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E3 '10: The Legend Of Zelda: Skyward Sword Hands-On

zelda skyward impressions.jpg

In case you couldn't tell from a nickname like NaviFairy, Zelda holds a special place for me as a gamer, so I was eager to get my hands on the new Legend of Zelda: Skyward Sword for the Wii. The story this time around revolves around a Link who lives on a secluded floating island, hence the title, who longs to explore the ground world below. To tell this story, the Zelda team is using a watercolor art style that looks like a halfway point between Twilight Princess and Wind Waker, leaning more toward the former. The art style still wasn't finished yet for the E3 build, but it already looks gorgeous. The depth of field effects in particular are just jaw-droppingly beautiful, as the blurred colors in the distance blend like splotches of paint.

But what you really care about is the new controls using Wii motion+, right? While the swordplay isn't exactly 1:1, it is extremely accurate in translating slashing at any angle. This was actually a crucial part of defeating most enemies in Skyward Sword. For example, the Deku Babas (Zelda's piranha plants) have mouths that open both vertically and horizontally, and you must swing the sword the proper way to slice their mouths in half. Even using only quick flicks of the Wii remote, the added motion+ was able to accurately tell exactly how I wanted Link to attack. When chopping through trees, it was very gratifying to have the tree slice at exactly the same angle I had swung the controller.

This same level of control applied to Skyward Sword's new items as well. The first is the whip, which lets Link lasso enemies and items similar to the hook shot in past games. Some enemies will have shields, or block with their weapons, and you must swing the wii remote horizontally or vertically to latch onto them. The other new item is a beetle drone which can pick up items, and carry them wherever you control it to. This gives you direct control over the drone, which in the demo was used to retrieve items, carry bombs, and pick fruit from trees. My mind is already racing with the puzzle possibilities that could stem from each of these new items.

Even old stand-by items get new life with the new control scheme. Bombs can either be thrown or rolled like a bowling ball depending on whether you perform an overhand or underhand gesture with the Wii remote. The shield can now be used to push back enemies with a flick of the nunchuck. And even the bow and arrow have new controls inspired by Wii Sports Resort's archery game by pulling the nunchuck back while aiming with the Wii remote as a pointer. I must admit, the bow and arrow felt the least intuitive because the new controls made the bow much harder to use quickly, but it did help to provide a differentiating factor between it and the slingshot which was less powerful but was easy to just point and shoot.

But probably the biggest, and most welcomed, change is how you select which item to use. With the press of a button a radial menu of items appears on-screen, and by pointing at the one you want to use with the Wii remote the item is equipped. The action doesn't stop when the radial menu is up though, which makes the whole game move at a quicker and more seamless pace. This lack of pause carries over throughout the game, including drinking potions to regain health. As much as the new swordplay is a big change for the series, this shift in pacing is probably the more significant one. To compliment this faster pace, the signature roll move has been removed and replaced with a sprint button. I know lots of you have probably grown accustomed to rolling into trees for spare rupees, but I must say that the sprint is a far more practical ability. Besides, you can chop down trees now. Taking damage from falling hadn't been implemented in the demo yet, so it's too early to tell if the lack of rolling will make a difference when falling from heights.

Motion+ is already looking like an integral part of The Legend of Zelda: Skyward Sword. It definitely adds to the experience, but there is a cost. Even when running around Link will mimic your hand movement. If you hold the remote pointing at the screen as you normally would, Link awkwardly holds the sword out in front of him as he runs. It doesn't hurt the gameplay, but it looks really silly. It's also extremely difficult to pull off Link's spinning sword slash move with motion+, by which I mean I never found a way to do it in the E3 demo.

Everything else about Skyward Sword is just as you would expect from a Zelda game. Locking onto enemies still feels just as good as it always has, and jumping is still automatic when you run off of a cliff. I've been talking a lot about how different the controls for Skyward Sword are, but the bottom line is that despite all of the changes it still feels very much like a Zelda game. Zelda fans probably don't need me to tell them this, but The Legend of Zelda: Skyward Sword is on track to be another stellar entry in Nintendo's flagship series.

8 Comments

Pauwow said:

Can't wait for this one!! I will use this time to try to find my Wii Motion Plus because I have no idea were it is!

The Breeze said:


Wind Waker is one of my favorite games of all time, and I was disappointed that TP retrogressed into the same ol standard Zelda format (+ shoddy wii controls)

Hopefully this is more progressive.

Deon said:

Must. Get. Wii.

Shin Gallon said:

So, there's no chance they'll include Classic/Gamecube Controller support in this, is there?

(sigh)

[i]So, there's no chance they'll include Classic/Gamecube Controller support in this, is there?

(sigh)[/i]

No. Thankfully.

Shin Gallon said:

Yes, let's all be forced to use sloppy, imprecise motion controls, because less user options is a good thing (eyeroll)

Bearfamily said:

@Chosenoneknuckles

The controls for TP were awful and releasing a second version of the game for the Gamecube was unnecessary if they had included a controller option.

I own both TP on GC and Wii, I played the Wii version to where you escape the tower as a wolf and never touched it again. I clear it on the GC all because the controls were far superior in the GC version.

Motion controls only work when they do EXACTLY what you tell them with no interference from the Dev on what you do translating to something pre-set.

Lair died a death because of the shoddy implementation of motion controls they even patched in proper controls to attempt to boost sales. I played the demo of Lair and laughed at the control system and I wasn't the only one, it was slated by most reviewers. Motion controls should not be implemented at the cost of enjoyment just because some people think they would be "cool". After the proper controls were implemented in the patch for Lair I bought it and loved it. But as many people said, it was too little too late.

TP on the Wii is scored lower then the TP on the GC.

BrookeTF said:

I think you can actually roll, I remember seeing it in one video, possibly Miyamoto's presentation.
Also to do a spin attack, you need to bring the nunchuk and wiimote to one side and then swing them both at the same time.

Classic controller controls would cause a lot of problems like when you need to swing the sword a certain way, and when you have to rotate the sword around and around to make those eyes on the doors dizzy.

And girls who like girls who like rumble packs!

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Recent Comments

BrookeTF on E3 '10: The Legend Of Zelda: Skyward Sword Hands-On: I think you can actually roll, I remember seeing it in one video, possibly Miyamoto's presentation. Also to do a...

Bearfamily on E3 '10: The Legend Of Zelda: Skyward Sword Hands-On: @Chosenoneknuckles The controls for TP were awful and releasing a second version of the game for the Gamecube was unnecessary...

Shin Gallon on E3 '10: The Legend Of Zelda: Skyward Sword Hands-On: Yes, let's all be forced to use sloppy, imprecise motion controls, because less user options is a good thing (eyeroll)...

Chosenoneknuckles on E3 '10: The Legend Of Zelda: Skyward Sword Hands-On: [i]So, there's no chance they'll include Classic/Gamecube Controller support in this, is there? (sigh)[/i] No. Thankfully....

Shin Gallon on E3 '10: The Legend Of Zelda: Skyward Sword Hands-On: So, there's no chance they'll include Classic/Gamecube Controller support in this, is there? (sigh)...

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