Comparing Skyward Sword: Core Gameplay

Axle the BeastDecember 23rd, 2011 by Axle the Beast

In this series of articles comparing major elements of Skyward Sword with those of previous titles in the Zelda series, I have already covered the introduction, the overworld, and the story and characters. This will be the final article in this series, comparing the core gameplay of the game to that of its predecessors. The core gameplay of a Zelda game, arguably, is the combat and the puzzle-solving; the skills you use the most while navigating the overworld and that are tested the most by the game’s dungeons. Since the dungeons exemplify the core gameplay so well and are often considered to be the most important element of a Zelda game, I will also discuss these and their bosses.

The combat is especially prominent in Skyward Sword, as it was in the last major console game, Twilight Princess, and for this reason it’s especially important to discuss and compare to that of older games.

I should not need to tell you about how Skyward Sword uses Wii MotionPlus. The game tracks nine different types of sword strike, which must be used strategically in battle. All of the 3D Zelda games have included multiple directions for swings. Ocarina of Time originally allowed the player to do horizontal and vertical swings as well as thrusts. While little importance was placed on swing direction in those games, it’s actually not true that it wasn’t a factor, and skilled players may have noticed that swinging horizontally at Dark Link from the side opposite his shield made landing a hit far easier, and paying attention to what attack you use could be of use in both The Wind Waker and Twilight Princess. Despite this, however, it has never been used outside of obscure combat tactics and Skyward Sword makes this feature newly prominent, as well as doubling the number of possible strikes.

This new layer to the combat provides increased depth as well as difficulty, as does anything that increases the complexity of a game. Enemies also utilize the same control principle in their attacks and especially in their guard, forcing you to quickly familiarize yourself with new foes or else lose many hearts. Depending on player skill and unique playstyle, the player may find themselves having a lot of trouble fighting even basic foes, and for some enemies this may never completely go away, even late in the game. Whether this is true for you or not will probably depend on your ability to adapt to the controls as well as your ability to think with the concepts behind the combat and enemy design.

Two of the Hidden Skills from Twilight Princess return as basic techniques, as does the Sword Beam from classic Zelda games, now called the Skyward Strike. The Ending Blow from Twilight Princess will be used to quickly dispatch fallen enemies, and the Shield Bash is used to deflect enemy blows and to preserve your shield; if an attack is successfully bashed rather than merely blocked, the shield’s durability meter will not deplete. These shield controls are an expansion to the basic ones that were also first established in Ocarina of Time, and they function identically to the new sword controls in that they add a new layer of depth as well as difficulty. The shield will take getting used to, but adds a lot to the game (especially in terms of inventory management and upgrades), and can be invaluable in defending yourself against challenging foes. You may, however, find that after mastering the shield, the combat will no longer be nearly as challenging. You can use the Shield Bash to create massive openings, allowing many free hits without much risk. This is of great benefit to players who have difficulty with the combat, but for those who enjoy the challenge, they may find this disappointing unless they limit their use of the shield.

One of the downsides of Skyward Sword’s combat comes with the number of enemies you’ll face. The enemy count is surprisingly small, and you’ll constantly re-fight a lot of the same foes or only slight variations of them. This is made acceptable by the depth, however. As I previously stated, many of the foes will continue to challenge you throughout the game, and many of the later weapons have various uses or interesting results against enemies new and old. There’s always fun to be had, even with recurring enemies.

You may still eventually find yourself wishing for a little more, though. Most of the items are handled well, and there are plenty of upgrades to spend your time on, but at times you may find yourself wondering why certain items aren’t very useful outside of their obvious applications, or why there weren’t upgrades available for them. Other times it seems like Nintendo missed out on opportunities to make more upgrades or give the weapons some good and obvious combat functionality, like the Whip, which is virtually useless in combat and doesn’t do as many things as the Snake Whip from Spirit Tracks did. The Clawshots have also dropped functionality since their first appearance in Twilight Princess, now becoming little more than a basic mobility item without much active gameplay.

The Clawshots and Whip are not even particularly useful during puzzle sections, either. As I said, all the Clawshots do is allow you to move from place to place, while the Whip only has incredibly standard use, mostly flipping special Whip-only switches. No puzzle solving whatsoever. Other items are used much better in the puzzles, however, and navigating the areas, removing barriers, and finding secrets is often very enjoyable as you brainstorm unique ways to roll bombs, or have to spot and carefully aim at targets with your bow at great distances.

The puzzle-solving in Skyward Sword seems straightforward in some areas, but in others it’s completely unique. The uniqueness often comes from the application of the motion controls and new item functionality. Many Bomb rolling puzzles can be found throughout the game, you’ll use the Gust Bellow to blow away sand and manipulation propellers, and for the first time in a while, careful sharpshooting with the Bow is crucial. The items are not the only thing that adds a new dimension to the puzzles, though. You’ll find that it’s often new concepts that create fun puzzles, like the Stamina Meter, which limits your actions. There are plenty of simple but enjoyable moments where the limitations of the Stamina Meter force you to complete tasks quickly, or in stages, and this expanded element of the gameplay, along with the motion controls, adds a huge new element to the game. The controls in general allow expansion of the puzzle elements from previous games, and as Nintendo has discussed, light puzzle elements are present in nearly all battles due to the added depth of the controls and combat system. The swimming controls are just like the Stamina Meter and other motion controls in this, but they unfortunately suffer from hardly ever being used. The game’s closest thing to a water dungeon, the Ancient Cistern, requires very little swimming, and the only other swimming portions of the game are very brief. This was a completely underused element. The puzzles are also kept fresh in this game by the constant addition of new elements, from the guardian eyes of the Skyview Temple, the rolling boulders of the Earth Temple, the Timeshift Stones of Lanayru Desert, to the moving of rooms in the game’s final dungeon.

The dungeon design of Skyward Sword in particular is impressive. As I discussed in my article about the Skyward Sword overworld, many of the overworld areas feel like dungeons, in terms of how many enemies you’ll face and in how many puzzles you’ll solve just getting from point A to point B. You’ll even fight overworld bosses along the way, such as The Imprisoned and Levias. This would make you think that the dungeons of the game lack any importance, but in actuality Nintendo has compensated by giving Skyward Sword some of the best dungeon design of the series… for the most part.

In previous Zelda games, many of the rooms in a dungeon will contain very little to do. Twilight Princess in particular had vast dungeons with many rooms and floors, but most of the rooms were generally meant for only one or two things. Skyward Sword marks a complete reversal of this trend; the majority of the dungeons have a single floor, use a minimal number of rooms, and cram an amazingly large amount of things into each. The Earth Temple, the second dungeon of the game, is the most extreme example in that it contains literally only four rooms, but also contains roughly the same amount of content as the dungeon preceding it, which had many more rooms. These dungeons are complex, with a lot of creative ideas, and they have seamless design so the experience flows smoothly from puzzle to battle to new item.

I think that if this high level of quality had not been achieved, the dungeons in Skyward Sword would have been far more disappointing than those of other Zelda games, as they would have been overshadowed by the dungeon-like overworld. With how the game is designed, however, the dungeons act as pinnacles of gameplay, the decidedly funnest parts of the game which you will still eagerly await. More than ever, these areas and their bosses act as climaxes to sections of the game and as breathtaking transitions from one region to the next.

What’s especially pleasing about these dungeons is how many themes they combine together and how much they innovate. In my past article about dungeons, I talked about the importance of unique themes in dungeons, and especially the combination of many themes. To my delight, Skyward Sword beautifully showcases this principle, outdoing even many of the more unique dungeons from past games. Each dungeon is a distinct area that feels fresh because of its own themes and ideas, and you rarely feel that you’re walking through the same type of area. Unfortunately this does occur somewhat during the game’s later half. After completing the fourth dungeon, the Ancient Cistern (one of the most conceptually amazing dungeons in the game), you will find yourself in the Sandship and the Fire Sanctuary, and while both of these dungeons also have unique feelings and use their own ideas, they do partially copy the gameplay concepts and atmospheres of their predecessors from their corresponding regions, the Lanayru Mining Facility and Earth Temple.

This is the point where the dungeon design also feels like it takes a dip in quality. The first three dungeons are designed exceptionally well and always have a new idea being presented, but the following three have a more traditional Zelda execution, which isn’t necessarily bad, but feels like a step back considering what the dungeons in the game’s first half were like. This is an example of the game being incredibly innovative, but unfortunately it’s also an example of how the game sometimes loses its momentum.

The dungeons are challenging, dangerous areas – a product of both the new ideas and controls, but also of the dungeon design itself. You will find the hardest enemies and worst traps of the game here, and the puzzle design, particularly in the Lanayru Mining Facility and Sky Keep, is devious. And this of course brings us to the bosses, the final challenge of any dungeon.

The mini-bosses return, of course, and are almost always the type of enemy to challenge you in sword combat. These duals are often challenging and fun, although it’s unfortunate that virtually all of them are sword battles. Aside from this fact, the mini-bosses are a decent mix of unique foes and powerful groups of regular enemies. There is even a dungeon where you will fight none, and one where you will fight no less than four.

The major bosses of the game however are very different. With the exception of Ghirahim – a recurring boss encountered in two of the game’s major dungeons – these are not sword battles. The bosses of Skyward Sword are a varied collection of foes, from large monsters to mechanized statues. The fights themselves are incredibly varied as well, with no set standard. Ghirahim for example is impervious to most weapons, and has no weakness to the items found in his dungeons; he is purely a sword dual. This isn’t the only time where the use of the dungeon’s item is limited or removed. Moldarach is largely a sword battle, and the Gust Bellows from the dungeon are only used to reveal him during his second phase. Most of the fight against Tentalus is much the same. There is no set way or degree to which you’ll use the items, and every boss has new ideas behind it.

Most of the bosses continue the two-phase concept from Twilight Princess, forcing you to fight one section of the battle before a boss reveals new tricks and changes the fight, but unlike in Twilight Princess, the bosses can not usually be dispatched by revealing their weak point and attacking it only three times. Instead, bosses often have a lot of health that drags out the fight and makes it challenging. If they were enemies that died quickly, they would have been nearly as easy as those of previous games. These are some of the best boss fights of the series, and indeed, I’d even credit them as some of the best of any video game I’ve ever played.

Skyward Sword’s gameplay, at its base, is some of the best of the series, but it doesn’t differ from Skyward Sword’s other elements; like the game’s introduction, overworld, and story, there are small flaws present that may be found annoying by some even if they don’t ruin the game. Skyward Sword is one of the most polished and impressive games of the series, but it was held back from its full potential by these flaws. As always, I hope that Nintendo takes what they’ve done here and expands on it, adding in new ideas and polishing off all of the game’s problems. If they do that, then I think, truly, they will create the greatest Zelda game of all time.

Category: Articles
You can follow any responses to this entry through the RSS 2.0 feed.
You can leave a response, or trackback from your own site.

Share this post



  • thatguybehindyou

    yummy

    • unknownman

      yummy? you didn't didn't eat the article did you. (sarcasm)

    • unknownman

      I pretty surprise that using the shield bash before an attack won't deduct the shield meter

    • Heriod77777

      Your trying to be first i'm guessing?

      • Jongameaddict

        they took off the ban for saying first

        • WiiZeldaFan

          That was first-hand firstly annoying. (Just having fun! XD)

  • alexandra

    well i think that skyward sword has cool enemys.

  • A_LINK_IN_TIME

    Motion control alone ensures that Skyward Sword has the deepest gameplay in the venerable Zelda series. The bosses are fantastic and arguably the strongest point of an already shining game. Skyward Sword is a fantastic way to wrap uo 25 years of Zelda and this article is a fantastic ending tribute to the game, Axle. And nice selection of images. ;)

    • hero of winds2

      Honestly agree. I can't tell you how much I was freaking out during the final boss, because I knew exactly what to do, but it was my own fault for making mistakes. This made me feel the difficulty was not forced.

      • A_LINK_IN_TIME

        Your comment is full of win. If you felt that way, Nintendo has achieved exactly what it wanted to, making the player accountable for his/her actions and feeling a greater sense of achievement for completing a task.

        • matt

          I always freak out when i redo the boss battles (i still don't have the Hylian Shield). I usually end up screwing it up and killing my chance for a new best time

    • Night__Owl

      The only thing more immersive would be if it were Zelda in a Holo-chamber. :D
      I just don't see Zelda working well with a control system like the kinect, as it would be difficult to do all of link's actions without buttons.

    • Nobody…..

      I. Love. Your. Icon.

      • A_LINK_IN_TIME

        Vaati. Is. Freaking. Epic.

        • Nobody…..

          He is my one true love. Just putting that out there.

        • bob

          I. A.g.r.e.e

  • Vaatis wrath

    great article i agree with whatyou said

  • VanitasXII

    Skyward Sword has the best gameplay in my honest opinion of all the 3D Zeldas and for no other reason, the 2D Zeldas as well. My problem? The AI (artificial intelligence) of enemies is so limited, that unless you're just not particularly suited to the motion controls, you should have no trouble at all. Expanding upon that, the bosses I found were particularly simple in that they required one item as well as the sword, or just the sword. If Nintendo made the bosses and even the enemies require multiple items to be defeated, I think SS would have the best overall gameplay the series has seen thus far.

    SS' dungeons I felt lacked the tense feeling that OoT's dungeons had; where enemies were quite common and numerous in most OoT dungeons, SS had the couple obstacle enemies and from there it was just puzzle solving. I realize that it's my opinion that combat-centric dungeons are better than puzzle-centric, however if SS had a bit more by way of combat and defeating of enemies, it would score bonus points.

    Item usage was so and so. Cool concepts, not enough use or just incredibly standard use. The beetle? Just a boomerang with a bit more mechanics. Slingshot? Useless as always – we have the bow for that purpose. The bow? Besides defeating a certain boss, we just shoot switches that we can't reach otherwise with the Beetle. Axle already discussed the Clawshots and the Whip. Nintendo could've done better with the items, namely increase the number of differing items we have and put them to good use.

    I give SS the combat, but as far as items/difficulty goes, SS scores lower than other Zeldas. Kudos for amazing boss design, though!

    • hero of winds2

      I don't think it's really about how many items you need to use on a boss that makes it better. In my opinion, if they did that, it would only feel like more tacked on obvious puzzles. The reflex and skill it takes to defeat enemies in Skyward Sword made the game come together for me.

      • VanitasXII

        And that is why we don't give obvious puzzles. You don't introduce a bunch of cool concepts but don't put them to good use! Nintendo is learning from their mistakes with the Zelda series, I know it, and Zelda Wii U will be something worthy of the Zelda brand name. No doubts about it. And that includes multi tiered, multi-item usage boss battles that aren't tacky. Nintendo can do it, they're just taking their needed steps to get to that point. :)

    • A_LINK_IN_TIME

      No, Skyward Sword opens a new era for Zelda. The question you must pose is how the franchise can go higher than Skyward.

    • bob

      The clawshotshookshot are my favorite items. THere use in the game was bad, unlike its use ib TP. In Tp it has some use against enemies and bosses

  • Krazy4Krash

    The double clawshots were amazing to use in Twilight Princess. Being able to change the length of the chain while hanging made them really mobile. They got really dumbed down in Skyward Sword.

  • hero of winds2

    Great article, but Axle is forgetting that having items and potions on-screen also makes for some tense moments too. I remember being in the Lanaryu Mining Facility, and I wanted to kill a Beamos, but it got me down to one heart. I couldn't pull out my potion and had to backflip away from its laser onto the platform below just to drink it. Haha!

  • Anthony

    I thought it was well, but not my favorite. I liked Ocarina of Time a little more. It had better bosses and equipment. Skyward Sword had better story, and new enemies, but Ocarina of Time had more. The bird was a little tedious and centering was meh, average (for me). Character development was AWESOME in Skyward Sword; little people like the Item Check lady or main characters like Groose. I didn't like Fighting Ghirahim 3 times, I felt Nintendo just got lazy and re-hashed the same boss, and Demise was easier than Volvagia to me. Dungeons lacked enemies in Skyward Sword. In Ocarina of Time, most dungeons had certain themes and enemies to match them, while Skyward Sword had just kept adding a few to no new enemies, mostly not even relating to the dungeon. And I didn't exactly like backtracking in Skyward Sword, it felt tedious and didn't add anything to the story, like wasting time. Not so say it was bad just could have been better. Bosses? Ocarina of Time takes the cake. I don't care how awesome Koloktos was that's 1 measly boss, while Ocarina of Time had several nice and fun bosses like Twinrova, Bongo Bongo, and Volvagia. Controls? Depends what you like. More realistic was Skyward Sword and it was nice but I liked the comfort of sitting down while playing and having multiple items selected. Both were great but I liked Ocarina of Time more.
    Overall, here's my review (for Skyward Sword):
    Story: Amazing, a work of art that will never prevail.
    Character Development: Best in any Zelda game ( with Majora's Mask )
    Items: Nintendo could have used a little more; they wanted not to have so many items that you only used once but Ocarina of Time's arsenal was flawless and had more variety.
    Dungeons: Well themed, but the enemies needed to be better themed themselves, but overall good design.

    • Anthony

      And sorry for forgetting, cutscenes: Simply Skyward Sword.

    • Emerald Mudkipz

      When you fight Ghirahim in the Fire Sanctuary, the first phase is mostly the same as the first time you fought him, but there were enough changes, especially in the second phase, to keep it fresh and interesting. The third time you fight him is completely different, so saying it is the same battle rehashed is total BS

    • bob

      I don't understand why this guy was thumbed down. He only said his opinion(whith witch I mostly agree with. I think SS bosses were cool. The second battle with Ghrimham is my fav boss battle in all of zelda!

      • Chris

        The thumbs work as a way to express your point of view, and thus your opinion, on what someone else is saying. So there's no problem in there being thumbs down. People are just expressing how they feel about that comment.

  • MW7

    Great article, another thing about the Earth Temple is that you don't even have to enter one of the four rooms because it just has the map in it. It's such a unique dungeon, and it's amazing how long it takes to complete with how few rooms it has.

    It was amazing how the lead up to the dungeons never surpassed the dungeons themselves. Even the Sandship (which was my favorite dungeon) lived up to its amazing lead up IMO.

  • Link and Cuccos

    One of the things I noticed in SS is that it is very easy to get hit (enemies and boss fights). I can see why they started out with 6 hearts and not 3 hearts. Even with simple enemies I found myself getting hit rather easily. I wouldn't say the enemies were that much harder, nor were they easy. It was more like it's a different way of fighting as I actually had to think more instead of just button mashing like in the older games. For instance, those Technoblins were REALLY annoying. I got electricuted so many times, and once I get hit, it does it consecutively cause at times I don't have enough time to back away when there are more than one and I'm stuck with Link shaking going, "ZZDZZZDZDZ". This made me actually be more careful and less reckless at times.

    Also, there were definitely some enemies I found harder to fight in SS. I can't just "waggle" my way through. I literally had to do it correctly, which made it that more awesome. I really felt the enemies were actually "smarter." It was also easier for me to avoid getting hit in boss fights in OoT and TP, but in SS, I feel like it's easy to get hearts taken out. I found the bosses rather challenging (the final one was the hardest final boss fight I've ever had!).

    I do miss some past Zelda enemies like the Darknuts from TP, but SS's gameplay was by far the most fun out of all the Zelda games I've played. The "dungeons" were so well designed and creative, and I got so into the game during intense moments and frustrations that I found myself swinging my wii remote hard like an actual sword. XD For example, during the awesome Koloktos fight, when I picked up the giant sword the 1st time, my mind registered that this sword must be heavy, so I automatically swung my remote harder and cried out, "ARGH!" even though I didn't have to, but I just naturally did it anyway. That's how into the game I was.

    I beat this game last night, and already I want to replay it. I can't get enough of this game. Motion controls in SS are awesome.

    • unbeknownst

      wow. i only just got the game, and i have been limited on how much i could play it so i couldnt really get into the zone.

  • SomeGuy

    Excellent article, although I am a little dissappointed about the lack of any real compare and contrast. There was very little mention of other Zelda games and the only game that a direct comparison was even attempted was Twilight Princess. The article felt more like a review than a comparative piece.

    On a side note, the only thing that I did not like about the game was the interface. I miss the ability to have multiple items on designated buttons. It makes the use of some items really special. For example, when I first got the Iron Boots in TP I was less than pleased, due to how they were equipped in OOT. However the second I discovered that this time around they could be set to a button and that there would be no hassle, I was EXTATIC to say the least. I know that it doesn't sound special , but anyone that has played through the Water Temple in OOT can attest to the annoyance that the Iron Boots provided

  • matt

    Koloktos is probably my favorite boss in the game. Theres just something satisfying in the sound you hear when you pull his arms off with the whip.

  • Oracle_of_Truth

    Motion controls, as stated by this article, brought a whole new depth to item usage, which more than made up for the limited inventory. Of course, I would have liked more versatility with the beetle, whip, and clawshot, but using these items was nevertheless very satisfying in-game.

    I still wished that they could have added magic into Skyward Sword (a small quip). I mean, how awesome would it be if you could physically punch the ground with your wii remote, and create a shock wave of fire on screen, like Link had done with Din's Fire? EPIC

    Great article. I am sure the next installment in the series will only make Link's arsenal more adaptive and versatile. Batman may not be the only one with smooth gadgetry :)

  • The Triforce

    I'd say that Skyward Sword has one of the most precise and awesome controls of any zelda game, yet.

  • mortelkill

    the item you would need to use on a boss was obvious but not alway easy to do

    moldarach was kinda hard to get with the gust bellow since he was clawling fast
    you needed to unscrew 4 arm to reach koloctos weak spot
    the eye of tentalus wasn`t alway easy to it

  • HeroOfChurros

    I think that the Lanayru Mining Facility is one of the most challenging and inovative dungeons ever in a Zelda game, by far my favorite dungeon of the game. And i also loved the Sandship, not so much as a dungeon, but it was really unique like Snowpeak Ruins from TP, since its not really a dungeon, its just a ship which *UNIMPORTANT SPOILERS*actually gets destroyed by the boss at the end (which i thought was pretty neat)

    • A_LINK_IN_TIME

      Great choices!

      Welcome to Zelda Dungeon! Feel free to join the forums for deeper discussion on all things Zelda.

  • TriforceofLINK

    The motion controls are just the exact point in proving that Skyward Sword is not only a large jump for the Legend Of Zelda series, but it is by far a large jump for all gaming as we know. The precise movements of the sword is like nothing we've seen before, and also connects us more to the game play than we could've ever imagined in a video game.

    The Legend of Zelda: Skyward Sword is the birth of a new generation of gaming AS WE KNOW IT. And know let's just see how Nintendo impresses us with the Next Legend of Zelda game.

  • heroofwolves

    Hey, Axel I'm new here and have really enjoyed your articles so far. I think you bring up some great points. The gameplay itself I think had lots of variety, and some of the dungeons were just brilliant. I think you may be right on the whip thing, I thaught it was my least favorite new item in this game. I still enjoyed the clawshots, if onyl for the super fluidity of the controls. Oh, and merry christmas!!!!

    • bob

      Enjoy ZD! This s the best website to learn about all things zelda, make an account to get into further discussions(hoping to get one soon)

      • WiiZeldaFan

        Why didn't I get a welcome 5 months ago?

  • Ninten

    I don't agree with the dungeons : no, they aren't mostly one floor dungeons. It's just that the map is way more detailled than before and doesn't count elevated areas as distinctive floors, like they did in all the previous 3D.

  • http://intensedebate.com/people/Thareous Thareous

    My greatest strategy when fighting an opponent is flailing the Wiimote around and forcing my foe to block it, and I'll keep doing that until I reach pinpoint the opening. This doesn't work with enemies like Skultullas, but those fighting against me with swords work perfectly.

  • fused_shadows

    The boss design is truly one of the greatest designs in any Zelda game. In previous games, once u figured out how to beat them, the boss was dead within 30 seconds. Not with SS though. First u had to figure out what to do, and then the hard part, exucuting it.

  • http:///http://www.zeldadungeon.net/ awsomeMrlink

    I think Skyward Sword had great core gameplay but the last item was a disappoint.It was underused because basically the whole fire sanctuary is using your sword or your bow/scattershot. Even Sky keep made you use the bow more. Fire Sanctuary feels like an extra bow dungeon(I <3 the bow so i'm fine with it). Also Sandship and Ancient Cistern are unique. Also the bosses were great! Though it would have been cool to have Ghirahim and a mogma mitt boss.

    • JuicieJ

      The whole point of most of the items in Skyward Sword is to find ways to use them in unique ways. That's one thing that made Skyward Sword so cool.

  • Jake

    I found the motion controls to be more tedious than difficult in terms of combat. I seem like the only one to not like them. I hope the next Zelda has a option for button controls

  • Mr. Anonymous

    I just opened the portal to Lanayru Desert. So far, I like the dungeons although I feel that they’re too short. I loved the Ghirahim battle; I beat him on my first try but I had to use both of my potions and was down to two hearts. Scaldera, in contrast, was way too easy. I have mixed feelings on the overworld; I like all of the adventuring and puzzle-solving, but I feel like it limits on the exploration that, for example, OoT had. They really did make it feel like you’re always in a dungeon. The only other place to explore in the game is the sky, which is mostl empty except for Skyloft. Overall, though, fantastic!

  • Iwaztrollin

    Nicely put, Axle. Thats exactly what I think about SS.Its a good game, but it had its flaws. I would have liked to use the whip more…even though the battle with Koloktos was AMAZING, it would have been cooler to use elsewhere.

  • Sir_Duke

    But Axel…………. they already made the greatest Zelda game ever…………….. it's called Skyward Sword!!!!!!!!!!!!!!

    • JuicieJ

      He personally feels there are too many "flaws" with the game. ("Flaws" in quotation marks because all the "flaws" he brings up aren't actually flaws. They're just personal complaints.)

      • AxletheBeast

        Says you, Jables. :P That's a semantics argument, one way or the other. There were things you felt could have been better about the game, and you choose to identify those as "personal complaints". A personal complaint, to me, implies something that is, purely, a matter of opinion, but I don't regard the things I consider flaws to be purely a product of my opinion… I feel they're a little more objective than that. Obviously others disagree, but that doesn't make them purely personal complaints.

  • the hero of time

    YES, they have,It IS THE LEGEND OF ZELDA SKYWARD WORD!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

  • JuicieJ

    Hey, the end of the series. That's the perfect lead up to my review for next week!

  • Dzzy123

    I really get what you mean by the Sandship and the Fire Sanctuary being rehashes of the old ones in the region. I think that Nintendo should have put two elements in one area like they did with Faron (Forest, and ocean lake). The Eldin region could have had a fire and dungeon, and the polar opposite, a snow dungeon. The Lanayru region could have had a garden temple considering how that's how it used to look in the past.

    The bosses were overall great. I found that Demise was too easy and I think that the final Ghirahim fight was harder. I was very disappointed by Moldarach and thought he deserved to be an overworld boss. The boss of the Lanayru Mining Facility should have had something to do with electricity and timeshift stones. You know, using the stones to revert the boss to its former shape to reach a weakpoint that has been "covered" up by time.

    All the regions were great however, and I think that after thinking, Metroid: Other M could have taken a few notes from the Faron, Eldin, and Lanayru regions in Skyward Sword.
    There are 4 main places in Skyward Sword: Skyloft, Faron, Eldin, and Lanayru. Other M also had 4 main places: Main Sector, Biosphere, Cryosphere, and the Pyrosphere. I think that Other M should have done the same thing as Skyward Sword in a sense that all the regions are densely packed with loads of content in throughout its whole extent instead of corridor upon corridor… Both games were being developed in the same time frame…

    But anyway, Skyward Sword rocks overall!

    • bob

      T really like your ideas and consepts. I do feel that it seamed like there was a big gap in the and should of had more

  • colin

    the only flaws i found and i didn't like it is the text problem (slow) and the treasures (you found…this….you collect that)

  • zombieeatflesh

    What dungeon had "no less than four" mini-bosses?

    • Smart Person

      I think it's Sky Keep-
      Dreadfuse
      Stalmaster
      Underground Bokoblin Horde
      Moblins on bridge

      • AxletheBeast

        I was referring to the Fire Sanctuary. I consider the mini-boss gauntlet in that one room (the Moblins on the bridge, the Stalfos and Bokoblins, and the Stalmaster and Cursed Bokoblins) to be a single encounter, since you have no means of leaving the battle once you've started, just wait before you enter the next chamber. So I considering it one boss encounter, or miniboss encounter.

    • AxletheBeast

      The Fire Sanctuary. The mini-boss song plays for four battles:

      -Dark Lizalfos
      -Magmanos x2
      -Dark Lizalfos x2
      -Moldorm x2

  • http://twitter.com/Thomas__Abel @Thomas__Abel

    The thing that annoys me the most in Skyward Sword, were the camera controls, without the c-stick it became a lot more of an annoying task

  • bob

    has anyone noticed the dude with the massive unibrow never, ever, ever blinks. creepy.

    • bob

      THIS IS MY TERF! /i suggest changing your user name, you know, so no one gets confused

      • bob

        but i like talking to my self!

  • KAD

    One thing I'd point out is that Skyward Sword does improve on item usage in another way: Zelda had fallen into a pattern. Get to the next dungeon, get halfway through it with fairly standard navigation, then get that dungeon's special themed tool. Use that tool for the rest of the dungeon, then possibly on the boss.

    SS feels, to me at least, as if it involves using your full selection of current tools in every dungeon. Especially the new bomb throwing mechanics – both over and underhand bomb aiming. The SS dungeons require you to think about what all your gear and abilities can do from the very first room you enter, most of the time.

    Past 3D Zelda dungeons have indeed invoked the use of multiple tools, sometimes. But it honestly seemed as if the designers were afraid of overwhelming the player with complexity. I think if you take a step back and look at Skyward Sword again, you will realize that the number of factors the player is asked to keep track of is actually higher than most past games. It's just that SS's design is organic and refined enough, that you don't realize it when you're actually playing.

    Personally, I think it's the best of the 3D Zeldas, hands down, and second best game in the series after Link to the Past.

  • Fiber

    Theres alot of things I like about Skyward Sword, but what stand out to me the most was the ability to upgrade Links equipment. I was woried at first, because I thought Nintendo bought this in the game just to pad it out by forcing the player to grund/farm for hte neccesary materials. But that wasnt the case, as the ability to upgrade Links shield and other equipment was completely optional, in fact, you could actually try and beat the game without a shield! (That of course would incredibly difficult). If you do choose to try and upgrade Link’s equipment, you would benefit from this, as the upgrades actually are significant, and made the game easier.

    This is just a personal thing that I liked about SS. Overall, fantastic game

  • Neutopia

    I completely agree, this game was really really good, but the fact there are so many little things that bother me detract from the enjoyment. Such as when you restart a file every single bug or treasure you pick up starts up a small clip and then brings up the menu telling you what you have, after 10 of those in a row it starts to bother me, and it's pointless that they did that, no good came from it lol.

  • Max Guerrieri

    Does anyone else think the Wii MotionPlus implementation in the SS aiming system is really annoying? In my opinion, the fact that it’s the player’s job to make sure the aimer is calibrated and aligned properly is a serious flaw in the SS user interface. Why not just use the infrared pointer in the Wii remote like in Twilight Princess? I thought that worked just fine. I’m tired of pulling out my bow only to find that the aimer is headed a foot to the left of wherever I point the remote on the screen.

    For the record, this is my only real complaint about SS. AMAZING game!

  • casperbot

    Does anyone else think the Wii MotionPlus implementation in the SS aiming system is really annoying? In my opinion, the fact that it’s the player’s job to make sure the aimer is calibrated and aligned properly is a serious flaw in the SS user interface. Why not just use the infrared pointer in the Wii remote like in Twilight Princess? I thought that worked just fine. I’m tired of pulling out my bow only to find that the aimer is headed a foot to the left of wherever I point the remote on the screen.

    For the record, this is my only real complaint about SS. AMAZING game!

  • person

    noooopeeee easier then ever to control heck the easiest fight of them all was the horde battle just skyward striked them to death