Editing The Legend of Zelda: Skyward Sword

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The player initially starts off in the sky, but portals to the surface are unlocked as the player progresses through the game. In the sky world, the player can travel by riding Link's Loftwing and discover various floating islands in a manner similar to the sailing mechanic of ''[[The Legend of Zelda: The Wind Waker|The Wind Waker]]''. Hitting Goddess Cubes on the surface will cause treasure chests to appear on the islands. Skyloft and some of the other inhabited islands also contain a variety of sidequests and minigames that Link can participate in over the course of the game. The surface world consists of three provinces with heavily dense environments. Each province turns out to be larger than it seems on return visits, as entirely new areas could be unlocked with items and abilities gained later on. The player can use special bird statues to save, and bird statues located outside are used to return Link to the sky. The ''Zelda'' formula has been tweaked somewhat, as the dense overworld often has dungeon-like features, and many of the dungeons are more experimental than those in previous games. Fi is similar to companions from previous games in that she often gives Link advice on how to solve problems, and she also has the feature of analyzing Link's selection of items as well as his performance against individual enemies. Fi also has a dowsing feature which can be used to track a variety of targets such as items and even other characters.
 
The player initially starts off in the sky, but portals to the surface are unlocked as the player progresses through the game. In the sky world, the player can travel by riding Link's Loftwing and discover various floating islands in a manner similar to the sailing mechanic of ''[[The Legend of Zelda: The Wind Waker|The Wind Waker]]''. Hitting Goddess Cubes on the surface will cause treasure chests to appear on the islands. Skyloft and some of the other inhabited islands also contain a variety of sidequests and minigames that Link can participate in over the course of the game. The surface world consists of three provinces with heavily dense environments. Each province turns out to be larger than it seems on return visits, as entirely new areas could be unlocked with items and abilities gained later on. The player can use special bird statues to save, and bird statues located outside are used to return Link to the sky. The ''Zelda'' formula has been tweaked somewhat, as the dense overworld often has dungeon-like features, and many of the dungeons are more experimental than those in previous games. Fi is similar to companions from previous games in that she often gives Link advice on how to solve problems, and she also has the feature of analyzing Link's selection of items as well as his performance against individual enemies. Fi also has a dowsing feature which can be used to track a variety of targets such as items and even other characters.
  
At several points in the game, Link must complete trials in a spiritual plane called the [[Silent Realm]], which is like a combination of the Phantom areas from ''[[The Legend of Zelda: Phantom Hourglass|Phantom Hourglass]]'' and ''[[The Legend of Zelda: Spirit Tracks|Spirit Tracks]]'' with the [[Twilight Realm]] segments of ''[[The Legend of Zelda: Twilight Princess|Twilight Princess]]''. These areas require that Link leave behind all his items in this area and use stealth to avoid powerful enemies while collecting golden tears in. The game's graphics also has a notable cel-shaded style which partially is a callback to ''The Wind Waker''. At the same time, the graphics also have enough realism to be considered a blend between ''The Wind Waker'' and ''Twilight Princess'', and the developers have stated that the graphical intent is to give the idea of a "living painting".
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At several points in the game, Link must complete trials in a spiritual plane called the [[Silent Realm]], which is like a combination of the Phantom areas from ''[[The Legend of Zelda: Phantom Hourglass|Phantom Hourglass]]'' and ''[[The Legend of Zelda: Spirit Tracks|Spirit Tracks]]'' with the [[Twilight Realm]] segments of ''[[The Legend of Zelda: Twilight Princess|Twilight Princess]]''. These areas require that Link leave behind all his items in this area and use stealth to avoid powerful enemies while collecting golden tears in. The game's graphics also has a notable cel-shaded style which partially is a callback to ''The Wind Waker''. At the same time, the graphics also have enough realism to be considered a blend between ''The Wind Waker'' and ''[[The Legend of Zelda: Twilight Princess|Twilight Princess]]'', and the developers have stated that the graphical intent is to give the idea of a "living painting".
  
 
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