The Legend of Zelda: towards the Sky Sword introduces the
complete motion control to synchronize the movements of the player with
the actions of Link at the time that offers control of more intuitive
play of any game in The Legend of Zelda franchise to date.
It
may seem hard to believe, but The Legend of Zelda: towards the Sky
Sword is the first Zelda game to be developed exclusively for Wii. Twilight
Princess was a port of a GameCube title, and the formation of Link
Crossbow was a package of simple for an accessory of control. If there is a game that was built from scratch for the Wii, that's all.
Located at the beginning of the chronology of Zelda, path to heaven Sword is the story of the origin of the entire series. Forget multiple time lines and the different versions of the classic of adventure. Here is where it all began.
According to the story, the land of Hyrule was ravaged by a great evil. The goddess lifted his people in the clouds, the floating land of Skyloft, in order to keep them safe. Then banished the great devil of Hyrule, although minor monsters were left to their fate. Now, many years later, the demon is waking up and Link suffers from sinister visions. I'm
not sure what to do with them first, realizes its true meaning after
Zelda is sucked towards the surface below the clouds and the sword of
the goddess manifests itself - and the great prophecy - to him.
Spread over a good hour 30-40 game, driving celestial sword is the typical hero quite standard. Elements
of the tradition of the series are intertwined with the more
traditional to seek adventures, which are designed to expand the game,
and we encourage you to explore the world. For the most part, these secondary missions do their job well and appear in the history of organic form. Some of them the border on the boring side, however, is the exception and not the rule. Oddly enough, the most boring part of the game is actually the beginning.
Tutorial
sections are common within the games, especially in the current days of
limited manuals, but Heavenly Sword is almost trivial enough to make
players want to leave the game. Zelda games has
always been about the adventure, with the story of falling in a
supporting role, so when you jump in a new game and confronted with the
text screen after screen of history, which is a little unpleasant. This is compounded by the fact that the text of history can not be fast, jump. Involving a person in the conversation (even accidentally), and stick until the end of talk.
Wise
character, representation initial of Zelda is puzzling because it is
nothing more than a friend Link, or even a traditional romantic
interest. She is a teenager who behaves as she
cannot wait to the corner of our old hero in a dark room and jump his
bones as soon as possible. It is as if someone at
Nintendo decided that Zelda needed to determine the sex with teenage
drama, and it seems totally out of place. Fortunately, once you spend the first hour of play, things start to improve.
Explore the world of Hyrule is very simple, thanks to a system of linear progression and a detailed map of automobiles. Unlike
previous Zelda games, that often encourages the players explore freely,
way to heaven sword is a pretty direct about maintaining that on their
way. The way forward is not in doubt, with
teammate magical Fi (she lives in the sword) sometimes prevents him from
going in a certain way, if the time is not right.
Instead of a traditional design supramundo road to the Sky Sword is based on a configuration of the world of the cube. Skyloft acts as the center of the world, with sections of Hyrule unlock as it progresses in the game. Land of Hyrule sections are different. To move among them, Link has to Skyloft, where Link can also replace the equipment. Several
points of connection between Hyrule and Skyloft make the easy trip,
which ensures that you don't have to waste time going and coming across
the same terrain.
An error of the game seems to be on a basis constantly remember is when I've seen something like this. It is not unusual to have a "first time" the game's animation several times to return to visit the area. For example, in the area of the Earth, there is a fire lizard through the mouth that appears as a normal enemy. The first is the lizard, the reproduction of a short-film, with the lizard running to hide. After leaving and returning to the area, the same scene played in the same place. Another "first" that repeats the animation had to do with consumer goods. If we used the consumables necessary to update a theme, the next time that we find one of them, the "first time" animation was going to play. It is not a problem of last-minute game, but it is rare to see in an AAA title.
With all this said, is the control of movement that define celestial sword as a game, and is the control of movement that are your greatest blessing, as well as their biggest problem.
When the controls of movement of labour, working brilliantly. 01: 02 With the sword of Link mapping, combat melee is perhaps something more visceral and refreshing action ever seen in a game of Wii. They do not only blows at random with your sword; Bond replicate their actions in the game.
Do we want to cut something by the right foot of Link? Make a cut-down on the right. Need to have an enemy above? A swing upwards is the way to do it. Need to get something in front of you? A boost forward does the job. You can even channeling a little "He-Man and the Masters of the universe", by holding the sword in an upright position and then attack with a loaded blast.
The combination of the sword with a shield (assigned to the Nunchuk) further enhances the feeling of being at the center of the action. Once equipped, the shield can be lifted with only catch the Nunchuk in the front of the player. Push the Nunchuk forward performs a maneuver scourge of shield, which can stun an opponent.
Beyond direct combat, movement controls are less than ideal, partly because the Wiimote seems to leave the Centre fairly easily. This is more noticeable when using weapons or requiring guidance or flight, such as the beetle. You can start a flying beetle, and the expected efficiency will be the first one out, but after a second inexplicably outside of the Centre. Similar errors seem to arise when flying Skyloft, as his editing sometimes randomly turn to one side when you are trying to upload. Re-centrar the Wii Remote is a simple process, but it is a repeated nuisance.
When players are on the floor and the adventure, the biggest problem likely to be the camera. No hangs directly behind Link, so it is not always obvious when he is not looking forward. This is not a problem most of the time, but is a problem when Link is jumping. On more than one occasion, Link missed what should have been simple through little jumps wells or vineyards more simply because not focused before takeoff. Unfortunately, it is almost impossible to know whether you are centered or not least that tap Z-lock and the Centre of the camera behind Link.
Despite the problems of control and the slow start, there is something magical in the pace of Heavenly Sword. The game always gives you eat a new target at the right time, but you are never overloaded with options. There is never a point where sits hurry, and there is nothing to prevent back and explore an area previously completed.
Dungeon design is also a high point of the Celeste sword, with the dungeons elaborated by experts easily qualifying as some of the best in the series. If some element of the Celeste sword reverberates with the essence of the original game, that's all. Each Dungeon is an enigma in itself, and the progression can be devilishly frustrating, while the solution is usually found in market conditions. Taking a break and come back with new eyes is enough to overcome any obstacle, although players today is likely that they are deceptive and just find the answer online.
In short, The Legend of Zelda: towards the Sky Sword is an excellent entry in the series, but its difficult moments that impede the achievement of true splendour. It is still a fantastic option for any Wii player, and it deserves to be in the library.

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