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Even though Skyward Sword is my least favorite 3D Zelda, I still enjoyed it.

What I liked:

Its visuals (although jaggies were bad at its 480p resolution, the game looks great on Dolphin.) Sound quality was also a step above Twilight Princess.

It story. I was starting to think there was no way Nintendo could make a reasonable timeline that made sense. I loved how they used Skyward Sword as a platform for an overarching theme in the Zelda franchise. Plus I loved Zelda and Link's interaction in this game, the various NPC's, and the villains.

Motion controls. I loved the combat with Skywards Swords controls. While there was the struggle here and there when controlling items, I got used to it and it was very immersive.

What I didn't like:

- Very little variety in landscape. One of the reasons why I loved Twilight Princess, even if its vast world was empty, was that I could see every type of environment I wanted: fiery volcano, desert, lake, forest, hyrule town, village, hidden village in a western type of setting, snowy mountains, sky city, and twilight world, a cozy little yeti home in what seemingly was barracks. I don't know, despite being empty, the world felt impressively diverse and thriving. While Skyward Sword was excellent in its character density and had great level design, I was disappointed in the amount of variety. While it definitely felt like a deep world, I was dissapointed by the feeling like I kept going back to the same areas.

- Linearity. This goes hand in hand with my previous point. The game was very linear. The most exploration was in the sky, and it had very little to sate my appetite. I need exploration in my Zelda games.

- Tone. The world just didn't feel that much in peril considering the Zelda equivalent of Satan was trying to take over the world. I like my Zelda games to feel like they were in despair.

- Bosses and Dungeons. The bosses and dungeons just didn't do it for me in Skyward Sword. As much as I loved the average game-play because of motion controls, I just didn't feel like the dungeons and bosses were that clever or interesting in design.