Following the initial contact with the haughtiness and memorable start Skyward Sword, Nintendo has invited us to continue to discover all the benefits of their game for these navideades star. We walked into the first bottom lands and dungeons with the new Link of heaven in one of the most precise and perfect gameplay we’ve seen in years. This is the last sweeping open world The Legend of Zelda for Wii.

Great, great. It is the first adjective coined Zelda: Skyward Sword when we talk about this game and iconic in the future. Has managed to reinvent the powerful formula ever to Wii MotionPlus and adapt their capabilities and create an experience as classic as groundbreaking at the same time, really benchmark guidelines today We have again demonstrated in this second session of more than four hours we spent with him. Now it was to see how truly expanding Skyward Sword, get to the bottom lands and the first hours of play on an open world full of enemies, puzzles, decks, doors, exploration, improvement and travel. The plains of Hyrule classic has been redesigned in what will be a vast world with forests, caves, lakes and volcanoes town of temples, different civilizations and legends, especially legends, with a genealogy of the early universe itself in the saga. The promises to be the greatest Zelda of all time has taught us much of his exalted at the same substantial content.

We will not do any spoiling of how the search goes to the priestess Link Zelda, how is improving almost before we realize that the plot will be deeper and more mature of all deliveries, with the entire cast of naturist values added to a new standard that takes the argument a step further and provides a narrative much more effective than the usual hero’s growth picks up as new tools in the coffers of the great temples. In Skyward Sword mechanics and history are not so, are based instead on forging relationships that will link with all the characters in its path, each with their interests, lifestyles and contributions to the central thread. We say that the part we’ve played, this start after losing land Altarea clouds is fairly linear, with a map very, very large as a starting point, we may place beacons into the sky rays that are from anywhere-but extremely section so that our progress is measured as we learn more and more with the character but could not get out of the plot marks. That is, fall from heaven, we did not visit a Hyrule where their cities or try to enter temples still boundless. The Zelda overworld this clear it is much more than other times, little by little, with rough terrain posed a new puzzle at each step: a joy playable.

For example, the Forest Farone is the first great location we visit behind the Earth and the Temple of Presidio. In Farone is no room for paths, trees, waterfalls and giant mushrooms, but also for countless cliffs, enemies of the field, vines, loose cords, which hang from ledges or strains for which jump carefully. It is appreciated that Skyward Sword is the full evolution of the classical formula, therefore, that almost looks like a platform game open world could be the first Jak and Daxter and Spyro, but with a design that challenges both the player is not difficult then get stuck not knowing how to move forward. The game is challenging, perhaps the hardest Zelda all exist, but we can count on the help of many councils, actually many and varied for each situation, our companion on this occasion or stone of Altarea Sheikah, then up every time you want from a statue save quite common and should be used to go to expedite travel between zones. It is also vital continually catch up as we go, for example, pushing fallen logs to serve as a step from below and reach high or displaying outgoing lianas and faster roads. At least in Farone and the first dungeon, the Temple of Contemplation, the stakes are high with the scheme to reach, explore, interact with everything possible, and shorten the way for subsequent visits to the rooms.

This translates into gameplay in total absence of sensation of heaviness that did have other Zelda where you had to go over and over aisles. Now, we also give another example, when a dungeon just go out through a back door somewhere else that gives the game world. Have leveled really playable aspects to be very satisfactory experience, not so easy. If we lose all hearts back to our last save point with all the vitality filled. If we fall into the void, reappear next to try again directly, or solve a particular puzzle to open a door, it will always remain open, giving us the feeling that every time we have more power and possibilities on stage, we modify , and of course without any loading time between zones or graphical errors in absolutely nowhere. Skyward Sword has continued to prove that technically it is devastating, the most robust catalog of Wii at the same price, details and comprehensive. A hit to have chosen this engine, but for anything other than risky. You can read our impressions with the visuals of the game here.

We have also known the Kyu Farone, a race half plant half animal-headed charges us our first mission to change the slingshot and information on the whereabouts of Zelda: we had to be rescued in the vicinity to all kyu frightened and lost. This was no other way of carrying out the work with the new ability to crawl through the Divine Sword. With first-person view, to point toward a certain direction the sword is bright, the controller vibrates and hear a beep continuously growing as we get closer to goal, kyu, we could select from a drop-down elements to search. We can move with the reastreador active, slingshot or bow. We were also presented magic cubes, which involve some additional secrets that will be raised to the heavens with the power of the Divine Sword to become secondary challenges and additional objects. While all this talk about later, the truth is that Skyward Sword has taught us that to finish at 100%, along with a variety of play and long hours, we have to do with the multitude of extra missions, each more fun and wide

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