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7:30 AM on 04.15.2014

New Wii Remote Plus controller styled like Peach

Nintendo did a nice job with their new Princess Peach Wii Remote Plus controller. It's Peach pink and has some colored accents to make you think of Mushroom Kingdom's royalty. It sort of makes a set with the Mario and Luigi W...

Dale North


8:00 PM on 03.01.2013

Study shows videogames can help create better surgeons

This isn't the first time that a scientific study has come up demonstrating the benefits that videogames can have on budding surgeons, and it surely won't be the last. It makes sense: spend time developing hand-eye coordinati...

Darren Nakamura

6:00 PM on 04.23.2012

Mega64 has trouble with Skyward Sword's controls

Your experience with Skyward Sword's controls can vary immensely from the next guy's. Some people had no trouble whatsoever becoming acclimated with the motions, whereas others could never get the sword to go where they want...

Tony Ponce

5:30 PM on 01.05.2012

Live show: Mash Tactics plays Skyward Sword

Today, Mash Tactics is picking up that old Master Sword, in the form of a golden Wii remote, to once again save the eponymous princess in The Legend of Zelda: Skyward Sword. Potentially one of the last great Wii releases, and...

Bill Zoeker

3:15 PM on 12.12.2011

Skyward Sword controls: The future of the Zelda franchise

There was a time when The Legend of Zelda: Skyward Sword might have been a button only affair, with nary a motion control in sight. But Legend of Zelda producer, Eiji Aonuma, explained to Official Nintendo Magazine that he co...

Fraser Brown



Skyward Sword should've given us control of its controls photo
Skyward Sword should've given us control of its controls
by Jonathan Holmes

The Legend of Zelda: Skyward Sword was released today, and the game is already buzzing with controversy. Specifically, some reviewers and players are insisting that the game's motion controls are fantastic while others are reporting that they are "clunky" and intermittently unresponsive. That's part of the reason why I gave the game a 9.5, though I personally felt that the game's controls were just about perfect. I thought that Nintendo was going to potentially alienate a lot of players by preventing them from playing the game with standard controls. By definition, a perfect game does not alienate fans.

I caught some flack for expressing that idea, but I'm not surprised. People have a right to be confused or even annoyed by that point, as I didn't have the space to really flesh out my reasoning in the review. For that reason, I threw together this addendum to fully explain why it was a mistake to force motion controls on players with Skyward Sword.

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Review: The Legend of Zelda: Skyward Sword photo
Review: The Legend of Zelda: Skyward Sword
by Jonathan Holmes

If the Wii had launched with The Legend of Zelda: Skyward Sword, everything would have been different.

Instead, the console launched with The Legend of Zelda: Twilight Princess, a game that sent all the wrong messages to third parties on how to create a successful Wii game. Twilight Princess sometimes utilized the Wii Remote in cool ways (like pointer aiming) but also tacked on motion control in unnecessary ways (like sword swinging), giving the illusion of added functionality while adding little to the gameplay. The game looked great by GameCube-era standards but did nothing to exploit the increased power of the Wii and/or work around the console's technical limitations by going with a less realism-focused art style.

Despite all this, the game was a huge hit, signaling to third parties that the cheapest, most effective way to make a successful Wii game was to make and/or port a standard PS2/Xbox/GameCube-era title and tack on some motion controls. Of course, we all know that strategy didn't really work for third parties. After the initial honeymoon period, Wii owners expected more than that.

They wanted something like Skyward Sword.

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8:00 PM on 11.15.2011

Keep on milking Robin Williams, Nintendo!

Okay, Nintendo. We get it. Robin Williams is a total videogame nerd who named his daughter after Princess Zelda. One thing, though... Zelda Williams isn't in this commercial! I don't want extreme closeups of Robin's creepy old man lips! The Legend of Zelda: Skyward Sword: Robin Williams "Origins" Commerical [YouTube]

Tony Ponce

10:45 AM on 10.31.2011

Zelda and Robin Williams return in this Skyward Sword ad

Nintendo is riding the Princess Zelda / Zelda Williams connection to the bitter end, but I'm really not bothered. Robin Williams is a such a cartoon character in most everything he does, and his daughter is oh so lovely. Mor...

Tony Ponce

9:00 AM on 10.21.2011

Here's some Zelda: Skyward Sword gameplay videos

Oh what's this! You can't get enough of The Legend of Zelda: Skyward Sword? Casey Baker's words just not filling your brain with enough knowledge? WELL THEN HERE'S SOME NEW VIDEO! We got three total and each one shows off so...

Hamza CTZ Aziz



The incredibly immersive world of Zelda: Skyward Sword photo
The incredibly immersive world of Zelda: Skyward Sword
by Casey Baker

One thing I haven't really had a chance to get into in my last couple of previews of The Legend of Zelda: Skyward Sword is how much more immersive the entire world actually is compared to past Zelda games. In some ways, it's almost like playing a "Bethesda-lite" version of Zelda.

You see, much like in Wind Waker, you're constantly collecting stuff in Skyward Sword -- you may remember the trailers that show you picking up all sorts of random objects. The big difference between this and Wind Waker, however, is that the objects are truly important to the overarching quest, and being able to properly level up requires collecting items to build up stats.

However, don't be scared off into thinking that this means there are long collect-a-thon sections, as was the case in certain portions of Twilight Princess. Quite the opposite, actually. In Skyward Sword, collecting items from fallen foes feels natural, and the payoff for doing so is quite nice.

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10:00 PM on 10.19.2011

Skyward Sword not originally destined for motion control

In an extremely interesting, though not so surprising revelation from the latest Iwata Asks it seems The Legend of Zelda: Skyward Sword was initially intended to sport a purely button-based control scheme. Appa...

Liam Fisher

9:00 AM on 10.07.2011

Here are Skyward Sword vids of dowsing and the Sky Temple

In our most recent preview of The Legend of Zelda: Skyward Sword, Casey told us a bit about the new gameplay mechanic called dowsing. It basically acts as a magical compass, allowing you to easily find certain points of inte...

Brett Zeidler



The first dungeon of The Legend of Zelda: Skyward Sword photo
The first dungeon of The Legend of Zelda: Skyward Sword
by Casey Baker

In our last look at The Legend of Zelda: Skyward Sword, we were introduced to the floating city of Skyloft and Link's obstacles towards knighthood. We met Zelda again as we would meet any old friend, yet she was soon taken away; we were once again thrust into an adventure fraught with danger and impending doom.

Throughout the last preview, little was discussed about the real meat and potatoes of Skyward Sword -- what makes this new Zelda game so exciting and novel compared to previous Zelda titles. Sure, the concept of intuitive motion controls was teased, and a more fluid way of navigating the world was discussed, yet sorely lacking was a look at one of the key elements that has defined every single Zelda game from the very first adventure on the Nintendo Entertainment System.

The big question on the minds of most Zelda fans and pretty much anyone who has any interest in a Zelda title is this: How are the dungeons in Skyward Sword? This is not a question that can be answered in a single sentence. In fact, it's not an easy question to answer in a number of paragraphs, but I'll certainly try.

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3:00 PM on 09.29.2011

Don't be afraid of heights in Zelda: Skyward Sword

Seriously, I would just love living in the world of Skyward Sword. Look at how Link and Zelda just jump off the cliff without any fear. I don't know if I'd be able to trust the birds like that to catch me, but I guess I'd ha...

Hamza CTZ Aziz



The first two hours of The Legend of Zelda: Skyward Sword photo
The first two hours of The Legend of Zelda: Skyward Sword
by Casey Baker

Recently, I was given the esteemed privilege of spending a full day playing the latest in a long and legendary line of a beloved Nintendo franchise. I was ushered into a room with a few other journalists, sat in front of one of many HDTVs, and then simply handed a Wii MotionPlus controller. 

"Ok, guys. It's all yours."

And from that moment in the morning until late in the day, I played The Legend of Zelda: The Skyward Sword. I explored entirely novel and sometimes oddly familiar surroundings, I fought epic battles with new and challenging enemies, and I found strange and elusive objects that would be of great importance later in my quest.

Oh, but that all comes later.  Let's start from the beginning.

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