Over the next several weeks, I’m going to be reviewing every single Zelda game. I figure it would be something nice to do for Zelda’s recent 25th anniversary, and it will allow me to pay tribute to the series as a whole. These reviews will be in-depth, and they will be coming from someone who has been a huge Zelda fan since his early childhood years. I’m going to start with the latest release, Skyward Sword, and give my overall thoughts concerning the gameplay, story, and other elements. Be warned that there are SPOILERS AHEAD.
Skyward Sword. This is a game that I and many other Zelda fans have been waiting for seemingly ages. I honestly feel that this game should have come out in early 2011, like the developers originally at one point said it would. This game is the sole reason that I bought a Wii at the end of 2010. I have to admit, I have never been a fan of motion controls. I find them gimmicky and frustrating to work with, though some games have utilized motion controls effectively, there are always times when they end up flopping on you. I expected Skyward Sword to have perfect controls (perhaps my expectations were set too high), as the development team made it clear that they aimed to make this Zelda game to the “greatest” one ever. Do I think Skyward Sword is the greatest Zelda game ever? I will answer that question at the end of this review, though the answer will probably be fairly clear half-way through. This is most likely the only game that people would bother purchasing a Wii Motion Plus for. Thankfully the latest Wii bundles automatically come with the Wii Motion Plus, and Skyward Sword offered a limited edition bundle that came with a “golden” Wiimote with the Wii Motion Plus peripheral.
As with most Zelda games, the adventure begins with Link sleeping. I found the opening scenes to be cute, and not nearly as dragged on as the introduction to Twilight Princess was. The introduction still takes some time to go through, but at least this gives players some time to familiarize themselves with Skyloft, as they will be coming back, a lot. I do like what they did with Zelda’s character this time around. My favorite Zelda will still always be Tetra (I will explain why in my Wind Waker review), but Skyward Sword’s Zelda, I feel, has a very upbeat and cute personality that is a nice change from the “dignified princess” that always needs saving and is always telling you what you need to do. SPOILERS WARNING: It was very interesting to have Skyward Sword’s Zelda go on her own journey of sorts in order to fulfill her destiny. I found the story to be good, and the cinematic scenes (such as Ghirahim’s attack on Impa and Zelda on the bridge at the Temple of Time) to be very well done. SPOILERS END.
As many others have pointed out, Skyward Sword is one of the best looking games on the Wii. Despite the system’s limitations, the graphics and art style suit Skyward Sword perfectly. My only complaint is that at certain points in the game, the graphics would suddenly become fuzzy and look terrible, SPOILERS: such as when looking out to the distance on the deck of the Sandship (the fifth dungeon) and when crawling through a tunnel in the Lanaryu Mining Facility (the one in the desert with all of the timeshift stones). There may be some other places that I have missed, but thankfully this tragic phenomenon only occurs in a few spots throughout the entire game. And this game is pretty long.
However, Miyamoto’s claim of the game being 50-100 hours is a little misleading. I think most players can go through the game in about 30-40 hours, depending on how much time they spend gathering ingredients for item upgrades and doing sidequests. The second quest also does NOT include remixed dungeons (like in the original Zelda game and Ocarina of Time 3D/Master Quest) like I had expected. The “Hero Mode,” as it is called, is unlocked after you beat the game once. You have to start it using your completed file (so it would be a good idea to make a back up save right before you encounter the final boss), and the only changes are that Link takes double damage and hearts cannot be found normally. I find this to be strange, as considering how much time the development team had to fine-tune the game and add new content, they seriously could have added new/remixed dungeons to the second quest portion of the game. And considering that this could very well be the most difficult (or at least one of the most difficult) Zelda games of recent memory, I do not think too many players, especially the more casual ones, would care for an even more frustrating and difficult “hard mode.” If you want to explore hell, try beating the entire Boss Rush mode in Hero Mode.
Recent Zelda games such as Ocarina of Time, Wind Waker, and Twilight Princess have the reputation of being fairly-very easy, but I never saw this as making the games any less fun. Skyward Sword, however, can be incredibly frustrating at certain points for first-time players. It is mainly during the first encounters with a boss, where Fii (the Navi of the game) is absolutely useless in helping you determine what the boss’s weakness is or what your strategy should be. At least, she never bothered providing me with any helpful advice even when I was flailing away hopelessly with my controller. Nevertheless, I really like Fii’s character. Of course, through trial and error the bosses become a lot easier once you nail down the strategy and timing, as with any other action game. My main concern is that some kids who are playing this game might lose their temper and start losing it when SPOILER: Ghirahim “finger-grabs” their sword for the thousandth time SPOILER END.
Now down to specific gameplay mechanics.
The upgrade system:
I found the upgrade system to be a cool addition to the game. It is a natural progression from the treasure-finding that is found in Phantom Hourglass and Spirit Tracks. In those games, you can sell the treasures you find for rupees, and in the later, trade them in for customized and thematic train parts. Some of the treasures in Skyward Sword require a lot more time and effort to find/farm than others. Extra treasures can be sold for money, which can be used to by item pouch capacity upgrades and other things at Beedle’s shop. Overall, it is a much better economic system than the ones found in previous Zelda games. Remember in Twilight Princess when you would always find a chest with rupees only to get the message that they won’t fit in your wallet? That’s not something you ever have to worry about in this game. The idea of upgrading potions with bugs is also a nice addition, but I, and I think most other players, would only keep heart potions in their bottles throughout most of the game, save for certain sidequests.
The gameplay and dungeons:
Most of the game takes place beneath the clouds, but Link often has to return to the sky in order to upgrade items, buy potions, and do sidequests. Controlling the Loftwing is easy enough, and besides Skyloft there are many small islands that house treasures chests, which can be activated by finding their corresponding Goddess Cubes down on the surface. The overall design of the sky part of the game is practically the same as Wind Waker – they just replaced the sea with the sky. Instead of treasure charts, you have Goddess Cubes. It is a lot simpler compared to Wind Waker, but at least the player doesn’t have to deal with the long hours of sailing. Getting from place to place is a lot faster, but still tedious at times.
Skyward Sword has 7 main dungeons, including the final one where SPOILERS WARNING: you assemble the Triforce SPOILERS END. I found the dungeons to be well-designed, and the ones that stood out most to me are Lanaryu Mining Facility (because of the timeshift stones) and Ancient Cistern (because of the Buddhist references/design). It pleases me that even after so many years of designing dungeons and making Zelda games, the developers can still come up with ideas that feel fresh and offer challenges. However, it is annoying how in order to enter each dungeon, the player has to through a series of quests which can be very time consuming. Most of these quests involve playing “hide-and-seek” with the Goddess/Master Sword’s dowsing ability and/or fetching an item. Don’t get me wrong, I think it is great that the overworld is more than just a place to run around (as it was in Ocarina of Time, for example), but a lot of times I found these “dungeon entrance trials” to be boring and tedious. For example, the SPOILERS WARNING: tadpole collecting that the Water Dragon has you do after she floods Faron Woods is something I never want to do again (but probably will) SPOILERS END. This design of having the player perform a series of trials/quests before being able to enter a dungeon reminds me of Majora’s Mask. Majora’s Mask, of course, only has 4 dungeons, but the process of entering each dungeon is like a dungeon in itself, spread out over several quests and challenges. Skyward is similar, however, it is fairly obvious to me that Majora’s Mask is a lot more effective in carrying out this design, as that game feels a lot more original, a lot more memorable, and a lot more enjoyable. Trying to enter a dungeon in Skyward Sword, however, feels more like a chore rather than an original, memorable, and enjoyable experience to me.
Another thing I don’t like is how some items become nearly completely useless after finishing the dungeon it was found in. The whip is a perfect example, and it happens to be one of my favorite items. On the other hand, the Clawshots, which aren’t even found in a dungeon (SPOILERS WARNING : but rather, after completing a challenge in the Silent Realm SPOILERS END), feel like they are a constant necessity. A similar issue can be found in Twilight Princess with the Spinner (the spinning top) and Dominion Rod items; they become almost completely useless after a while.
The controls:
Contrary to what the developers have constantly stated, the controls are NOT 1:1. At best, they are .7:1. This can be especially frustrating during certain boss battles, where doing a right-to-left diagonal slash instead of a right-to-left horizontal slash, for example, can result in the player taking a hefty amount of damage. Also, I think most players would end up just flailing the controller left to right when a boss is stunned in order to do as much damage as possible. Of course, trying to do this when a boss/enemy is NOT stunned results in Link losing his precious hearts. If the enemies were truly designed around 1:1 swordplay, then things would be a lot more different. It wouldn’t be such a struggle trying to get the sword to slash in the right direction during high-stress situations when you have very little time to react. Because of how little time you have to react in these scenarios, the sensor for the Wiimote often mistranslates your movements, which results in Link getting his ass handed to him. This is especially the case with not only the sword, but with the bow and arrow when you use its motion-based control scheme (which you most likely would since it shoots a lot faster than simply aiming and pressing A). It seems like the controls are only accurate when you take your time, but the combat is so fast paced that most of the time, especially during certain boss fights, the controls end up fumbling on you whenever you are trying desperately to survive.
I can appreciate the attempt at making combat a lot more strategic, but more often than not I found myself fighting the controls as much as I was fighting the enemy. And this is coming from someone who has studied swordsmanship for almost 9 years now, so I know that at best, the swordplay in this game, and motion controls in general, are just a gimmick that the player is forced to put up with. Also, the Clawshots constantly force the player to re-center the camera, which is not something we had to deal with in the Wii version of Twilight Princess at all. This makes me wonder whether or not it would truly be a good idea to continue making Zelda games revolving around motion controls. Granted, the controls do work fine most of the time, but it’s when they don’t that things become difficult, and not in a good, challenging way, but in an annoying, “this is dumb and not fun” way. Skyward Sword handles better than most motion control games out there, but it still makes it very clear to me that motion controls, at their best, are just a gimmick and an unpreferred way for real gamers to play their games.
The musical score:
Okay, I don’t know if I’m the only one, but I found Skyward Sword’s soundtrack to be underwhelming. This, along with everything else I have criticized, is most likely because of the incredibly high standards I (and I think most people) have set for Zelda games. Don’t get me wrong; there are some good-great music tracks that can be found in Skyward Sword. I cannot deny how beautiful the Goddess theme sounds, and I also found some tracks such as the Faron Woods and Eldin Volcano themes to be catchy as well. But for a soundtrack that is supposedly completely orchestrated, I expected a lot more. I really don’t think the harp is utilized as well or as much as it could have been, and most of the tunes you learn just sound annoying rather than lovely. I only like the last harp tune, the Hero Melody, which is a throwback to the original Hyrule theme. But the harp is incredibly limited in usage, and pales in comparison to the Ocarina in Ocarina of Time and Majora’s Mask. I mean, I understand that because Koji Kondo is not the main composer (in fact, it seems like he had very little to do with this game’s soundtrack), that the music would sound different from what we’re used to. But when I recall how amazing Super Mario Galaxy and Super Mario Galaxy 2’s soundtracks are, I cannot help but feel that Skyward Sword’s soundtrack is weak and underwhelming. It sounds nowhere near as good or memorable as the Super Mario Galaxy soundtracks or even the soundtracks found in Link to the Past, Link’s Awakening, Ocarina of Time, Wind Waker, and Twilight Princess, which is pretty sad considering that Skyward Sword is the first Zelda game to have a fully orchestrated soundtrack. I just don’t hear/feel it.
Final comments:
Did Skyward Sword live up to the hype? I would say both yes and no. Is it the greatest Zelda game ever made? Certainly not. I still consider Ocarina of Time to be the greatest Zelda game, simply because of the bar it set and how every 3D Zelda game after it has used it as a model. I did enjoy Skyward Sword a lot, but the longer I played, the more noticed all of its imperfections and shortcomings. For a game that took 6 years to make, it feels like the developers didn’t use that time as efficiently as they could have. And of course, we cannot forget about what happens if you seek out the Desert Dragon first when putting together the Hero Melody. I mean, how can they overlook a game-breaking glitch that prevents a player from finishing the game? The fact that this glitch happens near the end of the game makes it even worse. Still, Skyward Sword is a great game, and it shows how Zelda, even after 25 years, still has a lot to offer.
The reason I point out all of these flaws is because if it weren’t for them, the game could have very well been perfect. I think if the developers paid more attention to these shortcomings, then Skyward Sword could have possibly been the best Zelda game ever made. If I had to give it a score, I would give it a 92/100, which is very good considering all of my criticism. The reason for this is because despite all of my complaints, I still found the game to be very fun and enjoyable.