Unfortunately Skyward Sword lacks the key elements that make Zelda games shine
I was expecting a second coming of Majora's Mask from Skyward Sword. After Wind Waker's amazing sense of freedom, and Twilight Princess' bold return to Zelda's roots I looked at Skyward Sword as a gem in disguise. I disregarded the nagging feeling in the back of my head that something is "off" about this game. Well, shame on me.
Skyward Sword is a mess. Its a big giant mess and there's no getting around it. Tinkering with the Zelda formula and getting rid of the sense of freedom that a true overworld gave has lead to a disjointed, and muddy experience. There's none of Ocarina of Time's crisp balance, or the darker and sadder moments of the incredibly subtle Majora's Mask. There's none of Wind Waker's charm or Twilight Princess' grand sense of scale. Skyward Sword streches its legs ever-so-slightly in those grandiose directions, but not enough to make an impact. We're left with a game that is entirely step-by-step and dull on subsequent playthroughs. I was excited about the second quest until I realized that half the sequences in the game were not enjoyable the second time around.
But that's where Skyward Sword shines. Your first playthrough will be an amazing, engrossing experience just because this is a Zelda game, and a finely crafted one at that. The dungeons are incredible, the puzzles will keep you stumped, and there's plenty to do and explore.
But when Skyward Sword is no longer a mystery - when you've already solved its puzzles and seen what it has to offer - then it dawns on you. This game is a one-hit-wonder. A woman that's fun for a night and then calls you 20 times a day for inane, boring conversation. You'll play the game going through the motions. The challenge is gone. The sense of wonder and mystery is gone. Its like walking through the park every day expecting a UFO to inevitably land there - but it never does.
A few problems create this. For one, Skyward Sword lacks freedom to explore. If I'm wandering Hyrule Field I'm compelled to check out every nook and cranny because I can take my horse to get there and there's no clutter in the way. But asking me to explore "The surface" to find extras and goddess cubes is a chore. Especially in Lanayru. There's quick sand everywhere and I need to trudge through it all over again on return visits.
Then there's the dungeons. They just don't hit as strongly after you've already experienced them. Ancient Cistern is a great example of this. This dungeon floored me when I first played through it. It was an amazing, complicated, thought provoking dungeon. But on my return visit I beat it in less than an hour. And there was NO challenge. I went through the motions and that was that.
Skyward Sword has a style of puzzle solving that sucks the juice out of subsequent playthroughs. Its usually some kind of puzzle that dumbfounds you at first until you realize how simple it was in the first place. Then when you play through the game again everything's obvious. Challenge gone.
The fighting is another example of this. Combat takes practice. But once you master it, you'll plow through enemies like nobodies business. This also takes away from Skyward Sword's challenge on later playthroughs. How am I supposed to enjoy its original difficulty when I've already mastered the swordplay? Well... there's hero mode. Sure. Buuuuuuut... hero mode doesn't enhance enemy AI. It just makes you take more damage and gets rid of heart pick ups. Yeah. That's a great way to mirror Master Quest. Not.
There are many more more things I could pick apart and frankly I'm running out of time and need to cut this review short.
But before that I want to point out that Skyward Sword is a great purchase and well worth your money. Its one of the coolest ideas put to life since Ocarina of Time made Zelda 3-dimensional in 1998. Just don't expect it to have the same impact. Motion controls are great for Skyward Sword, but Skyward Sword's awkward world design is poor substitute for a proper overworld and deeper dungeons.
better luck next time, Aonuma.
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