Believe me, I know how you must feel. The gag that kept me from extolling the virtues (and lamenting the missteps) in The Legend of Zelda: Skyward Sword has been removed, and yet I don't have a full critique ready to go, complete with numerical ranking. The review embargo was lifted earlier today, and I had planned to have my analysis up by now, but there's still more ground for me to cover in this lengthy adventure before I can offer up my last word. I'm sure you're just as disappointed as I am with this development, and possibly much more so, given many individuals' insatiable love for prerelease information, but it's a situation that cannot be avoided.
Nothing screams "Zelda" quite like a montage.
As of this writing, I am just a shade under 37 hours into my sky-faring quest, and I'm currently trying to figure out how to open the door to the sixth dungeon. As a rule, a frog's thirst can't be quenched with a small amount of water, and wouldn’t you know it, a thirsty amphibian is guarding my path onward. If only there were a bright gold doorknob, maybe with a triforce insignia etched in the surface, to guide me to my next objective. But things are rarely that obvious in Zelda games. As soon as I wrap up this blog post, I'll once again dive into Link's latest adventure and hopefully grab hold of the elusive solution that has momentarily halted my progress, but I thought I'd give you a few of my thoughts before getting back to business.
I've been playing Zelda games for almost 24 years, but I don't remember ever laughing quite so hard in any of my previous experiences. There's some deceptively good writing in Skyward Sword, with subtle jokes often layered into dialogue that hits me a minute or two after the fact. My favorite of these is as much of a visual gag as it is a written one and is quite juvenile, but that doesn't diminish its comedic value one bit. I won't spoil too much of the surprise; just know there is more than one use for a love letter, and some of it can be rather foul.
As good as the writing is, no one plays Zelda games solely for their stories. It's the sense of adventure that is the biggest draw, and it's the secret-filled world that is primarily to blame for my not having finished the game just yet. There is always a new distraction luring me away from the main plot in Skyward Sword, and it's that urge to discover every hidden aspect that makes it so difficult to resist. During my exploits yesterday, I spent a good half hour trying to make my way into an oversized bird's nest to procure a baby's rattle. It may sound like a fool's errand, but I was nicely rewarded for my derring-do.
If he added a few more pounds of muscle, Link could be the next action-movie star.
However, you don't come across side missions quite as organically as in many of the previous games. The fractured overworld lacks a sense of cohesiveness, and most of the floating islands are decidedly barren except for a lone treasure chest sitting in an open field. You usually learn about quests by tromping around the main city, Skyloft, and talking to citizens that have thought bubbles over their heads. There isn't the same sense of discovery you might find in Twilight Princess or Ocarina of Time, for instance, where just riding through the countryside could lead you to a hidden cave, mysterious lake, or some other natural wonder.
The overworld is closer to that of Spirit Tracks than previous console games, though you thankfully have much more freedom to move around than those confining rails allowed. Despite the more restrictive nature, there is still a strong push to try your hand at every optional mission because you never quite know what task you'll be handed. Some of them, such as carrying pumpkins, are quite lame, whereas others, such as a baffling one in which you essentially deal steroids to an out-of-shape friend, are intriguing enough that you'll be hanging on every word. Roughly half of the game seems to be made up of these side projects, and they're interesting enough to make ignoring the main quest line for hours at a time fun while you suss out the secrets of this crazy land.
I fear I'm getting a little too specific for my own good now. I don't want to commit to an overly strong position before I wrap up this game, so I must cut off this blog post and get back to adventuring. Look for a full review sometime next week, complete with a breakdown on how well the controls function, the complexity of the dungeons, and whether the bosses are giant pushovers or worthy foes. I can tell you that I am thoroughly enjoying my time with the game. Now proceed to dissect my words to parse out exactly what score I will give and hope time flies by until you can get your own hands on The Legend of Zelda: Skyward Sword.
|
The Legend of Zelda: Skyward Sword finds itself in an unenviable predicament. In the 25 years since its inception, the franchise has picked up a few bad habits. Chief among these are a predictable structure and fetch quests that force you to trudge through hours of ho-hum content before you reach the good parts. However, changing these aspects would require a complete overhaul of the tried-and-true formula, and it could ruffle the feathers of those who seek familiarity. What's a gamemaker to do? In the case of Skyward Sword, Nintendo has kept the elements that have hung like an acidic cloud over past iterations while crafting a new control system to keep it from feeling like the same old game. Unfortunately, the combination is not successful. Inconsistent controls continually torment poor Link, and the predictable structure does little to distract you from these faults. Thankfully, other staples, such as exquisite dungeon design and enticing collectibles, are also present, and the clever storytelling keeps you invested. Ultimately, Skyward Sword commits many of the same mistakes that its predecessors have made, but it still provides enough engrossing content to keep you hooked.
Link gets in all manner of wacky predicaments.
In the opening moments of Skyward Sword, Zelda is seen penning a letter to Link. However, this is not a plea to rescue her from the clutches of evil. Rather, it's a wake-up note for a boy who relishes sleep above all other activities. Zelda and Link spend time together in Skyward Sword where they enjoy the sights of Skyloft, the peaceful city in the clouds they call home. Although Link is his usual mute self, the two have an endearing rapport that makes you hope things work out for these two kids. When a twister plucks Zelda out of the sky, events are set in motion that only Link has the power to rise up against, but this is not your typical Zelda story. There is no damsel in distress here. Zelda is every bit Link's equal, and as the pieces of her own quest slowly come into focus, you appreciate the stirring sacrifice that both of these characters make. The supporting cast members--made up of an absurdly evil villain and one-note citizens--don't resonate in quite the same way. But this is still a well-written story that calls forth a variety of emotions on your quest to free the world from evil.
It's only when you enter your first combat scenario that things begin to falter. Link's sword mirrors your hand movement, so whether you thrust forward or swing horizontally, vertically, or diagonally, you see your actions play out onscreen. In theory, this should open the door to a wealth of exciting possibilities, but in practice, there are enough noticeable issues to keep you from enjoying the sword-swinging fun. The most pressing of these problems has to do with the fact that the game doesn't force you to move with precision. The first time you face a lizalfos, you may circle around until you see an opening and then unleash a horizontal strike when it lets its guard down. Once it recovers from being dazed, the lizalfos charges toward you; once again you circle and dodge until it reveals a weakness. There is some satisfaction in a battle cleanly won, but going through this elaborate charade is both time consuming and ultimately pointless. Instead, you can parry its opening attack and then flail away at its prone body until it's vanquished. By either using a shield parry or landing one sword strike against most enemies, you can stun them and then proceed to waggle your way to victory.
If you decide to be slow and precise rather than quick and efficient, new problems arise that ensure combat does not go smoothly. The Wii Remote has trouble recognizing your different swings. Often, you thrust forward in real life only to watch Link swing feebly in the game or just stand completely motionless. The sensitivity varies wildly so you're never quite sure how much force you need before the game recognizes your actions. As in the aforementioned situation, you may swing your arm while Link ignores you. Other times, you might adjust your grip so you go from holding on your left side to your right, only to see Link lash out at an enemy when you didn't want to do so. Most troubling of all is how the aiming works. There are certain items that require you to aim at the screen. However, the calibration is frequently wrong, forcing you to tap down on the D-pad to recenter. This happens with alarming frequency, and when you find yourself in a heated battle looking directly at the ground, you'll curse the game for damning you with such a cumbersome control scheme.
The control issues don't end with the combat, either. When Nintendo released the first 3D adventure in the series in 1998, Ocarina of Time set a number of standards (such as Z targeting) that are still used in a variety of games today. But that was 13 years ago, and many ideas that worked back then feel downright clunky now. For instance, your camera control is very limited. You can tap Z to center your view or lock on to an enemy, but this is a poor solution because you can't freely scan the environment without switching to a first-person perspective. There are times when you square off against giant foes but your view is almost completely blocked, placing you in a frustrating situation that could have been avoided. Automatically jumping when you run toward a ledge is also included in Skyward Sword, and combined with the troubled camera, you may find yourself accidentally jumping off of a cliff or taking inadvisable angles.
It's a shame that you spend so much time fighting the controls in Skyward Sword because the content is quite enjoyable. Dungeon design is particularly impressive. Recent entries in the series got into the predictable habit of introducing a new item in each dungeon that you would subsequently use to solve most of the puzzles and defeat the boss. Thankfully, that's no longer the case in Skyward Sword, and the experience is much better for it. Now, you need to dip into your bag of tools to figure out the best way to advance. You may need to use your beetle to scout the environment or roll a bomb into a hole, and the unpredictability of the obstacles forces you to carefully consider each scenario. Though you rarely die in combat, there are more than a few situations where you might find yourself stumped. You can solicit advice from Fi, the companion who travels with you, and this advice is usually vague enough to point you in the right direction without spelling out exactly what needs to be done.
|
UK REVIEW--It begins with an epic battle, a clash of titans in a world without time or form. The scale, the scope, and the vast expanse of the gameworld are established in this moment. The two giants collide, swords clashing in the misty gulf of the universe, and developer Monolith Soft makes it very clear that you're about to embark on something special. Much like the thundering behemoths that mark the game's opening, Xenoblade Chronicles is groundbreaking. It's a true evolution of the Japanese role-playing game, shedding the restraints that have caused the genre to stagnate, while retaining the tropes that made it popular in the first place. It's fast-paced yet in-depth, challenging without being punishing, and features a combat system that draws on the best parts of the RPG world, both Eastern and Western. It's remarkable to think that this understated release--which sadly hasn't even been confirmed for North American territories--might justifiably be hailed by many as one of the most important JRPGs in years.
Xenoblade Chronicles takes place on the corpse of a giant called Bionis.
In the millennia since the titans--Bionis and Mechonis--faced off against one another, their corpses have become entire worlds, populated by a variety of races and species. The game proper opens onto conflict. Colony 9, home to the main protagonist, Shulk, sits at the base of the Bionis' leg. The soldiers of Colony 9 are facing off against spindly mechanical foes--Mechons--in the crumbling, ruinous battlegrounds situated on one of the giant's thighs. The opening battle serves as a brief tutorial featuring party member Dunban, and then you're catapulted one year into the future where peace has settled once more. Shulk and his friends Reyn and Fiora have managed to rebuild their lives in the wake of the Mechon attack. Naturally, the peace is soon shattered, and the Mechons return. Xenoblade does a fantastic job of easing you into the story, encouraging you to explore the expansive Colony 9 and come to the aid of its residents before launching into the tale proper. It's an example of the superb pacing which is prevalent throughout the game.
While Xenoblade Chronicles has numerous areas in which it shines, its combat is paramount to the overall experience. Action takes place in real time, with enemies immediately visible in the field. Some enemies are aggressive, others passive, enabling you to pick your fights wisely. In the beginning, fighting involves choosing one of a series of attacks. Rather than simply requiring you to choose a command then sit back and watch, each attack has certain criteria that can be met to power it up or achieve a status effect. Attacking from behind with certain abilities causes extra damage, while attacking from the side with another can lower physical defence. This system adds a hands-on, real-time element to the combat that--while menu-based--is immediately accessible.
Each chunky, colourful command button features a text description. Then there are the character-specific moves, the chain attacks in which you can link moves between all three active characters, and the enemies that require specific means of defeat, and that's just to begin with. It's a complex and rewarding system that makes getting into fights a joy. And though the battle system is deep, it's remarkable just how well developer Monolith Soft has tailored it for accessibility. New combat abilities and tactical approaches are gradually introduced throughout the course of the game. Not once is the gameplay overwhelming; the pacing is sublime, and the tutorials are brief but descriptive. It functions on the ethos of "learning by doing," and in this area alone Xenoblade Chronicles outshines the majority of its genre stablemates.
The focus on accessibility extends to more than just the battle mechanics. The world of Xenoblade Chronicles, the land that's sprouted up on the corpse of a giant, is vast and beautiful. Expansive plains stretch across ancient thigh muscle; waterfalls tumble from naturally formed cliffs. Swamps are moodily drenched in shimmering purple mist, and colourful forests populate the Bionis' chest. The sheer scale of each area is a sight to behold. Traveling around the Bionis could have been a pain, particularly as you frequently want to return to older areas or head to the other side of a huge map. Thankfully there's a fantastic fast travel function that lets you return to any previously visited landmark. There are often up to five or six landmarks within a given area, so when it comes to backtracking you're never required to spend time walking around pointlessly to get where you're going. And with so many interesting things to discover and so much going on, revisiting areas is an appealing concept.
Xenoblade Chronicles' vast array of side quests range from the simple--killing X number of enemies--to the complicated, such as performing a series of tasks to rebuild an entire colony. These side quests are varied and provide insights into the lives of the other characters, with entire subplots strung out over seemingly minor questlines. Unlike in the majority of RPGs, most of Xenoblade's side quests don't require you to return to the quest giver upon completion. For the most part you can stack up on fetch/kill quests, and then as soon as you complete them in the field, you reap the rewards. It's an elegant system which negates the need to traipse around looking for the correct non-player character. On top of this, the day/night cycle that affects which NPCs are present can be manually changed, with an in-game clock allowing you to set the time of day.
|
|