so that worked, but as hardware progressed, the scale got large enough that often you'd see places that you only visited once in the game. I wasn't entirely sure that made for a real Zelda-like experience.

That thought drove us to structure this game so you play in the same places many times through the game and the story is built on top of that. Outside of Link's home turf, there are essentially only three major sections -- but there are lots of events in each of these sections, as well as dungeons to explore. It's not a set system of eight dungeons, but instead three sections that gradually open themselves more as you dive deeper in. Maybe it sounds complex, but as you play, it'll basically feel like you have the sky, and then three different areas to play in.

I think this Zelda offers a new adventure, a new type of gameplay. I think we were able to bring multiple things that are important to Zelda into a single package. We've evolved Zelda without having to turn it into an epic thing."

Link, Link

Posted by IGN Nov 16 2011 03:07 GMT
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The last time the IGN Nintendo team gathered to discuss The Legend of Zelda: Skyward Sword, we had just finished playing through a 9-hour demo of the game, taking us through the first two dungeons. Since then, a few things have happened.....

Posted by Joystiq Nov 15 2011 16:03 GMT
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You won't have to go on a treasure hunt through dungeon-like NYC game stores to get a head start on The Legend of Zelda: Skyward Sword. If you're in the city, you'll be able to purchase the game a day early, and celebrate the launch with some fellow Triforce enthusiasts while you're at it.

Nintendo will host a launch event on Saturday, November 19, from 9am to 1pm at its Nintendo World Store in Rockefeller Center. During the event, people who pick up copies of the Wii game (one day before its official release date!) will get a "limited-edition poster." Nintendo will also unveil a "Master Sword replica," give away prizes, and offer demos.

If you can't make it to the event, at least you can ... look at some pictures of Link. Try doing that at the launch event ... ! Nintendo has partnered with Penny Arcade to produce a special weekly Skyward Sword comic, and the first page is up already online.

Posted by Kotaku Nov 15 2011 14:00 GMT
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#thelegendofzelda Only a few short days stand between you and what's being called one of the best ever entries in Nintendo's Legend of Zelda series. And, if you live in the greater New York City area, it'll be one day less. The Japanese game giant's holding a launch event in its Nintendo World store in Rockefeller Center this Saturday, where fans will be able to get the game a day early. You'll also get a limited-edition poster and a look at a snazzy Master Sword replica while you're there, too. More »

Posted by IGN Nov 14 2011 21:35 GMT
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The Legend of Zelda: Skyward Sword marks a huge leap forward for the series in a number of ways. But to some, this excellent adventure will never quite stack up simply because it wasn't developed for an HD system. HD snobs will not only be missing out on one of the greatest games of the year - and possibly the best Zelda title to date - but they're also failing to give due credit to the game's true graphical ingenuity, and to the genius of its unique art style...

Posted by GoNintendo Nov 14 2011 19:02 GMT
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A portion of a Dtoid review...

...there is no arguing that Skyward Sword is one of the most painstakingly crafted, lovingly developed titles in Nintendo's long, illustrious history. If you like videogames at all, you'd be goofy to not give it a try.

Full review here

YouTube
Posted by GoNintendo Nov 14 2011 00:42 GMT
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In North America, the case for The Legend of Zelda: Skyward Sword features one of those plastic flip cases to hold the soundtrack CD. It's the same style case you see for any other game that uses more than one disc. In Europe, the situation is quite different. Check out the video below to see what I mean!


Posted by Joystiq Nov 13 2011 20:00 GMT
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It's difficult to compare to a live symphonic performance, but a CD that comes free with initial printings of The Legend of Zelda: Skyward Sword is a close contender, followed by anything that we would have to pay for, and ending with "Buying the songs on iTunes for a long ride on the New York subway with only one headphone in our right ear and a wet Doberman Pinscher growling into our left the entire way."

A five-minute video showing the recording of the CD falls somewhere between "Free CD" and "Going to Best Buy to buy the CD, finding out they don't have it, driving across the street to Target and buying it plus $100 worth of stuff we didn't know we needed that day." We'll take it.

Posted by GoNintendo Nov 13 2011 18:10 GMT
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A portion of the review...

Skyward Sword isn't just the best Nintendo Wii game of 2011, but perhaps the finest Nintendo Wii game ever.

Full review here

Video
Posted by GoNintendo Nov 13 2011 04:21 GMT
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Get More: GameTrailers.com, Zelda: Skyward Sword - Review, PC Games, PlayStation 3, Xbox 360


Posted by IGN Nov 12 2011 02:16 GMT
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In the latest installment of Nintendo's Iwata Asks column, Zelda producer Eiji Aonuma revealed to Nintendo global president Satoru Iwata that both he and Zelda creator Shigeru Miyamoto were initially dissatisfied with the progress of The Legend of Zelda: Skyward Sword. Both men criticized Daiki Iwamoto of the Entertainment Analysis & Development Division (EAD) while the game was in development...

Posted by GoNintendo Nov 11 2011 21:45 GMT
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The screenshot above isn't a spoiler, but the link below shows a video that is indeed spoiler. It's from my absolute favorite region in Skyward Sword, or just about any Zelda game for that matter. This is but a tiny glimpse of an amazing region altogether.

Posted by Kotaku Nov 11 2011 21:00 GMT
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#zelda I showed four moments from The Legend of Zelda: Skyward Sword this week. More »

Posted by Kotaku Nov 11 2011 16:00 GMT
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#zelda Yeah, we think you'd like the new Zelda game and you should buy it. But what if you don't have a Wii? More »

Posted by Joystiq Nov 11 2011 08:01 GMT
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The Legend of Zelda: Skyward Sword is a game that is going to mean a lot of different things to a lot of different people. For the base which took hold of Nintendo's initial vision for the Wii console, imagining future games where the controller in your hand was -- hey! -- not a controller, but the Master Sword itself; it is that. For those who simply imagined a narrative evolution of the long, long-stagnant Hylian franchise, it is that, too. For Wii owners who just want something to play, it is that as well. It must be that.

As the flagship component of the Zelda franchise's 25th Anniversary, you couldn't ask for a better identikit of the series. As it moves through the all-too-familiar cycle of temples, tools and time-travel, it touches on the franchise's lowest points, adopts its most stellar attributes and, at frequent intervals, taps into a kind of magic that no game ever has before.

Posted by Kotaku Nov 11 2011 08:01 GMT
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#gutcheck There is a new Zelda game out for the Wii, a massive adventure for Link that begins in a village suspended in the clouds. The Wii is getting old and the Zelda series is even older. But, perhaps, saving Zelda would again be worth your time and rupees? More »

Posted by Giant Bomb Nov 11 2011 08:00 GMT
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4 out of 5

An early boss brutally teaches you to avoid telegraphing attacks.

The Legend of Zelda: Skyward Sword is Nintendo’s closing argument on motion controls with Wii, especially as it relates to traditional games. It seems fitting that saving the world alongside Link will, for many of us, act as the first and last time we spend dozens of hours with a game inside our Wiis.

And boy, how far we’ve come. It takes only minutes with Twilight Princess again to understand how tacked on those motion mechanics were, and Skyward Sword’s evolutionary leaps only compound the idea that we should have played Link’s last adventure with a GameCube controller in both hands. How you come into Skyward Sword partially depends on how you took to Link the last time. Top to bottom, I found Twilight Princess painfully boring, which is, perhaps, a fate worse than bad. My reaction was fueled by a combined indifference to the game’s uninspiring world, characters, and gadgets, and the tepid, half-hearted implementation of motion to make the mechanics more physical.

Especially as it relates to the last point, Skyward Sword could not be more different. It’s not just the added fidelity from Motion Plus that makes the difference, it’s that your physical actions are truly meaningful when it comes to engaging in just about every combat scenario in Skyward Sword. The very first enemies in the game will beat your ass to the ground if you’re not reading their moves, and Skyward Sword quickly teaches players that “waggle” will not work here--period. To be successful in combat, reacting to the placement of each enemy’s hands is of utmost importance, and while one becomes extremely adept at taking out the early combatants after a few hours, from start to finish, Skyward Sword asks much of your wrist. When the credits rolled, my hand ached, and it felt great.

Combat never becomes difficult, but remains challenging, as you’re constantly tasked with reacting to enemy actions (i.e. placing their sword to the left) with your own (i.e. slashing your sword to the right). Early on, the enemies are very blatant about showing weaknesses. That's less true later, forcing you to spend several failed encounters sussing out various “tells." In one case, a lizard appears to be hiding its weak arm on the left, when in reality you must swing around from the right--a sleight of hand. Furthermore, for him to even show off that weak point, you must swing away a few times and force him into a defensive posture. The most satisfying encounters are when enemies swap tells over and over, asking players to be extraordinarily quick with a response, and this becomes more demanding over time. The game is always reading your sword in relation to the enemy, and if you telegraph an attack, enemies will smack back.

Get to know your sword well, as it's basically a living companion.

Link’s sword is front and center here, with only a few of the gadgets playing into combat. Mastery of the sword is of utmost importance. It’s strange to spend so much time talking on and on about combat in a Zelda game, but it’s no longer about smashing on the attack button anymore. Quite literally, you are part of combat, and motion controls, done well, provides a satisfaction that wouldn’t be possible any other way. This is the finest example yet.

One facet of modern games Nintendo’s dodged is overcomplicated design, focusing on a simplicity that appeals to a larger audience. The Zelda series has always been described as an “action RPG,” but in light of what the RPG has become with games of immense depth like The Elder Scrolls V: Skyrim, Zelda has become more RPG lite. And that’s fine! Nintendo can contently stay in its corner, while Bethesda tackles another. But Skyward Sword takes steps to address the gap and falls short. The game includes a forgettable element of potion-crafting and item-upgrading, a case of good ideas that don’t go far enough. Providing such a tiny amount of customization that’s also built upon the same grinding mechanics of other crafting systems (prepare to catch lots of bugs, and read descriptions of what those bugs are every single time!) meant I only ended up upgrading when I just happened to have the right materials, and never bothered the rest of the game. It doesn’t help that Skyward Sword’s isn’t particularly tough, which isn’t outright a bad thing, but in the context of creating upgrade desire, not dying more than once or twice didn’t create much motivation.

Some depth would have gone a long way here, especially if players could have any customization of Link's sword, the weapon he spends the most time with in the game. The sword's path is all story-driven, and that makes it difficult to forge a unique identity through upgrades. It ends up feeling like you’re working way harder for upgrades that would have been found naturally in a dungeon in any other Zelda game.

It’s hard to overlook other areas where Skyward Sword doesn’t play catch up, too. It’s unacceptable now that Link doesn’t have access to any catch-all quest log. Sure, the replacement for Navi, the robotic Fi, will provide you hints on where to go next, but that only relates to the primary goal, and she does not keep a database of side quests stumbled upon while exploring Skyloft. Characters have conversation icons above their heads if they have anything to say, but it’s contingent upon you to either resolve a side quest when you encounter it, or make a note of and come back. Mostly, I just never came back.

There’s plenty to keep you busy, however. Even if you don’t touch anything but the main storyline, Skyward Sword will take you well over 30 hours to complete, and if you want to see everything, that number could easily double. It’s a packed journey, and while it’s one that plays with some of the same tropes the series has become known for--Link, Zelda, evil, Triforce, forest, desert, volcano--the world of Skyloft, situated in the clouds, feels genuinely refreshing. What’s old feels mostly new again, thanks largely to some truly devious, changing dungeon design. None of the dungeons are particularly long, there’s not a single “bad” one, and the more active combat provides a welcomed contrast to puzzle barrage.

When in doubt, take a deep breath and look around for clues.

An early puzzle asks you to recreate a specific motion that wouldn’t be possible without Motion Plus, and it took me over 20 minutes to come up with the solution, purely because I’d never encountered something like it before. You’re constantly doing new everything here, and it’s the moments when the designers most daringly break from the past (ironic, given the game’s “birth of a legend” branding) that Skyward Sword makes the game worth playing, even if you’ve grown tired of Zelda at this point. My favorite dungeons involved playing with time, where Link will move from room to room, switching between the past and the present to solve puzzles and avoid enemies. Creatures spawn in and out of reality in real-time, so rather than having to fight them, you can move time objects out of their vicinity--and poof! You’re forced to think about the environment in entirely new ways, and ways that often don’t feel very Zelda-like.

And that’s one of the weird things about playing a Zelda game, as it’s impossible to play a Zelda game without acknowledging it exists in a large vacuum of other Zelda games. It’s not unlike what has happened to Call of Duty, in which many devoted players are simply looking for more Call of Duty, rather than a complete reinvention. Coming to terms with the latest game becomes a nostalgic balancing act of understanding the latest game in relation to itself, where it's come from and everything surrounding it.

Skyward Sword doesn’t do itself any favors in taking its sweet time getting started, and longer before introducing you to some of its most creative highlights. Designer Shigeru Miyamoto once said “the first 30 minutes of a game is the most important,” and Skyward Sword fails to pass that test. It takes several hours before you’re given any sense of real freedom, which is too bad, as the game manages to merge the sublime openness of the sea from Wind Waker (without the Triforce madness!) with the directed fun of most other games, as it's easy to just keep moving forward without much fuss. And by the time you start seeing what the designers really have in store for you (wait until you get to the pirate section, where your boat is able to...well, you’ll see), you actually don’t want it to stop, even if you’re able to constantly, cynically predict when the game will ask you to find just One More Thing before it's all over.

Good luck skydiving, one of the game's most frustrating bits.

Perhaps the most surprising disappointment is how little control players have over the game’s central instrument, a harp. If you’re going to call back to one of Ocarina of Time’s most memorable features within a game that makes such exquisite use of the new options afforded by Motion Plus, you’d think the designers would come prepared with something altogether unique. That’s not the case. Though Link learns several songs for the harp over the course of the game, you have no choice over which one to play, and playing anything involves haphazardly waving the Wii remote back and forth.

Even in Skyward Sword’s lowest of lows (don’t get me started on a late sequence involving swimming underwater and collecting musical notes for 30 minutes), the game benefits from the prettiest art direction since Wind Waker. The game seamlessly transitions between various degrees of an impressionistic painting, based on where objects are in the foreground and background. And while I detest the meme “it’s good for a Wii game,” at the point where we’re beginning to gripe about the limitations of our high-definition consoles, it’s a testament to the art direction that I immediately forgot the hardware's aging technology after a few minutes of play. Skyloft is an extraordinarily pretty place to explore.

Skyward Sword is simultaneously a very good Zelda game and a rather great adventure game. It has some of the most inventive dungeons the series has ever known, sports the most impactful changes to the combat since Z-targeting, introduces wrinkles to the Zelda mythology that will force fans to rethink the entire series, and will have you gawking at it constantly, 480p 'n all. But the series finds itself facing an identity crisis, as it flirts with expanding what has defined the series without abandoning its charming but waning simplicity. Zelda doesn’t need to become something else to maintain relevance, but at a certain point, when “a brand-new great Zelda game” isn’t enough, there’s reason to pause.