De zwanenzang van de Wii lijkt wel eens een van de beste games ooit te worden, met meerdere reviewers die zeggen dat de game beter is dan OoT, die nog steeds alle lijstjes aanvoert als huidige beste game ooit.
Huidige metacritic score: 98
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Zelda Skyward Sword doet twee dingen anders dan voorgaande delen. De wiimotionplus is verplicht en zorgt ervoor dat elke vijand een zwaardgevechtpuzzel wordt
quote:
I had concerns that carefully plotting my attacks for every swing would get boring or frustrating, but the opposite was true. I’ve never felt as engaged or interested in the combat portion of a Zelda game as with Skyward Sword. If you run into a group of enemies waggling the Wii remote like a madman, you will be torn to shreds. Success in swordplay depends on studying opponents’ moves and attacking at the right time and from the right angle. When the correct method to defeat each foe finally clicked, I felt a sense of satisfaction that repeatedly tapping the A button never provided.
This impressive combat system leads to some of the most interesting boss battles in the series’ history. Whether you’re fighting a giant scorpion or a sword-swinging robot, Skyward Sword rarely falls back on the formula of using a tool to knock out the boss and then attacking it three times in a row. You need to be much smarter and much more persistent to best these bad guys. In fact, the last two boss encounters are the most difficult fights in any Zelda game thus far.
(gameinformer: 10/10)
En de overworld. Die is nu zelf een half soort dungeon, waarbij diepte en het herbezoeken van plekken die ineens volkomen anders zijn centraal staan. Uit
Iwata Asks:
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Ito: I think that feeling of density is connected to how you go to the same game field multiple times, but it feels fresh each time. In the series so far, you went to a dungeon once, and that was the end. Iwata: That's right. No matter how big and complicated it was, if you beat the boss deep inside, you never went there a second time. Ito: Uh-huh. But in this game, once you take down a dungeon, you may have occasion to visit it again. You may think that the second time will be easy because you've already beaten it, but there may be new challenges.
In that way, you visit the same place over and over, but it's made to continue being enjoyable. What's more, there are plenty of rewards here and there, which I think gives rise to that feeling of density.
Edge zegt hierover:
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Review van Edge
Having broken moulds, Skyward Sword refuses to set others. No two hours are the same. Pirate ship chases become mine-cart rollercoasters become stronghold raids all in the course of one afternoon. Elsewhere, in a beautiful nod to Zelda’s dual-world tradition, one new gimmick causes two worlds to collide in a single space. When later acts see entire regions double back on themselves – either reinvented as terrifying stealth scrambles or disrupted by illtempered deities – you wonder if Nintendo has found the secret to infinite level design. Cézanne inspired the style, but it’s Magic Eye stereograms these levels within levels most resemble.
[..]
Firstparty experiments have tested Wii’s boundaries, deducing what does and doesn’t work. Their findings resonate throughout Skyward Sword. In Wii Sports-powered bomb bowling. In skydiving and swordplay learnt on a Wuhu holiday. In the surreal beauty and orchestral bombast beamed down from Super Mario Galaxy. In the metallic Metroid chu-chunk of a door lock. Even the opinion-dividing Wii Music is vindicated in subtle moments of auto-tuning cleverness. How apt that this ultimate tale of heromaking should see Nintendo’s hardware become the console it was always meant to be. [10]
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They told me all of my cages were mental, so I got wasted like all my potential.