Impressions: Hands-on with The Legend of Zelda: Skyward Sword
Weve put in some quality time with The Legend of Zelda: Skyward sword, and the verdict is that MotionPlus combat will take the series to great new heights.
Nintendo’s E3 press event set off with a blast as Shigeru Miyamoto proudly displayed the upcoming and long-awaited Zelda game made specifically for Wii. Miyamoto’s stage presentation may have been a bit wobbly, but we’re happy to re-assure you that the MotionPlus-enhanced combat not only works but brings a whole new dimension to the Zelda formula.
As I stepped up to the Zelda demo booth, anxious to finally put Link through his motions, the first thing that grabbed me was the distinct visual style. Sure, we had all seen the trailer with its crisp cel-shaded visuals and a colour palette more vibrant than anything seen in a Zelda game, but nothing prepared me for just how deeply thought out the artistic direction for Skyward Sword actually is. In the foreground, the new model for adult Link is perhaps the best inception of the character – the smooth, natural edges of Link’s garb forms a nice contrast with the angular, aggressive edges of the sword and shield mounted on his back.
Attendees at Nintendo’s press event were in for a treat as Zelda demo units arose from the floor inside the packed theatre.
Skyward Sword’s MotionPlus enhanced combat will really put players to the test.
Yes, you too can be this cool when the new Zelda ships next year
Gamers who’ve played Wii Sports Resort will adapt very quickly to the new aiming system for ranged weapons such as the Slingshot and Bow. Holding the Wii Remote in a vertical position and making subtle movements is remarkably accurate and the bow and arrow system plays very close to that in Wii Sports Resort.
The combat I got to experience in the demo culminated in a final encounter against a giant enemy scorpion (it’s still funny, alright!). It was here that all of the skills expected of the player after faring off against weaker enemies would come to the fore. Accurately positioned attacks and ultra-quick reflexes were vital as Link needed to slash across the scorpion’s pincers at just the right time and angle. Dish out enough damage to each pincer, and they would blow up, leaving the scorpion defenceless. To finish him off required forward-thrusting jabs, an act requiring a level of accuracy otherwise not possible without MotionPlus. As far as bosses go, the scorpion wasn’t too complex, and didn’t require any weapon-switching to defeat, yet it was an ideal showcase for the demo that drew upon all of the sword-based attacks at Link’s disposal.
MotionPlus fidelity means we’ll have a whole new arsenal of ingenius devices at our disposal.
As for the overall narrative structure and flow of the game, it’s unclear what kind of game we will get with Skyward Sword. Many of the established tropes typical of the Zelda franchise still remain: a quick-loading navigational menu to select and arm different weapons, and another menu for managing and using potions. The majority of weapons and items available to Link aren’t new to the series, but there’s certain to be a bunch of new toys built around MotionPlus functionality.
The lines for Skyward Sword were huge, with gamers waiting for hours to play the 10 minute demo.
As a demonstration of what we can expect from Skyward Sword, the E3 demo unit was heavily geared to showing off what is undoubtedly the game’s strength: combat. The area chosen for the demo was certainly suitable, an appealing showcase full of vibrant colour with a nice depth to the environs, and enough variety to give an idea of what to expect from the final game. Admittedly, compared to playable versions of top-tier Nintendo franchises like Metroid and Kirby, The Legend of Zelda: Skyward Sword is probably the least evolved and still plays very close to the formula established in Ocarina of Time back in 1998. The line for Zelda was the second longest at E3, right behind the one for 3DS, and those who played it came away solidly impressed. I’d like to see a bit more variety in gameplay in the full version but everything else displayed was brilliant. The visual style pops and the combat delivers in ways that we are yet to fully appreciate. It’s still a long wait for the next Zelda, and now that I’ve had a taste, the wait only feels all the more unbearable.