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Tons of new Zelda: Skyward Sword details

Posted on September 13, 2011 by (@NE_Brian) in News, Wii

I’m not going to risk spoiling Skyward Sword for anyone one bit. So, if you’d like to read the massive amount of details compiled from the latest issue of Game Informer, head past the break! Just be aware that there are some sizable spoilers…

About Overworld/underworld traversal
– statues are scattered about dungeons and the overworld
– statues are save points and portals to the world above the clouds
– you’re only required to return to Skyloft between dungeons and at certain plot points
– Skyloft’s map resembles that of Wind Waker
– bird flight is much faster than boat speed in Wind Waker
– you’ll come across enemies and tornados while flying
– dungeon maps automatically fill in treasure and boss locations
– developers are treating the overworld as a big dungeon itself
– between dungeon segments now feature combat and puzzle solving that would normally be in dungeons
– no worries about controlling wind patterns while flying
– beams of light shoot up from the clouds to indicate locations
– green beam above the forest, red beam above the volcano
– set your own blue beacon to guide yourself during flight
– treasure hunting system
– while on ground, find hidden rune-encrusted boxes
– raise your sword to build up power and slash the boxes to teleport them to the clouds
– this unlocks treasure chests above the clouds
– chests are glowing points on your map
– Link can jump off his bird above any island or beacon
– between dungeon segments now feature combat and puzzle solving that would normally be in dungeons
– it took the Game Informer staffer 3 hours of overworld action before he could enter the dungeon
-Other modes of transportation that have been shown include boat riding and minecart riding
– A sky whale has been shown as a type of enemy you will encounter while traversing the Sky
-minigame also shown that require you to hit targets while flying on the bird

About the new Stamina meter
– grab a refreshing fruit to refill your stamina meter, or let it slowly refill on its own
– if it empties all the way you’ll be immobilized for a few seconds
– dash up steep hills
– dash into a wall to climb up a short distance
– climbing puzzles have you figuring out where to go so you can rest and climb more, or find a spot to eat a fruit and continue on
-Can be used to climb over large enemies

About the 2nd dungeon and it’s enemies and surrounding locales.
– Eldin Volcano is where the a race of Mogma live
– Mogma are muscular creatures that have unique hair styles, and only pop their upper body above the ground to talk
– Mogma are accompanied by upbeat, jazzy music that features snapping fingers
– The Mogma warn link about a group of shady ‘guys in red’ as he heads deeper into the volcano
– orange slime monsters split into smaller enemies when you hit them
– these smaller bits grow in size if you don’t destroy them quickly enough
– some Pyrups drop Eldin Ore
– slimes may drop collectible goo
– seal-like enemy called a ‘Pyrup’ hides beneaths rocks and inside walls
– the Pyrup will climb into walls and spout fire that blocks you
– run up a hill while bokoblins throw bounders from above
– you have to use certain types of swings to take out this enemy, and when you do they’ll hit the hill below and roll down to the bottom before they disappear
– Bokoblins will also stomp on your hands when you’re climbing up ledges and swing at you with their maces
– some Bokoblins have horns that allow them to call in reinforcements
– some Bokoblins hide in wooden towers that you have to blow up with bombs
– Fire Temple is the second dungeon
– Lizalfos can block all sword attacks at first
– dodge his move to make him taunt and then you can attack
– the volcano has a fish enemy that pops out of the lava and shoots fireballs at you
– defeat the enemy by tossing a bomb in its mouth
– Fire Temple boss battle takes place on a narrow ramp with a pit of lava at the bottom and bombs/hearts at the top
– the boss’ name is Scaldera, which looks like a giant bolder with legs

About items
– Bomb Bag returns, which allows you to store bomb flowers
– depending on how you hold the Wiimote, you can perform an overhead bomb, or roll one
– you can put spin on bombs as well by twisting your wrist
– if you get set on fire and pull out a bomb, it will explode
– use the Digging Mitts to find rupees, hearts and other secrets
– Whip can grab onto certain elements of the environment, and also stun enemies
– gain a new musical item that uses the MotionPlus to play
-collect materials and rupees to upgrade a slingshot to utilize a spread shot
-Fludd like device shown that shoots water
-Dual clawshot confirmed
– Parachute item that appears to function like the Deku Leaf
– Bug Net also shown
-bugs can be used to create/alter potions
-Amber Relic, Monster Claw, and Jelly Blob are some examples of collectables you can acquire to upgrade your items.
– You can upgrade your Wooden Shield to a Banded Shield

About Dowsing ability
– this Skyward Sword has the power of dowsing
– to use the dowsing ability, you hold the sword out in front of you and the game goes into first person
– the sword makes a noise when pointed in the direction you need to go
– use this ability to find keys, hearts and even Zelda herself
– no compass in this version of the game, as it’s replaced by the dowsing ability
The Skyward Sword can also be used to draw hearts on special tablets to get extra health

More info on Ghirahim
– Ghirahim shows up in the Forest and Fire temples
– Ghirahim calls Zelda a ‘precious oracle’ and a ‘female servant of the Goddess’
– Ghirahim summons the Fire Temple boss, tells you you’ll never find Zelda and then flees

About the Silent Realm
– The Silent Realm lets you take on ‘spiritual tests that Link must go through in an alternate world’
– return to twisted versions of previous areas
– this Silent Realm location involves the overworld area that surrounded the Forest Temple
– mixes tear collecting of Twilight Princess and stealth of Phantom Hourglass
– shove the Skyward Sword into the ground to access these areas, and enter with no weapons
– fill a spiritual vessel with tears, all while Guardians try to block you
– these Guardians can knock you out with one hit
– you enter the Silent Realm in a circle of safety, but the Guardians activate as soon as you leave that circle
– this is when the Guardians raise their arms/swords and the industrial music begins
– Guardians deactivate as you pick up tears
– you get 90 seconds after grabbing a tear to get the next, or the Guardians wake up
– lantern-wielding ghosts float by, and if you are hit with their light the Guardians activate no matter how much time has passed
– collect light seeds to make the remaining tears shoot a beam of light into the sky for 30 seconds

About music
– Guardians of the Silent Realm are accompanied by industrial music akin to something in Silent Hill
– this new approach to music comes as Aonuma’s goal to ‘break down some of the typical patterns you see in Zelda games’
– other musical cues in the game that long-time fans will appreciate
– includes a surprising use of the overworld theme from the original Legend of Zelda
– Aonuma reveals details behind the main theme for Skyward Sword, which is Zelda’s Lullaby reversed

“Sound director Hajime Wakai actually created that. He did it secretly and didn’t let me know. It wasn’t just a matter of them being silly or playing around but really looking at what they can do with the music that would draw on the rich musical history of the series but still offer something new.

The main theme is called ‘The Goddess’ Song.’ There is an intentional connection between the Goddess and Zelda, so we wanted those two songs to relate to one another.”

“Mr. Kondo did something interesting with the arrangement. He requested that when we record it with the orchestra, there must be a bugle that sounds as if it’s coming from off in the distance. When you hear that sound in the prologue, what sounds almost like a military bugle, it adds this great feeling to it.” – Wakai

“We’ve been talking a lot about how we’re trying to make this Zelda game feel new and different, but there will come a point in the game where you’ll still get that final feeling that this is still a Zelda game.”

“A number of people working on Zelda now are people that grew up playing Zelda. From their perspective, they’re looking at it as, ‘What are some of the things that failed to be helpful in getting through the game?’ They’re stripping that out and streamlining.”

“Some of the fun we had back then was lost in the creation of later games. The problem is that when you do something once in a game like Ocarina of Time, when you make the next game it becomes expected that all of that is there. You end up spending a lot of time creating all these elements of the game just to meet expectations. (My goal with Skyward Sword is to) take the franchise into new places.” – Eiji Aonuma

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