A video game digression:
The Legend of Zelda:
Skyward Sword is the reason the Wii exists. When Nintendo revealed its motion-controlled console all
those years ago, out of the skepticism and blatant anger emerged a camp of
gamers excited about the possibilities of motion controls being implemented in
hardcore games. Some of the
applications were obvious, such as the aiming capabilities for first-person
shooters. Others, less so: how
would Mario benefit from wiggle action?
One thing was certain though: swinging a Wii remote could make sword (or
lightsaber) action more exciting than ever before in the gaming realm.
The Wii released alongside a port of Twilight Princess, the darker Gamecube entry, and the controls
certainly suited the series, but lacked the fidelity that was the stuff of
(wet) dreams for nerds everywhere.
Flicking the remote caused Link to swing his sword through a set
animation, meaning the motion had simply replaced pressing a button. Meaning it barely made for a deeper,
better experience (some would argue it didn’t).
Fast-forward to Wii MotionPlus, the add-on turned built-in
sensor that creates 1:1 motion between the Wii remote and the action unfolding
onscreen. At long last, the sort
of action gamers wanted from Nintendo’s lagging console was possible. The problem was the timing: Wii
MotionPlus arrived shortly before the Wii shifted gears from motion-heavy
minigame collections and such to a showcase for the best modern sidescrolling
action to be found. Minor waggle
support found its way into games like New
Super Mario Bros. and Donkey Kong
Country Returns, but there was no need for enhanced motion tracking – thus,
most of Nintendo’s first-party releases didn’t even require MotionPlus to play.
That has all changed with Skyward Sword. Better
late than never, some may sarcastically quip, but I would echo the sentiment
earnestly. Were Skyward Sword the only game in the Wii’s
library, I would still consider the console a must-buy. Games this good come around once every,
oh, thirteen years or so. With Skyward Sword, Nintendo has both created
another solid entry of its most-respected series that fits into the franchise’s
existing framework, and taken Zelda in bold new directions that hint at a more
varied, exciting future.
Much of the freshness and excitement in Skyward Sword stem from the exquisite Wii MotionPlus controls. It just feels right for Link to swing his sword as you swing the remote, and I
often found myself positioning my sword in “cool” positions as I ran around the
overworld, just because I could.
In numerous set-piece and circumstantial moments, as well as while doing
simple exploration, combat, and puzzle-solving, Skyward Sword makes Link the heroic badass fans have always known
he is, even if he hasn’t always appeared as such.
Each aspect of gameplay benefits mightily from the
controls. Zelda radically shaped
3-D combat with the introduction of Z-targeting in Ocarina of Time, but Skyward
Sword takes combat to much deeper, more satisfying level. Every enemy, from the common Bokoblin
grunts to interesting new takes on familiar foes like Lizalfos and Octoroks,
requires strategy and timing to defeat.
Rushing into battle swinging your sword wildly will rarely yield
desirable results, as most enemies have defensive capabilities and quick
counters. Every encounter is
exciting and defeat satisfying. I
found myself getting excited when certain enemies appeared because of the fun
strategies they required.
The fine swordplay is carried over in the game’s boss
fights, too, which rank among the series’ best. While (most of) the dungeon bosses still require the use of
your newest found item, there is also a consistent emphasis on carefully placed
sword strikes, with many of the game’s most intense encounters focusing solely
on the swordplay. This focus leads
to many boss encounters with a slower, more calculated pace than players may be
used to, but also makes victory that much sweeter.
Aside from their uses in boss fights, Link’s arsenal of
weapons and tools are used much more regularly and creatively than ever
before. Series mainstays like
bombs and the bow benefit from the motion controls (bombs can be rolled,
placed, thrown, or carried by Link’s flying Beetle item), while new items like
the whip add new terms to the vocabularies involved with exploring and
puzzle-solving.
Though it’s easy (and, critically speaking, somewhat
necessary) to differentiate between exploration, puzzles, and combat, Skyward Sword rarely separates things so
neatly. The game’s overworld is
more sectioned and concentrated, meaning every area has the balance of gameplay
elements that is usually reserved for dungeons. There’s a fluidity to the flow of gameplay that is Zelda
nirvana – the closest comparison to running through Hyrule Field of sailing the
ocean is flying on Link’s Loftwing through the skies, but flying is a more
engaging exercise than other modes of transport. Skyward Sword is
many things, but perhaps the best quality it possesses is that it is never
boring.
This comes despite a seeming dearth of areas to explore. Apart from the various islands floating
in the sky (many of which exist solely to house Goddess Cube chests), the
overworld consists of three distinct regions: Faron Woods, Eldin Volcano, and
Lanayru Desert. Though there are
only three main areas to explore, each contains a multitude of locations,
especially Lanayru Desert, which evolves and changes thanks to a clever
time-shifting element that leads to some surprising and memorable
sequences. The game requires
back-tracking as you revisit these areas throughout the game, but the
drastically different circumstances make them feel new each time, whether it’s
because you’re returning without your gear or to find an area flooded.
While there’s plenty of innovation in the gameplay thanks to
the motion controls, this is still trademark Zelda. You still progress through the dungeon until you find an
item that helps you make it to the final boss, against whom you use said item. Then there’s a heart container for the
grabbing and some sort of additional scene of progression. Some might complain that, despite all
the new ideas at work, Skyward Sword is
still playing it too safe by sticking to a tried-and-true formula. To these people, I offer a sigh and an
exaggerated roll of the eyes. The
Zelda formula is the best in all of gaming, and with each iteration, it finds a
new balance of the familiar and the fresh, meaning each entry feels like its
own adventure while also remaining firmly rooted in the franchise. Skyward
Sword deviates from the norm more than any other entry in the series, but
it still constantly captures the magic that makes Zelda the beloved franchise
it is.
What might not be expected is how so much of that magic
emerges from the narrative. Zelda
games usually have an interesting conceit, a hook to pull you in, but there’s
rarely any sort of hefty narrative that carries through the game. Zelda is largely a series of memorable
moments, such as finding Hyrule Castle suspended underwater in Wind Waker or facing off with Skull Kid
atop the Clock Tower in Majora’s Mask.
Skyward Sword,
more than any Zelda game before, is concerned with creating a compelling
narrative and characters you can connect with. Link is still a silent protagonist in a vibrant world, and
the characters that populate it are memorable and more fleshed-out than is
typical for the series. All the
characters have names and distinct personalities (some of which change at night
to humorous effect), and the various fetch-quests they send you on give you a
good feel for who they are and what life is like in Skyloft.
Of course, most of the characterization is left for Link and
Zelda, along with the delightfully, disturbingly androgynous Ghirahim, Skyward Sword’s main villain. Link and Zelda’s relationship is
fleshed out through a lifelong friendship and (subtle) romance, and as the game
progresses, there are some stunning turns that both fit the mythology and give
these familiar characters a more human face. Perhaps more surprising is the relationship Link develops
with his sword and Fi, the spirit who inhabits it and serves as his guide
throughout his quest. The game’s
beautiful, stunning final moments revolve not around spectacular action, but
around the relationships that are at the core of this story, and consequently,
the Zelda franchise as a whole.
Playing through previous entries, I’ll likely find myself carrying the
emotional baggage Skyward Sword lends
the mythology.
I’ve been a Zelda fan since I first played Ocarina of Time thirteen years ago. Every new entry has been a cause of
celebration, with Link’s adventures representing the best hours I’ve spent with
a controller in my hands. How
fitting that Skyward Sword marks the
series’ 25th anniversary.
While paying homage to the past by cleverly referencing nearly every other
game in the series, it also represents a bold departure from what we’ve come to
expect from a Zelda game. If the
Wii’s gorgeous, water-colored, fully-orchestrated swan song is any indication,
the future is bright. I can’t wait
to save the world again.
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