The Legend of Zelda: Skyward Sword

The Legend of Zelda: Skyward Sword is a game currently in development for the Wii. It is the first Legend of Zelda game created specifically with the Wii in mind, and will require the Wii Motion Plus accessory. Miyamoto revealed that the title will continue development through the end of 2010, in preparation for what Eiji Aonuma said they hope to be an early 2011 release.

Early Development
When Eiji Aonuma was asked in a 2007 interview if Twilight Princess would be the Nintendo Wii's only Zelda title, he replied, "I can't say, but I guess for now, maybe, yeah [laughs]. Not to say that it's going to be the final game. There's still a lot of potential with the Wii so there's still a possibility that there could be another Zelda for it. We do have some ideas in the works, but I can't say for sure because none of them have been approved and we're still very much in the planning process, so I hope you look forward to whatever comes out."

In a private meeting at E3 2007, Eiji Aonuma began to give details about the then-soon-to-be-released Zelda title, Phantom Hourglass. He then began speaking about the upcoming game, Skyward Sword. In his excitement, he began to reveal more details about the game, but was withheld from divulging too much information by Shigeru Miyamoto. He indicated that he would like to have a whole new control system for the game, and that it was possible that one-to-one swordplay could be implemented. He also said that he would like to make the game to appeal both to the casual and the hardcore gamer, a sentiment echoed by Miyamoto in a later interview.

It was stated by Shigeru Miyamoto that Twilight Princess is "without a doubt, the last Zelda game as you know it in its present form." However, the meaning of this quote leaves quite a bit to interpretation. In that same vein, Eiji Aonuma more recently revealed that he is looking to alter the "traditional flow" of Zelda games, which usually consists of exploring a field, entering a dungeon, conquering the dungeon, and then returning to the field.

At E3 2008, Miyamoto confirmed that Skyward Sword was not the only new Zelda game in development at the time. . Spirit Tracks was produced alongside Skyward Sword by a separate team and released before the end of the following year.

At a round-table at the E3 2009 Convention, Shigeru Miyamoto disclosed that Skyward Sword would be announced at E3 in 2010. Artwork shown at the roundtable was leaked shortly after, depicting a swordless, adult, right-handed Link, as well as a mysterious female figure, bearing resemblance to both the Fairy Queen and the Master Sword. Miyamoto admitted that Skyward Sword ' s version of Link is older than those of past titles, and placed an emphasis on Link's lack of a sword in the leaked artwork, particuarly when questioned about the girl.

Plot
Link has lived his entire life on a floating island above the clouds known as Skyloft; however, his everyday life is interrupted by an event involving the Skyward Sword that reveals that there is a land below Skyloft, which is actually Hyrule. It is then discovered that Hyrule is being overrun by evil forces, forcing Link to go there. Throughout the game, Link must spend his journey traveling back and forth between these two regions through the use of the Skyward Sword.

The Skyward Sword, which is the figure shown on the poster on E3 2009, possesses intelligence and will assume the semi-human form in the teaser poster. Eventually, the Skyward Sword will become the Master Sword. The Skyward Sword is also the driving force behind Link's traveling between the two lands and the sword will focus "heavily on the reason why there are two lands divided by a bank of clouds.

Gameplay and Controls
At the E3 2010, The Legend of Zelda: Skyward Sword was revealed during the Nintendo Press Conference, introduced by Reggie Fils-Aime and Shigeru Miyamoto. Miyamoto discussed that the use of the sword and shield will incorporate the motion capabilities of the Wii Motion Plus and use of the Nunchuk accessory. The sword can also be charged up by holding the Wii remote straight up in the air, and, once it's charged up, the remote must be swung downwards to release the beam as a projectile attack.

Since the Wii Remote serves as the sword, the nunchuk becomes the shield: quickly shaking the nunchuk will cause Link to raise his shield. The way to control it is to hold it up in front as if it were a real shield. Miyamoto demonstrated this by blocking attacks from Octoroks and even using the shield to send the projectile back at the enemy. Weapons such as Bombs, Slingshot, and Bow, the return of Sword Beams, and new items such as the Beetle and Whip were all showcased, all using the natural aiming and directional applications of the Wii Motion Plus.

The way to access the inventory is by pressing the B button, which will bring up a "radial menu" on the screen. To choose the item that Link will equip, the Wii remote must simply be used to select said item. The HUD can also be easily turned off if players find that it takes up too much space.

Previous rumors of a flying element were pushed further in an interview with Eiji Aonuma and Shigeru Miyamoto preceding the Nintendo E3 press conference on the Nintendo E3 Network with Aonuma saying that "the sky plays a key element." He also mentioned that the new Zelda isn't as big as Twilight Princess (as far as physical places go), but rather more dense and in-depth.

Aonuma also mentioned that Wii Motion Plus was not originally intended for Skyward Sword, because the controls weren't working well. But when Wii Sports Resort came out, it worked perfectly for that game, so they re-implemented it. Miyamoto has furthermore stated that the Wii Motion Plus will not be used for every item in the game, saying that item and weapon controls "will be carefully weighed to see how Motion Plus/sensor bar [...] can make for the optimal control scheme."

Skyward Sword will feature a new map that is "a lot easier to follow than previous attempts." According to Aonuma and Miyamoto, this should "cut down on the amount of time you spend lost." Moreover, since recent Zelda games have been focusing on things like story and dungeons, this title will focus more on "fun."

Graphics
Graphically, the title incorporates a mixture between The Wind Waker and Twilight Princess: cel-shading and realistic elements, the former in relation to the overworld, and the latter in respect to Link's appearance and weaponry. Cel-shaded versions of enemies such as Octoroks, Deku Babas, and Bokoblins were apparent during the gameplay at the Conference in order to further explain the motion capabilities of the sword with Wii Motion Plus and the weapons during combat. In terms of the overworld, an open forest-like area was shown, that housed a large, central tree and a multitude of colorful attributes such as mushrooms, foliage, and even temple-like entrances along the area's walls.

Skyward Sword's unique visual style was inspired by Miyamoto's love of impressionism, and the skies in the game are a tribute to Cézanne. Plenty of visual cues to identify enemy attacks and weaknesses will be given, and since "full realism" wouldn't work for these kinds of cues, the game developers decided that the best way to do so was to overexaggerate the character designs.

Music
Skyward Sword has been confirmed to be fully orchestrated, with Miyamoto saying that "Nintendo couldn't do what it did with Galaxy 2 and not do the same with the next Zelda." However, an IGN interview with Aonuma states that the question whether to use orchestrated music had still not been answered by the time E3 came up. Moreover, Aonuma said that he was actually surprised at Miyamoto's response during the roundtable, saying that he hasn't had a chance to talk to Miyamoto for his approval and that he might tell Aonuma that "he was just joking around."

Items

 * Bomb
 * Slingshot
 * Bow
 * Whip
 * Beetle
 * Skyward Sword

Enemies

 * Bokoblin
 * Octorok
 * Deku Babas
 * Stalfos
 * Keese
 * Gel
 * Fire Toadpoli
 * Walltula

Bosses

 * Scorpion

Places

 * Hyrule
 * Skyloft

Trivia
Skyward Sword is said to take the longest development period in the history of the franchise.