Skyward Sword is in many ways a new genesis for the Legend of Zelda series. Not only does it provide a new beginning for the story, it's the only Zelda built from the ground-up for Wii, the first Zelda to finally include real motion-controlled sword combat, and the first to have fully-orchestrated music.
Story
This new story is set earlier in the Zelda timeline than any previous game, before the formation of Hyrule kingdom and before many other recognizable elements of the Zelda universe have come into being. Because
Skyward Sword is set so early, there aren't any towns, villages, castles, or people to meet in the world beyond the single small town you begin your adventure in. The few characters you come across are rarely humanoid; they're closer to talking wildlife than anything else. Only a few of them could be considered friends to Link; most just act like talking signposts directing Link to his next objective. This makes much of the game largely impersonal and lonely, a sharp contrast to previous games like
Ocarina of Time, which gave each area and dungeon a character (or cast of characters) for Link to get to know and care for, making the entire journey a very personal one. Here, Link is motivated only by finding Zelda and nothing else. Because of that, the story feels a little sparse. You need to complete three dungeons before each new step is taken in the main story, and many of those steps are very small. While this isn't terribly different from most other Zelda games, the fact that everything aside from the main story is so uninteresting doesn't really help.
What does help, however, is the fact that this game introduces and explains so many epic facets of the Zelda universe. For fans, getting to see some of the very foundations of Zelda mythology lain before our eyes is a special thing. At times, it's totally enthralling.
Skyward Sword also has the deepest and most meaningful relationship between Link and Zelda seen yet. There may not be much actual story, but what's there is great motivation for players to continue on. Perhaps that's why some of the game's story is so disappointing: you desperately want to find and save Zelda, so every dungeon that doesn't end with you finding her is frustrating, and every new obstacle that gets thrown in your path (and there are many) is just maddening.
Gameplay
The aspect of exploration is practically expunged from the game entirely. Practically every single area in the game, save for the tiny home area of Skyloft, is an obstacle for Link, almost like some sort of mega-dungeon. The world of
Skyward Sword feels less like a living, breathing place and more like a gigantic puzzle to work your way through. I found myself bored and frustrated with most of
Skyward Sword's world instead of enthralled by it as in every other 3D Zelda game.
The puzzles in
Skyward Sword, however, are fortunately brilliant. Beforehand, most Zelda games had dungeons that relied more on finding a hidden trick, and most games in the series used the same tricks over and over again.
Skyward Sword, however, feels much more organic in its puzzle-solving, encouraging players to use their brains and realistically think about how they can use their tools to work their way past obstacles. I personally feel that although I didn't have as hard a time getting through
Skyward Sword's puzzles as other games, I had to be much smarter about this game than other games in the series. It was less of "oh, I stumbled across the right answer" and more of "I logically figured this out." If there's anything
Skyward does better than any other Zelda, it's puzzle-solving.
Playing as Link in
Skyward Sword feels brand-new in a few small ways, but in many other ways feels like
The Wind Waker 3. Although
Ocarina of Time set up the basic gameplay that all 3D Zelda games have followed thus far,
Skyward Sword—even moreso that
Twilight Princess, which was also based on the same engine—feels like
The Wind Waker. And while
Wind Waker is an incredible game, it has definitely aged a bit. In today's gaming world, where games like
Assassin's Creed and
Uncharted show off incredible fluidity and ease of movement, Zelda still feels like it's lagging behind quite a bit. Maneuvering Link throughout the environment can sometimes feel like a bit of a chore. That wasn't as big of a problem for
Wind Waker, with its more simply-designed worlds, but
Skyward's world is a bit more complex.
Additionally, the art style of this game is notably set in-between
Twilight Princess and
Wind Waker, possessing
Wind Waker's bright colors and a bit of its cel shading along with some of
Twilight Princess's more realistically-proportioned character models. The end result works pretty well, but there are some sacrifices. The level of detail is nowhere near as high as
Twilight Princess, and the level of stylization isn't as strong as
Wind Waker. What we're left with is a bright, vivid muddle of outdated visuals. Even with such heavy stylization, a lot of the game (notably the textures) just looks distractingly old. Other Wii games have shown that this doesn't need to be so; games can look better.
Environment design aside, this game feels near-exactly like
Wind Waker, albeit with the addition of new controls for the sword, the shield, and item aiming.
Sword and Shield
The sword controls feel like what
Twilight Princess's controls should have been. Nintendo fans were promised something like this all the way back in 2005 when the Wii controller was first unveiled, then known as the Nintendo Revolution controller. The swordfighting bit at the end of
that original teaser video left Zelda fans with their jaws on the floor at the sheer possibilities created by such a new controller. But when
Twilight Princess was released, the sword controls hadn't actually been changed at all from the traditional button-press action we'd seen in previous Zelda games. They just mapped the button press to a controller shake, which only made things frustrating. Finally, with the advent of Wii MotionPlus and a Zelda game built from the ground up for Wii, that original idea has come to fruition. Players can now control Link's sword movements near-perfectly. Whenever a player swings the sword, the game registers which direction the controller is moving in and selects one of 9 different options (8 directions plus a stabbing motion). If you want to slash from left to right, you can do it. From right to left? You can do it. From left shoulder to right ankle? You can do it. And for the most part, it's highly accurate. Initially, on my first day of playing
Skyward Sword, I was getting frustrated with the controls, convinced that it wasn't correctly interpreting my actions. The next day, however, I noted that my moves were much more accurate. It wasn't that the game had calibrated itself more correctly; it was that I had simply gotten
better at using the sword. The game was actually interpreting my movements so accurately that my own error was showing up.
On the other hand, it's not as though my errors weren't understandable. One quirk of the Wii Remote is that it doesn't actually sense where the controller itself is in three-dimensional space or how it moves, like PlayStation Move or even the Kinect. The Wii Remote just senses vaguely how it's being tilted and moves, and estimates what's going on. You can imagine it as though the Wii Remote is a person riding in a car and then being asked which direction the car is moving and how fast. It can be trusted within reason, but only so far.
One big problem with the sword controls is that they demand that the Wii remote stay perfectly horizontal while the sword is being swung, no matter the direction. It can be tilted up or down (as is necessary for vertical swinging), but not rotated along its axis. If you rotate the Wii remote even slightly while swinging, the remote will misinterpret the intended angle of the swing. The problem is that this is nothing like how a real sword works. A sword is only sharp on two sides; a swordfighter rotates his sword when he swings in different directions—otherwise he'd just be slapping his opponent with the flat of the blade. Link actually does this in the game when he attacks, regardless of the Wii remote's angle. But you don't need to be a swordsman to know that it doesn't make sense. You don't chop with the flat side of a kitchen knife, do you? That disconnect between the game and reality hurts the overall experience. Sword combat often still feels realistic and immersive regardless, but sometimes the holes in the realism can be a harsh reminder that the Wii remote is video game controller that needs careful precision, not a "real" sword. That said, it does work
most of the time.
The shield controls are handled entirely with the nunchuk's motion sensor, and they work very well. All you need to to is shake the nunchuk once to raise your shield, and shake it again once there to knock back enemy attacks. This works in tandem with the sword controls, creating a fun sense of realism. Players see Link on-screen holding his sword and shield, and they get an instant sense of just how they're supposed to interact with the world.
Bow and Arrow
In
Twilight Princess for Wii, you simply aimed the pointer at an object and hit the A button to fire. It was far too easy, in some cases allowing players to snipe enemies with arrows from miles away with pixel-perfect accuracy. Here in
Skyward Sword, it's a little more difficult without feeling frustrating. Skyward uses the MotionPlus tilt sensor to aim rather than the Wii remote pointer, which means that it's measuring your 3-dimensional controller movement rather than the pointer's placement on the 2-dimensional TV screen. Realistically, this is how you'd really aim with objects in the real world, and it feels very natural. One particularly cool feature is the fact that you can use two different control methods for firing arrows: you can either hold down the A button and wait for the tension in the bowstring to build to maximum, or you can physically pull back on the nunchuk while holding the C button—as if pulling back an actual bowstring—thus instantly charging your arrow to maximum speed.
Sound
The music in this game is the best-produced of any Zelda thus far. Having a fully-orchestrated soundtrack makes a lot of difference. The themes in Skyward aren't as plentiful or notable as in
Ocarina of Time,
Majora's Mask, or even
Twilight Princess, but what's there is good. Better yet, there's more emotion in those few moments of music than in pretty much any prior Zelda game.
One major way in which
Skyward feels like an old game is the lack of voice acting. That worked fine for
Wind Waker in the early 2000s, but even five years ago in
Twilight Princess it felt odd. There's some controversy among fans (as well as the Zelda development team) about whether or not adding voices would make the game better. A lot of people say that adding voices would only make it seem odder that Link doesn't talk. Personally, I'm all for voice acting; it's one of the last things keeping the series from being totally immersive.
Finale
Skyward Sword, overall, is a slightly odd experience. On one hand, it feels completely vibrant and new. The fresh combat, imaginative puzzle-solving, and orchestrated music are definite high points. On the other hand, the game is horribly stiff at times, and in many ways it simply feels outdated. This game needed to be released five years ago, not now. At the same time, does that objectively make the game bad? No. After all, old games can still be good; it only matters if they pass the test of time. And
Skyward Sword mostly passes that test. Yes, the outdated portions of it are drawbacks, but only to the point of mild annoyance. It's something that should definitely be corrected before the next Zelda game is released, but it doesn't mortally wound this one.
In the end,
The Legend of Zelda: Skyward Sword is a great game. One drawback to the Zelda series is that its standard is set so high, it's easy to forget that even an average Zelda game is truly better than most anything else.
8/10