Sword does not feature classroom facts, though its map is crucial to the
game. Players can bring up a map of their current areas and set beacons that
allow them to navigate certain areas or make their way to landmarks. When a
beacon is in place it causes a beam of light to appear, allowing players to
orient themselves from a distance. Using rupees to buy and sell various goods
Creativity & Imagination
By the Player:
the game’s various hubs do allow players to freely explore, the game is
actually particularly linear. Even the exploration is bound to the game’s
straightforward progression. While players can go off the beaten path, they
will almost always quickly reach some kind of blockade that can’t be bypassed
without a specific item that the game will provide later on.
and dungeon puzzles require creative thinking, in a sense, when they ask
players to analyze a foe’s movements or to consider the ways they might use
their accumulated tools to proceed. However the fact is that any of these
situations will always have just one deliberate solution that players must
Skyward Sword does fall into the unfortunate trap of following the
rhythm of its predecessors maybe a little too closely, it adds several of its
own twists to the formula.
biggest changes are the new motion controls, which feel new despite fitting
into the typical Zelda form. A swordfight that would be a few simple
button presses is instead a frantic test of hand-eye coordination. Other items,
particularly the remote-controlled flying beetle, get even more mileage out of
the Wii controller.
game also has a fascinating style. It’s colorful and not-quite-cartoony, and a
unique blurring effect - the developers reportedly had impressionist art in
mind - really makes it stand out.
settings, enemies and dungeons all naturally make appearances, though they
would largely feel like typical Zelda stuff without these new elements
to liven them up.
collect rupees throughout the game. They can be left behind by enemies and
pieces of scenery, though most of the big money comes from treasure chests.
Money is used to upgrade weapons and buy potions at the market in town, and
more importantly to buy the unique, expensive items from the merchant that
flies around above town. The game is paced so that players will generally have
enough to make most purchases as they explore each new area.
of the main elements of Skyward Sword is the central village that Link
returns to repeatedly throughout his quest. Here townspeople ask for his help,
which can range from helping a woman dust her house to rescuing lost pilots.
These are all optional, but players are rewarded for helping people with their
Sword’s problems are about using Link’s tools to get various jobs done.
As the game progresses he gets a slingshot, a bow, bombs, a fan, a whip, a
remote-controlled beetle and more. They’re sometimes used simply as keys to get
through the game’s locks, but often - particularly in dungeons - players will
have to consider the uses of each tool carefully. Players will often have to
use them creatively in order to reach out-of-the-way switches, navigate through
traps or manipulate each dungeon’s various gimmicks.
combat the game’s motion-control swordplay requires careful attention, as
openings for attack come at intervals and sometimes require precise control.
The game’s bosses offer the most interesting challenges in the game and usually
involve several phases that each require players to attack in different ways.
Sword is not a simulation game, though in a sense players use the Wii
remote to simulate various actions. Swordplay in particular has players holding
the remote exactly as Link holds his sword and swinging at different angles to
take advantage of openings and weaknesses.
Sword has received universal praise. While some reviews suggest that the
game doesn’t do as much to move the series forward as it should, they
nonetheless praise the game’s overall style and production. The game’s use of
motion controls and a more compelling plot received particular praise.
Controls & Options
basic options are available. The most notable is the option to remove elements
of the game’s cluttered HUD display, which is pretty ridiculous by default.
Players that complete the game can access a new more difficult mode that
increases the attack power of enemies and stops them from dropping hearts when
Legend of Zelda: Skyward Sword was rated Everyone 10+ by the
ESRB with descriptors for Animated Blood, Comic Mischief and Fantasy Violence.