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The Legend of Zelda Skyward Sword information thread.
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Fri, 01 Oct 2010 11:43:57
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Zelda Skyward Sword: 10 facts preview

Announced with a flurry of slashes, slices and lops, it was hard to leave E3 not jabbering about Zelda’s all-new MotionPlus controls. But as visitors swung remotes to bury hot steel in Bokoblin belly, Zelda producer Eiji Aonuma buried hot words in journalist ears. A while back we covered the Skyward Sword basics – the controls and general design decisions. Now we collect the best of Aonuma’s bombshells in ten easily digestible points, and explain why they’ll make the new Zelda a likely must-play.


          
               1) Skyward Sword is the first Zelda
          


Above: Talking weapons? Has Aonuma been reading 2000AD’s Rogue Trooper?

The Zelda timeline has baffled academics for eons. A writhing mass of contradictions, alternate universes and multiple Links, it ranks up with kite strings on the Fiddly Knot-O-Meter. Joker that he is, Eiji Aonuma encourages such debate by dating Skyward Sword as a precursor to Ocarina of Time (currently held to be the earliest Zelda). This is the tale of how the Master Sword came to be, born from the Skyward Sword and setting the whole Hyrulian shebang in motion. Aonuma also confirmed our suspicions that the sword transforms into the female figure spotted in the 2009 E3 concept art, giving Link some Midna/Navi-ish company.


          
               2) Link takes to the skies
          


Above: Aaaaaaaaaaaaaaa *blacks out* (pause) *reawakens* …aaaaaaaaargh!

Link begins the tale in Skyloft, a cloudy realm high above a chaotic Hyrule (an echo of Minish Cap’s Cloud Top?). As the adventure unfolds he travels between the two realms (alas, not by winged Epona as predicted before). Aonuma is yet to reveal how Link makes the journey, though we’d bet on skydiving a la Wii Sports Resort. Resort inspires lots of what we’ve seen so far – swordings and archery – and Aonuma speaks of a big debt to its development team. Oh, and the E3 trailer shows our elfin go-getter hurling himself into a cloudbank. We assume this means skydiving. That or he’s sick of this adventuring lark and wants to end it all. Hopefully not.


          
               3) The director has quirky Zelda pedigree
          


Above: So far only the flying bug really dazzles on the equipment front. Snapping the whip’s quite fun, mind

Hidemaro Fujibashi takes the director’s chair. Formerly of Flagship (a studio jointly owned by Capcom, Sega and Nintendo) he was responsible for Link’s Game Boy Color Oracle adventures and GBA’s Minish Cap. With Phantom Hourglass also nestling on his resume, Skyward Sword sees him finally graduate from handhelds. Could this inform the Wii game’s design? Miyamoto wants Skyward Sword to offer a more compact play experience after a bloated Twilight Princess – a portable sensibility fits the bill. We just hope he brings his eye for item design too. Minish Cap’s Gust Jar, Mole Mitts and Cane of Pacci boasted innovation that’s been lacking in more recent Zeldas.  


          
               4) The sword has secret tricks
          


Above: Ah, the classic spinning slash, now also available in horizontal. Just swing the remote and Nunchuk in unison

On Ocarina of Time Shigeru Miyamoto had a vision: Link riding Epona with his sword held high. A vision unattainable until the age of MotionPlus. The demand for dramatic combat poses calls for a new projectile system. Steadily hold the blade outstretched – above or to the side – and it charges with energy unleashed with a swipe (a beam traditionally reserved for a full-health Link). Aonuma also says the sword can be used to hunt for treasure. He’s been shy with the details, but we can envisage pointing the blade as a divining rod and listening for remote speaker noise to guide us to the treats. If that isn’t the idea, Aonuma can have that one for free.


          
               5) There will be beetle racing
          


Above: When the beetle flies Link is frozen to the spot. Best check for nearby enemies before zooming off

Sadly not a sequel to Beetle Adventure Racing but a new Hyrulian pastime. Aonuma hinted in a recent interview that Gorons and Zoras might challenge Link to test his flying beetle might. The beetle, for the uninitiated, is a tilt-controlled bug that flaps around like a miniature biplane. It’s responsive and zippy, and we can easily imagine taking it for a spin around a shrunken racecourse. Aonuma also talks up the beetle as an exploratory device, flying ahead to scout out areas before Link wanders blindly in. With a few stealthy leanings in play (see point eight below), an eye in the sky would certainly come in handy.


          
               6) Skyward Sword challenges Zelda conventions
          


Above: Offing the scorpion requires careful slicing between its open pincers. Aonuma is holding this particular git back for later in the game

You know the score: field, dungeon, field, dungeon, field, dungeon (repeat for 16 games). But it seems Nintendo is trying to do something about it. Aonuma promises to tackle architectural cliches, restructuring Skyward Sword into an adventure unlike any before. He proposes fields (the overworld area) that incorporate more choreographed dungeon ideas, and dungeons that feel a little more open. As a result, fields will benefit from puzzling and bosses (like the scorpion in the forest demo) while dungeons will drop room-by-room puzzling for more of a themed challenge.


          
               7) The E3 demo will be butchered
          


Above: Thankfully the horrible translucent remote slapped on the right-hand side is there for demo purposes. Panic over

Where most lazy devs whip out any old chunk of game to demo at E3, Nintendo prefers mix tapes – bits torn from all over the game and stitched into a demo environment. The woodland glade we gamboled through appears early on in the Hyrule side of things, but the two boss monsters we saw (scorpion and skeleton) won’t appear until later levels. Other things we can expect to change? The eight-item inventory wheel is a placeholder – Aonuma says more items are quite possible. Likewise, the garish, remote-adorned HUD (offend your eyes with the screen below) was for helping gormless journos. Expect sleeker things to come next year.


          
               Cool Dungeons are in for an overhaul
          


Above: We liked the rudimentary stealth sections in Wind Waker’s sea fortress. Will Skyward Sword build on them?

Dungeons are an integral and beloved part of Zelda lore. Their twisted, clockwork-tight puzzling gives us some of the best level designs gaming has ever seen (although we still haven’t forgiven Aonuma for Ocarina’s Water Temple). Even so, they have grown a little familiar. Familiarly genius, yes, but familiar nonetheless. Aonuma’s new dungeons sound more like adventures than traditional tests. He suggests players might see Link lose his sword, forcing him to navigate via stealth. Using Link’s items to avoid enemies instead of fighting them sounds like a great idea. Spirit Tracks’ phantom knight dungeons were among its highlights, after all.


          
               9) Hyrule is looking grand
          


Above: The more you look the more detail you see. Noticed the Bokoblins’ spotted thongs yet?

In our last preview we spoke at length about Link’s grown-up cel-shading. Inspired by the works of impressionist painters, it sees the vibrant colors of the foreground blur and smudge into painterly vistas in the distance. Eyes are easily distracted by such a novel party trick, but focusing on minor details reveals other visual splendors. The forest demo teems with life as rodents skitter around Link’s feet and sunlight cuts through the leafy canopy. After Twilight Princess’ eerily deserted plains it makes a difference. We’re also taken with the rippling air effect seen when swords smash against shields, perfectly hammering home the oomph you’re putting into the swipes.



          
               10) Hyrule is sounding grand
          


Above: Imagine this screen, only moving. And with amazing orchestral sound. The finished game will be like what you’re imagining

With eyes thoroughly pleasured by our ten minutes in Hyrule, ears were happy to hear they’d be fully catered to as well. Zelda is somewhat notorious for realizing grand orchestral scores with MIDI and sampled instruments, but not for long. During Nintendo’s E3 round table, Miyamoto was asked whether Skyward Sword would make the leap to fully orchestrated majesty. There’s a good chance, according to the All-Knowing One. “I don’t think we could do what we did with Mario Galaxy 2 and not try to match that with Zelda,” said he. With Galaxy, and now Metroid: Other M, boasting blockbuster sound, we wouldn’t expect anything less.

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Wed, 10 Aug 2011 16:58:57
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Fri, 12 Aug 2011 10:37:01

Gamesradar preview

Skyward Sword uses MotionPlus in two ways – for swordplay and for flying sequences. First, let's talk about swordplay. Since it's easy to mimic the motions of using a sword, it's therefore easy to assess how well the controls work, because a 1:1 correspondence should be possible between your movements of the remote and Link's use of the sword on screen. From what we've played so far, the controls do seem to achieve a 1:1 translation of your movements. Anytime Link's sword is drawn, you can hold out your arm and move the remote around, and you can clearly see that Link moves his sword along with you accurately.Yes!


Of the three areas we played in the demo, the boss fight with new antagonist Ghirahim showed off the sword controls best. Like all good Zelda bosses, there's a trick to defeating him. As creepy as he is (and seriously, he's creepy – there's a point in the lead-up to the battle where he licks Link with his nasty, almost phallic tongue) we let him approach Link and then slowly made a circular motion with the sword while Ghirahim tracked our movements with his hand. At the moment his copycat skills faltered, we quickly slashed at him with the sword. The attack animations seem to correspond to the player's movements quite well too, although the actual attacks don't quite have the same 1:1 feel.

The flying controls didn't work nearly as well for us. In our demo, there were two instances of flying: controlling one of the big birds that we've seen Link and Zelda riding in official art, and then also in using the new beetle item that Link acquires. Both the bird and the beetle work essentially the same – you just hold the Wii remote like a TV remote and tilt it up, down, left and right as if the remote represents the flying object. With both the bird and the beetle, the handling felt fiddly and unresponsive at times, and was overall difficult to get the hang of. In one portion of our demo, Link rode the bird in a race against other CPU-controlled birds, and getting into the lead was surprisingly difficult and frustrating.

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Fri, 12 Aug 2011 21:04:46
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Sat, 13 Aug 2011 00:51:27

Why are we getting new previews of old areas?

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Sun, 14 Aug 2011 19:38:08

i want this so much.

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Sun, 14 Aug 2011 20:13:51
bugsonglass said:

i want this so much.



Not as much as me.
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Sun, 14 Aug 2011 20:16:43

Is it wrong that I only want this game because of the MotionPlus controls?

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Sun, 14 Aug 2011 20:31:36
As long as it get you to play it's fine. This will be one of the greatest games ever.
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Tue, 16 Aug 2011 19:21:10

Nintendo gave fans the opportunity to try out Link's new adventure on the UK tour which stopped at Hyper Japan in London's Earl's Court at London' Film and Comic Con last month.

Impressions
'It blew me away', 'it's going to be an instant classic', 'heaven for my ears'. Just some of the comments you've been leaving about The Legend Of Zelda: Skyward Sword having played it on the Nintendo Unleashed tour.
"I really like the motion controls," commented Rintoni. "It probably goes without saying, but the precision of Link's sword strikes really blew me away at Nintendo Unleashed. I had a lot of fun in the dungeon demo getting the giant spiders to expose their bellies so I could stab them. I also enjoyed hacking away at the Stalfos, trying to avoid the swords he was using to shield himself."


Nintyspong3862 is another who enjoyed the new motion controls, pointing out that they work very well in other aspects of the game besides the sword fighting.


"I loved the accuracy of the motion controls. MotionPlus adds a lot to the game, not just to the swordplay, but also to the items. The flying bug was fun to use, and I can't wait to see the other, new items they have created.


"I knew it was going to be good from the original artwork picture, then the screenshots came along, then the videos, and now, after playing it, I know it is going to be an instant classic. It's got a lot to live up to but I can't see it struggling."


That flying bug is, in fact, a beetle, and controlling it is one of the coolest moments in the dungeon demo as you have to pilot the mechanical bug through winding tunnels in order to flick switches or take out spiders with your pincers.


Of course controlling this bug isn't the only flying action in the game. Link has to fly a big red bird at the beginning of the game, something DeadBowser describes as "really fun". He also "loved the MotionPlus controls, and the clever way they were used in the puzzles."


Yet shane12234 didn't enjoy the motion controls. "I wasn't too impressed to be honest," he says. "I thought the MotionPlus didn't do what I wanted half the time and I thought the graphics were average." However, he is hoping that he'll be won over. "I'm sure the game will be fantastic as I am yet to be disappointed with any Zelda game and the sound and music is perfect."


Omar Ibrahim wasn't convinced by the MotionPlus sword controls either but he loved the new visuals and orchestrated soundtrack.


"Having finally played it, I was able to appreciate the new graphics. The new art style complemented the orchestrated soundtrack and effects perfectly, adding to the core value and fantasy element of the Zelda series.


"Despite what others have been saying however, the controls seemed to be the weak point for me: the new MotionPlus occasionally didn't pick up all of the swings I was taking, the movement didn't maintain the same smoothness that Twilight Princess offered, and having to constantly flip between the A and B buttons to use one item was annoying."


However, he is also confident that it will improve. "I'm sure with a bit more work, they can perfect this before release, otherwise everything else was fine."


We'll leave the final comment with Sporkhead who enjoyed the battle with Ghirahim, Skyward Sword's mysterious enemy. This is the highlight of the Skyward Sword demo as it's the fight that really shows off the difference between using a MotionPlus and the standard Wii Remote in Twilight Princess.





"It's amazing," he says. "The combat works extremely well - particularly the boss battle in the demo against Ghirahim - where you really have to get your sword swipe angles right. It just feels right and it was an extremely difficult battle at that too. If I hadn't found that my inventory wasn't filled with potions I'd have lost, as you need to be on your feet. Grabbing hearts from pots left me open to a few attacks and even standard enemies provide a proper challenge now. You really have to think more about what you do with your items now."


Yet Sporkhead's highlight was the little new features. "It's the creativity and changes to the formula that excited me the most, though. Stuff like being able to sprint instead of roll, the new inventory system/control set-up and real-time potion chugging really stood out to me. Unfortunately the dungeon portion of the demo had a strict time limit, but from what I played it felt very freeform, and the flying beetle power-up reminded me of Wind Waker's seagulls."


Finally, he commented on the music. "The music's a clear win and its orchestrated sounds extend to sound effects. Hearing Zelda's famous item GET and eight-note chimes was heaven for my ears."

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Wed, 17 Aug 2011 02:02:43

Want want want ... now

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Wed, 17 Aug 2011 11:32:54

You know we've barely seen anything of the game, maybe 10% of the areas? I'm somewhat worried about how the sky setting is going to affect the game design. If it's like Skies of Arcadia, cool. If it's like an empty Wind Waker-esque barren ocean then not fine.

Also, whilst I liked the air temple in TPrincess, I don't think I would want tons of dungeons based on air and wind and such. I want more unique dungeons like Midna's homeworld or the mansion in the snow.

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Wed, 17 Aug 2011 14:18:41

i think dungeons will still be traditionally "elemental" for the most part.  they won't all be wind/air themed.

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Wed, 17 Aug 2011 15:37:35

The dungeon we saw at E3 was the Sky temple, but it looked more like a Forest Temple to me. We also saw Hindu styled desert temple.

Also Bill Trinen said that the world below the clouds is absolutely huge and Eiji said it is the biggest Zelda yet. So no worries there. My only hope, I just hope they fix the trees, the look fugly.

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Wed, 17 Aug 2011 15:44:50
bugsonglass said:

i think dungeons will still be traditionally "elemental" for the most part.  they won't all be wind/air themed.

I think I'll be pretty sick of forest and sand temples by now too. Or lava ones.

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Wed, 17 Aug 2011 16:23:21
Wait so SS was playable in London and GG you didn't go. That is it turn in your gamers badge, this is unacceptable.
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Wed, 17 Aug 2011 18:53:01

I keep my gamers badge in my underpants. You still want it? It's like a scratch and sniff card.

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Wed, 17 Aug 2011 23:22:23
gamingeek said:

I keep my gamers badge in my underpants. You still want it? It's like a scratch and sniff card.

One day I am going to go to London when there is some gaming event going on and I will personally drag your ass out of your house so we can go to this event together. Happy

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Thu, 18 Aug 2011 14:29:37

I will ditch you in hobo town and the rioters will get you. They will strip you down to your underwear.

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Thu, 18 Aug 2011 21:48:13

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