Podcasts - Legend of Zenda: Skyward Sword - Audio Review

The game's storyline is the earliest in Zelda continuity, preceding The Legend of Zelda: Ocarina of Time. Skyward Sword follows an incarnation of the series protagonist Link who was raised in a society above the clouds known as Skyloft.

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154 Comments for Legend of Zelda: Skyward Sword - Audio Review

  • August 12, 2012 at 5:04 AM, said ...

    I love you guys, but you can tell The LB gave no fucks about this game. Hell the title in the description & podcasts are an obvious giveaway of it. Just had to point it out. 

  • June 18, 2012 at 9:05 PM, RougeDragon said ...

  • January 26, 2012 at 11:05 PM, said ...

    Skyward Sword: The Super 8 of video games.

    Its nostalgic, its pretty, but when you think about it, its shitty.

  • January 12, 2012 at 10:13 PM, Jason Straub said ...

    I think a lot of people call Zelda an RPG because it's a fantasy setting, but it's really an adventure game.

  • January 12, 2012 at 4:18 AM, Jason Straub said ...

    I gotta give you guys props for being some of the few reviewers online that aren't drinking the Zelda Kool-Aid.  I've had this problem with the franchise for a while, and it's nice to see some reviewers starting to get tired of the formulaic nature of these games as well.

  • January 09, 2012 at 6:29 AM, said ...

    I have always loved the Zelda series but i have to admit the old formula is getting stale. This is a greatly designed game but I also found it hard to get really into.

  • January 08, 2012 at 8:42 AM, said ...

    the brentalfloss song was a nice touch at the end

  • December 31, 2011 at 8:28 PM, said ...

    Man, I hate it when people have different opinions than me! Why can't everyone like what i like!

  • December 17, 2011 at 8:53 AM, said ...

    Im sorry if you guys had to play phantom hourglass the controls are even worse then this one.

  • December 15, 2011 at 8:43 PM, Nedan said ...

    I enjoyed this game but I don't disagree with the issues they bring up. I honestly found this to be the most frustrating Zelda game I've ever played.(outside of Zelda 2 that is). What I'm surprised they didn't bring up was the annoying pop ups every fucking time I pick up an item. And every time you start the game you have to see it again. It's like Oh you picked up a skull, lets watch it go into inventory even though you have 20 fucking skulls already, and should know by now how this works. And you companion in this game Fi, I'm sorry but she was 1000x more annoying that Navi ever was. But honestly I don't think this game reflects on the series on the whole. Pretty much every other Zelda game I've played has been great.

    But that storyline that they mentioned about the show would be really cool. Link finding out that he has been repeating and endless cycle for eons. He goes to find a way to end it for good and has to actually enlist the help of all the Link's from the past and the future as they end Gannon once and for all. 

  • December 14, 2011 at 10:11 PM, Alejandro said ...

    I love the Zelda series, but sometimes I do wish they would change it up a bit time to time. While playing Twilight, I was ecstatic that Zant was the villain. I was all, oh man this guy can beat down Link in a few seconds; he is so badass. But then Gannondorf appeared into he picture and all that originality just, plugh, to the ground. The most original Zelda I've ever seen is Majora's Mask--actually the hand held games seem to be more original in plot and in story line than the console games. 

    I can take slow starts, but playing the same game over, and over, and over again can be felt so tedious and no longer having fun with a game, but just work for the same game. Either way, I'm still going to play this game, and probably still enjoy it.

  • December 14, 2011 at 4:04 AM, said ...

    Legend26- yes, yes you are

  • December 13, 2011 at 6:08 PM, legend26 said ...

    Am I the only person on this planet who does not give a flying fuck about skrim?

  • December 13, 2011 at 3:49 PM, said ...

    I remember this argument being made for years, even back when Wind Waker came out people started saying "Hey aren't all Zelda games way too similar?" And I thought, "Well yeah, but we only get one every five years, so I don't really have a problem with that." But now we've had even more games in the series that are the same, and they're coming out more frequently, so yeah, I've kind of fallen into the category of "Ugh, this again?" I think it happened when I was playing Twilight Princess and I was thinking "Hey, this new wolf gameplay is new and fun, and we have a brand new villain, way to go Zelda... wait... is that Gannon coming back? Are you kidding me? We can't even have one game without him?"

  • December 13, 2011 at 3:37 AM, said ...

    @Dominick

    The consequences are actually quite embarassing for everyone involved, you fucking twit.

  • December 12, 2011 at 6:15 PM, said ...

    How strange... I can't seem to get this one to play... It'll buffer, but it refuses to play...

  • December 12, 2011 at 5:58 PM, Ozzie Munoz said ...

    @Metal Virgin

    Great find with that video with the Zelda lyrics. I heard it and laughed, now I saw it and laughed even more.

    @ Professor Jeff

    You know what would have made Skyward Sword better... if you had the ability to invade other peoples games and kill thier Link like in Dark Souls.

  • December 12, 2011 at 5:03 PM, said ...

    I enjoyed what I played of the game but funny review regardless. 

    Oh and "Legend of Zenda" was scrolling on the audio file. Not sure if someone caught that or not.  

  • December 12, 2011 at 8:49 AM, Ark-Will said ...

    @P.J.

    Doh, I was hoping to get the last comment in before you had to go.

  • December 12, 2011 at 8:46 AM, Ark-Will said ...

    @P. Jeffington

    I wasn't just making an assertion about motion control making a unique experience.  I could try to explain in depth, but it all hinges on the notion that the players actually want to move more than their fingers while playing.

    Basically, the radius of the analog stick is tiny.  And thus there is less space for the stick to occupy.  Less space, means the distinction of angles are broad.  However, motion controls create a much larger radius, making the distinction of angles much more refined.  More refined angles, means that the controls are more acutely aware to you movement.

    So hypothetically, if the controller can use the radius of your elbow to your wrist as a point of reference, then the player is granted more precision than simply using the analog stick.  It's that feeling of control, that makes the action on screen that much more visceral for the player.  With that, you can almost "feel" control over the action.  Once the player is in tune with the motion, this presents a completely different philosophy of game design.  Because now, not only does the designer have to gauge things like the player's ability to react.  They also have to gauge the player's ability to execute.  Sure, executing controls haven't always been the easiest.  Not everyone can perform a shoryuken.  But now, the range of execution has become wider along with the radius.  Meaning the variable of people who are capable of executing various action has become that much more wilder.  So now, the entire game is being built with the thought in mind of how well players can perform certain actions.  And how well they can perform these actions under pressure.

    I don't just feel that the motion controls create a unique experience.  Physics dictates that to be true.  Sure Nintendo could have catered to those who like classic controls, but have that expected from them, is unrealistic.  Because they would essentially be creating to systems for a single game.

  • December 12, 2011 at 8:37 AM, said ...

     @Professor Jeff No Problem get that sleep on.

  • December 12, 2011 at 8:29 AM, said ...

    I'm starting to get a little droopy-eyed here guys, so this is going to be my last one.

    @Lilcross Obviously it's not something that could simply be inserted into the existing opening. You'd certainly have to go back and re-tool and re-pace that section in order to accommodate for more action, but it could be done. If I could wave my magic wand I'd say start the game with Zelda and Link sneaking off before the ceremony, making their way down to the ground and getting into some tussles. Then, after a little adventure, roll back up to Skyloft and make with more of the 'ceremony' storyline. Maybe throw something in about how there have been weird monsters making their way above the clouds recently and have a few throw away battles to spice it up.

    The main issue now that I really consider it is the lack of spoken dialogue. This really drags the storytelling to a halt because every time any character says everything the entire game has to stop. That makes the whole thing much more difficult, but I still think it could be done. As for games that have done it already, consider what you learn about Nathan Drake in the Uncharted games just from the things that he mutters to himself while running along. For my money it just feels more organic.

    @MasterEVOPK

    Elaborate about what? Sorry, I need to sleep, but drop me a line and I'll answer any questions you may have.

  • December 12, 2011 at 8:09 AM, said ...

    @Professor Jeff

    Can you please elaborate I understand that the story element can be too long but since that it's part of the game you make it sound stupid and a waste time. Though yes it should have a skip button.

  • December 12, 2011 at 8:02 AM, said ...

    @MasterEVOPK

    See below for my feeling about motion controls. Also, I don't hate Zelda. I'm just not as enthusiastic about it as I used to be.

    @Ark-Will

    The whole motion control debate is kind of a microcosm of my entire problem with the Wii. You see, I don't have any problem with Nintendo deciding that they want to make their console motion-centric. But that being said, I've had plenty of people bag on me for not owning a Wii and what it comes down to is this: I don't like motion controls, so a console that's very focused on that sort of control is going to hold very little interest to me. After almost 30 hours with Skyward Sword I'm starting, starting to see some of the potential for this kind of setup, but I still would prefer to stick with the gamepad experience. 

    As far as the controls for Skyward Sword not having any analog on a classic controller, I don't agree with the assertion that it could only have been that way. I can see that the game was designed that way from the ground up, but if Nintendo had put their minds to it, I'm sure they could've come up with some sort of Classic Controller alternative that would've worked. 

  • December 12, 2011 at 7:53 AM, Cy Cross said ...

    @Professor Jeff Think of that within the context of Skyward Sword though. How would that work as an opening? Plot wise/tutorial wise, etc. I mean, no offense, but Jeff had trouble performing an auto-jump and you couldent land in the middle of a giant circle. The only game I can think of that had a good opening with 'action' and character development is Portal 2.

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