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Legend of Zelda Games: Skyward Sword (Nintendo Wii) Legend of Zelda Games: Skyward Sword (Nintendo Wii) The Legend of Zelda games are one of my favourite series of games; mater of fact the very first game I played on a Nintendo was Zelda 2 way back in...

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MUTANT ZOMBIES BOOST NINTENDO

Category : Marios Bros

DAILY STAR SUNDAY

I WAS forced to dig out my 3DS the other day.

Apart from Super Mario 3D Land and Mario Kart 7, the console hasn’t seen much action in recent months.

Still, Resident Evil Revelations had arrived, the latest in Capcom’s survival horror franchise, offering a genuine three-dimensional experience for Nintendo’s console.

It’s been a tough first year for the 3DS.

Launched to great fanfare, knock-out games have proved scarce while sales took a while to start moving.

Still, according to the manufacturer the outlook for the 3DS remains rosy, with more punters slipping into their pockets over here, in Japan and, interestingly, in Australia where it became the quickest console to reach 200,000 sales.

And more games like Revelations certainly won’t hurt.

Set some time following Resident Evil 4, you play Jill Valentine who is on the abandoned cruise ship crawling with the mutant undead.

The ship, the Zenobia, offers a confined yet pretty sizeable backdrop for the action, with plenty of threats lurking in corners.

The game is one of the first to work with the Nintendo’s new add-on for the 3DS, the Circle Pad Pro.

What is it? A slightly clunky peripheral that clips on to the console, adding a second circle control pad, plus a couple of shoulder buttons.

Why is it out? It seems that Nintendo’s designers made a bit of a mistake with the original concept and failed to see the need for the second analogue stick.

There have been rumours of a redesigned console being released but the Circle Pad looks to bridge that gap, with compatibility for several upcoming games, including Metal Gear Solid: Snake Eater 3D, Monster Hunter Tri 3G and Kingdom Hearts 3D.

And it works well with Revelations, offering a much better experience by allowing you to move with one stick and control the camera with the other.

The add-on isn’t necessary to play the game but for £14.99 it’s worth a purchase.

It certainly helps if you’re playing the game for long periods.

Anything over half an hour on the normal console and your fingers can feel a touch cramped.

Unusually for the series, there’s a dual screen layout which works well, while the storyline remains true to the high standards of previous titles.

There’s been a bit of rumpus on the web about the game not having enough “survival horror” for a survival horror game but taking a series to a new platform is always going to mean changes and there’s certainly enough going on in the 3DS version to make up for any move away from the original concept.

In short, it’s highly-polished and very playable, offering a genuinely immersive experience despite the small screen, aided by some great characters and plenty of twists.

There’s even a two-player mode should you wish to trawl through the ship killing zombies with a mate.

The game alone isn’t enough to persuade you to buy a 3DS but a few more titles like this and it’s going to be very hard not to…

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Article source: http://www.dailystar.co.uk/gameon/view/233697/Mutant-zombies-boost-Nintendo/

Super Mario’s Next 3DS Adventure Will Be A 2D Side-Scroller!

Category : Marios Bros

Nintendo has already sold 5 million copies of Super Mario 3D Land and it looks like the plumber and all of his pals from the Mushroom Kingdom will be back for new adventure sooner than we thought. During a recent talk with in investors Nintendo boss Satoru Iwata revealed the publisher already has plans for a new 2D Mario adventure for Nintendo 3DS.

Sadly, no real details for the game were released, but Iwata did mention the game would be a side-scrolling title. He also noted that game would launch sometime in Nintendo’s next fiscal year, which places it sometime after March 2012.

We were big fans of Mario’s return to side-scrolling action in New Super Mario Bros. for the Wii and we’re really hoping they carry over the co-op multiplayer game modes as it added quite a bit to the replay-ability.

A March 2012 launch would give us plenty of time to finish up Super Mario 3D Land, but that doesn’t mean were any less excited for a new game. You can be sure we’ll be keeping you up-to-date this one.

[Nintendo via Joystiq]

Related posts:
CES 2012: Nintendo Breaks Out Wii U To Show Us Zelda HD, Chase Mii and More
Nintendo Download Weekly Update 1.26.12

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Article source: http://multiplayerblog.mtv.com/2012/01/27/super-marios-next-3ds-adventure-will-be-a-2d-side-scroller/

Super Mario 3D Land’s Tanooki Mario Inspires Plush Toys

Category : Marios Bros

The character goods maker San-ei Bōeki announced that it will release Tanooki Mario plush toys in early April. The toys will recreate the Tanooki transformation in last year’s Super Mario 3D Land platform game. The 1,400-yen (about US$18) small version will measure 11 by 11 by 22 centimeters (4.5 by 4.5 by 9 inches), while the 2,600-yen (US$34) medium version will be 15 by 15 by 30 centimeters (6 by 6 by 12 inches).

Mario’s Tanooki transformation was first seen in Super Mario Bros. 3 in 1988. Tanooki Mario made headlines last year when the animal rights group PETA (People for the Ethical Treatment of Animals) launched a “Mario Kills Tanooki” campaign, but it later described the campaign as “tongue-in-cheek.”

Source: Inside Games via Siliconera

Image © Nintendo

Article source: http://www.animenewsnetwork.com/interest/2012-02-04/super-mario-3d-land-tanooki-mario-inspires-plush-toys

Iwata: Not All Wii U Games Have to be in HD

Category : Wii

Speaking to investors, Nintendo‘s President Satoru Iwata has said that not all Wii U games have to be in full HD.

When asked about development for the Wii U, Iwata said:

Looking at the software for home console systems, there are certainly the software titles for which very rich graphics must be reproduced on HD displays… But we do not think that any and all the software must be created in that fashion.

He went on:

Rather, we have to create the dynamic range of appeals that the consumers can appreciate… As we will showcase the Wii U at E3 in June this year, the detailed announcements must wait until then, but we are aiming to make a system which shall not be forced into competing with the others where the contenders can fight only with massive developer resources and long development times as their weapons.

Iwata made it clear that titles like The Legend of Zelda will be treated to full HD, as the fans will expect it of them at this point. Still, it seems very odd that in this day and age there would still be issues with making every game in HD. You would think they’ve got it sorted by now- though maybe Nintendo doesn’t have as much practice as the other developers.

Via [Gamingbolt]

Edit: I realise how this looks- thanks to some snide comments below- and think I should clarify. When I wrote “HD” I was referring to high definition as a concept, rather than a screen resolution (i.e 720p, 1080p)- you can read for yourself in the quoted sections what Iwata means. I understand that my writing could be clearer on this occasion, and seek to improve at any opportunity. I’ll leave the post as it is for history’s sake.

Article source: http://www.ripten.com/2012/01/30/iwata-not-all-wii-u-games-have-to-be-in-hd-sam-n/

Zelda Themed Case for 3DS and DS added to Club Nintendo

Category : Wii

Club Nintendo has a pretty good reputation for releasing quality rewards for its members and the newest additions to the rewards catalog are nothing short of pure awesomeness. Over at Club Nintendo, they’ve added a new set of gamecard cases for 3DS and DS games, priced at 250 coins each, with one of these designs being Zelda related. The design overall is great, featuring some art from games such as Skyward Sword, Wind Waker, and even the original Legend of Zelda. The cases hold a total of 18 DS and 3DS games. If you’re interested, you can hit up the link to the page on Club Nintendo here, or make the jump to check out some photos!

I really like that Nintendo used a combination of multiple generations of The Legend of Zelda in the case, featuring a variety of different items from the games. All in all, I think that the case is well designed. However, as great as the case may be, I think I’m going to pass up on these. Mostly because I don’t have enough coins to spend, but I also have a case for my DS already and I’ve never really been a fan of the cases like these. In spite of this, from what I’ve seen, they seem like great cases for holding your games if you don’t already have some way to hold them.

But what do you think? Do you like the design? Anything you would add or take away from the cases art? If you’ve owned or still own a case like this; do they work well? Let us know by leaving a comment!

Source: Club Nintendo VIA Zelda Universe
Some photos from Zelda Universe

~~~Recent Content Updates~~~

~~~Recent Wiki Articles~~~

  • I am totally getting it right now!

    • Just ordered it!! 

  • I hope Club Nintendo will release the golden nunchuk in America. I don’t care if it is 1 coin, or 1,000 coins, I would get it

    • I wouldn’t want it THAT much. And it definitely won’t be 1 coin. For 10 coins all you can get is a screensaver, something that isn’t so great and they don’t have to ship. If they do, it will be at least 600  coins.

      • The gold nunchuck costs less coins if you already registered Skyward Sword

  • This looks awesome… I’d want to get it, but I’d be afraid to take it anywhere, in case someone tries to take it! (And my entire DS collection along with it…)

  • Just ordered this the other day. Can’t wait to get it! 

  • want!!!! how much in USA? nyone know?

    • 250 coins, it says right there in the article -___-”

  • Goddam it, I hate Club Nintendo UK. They have nothing but Mario screensavers over here

    • lol

    • Yeah, they only have cheap ringtones and screensavers that no-one wants, or ridiculously expensive things like the Gold Wii Wheel that waste all your coins. I could get several of those card cases if only they were over here.

  • The first that I came with nintendo mario game .. :) I used to play for days without droppingmy hand. Looking at the picture came to mind after reading your article, those days.

  • EPIC!

  • Ordered mine today! Can’t wait to put my hands on it! I was considering a 3DS game cards case at Amazon.com, when suddenly, as if Providence was calling me, logged in at Club Nintendo and saw it. Fate exists pals…

  • Now if only I actually owned a 3DS. 

    • You can use it for normal DS games, too.

      • yep

  • That’s cool if you’re into game cases like this, especially the cover with the collection of various Zelda items.
    I myself prefer to leave my games in the cases they’re sold in, and take only one or two games around with me.

  • I ordered this prize on club nintendo  3 days ago. It’s gonna be cool!

  • And with 18 cartridge capacity, I want it very much so. 

  • I prefer to leave games in their boxes, other than a few I take with me in a small case like this that holds four. This is good if you are going over to a friend’s house and want to bring a lot of games, but I’m okay with smaller, pocket – sized game cases to take just a few with me

  • I think I will have to get this!!! Anyone else notice that on the zelda multi-item design they show the same bow image twice? With all the games and items to choose pictures from they have to double up? geez…. 

  • Ordered.

  • As usual, it isn’t on the Australian version

    • I know aye, I’m from New Zealand and we always miss out down this part of the world, I hope they get them, I would so get it.

  • thats cool

    • makes me wish i didn’t spend my coins on games

  • Zelda case but no Zelda???

  • Does anyone know if it’ll come to the Dutch nintendo club as well? :O 

    I want it very much D: ebay doesn’t sell them yet

Article source: http://www.zeldadungeon.net/2012/02/zelda-themed-case-for-3ds-and-ds-added-to-club-nintendo/

Skyward Sword Review by Axle the Beast

Category : Wii

Skyward Sword, the latest and allegedly greatest game of the long-running Zelda series. It’s been 25 years since the original Legend of Zelda came out and started one of gaming’s most crucial and popular series, and Nintendo intended to cap that anniversary with one of the most ambitious projects in Nintendo’s history. But how good is it really?

This review might be a little overdue, now that I think about it. See, when I sat down to write this week’s article, I went over my list of article ideas, and when I saw “Skyward Sword Review” I thought “Aww, but that would be so boring!” Really though, it’s about time I wrote one. I’ve already talked quite a bit about Skyward Sword on the forums, in videos, and in my series of comparative articles about Skyward Sword and the Zelda series before it. Even though I’ve discussed the game a lot already, I’ve yet to compile all of my thoughts together until now, with this full review of the game. If you’ve read my thoughts about the game before, don’t worry; this will be a bit different.

Visuals

Oddly enough, for a game that innovates with brand new motion controls and tells a story that’s a prequel to 25 years of Zelda games, the single most controversial and polarizing part of Skyward Sword seems to be the graphics. From the visual style to the art direction and even to the actual graphical quality, it seems many Zelda fans and critics alike cannot come to an agreement about Skyward Sword’s visuals, and this is a debate that began when the artstyle was first shown to the world, and has continued even now to discussing the game’s graphical quality. I can’t settle that debate, but I can offer my take on it.

Beginning with the visual style, I’m sure most of you have seen how the game looks by now. Skyward Sword’s combination of a serious look and a stylized, cartoony one was something I’d predicted before the game was actually announced. Regardless of personal feelings about the style, from an objective standpoint it’s a pretty good fit for the series. You have a whimsical adventure series, so you create a style with a lot of bright colors and imagination to fit the whimsy and fantasticism, while applying a grounded and serious element to the visuals so that the seriousness of the adventure is still portrayed, while also bringing the setting and story to a believable level. Skyward Sword is particularly benefited by this because of its focus on the combat; the realistic and serious aspects of the artstyle suit the combat-heavy game quite well without detracting from the bright colors and other fun aspects of the game’s look. If I were to sum up what Skyward Sword looks like, I’d call it a colorful Japanese anime.

One thing I didn’t expect in the artstyle was the impressionist aspect. I expected a degree of stylization and unrealistic proportions from all the character designs and the world in general, but Skyward Sword took this in an intriguing direction with how they dealt with the colors and the draw distance; a game cannot “draw” an infinite amount of objects during gameplay, and many games come up with ways around this. In Skyward Sword, the objects in the distance simplify and blur, causing the environment to resemble an impressionist painting. This coloring style is also somewhat present in the actual textures of the 3D models, and it lends the game a very striking, cohesive look that I thoroughly enjoyed.

I could say the same for the art direction of the game as a whole. From the artstyle to the colors to the area and character designs, the game is just great to look at. The creature and character designs are creative and enjoyable, and there are many times in the game where you just want to see new sights; it is a game that excels at giving you visual feasts, with awesome new things constantly showing up as you advance. For me personally, from the design standpoint, Skyward Sword is the most beautiful of all the Zelda games.

But how good are the graphics themselves? Well, despite all praise, Skyward Sword is a Wii game. While we may be looking at the best graphics of the Zelda series, they are certainly not the best graphics of this console generation and they aren’t necessarily the Wii’s best either. Regardless, at no point are the graphics of Skyward Sword bad. The art direction and style work well to cover up technical problems, allowing the game to look visually appealing at virtually all times. I’ve heard complaints about the graphics from people, but honestly none of the complaints I’ve heard have ever resonated with my gameplay experience in the slightest, with the lone exception of Fi’s singing animation, which looks terrible but is literally my sole complaint with the visuals of the game.

If you’re someone who’s bothered by light graphical imperfections, then Skyward Sword could potentially be an irritating game for you. If you’re willing to look past those faults, then you ought to have no problems with the visuals. Skyward Sword is not a technically impressive game, but what it lacks in technology, talented artists have creatively compensated for. It’s one of the coolest-looking games this generation. 10/10

Audio

While not controversial, the music of Skyward Sword is something that’s also had quite a bit of buzz ever since Nintendo announced that the game would contain orchestrated tracks. Unlike some people had thought, however, Skyward Sword is not a fully-orchestrated game, and this is actually something I’m happy about.

Skyward Sword’s music is definitely a little different than we’re used to from a Zelda game. For the most part, gone are the simple catchy tunes, and instead we have more complicated and lengthier tracks. Skyward Sword’s music has some more complexity than Zelda fans are used to, something more along the lines of what you’d hear in a JRPG. There are definitely some familiar Zelda conventions in the soundtrack, but there are plenty of times where you’re going to listen to the music and feel at least a little surprised that this is a Zelda game you’re listening to. This complexity has made some regard the soundtrack as less memorable or catchy, which is a natural product of adding more elements and layers to it, but I don’t think this does anything to diminish its quality (and I personally still find all the tracks to be quite memorable). No other Zelda game has music that so often and so quickly pulls me into the area or moment and makes me feel the intended emotion. This is one of the greatest soundtracks of the Zelda series, ever. It is most certainly my personal favorite.

The orchestration is excellent when it is used. Not all of the music is orchestrated, and plenty isn’t, but when its used it’s always appropriate. I’m happy that the game did not go all-out with this, because regardless of the increased quality it brings, orchestration always carries a change in style, and it’s not a style that would have fit every moment of this game. I’m glad Nintendo chose to be selective about this and it’s impacted the soundtrack perfectly.

Another element to the music worth noting is the dynamic soundtrack. Ever since The Wind Waker, it’s been pretty common for Zelda games to have a few songs that actively change during gameplay (mainly battle themes), and this was used most in Twilight Princess. Skyward Sword takes this a step further, and contains many variations of the same song. Changes occur when you enter battle with a nearby enemy, or when you’re almost dead, but they also occur as you go from room to room in a dungeon or activate special devices. At its best, the soundtrack allows the game to evolve with the gameplay in a dynamic way that allows the emotion of the moment to be captured perfectly, and at its worst it only forces the player to choose from a few unique versions to decide their personal favorite of the song. The implementation of this element is seamless, so whether you like it or not is going to be entirely dependent on your opinion of the concept of a dynamic soundtrack itself.

There’s very little to complain about with the rest of the game’s audio. Like most Zelda games, the sound-effect side of the audio is handled very, very well, with appropriate sounds for the right moments and no irritating, grating effects. The Zelda tradition of characters forgoing the spoken word in favor of grunts and other noises has returned, and has been taken a step further. Nintendo has given the characters more sounds than ever before to utter while you read their dialogue, allowing the scenes to feel a bit more realistic as the characters make sounds that you might actually hear during a conversation. At this point the only thing missing is full voice-acting itself. Unfortunately, just like in Twilight Princess, the absence of the voice-acting feels very strange since the characters’ mouths move as though they are speaking, and this creates a bit of a disconnect between the visuals and the audio. If Nintendo would avoid doing this, the absence of voice-acting would not bother me, but in this case it is an issue, especially because Fi behaves exactly like Midna from Twilight Princess, in that she fully speaks but says no discernible, intelligible words.

It’s irritating to play a game where everyone looks like they’re talking but no one does, except for that one person. This disconnect is distracting, but otherwise the audio of the game is flawless. Regarding personal style, some may like the music or dislike it, but from the perspective of quality alone, it’s some of the best of the series and has produced many of my new favorite tracks. Thoroughly enjoyable soundtrack and the rest of the audio is good as always. 10/10

Story

The first half of this review was a lot of the same, because I feel that both the visuals and the audio of Skyward Sword are virtually perfect. This second half, consisting of the story and the gameplay, is just as consistent, because I think that both should have been perfect.

On paper, the story of Skyward Sword does not differ much from previous Zelda games. It’s a pretty straightforward heroic journey, with Link venturing out from his home to discover his destiny and rescue Zelda from a great evil. You can cut and paste that into pretty much any Zelda game review and it’ll work. Thing about Skyward Sword is it differs in a lot of minor ways that might not be immediately apparent.

I’ve talked about it before, but Skyward Sword’s storyline is a lot more active and involving than is the norm for the Zelda series. There is a constant sense of events transpiring, of the story and events moving regardless of you moving with them. This impression is the result of a few things. There’s a constant sense of urgency to your mission, whether it’s because Zelda’s in danger or because of some other looming threat. The world is also directly impacted by the other characters. Events transpire constantly away from Link’s eyes, and many of the other characters are doing things behind the scenes that can effect the main plot or just minor elements of the world. You get a constant sense that things are happening, that the world around you is organic and real. The gameplay itself might be partially responsible for this feeling as well, since the game definitely excels at prodding you forward through the areas and story and rewarding you for it. While they’re really only minor changes, these light alterations to the standard formula of Zelda storytelling are very beneficial to the game.

Another way the story differs from previous Zelda games is the writing and characters. Zelda games always have a charming cast of characters, ranging from the whacky to the cool. Skyward Sword is no exception, and for me at least boasts some of the best characters of the whole series. Each character — even Link and Zelda, who are often fairly basic in terms of personality — shows a lot of different dimensions and traits and it’s very compelling to see how these characters react to their surrounding and interact with each other. Character development throughout the game is generally handled very well, with many characters going through compelling changes throughout the game. This is especially true of the major characters… Link, who matures throughout the game, Zelda, who’s role in the events is slowly revealed, Groose, your incredibly rude but pure-hearted rival, and even Ghirahim, the mysterious villain pursuing Zelda who reveals different elements of his personality as the game goes on.

The characters rely greatly on the enhanced writing. This is some of the best writing of the series. All the dialogue is very believable and well-written. More so than any other Zelda game I’ve played, I feel like I’m taking part in fully believable and realistic conversations. I didn’t even notice this consciously at first, and it took me some time to realize why I was enjoying just the basic character interactions so much, but this level of care and detail in the writing goes a very, very long way towards making the characters believable and entertaining. At all the right times it allows the characters to be endearing, emotional, frightening, and funny (and on that note, this is easily the funniest Zelda game I have ever played). The storytelling quality extends past the writing and into the presentation itself; this game covers a wide variety of tones throughout, with silly and humorous moments, highly emotional and heartfelt character interactions, and truly dark and terrifying scenes. The game is funny and cheerful, but can be surprisingly dark at times, and the presentation throughout, as a combination of the story, sound, and visuals, is fantastic.

However, as I said, the story is an element of the game that I felt should have been perfect, not something that actually was. As I’ve stated above, the story had quite a lot going for it, but there are still areas where it unfortunately fell short. To begin with, there is one character who’s development is handled terribly, and that is Fi. Among all the well-developed characters in the game, Fi’s character development is virtually nonexistent, as she never actually goes through any changes within the story. Only at the end are the changes revealed, and it ends up being incredibly ungraceful and startling.

Then there’s something that is more of a legacy issue with the series as a whole, but is worth reiterating: There is a lack of detail in Skyward Sword’s storyline, and especially in the continuity between it and other games. There are going to be lots of times in Skyward Sword where it feels like there should have been more explained, with missing answers and generally overly simplistic areas of the plot, and this is especially bad in areas where Skyward Sword connects to the other games. You’d think that the prequel of the series, which intentionally addresses familiar elements, would make a little effort to explain itself, but it never does. Things like the dragons, Gaepora, the Goddesses, and the Sheikah tribe, are left completely unexplained.

These are missed opportunities. This is a running problem with Skyward Sword, and as I will discuss, it extends to the gameplay as well. It’s hard for me to fault Skyward Sword for it, considering how good the story really is (it’s easily one of the best of the series), but these are problems the game really should have addressed; coming so close to being perfect makes the flaws more apparent and grating than ever. Leaving mysteries is all well and good, but if the player is left wondering about large portions of the plot without any good reason or benefit, then you have a problem. Most will find Skyward Sword’s storyline plenty enjoyable, as did I, because it is excellent, but despite improvements, it does not manage to overcome running problems with Zelda storylines in general. A great story, but definitely missing something. 9/10

Gameplay

And finally we have the gameplay. As I said, it’s hard for me to fault Skyward Sword for its mistakes given how good it is… and this statement is most true when discussing the gameplay. Simply put, Skyward Sword’s basic gameplay is the best of any Zelda game I’ve ever played and is among the best of games in general. Just playing the game is incredibly fun. Running around, fighting, solving puzzles, traveling, doing dungeons, and even minigames, is all made into an incredibly fun experience.

Skyward Sword is a master at gameplay execution. The motion controls that we heard so much about are put to excellent use in Skyward Sword. I’ve heard a number of complaints about these controls and mixed opinions about their responsiveness, but I never once experienced any problems. I know I’m not the only one who had no issue either. I can admit that Nintendo didn’t do the best job of making all the tricks to the controls known, and if you aren’t particularly great at figuring out the nuances of a game, you may struggle with the controls. But make no mistake; the controls, when put to use as they were intended, are flawless. Take some time to practice with them and appreciate how they work, and you will probably enjoy them a lot.

I can apply much of the same praise to the dungeons, bosses, minigames, and areas. Dungeons break convention for the series a bit, in that they are shorter but highly detailed and well-designed areas, that culminate in some of the funnest boss fights of the series. They serve as top of the line climaxes to sections of the game, because the land areas themselves are designed with 2D Zelda design sensibilities in mind; the overworld and the dungeons are now fairly hard to distinguish between, and the only difference is that the dungeons are much, much more awesome. The game also has a decent level of challenge that I believe strikes the proper balance needed to satisfy most gamers, casual and hardcore alike. The minigames and other unique gameplay sections are just as well-designed, with things like the Silent Realm being incredibly fun.

Additional content is also highly entertaining. Bottles, shields, and other equipment are stored within a limited inventory space (that can be upgraded), which for the first time in a while for a Zelda game, creates a need for planning and forethought. The feeling of adventure is enhanced when you have to think about what gear you’re going to bring with you, and how you’re going to handle the challenging situations along the way. The upgrade system goes along with this. There are also many sidequests, much in the style of Majora’s Mask where you help people with their problems, and these are welcome additions to the game. Collectibles are also strewn about, allowing you to easily get rupees, upgrades, and material for making better items. It’s one of the deepest Zelda gameplay experiences ever, and while some late-game areas feel more like padding and filler, there’s still fun to be had in them, and thankfully they’re not numerous nor long.

So the execution of the controls and how the game itself plays is nearly perfect. The issues come in when you bring up the game design, and it’s ironic that the game is so incredibly fun to play but seems to have so many problems present.

First off is the missed opportunities. Like I said before, that term applies very strongly to the game, and truthfully most of its problems can be considered missed opportunities. It might seem odd to fault a game for something it could have done, but it becomes a legitimate criticism to the game’s quality when it feels like it should have been there. Skyward Sword has countless small things that feel like they are missing to me. I could go on at length about them but I’ll focus on the big ones…

Skyward Sword combines the overworld ideas of The Wind Waker with A Link to the Past, in that the Sky region above is an open and freely traversable area that is explored with your bird instead of a boat. The land below is dangerous and filled with enemies and puzzles and has a lot of content density — more stuff in smaller areas — much like A Link to the Past. However, it inherits overworld problems from both The Wind Waker and Twilight Princess. My primary gripe with the overworld of The Wind Waker was how little there was to do on individual islands. I felt like there were no bulky, interesting land areas. Skyward Sword has these on the surface, but in the Sky the problem is compounded. I do not mind having the islands be small when there are other large areas to traverse, but the problem here is more a case of how little there is overall. Skyward Sword improves the sailing complaints by making the Sky smaller and your bird much faster, but the fact is that very few of the islands have anything worthwhile on them. When you first start the game and visit areas like Pumpkin Landing and Bamboo Island, you may get a sense that there’s lots to do in the Sky, but as time goes on you realize that most of what you’re going to do in the Sky is running back to town. Aside from the Goddess Cube sidequest — where you must strike a cube on the surface to activate a Goddess Chest in the sky — the vast majority of islands have nothing to offer at all.

It’s odd because it feels like both overworlds could have learned from each other. The land below has tons of content, with things all over the place (both mandatory and optional), packed into areas in such a way that it never feels cramped but there’s always something to do. However, the land itself is horribly linear. Describing it as a dungeon is extremely appropriate because you’re going to go through the game in a very strict order. There are no branching paths, there are no optional areas below. Every area will be visited as part of the game, and if you keep your eye out, you will probably spot virtually all of the optional items and treasures along the way. This is an issue Twilight Princess had. I can understand the appeal of linearity, and it has its place, even within the Zelda series, but when your entire game is linear and it’s an adventure game, you have a problem. “Adventure” and “straight line” are not good words to hear together, and as a result, Skyward Sword’s detached itself from what I — and I assume most — love about the rest of the series. Skyward Sword feels fresh compared to most Zelda games, but in some areas, like this, it actually begins to feel like it may not even belong in the Zelda series. Both overworlds should have learned from each other. The lack of freedom on the surface feels weird considering how easily they could have fixed it, and it would have been much improved if they had. And the Sky needed more density and content.

Another unusual issue with the game is weirdly a product of how amazing it can be. The first half of the game is masterfully executed in almost all ways. Amazing regions to go through, great story where things are constantly happening, and most importantly, great ideas and great execution. Up until the conclusion of the Lanayru Mining Facility (the game’s third dungeon; there are seven total), the game is pretty much the best Zelda game I’ve ever played barring a few flaws. There are new things to see in every area; no part of the game feels the same. Creative new ideas are employed in every new area, and all the dungeons feel like totally fresh experiences that are similar yet different from those of other Zelda games in all the right ways.

Unfortunately, that all changes after the third dungeon. The storyline dials down, and while it’s still impressive at parts, it’s less consistently active. The gameplay begins to rely on its own previous tricks, and the new areas you do visit feel smaller, more linear, and completely derived from the original area from the same region. And finally, the dungeons and gameplay as a whole feel more like what you’d see in other Zelda games. The Ancient Cistern is an excellent example, for it drops most new ideas and in almost every way it feels like any other Zelda dungeon. While it had amazing atmosphere and concepts, it’s the worst dungeon of the game for me. The following dungeons also feel like those of previous Zelda games, and while of course they are still good, it feels really awkward and disappointing after the first half.

I like how the second half of the game adds several things to the gameplay, like the Silent Realms and the Harp, but while the Silent Realms are perfect, the Harp has many areas in which it could improve. In some areas it is the best Zelda intstrument, but in others it is the worst. I enjoyed being able to play it freely, but it could have allowed you to replay the specific songs and just in general could have been used far more; it feels like nothing more than a key.

The game’s swimming is also ridiculously underused, to the point where it practically shouldn’t be in the game at all, which is disappointing for a mechanic that’s so fun. The exact same applies to the upgrade system, which is incredibly useful and fun (as I’ve said), but still lacks enough depth that it feels disappointing. There should have been more upgrades, and more options.

Fi, your helper character for the game, also has problems. I liked Fi a lot, and she’s my new favorite helper of the series (I especially love how many information options she has and how she can “scan” enemies again), but there are weirdly obnoxious design flaws with her, particularly regarding compulsory information that you cannot skip, and this is a design mistake that should have easily been avoided. The same problem is present in how the game deals with the text. Most games give you full control of the dialogue, allowing you to make an entire text box appear immediately or just skip though it rapidly, but Skyward Sword doesn’t allow that. The game’s second difficulty, Hero Mode, also suffers from problems. This mode is begun by reloading a completed save file, but if you complete Hero Mode you can’t do the same thing to restart Hero Mode, and that is a baffling design mistake. Hero Mode also cannot be selected from the beginning, so it functions purely as a second quest. This is an archaic design idea that needs to be changed to be selectable from the beginning; some of us who want a challenge do not want to be forced to play through the game normally — allowing us to practice at it — before taking on its hardest setting. This should be a choice given to the player.

So all in all, Skyward Sword is a game that lost steam. It excels in so many areas, but because of that, the parts that were not given as much attention feel particularly bad and it makes the game feel uneven and unpolished. It’s hard to fault this game for everything considering how much fun I had with it, but design flaws are still design flaws. Skyward Sword could have easily been a lot funner had more work been put into these elements, but it is still one of the most pure, fun experiences in recent memory. 8.5/10


The verdict?

Skyward Sword is my new personal favorite of the series. I have to give it that status considering how much I love the world and the characters, and how much fun I had with the game throughout. That said, it isn’t the best game the series has to offer. I can’t give it credit for that when so many other Zelda games have far less flaws. As I’ve said, as a video game, Skyward Sword is great but not perfect, but as a Zelda game it suffers ever so slightly more for defying the importance of polish and freedom in the series. Skyward Sword does not surpass the level of perfection of previous titles in the series, but it does mark an improvement over problems present in previous titles. Where it inherits flaws from its predecessors, it does manage to improve them, so I think an expansion on Skyward Sword’s design is definitely in order for the next major console release in the series.

Skyward Sword is definitely not perfect, so if it’s not the kind of thing you particularly enjoy, it won’t be your favorite Zelda game and plenty of parts are going to annoy you. But if you do like the ideas and style it presents, you are going to have endless fun. I wholeheartedly recommend this game and want everyone to play it, and I encourage Nintendo to expand on and improve its ideas to hopefully create a game that can surpass the series’ N64 entries.

9.5/10 as a Zelda game.
9.8/10 as a video game.

  • I agree with you completely. For me if Twilight Princess and Skyward Sword allowed for any freedom or choice, I’d play them a ton more than I do. I don’t understand how Zelda started off with nonlinearity as one of its foremost elements and now it’s gone.

    • Pretty much all game series have done this. Reason being is so more in-depth stories can be applied. The more non-linearity there is in a game, the less plot development there can be. That’s why I like how open SS was with its side-content. The story was highly linear, but the side-content was exceptionally open. It could have been done a bit better, which I expect to happen in Zelda Wii U, but it was still enough to allow the game to not feel linear the entire time.

      • It’s a matter of extent though. Comparing SS to ALTTP for example is like comparing a hallway to an open field with respect to the main quest. It really hurt the game for me.

        There’s no reason why it had to be completely linear though with respect to its story. Collecting the three flames in a specific order was pointless. Also a quest with branches in the story that are unique to each choice has the potential to be just as good as a linear story- Zelda just hasn’t done this.

        • I understand but the point is that the game is
          much longer I for many have enjoyed the game maybe its because
          Im a a big zelda fan.

        • Eh. I just think people are blowing the linearity thing out of proportion. I quite like having rich stories in the series, actually, so I don’t mind the linearity at all. I like open adventure as well, though. That’s a major reason why I love SS so much. It had an incredible mix of open exploration and linearity to keep the game in-balance the entire time. Too little story and I get bored with the game. Too little exploration and the game feels limited. SS did great in balancing the two, which is why I can’t get enough of it.

          I do agree that the flame portion would have benefited from being open, though.

          • Thanks for making that concession about the flames. It really does come down to my preference vs. your preference mostly though I admit.

          •  dude, don’t the producers always say that the story in zelda is secondary? they concentrate on gameplay and fit the story around it? so if linearity is for the story, they basing the entire game around the story, which is exactly opposite of what they said their goal is. basically it just means they are failing when making the game then. not that SS gameplay is bad, but i’m just saying as far as the linearity thing.

  • Thank you for not giving Skyward Sword a perfect review. It is a very good game, but it is not perfect. I’m glad that even though this is a Zelda website, you acknowledged that and gave it the score it deserves as a game and a Zelda game.

    • 10/10 doesn’t mean perfect. It just means it’s amazing enough and has very few minor flaws to deserve the rating. No game is perfect. Even Ocarina of Time wasn’t perfect. But if any games deserve a 10/10, they’re SS and OoT.

      • i completely agree with one statement, oot deserves a 10 even to this day. skyward sword was awesome, but it stayed completely stuck with the series’s overall progression through the game. there was no exploration and any long time zelda fan would say thats almost an insult to the fans of the series. skyward sword had its elements where they were perfected; the story was the most heart warming tale they’ve ever done with zelda, but other elements they just tossed aside just thinking it would be a new fresh paste when it actually dampens the game. 
        zelda needs more towns, more people since they are so funny and intriguing , more exploration like past games.
        no game is perfect undoubtedly, but i am confident wii u will deliver a huge zelda game with aspects of the game we all individually like. dont read this and understand im hoping for a ”mature”zelda or gory one, i simply want a HUGE game with all the trademarks it haves from all the before games. zelda is one of the best games around because they come out with one every 3 years or so and we never get tired and always appreciate what they have to offer. its normal for fans to make remarks. 

        • For its time, OoT deserved an 11/10. Today, I’d say more of a 9.3-9.5.

  • blah blah blah some people need to get over it… game was released 3 months ago, reviewing it now is stupid

    • let’s play Final Fantasy XIII-2… oh wait… the crappy Wii can’t handle that type of game

      • Why would comment such a stupid thing on here?

      • The Wii is limited I will give you that, but it still has a vast amount of great games. Yes there are a bunch of crappy games for it, but the good ones make it a console worth buying. Yes graphics are important, but they are the least important aspect of any video game and you should never base a game solely on it.

        • Although personally I do think Nintendo should try for a better story line and drop how similar the plot structure is of the Zelda franchise. Final Fantasy has always held a place in my heart next to Zelda, because it never fails to create a unique and usually complex story line.

          • Twilight Princess and Mario Galaxy 1 and 2, the only worthy games on Wii, I would say Smash Brawl but it sucks… normal people prefer Melee.

      •  But… XIII-2 sucks…. in fact it’s a disgrace to the Final Fantasy name…

        • did you finish it? exactly… then don’t even comment.

          • If he doesn’t have the effort to play it, it must be very very bad. I don’t like “gun blades” and all that sci-fi anyways. It just makes having swords and other mid evil awesome equipment useless. Try avian when a final fantasy isn’t let down.

    • Hey, how ’bout you shut up. He’s been busy with other things and didn’t get the chance to review it as quickly as I did.

    • I agree. Now that it’s been 3 months all Zelda fans must have played this and no one will be interested in reading any more about this game.

      No wait. I haven’t played this yet, so why don’t you take a nice hot cup of shut the fuck up?

  • Thank you for acknowledging how terribly developed Fi’s character is. She had potential to be amazing but fell very very short of it.

    • She kinda wasn’t supposed to have development. That was the whole point. Fi isn’t Midna. She doesn’t have actual emotions. Without emotions, it’s basically impossible to have character development. (I do agree that her pointing out the obvious numerous times wasn’t necessary, though.)

      • I agree with you here. I think she had enough development for a character like herself, being so computer-like, and developing more would have taken away from her being who she was

        • That’s just it….I really didn’t like who she was and wish she could be better

          • I agree with you there Awesome, Fi could have been a lot better. For a side character that’s with you almost the entire game, they should have some character development. She was the same from the beginning until the end.

          • Clearly you haven’t played the end yet, then :/

  • yeh! 9.8/10

  • 8/10 in my eyes, only because it brands the zelda name. too bright for me.

    • What?

  • I honestly don’t see how the missed opportunities make the story a 9/10. Sure, they could have been in the game, but the story was still superb enough on its own to deserve way more than that. At least in my opinion. It just seems to be a bit of a personal problem to me (which shouldn’t be brought into a review).

    Anyway, a good review. I agree with many things, but there are others that I don’t agree with (specifically the gameplay). 9.8 is beyond fair, though. Even though I gave it a 10, I in no way think a 9.8 is unjust, as it’s an incredible rating and one the game is more than deserving of.

    • I think giving it a 10 means there are absolutely no flaws. It had some flaws, but very minor ones at that. That being said there are many areas which can be improved upon in the next entry. Any where in the 9′s is fair in my opinion.

      • 10 doesn’t mean “no flaws”. It just means very few minor ones that really don’t make a difference.

  • No Video Game series is Perfect, Nintendo will make mistakes but then approve on it on the next game but I think all the Zelda games are great in there own ways, that’s why I love the series. The characters, dungeons and gameplay is awesome!

  • SS’ linearity is bogged down by constant flying. If the game had employed a warp system, you could at least skip past the low points (i.e. the sky), but instead, you have to trod down the same path in a rather slow fashion each time you play this game. I usually play most Zelda games at least two or three times, but I got bored with SS on Hero Mode because of the grind associated with this.

    Anyway, nice review. The score is a little generous, imo though.

    • It kinda did have a warp system. The statues, which was very efficient.

  • skyward sword i feel didn’t have enough sidequests

    • it had tons, but I’m guessing you were looking for something like majoras mask in terms of side-quests

      • gratitude crysals were boring. skyward sword lacks in one of my favorite things, side quests.

  • No Zelda game is perfect, but Skyward Sword is the best Zelda game I’ve played, and is currently my favorite.  One of the things I noticed about this game is that it is incredibly immersing and satisfying. I haven’t replayed a Zelda game since ALttp since no matter how much I love a game (any game), I’m actually not one to start over once I finish. TP, OoT, and WW I played once. For some reason, Skyward Sword made me really want to replay it.

    I really liked the compacted and dense world on the surface.  I know some people said they felt it was too compact, but that was because they way they designed the game was a result of all those people bashing on Twilight Princess being “too big and empty.”  So Nintendo really took that to heart and made the surface really compact.  I like both TP’s vast world and SS’s more compact and dense one, but whatever route Nintendo takes, a group of people are still not going to be completely satisfied since different people want different things.

    Also, I actually felt the game got better and better as I played it.  I already loved the beginning, especially Lanaryu Mining Facility (my fav), but I felt the game became even more immersive after that, especially the dungeons. The Sandship was something really new for a dungeon.  For exploring, I felt going through Lanaryu province itself involved a lot of exploring. I was also really excited whenever I came back to find out that there’s a whole new area I had not explored.

    As for story, SS had a great balance of story and gameplay.  I know there are still questions unanswered, but you can’t have the game be bogged down with every single detail on how it connects to all the other future Zelda games.  That may actually start to cut into the gameplay. 

    However, I do have one main big criticism of the game, and that’s the harp.  I wished it had been better implemented, like allow me to pluck strings at least (I’m a musician, so I was really looking forward to the instrument).  My only other criticism is that I wished I got to swordfight on my loftwing instead of do spin attacks.

    Other then that, this game is near perfect for me.

    • I did mind that the islands had literally nothing on them. When I first started flying it felt like the Wind Waker where I could go explore tons of little islands, but alas my hopes were shattered by only finding chests. Was there really a point to find the cube and then go find the chest? It tells you exactly where the chest is and there is no challenge whatsoever to get to it. I guess the goddess cubes in general just pissed me off.

    • I agree with you about the harp. It is one of the most beautiful instruments to be introduced in the series, but playing it was beyond lack luster. Just move the wiimote back and forth along with they rythm, and the rythm is the same with every song.

  • I like how you rated it as both a video game, and as a Zelda game

  • Nice review! Skyward Sword has really restored my optimism in this series, after derailing a bit after TWW.

    • I wouldn’t say it derailed. It just started to show its age.

  • this is a pretty good review. the only thing i dont like is how u complain about how easy and linear zelda games have become. just because its too easy for u doesnt make the game a “worse” game. oh, and the ancient cistern is my favorite dungeon of the entire zelda series. it was great, had fun puzzles, and a very cool idea for the theme. plus they used the dungeon item extremely well and had a really cool and fun boss.  however u say its the worst dungeon in the game because its too simliar to other zelda dungeons. i hate that u say stuff like that. if ur digging that deep to find problems with a game, then u need to just go ahead and admit that aspect of the game is pretty much perfect without complaining about every little thing YOU didnt like about it. although i understand this is a personal reveiw, so u can do watever u want

    • I hear you, the Ancient Cistern was easily the best dungeon in the game and one of the best in the entire series. Different strokes for differnet folks though. For example, I hear a lot of people on this site saying how much they love the Stone Tower Temple from Majora’s Mask; and I don’t like it at all. Each Zelda dungeon has cool concepts, but that one just wasn’t fun for me. The Ancient Cistern on the other hand had so many different elements to it, that they could have made it in to two dungeons if they really wanted to. I had a blast in every area of that dungeon and the boss fight at the end was epic!

      • thank u! and yea i get wat ur saying about stone tower temple. its a very cool idea for a dungeon, but i just didnt personally like it at all the first time around. its grown on me a little bit since then, though

  • “And finally, the dungeons and gameplay as a whole feel more like what
    you’d see in other Zelda games. The Ancient Cistern is an excellent
    example, for it drops most new ideas and in almost every way it feels
    like any other Zelda dungeon. While it had amazing atmosphere and
    concepts, it’s the worst dungeon of the game for me. The following
    dungeons also feel like those of previous Zelda games, and while of
    course they are still good, it feels really awkward and disappointing
    after the first half.”

    Could you please elaborate here? In what way does the Ancient Cistern drop new ideas and feel redundant? And how are the following dungeons also too similar to previous Zeldas? I’m very curious because I completely disagree. If anything, the first couple of dungeons were the familiar ones, with the truly original and out-there stuff being saved for later portions of the game, starting with the fantastic Lanayru Mining Facility. But for me, the originality and fantastic design only went up from there (At least in part. I’ll admit nothing in the game quite “Wowed” me as much as the first time I struck a Timeshift Stone. Saying that, the quality definitely doesn’t dip for me; it either rises or stays consistently great). I thought the Ancient Cistern and the Sandship were both phenomenal and both felt almost completely unique to me in the realm of Zelda dungeons. My heart lit up when I entered the beautiful Ancient Cistern and I loved its real-world cultural influences combined with truly imaginative design. In what way were the “heaven and hell” concept, the awesome “spider’s thread” climb, and superb Stalmaster/Koloktos battles just like “any other Zelda dungeon”?

    The Sandship was equally unique with it’s time-shifting qualities (among other qualities) and capped off the absurdly creative Sand Sea portion of the game (easily the best part of the game in my opinion), while the Fire Sanctuary, while definitely the most familiar type of dungeon of the latter three, introduced the original digging gameplay twist (inspired by the Minish Cap’s Mole Mitts of course, but used in a totally different way). Also the aesthetic design of the dungeon still felt very unique to me: it truly felt like an ancient palace from a lost culture, and I love the music.

    Of all the reasons Skyward Sword is a brilliant video game, I think it’s ability to constantly introduce brilliantly unique and enjoyable new gameplay concepts all the way until the end of the adventure astounded me the most. It’s certainly one of the most varied video games in terms of gameplay that I’ve ever played.

    • Loved the Ancient Cistern as well. Best dungeon in the game by far and one of the best in the entire series. I wasn’t very impressed with the Sandship though. It felt very bland, even though there were some tricky things to figure out to progress through it. Overall it just wasn’t a very fun dungeon in my opinion. And it had the best mini-boss, but worst dungeon boss.

    • Exactly. The first two dungeons, and the overworld on the way to them, I thought were the least original; as much as I enjoyed them. The sandship brought all new ways to think about timeshift stones to the table, making it my favorite dungeon in the franchise. I admit, the fire sanctuary felt the least unique and original, but I still enjoyed it immensely, probably moreso than the earlier dungeons.

      And if you think the sky keep revolves around old ideas….. Wow.

  • BEST GAME I HAVE EVER PLAYED EVER EVER!!

  • I don’t think you explicitly mentioned it, but the bug/treasure notifications were very unnecessary compulsory information as well. The thing about Hero Mode not being able to be replayed from a Hero Mode file really screwed me as well. Even the first game in the series let’s you play the second quest first or whenever you want. At the very least they could have made it like the option to play Master Quest in OOT 3d anytime after you beat the regular quest once.

  • Story:10
    Controls:7.5 (prefer buttons over motion that just my opinion)
    gameplay:8 (too linear)
    Graphics:9 (Don’t hate them or love them)

  • “A great story, but definitely missing something. 9/10″ The sentence doenst match the rating here, sorry. you can give the story a lower rating, we wont mind.

    • The number offers perspective as to how far the sentence actually goes. As I said, there’s a lot to complain about with Skyward Sword, but the things it’s done well are done so incredibly well that it’s hard to give it a low rating. 9/10 is my rating. If Skyward Sword didn’t do things so well, then the flaws would make me bring it down to a 7 or a 6, really…

      • Honestly, I loved the story, but the end seemed a little half-assed. It was great, by all means, but I get what you’re saying about it missing something.

      • Honestly, I loved the story, but the end seemed a little half-assed. It was great, by all means, but I get what you’re saying about it missing something.

  • I don’t agree with you on gameplay. The sky was horrible because of not that much to explore, but the other things you mentioned weren’t that good reasons.

  •  all there really was to do in the sky was a couple islands you could visit like fun fun island and pumpkin landing and many relied on hitting a goddess cube i think Nintendo could have let us explore more random islands like windwaker or phantom hourglass

    • I agree completely. The islands were handled extremely poorly. They just sat there taunting me saying, “Hey see us? We’re kind of like Wind Waker’s islands except we’re tiny, pointless, and have absolutely nothing to explore.” *Nintendo b*tch slap*

  • The gameplay was insanely fun, but I found myself getting mad at the controls not responding correctly too often… I’d agree with your gameplay score.
    The story was definitely a step up for Zelda games, but it didn’t blow my mind. I’d probably have given that a lower score. 
    Otherwise, I totally agree

  • Those are some pretty high marks for Skyward Sword.  I don’t know if the game is deserving of such a score with linear progression, small dungeons, less items, few side characters whom the player wants to care about, and a lousy overworld.

    But as for the writing in the review itself, it’s top notch as always, Axle! 

    • i think it deserves it more items doesn’t make a better game, the dungeons weren’t that small 

    • I disagree about there being “few characters whom the player wants to care about.”  

      I cared more about the side characters in Skyward Sword than all the other Zelda games.  I liked setting Pipit and Karane together (I loved Pipit and was also happy to see a female knight!), helping Batreaux with the gratitude crystals, searching for the cute Kukiel, and screwing over Cawlin. Okay, well, the last one was more just messing with him.  And of course, Groose is the king of them all – my favorite side character in SS.  He had one of the best character developments, the only other one who’s even more developed is Midna.  I wished there were more characters like Groose in previous Zelda games.  I also cared about Impa in this game, as she was given a larger role and her final scene was extremely moving and a tearjerker for many.   

      I didn’t really find the game linear either as playing KH Birth By Sleep really made me see what linearity was, and SS did not feel that way at all.  At the same time, just because a game is linear doesn’t mean it’s a bad thing as long as it’s done well, and I felt that “linearity” was fine in SS. I was so immersed in the game.

      Also, the items were well incorporated in that all were were used throughout the game, unlike in OoT and TP.

      • Only Groose and Ghirahim are truly developed especially the former due to his change in thought.  Impa was an interesting character as well though it was a shame to not have her appear more often.

        The dungeons in Skyward Sword pale in comparison to those in previous 3D Zelda games.  Combat takes too large of a role with puzzles shoved to a subordinate second.  That’s not to say there are no dungeon puzzles for the beetle was especially used constantly and cleverly but you don’t get that same feeling of locating invisible enemies and pieces of land and hovering of the latter as in Ocarina of Time’s Shadow Temple or Majora’s Mask Stone Tower Temple.  I’ll also give some credit to the intriguing Timeshift Stones.

        SS did indeed effectively utilize its items bar the whip.  But if there were more of these, just imagine how much better the game could have been.

        • I felt the number of items in SS were fine.  As for character development, previous Zelda titles did not have as much character development in their characters except for someone like Midna in TP.  And you specifically complained about “few characters whom the player wants to care about,” not character development. Unless for you, you can only care about a character if they’re really developed.  I liked nearly the whole cast of characters in SS, and I cared about people like Pipit and Karane, even if they’re not as developed as Groose. 

          I felt OoT’s dungeons were cut and dry.  They were good, but I didn’t enjoy them as much. SS was a lot better with how well it was incorporated with the surrounding environment, not to mention how much more fun.  I never felt puzzles were shoved to a subordinate second.  In fact, I felt it was more focused than combat, and I actually wanted more combat at times.

          • *facepalm* You shouldn’t think some thing is enough is fine, when in world have a Zelda game been enough. 7 Developing character do not wow me away. The sky islands are to small and barley any civilization. The land bellow barley has any civilization too. Your obviously going to respond back with your my “opinion” junk. Do skyward swords characters compare to Majoras Mask’s? Heeeeck nooo. You dont just do some little side quest and thats it. You can talk to them at different times and in different ways, and they are just more fluid, that is fact. Now go reply and more Blasmepy wtih your weak argument that doesn’t do anything but shows that you wont accept facts.

            Bye.

      • yeah me too i think axle becoming a none zelda fan very slowy

    • Agreed, great review as always Axle. There are a few areas I feel could have been improved upon, namely having a few more dungeons considering how small they were and the lack of areas to explore in the sky. One thing I think is fine though is the game being linear. If it’s not linear, the story won’t work. You can’t complete dungeon four before dugeon three, or everthing get’s all out of whack. Just like Darth Vader can’t die before Luke learns he’s his father. Having linear dungeons, but the option to do side quests whenever you please is the way to go in my opinion. The 2-D Zelda’s were able to get away with this, but not in the 3-D era.

      Overall Skyward Sword was a great game and will be considered a classic when all is said and done. These critiques and complaints will only give incentive to make the next installment even better and I’m expecting Godliness with Zelda on the Wii-U.

      • Why the heck are you replying to me?  I’m not Axle. 

        • I know, I was just agreeing with you that it was a great review by Axle. I should have worded that differently to avoid the confusion. My bad. The rest of my post was just me expanding on your critiques of the game.

      • Oh, and Fi was a disappointment too. No character development at all, just a robot who gave you advice once in a while and annoyed you the rest of the time. Cute moment at the end, but not enough to keep her from being Link’s worst companion in the series in my opinion. Super let down after the awesome Midna in Twilight Princess.

      • Umm… there was absolutely no reason story-wise why you had to do the Ancient Cistern before the Sandship other than the game making you. If they make it linear just for the heck of it without it tying into the story it’s just a pointless limitation.

      • Umm… there was absolutely no reason story-wise why you had to do the Ancient Cistern before the Sandship other than the game making you. If they make it linear just for the heck of it without it tying into the story it’s just a pointless limitation.

        • You needed to obtain the whip in Ancient Cistern to use on the Sandship. otherwise, you can just go to Sandship, only to find out on your way there that you couldn’t take down the bird enemies, or pull switches. 

          • Notice how I said “story-wise.” You didn’t need the whip to pull switches or take down bird enemies in the Sandship anyway. You do need to use it twice in the engine room, but a rope could have performed the same function.

          • That’s cool to disagree with me. I’m glad the game’s creators made it they way they did. The dungeons being linear and the sidequests being optional is how it should always be in my opinion.  

  • I’m sorry I have never commented here but this time I have to. You claim that you had no problems at all with the controls. You say that you need to figure out the nuances to make it work perfectly. Care to show me then? I have spent hours practicing using the sword but when I get into battle Link refuses to swing the way I do. I swing left he swings up, I go right him down. In most battles I end up having to Jimmy Fallon it and flail to finally win. So care to show me what I’m doing wrong?

    • It seems like you need to rotate the wiimote 90 degrees.

    • I had no problems with the controls either. You just don’t have very good hand/eye cordination. Practice.

    •  Center the Wii-Motion +, it’s probably what’s screwing you up, or re-calibrate the Wii-Motion + when you first select the game off the Wii Menu… Hope this helped

  • Another thing I liked about SS is how there was something to do before the dungeons, that was fun plus the upgrade system was cool, how you can upgrade your stuff!

  • I agree with most of the review, except for the storyline.  While it is certainly an improvement over previous entries in the series, it feels like it is a couple of generations behind when compared to the rest of the storyline, it still lags behind games like Uncharted, Metal Gear Solid, and Professor Layton to name a few.  I would have given it a point or two lower.  I wouldn’t care so much about storyline in a game like Mario, but Zelda is an epic fantasy, and should strive to have the storytelling quality of The Lord of the Rings and such.  Despite this, it is still a great game in all other aspects.

    • I meant to say “rest of the gaming industry” where I said “rest of the storyline.”  No idea how I made that typo.

      • It’s Friday night, you’re drunk

  • I understad his complaint about the lack of background on characters, especially the goddesses and the dragons. However, as I see it, there is only so much you can fit into one game without an overload. I would absolutely love to know more, but for now me and everyone else will have to wait for more Hylian history to be revealed in later installments. Hopefully.

  • Well I think that people should stop judging videogames and just enjoy them, that’s a videogame’s goal right? to entertain. I know it has flaws and all that, but i think its just pointless to own it if you’re not entertained by it. Besides nothing is perfect, everything has it’s flaws. my opinion of course…

  • in my opinion i would rate it 8.8 as a Zelda Game and 9.0 as a Video Game

  • i agree with 90% of the review and even in the parts i don’t agree, you explained quite well and i totally understand why you feel dissapointed with those particular parts, overall you made a great review, very professional in my opinion, and i agree, future zelda games should take the same way skyward sword did, by this i mean trying different forms of gameplay and storytelling, to change how you explore the world and expand on ideas like the upgrading system

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  •   I would rate this as a 9.8/10 as a zelda game as it may have lacked an exploring aspect the story was crisp clear and concise, the graphics where amazing and motion control added a whole new aspect to zelda games.
     As a games i would rate it as a 9.8 because my favorite type of game is a zelda game and i say no zelda game is a bad one

  • Why do Peale right 5 paragraphs for a single comment???
    CONFUSION!!!!

  • Very good review, Axle ! You are a really good reviewer and in my opinion better than many reviewers from big review sites (IGN, Gamespot,…) and game review magazines. 

  • Wut. Ancient Cistern was like something that we’d see in a different game? Are you forgetting about the curse on water dungeons?

  • “very little to complain about with the rest of the game’s audio.” How about the fact that you don’t even play ANY of the songs? The instrument should at least be PLAYED BY THE PLAYER, not strummed idiotically and then the whole song gets cutscened!

    • That’s not sound. Hearing the song was fantastic: that’s sound. PLAYING the instrument is gameplay, which axle did mention.

  • Ok, I’m not mad or I disagree with you, but this game is great. I’d give it an 11/10 (LOL)

  • nope 10/10

    • nope actually 15/10 this game’s awesome!!!!!!!!!!!!!!!!!!!

  • definately 10/10.

  • for the people who give 10/10, it seems you haven’t played many games in your entire life…

    • Heheh… I’m pretty sure I’ve played a large variety of games in my life, thanks.

  • What’s the point in reviewing it so many months after it came out? It’s already been reviewed on ZD anyway, no one gives a shit now.

  • I do have to admit, the game DID have it’s flaws.BUT, the game was epic.So, it’s 9/10 for the flaws, and 11/10 for the epicness 

  • What’s kinda giving me the laughs is the fact that Skyward Sword had such an amazing, positive impact when it came out. It really shook a great deal of the gaming community with it’s memorable features. And, after a few months, some are tacking it back and cutting down the praise for the game. I’m not saying the game’s flawless, and it’s true that the more you analyze a piece of art, the more flaws you might find. But still, it’s as if some really can’t get over the fact that the game was, bluntly speaking, “that good.” I’d really like it if they gave the memory of the game a bit of a rest and carry on with other topics, but this is just my take on the whole thing.

  • -_- Why am i the only one who doesnt love skyward sword like ocarina of time! I so far am giving it a 6/10, i even like the original zelda better…Im at water dragon area and it still isnt fun like ocarina of time or majoras mask is! The only reason im replaying it is i guess to get the story…

    • dont worry i agree. was great, but completly overrated.  

  • (in MY opinion) STORY: I thought it was amazing, very intriguing. not as complex as some zelda games but it was touching and sincere.

    GAMEPLAY: very fun, One of its best highlights. I thought it worked perfectly.

    VISUALS: I thought some of it got a little too cartoony at times (lol tentalus) but, I thought for the most part it fit the game well.

    AUDIO: sound effects were as expected in a zelda game. music was very good, always fit the mood excellently. Although I won’t be humming it non stop like the lost woods theme, it keeps you going.

    so, I’d say it’s definitely in my top 5  zelda games. (But wind waker is still my favourite).

Article source: http://www.zeldadungeon.net/2012/02/skyward-sword-review-by-axle-the-beast/

The Legend of the Legend of Zelda Board Games

Category : Wii

In 1988, Milton Bradley released a Legend of Zelda board game. Awesomely, it wasn’t a lazy conversion of an existing game like we see now, with Nintendo Monopoly or Metal Gear Risk. It was a game specifically tailored for Zelda.

And take a look at that box art! Amazing stuff.

The game was based on the idea of replicating the original Zelda’s top-down perspective, split across six “rooms” which each took the form of one of the terrains found in the game. So you got a few different types of dungeon, a grassland, a desert, etc.

It even strove to work like Zelda, and when it couldn’t manage that, at least operate like a cardboard-based JRPG. Dice were rolled to determine both movement and combat, and what kind of tile you landed on determined whether you moved, fought a random opponent (the JRPG bit) or received a random item (the Zelda chest bit). There were even other neat little Zelda touches like receiving extra hearts for your life meter by defeating opponents and having to face bosses .

Cute touches aside, it was a little simple, though that’s cool considering that in 1988 it was aimed only at kids. Those looking for a Zelda board game with a little more detail should instead check out Japan’s take on the idea.

Two years earlier, in 1986, Bandai released a board game called Hyrule Fantasy, which instead of basic tiles recreated the overworld map from the original Zelda, and to simulate dungeons had separate tiles, cards and even plastic pieces to represent the players. I’ve never played this superior-looking version, and with copies priced at $500 used, won’t be any time soon.

Which is a shame, because it looks awesome.

Article source: http://kotaku.com/5874615/the-legend-of-the-legend-of-zelda-board-games/gallery/

Rumor: A Pair of Zelda Games for 3DS?

Category : Wii

Rumour: An unconfirmed image from the depths of the internet suggest that Nintendo could be working on a pair of new Legend of Zelda games.

We already know that the next game in the series would be an all-original title, but other than that Link’s newest adventure is a complete mystery. The newest rumour spawns from the slightly unpredictable 4Chan forums, suggesting that a pair of games akin to Oracle of Seasons and Oracle of Ages are in development for 3DS.

The two titles roughly translate to Prophecy of Fire and Prophecy of Ice.

Nintendo haven’t confirmed what sort of Zelda game is in development, nor how many.

Though likely fake, what do you think of the possibility for a pair of Zelda games for 3DS similar to the Oracle series?

Article source: http://www.cubed3.com/news/16422

Legend of Zelda Poetry: Link the Lazy Bugger

Category : Wii

Youtube user Futurised has uploaded a video featuring some lovely Zelda poetry, with an interesting take on what Link really does. As the title suggests, it tells the tale of a certain Hero in Green, who is unusually lazy for being a hero. The real story of Link and his adventures turns out to be rather a lack of adventures. It’s very creative, and of course everything rhymes. It’s very well done and worth checking out so make sure to take the jump and see it!

I thought this poetry was very creative and funny. The narrator did a really good job, and his voice suited the poem. Hyrule is brought to an end all because Link just couldn’t get out of bed. It’s a bit of a tragic story, but not everything can have a happy ending, besides it makes it unique.

So what did you think? Like the poetry? Tell us in the comments!

Source: Futurised’s Youtube Channel

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  • dam that was kinda harsh but somewhat true link is always sleeping in the beging of the game

  • That’s kind of cute, and sad at the same time.

  • that sucked

  • …..WHY LINK?! WHY DIDN’T YOU EVER WAKE UP?!? YOU BROUGHT DEATH APON EVERYONE!……Fin…..And that’s why every hylian in Zelda 1 has to live in caves….BECAUSE LINK SLEEPS! but, he wakes up in Zelda 1…..And then takes a “Short” Nap.

  • lol i have to sort of agree! Link does sleep at the beginning of the game link does sleep!
     

  • Nice, I might sub him.

  • links not a hero, but a bastard who sleeps. lmao

  • This is weird, but a little bit true.

  • Well, excuuuse me, Princess!

    Woops!  Wrong parody! 

  • Why Link? WHY!!??!?!?!?

  • That was horible and funny at the same time xD

  • Yeah. It seems kind of weird how almost all of the games start off with Link sleeping.

  • Link sleeps for seven years in OOT. Longest… sleep… ever!

  • Aha I saw this video a while ago, I can’t believe I didn’t send it to you guys. 

  • If you think about it Link does have a decision wither or not to save hyrule… I just speak the truth.And how did Zelda get poison?! 

  • what if all of links adventures were dreams

    • Then it would be kind of redundent, wouldn’t it? I’ve only known NiGHTS to pull it off right.

  • Alritee then.

  • That was…kinda depressing. Well written, but depressing.

Article source: http://www.zeldadungeon.net/2012/02/legend-of-zelda-poetry-link-the-lazy-bugger/

Super Pixel Bros. blocky Mario game gets renamed, hits the iPhone

Category : Marios Bros

Boss of the Year Entry Form

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Article source: http://www.engadget.com/2012/01/10/super-pixel-bros-blocky-mario-game-gets-renamed-hits-the-iphon/