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Why Skyward Sword is the new Zelda standard

Why Skyward Sword is the new Zelda standard

When it came to the 2D Zelda titles, something always substantially set them apart. My personal favorite is Link's Awakening because it took more risks and had way more character than A Link to the Past. Don't get me wrong, A Link to the Past is one of my favorite games, but Link's Awakening set out to do something different. And to me, it succeeded.

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For the past 13 years, Ocarina of Time has been the standard by which all other Zelda games are judged and rightfully so. In the late 90s, gamer apprehension was high. Plenty of skepticism existed over whether or not Zelda would make the leap to a polygonal world. Those fears were somewhat satiated when we saw how well Super Mario 64 turned out.

We all know, though, that Zelda did make the leap with Ocarina of Time, cementing the entry as one of the greatest games ever made. 

 

I think every review for polygonal Zelda releases since then contains some semblance of the phrase, "But it's no Ocarina of Time." The same gameplay mechanics were put into Wind Waker, and Twilight Princess just felt like a bigger, darker, prettier OOT. Both were good games, of course, but they didn't do much in terms of offering something new or truly inventive.

Skyward Sword breaks that tradition. I found myself in an odd position where I have been concurrently playing the 3DS remake of OOT while plowing through SS. I can say without hesitation that Ocarina is starting to feel dated by comparison, and it doesn't all have to do with motion controls (we'll get to that).

Series creator Shigeru Miyamoto and company have finally made a dense Zelda game that, generally speaking, keeps things interesting. Back in 1998, the expansive Hyrule Field was a sight to behold. It had so much space! Perhaps I'm spoiled by modern-gaming conveniences now, but even with Link's trusty steed, Epona, I find myself growing impatient as I traverse from one end to the other. One could argue that the flying mechanic in SS is no different, but the overall distance is much shorter and condensed.

More importantly, the environments themselves serve as puzzles on your way to each dungeon, and they (usually) aren't cumbersome. Part of this is because the environments AND the dungeons all have save points throughout, which allow you to return to those exact locations when you boot up again. Returning to previously explored areas, you have the option of which save statue you want to begin at, and I look forward to this being implemented in future Zelda offerings.

OOT's mechanics are showing their age. The dash ability in Skyward Sword works wonderfully, although I'll be the first to admit that stamina shouldn't matter in places like Skyloft. What's the point? Otherwise, though, it feels completely natural. It's a subtle addition, but the difference it makes can't be overstated. Picking up my 3DS, I find myself holding down A to make Link dash and then being disappointed when he just rolls. It's ironic that a game like Ocarina is more spread out while Link has less mobility. SS is so dense, but Link can now charge all over the place. This functionality reminds me of the Pegasus Boots from A Link to the Past, and in retrospect, it's difficult to believe that we've had to wait so long to receive a modern counterpart to them.

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Graphically, it wouldn't be fair to pit OOT and SS side by side due to the platforms of each respective game. But I will say that with its latest Zelda release, Nintendo has finally found a graphical style that suits and complements the series. Halfway between Wind Waker and Twilight Princess, the almost-cartoony look of Skyward Sword combined with its detail work very well. You'll see some of the most impressive facial expressions in a game. We're not talking about an L.A. Noire caliber of realism here, but the game doesn't need that. Eyebrows, chins, cheeks, and mouths all move together to convey tons of emotion and character, and I can't wait to see what a more powerful console can do with the foundation Nintendo has developed.

I won't say much about the story because I don't want to spoil anything, but SS has the most fleshed out narrative of any Zelda game and breaks the mold of retelling the same tale in a slightly different way. Zelda herself has the most central role she's ever had in any game, and they do a good job establishing the friendship she shares with Link. Nintendo made it clear throughout the game's development that Skyward Sword was establishing the very beginning of the Zelda series, and I love how they tied everything together.

I've saved controls for last because they seem to be what everyone else is talking about, and I wanted to mention some of the less-obvious charms of Skyward Sword. When it comes to swordplay, this title has set a new benchmark. It feels natural, works, and makes combat far more involved.

Near the very end of the game, the primary antagonist will throw hoards of enemies at you. We're talking legions of enemies. I can't imagine a scene like this in Ocarina or TP. In previous polygonal Zelda games, multiple enemies seem to be programmed to attack one at a time because the targeting system doesn't really allow you to fend off multiple hostiles effectively. The problems I had during this truly epic battle during Skyward Sword's endgame were more on my end. I'll admit that the combat shines more when it's not against quite so many enemies. Either way, it's an accomplishment and testament to the gameplay that you can even fight like this.

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Don't believe me when I say that the controls become second nature? Going back to my 3DS, I actually gave the system a slight shake on reflex, expecting Link to draw his sword and attack. When I came to my senses and realized I needed to hit B, it felt rather underwhelming. The motion-infused combat really does make you more involved in a way that no other title ever has before. It has a steep learning curve, but the payoff is worth it. The first-dungeon boss had me wanting to chuck my golden Wii Remote though my TV screen because the controls didn't seem to be working. Later in the game, you get an opportunity to replay boss fights for prizes. Redoing that first fight after playing through the game, the difference was night and day.

Yes, the controls have some nuances. The implementation of motion to represent certain actions — like throwing bombs — seems unnecessary, and I'd much rather control Link's bird with the analog stick. These are minor issues, though, compared to everything the experience gets right.

Ocarina of Time will always be a landmark in the franchise and a masterpiece of its time. From gameplay mechanics to combat to storytelling, Skyward Sword successfully sets a new standard in almost every way.