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  • There are people who wonít get it. Theyíll sit in their chairs, arguing about things

  • like textures and shaders, forgetting the very principles upon which the industry was

  • even built, and theyíll say, ìItís blurry. Itís smeared. It looks like a Dreamcast game

  • ìItís just an uglier, wagglier, less mature Zelda

  • Those poor soulsóbound by resolution and enslaved to shadowing effectsóare missing

  • the point. Beauty isnít measured by pixel density. It has nothing to do with polygon

  • counts or texture mapping. Itís about the art those processes are used to create. Somewhere

  • along the line, people forgot that. They started to focus on processes instead of the product.

  • They forgot what art is.

  • The Legend of Zelda: Skyward Sword reminds us.

  • In many ways, this is the same Zelda weíve known since Ocarina of Time. The gameplay

  • is familiar, the structure is similar...even the daring art direction brings to

  • mind Links in the past, so to speak, specifically those of ocean and mask. This is a game that

  • takes you on a familiar ride...itís just switched the track. As a result, this

  • game has a renewed magic that makes it the most unique Zelda in years.

  • Skyward Sword is the eighth proper Zelda title released for a home console, which makes its

  • freshness all the more impressive. In terms of its place in the timeline, the game takes

  • place prior to Ocarina of Time, making it the oldest legend in the Zelda chronology.

  • This is accentuated by the fact that the Triforceóthe sacred emblem

  • of Linkís homelandóis conspicuously absent early on in Skyward Sword.

  • This gives the game the same kind of fantastic foreshadowing you have in the Star Wars prequels,

  • which is sure to thrill longtime Zelda fans. The symbol is incomplete, and Hyruleóthe

  • setting for so many prior gamesóhasnít even been built yet.

  • Go ahead, geek out. Because thatís awesome.

  • And yet while it takes place prior to Ocarina, itís built from the same basic ideas, building

  • blocks that have served as the foundation for every 3D Zelda game. Youíre locking on

  • to enemies with the Z button, youíre managing an inventory packed with items and weapons,

  • youíre exploring dungeons and conquering bosses. In those aspects, itís business as

  • usual...but Skyward Sword tweaks the process.

  • For starters, there is no Hyrule Field or Great Sea this time. Thereís no massive overworld

  • to traverse between its dungeons. Skyward Sword trades that for a more streamlined approach.

  • One temple leads to the next, though entering them is like a mini-dungeon itself. You could

  • call it linear, but without the negative connotation.

  • It still has Zeldaís spirit of discovery, only without all the connecting flights.

  • Speaking of connecting flights, weíre going to make you take one, Undertoads. For

  • more on Skyward Sword and details on its motion controls and stunning art direction, come

  • back for the second half of our look at the beautiful, the spectacular, the Legend of

  • Zelda: Skyward Sword.

There are people who wonít get it. Theyíll sit in their chairs, arguing about things

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