Wednesday, November 24, 2021

New Review; Structural problems aside, Skyward Sword HD proves to be a great way to experience an often-overlooked Zelda game

 


At long, long last, the somewhat divisive Legend of Zelda: Skyward Sword has been given new life in the form of an HD remaster. Arriving years after the remasters of Ocarina of Time, Majora’s Mask, Wind Waker, and Twilight Princess on the 3DS and Wii U, respectively, Skyward Sword HD now has its turn to be both discovered by those who missed out on its charms back on the Wii, and of course to be experienced a second time by those who have played it.

Skyward Sword has always been a somewhat controversial entry in the series, having been developed exclusively for the Wii and taking full advantage of its motion controls; specifically, its Motion Plus peripheral. This fact, along with its release towards the end of the Wii’s lifespan at a time when many had moved their attention to other consoles, meant that Skyward Sword was a game that many fans haven’t played or finished, making it ripe for a remaster.

It comes to the Switch with full 1080p visuals at 60 FPS, with various improvements to tone down the game’s somewhat aggressive hint system, speed up the dialogue boxes, and other little tweaks that go a long way towards a smoother experience. The most major addition is the button-only control scheme, which allows you to use the right analog stick to recreate the game’s motion elements. As someone who always felt that Skyward Sword was somewhat under-appreciated, I was looking forward to the game being given a second chance, and of course was looking forward to getting to re-experience it myself. I’m happy to report that Skyward Sword HD is the definitive way to enjoy the game, even if the Joy Cons have to be recalibrated in motion mode far more frequently than they should be, and even if aspects of the game’s structure are more flawed than I remember them being, something I similarly remember thinking with Wind Waker’s HD remaster a few years ago.

A surprisingly cinematic introduction sets the stage pretty quickly for what promises to be a much more story-driven Zelda game than its predecessors. The dialogue remains text-based, sadly, but the cutscenes are very well-presented and as movie-like as I think text box cutscenes have ever managed to be. Taking place in a village in the clouds called Skyloft, the citizens of this world live above an undeveloped, far more dangerous world below the clouds, one which consists of essentially 3 areas that are traveled through and are further explored numerous times as the game progresses.

The humans explore the sky world by riding on birds called Loftwings, while numerous Skyloft citizens train to be knights, who, among many other things, rescue those who fall from the sky island. Skyloft’s a town with a lot of character, and serves as a pleasant, albeit fairly under-populated, hub world of sorts, where numerous side quests can be taken on and where charming NPCs can be interacted with in typical Zelda fashion. The sky world you can explore is somewhat reminiscent of the ocean from Wind Waker, though, it has to be said, on an almost astronomically smaller scale, and with very little in the way of populated islands to visit beyond Skyloft’s boundaries. Still, there’s something cool about leaping from Skyloft, summoning your Loftwing, and (after an unfortunate but brief second or two of loading) soaring through the clouds. The little islands scattered throughout house treasure chests, which have to be activated in the world below before they can be accessed, along with a bar called The Lumpy Pumpkin and one or two other cool little gems. Still, there’s not much out there, and the vast majority of Skyward Sword’s exploration and gameplay takes place in Skyloft and on the ground.

But first, the scenario. It’s in the midst of a ceremony where Link is about to be made a knight that Zelda is swallowed up by a mysterious force and dragged through the clouds, initiating Link’s journey below to rescue her. What’s fairly cool about the way Skyward Sword plays out is that Zelda is both brimming with personality and also bravery; far from being captured, she teams up with another character named Impa and sets off on her own journey. At risk of overselling the plot too much, it’s true that in typical Zelda fashion Link undergoes much of the journey on his own, and the game follows the standard Zelda blueprint of minimalist storytelling and object collecting, but Skyward Sword sees it being given the greatest emphasis it has ever been given in this series (even more so than in its successor, Breath of the Wild) and there are one or two scenes that are genuinely impactful emotionally, and are pulled off incredibly well and seemingly effortlessly. It’s a story definitely worthy of its journey.

As Link pursues Zelda into the land below, he finds a world essentially divided into 3 different areas, (Faron Woods, Eldin Volcano, and Lanayru Desert), areas which expand as Link learns new abilities and the story progresses. The locations serve as cool areas each with their own compelling charms and surprises (possible exception of Elden Volcano aside) but it feels like a sad limitation that you can’t travel between them on foot in-game as one full world, instead having to choose one to descend to from the sky. It’s something which bothered me much more today than it did back in 2011, making each area feel segmented from each other, lessening the feeling of full exploration. Exploring the sky world seems like it was meant to be a replacement for this, but given how barren much of it is, and given the fact that the majority of its treasures have to first be unlocked on the ground before they can be accessed in the sky, it makes Skyward Sword unquestionably feel like it’s among the most linear of the series, even though there’s still quite a bit to explore and even though at one point towards the end you’re given the ability to progress through the rest of the story somewhat non-linearly.

Skyward Sword’s gameplay contains both some of the series’ best along with some of its more tedious. The dungeons, unquestionably, are the most fun the series has seen, with excellent pacing, great use of Link’s abilities, the addition of in-dungeon save points, and some clever puzzles. The much-dreaded Water Temple here is actually a full-on blast, and arguably the most fun dungeon in the game. As someone who found its predecessor, Twilight Princess, to have had a few too many dungeons, Skyward Sword’s a Zelda game that could have used at least one or two more of them, and falls into the same trap of Wind Waker in that towards the end it recycles previous dungeons rather than having contained a much-needed additional one or two.

The bosses range from some of the series’ cooler ones to bland, swordplay-driven encounters, but thankfully the majority of them are a lot of fun. Like the rest of the game, dungeons make frequent use of the motion controls, though as Skyward Sword HD is now fully playable without them, they should hopefully serve as much less of a barrier to people’s enjoyment of the game.

The area in which motion controls have the largest impact (and where they thankfully work the best) is in combat. Enemies have to be targeted with your sword at certain angles, with swiping your Joycons at those angles triggering 1:1 motion. It’s something that worked quite well on the Wii and it works very well here too. Combat’s so satisfying with motion that while I tried switching back and forth between motion and non-motion controls, I ultimately stuck with the motion ones because they just make combat feel so much more vibrant. Playing without motion still features the same targeted slash mechanics, though this is achieved by sliding the right analog stick in the directions needed to defeat enemies. This is also something that works well, and its addition serves as a good choice for people who just can’t stand motion controls. The only major weakness to using this mode is that you lose some of the seamless camera control offered in motion mode, as button-only mode requires you to hold down the trigger before using the right analog stick to move the camera, since otherwise the right analog stick is taken up by the sword controls. It’s a slight drawback and something to consider when deciding which control scheme to use, though thankfully the control methods can be switched at any time.

The biggest issue that’s exclusive to this remaster is that the Joycons need to be recalibrated almost constantly, at least, in my experience. It was something that occasionally had to happen with the Wii Motion Plus, which required the Wii Remote to be set flat on a table and recalibrated with the TV. Though Skyward Sword HD thankfully streamlines this to simply pointing your Joycon at the center of the TV and pressing Y instantaneously, this has to be done almost all the time; whenever I wanted to use a non-combat ability that required motion for its movement, (which is most of them) the motion seemed completely off, and had to be recalibrated. It feels almost broken, and served to constantly remove me from the immersion that the developers intended. Were it not for the fact that the motion controls are more reliable (once calibrated) and that Skyward Sword HD is far more forgiving with various motion actions than the original, I’d almost argue that the motion controls worked better on the Wii because the controller didn’t have to be recalibrated so frequently. All in all, it winds up being a draw. As far as the enjoyment of using motion controls is concerned, the powerups are all fun to use, fitting the Boss Keys into their slots is always a cool little exercise, and the motion elements keep things fresh and interesting. What remains tedious with motion controls is flying your Loftwing, and it's a bummer that using an analog stick (while in Motion Control mode) wasn’t an option, as it’s really the only thing that I’d rather have used the Button Only control scheme with.

Visually, Skyward Sword HD is a beautiful game. The art style was one that I struggled with on the Wii, feeling unsure of what they were going for and thinking that things looked colorful, but incredibly blurry and washed out. In Skyward Sword HD though, what was intended with the visual style is far clearer, and the game looks gorgeous in most areas. It’s unquestionably one of the weaker art styles the series has seen, but with this remaster I’m now much more able to appreciate it and understand it, and overall I’d have to say that it works quite well for what it is. Musically is where Skyward Sword really shines; it goes with a full orchestrated soundtrack, but unlike many other MIDI series that attempt this (Tales of, Atelier, Dragon Quest) Skyward Sword pulls it off without losing the charm and vibrancy of the music this series has always been known for, and it sounds incredible. Aside from the high quality of the music, the tunes themselves are some of the best the Legend of Zelda has seen from the beginning.

Though this remaster goes a long way towards fixing several of Skyward Sword’s issues, several still remain. There’s no quest menu for sidequests, forcing you to remember who assigned them to you and what the quests were. I found myself using the Switch’s snapshot feature to note whenever I took on a sidequest, which is a semi-solution, but still feels sloppy. Finding quests to take on can also be a challenge, as many citizens of Skyloft seem to spend most of their time in their homes, which means you have to randomly enter house after house searching for NPCs who will offer you quests to take on.

It's in this sense that while there’s a solid amount of people to interact with in Skyloft (though considering its supposed existence as the home for all of humanity, it just doesn’t feel populated enough to serve that purpose) and many quests to take on, it never really feels like it, and much of the side content will likely remain hidden from many players as a result.

These issues were completely remedied in Breath of the Wild, thankfully, but even in 2011 Skyward Sword’s weaknesses in this area were readily apparent,  with the game’s lack of any sort of interface for locating and tracking side content always feeling like an obvious oversight.

What I didn’t seem to notice back then, but what feels like a significant drawback today, is Skyward Sword’s segmented world. Though each of the game’s 3 ground areas greatly expand to reveal new locations as you progress through the story, that they’re all separated from each other gives them a very disconnected feel. It doesn’t help much that the game design’s incredibly repetitive; it follows the same formula when you arrive at each area, each time, which begins with an incredibly frustrating Dowsing section, where you have to wander the environments in a Find the Object mode before you can progress the story, something that I grew to dread each time I arrived at a new location. Two of the three locations (exception being Eldin Volcano, which is pretty much exactly as it first seems) offer some very cool surprises and interesting mechanics, but the formulaic nature of Skyward Sword’s progression becomes abundantly clear early on, and it’s hard to pretend that it doesn’t exist, especially once the game stops throwing new dungeons in your direction towards the end.

Legend of Zelda: Skyward Sword however is a game that was a blast to re-experience. 10 years later, I still feel that it’s criminally underrated among a faction of the Zelda fanbase, and hopefully this remaster, with the option of turning off the motion controls, will help it find new fans. Speaking for myself however, the motion controls are an essential part of the game’s experience, and I wound up keeping them on, even if the constant need to recalibrate the Joycons kills the immersion and winds up feeling like a step back from the Wii Motion Plus. The story here is easily the best-told in the series, with some genuinely moving moments and great characters and settings. The dungeons and music are also easily some of the series’ best to date. Skyward Sword’s repetitive and formulaic progression, the segmented nature of the world below, a tragically empty sky and a lack of a quest menu does leave a mark, as does the developers’ decision to re-use previous dungeons and bosses towards the end, something Wind Waker fans will definitely be familiar with. In fact, as with Wind Waker HD, the structural weaknesses of the game design became far more apparent to me when re-experiencing it than they were back when I’d first played it, and though it does tarnish my thoughts on the game a little bit, Skyward Sword HD is overall one I’d easily recommend, and one that, flaws aside, holds up well and was fully deserving of what turns out to be quite a solid HD remaster.

4/5

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