Those controls are extremely divisive for many, and I understand why. You have the option to use the thumbsticks to replicate the motion controls, but the constant flicking instead of normal button presses and moves gets old very quickly.
On a more positive note, Skyward Sword HD upholds the Legend of Zelda tradition of having some truly remarkable music. There are some quality-of-life improvements throughout that may not stick out as obviously as you would expect, but they really help the gameplay a bit more like a modern game despite the janky controls. There are some quality of life improvements throughout that may not stick out as obviously as you would expect, but they really help the game play a bit more like a modern game despite the janky controls.
It may not be as beloved as Link to the Past or Ocarina of Time, but Skyward Sword is absolutely a game worth your time. You must be logged in to post a comment.
Skip to content Reading Time: 3 minutes. Kyle Foley. However, Skyward Sword was built around motion controls from the start and required new controller hardware to boot. So how does it fare on the Switch after all these years? Well, the motion controls are still present if you want to use them, but what this HD version adds are all new button controls.
The latter are surprisingly decent considering that the game was built with a different setup in mind. Not only do you gradually upgrade the sword to its final form, but also the angle of attack with your sword is now crucial, as enemies will block certain avenues of attack.
The result is a very technical kind of Zelda game in terms of the controls. Not only with use of the sword and shield but also the new items unique to the game. Normally, Zelda games have a typical array of items you can use.
Like the Hookshot or Bow , while these are still present Skyward Sword adds a few of its own. Such as the remote-controlled Beetle , that can fly through the air and grab previously inaccessible items. You also have a Whip , that acts as an Indiana Jones-esque swing and switch puller. Not to mention the Gust Bellows that can blow things around the place.
All of these previously required the motion controls to wield properly and accuracy was key with each of these, especially when it came to sword combat. The reality is that there was a tactile learning curve with the motion controls, and most of the detractors of that setup could not be bothered to put the effort in.
Now that we have pad-based controls alongside motion controls, and people are complaining about the new controls not being good enough. When it released in , it both felt like it was abandoning what made the Zelda series great while holding on too dearly to traditions from later entries in the series.
But it also shows now, as it did when it first came out, how rewarding some traditions can be to uphold, and it makes a concerted effort to introduce them to more people, even as it showcases why Zelda had to move on from them. In , some Zelda fans saw Skyward Sword as the most clear-cut case yet for how the series had lost its way. Zelda games had always been about exploring a world that seemed massive, about uncovering little nooks and caves without being told to.
In Faron Woods, I met a character who sent me along a straightforward path to activate some Goddess Cubes so I could go get the corresponding chest later highlighted on my map. I solved a few puzzles, unlocked a few shortcuts, then solved slightly more complex puzzles inside the first dungeon. For my efforts, I got a new item. I could clearly see the points where the game wanted me to come back later, once I had more tools like this at my disposal.
But it was much more disappointing in The way Skyward Sword funnels you from objective to objective, with exploration as an afterthought, felt like the series abandoning what had made it special.
The last Zelda game before Skyward Sword was Spirit Tracks , a portable entry that was even more, well, on rails. It felt like the Zelda that people had grown up on had disappeared, and this new version was here to stay.
When you think about Skyward Sword being built for the Wii remote and the audience that came with it, a lot of the game falls into place. It explains why the game feels so railroaded, why it explains so much of itself to the player. More importantly, it explains what I love about Skyward Sword. More than any other Zelda game, it feels rewarding to take part in the Zelda tenets Skyward Sword abides by.
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