It took me three years to get around to finishing The Legend of Zelda: Skyward Sword.
In itself, this is hardly noteworthy — for me. Off the top of my head, the longest it’s ever
taken me to finish a game was seven years for Lunar 2: Eternal Blue Complete, which I bought around Christmas of
2000, and finished sometime around January of 2008. If I ever manage to beat the final boss of Breath of Fire IV, which I bought
around the same time, that will make the record, I think. I wonder sometimes if I have a very selective
type of ADD, or ADHD, or something.
But most of the time, it doesn’t take me this long to get
around to finishing a Zelda game. Most Zelda
games occupy a rare spot in my mind, up there with Halo or Metal Gear Solid
or Mass Effect. These are games which, once begun, I tend to
play exclusively until completion.
But there were several points during the game where I was
compelled to set the controller down and go play something else. It was that, or throw my hands in the air
(and the controller through the TV, in all likelihood), and scream to no one in
particular “Oh, this is bullshit!”
Interestingly, it wasn’t because of the much-vaunted (or much-lamented,
depending on who you talk to) motion controls.
* * *
Let’s talk about the motion controls for a bit, though, because from
what I’ve seen that seems to overshadow most discussion about the game. It’s kind of the Big Thing with Skyward Sword and I want to get that
out of the way up front.
Skyward Sword
presents us with the realization of a fantasy, or at least a lot of blue-sky speculation, that I believe a lot of people had
about Twilight Princess back when speculation about the Wii and Twilight Princess was all we had. There was this idea in some corners of the internet that with motion controls, every swing of the remote would correspond to a swing of the sword, moving
in the same direction, with the same speed, that the player moved. Of course, the reality was much different. But Skyward
Sword makes this (somewhat) possible through the more advanced motion sensors and
accelerometer of the Wii Motion Plus. For
some people, this probably ought to be filed under the category of “Be Careful
What You Wish For”.
There is no simple button combination you press to strike
one way or another. Swing the remote
horizontally, and Link executes a horizontal attack. Swing it vertically, and Link attacks upward
or downward, depending on how you swing.
Thrust forward, or slash diagonally, and Link does those as well. He holds his sword at whatever angle you’re
holding the remote; there is literally a one-to-one correspondence between the
remote and the sword. At first, it’s
sort of neat.
It quickly gets difficult.
Combat used to more or less boil down to pressing the attack
button when the enemy was not defending, to continue pressing it until the
enemy was dead, and to let up occasionally when the enemy was defending itself
(if it was capable of such a thing).
Bosses and a handful of other enemies (mini-bosses and Darknuts, mainly)
typically took a little more thought, but the rank-and-file bad guys have
traditionally been relatively simple to dispatch.
Skyward Sword
makes every enemy a puzzle.
Enemies may block high or low, left or right. You learn quickly to attack from the side opposite their defense. Your own defense
is less than assured. All of your
shields can take damage, and eventually break, under the strain of constant
abuse. The Hylian shield is the
exception to this, but it’s found late in the game, is completely optional, and
frankly, if you have the skills to earn it, you can probably pretty safely do
without. Now, if you can manage to time
a shield thrust just right, no damage will be done to the shield. Of course, failing in this shield thrust
results in getting hit. And the enemies
in Skyward Sword can punish you
brutally. This is the first game in the
series to start you off with six heart containers instead of the usual three,
and it only feels generous until you start fighting enemies.
And then (if all of this wasn’t enough) if you’ve been
simply blundering along, relying on blind luck
and persistence to carry you
through, the first boss will annihilate you.
So that’s combat in Skyward
Sword: Learn, or suffer.
I may be overselling it a bit. It takes a measure of getting used to, for
sure. But Nintendo made sure that the
controls weren’t just a gimmick. They
are central to the game. You can’t
scrape by on luck. You must learn, or
you will get nowhere. And ultimately, it
works. By the end, I had only two real problems
with the motion control scheme.
The first problem was mainly just me. When it gets down to the wire, I tend to get
a little panicky and flustered, which resulted in me more than once just wildly
swinging the remote when even just a little bit of clear thinking would have
gotten me through. And that’s a thing
you learn quickly with Skyward Sword:
you need to be on the ball pretty much all the time. Even minor enemies require a little bit of
thought. Take slimes, for instance: If you attack one with a horizontal strike,
that will split it into two slimes. But
because it’s a horizontal cut, that means one of the two is directly on top of
the other. When it falls onto the one
below, the two merge, and now you have one slime again, and meanwhile have
dealt no damage. You have to attack them
vertically. Also, some Deku Babas now have a
four-part jaw, which can open either horizontally or vertically, and you have
to attack along the line of the jaw’s opening to deal any damage.
The second problem was with the controls, though. While they never once, in my play through,
failed to track motion correctly, the “neutral position” did tend to wander a
bit. That is, I would hold the remote
control forward, while Link would hold his sword out to the side. All motion would correspond completely to how
I moved the remote, but would be offset in proportion to the initial difference
between how I held the remote and how Link held the sword. Now, if this only occurred during sword fights,
it wouldn’t be so bad. The neutral
position does tend, over time, to wander back to true. But it becomes especially frustrating with
swimming and flying, which are done by angling the remote. Thankfully, this can be fixed. You can go into the menu at any time and
recalibrate the remote.
The overall experience I had with the motion controls was
positive, if not completely enthusiastic.
Put more simply, while it was a
fun experiment on the whole, I definitely don't want Nintendo doing this for every Zelda game. Skyward Sword was an interesting divergence, but should not be the way of the future. But when it
worked, it worked phenomenally. The
final few battles of the game were some of the most exhilarating I’ve ever fought
through because of it.
* * *
So if it wasn’t the sharply divisive motion controls that
brought me to a halt so often, what was it?
Well, Skyward Sword
has a few segments where you’re looking for magical energy to upgrade the
Goddess Sword, which is the weapon you have for most of the game. To do this, you enter into a kind of spirit
realm, and must search for the Goddess’s Tears.
The spirit realm segments are taken from actual areas of the main game,
except certain points are closed off here and there to make navigating more
difficult. You have no access to your
equipment or weapons in this part of the game, and must traverse the terrain
with just the basic maneuvers available.
This would be tedious all on its own – I tend to dislike hunt-the-widget
challenges in general, because I invariably get down to a final two or three widgets which are hidden in
infuriatingly clever spots, and run around in circles trying to find them.
Skyward Sword
makes this worse by imposing a time limit.
From the moment you leave the starting point, you’re pursued by enemies
who will “kill” you in a single blow. If
you collect a Goddess Tear, the enemies revert to their starting positions for
two minutes. Each Goddess Tear you
collect restarts the countdown, but if you run the timer down or manage to trip the alarm in another way, the enemies will begin
chasing you again. If any of them strike
you, you’re returned to the starting point, and have to collect the Goddess
Tears all over again.
So the game takes a task I already find tedious, and ups the
ante by making it stressful. There is no
part of these sections of the game which I enjoy. The game makes you do this four times in
all. What was especially frustrating was
that the last of these collectathons should have been the easiest, since unlike
the others, it takes place in an area you’ll have visited countless times
prior. But since it was so long since I’d
actually played the game, it was just as bad as the rest because my memory of that area was fuzzier than it would normally have been on a straight run through.
These parts of the game were why I took so long to finish
it. Pretty much everything else was
highly enjoyable. But these particular
parts of the game, I found infuriating to the point where I had to stop playing
because I couldn’t keep my composure any longer, and the thought of going back
to them was actively repellent.
“You feel betrayed,” my wife told me, when I tried to
explain all of this. “This is a series
you’ve been playing since you were a kid, and enjoying all the time, and now it’s
doing something you hate.”
She’s right, mostly, but I feel like maybe “betrayed” is
putting it a bit strong. “Disappointed”
or “let down” might be a better description, but at any rate “deeply unhappy”. I play games to relax and have fun, not to
get stressed out and made to do tedious, frustrating tasks over and over again,
from scratch, as punishment for even a single mistake.
But this is probably less a problem with the game itself,
and more a problem I personally have with the game. I have spoken to people who like these
segments, after all, and to the best of my recollection, none of them were
mental patients. Not at the time,
anyway.
* * *
So that’s the bad, then, in a nutshell. The motion controls (which people in general
seemed pretty divided about), and the bullshit collectathons, which I
personally hated, but which may be someone’s
cup of tea, at least.
How’s the rest, then?
Barring these two specific things, how does Skyward Sword stack up, broadly speaking?
When it comes to long-running game series, it’s difficult to
think about them in a vacuum. What they
do right and wrong, and what you (or I, anyway) tend to like and dislike about
them has a context, a frame of reference, derived from things the series has
done well or poorly in previous installments.
The longer the series, the more of an issue this becomes. I was going to say “the more of a problem this becomes,” but I’m not sure
it’s a problem really, so much as it’s just a kind of … thing.
Let’s overlook this failure of articulation for a moment,
and move on.
So when you have a massive video game franchise spanning
multiple video game systems and dating farther back than the birth of a
sizeable portion of your fan base, it can be risky to go mucking around with
the established structure, mechanics, and lore of the series. A strange thing happens when people become
fervent fans of something: they begin to identify with it. And any changes they dislike, whether they be
additions to or subtractions from the original formula, tend to be
unwelcome. And that’s putting it kindly. Not that Nintendo seems to be worried about
this overmuch.
There are people who have been declaring each new Zelda game
since (and including) Majora’s Mask
to be a failure, and a harbinger of the death of the franchise. That was back in 2000. And yet, somehow, here it is plodding gamely
along in the Year of Our Lord Two Thousand and Fourteen, reliably turning a
profit for Nintendo all the while.
This is the most curious definition of “failure” and
“franchise death” I have ever seen. And
there certainly have been changes.
In this outing, Link is more athletic and maneuverable than
he’s ever been. The roll maneuver has
been done away with. Among other things,
this tremendously improves on the series soundtrack which, since Ocarina of Time, has largely consisted
of “Hup!” *thump* *thump* *thump*
“Hup!” *thump* *thump* *thump*, at
least if you wanted to get anywhere in a hurry and had no access to a horse. Instead, Link sprints for short
stretches. He can run up walls for a
couple of steps before hopping up to grab a ledge, and can hang from these
ledges to avoid notice, groping his way along them, hand over hand. He also spends a lot more time climbing and
swinging from vines and ivy. We’re not quite dealing with the levels of parkour present in, say, Prince of Persia: the Sands of Time,
but it’s still nice to have a different set of maneuvers, and Link seems to
navigate the landscape more smoothly.
Said landscape, by the way, is completely gorgeous.
The artwork in Skyward
Sword strikes a nice balance between the more realistic look of Twilight Princess and the cel-shaded
cartoony look of Wind Waker, and has
an overall sort of Impressionistic look to it.
Or so I’m told. I don’t know
enough about art to say for sure on my own authority. But, look, it looks beautiful, even playing on
an HD TV, where the picture quality is (unavoidably) sort of jagged and
awful. The artwork allows for more
realistic figures to stand together in the same environment as more fantastical
structures and landscapes and creatures that are wildly improbably or frankly
impossible in reality, and still look coherent and internally consistent.
Part of the reason this style seems to have been chosen was
to facilitate the sword-fighting mentioned above. With the bolder colors and more pronounced,
cartoony animation, and less intricately detailed designs, it’s easier to tell how the enemies are posed and to
telegraph their movements.
The world itself is a bit smaller than some outings, and honestly more linear, but
denser with secrets and things to do. As
opposed to the emptiness of Ocarina of
Time’s Hyrule Field, or Twilight
Princess’s main overworld or, God help us, the ocean from Wind Waker (which I get weirdly
nostalgic about, even as I remember its tedium), all of the areas you visit seem to have a
purpose other than just being big so as to contribute to the world’s sense of
scale. Each location hints (some more strongly than others) at a place which once had a purpose in the larger context of the ancient world. There is a bit of emptiness to
the hub world in the sky where Link nominally lives, but it’s nowhere near as
bad as it could be, and can be navigated with relative speed and ease. At any rate, it doesn’t take much time or
hassle to get to the interesting areas.
Another common complaint leveled against the Zelda series in
recent years is that the various tools you unearth are, much like keys, useful
only in the dungeons where you find them.
Skwyard Sword happily averts
this. You will frequently be called upon
to use your tools (this is more true of some than others) throughout the
adventure. At first, this was actually
disorienting to me. I’d gotten so used
to finding an item, using it in the one dungeon, and then promptly forgetting
about it (barring items with some combat utility, like the bow and arrows) that
I kept getting thrown for a loop by the constant need for older items. It didn’t help that, putting the game down
for long intervals here and there, I tended to forget the varied uses of some
of the game’s tools.
So that’s another nice thing about Skyward Sword: it keeps you on your toes a bit, demanding that you
keep in the forefront of your mind a good working knowledge of everything you
can do with the tools at hand. The first
major tool you get, a sort of remote-controlled metallic bug, can be used to
scout out difficult-to-reach areas, grab items from far off, hit switches, and
even drop bombs. The gust jar can be
used to blow sand off of surfaces to reveal items, but can also be used as a
sort of jet to propel you along on hanging platforms. In addition, many of these items can be
upgraded in town, to increase their power, range, and duration of use. This includes your shields, which helps to offset
their destructibility somewhat.
Another nice change is the way bosses are handled. For a good long while now, the typical
pattern of most Zelda bosses has been pretty much a three-step process.
1.
Use the item you found in the dungeon to expose
the boss’s weak point.
2.
Mash the attack button repeatedly, until the
weak point is no longer exposed.
3.
Repeat.
While this is still true to some extent, in that you need to
use the dungeon item to expose the boss’s weak point, getting to the boss and
actually doing any kind of damage often requires some skill with using the
sword, or other mastery of the motion controls. The particular pattern you need to follow, while still being mostly logical, seems a bit less blatantly telegraphed. Like combat in general, this
helps to avoid the motion controls becoming some kind of gimmick. Nintendo clearly took the idea seriously and
integrated it into the core of the game, and you have to likewise take it
seriously yourself, and learn it.
* * *
So in addition to making substantial changes to the
mechanics of the series, Skyward Sword
also delves into the deeper background lore of the series. In fact, it sets out to tell the origin story
for the whole series. Amusingly, the
whole thing calls back to a conflict even further back in the past, which isn’t
elaborated upon much.
The Zelda history/mythology/legendry, whatever you want to
call it, has never been terribly complex.
It’s seemed pretty variable and flexible over the years (to the point of
seeming just plain inconsistent at times), but the main beats and the major elements are
all there. Skyward Sword purports to give us a foundation for all that’s
happened so far, to explain what set this recurring conflict into motion. But The
Silmarillion, this isn’t.
We begin with two deities:
the demon Demise, who seeks to conquer the world and destroy all who
stand in his path, and the goddess Hylia, who seeks to stop Demise and protect
her chosen people. How the triple
goddesses of the Triforce fit into all of this is alluded to and implied more
than explained outright, which I personally think was the right call. The vagueness helps it all retain a certain
sense of mystery.
In the end, Hylia managed to seal Demise away, but before
doing so, led her chosen people to escape by way of her magic. This escape involved taking their town away
into the sky, where it remains today. It
is called Skyloft. The people there have
basically forgotten that there ever was a world on the surface. There, many young men and women train to be
knights at the knight academy. When they
graduate, they are given a particular set of clothing to wear, with the color
varying every year. The cut and color
for Link’s year should look familiar to most series fans.
In Skyward Sword,
Zelda is not a princess, but she is the daughter of the headmaster of the
knight academy. Predictably enough, she finds
herself imperiled by the forces of Demise, who have not been sitting idly by
since his imprisonment. She is in short
order plucked out of the sky and left stranded on the long-forgotten surface
world. So it falls to Link, chosen
champion of the goddess, to save her. To
say that Zelda is more than she appears to be is to state the obvious.
Relatively early in his travels, Link runs afoul of
Ghirahim, who is an agent of some sort for Demise. Ghirahim seems to strike a fine balance
between sinister and foppish. He teases
and mocks Link, which backfires on him spectacularly, but he ultimately serves
as a kind of nemesis.
Aiding Link on his travels is Fi, the spirit within the
Goddess Sword which Link is given on his search for Zelda. Fi seems to be a mostly mechanical being,
imparting advice on where to go next and initially quite dispassionate on
anything not immediately related to the quest she shares with Link. Most of the time, she just reminded me of
Midna from Twilight Princess (one of
the only things most people can unanimously agree that Nintendo got right with
that game), except not as amusing or as interesting. She’s not a bad character, but she’s not as
good as Midna, and is tied into the mechanics in unfortunate ways. She will, for instance, inform you that you
are low on health and need to seek hearts, as if the constant, irritating chime
that always accompanies dangerously low health needed clarifying.
The world in many ways makes me think of the original Legend
of Zelda. Like the first game in the
series (perhaps deliberately as a tribute to the origins of the series; Skyward Sword marked Zelda’s 25th
anniversary, after all) the world is largely abandoned, and most of the people
you encounter wandering about it do so at some degree of peril. The abandonment heightens the sense of mystery. You see various statues and structures built
by a long-vanished people for purposes which never seem quite clear. Odd gazebos and fences give certain sections
of the woods an almost park-like feel, albeit run-down and overgrown. The mining facilities in Lanayru province,
now a desert, speak of a fascinating, highly advanced past, which you glimpse
here and there, in bits and pieces.
Done correctly, I tend to prefer this to endless
exposition. I’d rather not know, sometimes. The wondering is almost always more fun than
the knowing. Granted, the world doesn't have quite the hostility of, say, Shadow
of the Colossus (itself based to some extent on the original Legend of Zelda in this respect). It’s a Nintendo game, so it’s going to be a
little more friendly, a little more cozy. Ironically, while Shadow of the Colossus's world felt more threatening, it was completely safe to traverse, barring the colossi themselves. Skyward Sword, meanwhile, is bright colorful, and full of things trying to kill you.
Yet at the same time it feels abandoned, Skyward Sword does get across a sense of ancient mystery and loss. Alone in the wastes and the wilderness, you have the feeling that there was something here, once. Something great that is now lost, left largely to the keeping of the monsters that roam seemingly at random, and of which the civilization of Skyloft and its people is but a dim shadow.
Yet at the same time it feels abandoned, Skyward Sword does get across a sense of ancient mystery and loss. Alone in the wastes and the wilderness, you have the feeling that there was something here, once. Something great that is now lost, left largely to the keeping of the monsters that roam seemingly at random, and of which the civilization of Skyloft and its people is but a dim shadow.
* * *
Taken as a whole, I thoroughly enjoyed Skyward Sword. There were
sections that frustrated me, but this is less because they seemed unfair and
more because they explored game mechanics that I dislike. For the most part, I enjoyed myself. I can see where the motion controls would be
a hurdle for some, and while I didn’t have too much problem with them beyond
the one or two hitches I mentioned above, I can see others not caring for them
much.
Aside from that, I feel like Skyward Sword did nearly everything else pretty much right.
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