Subtitles section Play video
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I suppose itís my job to do so, but I canít even tell you how good that felt. Welcome
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to the second half of our look at Nintendoís latest Zelda masterpiece, Skyward Sword.
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Even the most stubborn Nintendo defender would admit the Wiiís grandiose mission statementóthat
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motion-controlled revolutionóended up being more of a rough storm than total sea change,
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so to speak...emphasis on the rough. For every Wii game with fantastic motion controls, there
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are three or four with broken ones.
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But this? This is the revolution weíve been waiting for.
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Itís rare to play a game in which the controls actually immerse you into the gameís world,
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but thatís what MotionPlus does for Zelda. Sword fights are no longer routine exercises
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in obligatory button mashing. Each one is an event that requires attention, even strategy.
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Enemies will protect themselves, and youíll have slash them where theyíre exposed. The
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game never lets combat feel arbitrary. Thereís always an interesting hook that makes Linkís
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battles more rewarding than ever before.
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The motion is also built into your environment. Ropes have to be cut at an angle. Objects
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obscured by stone might have to be stabbed through a thin space. Motion controlóspecifically,
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accurate motion controlóis simply built into Linkís world. The application eventually
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feels as natural as trimming a candle wick or cutting a loose string. It starts to feel
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real, and as a result, so do your objectives.
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Calibration is still annoying, but when itís working, itís fantastic.
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But as well as it plays, I think what makes Skyward Sword so tremendous is the
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way it looks. Itís not often I get to reference centuries-old art movements in a video game
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review, but how beautiful it is when the opportunity arises. And more than its controls, more than
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its structure...what defines Skyward Sword is its spectacular appearance.
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Skyward Sword is based on impressionism, an art style that blossomed in the 19th century.
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The whole idea is youíre not necessarily painting an object as much as youíre capturing
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light. Impressionists focused more on the way light makes the object appear than the
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object itself. Detailís not important. Pure colors, short brush strokes and the reflections
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of light are.
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This is exactly what Nintendo has accomplished with Skyward Sword, and whatís perhaps even
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more spectacular than its sheer beauty is the way the medium of video games brings it
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to life. Objects looming in the distance are beautifully rendered in the impressionist
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style, but as you approach them, they slowly come into focus. Details emerge. The painting
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begins to move.
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Itís just a stunning effect, but itís also admirably bold. Nintendoís decision to forego
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conventional graphics for this impressionist style not only makes Skyward Sword one of
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the most gorgeous games Iíve ever seen, but one of the most artistically significant...a
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game that would certainly earn Monet and Renoirís smudges of approval.
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Now, I donít use the term ìmasterpieceî loosely. Thatís a word I reserve for games
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in only the uppermost echelon of their industry, but itís a perfect fit for what Nintendo
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has accomplished with Skyward Sword. The Zelda games have almost unreasonably high standards,
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but for many reasons, this one sets them even higher.