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The Interrogation Room: The Legend of Zelda: Skyward Sword

Eric Neigher, Contributing Editor: So, The Legend of Zelda: Skyward Sword. Cool, right? What's new about this particular Zelda for Wii? Did you get to kill Ganon?

Ryan Scott, Executive Editor: I didn't get to kill Ganon (although hey, let's be honest, you know he's the bad guy). I did, however, get some hands-on time with Skyward Sword's motion controls, which included things like looking around by waving the Wii-mote, aiming the bow with the Wii-mote, swinging the Wii-mote like a sword, and using the Wii-mote for one of those awkward motion-controlled flying sequences that we all want to see their designers burn in the ninth ring of Hell for.


Eric Neigher: Sounds like the Wii-mote might not be the best fit for this particular game. Does it include an option to just use a GameCube controller? Also, what can you say about the story of Skyward Sword? What the hell is a Skyward Sword?

Ryan Scott: I didn't get to delve too deep (I played a stupid flying race, a bit of a dungeon, and a boss battle), so I don't know what all's available option-wise -- I'm sure Nintendo just has motion controls on the agenda with their demos here, since we're all supposed to think motion controls are awesome, right? In any case, I hear that the titular Skyward Sword is supposed to be one and the same with the series' ubiquitous Master Sword -- and this is supposed to be some kind of Master Sword origin story. The portions I played weren't too heavy on plot, though -- just motion controls of varying annoyance levels.

Eric Neigher: So I take it you weren't too high on the game -- a rarity, given your usual Nintendo enthusiasm. Did anything stand out as enjoyable and/or good? Better, even, than previous Zelda titles?

Ryan Scott: The art style's pretty cool, though I'm sure most interested gamers have seen that by now. It's sort of a cross between The Legend of Zelda: Twilight Princess' realistic-ish character models and The Legend of Zelda: The Wind Waker's cel shaded design. But the motion controls really bugged me, man. It feels so unnecessary and forced in games like this, you know? Anyway, damn, I'm being a Debbie Downer here. Assuming Nintendo includes some alternative control options (and why shouldn't they, since they sure existed in previous Zelda games!), it seems like it'll be... well, another fun Zelda adventure. Again, I don't know much about what's going on story-wise, but Zelda seems to be some sort of lovely island girl this time around (as opposed to royalty), and I can only imagine that she gets kidnapped somehow, because what else is she gonna do?


Eric Neigher: Cool, cool. I like my island girls. Did you get a chance to encounter any new and/or familiar enemies? Any bosses we should look out for? What tricks and items did you get a chance to use? The famous hookshot, perchance?

Ryan Scott: I messed around with the bow which, in terms of mechanics, isn't even as cool as the bow in Wii Sports Resort. So, that sucks. Link also has a flying beetle that you can navigate through alcoves to trigger switches in -- you guessed it -- a motion-controlled aerial minigame. Alas, no hookshot. But I bet I know how I'll aim it when I do get a chance to use it. I wonder if I'll make a wide swinging motion with my arm! Speaking swinging motions, the boss that I fought -- some David Bowie-looking demon with a sword -- was some arrogant I'm-gonna-act-like-the-real-villain-until-Ganon-comes-along kind of guy. He kept deflecting my awkward sword swings and then destroying me with a bunch of newfangled danged magic, so I was probably supposed to employ some mechanic (or fancy Wii-mote-manship) that I just didn't know about.

But alas, my swinging arm is all tired out now. Thanks, Zelda... I hope this turns out to be more enjoyable than the time you tried to "help" me fight Ganon at the end Wind Waker and wound up killing me about six times with your bow instead. Fingers crossed. On an analog stick. Without any mandatory. motion controls.

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