February 27, 2012

Zelda Skyward Sword Review

WARNING: THE FOLLOWING ARTICLE CONTAINS STORY SPOILERS.
WARNING: THE FOLLOWING ARTICLE CONTAINS MECHANIC SPOILERS.

Well my adventure is finally over. Skyward Sword took me about 46 hours to complete- something I would like to call a "good video game". To compare the game for a second, I finished Fallout 3 in about 33 hours. Nintendo is known for their games, and I didn't hesitate to preorder this game when I could. I avoided spoilers like the plague- and it was well worth it. Let's talk about the game shall we?

Skyward Sword harkens to a "truer" RPG 
Miyamoto stated that "Twilight Princess" would be the final Zelda game as you see them in their current form. Skyward Sword (herein abbreviated "SS") takes the winning formula of the Zelda series and further enhances it. Link is now bound by more "RPG'ish" elements, such as wear on his shield, pendants that enhance his abilities, extra pouches and quivers, and the ability to upgrade weaponry and infuse potions. Never before have we been able to accomplish any of this. Nintendo chose to follow the Zelda formula instead of adding experience points.

Boring tasks such as ladder climbing, vine climbing and walking have been shortened by the addition of bursting or leaping. In addition, Link's items can be split into two different types: pouch items and inventory items. Most dungeon weapons are the latter type: some weapons make an appearance, but many new tools have entered Link's arsenal. Enter the Beetle Bug Drone and the Whip.

Dungeons
They didn't skimp on dungeons, despite what seems to be evidence to the contrary. There are 7 dungeons in the game to explore, and each offer unique challenges. SS will exercise your brain to the point of exhaustion for puzzle loving gamers. In this game, you are forced to try new things you have never done before, such as picking up a plant blob with your sword and lobbing it. In other cases, such as in the fight with boss #2, use your experience from previous games (if you have it) to pull a "King Dodongo" (throw a bomb in the mouth). Fear not- Nintendo has added a in-game help system (through a Sheikah stone in Skyloft) that will provide hints to hard puzzles. Dungeons have been streamlined, but are still huge. Instead of having rooms every which way with a lack of continuity- you get a sense of where you need to go and what you need to do well into the meta-game.

Lore
 SS takes Zelda lore, flips it on it's head, and then turns it inside out. This game was one heck of a Zelda adventure, pure and simple. With the advent of new technology and expanded capabilities, Zelda games become richer, larger and more meaningful. SS is no exception. We learn more of the origins of the Triforce, original races, the crafting of the Master Sword, and why evil is so damn persistent in ruining things.

It is the Goddess Hylia who has chosen to reincarnate into a mortal in order to use the power of the Triforce. Apparently, if you have eternal life or are a deity- you cannot use the Triforce. Hylia begot this privilidge, but before doing so crafted the Goddess Sword and Fi. Fi was imbued into the blade and slept for ages within the Goddess Sword. Here is an excerpt from my Zelda compendium, on what I call the Great Demon War:

"Evil forces began crawling forth from the Earth. Their leader, Demise, seeks the Triforce for his own ambitions to conquer the surface and to create his own world. The demons slay countless people. One day, the Goddess Hylia sends the Triforce, along with the remaining humans up beyond the clouds in what would become Skyloft. The remaining humanoid races and Hylia defeat demise and seal him within the Imprisoned, inside the Sealed Grounds. Fi is created along with the Goddess Sword to act as a fail safe. Hylia entrusts the Sheikah to protect future incarnations of herself as she sacrifices her divinity in order to use the Triforce for good."
There are many websites out there that act as a sort of wikipedia for Zelda- but I have found that they have many flaws or injected "facts" that are simply not true, and need to be put in a theory column. And so I have my own personal compendium I am working on, which clearly states what is fact or theory. At the end of the game:

"
Link wishes on the triforce to exterminate the Imprisoned in the present time. He travels back 5000 (thousands of years) years to defeat Ghirahim (Demise’s weapon) and Demise. Denizens of Skyloft begin to descend from the clouds as they [clouds] begin to clear. On Demise’s prophecy, he would reincarnate himself into another epoch, with his hatred knowing no bounds. Fi is dissolved into the Master Sword and ceases to be. The final essences of Demise remain in the Master Sword, and over time will cease to be."

and, according to theory:

"Zelda wishes to remain on the surface, and likely Link does as well. She wants to protect the Triforce, and to do this, sages will eventually be appointed to construct the Temple of Time around the Temple of Hylia (demolishing the old temple in the process). The Oocca, a bird like people, assist in modifying the Master Sword to act as a key to the Sacred Realm, where Link originally obtained the Triforce. Sages are appointed (awakened by the Destiny of the Goddess, Hylia) to construct the Temple of Time and to keep guard of the Sacred Realm. To act as keys, three sacred stones are dispersed throughout the races of the new Kingdom. The Royal family will hold onto the final key, the Ocarina of Time. As the Triforce is returned to the Sacred Realm, peace at last returns to the surface world of Hyrule. Until rumors begin spreading around about a Golden Power in the land; a power that will make any desire come true."

Along with the prophecy of Demise, this would set forth events for Ocarina of Time.

What could be wrong with such a masterpiece of a game?  
There are several points I want to touch on that hinder SS from it's "perfect score" title.

Control Learning Curve, some Slips
There is a learning curve to the controls. I am not saying this is necessarily a negative- but it was frustrating dying (lol) or falling due to not mastering the controls. The larger negative was the controls slipping once in a while. Shield ready, the sword would lock into place occasionally. The camera was awkward at times, but forgivable. One could argue "that is a problem with the user", but at times things did not go the way I intended them to, despite pressing the correct buttons or performing the proper motion.

Silent Realm was ridiculous

I didn't enjoy the silent realm. It wasn't difficult- after two or three attempts you learn where all of the tears are. This aspect of the game forces you to love the land you are on- know it well and the trial is a breeze. However, should anything hit you- you start all over. This will be particularly frustrating to newcomers to the game, but gamers with experience in Zelda games should have no problem with this aspect. The trials were meaningful to the story, but probably could have been done in another way.

I hope you like collecting *&^%
At times you will feel that the constant demand of collecting things will wear you down. This feeling will turn to annoyance as Link has his stuff stolen, and you need to get the stuff back. Or you need to collect the tadnodes.... etc. Zelda is all about collecting stuff, but balances this with combat, story, puzzle solving, etc. SS takes collecting on steroids- and to a whole new level. Why can't I just talk to the dragon? perhaps I want it the easy way, but then again the entire nonsense feels like filler time. *sigh*.

The Imprisoned Boss Design

Poor. This fight was only difficult during round 3 of the fiasco. It is difficult to get in to attack the beast without those red stomps slamming you back. What's worse- if you are near the edge, you can be tail swiped, and royally screwed. If you miss with the Groosenator you are done. This encounter could have been designed much better, and I had a foul distaste towards the mechanics here.

Pop Up Spam
This is a problem that stems from Twilight Princess. Collect a rupee, or in particular- a bug or a treasure, and EVERY TIME, the game wants to give you a wall of text about the item. This is unnecessary and stupid. Why not have flying text stating what you caught or acquired, and show the image above his head? Waste of my time, and this should have been rectified in SS. It was not.

That is about it. Don't let the negatives stop you from playing this game- it is a masterpiece that is to be enjoyed along with [The Wind Waker], [Majora's Mask], [Ocarina of Time] and [A Link to the Past]. Aside from the Imprisoned fight mechanics, all of the problems with this game are relatively minor, and won't detract from a wonderful gaming experience. A 93- a must buy game that is well worth the money.


 



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