
There’s always a hero, there’s always a princess and there’s always a villain. There’s always a dungeon full of traps and perplexing puzzles. There are always many things you recognise in The Legend of Zelda, such befits its status as a legend, both as its own story and as an enduring icon of videogames. However each retelling of this legend gives you different details – each one a Chinese whisper of a broad story that changes with each telling. The items you find might differ, the places you visit will change, the tone, the supporting characters and the music will be fresh on the outside, but each one is distinctly Zelda at its core. Every game tells the same basic fairytale in a broadly similar way, but each one is just different enough. On The Legend of Zelda’s 25th anniversary we have a new version of the Legend – Skyward Sword. As befitting of a new Zelda game it’s the same story you know, told in a fresh way, representing a mark on an ever-expanding constellation of Zelda experiences. Skyward Sword is thoroughly a Zelda game, yet it offers its own interesting inflections on the formula in a way that’s reassuringly familiar but new.
An opening cinematic shows static, stylised images with scrolling text, setting the scene for a story that is told in broad, simple strokes. From the very beginning it’s made clear that Zelda isn’t complicated. Villains aren’t humanised and heroes are never called away from their god-given tasks to engage in heart-wrenching moralising. Zelda is ostensibly a fairly-tale – a stock and token story about a land under threat and the hero who rises to save it. Skyward Sword is every bit as predictable in its wider narrative arc as we’ve become to expect from a Zelda game. Characters speak in clipped grunts, shouts or yells, if at all, and all communication is done in text. In an age where voice acting has become the industry standard it’s easy to mark Zelda down for being old-fashioned, but I never minded the lack of voiced characters. The characters in Skyward Sword, who are mostly delightfully quirky, are usually broad caricatures and voice acting them would only serve to underline the writing that would otherwise seem painfully out of step amongst an industry doing its best to be complicated and mature. Zelda doesn’t want to be complicated or mature though. Zelda seems to want to be as airy and light as possible, delivering a breezy fairy-tale to lose yourself in rather than an ‘important’ narrative with a kick.

The most striking part of Zelda is its gentle, simplistic atmosphere.
While most games make an effort to blow you out of the water in its opening scene Zelda is a slow start. Rather than throw you into the action right away Zelda takes its time, introducing you to Link the academy student, and letting you grow into the role of the hero. Such a leisurely approach isn’t for every game, granted, but in Zelda it’s exactly what’s needed to keep the game personal over its forty hour run time. Many will no doubt find the opening – full of tutorials and menial tasks for most every function and feature to come – completely tedious, but know that this slow start is the price of entry to a world with a simple mythical elegance.
Technically Skyward Sword looks very primitive next to any other current-gen games. The Wii is a relatively obsolete piece of hardware at this point and it does show. Technically Skyward Sword isn’t going to be noted for its achievements, but visually it’s spot on, giving a stylised, cell-shaded look to correctly proportioned models. Backgrounds look like cheerful watercolours, while the foreground and character models are draped in cell-shaded shadow and highlights. Altogether it gives the game the light-hearted optimism of Wind Waker but without the cartoonish style. In creating a world, Skyward Sword isn’t the most technically established portrayal, but it paints a lovely picture regardless. Few will be surprised to find the music is absolutely stellar. A fully orchestrated soundtrack plays you through the various locations and scenarios with a series of melodies that run the entire gambit of the games emotions and matches each one perfectly. Several, such as the titular Ballad of the Goddess, have become instant classics, worthy of the franchises rich musical heritage.

Skyward Sword is a more personal story, casting Zelda and Link as childhood friends.
While Skyward Sword never bothers to reach beyond the trappings of the Zelda series is does add some flair here and then, and certainly carves out its own niche within the series. Growing up on the floating island of Skyloft, far above a surface world hidden beneath a bed of clouds, Link and Zelda are childhood friends. The set-up is essentially that of an innocent boarding school romance, complete with bull-headed bully, and when Zelda is inevitably whisked down to the surface against her will you begin your quest only with the intention of finding her. Bigger stakes don’t arise until quite a bit into the game, and even then you’re still fighting to save your friend. While not a huge deviation, Skyward Sword is a little more personal and the relationships between characters come a little more to the forefront.
Zelda certainly deviates from what many people want from a videogame now-a-days. With many people wishing for more maturity in their games, Zelda might represent a step back for the industry. However, know that Skyward Sword is simple by choice, and remember that simple needn’t mean stupid. Skyward Sword is an uncomplicated story, running on simple themes with stock characters. It’s a colourful, uncomplicated adventure with brave heroes, great evils and dire stakes. It’s a classic fairy-tale that you get to play, and it takes a childish glee in being what it is, without ever pretending to be more.
Skyward Sword is also the definitive Zelda game for the Wii. While Twilight Princess got away with some incidental motion afterthoughts, Skyward Sword is designed ground up for use with the Wii motion plus, allowing you to control your sword 1:1. Motion controls are also used for flying your bird, swimming, aiming and steering. Skyward Sword probably has the best mixture of motion controls and traditional controls ever, though at times they can still feel forced into the game. The sword is an important piece of control as most enemies in the game require you to aim the directions of your sword swings to bypass their defences. While hacking at grass using careful swipes feels tedious, the techniques required for most of the boss fights really validate the control scheme. The fights concentrating on trading sword strikes and shield bash were legitimately tense, and are something that couldn’t have been done quite as well otherwise.

Skyward Sword demands that you master its controls to fell its enemies. Luckily they work well.
However, while motion controls for the sword earn a pass because of their unique implementation, not everything adds as much. You have to wonder why throwing and rolling a bomb had to be done using motion, rather a traditional tap of the button, if not to simply involve the former control scheme as much as possible. Controls like this really don’t add anything to the experience and only serve to frustrate when the user fails to contort the controller in quite the right way. The Wii has a certain amount of lag in processing your movements as well. Several of my attempts at shield bashing were thwarted by lag, though my sword play usually seemed to keep up. Much of the control used in Skyward Sword is there for gimmick’s sake alone and while much of it is incredibly well executed and inoffensive gimmick, the fact remains that traditional controls would serve their purpose just as well. However, while the majority of the controls seem token the sword play was genuinely engaging in a way only motion controls would allow. While motion control being present never hurts the game, it’s not always the case that they’re in its best interest.
Zelda fans might be put off to learn that Skyward Sword is more limited in scope than almost all previous games. There’s no overworld to speak of, and instead you get the hubworld of Skyloft and some surrounding floating islands. There are three surface areas to access – typical forest, volcano and desert areas that contain the bulk of the questing and exploring. To anyone this might seem like a criminal lack of content and my initial impressions ran along the same lines. The three areas are revisited throughout the game, yet never really become repetitive. Each time you dip back into Faron Woods or Lanayru Desert you’re directed towards a new part of the map, requiring minimal backtracking. Skyward Sword is the most concisely designed Zelda game yet. The dungeons too will immediately appear stripped down, but in reality they’re just far denser than past iterations. The sky might at first seem like a raw detail compared to the fields or seas of past Zelda’s, but Skyloft has more to offer than you’ll first appreciate. The dungeons, the exploration beforehand and all the trips and fetch-quests in between might feel repetitive but each one offers a very different experience so that I never once regretted having to take another trip down to the surface before I could progress. Syward Sword is simply a very focused take on the Zelda formula. It unfolds methodically, moving with a careful pace that balances puzzling, fighting and exploring with an uncommon elegance.

Areas are often revisited, but they always deliver something new.
Bottom Line: This iteration of the legend is a quintessential Zelda game while simultaneously offering a new take on the franchise in its own small ways. Skyward Sword spins a familiar mythical yarn with some new, pleasant inflections. The method of control, while not entirely meaningful, is important and functional in the right places. Puzzles unfold in a methodical, satisfying way, combat is satisfying and challenging, while up in Skyloft there’s a pleasing number of side-quests to take part in. Skyward Sword is an incredibly dense game, making up for a more limited scope. Even despite its niggling control issues and reigned in focus Skyward Sword is ever bit a Zelda game in spirit and play. The joy of figuring out a puzzle, being rewarded with a new item or felling a mighty foe is a joy that still endures and the airy setting and fairy-tale story wraps it all up in a beautiful exterior.