Difference between revisions of "The Legend of Zelda: Skyward Sword"

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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 ''Twilight Princess'', and the developers have stated that the graphical intent is to give the idea of a "living painting".
 
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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=Legacy=
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==Sequels==
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The next game to be released was ''[[The Legend of Zelda: A Link Between Worlds|A Link Between Worlds]]'' for the [[Nintendo 3DS]] in 2013. The next console game will be ''[[The Legend of Zelda (Wii U)|The Legend of Zelda]]'' for the [[Wii U]].
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In terms of the official timeline, the next game in chronological order is ''[[The Legend of Zelda: The Minish Cap|The Minish Cap]]''.
  
 
{{Zelda Series}}
 
{{Zelda Series}}
  
 
[[Category: Wii Games]] [[Category: Zelda Games]]
 
[[Category: Wii Games]] [[Category: Zelda Games]]

Revision as of 00:17, 16 December 2014

SkywardSwordspecial.jpg
The Legend of Zelda: Skyward Sword
Developer Nintendo EAD
Publisher Nintendo
System Nintendo Wii
Release Date EU November 18, 2011
US November 20, 2011
JP November 23, 2011
AU November 24, 2011
Genre Adventure
Rating ESRB: E10+

The Legend of Zelda: Skyward Sword is the sixteenth installment in the Zelda series. It is the second Zelda game to be released for the Wii (counting the port of Twilight Princess) and the first one to be made particularly for the Wii.

Story

Long ago, a goddess protected an ultimate power from an attack of by monsters lead by the ultimate evil. To protect her people, the goddess gathered the humans onto a piece of ground and sent it to the sky. She then sealed the evil away. In the sky, the humans formed a new civilization known as Skyloft and traveled using special birds called Loftwings. The surface world became alien to them over the years.

The story begins at Skyloft, where Link and Zelda are both youths. Link is a student at the Knight's Academy who manages to be promoted to the advanced class upon completion of the Wing Ceremony, in which the headmaster's daughter Zelda played the role of the goddess. Their peaceful lives came to a sudden halt when Zelda was whisked away by a sudden tornado. Link is called to action by Fi the mysterious spirit of the hidden Goddess Sword. Fi guides him to the sword, and together they find their way to the surface world. There, Link begins a journey to find Zelda, strengthen the Goddess Sword to its true power and prevent the sealed evil from breaking free. Throughout this quest, he is hounded by the eccentric demon lord Ghirahim.

Gameplay

This game has a stronger focus on the Wii's motion controls and is enhanced by the Wii MotionPlus. The Wiimote and Nunchuck Controller are used to simulate the sword and shield, and motion controls are similarly applied to a vast area of items. The basic gameplay has been altered, as Link has been given a stamina meter which limits how much he can accomplish at a time and inspires more tactical player choices. Link's primary non-weapon movement is a dash move, which allows him to sprint and also perform some limited jumping moves at the cost of stamina. Link can still perform the classic rolling move while dashing, but it will cost extra stamina. Shields also have their own meters which determine how much damage they can take before breaking down, and there are different kinds of shields that can be bought. Each of them have different levels of durability and their own advantages and disadvantages. It is also to collect treasures for use in upgrading shields, item pouches and certain other weapons. Other new features include an Adventure Pouch which can only hold a limited amount of non-weapon items such as bottles, medals and extra replenishable item containers. Skyward Sword also implements a type of sword beam into the gameplay for the first time in a 3-D Zelda (excluding a brief example from Majora's Mask). Raising Link's sword skyward while charge the sword with sacred energy, and slashing the sword will then release the sacred light as a vertical energy beam.

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 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 Phantom Hourglass and Spirit Tracks with the Twilight Realm segments of 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".

Legacy

Sequels

The next game to be released was A Link Between Worlds for the Nintendo 3DS in 2013. The next console game will be The Legend of Zelda for the Wii U.

In terms of the official timeline, the next game in chronological order is The Minish Cap.