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Average User Score: 8.1May 8, 2012This review contains spoilers, click expand to view. As a die-hard Zelda fan I was a little sceptical, thinking the graphics looked a little weird. Now that I've played it, I still think they look weird, but in a fantastically charming way. My favourite game of all time is Ocarina, but I would place this a close second.
The first major thing in Skyward Sword, after the funky graphics, is the motion plus sword-play. For the first hour (or three) it really annoyed me, because I wasn't very good at it, and got more frustrated when simply wildly swinging the remote actually did worse than me trying properly. The enemy that annoyed me the most early on was the Lizalfos, but by the end of the game, I could kick their asses in seconds, because I had improved along the way, which is an aspect I loved.
The music and puzzles, which have always been a particular forte of the series, were true to form. I had a blast playing it. This Zelda really pulled away from the endless torch lighting, and block pushing you get in some of the older games (which I love too btw.) Some of the challenges were downright inspiring.
I liked being able to upgrade items, and having to customize my inventory depending on upcoming challenges. The bosses were fantastic, as well, with the final boss fight being one of the most interesting I've seen for a while (no tennis).
Some of the new items were brilliant. I absolutely loved being able to look around a room, and plan out what I was supposed to do, without having to move, using the beetle (especially once upgraded). The wind-bag thing kinda sucked because it didn't seem to do anything outside of blowing sand around (it can't even put out torches). I was glad to see the clawshots return - they were awesome in TP, and similarly so in SS.
The story, of course, was typical Zelda style. It starts out slow, but once you get a little ways into it, it gets so much better.
There were, however, some niggling annoyances in there too. One such problem was that Fi, the weird, statistically minded alien thing, living in your sword, would constantly try and explain what I was supposed to do, essentially solving the only challenging part of the puzzle for me, to the point where I would simply look away from the screen any time she said anything.
Another was the overworld. You have literally the entire sky extending as far as you can see, and the only islands other than the main one were some lacklustre mini-games and a rather pointless little bar type thing. Really, the only thing I missed in this game, that made me love some of the older titles (especially Majora's Mask and Twilight Princess) was the grit and mystery of it. It was really cheerful, all of the time. I just wish everything wasn't so obvious all the time. Also, I beat the final boss so fast, without losing any health, because he was way too predictable. Scale it up towards the end Nintendo - we like a challenge. If the enemy is supposed to be the King of Evil, and this terrifying demon which couldn't be killed by the goddesses, why does he bounce off my shield like a stick wielded by a small child?
In all, however, the game engrossed me from start to finish, even with the annoyances, and I strongly recommend people at least try it, in lieu of the dubious graphics.… Expand
Average User Score: 8.5May 8, 2012I bought this game with high hopes, and after the first 30 minutes or so, thought it was brilliant. Sadly the shine soon wore off. The problemI bought this game with high hopes, and after the first 30 minutes or so, thought it was brilliant. Sadly the shine soon wore off. The problem was that it was so repetitive. You essentially play the same 3 or 4 missions over and over again. Learn a move, collect, kill, move on.
There are loads of weapons, upgrades and techniques you can get, but you never really get any time to enjoy anything in comparison to what you had previously.
Another thing that annoyed me was the "point of no return" bits. Why? Why can't I return? The area is tiny, with about 4 sections, with each section being a street.
There are only 4 kinds of enemies as well. Easy, medium, hard and boss - essentially - with no break in repetition. Why are there so many weapons and sword techniques when by 2 hours in you have figured out how to kill everything effectively?
Also, the majority of the secret techniques you get taught don't actually work on the bosses - so why learn them? They only work on the grunts and low-rankers, and you can kill them just by mindlessly swinging your remote from side to side.
Why can't I buy ammo when I need it (I never, ever find JohnnyGun ammo), rather than endlessly walking in a circle through the tiny hub looking for yet more crates?
Another thing that irritated me is the fact that the wii motion plus doesn't really seem to add much. You only use if for sword fighting, and within that, the only time it matter is when blocking or breaking blocks, and you can just switch your style from horizontal to vertical by holding B, so why do you need it? If anything it just complicates matters.
In a game where, pre-release, the main hype was about how awesome the combat was going to be, why did they make it so repetitive?
The only things I genuinely like about this game are the concept (cowboy samurai things), the graphics and, I suppose, the story.… Expand