Looking into the sky during The Legend a Zelda: Majora's Mask, the pertinent question wasn't "I wonder if there's anyone up there with that evil moon." No, no. It be "Oh, god, I be going t' visit Davey Jone's locker, I best probably play that tune that rewinds time."
We've gone deep underground 'n scaled the highest a mountains in a Zelda game before, but we've never taken t' the skies. In a series rooted in formula, even such a drastic change in setup makes The Legend a Zelda: Skyward Sword feel different than previous games, even if so much a the game itself be very much still traditional Zelda.
ye meet Zelda very early on in Skyward Sword, a matey teased as romantic interest.
I spent time playing through the opening hours a Skyward Sword earlier this week, a game Nintendo has been working on for something like five years, encompassing the lifespan a the Wii console itself. Nintendo's embargo for that play session be extensive 'n nuanced, which means I be awfully limited on what I can tell ye, as me impressions would otherwise be spread out over four different sets a write-ups.
I can tell ye me minset going into playing a near-final version a Skyward Sword, though. I don't think I be the only Zelda fan who played a slice a Twilight Princess 'n somehow never wound up finishing it. I wouldn't even go so far as t' say Twilight Princess be bad, but nothing about the game connected with me. It just felt like another Zelda adventure--good enough for some, not enough for me. Then again, I be the kind a Zelda fan who champions Majora's Mask as a series high.
I never wanted Nintendo t' dump Link into a gritty, realistic world. a course, "gritty, realistic world," be now a phrase so cliched it no longer provides context. 'n so perhaps me rejection a Twilight Princess be a subconscious eyeroll at a thing that didn't feel very Zelda at all. There be enough games that tread into the hyperbolic darkness, 'n I didn't need Zelda t' head down that path, too. Majora's Mask be a wonderful balance a looming dread, but one that still felt very Zelda.
...it be also possible Twilight Princess be simply boring.
Link remains the silent protagonist again, this time picked on by characters who call the sea dog lazy, scared.
Having mostly skipped the last major Zelda release 'n never finding time t' play Phantom Hourglass or Spirit Tracks, I've come t' Skyward Sword with a particularly open mind. it be been years since being immersed within the Zelda formula, so the idea a playing a variation on something very, very familiar be nostalgically appealing, especially since Skyward Sword will arrive around the time Skyrim does. The two could not be any further in terms a what they be trying t' accomplish in strictly RPG terms, but what Skyrim 'n Skyward Sword do have in common be a joyous embrace a player discovery.
There be a world beneath the clouds in Skyward Sword that I cannot tell ye about today. The city a Skyloft be where yer journey begins. Just before that, however, the game opens with a logo reminding players it be the the 25th anniversary a the Zelda franchise. Nintendo actually calls back t' this within the game itself, as Skyloft be not-so-coincidentally celebrating the 25th anniversary a a special tradition when the game opens. The reference be just fourth-wall enough t' elicit a chuckle.
Select areas give Link a chance t' practice his sword moves before taking on any enemies.
The next hour be spent doing the now expected Zelda thing a playing a lengthy story intro that also functions as a tutorial. Getting eased into combat be more important this time, too, as Motion Plus means there's more finesse than spamming a button. Every slash be important in Skyward Sword, 'n while even after a few hours I had trouble reliably performing the "stab" move by moving the Wii remote forward, the rest came naturally. ye cannot "waggle" in Skyward Sword, as the enemies be quick, smart 'n will block yer attempts t' take them out.
When ye decide t' swing, be quick 'n deliberate. ye best not miss.
Skyward Sword also channels Wind Waker in distinct ways.
The visuals have a watercolor appearance that be more pronounced as objects move into the background, creating a sense a depth more interesting than simply putting things in 'n out a focus. The transition be not entirely consistent, with certain up-close camera producing a screen entirely watercolored.
More importantly, the journey feels like Wind Waker; upon gaining access t' yer air-bound Loftbird, there's an enormous sky canvas t' paint on. Feel like aimlessly wandering? ye can. See an island in the distance 'n suspect a heart piece might be in the bushes? Find out! I didn't have a chance t' discover much but I did poke around the map, 'n it be clear Nintendo has spent the last half-a-decade making sure there be plenty t' find. Completionists best be excited...'n scared.
Guiding the Loftbird around be effortless, as well, 'n encourages players t' make subtle control choices. Swinging the Wii remote around will not accomplish much, 'n the Loftbird responded soundly enough that I could imagine the game throwing some wicked flight challenges Link's away.
The adventure doesn't really begin until Link accomplishes a task that opens a gateway.
But just as as me adventure began...it be over. That really means something, given we be talking about a game Shigeru Miyamoto claims could encompass anywhere from 50 t' 100 hours t' fully explore.
Two hours be not enough t' make many determinations about Skyward Sword, as I put down the Wii remote outside the first dungeon. The base mechanics have evolved in Skyward Sword, partially through more nuanced motion controls 'n some neat additions that I (shock!) can't really say much about. How much Zelda deviates, changes or twists what happens once the quest t' save the world begins be what will make the real difference here, 'n knowing that will have t' wait a tad longer.
'n here's another mask ye'll never wear
Thats all folks