Skyward Sword brings meaningful combat to the Zelda series

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Tuesday, December 06, 2011
EDITOR'S NOTEfrom Eduardo Moutinho

Will Skyward Sword be the game that drives me back to my Wii? Maybe. But I think Skyrim has something to say about that….

If you think back on the 25 years we've been playing The Legend of Zelda series, something has always been constant. No, I'm not talking about the franchise’s much-criticized formula and its refusal to change. I'm talking about combat. Until The Legend of Zelda: Skyward Sword came about, the series' battle mechanics have been on the bland side, amounting to nothing more than waiting for a chance to pound on the attack button. Nintendo's latest entry in its long-running saga fixes that by making you a part of the action -- literally.



The key lies in Skyward Sword’s one-to-one motion controls. You're given full command of Link's sword and are able to dictate every movement. At first, it seems like a recipe for disaster, considering the Wii's shaky track record with anything demanding even a modicum of precision. But it works here. Splendidly.

 



It works because the title adds much-needed invigoration to traditional Zelda gameplay. Up until now, battling has been very passive. You've never had to actually pay close attention to your enemy's movements. All you had to do to succeed was bring up your shield, wait for an opening to appear, and then mash away on the B button until you won. Simple stuff. Combat has been that way since Ocarina of Time changed the paradigm and introduced these mechanics. Sure The Wind Waker and Twilight Princess tried spicing things up by granting additional attack maneuvers, like a shield bash, overhead strike, and a backwards attack, but their use was limited at best and only served to make an already-simple combat system even easier instead of adding depth.

Skyward Sword's combat excels by placing more of a tactical focus on swordplay. All the safeguards that were previously present are now gone. You can't just hold up your shield forever. It only lasts so long, encouraging you to use it only when absolutely necessary. Enemies won't just charge relentlessly. They wait as much as you do for a good chance to strike. You can't just attack them wildly and expect to win. You need to watch their behavior and learn their patterns to become more efficient at slaying them. Granted, your foes are still a bunch of pushovers, but the act of fighting is now more compelling, which is what's most important.



Fighting off pedestrian monsters can be achieved without employing much skill, given how easily they drop their guard. The combat's brilliance begins to show when engaging bigger foes that demand more-methodical means of attack. Some enemies require creative techniques to break their defenses, like flipping a spider onto its back by doing an uppercut. I can't remember any instances in previous Zelda games where you needed to perform a skill in such a manner.



For all the complaints about the series not evolving enough, you gotta give Nintendo credit for at least trying to expand on one of its weaker points. Sure, it's not perfect. In standard motion-control tradition, the gameplay does have its occasional bouts of weirdness. But Skyward Sword is definitely one of the better cases to be made for how motion control can be used well.

 
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Comments (11)
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December 05, 2011

Kinda had to rush this one to meet the deadline of the call-out since I kept putting it off. So... apologies if it turned out rather terribly.

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December 06, 2011

I don't think it turned out bad, in fact I think it was a great read and I definitely agree that the combat wasn't really that deep or as rewarding in previous games than it is in Skyward Sword.

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December 06, 2011

Thanks! Glad you enjoyed it. Didn't think anyone would have thought much of it given how it only took me a couple of hours to write.

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December 06, 2011

Thanks for shining a spotlight on the motion controls. For a while, I was pretty disappointed with motion controls. As fancy as Twilight Princess was, the fights were simply a matter of guarding and swiping in the air. I'm glad that Nintendo finally got the darned thing to function like a tactical experience.

I think it's a safe bet that the fights might switch to an Infnity Blade style set-up if they develop a new Zelda game for the Wii U. I'm sure that Nintendo will probably combine both systems somehow.

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December 06, 2011

So, like using the touch screen to handle combat? Hm. That would be an interesting choice, especially given the traditional style of the controller. Can't imagine how they'd implement it, though.

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December 06, 2011
I still have no idea how anyone will use that thing. I'm sure that it will work as an interesting device for operating other tools while the in-game action is taking place. I'm not sure what else developers will want to try out, though.
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December 06, 2011

The Wii U trailer shows someone swinging a virtual golf club with what looks like a Wiimote.  I wouldn't be surprised if developers found more ways to integrate both.

I can see it now:  A wiimote in my right hand, and the Wii U controller strapped to my left forearm as shield.

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December 06, 2011

...Creepy. Actually, it's more geeky than creepy. I can just imagine swinging a Wiimote, micro-managing my inventory with my Wii U controller and transferring items onto my 3DS for three-dimensional viewing.

Maybe the 3DS won't work, but it would still be the ultimate hideaway for nerds.

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December 06, 2011

Those are both great ideas. If even one of them were to be used, the Wii U Zelda be instantly more awesome than it otherwise would be.

Nintendo, if you're reading this, take note of the two above comments. You're being given some grand ideas for free. Don't let 'em go to waste!

100media_imag0065
December 06, 2011

Great read. I loved Skyward Sword. Actually, I hated it at first. I didn't like the art style. The pacing was off. And it took a good 10 hours to get going, but once it did, oh boy. This is one of the best games Nintendo has made in a long time, and worthy of the Zelda name for sure. I have complaints, like the fact that they re-use a lot of content in order to stuff the game with useless filler (You literally fight two bosses 3 times each throughout the game, and each time you fight them very little changes).

However, this wasn't enough to ruin an otherwise fantastic game. And I thought the motion controls were wonderful. I was skeptical at first, but I started to really get the hang of it and by the end of the game I was looking forward to every enemy encounter. What really made me appreciate it even more is when I finished Skyward Sword I started replaying Twilight Princess. Once the 1 to 1 sword fighting was gone, enemies weren't any fun to fight.

It made me realize that the enemies in Skyward Sword were like puzzles. Every one you encountered had to be solved. In retrospect it is a huge new feature to the game that forced you to constantly think about every eneme encounter with much more detail than you would normally. It is like Dark Souls in that respect. Not nearly as hard obviously, but just as detailed.

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December 06, 2011

I wasn't feeling the motion controls at first, either. Though that's mostly because the game hadn't yet let the controls flourish (waggle was all you needed to beat foes for the first few hours). Didn't seem that special. I mean, I thought it was cool, but not nearly as benefical as I find it to be now. I can't imagine playing a Zelda game without the one-to-one motion anymore. (Well, I can, but I don't imagine it to be as fun.) It just seems so... dull now.

They really ought have gotten to the heart of combat quicker. Would have made a much better first impression to have used the motion control to its fullest early on.

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