Anti-Reviews are written for situations where I've played a game, yet for one reason or another (probably because of frustration), I never completed the game. As a gamer, I don't feel I can validly review a game I haven't played in its entirety any more than I can review a movie I haven't finish watching. I do feel, however, that I have spent enough time with the title to give a detailed opinion about the experience and whether or not this game might be more entertaining for you than it was for me. These are my thoughts...
I really wanted to like The Legend of Zelda: Skyward Sword. I mean, I REALLY tried. It's not a bad game by any means, in fact, it's a great game. It's fun. It's clever. It made me smile many times with its fresh take on solving common puzzles. But it also made me angry. And made me want to punch my television. And made me want to snap my controller in half. All of this frustration stemmed from the fact that I have to swing my arms at just the right angle with an inferior piece of equipment that may or may not work depending on my distance from the television, whether there is signal interference from my cell phone, whether it's cloudy outside, whether if I'm wearing blue socks, or whether my cat sneezes. Okay, some of those are made up, but really, there's no way to know when an identical motion will work or when it won't. That's a major flaw that I don't specifically attribute to the team that developed Skyward Sword, but rather to the designers of the Wii itself. But then again, both of those teams are Nintendo, and it still made this game unbearable for me.
Category: Action Role-playing
Developer: Nintendo
Released: November 17, 2011
Platform: Nintendo Wii (Motion Plus adapter/controller required)
Price: $49.99
Developer: Nintendo
Released: November 17, 2011
Platform: Nintendo Wii (Motion Plus adapter/controller required)
Price: $49.99
Motion controls are a fickle gimmick because as a supplement, they can be very entertaining; if you've ever played Metroid Prime 3: Corruption, Super Mario Galaxy, or The Legend of Zelda: Twilight Princess [Wii version] you'll notice that those games play predominately with a standard controller combination and any motion controls are for specific puzzles and implementing unique tools such as whipping a grapple beam (Metroid), balancing on a ball (Mario), or aiming a bow and arrow (Zelda). The opposite is the focus of Skyward Sword: the motion controls are the dominate feature. Every sword strike, every shield block, every tool aimed and every camera angle turn is done so with motion controls; the only action you use the analog stick for is walking. Now the concept is actually pretty cool initially. You are essentially sword fighting on a 1:1 ratio. When your arm moves in the physical world, Link is mimicking that movement in-game. This allows new puzzles and problems that can only be solved by slicing at a specific angle or thrusting the sword as a key into a lock, and so on. While this play-style is exciting at first, after a few hours of game play, some major problems arose for me:
"If the controller would have just worked like it was supposed to..." was a phrase I repeated many times while playing this game.
- In my experiences, the controller is not 100% accurate; many times I would swing at a 45 degree angle as indicated on the screen, but Link would swing vertically. This may sound like a minor detail, but when you're facing a dungeon boss five times your size and you're on your last few hearts, being able to hit that critical weak spot is crucial. As any gamer will tell you, one of the most rage-quit frustrating things is to succumb to an untimely defeat through no fault or miss-step of your own. "If the controller would have just worked like it was supposed to..." was a phrase I repeated many times while playing this game.
- Because of your sword-swinging range, every monster you run into becomes a time-consuming mini-battle because you have to block or attack a specific way, every time; it gets tiresome when you're just trying to cross a location to pick up a heart piece or find a room you missed. Before I finally gave up the game, I was running from more enemies than fighting them just to get where I was going.
- After about 30 to 45 minutes of playing a game that involves swinging around an imaginary sword, believe it or not, your arm gets tired and it's hard to find a comfortable sitting position because you have to keep standing up/sitting forward. Not to mention, playing this game for more than an hour brings on the "nagging-parent-effect": the game will notify you every 30 minutes to take a break and go outside to play. (Thanks Nintendo, but I'm an adult, plus it's raining.)
- The novelty of swinging a sword and aiming a slingshot eventually wore off for me. After that, I found myself fighting with my controls more than with my dungeon bosses. I had to re-calibrate the controller often. When I began to ask myself "what else is there that's new in this game besides the 'swing this way' or 'rotate that way,'" I discovered a lot of the older tasks from previous games have been dumbed down. For example, when you "play songs" you don't play music note patterns like in Ocarina of Time or Wind Waker, you just wave the remote back and forth in tempo, which just looks ridiculous.
- There is no option to play with a standard control scheme. Why is this? In Legend of Zelda: Twilight Princess you could swing the sword vertically or horizontally with different button combinations. (Granted it should become more complex when you are considering a full 180 degree spectrum to swing in, but in my experiences everything was basically a 0, 45 or 90 degree slice or stab). This lack of option ultimately was (almost literally) the game breaker for me.
This is how the controls are supposed to work—most of the time.
For a company that seems to focus solely on casting a the widest net possible across various gamer types, be it casual or hardcore (ex. by including "cheat" game options that allow the game to complete difficult levels for you; see the "Super Guide" function in Super Mario Galaxy 2 or Super Mario Bros. Wii), it's almost stupid that there is no option to play with a traditional controller setting. Apparently Nintendo's target audience is now a specific group of gamers, mainly those who prefer motion controls, because what other option do you have? The answer is "none."
"About that time, something just snapped, and I realized I was tired of "putting up with" this control scheme just so I could see what would happen next."My playtime in The Legend of Zelda: Skyward Sword ended after about 40 hours of game play. I was about to enter the sixth dungeon when I was given an escort quest (the bane of any gamer's existence). That length of time should tell you more than just "I picked up this game once and tried it but didn't like it"; I was well over half way through the game and spent some considerable time doing side quests too. About that time, something just snapped, and I realized I was tired of "putting up with" this control scheme just so I could see what would happen next. That's crap. I paid $49.99 (plus tax) for this game and it is supposed to be a form of ENTERTAINMENT for me, not frustration. It's not a movie I "had" to sit through with my wife or a book I "had" to read for class, it's a game I chose to play for fun. And don't get me wrong, it was fun at times, but it wasn't worth playing through 40 hours, much less the additional estimated 20 to 30 more that I would need to complete it, if I couldn't have the option to play the game the way I wanted to, like, I don't know, EVERY other game ever made up until this point.
For better or worse, I'm missing out on the rest of this adventure, and it's a shame (and on a personal level, depressing) because there are a lot of great features about Skyward Sword that I did enjoy. The inventory system had a complete overhaul—it's much easier to pick which item you want to use without pausing the game. The soundtrack is fully orchestrated and sounds beautiful. An item crafting/upgrade system has been implemented for building better shields. You can roll bombs like a bowling ball like in Wii Sports. The flying beetle item is one of the most interesting tools to use (and yes, because it is implemented with motion controls). The boss battles are some of the coolest I've ever seen in a Zelda game, maybe even in any game at all. (The fourth dungeon boss, Koloktos, is a clever battle that will stick in my mind for a long time, despite how I feel about the rest of the game.) Heck, I didn't mind the new visual impressionistic art style (despite that it looks jagged and crappy on any modern television due to lack of support in HD picture quality). What I do mind is that Nintendo has bullied me out of playing my favorite game series by forcing motion controls on me. That may or may not change in the future, but as far as my experiences with The Legend of Zelda: Skyward Sword go, it's not a game I can comfortably recommend to anyone. My response when asked if someone would like this game would be "it really depends on your preference of motion controls".
I won't say that The Legend of Zelda: Skyward Sword is a bad game because that's simply not true. Far from it—it's a great game that was designed for gamers who love motion controls. It's just disappointing to me that I don't happen to be in that category and not for lack of trying. If you own a Wii and you've loved everything motion controlled thus far, then it's a no-brainer; you should try this game. But for everyone else that's on the fence or unsure, I have listed the factors that stood out the most to me, but ultimately I'll leave it up to you to decide whether or not you'd appreciate this Zelda (and if so, hopefully more than I did):
I can't make a recommendation, so you have to decide:
You might enjoy Skyward Sword if...
- You like the idea of swinging a sword and shield with 1:1 motion controls for a 70-to-80 hour adventure (and have the dexterity to do so).
- You are deeply interested in the lore of the Zelda series as this is supposedly the "origin" to the entire series; it chronologically predates every other game.
- You are looking for something completely new and different to the Zelda series that has a lot less in common with previous Zelda games like Ocarina of Time or Twilight Princess.
- Long, drawn-out quests and side stories are your thing; dungeons take a lot longer to get to and feel less traditional.
You might hate Skyward Sword if...
- You prefer playing with a regular controller or you think that your motion controls should be limited to a "neat feature" instead of your primary source of input.
- You are used to playing your games in HD picture quality (even with the stylized art, the game's jagged edges and flat textures stand out).
- You are accustomed to vocal characters in your RPG/adventure games; Link, nor any other character, are voice-acted (really? it's 2012 guys), so be prepared to read a lot of dialogue.
- You don't like backtracking and fetch quests; you do that a lot in this game—at least three times for each of the main dungeons.

