Zelda: Skyward Sword's Biggest Issue Was Not Its Motion Controls

Despite the fact that Nintendo made no notice of the Legend of Zelda's 35th anniversary during the February 2021 Direct, it had two Zelda announcements to share during the presentation: Hyrule Warriors: Age of Calamity is getting DLC, and The Legend of Zelda: Skyward Sword is coming to Switch in July. merge mermaids free gems


Considering that Skyward Sword itself is praising its tenth anniversary this year, it seems like a fitting time for Nintendo to dust the game off and give it some advanced final details, including another control technique. In any case, while the first controls were a typical purpose of dispute, they were never the biggest issue tormenting the game. love live all stars free gems


As the first undeniable Zelda experience designed specifically for the Wii, Skyward Sword utilized the Wii Remote, eschewing the series' conventional control scheme for motion controls. Numerous aspects of the game were designed around gesturing with the Wii Remote and Nunchuck; you needed to physically swing the regulator to slash with your sword, for instance, and terminating arrows included pulling back on the Nunchuk to draw your bow. growtopia free gems


Albeit Skyward Sword by and large explored well at the hour of its release, its motion controls would demonstrate divisive among many (to say nothing of the accessibility issues natural to the control scheme). I can just speak to my own experiences with the game, of course, however I personally felt the motion controls were actualized well; in the on numerous occasions I played through it, I once in a while wound up struggling to execute any of Link's actions- - except for the pivoting block puzzles that supplanted boss keys, which would all be able to go in the receptacle. However, I was also lucky enough to encounter the game in a setting where I had sufficient space to swing my regulator (and no making a decision about eyes around to see me imagine sword battle). sling kong free coins


Skyward Sword HD still uses motion controls, unsurprisingly, yet Nintendo has also executed another, button-just control technique as another option. It's hard to check how well this scheme really works without some hands-on schedule, yet just from a look, Nintendo's solution seems serviceable, if not what most fans likely envisioned. Instead of swinging the Joy-Con to slash with Link's sword, the catch controls map sword slashes to the correct stick. disney pop town free gems


By necessity, this scheme is considerably unique in relation to how previous Zelda games controlled, yet it does in any event permit you to encounter the game without motion controls, which is especially useful in case you're playing on a Switch Lite or have a disability (or just fervently oppose motion controls). As pleasant as it is to have this choice, in any case, the essential issue that hauled Skyward Sword down was not its controls, but instead its excessive cushioning. Some mellow Skyward Sword spoilers follow from here on. 


The most egregious model is the game's Silent Realm tear hunts. Halfway through the experience, you get back to the surface to find the Sacred Flames with which to control up the Goddess Sword. Upon your appearance, notwithstanding, you're educated by Fi- - the spirit that resides in the sword and your partner all through a significant part of the game- - that you must first attempt trials to demonstrate your value. These trials bring you into the "Silent Realm," a fantasy like interpretation of the region you're right now in. 


Your goal in the Silent Realm is to gather the entirety of the sacred tears scattered around the region. What complicates this mission is that you cannot use your sword or some other items while here, and the Silent Realm is watched by invulnerable guardians that can strike you down with a single hit, compelling you to restart the whole tear chase in the event that you get captured. It's frustrating and an absolute task to play through, and the game sends you on four of these hunts over the span of the story. 


Fi is also another hindrance to the experience. Like Navi and Midna, Fi offers direction and often propels the story forward, however she interjects incessantly. Glib companions are nothing new for the Zelda series, of course, yet Fi's mechanical personality and inclination for spelling out the obvious in unbearable detail make her especially berated. 


These aspects accomplished more to hamper Skyward Sword than its controls, which is a shame because the game has some truly pleasant ideas between its moments of frustration. The soundtrack specifically is magnificent, including some of the most delightful and moving tunes in the whole series, and the dungeons are cunningly designed and come full circle in some essential boss battles. 


Presenting an extra control strategy in Skyward Sword HD is an invite improvement and helps make the game more accessible, however its different issues are more needing addressing. In the event that Nintendo can manage Fi's exchange and pare back the tear hunts, perhaps by diminishing the quantity of tears you need to gather (as it did when it remastered Twilight Princess on Wii U) or not resetting your progress when you bomb a preliminary, at that point Skyward Sword would be a stronger game generally. 


It still wouldn't be without issues; there are different instances where it feels like the game sends you off to accomplish something simply for delaying the experience. Yet, these fixes would surely help improve the pacing, and it would make it easier to value Skyward Sword's numerous certified charms.

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