
In fact, Skyloft, the sky-suspended village that is Link’s home in this incarnation, is one of the joys of the game. The game design clearly considered how such an environment would affect the people who lived in Skyloft, and the result is one of the most interested elements of the game: take, for example, the carved bird statues that can be seen in Link’s bedroom, or the way that the Knights who rescue you if you tumble over the ledge at knight have spotlight helmets for their avian steeds. For example, the “over world” (which takes its name a little too literally this time around) calls to mind the ocean of Wind Waker, but expanded into a third dimension – a clear progenitor to the Hyrule we get to explore in Breath of the Wild. World-building may be Skyward Sword’s greatest strength, but it still seems somewhat anomalous when contextualized in the larger Zelda timeline.įor one thing, it is clear that this game was a stepping-stone between the Zelda titles of the GameCube and the Zelda titles of the Switch. This can make combat a more engaging proposition, as an enemy attempting to defend against your blows from one direction may leave themselves open to attack from the other. Using the right joystick, the player can guide Link’s blade with more precision that simply smashing the button, allowing for the integration of directional attacks. It does bear noting that the most successful adaptation in the game controls is the swordplay. In part, this may be because one of my Joy-Con joysticks didn’t survive Breath of the Wild intact, but frankly, although it is impossible to ignore the elements of the game that were designed with motion control in mind, these aspects seem redundant: the real meat of this game is the world, characters, and exploration, just like any other main-series Zelda title.
The legend of zelda the missing link pro#
Furthermore, the days when we were all enamored with miming the motion of rolling a bowling ball in Wii Sports now seem well and truly behind us: the instances in Skyward Sword HD in which these kinds of tasks must be performed at this point seem incongruent with the rest of the game, which tends towards the type of adventuring gameplay that one expects from a Zelda game.Īnd by and large, the more outsized physical gameplay of the motion controls can mostly be executed using the Pro Controller, I did take the Joy-Cons off the side of my Switch once or twice, but it wasn’t long before I had reattached them.


However, as great as the motion controls of the Wiimote proved to be with the Wii hardware, that style of gameplay doesn’t quite translate to the more button-oriented gameplay of the Switch.
