![]() Now that said, I wish you have full camera control solely on the right stick with the L button being the trigger for using your sword, essentially swapping how it is now. For those playing with buttons, you’ll hold down the L button to perform this alongside the right analog stick, allowing you to move the camera around Link as he runs. While this does work to a certain degree, its execution is anywhere from perfect and is often too inconsistent.Īdded to this remaster is the ability for full camera control while running around, something that wasn’t possible on the original. It takes a while for your brain to want to think of up as down and right as left, but once you get a handle on it, it starts to make sense, even if your brain wants it the other way around. Flick the stick up, and Link will swing from the ground upwards, and flick left, and Link will swing from the right to slash to the left. To address this via a button-only setup, Nintendo has you flicking the right stick to mimic those sword swings, and this varies in its effectiveness based on how fast and deliberate your flicks are. Skyward Sword and all its puzzles and combat challenges are designed around swinging a sword horizontally, vertically, diagonally, or in a circle, and this is true of many of its items as well. And, as you explore and dig deeper into Skyward Sword’s mechanics, you can see the required use of this type of control system everywhere, so adapting it for a controller was always going to be a challenge. Even with the Wii-Motion Plus adapter, Skyward Sword’s controls were interesting enough, but their inconsistent functionality made the game inaccessible to many, myself included as apart from a few rare games on the console, I wasn’t that keen on what the Wii and WiiU often did with motion controls as a whole. It’s safe to say that Skyward Sword has not been looked back on too fondly, largely because of the clunky and often unresponsive motion controls that varied from user to user. It’s also worth point out that Breath of the Wild II, or whatever it ends up being called, has Link once again returning to the sky, making the release of this HD remaster even more interesting. It's also here where you see many of the ideas that would eventually shape Breath of the Wild into what it was, as well as being the starting point for the game's official canon essentially telling the first Legend of Zelda story. Now, that said, Skyward Sword is certainly a memorable experience for sure, being the last of the standard structured Zelda games before Breath of the Wild would dramatically change the series going forward. Regardless, there has been a decent amount of work done here that does warrant some portion of the asking price, but I do agree, more of the game could have been remade or reworked in some way, whether it’s more detail given to the environments, drastically better textures, or even including full voice-work to the game to make it feel like a more worthwhile purchase. That, and many were hoping for Wind Waker and/or Twilight Princess to join in the announcement, especially since it's the 35th anniversary of The Legend of Zelda series. Now, ever since its announcement, many were not too keen on the full Nintendo price given to this remaster, convinced that not enough had been done to the game to warrant said value. Thankfully, that wait is over as Skyward Sword HD has hit the Nintendo Switch, for better and worse. I was never really a fan of what the Wii or WiiU did with motion controls apart from a few brief examples of where the tech had interesting promise and was hopeful that one day, somehow, Skyward Sword would be playable without them. ![]() This wasn’t because of anything the game did visually, or where its story was heading, but in the motion controls that I just wasn’t gravitating to. I recall only playing the initial area and then never picking it up again. Skyward Sword is one of the few Legend of Zelda games I never got around to actually completing. No longer Tri-Forced into using Motion Controls.
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