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

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Posted by GoNintendo Nov 19 2011 03:28 GMT
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Everyone knows that The Legend of Zelda: Skyward Sword wouldn't be possible in its current state without the MotionPlus accessory. That's been the name of the game for years now, but did you also know that there is some IR usage in there as well? The game may not ever 100% focus on IR usage, but there are times when MotionPlus and IR team up to help each other.

Posted by Kotaku Nov 19 2011 02:20 GMT
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#quotable Reggie Fils-Aime is not one to mince words, and while we also believe Skyward Sword is fantastic, he thinks it's the best game ever. More »

Posted by Kotaku Nov 19 2011 01:00 GMT
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#zelda The Legend of Zelda: Skyward Sword is a massive game. And it's a little less straight-forward than other recent Zeldas. I don't want to spoil the game's surprises, but I want to give any of you who are planning to play it some tips about how to get the most out of the game. More »

Posted by GoNintendo Nov 19 2011 01:19 GMT
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I swear, I must be living in an alternate universe. Yet again, I've stumbled upon another review for Skyward Sword that complains of controller calibration. The following comments come from two separate reviewers over at CNET.

Unfortunately, the initial MotionPlus calibration that must be completed at the start of each game doesn't seem to last very long. Which is perhaps why Skyward Sword tricked me into recentering my remote's pointer every time I pulled up the world map. Get used to that down direction on the directional pad--you'll be using it a lot to center yourself on the screen.

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Zelda: Skyward Sword is one of the very few games that supports the more accurate MotionPlus controls that have been baked into Nintendo remotes for well over a year. It's always been a mystery as to why these more accurate controls aren't incorporated elsewhere, but in Zelda they still feel like the game's weakest link. I kept having to raise my arm awkwardly, imitate bowling moves, and do other such action gestures, which removed me from the immersiveness of the game. And re-calibrate my Wii remote every hour or so didn't help.


I don't get it...I just don't get it. As I've stated multiple times, I never had to manually recenter my Wiimote. I never felt the needs to, and never thought the controller felt out of whack. It always performed to my expectations, and I never had issue with the motion controls.

Am I playing with a magical Wiimmote Plus that doesn't have recalibration issues? Are others playing in surroundings that cause interference? Are we dealing with reviewers that don't often play Wii games, so they aren't as schooled in Wiimote use?

All this talk reminds me somewhat of The Conduit and its sequel. Many reviewers complained that the Wiimote/Nunchuk control scheme just doesn't work. Personally, I feel that they work just as well as dual analog, and with all the options that High Voltage threw in, you should be able to find something that works for you.

What do you think the case is with Skyward Sword and wonky control and calibration complains?

Posted by GoNintendo Nov 19 2011 00:45 GMT
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A portion of an MTV review...

With a deep story, rich gameplay, and 25 years of nostalgia backing it, "The Legend of Zelda: Skyward Sword" is the pinnacle of Wii gaming, and it may be difficult for any other release on the platform to compete with it. While it may not hold up to the realistic graphics of an "Uncharted 3," or the vast world of "Skyrim," "Skyward Sword" is the definitive Nintendo adventure game, and gamers may have to wait another whole console generation to see anything like it.

Full review here

Posted by Kotaku Nov 18 2011 17:00 GMT
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#review About 20 hours into playing The Legend of Zelda: Skyward Sword, one of the Wii's most ambitious games, I shook my head and realized why I was frustrated with a game that I was enjoying. More »

Posted by Kotaku Nov 18 2011 10:00 GMT
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#thelegendofzelda Fan art legend MetalHanzo has come up with this wonderful tribute to the two games of the hour, Skyrim and Skyward Sword. More »

Posted by GoNintendo Nov 18 2011 03:29 GMT
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Do not click over at the link below unless you want a step-by-step guide on how to beat Skyward Sword. That comes complete with spoilers and everything. Trust me, you'll enjoy the game a lot more if you figure things out on your own!

Posted by GoNintendo Nov 18 2011 02:24 GMT
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A portion of a Siliconera review...

The idea of seeing Hyrule’s past gave an Nintendo opportunity to tie-in events Zelda fans expect with clear connections to The Legend of Zelda: Ocarina of Time. It seemed like surprises were sprinkled around every corner and the more I played Skyward Sword, the more I wanted to see what was next.

Full review here

Posted by Kotaku Nov 18 2011 01:00 GMT
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#2player Michael Fahey has now played Skyrim for more than 60 hours. Stephen Totilo has now played The Legend of Zelda: Skyward Sword for more than 40. Surely, these two have something to say about how these two games compare. More »

Posted by Joystiq Nov 17 2011 23:15 GMT
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Whenever a new Wii game comes out, players set to work opening up the PC-based Dolphin emulator, upscale the graphics to HD resolution, and take screenshots for us to drool over -- like the Skyward Sword images posted on the software's forum.

The normally soft, watercolor-y backgrounds look a little strange in HD -- we can't decide if it's more of the intended effect, or just oddly blurry. But there's no such conflict when it comes to the characters -- they look amazing. We're just going to cross our fingers for upscaling functionality when the Wii U comes along.

Posted by Kotaku Nov 17 2011 20:00 GMT
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#zelda The Legend of Zelda: Skyward Sword is beautiful on the Wii, but more because of the game's art direction than the console's technical horsepower. More »

Posted by GoNintendo Nov 17 2011 20:06 GMT
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Indeed, these screens come from an official copy of Skyward Sword, but run through an emulator. They're definitely gorgeous, but one thing is very clear to me. PC emulators just aren't getting the impressionist style right. The backgrounds in these images are handled very differently from when played on Wii. Have a look at these, but get ready for a sizable difference when you play on Wii.

Posted by GoNintendo Nov 17 2011 03:45 GMT
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Putting this one past the jump for those that don't want some storyline elements spoiled.

Read the rest of the story...


Posted by GoNintendo Nov 17 2011 02:29 GMT
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- Hisada originally came onto the Twilight Princess team without having played a Legend of Zelda game, so she started with Ocarina of Time.
- She didn't have the courage to finish the Deku Tree stage, so she talked to the staff to learn more of the Zelda logic and approach
- this lead to better understanding what Zelda is all about
- the dev team also finds it fun to startle players by putting certain enemies in locations
- Hosaka and Marunami both started the Zelda series with Wind Waker
- the ideas of many staffers build up into the personalities of characters
- Hirono tried to make Skyward Sword's characters feel familiar and cute even if they looked weird
- character details aren't determined at the start, and requests are usually along the lines of, "Make him sort of such-and-such."
- the setting of Skyloft lead to character/location ideas like "Flowing cloaks would be cool," and "The climate must be cool."
- Hirono details the character creation process a bit more:

Yeah! (laughs) In thinking about the characters, I prepare a wide variety of illustrations, and sometimes others come up with ideas based on those, and we narrow them down for a few models, for which the planners and scriptwriters come up with distinctive dialogue, and the sound staff add in actual voices, so in the end ideas and material from all kinds of people get tightly packed into a single character.

- the only direction originally given for Ghirahim was, "He is an opponent for sword battle, and a Demon Lord who has some sort of objective, and his personality was a little affected and vain."
- the reason Ghirahim has so many diamonds attached to his design is because the dev team used "shape to serve as a symbol of a character", giving him a stronger impression
- Ghirahim's tongue has form and joint structure
- Hosaka explains the dungeon design process she uses:

First, I write up as many kind of gameplay as I can think of using items that you get in the dungeon. Then, rearranging them like puzzle pieces, I thought up a flow of gameplay, like once you've mastered these basics, then you can use it over here.

- Mogmas will cheer you on when you do well in certain situations
- there is one portion of the game where all your items are taken away, and you have to use a different approach to get past enemies and recollect your items
- items from Skyloft were designed with a simple approach, matching the people of the town
- items of the Goddess were made with the approach of "mysterious metal or mysterious material that is oddly smooth."
- the dev team even factors in what the people of Skyloft would build their homes with, figuring that trees would be quite scarce, and therefor too valuable to chop down and make homes out of
- the visual approach to the game was made to give "something that doesn't look scary at first glance is easier to take in your hands"
- characters and enemies were originally in the watercolor design we see now, but they blended in too much with the background
- the team then switched to what they call 'half-toon rendering' for the characters and enemies
- this still lead to the team adjusting colors on each item to make sure everything fit right
- bombs were originally a darker blue, but they would just fade into the background with that coloring
- Rupees were made bigger this time to make them more irresistable
- heart flowers came about because the dev team said, why not heart flowers if there are bomb flowers?
- the original design approach for the Stamina Fruit was, "a plant growing various places. It looks like it would give you strength and like it would taste crisp and refreshing."

Link

Posted by IGN Nov 17 2011 01:12 GMT
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The Legend of Zelda: Skyward, one of the precious few games to earn IGN's coveted perfect 10, will finally hit store shelves later this week. IGN's Nintendo Team (comprised of Executive Editor Rich George and myself) has been spending quality time with this masterpiece for several weeks now. We recently held a special Zelda edition of Nintendo Voice Chat, in which we discussed as much of the game as we're allowed to given Nintendo's embargoes...

Posted by GoNintendo Nov 16 2011 19:09 GMT
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A portion of a Nintendo Life review...

The Legend of Zelda: Skyward Sword is a game of stunning creativity: the work of master craftsmen and women, it's a breathtaking technical achievement in many ways, with subtly beautiful visuals and audio blending with rampantly imaginative design. It's as good a Zelda game as we've ever played, and one that fully delivers on the revolution Nintendo promised back in 2005.

Full review here