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What It's Like To Play The Legend of Zelda: Skyward Sword

Or, How to train your sword and shield.

The Legend of Zelda: Skyward Sword is not the radical reinvention of the Zelda franchise Nintendo has implied it might be. But it is everything you wanted out of Twilight Princess when it came out alongside the Wii four years ago. Remember how you thought the Wii's motion controls would enhance Zelda's combat when you first looked at them? Precise one-to-one sword movement, smooth and accurate aiming, the visceral impact of moving the remote and nunchuk as if you were fighting with a sword and shield... all that stuff is in here, and I thought it felt great to play.
 

 The sword and shield movement feel really natural.
 The sword and shield movement feel really natural.
== TEASER ==
Make no mistake, this is still a traditional 3D Zelda in the vein of Ocarina of Time. Lock-on Z-targeting, bombs and boomerangs, a floppy green hat. It's all in there. I fought moblins and deku plants and a giant scorpion boss. I slashed grass to pick up rupees and hearts. I threw bombs at cracked walls (and rolled them too). If you were expecting a sci-fi future Zelda starring Spaceman Link or something, this ain't it!

But now that I've tried out the new Motion Plus-assisted combat, I don't think it needs to be. If you're going to make a traditional fantasy Zelda game where you waggle the remote to swing the sword and thrust the nunchuk out to raise your shield, this is the way to do it. The sword control feels really accurate, allowing you to slice down trees and attack enemies from whatever angle you want. No more waving the remote wildly back and forth to activate a generic slash animation; the sword attacks now follow the way you swing the remote precisely enough that you feel like you've pretty much got total control over the way you attack. You can even jab the remote straight out to thrust your sword directly into enemies. It's a neat effect.

The demo at E3 is rife with opportunities to aim your sword. Moblins attack you by constantly guarding high or to the side, forcing you to slash where their blade isn't. Deku plants open their mouths vertically or horizontally. Even that giant scorpion boss, its weak points inside the hinges of its claws, forces you to watch the orientation of its attacks so you can swing the right direction to make contact and damage it.
 

 Giant enemy scorpion!
 Giant enemy scorpion!

There's also a quick timing element to thrusting your shield out to block enemy attacks with the nunchuk. There aren't any flash visual or auditory cues to let you know when, say, a stalfos is about to swing its sword at you; instead you can only observe enemy behaviors and learn to anticipate when they're about to attack. If you manage to time your shield bash with an incoming attack, you'll stun the enemy in some way and get to go off on them unimpeded for a few seconds. (In the stalfos' case, you knock its arms off, leaving it defenseless.)

The sword-aiming and shield-timing combined in my 20-minute demo to give the impression that Skyward Sword's combat is going to be deeper and more demanding than past Zeldas, where you mostly just hacked away at whatever enemy you currently had Z-targeted. Sure, you can still take a bunch of hits and collect hearts to stay alive if you don't want to explore the finer points of the combat model here, but if you do get a mastery of the more direct way you handle your sword and shield in this game, and combine that with Link's traditional set of flips and dodges, you'll be able to pull off some snazzy moves mid-fight and escape from a lot of battles unscathed.

After playing the game for myself, I felt bad for the technical difficulties Shigeru Miyamoto experienced at Nintendo's conference. I can confirm that was just some good old-fashioned radio interference, since I had absolutely no problems aiming the bow and arrow, the new beetle (which lets you fly around to get an aerial view of the area, and pick up items), or any of the other typical Zelda items in the demo. Like they said in the presentation, you don't have to point the remote at the screen now; you just pivot it in your hand and the onscreen cursor moves accordingly. Like the other controls, the Motion Plus aiming felt easy and natural.

Here's that demo, where you can see a lot of the concepts I'm talking about in action. 
  
  
I'm personally thrilled that Nintendo hasn't completely abandoned the cartoony art of The Wind Waker; this game looks about two-thirds the realistic style of Twilight Princess with the painterly whimsy of the recent handheld Zeldas making up the remaining third. Some people around the show floor have been accusing Nintendo of making Zelda too casual with Skyward Sword, but I'm not seeing it. If "casual" is a pejorative term for "lighthearted and more accessible" or something, then fine, it's casual. I just know I had a great time with it and am really looking forward to playing more when the game hits the Wii next year.     
 
EDIT: For those asking (a lot of you!), Nintendo has said that giant Wii remote overlay on the screen is an instructional aid for the E3 demo and that the final game's UI is still in development. I'd expect it to be gone in the final version.
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Brad

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Edited By Brad
The Legend of Zelda: Skyward Sword is not the radical reinvention of the Zelda franchise Nintendo has implied it might be. But it is everything you wanted out of Twilight Princess when it came out alongside the Wii four years ago. Remember how you thought the Wii's motion controls would enhance Zelda's combat when you first looked at them? Precise one-to-one sword movement, smooth and accurate aiming, the visceral impact of moving the remote and nunchuk as if you were fighting with a sword and shield... all that stuff is in here, and I thought it felt great to play.
 

 The sword and shield movement feel really natural.
 The sword and shield movement feel really natural.
== TEASER ==
Make no mistake, this is still a traditional 3D Zelda in the vein of Ocarina of Time. Lock-on Z-targeting, bombs and boomerangs, a floppy green hat. It's all in there. I fought moblins and deku plants and a giant scorpion boss. I slashed grass to pick up rupees and hearts. I threw bombs at cracked walls (and rolled them too). If you were expecting a sci-fi future Zelda starring Spaceman Link or something, this ain't it!

But now that I've tried out the new Motion Plus-assisted combat, I don't think it needs to be. If you're going to make a traditional fantasy Zelda game where you waggle the remote to swing the sword and thrust the nunchuk out to raise your shield, this is the way to do it. The sword control feels really accurate, allowing you to slice down trees and attack enemies from whatever angle you want. No more waving the remote wildly back and forth to activate a generic slash animation; the sword attacks now follow the way you swing the remote precisely enough that you feel like you've pretty much got total control over the way you attack. You can even jab the remote straight out to thrust your sword directly into enemies. It's a neat effect.

The demo at E3 is rife with opportunities to aim your sword. Moblins attack you by constantly guarding high or to the side, forcing you to slash where their blade isn't. Deku plants open their mouths vertically or horizontally. Even that giant scorpion boss, its weak points inside the hinges of its claws, forces you to watch the orientation of its attacks so you can swing the right direction to make contact and damage it.
 

 Giant enemy scorpion!
 Giant enemy scorpion!

There's also a quick timing element to thrusting your shield out to block enemy attacks with the nunchuk. There aren't any flash visual or auditory cues to let you know when, say, a stalfos is about to swing its sword at you; instead you can only observe enemy behaviors and learn to anticipate when they're about to attack. If you manage to time your shield bash with an incoming attack, you'll stun the enemy in some way and get to go off on them unimpeded for a few seconds. (In the stalfos' case, you knock its arms off, leaving it defenseless.)

The sword-aiming and shield-timing combined in my 20-minute demo to give the impression that Skyward Sword's combat is going to be deeper and more demanding than past Zeldas, where you mostly just hacked away at whatever enemy you currently had Z-targeted. Sure, you can still take a bunch of hits and collect hearts to stay alive if you don't want to explore the finer points of the combat model here, but if you do get a mastery of the more direct way you handle your sword and shield in this game, and combine that with Link's traditional set of flips and dodges, you'll be able to pull off some snazzy moves mid-fight and escape from a lot of battles unscathed.

After playing the game for myself, I felt bad for the technical difficulties Shigeru Miyamoto experienced at Nintendo's conference. I can confirm that was just some good old-fashioned radio interference, since I had absolutely no problems aiming the bow and arrow, the new beetle (which lets you fly around to get an aerial view of the area, and pick up items), or any of the other typical Zelda items in the demo. Like they said in the presentation, you don't have to point the remote at the screen now; you just pivot it in your hand and the onscreen cursor moves accordingly. Like the other controls, the Motion Plus aiming felt easy and natural.

Here's that demo, where you can see a lot of the concepts I'm talking about in action. 
  
  
I'm personally thrilled that Nintendo hasn't completely abandoned the cartoony art of The Wind Waker; this game looks about two-thirds the realistic style of Twilight Princess with the painterly whimsy of the recent handheld Zeldas making up the remaining third. Some people around the show floor have been accusing Nintendo of making Zelda too casual with Skyward Sword, but I'm not seeing it. If "casual" is a pejorative term for "lighthearted and more accessible" or something, then fine, it's casual. I just know I had a great time with it and am really looking forward to playing more when the game hits the Wii next year.     
 
EDIT: For those asking (a lot of you!), Nintendo has said that giant Wii remote overlay on the screen is an instructional aid for the E3 demo and that the final game's UI is still in development. I'd expect it to be gone in the final version.
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moelarrycurly

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Edited By moelarrycurly

The new hotness!

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ThePencil

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Edited By ThePencil

Beaten again...and yet I still hate Zelda games.

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Catolf

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Edited By Catolf

Excited for this ^^

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Edited By The_Laughing_Man

Can you turn off that overlay of the controls on the screen? 

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Edited By MeatSim

But I wanted the radical reinvention of Zelda.

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b33

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Edited By b33

im not digging the giant wiiremote on-screen 

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Edited By galiant

It doesn't look all that great, and the controls don't seem accurate at all =(

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Edited By SirPlatypus

Hoping to see a bit more of this soon.

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The_Laughing_Man

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Edited By The_Laughing_Man
@Galiant said:
" It doesn't look all that great, and the controls don't seem accurate at all =( "
If you are talking about the live demo. The sensor bar was on the floor and to his left. A horrible place to put it. 
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Edited By HavokCXVII

Yep, looks like Zelda.

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Edited By Olivaw
@The_Laughing_Man said:
" Can you turn off that overlay of the controls on the screen?  "
Confirmed that yes, you can.
 
I imagine that's only for the demo, anyway, since I don't think people who buy a Zelda game need to be told that "shield is nunchuck" and "wiimote is sword."
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Edited By The_Laughing_Man
@Olivaw said:
" @The_Laughing_Man said:
" Can you turn off that overlay of the controls on the screen?  "
Confirmed that yes, you can.  I imagine that's only for the demo, anyway, since I don't think people who buy a Zelda game need to be told that "shield is nunchuck" and "wiimote is sword." "
Thank god. Now to add this to my buy list. 
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Edited By AdVanced

This is the Wii game I wanted when it first launched. Almost disappointing that it took this long for someone to really make a deep game that capitalised on the potential.
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Edited By galiant
@The_Laughing_Man:  Good to know, I hope this turns out well!
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Edited By MiamiRedHawks
@Galiant said:
" It doesn't look all that great, and the controls don't seem accurate at all =( "
The man just explained that the controls were great. Read the article.
 
I think it would have been great if Nintendo tried something different, but oh well...
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Edited By unchained

I'm not a fan of the series by a long shot. I find this game strangely compelling though. I'll pick it up. 

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Edited By galiant
@MiamiRedHawks:  Yeah, I was looking at the demo which looked horribly unresponsive. Apparently the sensor bar was poorly placed though.
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Edited By MiamiRedHawks

I don't think any Zelda games will ever be as good as A Link to The Past.

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Nice preview ^_^

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Edited By chainsofatlas

I am so glad that the technical difficulties were just a small hitch. 
 
Although I hope that this Zelda will pose more of a challenge than the more recently 3D Zelda's that have been a little too much on the easy side for my liking. A move more towards the DS Zelda's difficulty would be good.

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Edited By blair

Scorpion Boss!  Well, I don't know, the art style is kinda strange and I wish it had gone in a different crazy direction, but oh well, it's Zelda.  I'll play it and probably like it but part of me yearns for something new.

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Edited By Meltac

Looks interesting.

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@The_Laughing_Man said:
" @Olivaw said:
" @The_Laughing_Man said:
" Can you turn off that overlay of the controls on the screen?  "
Confirmed that yes, you can.  I imagine that's only for the demo, anyway, since I don't think people who buy a Zelda game need to be told that "shield is nunchuck" and "wiimote is sword." "
Thank god. Now to add this to my buy list.  "
oh ok, cool!
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Edited By Kifftopher

good to hear miyamoto just sucks at games and zelda doesn't just suck


 

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Edited By bigchief

Nice to hear confirmation that the poor control performance in the press conference was a fluke, rather than the norm. That takes away a lot of my doubts, and I'm now excited to hear more.

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I hope they do more to the "water color" artstyle.
I love the idea of mixing Twilight and Waker's styles, but they need to push it farther than they have.

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Edited By Yelix

I think the "radical reinvention" will be more in the story and game design and less in the actual gameplay. The Zelda gameplay isn't the part that needs changing, it's the structure of the game.

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Edited By Tetraphagia

I can't decide how I feel about this.  The motion control is kind of cool, definitely an improvement from Twilight Princess.  But I'm pretty sure I'll get tired of these controls before the game is over... I can't see that staying fresh and engaging for 20+ hours.

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Edited By Ravenlock

I love the look of it, and am very happy to hear that it plays well, too. Will be a day one purchase for me, for sure.

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Edited By Digi7alS3lf

I love the artstyle, and love the tech. 1:1 sword is awesome. 
But it's Zelda AGAIN. And it's getting old for me.

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@Galiant said:
" @MiamiRedHawks:  Yeah, I was looking at the demo which looked horribly unresponsive. Apparently the sensor bar was poorly placed though. "
it doesn't uses the sensor bar...
 
But as it has been said it was more probably radio interference.
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Edited By Suikoden

Can't wait.
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@onarum said:
" @Galiant said:
" @MiamiRedHawks:  Yeah, I was looking at the demo which looked horribly unresponsive. Apparently the sensor bar was poorly placed though. "
it doesn't uses the sensor bar...  But as it has been said it was more probably radio interference. "
What do you mean? The aiming and motion controls use the sensor bar. 
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Edited By alexmork

Looks good, overall.

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Edited By Protonguy

If nintendo can just make a console that can output HD instead of the pixelated crap i see on my 50 inch lcd i'd be really happy. That and maybe make a zelda game that isn't just ocarina of time again... oh well i'll still play it through and enjoy it i'm sure. Personally i'd love to see a DARK atmospheric zelda game for once.

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deactivated-6610658acf7f5

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I like the look. I like the controls. But I'm tired. 
 
Tired of getting the boomerang then the bombs then the bow. Forest level, fire level, water level. Basic sword then master sword. Et cetera. 

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Edited By Twilit_Igniter42

My fears about the game mechanics have been eased a bit.  I'm still bummed about the graphic style, as I have never been a big fan of "Celda."  I just hope the game has a deep and compelling story.

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Edited By onarum
@The_Laughing_Man said:
" @onarum said:
" @Galiant said:
" @MiamiRedHawks:  Yeah, I was looking at the demo which looked horribly unresponsive. Apparently the sensor bar was poorly placed though. "
it doesn't uses the sensor bar...  But as it has been said it was more probably radio interference. "
What do you mean? The aiming and motion controls use the sensor bar.  "
Only the Infra Red pointer stuff uses the sensor bar, but miyamoto was very explicit about you don't having to point at the screen anymore, hence no infra Red so no sensor bar.
 
The bar has nothing to do with motion sensing at all, that's all on the gyroscopes/motion+.
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Edited By Jertje

I wonder who Shigsy karate-chopped right after walking off stage for failing to set up this demo properly... Although I gotta say I liked it anyway!

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Edited By The_Laughing_Man
@onarum said:
" @The_Laughing_Man said:
" @onarum said:
" @Galiant said:
" @MiamiRedHawks:  Yeah, I was looking at the demo which looked horribly unresponsive. Apparently the sensor bar was poorly placed though. "
it doesn't uses the sensor bar...  But as it has been said it was more probably radio interference. "
What do you mean? The aiming and motion controls use the sensor bar.  "
Only the Infra Red pointer stuff uses the sensor bar, but miyamoto was very explicit about you don't having to point at the screen anymore, hence no infra Red so no sensor bar.  The bar has nothing to do with motion sensing at all, that's all on the gyroscopes/motion+. "
I do not remember him saying that....
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onarum

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Edited By onarum
@The_Laughing_Man said:

" @onarum said:

" @The_Laughing_Man said:

" @onarum said:
" @Galiant said:
" @MiamiRedHawks:  Yeah, I was looking at the demo which looked horribly unresponsive. Apparently the sensor bar was poorly placed though. "
it doesn't uses the sensor bar...  But as it has been said it was more probably radio interference. "
What do you mean? The aiming and motion controls use the sensor bar.  "
Only the Infra Red pointer stuff uses the sensor bar, but miyamoto was very explicit about you don't having to point at the screen anymore, hence no infra Red so no sensor bar.  The bar has nothing to do with motion sensing at all, that's all on the gyroscopes/motion+. "
I do not remember him saying that.... " 
 

He did, when he was using the sling shot. also 

" you don't have to point the remote at the screen now; you just pivot it in your hand and the onscreen cursor moves accordingly. Like the other controls, the Motion Plus aiming felt easy and natural."
 
from Brad's article.
 
but as I said, it was probably some other interference he suffered during the presentation, I totally believe the controls work, I have wiisports resort and the motion+ really works great, especially on that sword, stuff cutting game.
 
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Edited By crushed
@onarum said:

" @The_Laughing_Man said:

" @onarum said:

" @Galiant said:
" @MiamiRedHawks:  Yeah, I was looking at the demo which looked horribly unresponsive. Apparently the sensor bar was poorly placed though. "
it doesn't uses the sensor bar...  But as it has been said it was more probably radio interference. "
What do you mean? The aiming and motion controls use the sensor bar.  "
Only the Infra Red pointer stuff uses the sensor bar, but miyamoto was very explicit about you don't having to point at the screen anymore, hence no infra Red so no sensor bar.  The bar has nothing to do with motion sensing at all, that's all on the gyroscopes/motion+. "
Wii Sports Resort and other motion plus games use a "sensor bar assist" option that assists in the accuracy and calibration. If you have halogen lighting or a lot of sunlight though, then it can mess up instead of helping, I remember people having to turn it off for WSR.
 
 Someone from 1UP said that that option was turned off in the E3 showfloor demo to make sure no interference messes up.
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Edited By The_Laughing_Man
@onarum said:
" @The_Laughing_Man said:

" @onarum said:

" @The_Laughing_Man said:
" @onarum said:
" @Galiant said:
" @MiamiRedHawks:  Yeah, I was looking at the demo which looked horribly unresponsive. Apparently the sensor bar was poorly placed though. "
it doesn't uses the sensor bar...  But as it has been said it was more probably radio interference. "
What do you mean? The aiming and motion controls use the sensor bar.  "
Only the Infra Red pointer stuff uses the sensor bar, but miyamoto was very explicit about you don't having to point at the screen anymore, hence no infra Red so no sensor bar.  The bar has nothing to do with motion sensing at all, that's all on the gyroscopes/motion+. "
I do not remember him saying that.... " 
 

He did, when he was using the sling shot. also  " you don't have to point the remote at the screen now; you just pivot it in your hand and the onscreen cursor moves accordingly. Like the other controls, the Motion Plus aiming felt easy and natural."  from Brad's article.  "
So then that explains the mess up. The wireless signals. Ok. 
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Edited By readymix

looks great. 
hope they tweak the art style though.

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Edited By onarum
@Crushed said:
" Wii Sports Resort and other motion plus games use a "sensor bar assist" option that assists in the accuracy and calibration. If you have halogen lighting or a lot of sunlight though, then it can mess up instead of helping, I remember people having to turn it off for WSR.  Someone from 1UP said that that option was turned off in the E3 showfloor demo to make sure no interference messes up. "
That I didn't know.
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KidStardust

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Edited By KidStardust

I want to see Link rock a sweet hand glider in this game.  Droppin' bombs and shit.

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hanktree

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Edited By hanktree

I'm pretty excited for this game. Even though I didn't really like Twilight Princess.

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CharlesAlanRatliff

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Glad you had a good time with the controls! Looking forward to this.

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geirr

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Edited By geirr

The more I see this, the more I wish they had done Spaceman Link.
This looks like Windwaker of Time and a little too familiar, 
with the addition of awkward controls that won't let you chill while figuring out what to do next.