It's fundamentally challenging to perfectly describe what makes a game worthwhile to another. The gaming community is diverse, as well as the scales that we all use to judge whether we find a game good or not. Skyward Sword is no different. During the early stages of its release, the reaction was mixed. Now that the game is approaching its third year anniversary, the general opinion is a lot more unified. "It's a good game, but not my favourite Zelda game." This has become a catchphrase of sorts when describing the game. It's not completely untrue though, as there are multiple titles in the Zelda series alone that arguably possess certain marks that Skyward Sword can't match up to. Nevertheless, this game has managed to leave an impression on us that has us, nearly three years later, wondering what it was about this game that makes us look back on it with rose-tinted glasses. The answer to that is not any particular element of the game itself but a collection of memorable aspects that end up being packaged together to present a remarkable adventure that can only be described as a wonderfully unique experience.
Characters; new and old, that appear in Skyward Sword are among the game's redeeming qualities. Even Link, who plays the part of a student at the Skyloft knight academy, shows emotion that I find to be unparalleled among his many iterations. It is possible to genuinely relate to the story of the young Link who must travel far from his home in the Skyloft to save his friend. This makes moments like his first time on the surface all the more notable. And it's not only Link. In fact the story of our lovable Groose begins to overshadow our hero the moment I even think about the game's characters. It's hard to not look fondly on transition Groose makes from schoolyard bully to a vital ally in the battle against The Imprisoned. It might have been a bit cliched but it was enjoyable to watch it play out in the Zelda setting.
The game's side quests (mostly in the form of collecting gratitude crystals) extend throughout the game. While tedious at points, they have their moments here and there. The ones that really grew on me were the multi-layered quests that delve into the everyday goings-on of your fellow knights because they have you immerse yourself into the land of Skyloft which you otherwise wouldn't. Many of these gratitude crystals however are rather burdensome to search for, seeing as they require you to investigate every nook and cranny for them. Others however, are important for unlocking certain mini-games so there's a trade-off.
Now disregarding all of the former, there is still one thing that sets Skyward Sword apart from other games in the Legend of Zelda series. Naturally, that is its visual design. It is based on an art form known as impressionism, a form that emphasizes overall appeal and grandeur rather than the details. Styles like this are useful for intensifying some of the more natural settings (like Faron Woods). Like Wind Waker, the tones are very vibrant. Actually the colour in the game is very prominent, almost exaggerated. It gives the game a very cordial atmosphere. It goes without saying that it is very much the opposite of Twilight Princess' somber setting.
The Legend of Zelda: Skyward Sword is arguably different from its predecessors. Nothing outright in its mechanics shows this, but the difference lies in its presentation. If I had mentioned any difficulties in describing what makes this game so particular, then writing all this might have given me the answer. The difference lies in its presentation. If nothing else, Skyward Sword proves to us that an oldie can still be a goodie.
- Silver
The game's side quests (mostly in the form of collecting gratitude crystals) extend throughout the game. While tedious at points, they have their moments here and there. The ones that really grew on me were the multi-layered quests that delve into the everyday goings-on of your fellow knights because they have you immerse yourself into the land of Skyloft which you otherwise wouldn't. Many of these gratitude crystals however are rather burdensome to search for, seeing as they require you to investigate every nook and cranny for them. Others however, are important for unlocking certain mini-games so there's a trade-off.
Now disregarding all of the former, there is still one thing that sets Skyward Sword apart from other games in the Legend of Zelda series. Naturally, that is its visual design. It is based on an art form known as impressionism, a form that emphasizes overall appeal and grandeur rather than the details. Styles like this are useful for intensifying some of the more natural settings (like Faron Woods). Like Wind Waker, the tones are very vibrant. Actually the colour in the game is very prominent, almost exaggerated. It gives the game a very cordial atmosphere. It goes without saying that it is very much the opposite of Twilight Princess' somber setting.
The Legend of Zelda: Skyward Sword is arguably different from its predecessors. Nothing outright in its mechanics shows this, but the difference lies in its presentation. If I had mentioned any difficulties in describing what makes this game so particular, then writing all this might have given me the answer. The difference lies in its presentation. If nothing else, Skyward Sword proves to us that an oldie can still be a goodie.
- Silver