Review: The Legend of Zelda: Skyward Sword HD (Switch)
Finally, the most divisive Zelda title gets a chance to redeemĀ itself.
(NOTE: This article was originally published in Level Up Media on August 8, 2021)
When Nintendo announced The Legend of Zelda: Skyward Sword HD earlier this year, I was initially skeptical. This is a weird thing for me to say, because as my writing history clearly shows, I go absolutely cuckoo over anything and everything Zelda-related. But I found the announcementā¦ underwhelming, at best. Disappointing, even.
No, not because it wasnāt Breath of the Wild 2 (we got a new trailer for that game, too), or a port of Wind Waker HD, which is my current favorite (pre-Breath of the Wild, obviously) Zelda title.
It was because, much like Skyward Sword is The Legend of Zeldaās Origin Storyā¢ļø, I also had an origin story with this game, back in the Wii era. And it wasnāt a pleasant one.
Spoiler alert: I didnāt make it very far and likely didnāt even finish the tutorial section.
It was all because of the damned motion controls. At first, hearing the words āZeldaā and āWiiā in the same sentence had me going bonkers, much in the same way that ālightsabersā and āVRā are exciting today. But as cool as the idea of controlling Linkās sword with actual swipes was, its implementation in Twilight Princess wasā¦ underwhelming.
And then, in Skyward Sword, it was downright atrocious. I couldnāt get Link to strike his sword correctly, or my Loftwing to fly instead of plunge. But there was no other way to play the game. So I hung up my Wiimote, frustrated.
Still, despite my misgivings, the Zelda nut in me couldnāt resist the HD version when it finally dropped this summer. After all, any Zelda is better than no Zelda. Furthermore, early reviews seemed to agree that the motion controls and other significant gripes had been addressed and fixed. So I plunked down the $59.99 at Target, loaded the cartridge into my Switch, and went in with as open a mind as I could muster.
After finishing the main quest (I havenāt attempted Hero Mode yet), Iāve come to the following conclusion:
This game is a masterpiece!
Iāve been seriously missing out over the last 10 years. I ought to turn in my Zelda fan card in shame; this review is my penance, how Iām atoning for my serious lapse in judgment.
It turns out that underneath all the janky motion controls, handholding, and backtracking, lays a beautiful game, with beautiful graphics, beautiful characters, a beautiful story, and a beautiful score. Skyward Sword HD is not only horribly underrated; in my view, itās right up there with Wind Waker HD as a contender for ābest 3D Zelda ever.ā*
*(Besides Breath of the Wild, which is such a different beast that itās like comparing apples and arrows)
In short, if you love The Legend of Zelda, you owe it to yourself to play Skyward Sword HDāāāeven if you didnāt enjoy the original.
Gameplay as Precise as a Lynel Shooting an AncientĀ Bow
So, letās address the Loftwing in the room first: gameplay. Looking back at the most common and repeated player complaints about Skyward Sword, they seem to come down to gameplay. Iāve already mentioned the motion controls, but even beyond that, gamers cited a lack of camera control, excessive handholding from Fi (who made Navi seem like a silent monk), too much backtracking, unskippable cutscenes and repetitive text that killed the gameās pacing, not enough locations, and too much linearity. Just for starters.
Granted, I never got far enough in the original for any of these to bug me, so Iāll admit my perspective is limited here. But in Skyward Sword HD, most of these either never came up, didnāt come up enough to irritate me.
I was never annoyed at Fi, because she never really interrupted me, except for major story beats (if anything, I wish Fi wouldāve spoken more, as sheās surprisingly useless in boss battles). The free camera works seamlessly (although holding the L Button in handheld mode does take some getting used to). Players can now use multiple save slots, skip cutscenes, and speed up dialogue, which apparently wasnāt the case back then. On top of all that, the game autosavesāāāand rather generously as well.
Again, I never directly experienced most of the originalās annoyances. But having heard so much of them for so long, I still noticed Skyward Sword HDās quality-of-life changes. And I appreciated themāāāif they were missing from the game, especially in 2021, Iād have been peeved as well!
But the most surprisingāāāand most significantāāāof these changes involved the gameās controls. Theyāre much more intuitive, fluid, and immersive now than they were in the originalāāāeven the motion controls!
Yes, you heard me correctly: the motion controls work. I repeat: the motion controls work! They really, truly, work!
And not just passably, either. The motion controls are so smooth, precise, and immersive that I overwhelmingly preferred them over the slightly-more-accurate button controls. Well, most of the time, anywayāāāI still switched to button controls for gliding and for piloting the beetle.
But thatās about it. Flying my Loftwing using motion controls was easy enough once I got the hang of it, gyro aiming was passable (but hold that thought), and having the right joystick free for the camera felt so much more natural. But the place the motion controls shine brightest, however, is combat.
Nintendo never completely abandoned motion controls even after gamers got tired of it, and motion control technology has improved since the Wii days (I suspect these two facts are related, but as of yet canāt prove it). As a result, hacking, slashing, hacking some more, thrusting, spin-attacking, and parrying via Joy-Con gestures feels millions of orders more accurate and fluid than it did on the Wii.
Having Link actually slash in the direction I swing adds a whole new dimension to even the simplest battles. They feel like proper sword fights, and engaging even a single Bokoblin feels significantāāāeven risky (which is probably how people who actually fought with swords felt upon drawing their swords, now that I think of it!).
And boss battle are on another level altogether. At this point, wailing and flailing your Joy-Cons around hoping to score a random hit simply wonāt cut it anymore (sorry). Defeating Skyward Sword HDās bosses requires tactical competence and utmost precision in both timing and landing your attacks. Iām going to have a hard time re-adjusting to button mashing when I sadly (but inevitably) move on to other games.
Iām sure you get it by now. But Skyward Sword HDās controls floored me that much. My initial excitementā¦ no, my dreams of motion-controlled Zelda swordfights have finally been realized. And remember, Iām someone who considered the motion controls a dealbreaker back in 2011!
Howeverā¦!
ā¦the motion controls arenāt perfect. Bummer, but nothing ever is.
As mentioned, I preferred gliding and beetling in button modeāāāgliding because I never figured out how to move my Joy-Cons correctly, and beetling because I was just lazy. Also, gyro aiming wasnāt quite as precise as the swordplay. It was a tad too sensitive, particularly with the bowāāābut that being said, motion-controlled archery still felt supremely badass.
Iāve also read complaints of having to re-center the gyro controls too much. I didnāt consider this much of an issue. You can re-center by pressing āYā at any time, and being a compulsive button pusher, this quickly became second nature enough to stop noticing. Your mileage, however, may vary.
Anyway, the point remains: despite its shortcomings, Skyward Swordās motion controls are integral to the experienceāāāto the degree that theyāre practically inextricable from the gameās identity. And now that they work correctly in Skyward Sword HD, I highly recommend using motion controls if youāre able to. Youāll be pleasantly surprised.
I donāt want to go over every single player complaint that was or wasnāt addressed in the remaster. This reviewās already long enough, both for me and for you. But I did want to touch on backtracking and linearity, two big complaints which havenāt changed from 2011 to 2021. So if either of these pain points soured your enjoyment of Skyward Sword, chances are theyāll do the same with Skyward Sword HD. However, keep in mind that this comes down more to personal preference than to questionable design choices (the latter of which Nintendo weāve already gone through), so you may well conclude differently than me.
Iām Not Linear, YOUāREĀ Linear!
People who love and loathe the game can both agree that the game is, indeed, linear (the disagreement comes from whether one considers this a positive or a negative trait). So donāt come in expecting the untethered freedom and wide-open world of Breath of the Wild!
That said, I must ask: is Skyward Sword really so much more linear than other Zelda games? 3D Zelda titles, in particular, tend to be very linear.
Ocarina of Time, despite granting some flexibility to what order you can do some dungeons in, still gated off vast sections of its world until you got certain items (such as the eponymous Ocarina of Time to access the futureāāāaka, the second half of the worldāāāand the hookshot to get to most areas within said future). Also, there was a particular order in which you were expected to tackle dungeons (namely, the order Navi continuously nudges and pushes you into doing).
Similarly, Wind Waker is also praised for being open and freeāāāand in the sense of being able to go just about anywhere at anytime, it was. But it too followed a set progression. Donāt believe me? Try doing Dragon Roost Cavern, the Forbidden Woods, and the Tower of the Godsāāāor the Earth Temple and Wind Templeāāāout of order, then report back to me.
Now, I want to make one thing clear: Iām not saying linearity is a bad thing! And Iām certainly not trying to knock my two favorite Zelda games of all time. Iām just pointing this out to illustrate that almost every Zelda game is linear to an extent, with only the original Legend of Zelda, A Link Between Worlds, and Breath of the Wild being completely non-linear (and no, A Link to the Past is not among them. Donāt @ me).
With this in mind, criticizing Skyward Sword for being linear is like a Chihuahua criticizing a Sheepdog for being too yappyāāāespecially considering a big part of the game (the Song of the Hero quest) can be completed in whichever order you want. I donāt think Skyward Sword is as linear, relative to other Zelda games, as itās made out to be. Nevertheless, the perception exists.
In any case, I generally see Skyward Sword HDās linearity as a pro, not a con. Especially with all the quality-of-life changes that make the remaster feel less smothering, as well as things like combat and aiming your clawshots being as fun as they are. Sometimes, itās nice to focus on slaying Bokoblins without thinking too much about what to do next.
That said, after tasting the unfettered freedom of Breath of the Wild, I will acknowledge that Skyward Swordās linearity can feel restrictive. Maybe not entirely claustrophobic, but there are definitely times when the gameās ārailsā are much more apparent and noticeable.
But on the other handā¦ Skyward Sword has dungeons! I was so happy to explore a bonafide Zelda dungeon againāāāand Skyward Sword has some of the seriesā most deviously intricate dungeons. Hello, Sky Keep! Hello, Sandship! Hello, Ancient Cistern! How wonderful to make your acquaintance.
Sorry, Divine Beasts. Youāre fun in your own ways, and you gave it your best shot, but youāre just not the same. I hope we can still be friends, but the absence of dungeons in your game is starting to really bother me.
Anyway. Moving on!
Itās a Small World Afteāāāāāāā[~PLEASE SCAN AMIIBO TO KEEP READING~]
When it comes to backtracking in Skyward Sword, this complaint comes in two flavors: 1) returning to the same places for story reasons, and 2) shuffling back and forth across locations for completionist reasons. Iāll examine both.
The first complaint basically comes down to, āthe world isnāt big enough.ā Instead of having the story unfold across a huge, wide world with tons of places to explore, the game makes you visit each of its three main regions three times each. I personally didnāt have a problem with revisiting areas, as I still explored new areas within a region. Or revisited a site that had changed so much (by flooding or volcanic eruption, for example) that it might as well had been a new place.
But again, this is subjective and comes down to personal preference. I certainly understand wanting a wide range of environments, as location diversity remains among my favorite aspects of both Ocarina of Time and Breath of the Wild.
The second complaint, which involves backtracking, shouldnāt even be an issue, as Nintendo did implement a fast travel mechanic to alleviate this issueā¦ but then they gated it behind their brand-new, impossible-to-find Loftwing amiibo. Which instantly sold out and still canāt be found at a reasonable price. So if youāre a completionist who isnāt able to plunk down an extra $50ā60āwhether out of principle, because you canāt afford it on the secondhand market, or because you canāt even find the damned thingāāāthen this is going to significantly annoy you.
Granted, backtracking without fast travel wasnāt as big of an issue as, say, the motion controls were. Although there were instances where I really felt fast travel wouldāve helped greatly, I got over it pretty fast (in this way, Skyward Swordās smaller world is arguably an advantage, as thereās not as much surface area to backtrack in).
Still, the fact that this significant quality-of-life improvement is only available to a lucky, select fewā¦ well, itās a very shady move by Nintendo. Itās highly concerning to see the company, which practically made my childhood, increasingly adopt this and other anti-consumer tacticsāāālike borderline-predatory monetization strategies for its mobile titles. Sure, itās highly profitable. But at what cost?
This fact alone will be a dealbreaker for many, and understandably so. And thatās sad because more peopleāāāwho wouldāve otherwise experienced one of the Zelda seriesā most delightful and unique entriesāāāwonāt get to play it. And any person unnecessarily missing out on this game is a tragedy. This, more than anything, is whatās holding back Skyward Sword HDās gameplay from a perfect score.
But if youāre lucky enough to gain access to fast travel, this wonāt be an issue. And if you can live without it, the rest of the game will more than make up for the inconvenienceāāāand in my experience, backtracking was a relatively minor inconvenience anyway.
Either way, donāt despair. Did you know the timeshift stone mechanic is ingenious, brilliantly executed, and tons of fun to play with? So if nothing else, you can hype yourself to look forward to that while youāre listlessly drifting across the sky from Faron to Eldin to catch dung beetles (again).
Graphics: The High-Water(color) Mark
Another thing that Skyward Swordās detractors and defenders can both agree on: the game is gorgeous. Period. The game has a distinctly bright, airy, and pastel-like art style that resembles a watercolor painting. Itās unclear to what extent this was by necessity, but regardless of why, Iām glad Eiji Aonuma and the Zelda team committed to this aesthetic. I always loved Skyward Swordās graphics. Even though I was one of the originalās many detractors, I was nevertheless awed by its artsy look, which reminded me of my dear favorite Wind Wakerās cel-shaded lightheartedness.
Funnily enough, after Skyward Sword HDās reveal, I remember expressing a concern which shouldāve gotten my gamer card revoked: that the graphics would be too good, compromising the originalās signature, watercolor-ey look. Fortunately, this turned out to not be the case: the remaster retains the paint-brushed aesthetic while adding satisfyingly crisp and detailed HD textures.
As such, Skyward Sword HD is just as stunning as its forebear wasāāābut at the same time, itās even more stunning than ever. I know that sounds ridiculous, but it makes perfect sense when you see it. This is a beautiful game, a visual delight from start to finish.
Oh, and the silver rupee on top? The game runs at a silky-smooth 60 FPS. Yes, a Zelda game that runs at 60 FPS. Hacking and slashing Bokoblins never looked so smooth and fluid, and only added to the immersion and sense that I was right there with Link, hacking and slashing and parrying with him.
A Game That SoundsĀ Divine
So now we come to sound. In a Zelda review. This franchise gave us some of gamingās most iconic and enduring music, and this entry was meant to be the seriesā high point. How good do you think Skyward Swordās sound is?
Since the franchiseās inception, gamers (and, increasingly, mainstream critics) have lauded The Legend of Zelda for its music. Even non-gamers recognize some of the seriesā more iconic tracks. You know which ones. So it comes as no surprise that Skyward Sword continued the Zelda tradition of musical excellence.
Under the inimitable maestro Koji Kondoās stewardship, Zelda games have seamlessly blended countless musical stylesāāāfrom Gregorian chants and medieval troubadours to boleros and waltzesāāāto create beautiful compositions that run the gamut from bombastic and epic to placid and poignant. And Kondo was doing this long before anyone else envisioned the fully orchestrated, cinematic scores that grace todayās games.
The Zelda series also codified and perfected the leitmotif: music strongly associated with particular characters, places, or events. Kind of like theme songs, but thatās a slight oversimplification. Hey, remember Zeldaās Lullaby? The Overworld Theme? Ganondorfās Theme? Well, those are all leitmotifs for Zelda, Link, and Ganon/dorf, respectively. How about those jingles when you open treasure chests, solve a puzzle, or complete a heart container? Hard to imagine hearing that in any other series, isnāt it? Well, itās the same deal.
Thereās more to it than all this, but diving into it is way beyond this reviewās scope. But however the magic makes its music, the end result is a decades-long musical canon thatās arguably the best in all of gaming. And the one thread that ties each note together is that itās all uniquely, and unmistakably, Zelda music.
Hear for yourself. Go ahead and listen to the Title Themes, Song of Storms, Mabe Village, Revaliās Theme, Gerudo Valley, Linkās House, and Lon Lon Ranch Theme, then come back here. Now, could you ever imagine these songs in a non-Zelda game? You canāt, right? Even if you canāt articulate why, you just know they share tons of musical DNA.
Skyward Sword was the last Zelda game before Breath of the Wild hit the reset button on several of the series conventions, musical tropes included. As such, it is the last mainline, console-based Zelda game (not counting remasters) to fully lean into its musical pedigree.
And while I understand why Breath of the Wildās composers went in the direction they did. Still, keep in mind Iām someone who really loves Zelda music. I still fondly hum along to memories of first hearing Ocarina of Timeās still-unmatched score. The Symphony of the Goddesses moved me to literal tears. I gladly import Japanese releases of Zelda soundtracks for which shipping costs more than the album itself (which is still expensive in its own right).
And so I must admit that, as much as I love Breath of the Wild, I wish it had more music. Specifically, more Zelda music.
Fortunately, Skyward Sword HDāāālike the originalāāāhas the rousing, moving, catchy, and awe-inspiring soundtrack that befits a Zelda game.
Fun fact: Skyward Sword was the first Zelda game with a fully orchestrated score. Ever since Ocarina of Time, the seriesā first 3D entry, Zeldaās music had an unmistakably orchestral quality to it. But the N64ās tinny sound card couldnāt output sound of truly orchestral quality* (thankfully, the several official and unofficial touring Zelda symphonies have stepped up to bridge that gap). It wasnāt until Skyward Sword, the seriesā last ātraditionalā 3D title, that the reality caught up to Kondoās vision.
As such, every single crescendo, cello, flute, chant, drum, and pluck of the Sacred Harp in Skyward Sword HD sounds gloriously crisp, clean, and clearer than ever.
Hearing Zelda music throughout my entire playthrough was more refreshing than a bottle of Chateau Romani at the Dawn of a New Day. It made me realize just how much I missed that musical joy in Breath of the Wild. Itās clear to me, now more than ever, how integral Zelda music is to the series. And I hope that Breath of the Wild 2 makes more use of it.
Anyway.
Skyward Swordās music is unmistakably Zelda music. That said, while itās got the stunning score covered, itās somewhat sparing and subtle in its use of leitmotifs. But it does play with them in clever ways that sound just as great.
The Ballad of the Goddess, for instance, is actually Zeldaās Lullaby played backward. And like its inverted counterpart, the Ballad is beautiful, moving, and quintessentially Zelda music. Itās arguably the entire gameās standout track, and a natural inductee into the The Legend of Zeldaās musical hall of fame.
So, Enough About Music. What About SoundĀ Effects?
Believe it or not, sound effects are trickier to pull off than they first appear. When done well, you donāt notice themāāābecause their whole point is to blend in, to make things sound as they would in real life. But when done poorly or not at all, their absence becomes glaringly conspicuous, pulling you out of immersion, out of the story, and out of the experience. Theyāre very important!
Fortunately, the Zelda teamās commitment to auditory excellence also extends to this area. Zeldaās sound effects are as iconic as its music. Bombs being lit and going off, swords hitting different shields, Beedleās greetings and gratitudes, hearts refilling, swords cutting grass, jars breaking, and Linkās full repertoire of grunts and shouts are all as integral to the series as its masterful soundtracks.
Zeldaās sound effects have also remained remarkably consistent throughout the decades. But they have also benefited from great advances in audio technology. So, like the music, these iconic sound effects sound better than ever in Skyward Sword HD.
So, to wrap up: Skyward Sword HD has one of the best scores in a Zelda game, possibly the last Zelda score of its kind, and few video game soundtracks have sounded better or crisper. The Symphony of the Goddesses may not be touring, but playing through Skyward Sword HD is the next best way to experience The Legend of Zeldaās legendary and magical music.
Oh, and Skyward Sword HD has surround sound. Like, actual surround sound, with rear channels. āNuff said.
The Legend of theĀ Legend
Despite the mediumās astronomical potential for storytelling, video games are notorious for failing to live up to it. But The Legend of Zeldaās a jumble of narrative paradoxes which occupy an interesting space in gamingās still nascent transformation into a viable storytelling vehicle.
What do I mean by āparadoxesā? Well, Zelda games are often criticized for telling ābasicā stories with ābasicā characters that act out ābasicā and predictable plots. But at the same time, the series has a deep, rich, and enthralling lore thatās known for being fascinating and convoluted, often in equal measure.
And it is precisely those traits that endear The Legend of Zelda to legions of passionate fans. Zelda lore is unequaled in their eyes. In microscopic levels of detail, they endlessly and obsessively pore over it on fan forums, subreddits, and Discord servers worldwide.
So, the series is blasted for having too much storyā¦ yet also for having no story. Sometimes in the same breath. That is a paradox.
It may come as no surprise that I disagree with both of these criticisms. After all, would The Legend of Zelda have captivated the hearts of so many players, for such a long time, if its story didnāt resonate with them? After speaking with so many people whoāve felt deeply moved by these stories, on a profoundly personal level, I highly doubt it.
Yes, stories in Zelda games tend to be ābasic.ā But hear me out: this is NOT an inherently negative thing! Your typical Zelda story tends to be a standard, paint-by-numbers, heroās journey monomyth dressed in fantasy tropes, which is acted out by familiar, archetypal characters in a varying range of archetypal locations. Does that sound negative? It isnāt. Do you know what other stories fit that description? The Lord of the Rings, Harry Potter, and Star Wars, among countless others. Includingā¦ ermā¦ hold onā¦ *checks notes*ā¦ oh yeah. The Legend of Zelda.
This type of story structure resonates with people because it is universally relatable. Itās been recorded in every known culture, in every era of written history (and likely long before that). On a deep, even primal level, it speaks to usāāāalmost like we are hard-wired to tell and listen to this type of story.
But even if individual Zelda gamesā stories are too ābasicā for some playersā liking (which, being subjective, is a valid opinion), weāre still left with the lore, whichāāāhaving been somewhat haphazardly expanded on by each game in the franchiseās 35-year historyāāāis positively Byzantine. Itās arguably too convoluted by anyoneās standards, and learning it can undoubtedly be a daunting and intimidating task for newcomers.
But for those brave souls who stick around long enough to turn into diehard fans, the lore eventually starts to click. And once it does, analyzing and arguing about the lore becomes almost as fun as actually playing the games. Zeldaās lore makes the whole Zelda universe feel more fully fleshed out and much more alive than it appears from just one game.
Which brings me to SkywardĀ Sword.
According to the lore, Skyward Sword takes place before the events of every other Zelda game. This makes it an origin story (or āprequelā) of sorts for the franchise. It takes place long before Hyrule was called Hyrule, before Ganon first cast his long shadow over the realm, when Death Mountain was but a wee lad of a volcano. You know, really long ago.
As such, playing through Skyward Sword is critical to fully understanding the seriesā lore and why the timeline unfolded the way it did.
Being such a diehard, Iād read up on Skyward Swordās story even though Iād put down the game. I knew, intellectually, about Skyloft, Hylia, Ghirahim, Demise, Faron, Eldin, and Lanayru. But now, after experiencing Skyward Sword HD and its story firsthand, I intuitively understand the gameās place in the timeline, much like one better understands cooking by actually doing it instead of just reading a cookbook.
I also connected so many dots between Skyward Sword and the rest of the series which I might otherwise never have. And not just in terms of the main plot (which I wonāt spoil for you), but also in several little details.
Like seeing the ubiquitous Goddess Crest, which later becomes the equally ubiquitous Royal Crest. Or the Great Tree, destined to become the Great Deku Tree eons later. Or whatās basically the Master Swordās beta version (complete with its own Siri / Alexa!). Along with many, many more allusions to future timelines, just waiting for fans to spot and recognize in delight.
(Not that you need to be a fan or have played other Zelda games to enjoy Skyward Sword or follow its story. On the contrary! Zelda games, while interconnected, are mostly self-contained experiences and easily accessible by newcomers and veterans alike)
Oh, and it was pretty neat to see so many staples from Breath of the Wild first being implemented in Skyward Sword. Among them: climbing, parachuting, the stamina wheel, ancient tech, and collecting bugs, rocks, and monster parts for upgrading your gear. In a not-insignificant way, we have Skyward Sword to thank for how Breath of the Wild turned out (and not just because of the player backlash).
Characters You Can Link ToĀ Yourself
Anyway, letās talk about characters now: starting with Link, by now the OG player-insert.
One thing I always did appreciate about Skyward Sword was how much more expressive the charactersā faces are, especially Linkās. Now, with Link more than perhaps any other character, this is a somewhat risky proposition. Link was always meant to be a blank slate onto which the players could project themselves. So making him too expressive (thus giving him too much personality) could compromise this aspect.
I somewhat disagree with the degree to which Nintendo has upheld this, however. Having Link express emotion doesnāt suddenly make him any less universally relatable. If anything, it makes him more believable and therefore easier to connect with. After all, everyone feels happy, sad, or angry at some point in their lives.
In fact, this Link and Toon Link are my two favorite Links because theyāre so much more expressive. Seeing Link feel happy at finding treasure, relieved when seeing Zelda, frustrated at his own shortcomings, and angry at Ghirahim made me feel those emotions along with him (thanks, mirror neurons!). They also made Link feel more real.
Same goes for the equally expressive NPCs. I considered their expressions endearing. They made me more attuned and empathetic to their troubles.
All in all, the charactersā increased expressivenessāāāin both major actors and non-player characters (NPCs) alikeāāāmade me enjoy the story much more, because they felt more alive and believable as characters. Which made them easier to connect with me, which then made me more invested in the story. As a bonus, the ending felt like it paid off much better because of this, and not just by the standards of Nintendoās consistently atrocious endings.
Oh, While Weāre Talking AboutĀ NPCsā¦
Zelda NPCs are often dismissed as sparse and unmemorable. I disagree with this assertion. Remember that Impa, the Happy Mask Salesman, Tingle, Linebeck, Beedle, and even Zelda are all NPCs. Sure, not ALL of the NPCs are memorableā¦ but when is this ever the case? In what game (never mind franchise) is every single NPC fully fleshed out? Again, a bit of an unfair comparison.
That said, Skyward Swordās NPCs are a little low in numbers, but the characters that do appear more than make up for it in charm. Not the least of whom is Zelda. Her always-implied-but-never-stated romantic tension with Link is much more evident here than in any other entry. But far from being cheesy, it feels genuinely tender, tragic, and authentic. It also imbues Link with greater motivation go to on his quest, beyond just āitās your destiny as the Hero.ā
As for other NPCs, indeed, theyāre not super fleshed out, but they all have distinct personalities and are each charming in their own unique ways. My favorites include Scrapper, Plats the Mogma, the Hand in the Toilet, and fan-favorite Groose. And the most complained-about NPCāāāFi, Linkās incessantly nagging fairy companionāāāhas been muzzled in Skyward Sword HD.
Oh, and the villains are on top of their game here. Skyward Swordās villains are tenacious, full of moxie, and terrifying, sometimes in equal measure. Ghirahimās combination of charm, faux congeniality, and sheer viciousness makes him a highly compelling villain. Demise is imposing, intimidating, and just plain evil. He is also instantly familiar to longtime fans, despite his first (and so far, only) appearance. The hordes of Bokoblins and other mooks youāre constantly mowing down with your sword are just as funny and oddly cute as ever.
The only exception is this one tedious boss you have to fight three times (youāll know which one). Otherwise, Skyward Sword HDās villainsāāāfrom first Bokoblin to final bossāāāfeel genuinely threatening, from gameplay and narrative perspectives. This is a prime example of gameplay and narrative enhancing each other. Because the gameās combat is so much more intentional, every battle and victory feels significant, which immerses you further into the story and the world. Then the stakes feel slightly higher during the next battle. And so on, and so forth, until you finish the game.
But letās back up a bit and talk about narrative. Yes, Skyward Sword HD has a standard Zelda plot centered around retrieving a procession of useful items and sacred relics to save the princess and defeat the evil power. Just like all the 3D Zeldas that preceded it (again, donāt come in expecting Breath of the Wild).
But Skyward Sword HDās main conflict brings huge stakes to the table, highly expressive characters sell it more convincingly, and endless references to the lore provide that sweet, sweet dopamine boost that keeps you playing. I felt invested in Skyward Sword HDās story to a much greater degree than most other games, and even many Zelda games. And in the end, I also found the ending so satisfying that I actually clapped during the end credits (yes, I was alone at the time).
Astute readers may have noticed weāre near the end of the review, and I havenāt mentioned the setting yet. So letās do that.
So, IS It a Small World AfterĀ All?
Once again, weāve got conflicting verdicts here as well.
Fans generally agree that Skyward Swordās Hyrule (even though it wasnāt called Hyrule yet, thatās what I will call it for the sake of consistency) is beautiful and vibrant. And it is! Itās bright, colorful, pristine, and mysteriousāāāperfectly matching the gameās story and tone. The art style (which Iāve gone over above) comes alive on Hyruleās many stunning landscapes, whether itās a forest, volcano, desert, or pastoral cloud city. Itās a stunningly beautiful world thatās delightful to explore, and since getting lost happens much less (thanks, linearity!), exploring it is significantly less frustrating.
At the same time, the settingās not perfect, either.
A common complaint lodged against Skyward Sword concerns the hub world of Skyloft; specifically, for being too empty. I think thereās something to this critique. But I do want to make clear, for the record, that I believe Skyloft itself is robust and dense enough to feel like a vibrant central hub town, akin to Majoraās Maskās Clock Town.
However, the sky around Skyloft, dotted by small sky islands, does feel comparatively barren. This makes traversing the sky to get to other regions a tedious and even dull chore. And thereās no other way to get to another placeāāāitās no way or the skyway.
Not that this is unique to Skyward Sword; I found Wind Wakerās fondly-remembered Great Ocean to be equally empty and tiresome to cross. While not as empty as the sea or the sky, Twilight Princessā overworld nevertheless felt relatively lifeless for its size. Some even consider Breath of the Wildās Hyrule to be too empty, though I canāt say I agree with them. Devoid of towns and villages, sureā¦ but Breath of the Wild packed its world with landmarks, wildlife, loot, baddies, and Koroks.
Nevertheless, Skyward Sword HDās emptyā¦ um, sky (sorry) does feel like a missed opportunity. But while unfortunate, itās far from a dealbreaker for me.
WARNING: Mild SpoilersĀ Ahead!
Other players lament Skyward Sword HDās scarcity of locations: only three surface regions, connected via an empty hub in the sky. All of which you visit over and over again.
Iāve already addressed this from a gameplay perspective, but Iād like to talk about it from a story perspective. Now, itās true that other Zelda games take place across a more extensive range of different regions, biomes, and climates. But Skyward Swordās location frugality actually suits its story quite well.
For starters, the game takes place a very long time ago, before the Kingdom of Hyrule. Hylians had lived in the sky for so long that the surfaceās very existence had faded into legend. Link broke the cloud barrier and became the first Hylian to walk the surface for several thousand years. It makes sense that that, in this newly-discovered terra incognita, thereās not a lot of charted land to venture in.
But all that aside, the story beats that lead you to revisit these areasāāādespite essentially being McGuffin collectathonsāāāare narratively sound and donāt disrupt the storyās pacing or flow.
As mentioned before, every time you return to a region, you either explore a new area within it or a previously visited area that has changed drastically. In both cases, these revisits add to the story as much as they add to the gameplay. Theyāre narratively consistent, serve to advance the plot, and fill you in on new lore.
And even though they arenāt technically ānewā places, they certainly feel ānewā in their own way, preserving the sense of exploration and excitement on return visits. Besides, these sequences are just so much fun to playāāāhell, thereās even a stealth section that I thoroughly enjoyed, and I loathe stealth sections in games!
SPOILER ZONE ENDS HERE. Thank You forĀ Reading!
Hey, whatās that word I just mentioned? Fun? Ok, letās talk about that now. But before we do, let me summarize my thoughts on Skyward Sword HDās story:
Yes, the story is ābasic.ā Yes, the story is fun. No, those statements are not mutually exclusive. But most importantly: Skyward Sword HD is a quintessentially Zelda story, polished up to the nines, featuring well-rounded characters, and set in a world that feels more vibrant and alive than ever before.
Everything is Connected (ToĀ FUN!)
Ah, looky here, thereās another word to analyze: āalive.ā Iāve mentioned it a few times in this review. So, what do I mean by that?
Like every great Zelda game, Skyward Sword HD is a whole thatās greater than the sum of its parts. Take its linearity, for example. In a vacuum, it seems like a major demerit. But the complete experience of Skyward Sword HDāāāits gameplay, art style, score, and storyāāāmore than makes up for it.
This is because all these elements combine to make Skyward Sword HDās people, places, and events feel more dynamic, and more vibrant. As mentioned above, its world feels like a living world. And in a series where exploration is one of its biggest draws, this is critically important. Static, sterile, and lifeless worlds are not fun to explore.
Fortunately, Skyward Sword HD is tons of fun to explore! Both in terms of exploring the game as a whole and exploring its individual components like world and story.
However, while Nintendo has patched up many of Skyward Swordās most glaring flaws, Skyward Sword HD still has weak spots. Some of which are pretty consequential.
The gameās (slightly) more linear nature will doubtlessly continue to fuel contention amongst fans. Some will also consider the characters and locations lacking. And Nintendoās unprecedented act of gating fast travel behind an impossible-to-find amiibo is a slap in the face to all the players who missed out (i.e., most of them).
However, most of these weak spots (except for the amiibo gatekeeping) boil down to personal preference instead of poor design choices. Skyward Sword HD is an objectively well-made game. But, like its standard-definition predecessor, it will not appeal to everyone.
Nevertheless, I do encourage everyone to give it a chance. This includes those, like me, whoād be giving it a second chance. If you do so, I advise you to go in with an open mind, recalibrate your expectations (i.e., this is not Breath of the Wild), and clear your head of preconceived notions from prior reviews or passionate Reddit rants. The game could very pleasantly surprise you.
Skyward Sword HD delivers a beautiful, moving, immersive, and genuinely fun experience from start to finish. This game is the essence of The Legend of Zelda in its purest, most distilled form. And now gamers can play Skyward Swordthe way it was meant to be played. Zelda fans, both old and new, will find plenty to love about it. Let it work its magic on you.
As I mentioned in the introduction, I wasnāt exactly jumping for joy when Nintendo announced Skyward Sword HD. But I gave it a shot, and for my troubles, I got a brand new, full-length Zelda experience when I wasnāt expecting one. Few things bring me as much joy as playing a new Zelda game. And by surprise, on top of that? Thatās 65 hours of pure, unexpected bliss.
And I havenāt even started Hero Mode or trying to 100% it. After a short break, I will return to Skyloft. And not for the last time, thatās for sure.
Final Thoughts
What a difference 10 years and two console generations make. In 2011, I joined the chorus of fans poo-pooāing Skyward Sword for its long list of grievous faults. In 2021, I not only appreciate Skyward Sword HDāāāI consider it one of the best Zelda games ever made.
Seriously. To me, itās right up there with Ocarina of Time, Breath of the Wild, and Wind Waker. And Iām far from the only one whoās adjusted their tune.
So, what changed? Skyward Sword was so well-received at first; why did fans sour on it so much, and why were we so quick to change our verdicts for Skyward Sword HD?
Nostalgia could be part of it. Maybe after Breath of the Wildās multitude of changes and total freedom, fans got nostalgic for the simpler times of ātraditionalā 3D Zeldas. They missed exploring dungeons, shooting hookshots, finding Rupees in grass and jars, and having weapons that didnāt break. Perhaps they wanted another taste of the āZelda on railsā games of the olden days.
But that canāt be all, or even most of it. After all, players whose first (and even only) Zelda game was Breath of the Wildare playing Skyward Sword HD, and theyāre loving it just as much. At the same time, many longtime fans who werenāt on board in 2011 were not swayed in 2021, and so remain detractors.
Could it be the quality-of-life changes? Perhaps. After all, The Legend of Zelda is known for many things, but āmaking bad gamesā is not among them. With the biggest issues fixed in Skyward Sword HD, many of us are realizing that Skyward Sword wasnāt a bad game.
My own take? By making use of both the Switchās better hardware and vocal player feedback over the past decade, Nintendo was finally able to release the game it had always meant to. Or rather, Skyward Sword HD could belatedly let players play the game as it was always meant to be played.
Consider the much-maligned motion controls. They were terrible on the Wii, to the point where I, a diehard Zelda fan, gave up playing a Zelda game out of frustration. Do you know what a shameful achievement that is? To get me, of all people, to drop a Zelda game?!
But in Skyward Sword HD, the motion controls work as they should. They work so well that playing without them feels weird. This tells me the motion controls werenāt a āgimmickā forced on players, as players and critics often charged (and still do). Instead, they really are so integral to the game that it feels incomplete without them. Motion controls practically define the game. And the game is a masterpiece!
Iām increasingly convinced that the limited technology and gaming zeitgeist in 2011 severely held the game back from reaching its full potential. At the time, players and critics derided Skyward Sword for its reliance on āgimmickyā motion controls. You know, the same motion controls that make Skyward Sword HD so much fun.
So maybe the motion controls werenāt the problem at all. Perhaps, as is so often the case, Nintendo was simply ahead of its time.
But regardless of the past, the present is clear: Nintendo has fixed Skyward Swordās most significant issues. As such, The Legend of Zeldaās origin story has a fortuitous, if precarious, chance to redeem itself with the greater Zelda fandom.
Hopefully, as more people play, more people will start to appreciate Skyward Sword HD. And if enough people do so, then The Legend of Zeldaās most underrated and unfairly maligned chapter can finally take its rightful place as a belovedāāānot deridedāāāentry in the Legendary franchiseās canon.
My final verdict:
Everyone who has ever enjoyed a Zelda gameāāāeven just Breath of the Wildāāāneeds to play Skyward SwordĀ HD.
Review
Ethics Disclaimer: This game was reviewed using the authorās own purchased copy.
Gameplay: 8
Graphics: 9
Audio: 10
Story: 9
Fun Factor:Ā 8.5
AVERAGE SCORE:Ā 8.9
The Goods
Truly delightful Zelda game getting a much-deserved second chance
Most contentious issues from the original game have been fixed
Beautiful HD graphics, rousing orchestral score, engaging and moving story
Motion controls that actually work and significantly enrich the gameplay
All the excellence youāve come to expect from a Zelda game
The Bads
Some divisive aspects including linearity and empty overworld that havenāt changed
Linear structure can feel constricting after Breath of the Wildās total freedom
Gating fast travel behind a rare amiibo is a punch in the gut from Nintendo