19,764
edits
mNo edit summary |
mNo edit summary |
||
Line 2: | Line 2: | ||
| name = ''Skyward Sword'' | | name = ''Skyward Sword'' | ||
| logo = [[File:SSLogo.png|400px]] | | logo = [[File:SSLogo.png|400px]] | ||
| boxart = [[File:Skyward Sword NA Box Art.jpg]] | | boxart = [[File:Skyward Sword NA Box Art.jpg|400px]] | ||
| release [[Nintendo Wii]] = | | release [[Nintendo Wii]] = | ||
{{Region|eu|y=2011|m=11|d=18}} | {{Region|eu|y=2011|m=11|d=18}} | ||
Line 41: | Line 41: | ||
{{ZD|[https://www.zeldadungeon.net/skyward-sword-walkthrough/ ''Skyward Sword'' Walkthrough]}} | {{ZD|[https://www.zeldadungeon.net/skyward-sword-walkthrough/ ''Skyward Sword'' Walkthrough]}} | ||
'''''The Legend of Zelda: Skyward Sword''''' is the sixteenth installment in [[The Legend of Zelda (Series)|''The Legend of Zelda'' series]]. The game is said to be the earliest in the [[Timeline]] as of now, taking place before ''[[The Legend of Zelda: Ocarina of Time|Ocarina of Time]]''. The game features the use of the Nintendo Wii MotionPlus to provide 1:1 motion controls, allowing players more accurate control to [[Link (Skyward Sword)|Link]]'s Sword, items, and many other aspects of the game. The game was released worldwide throughout November 2011, with a special edition bundle being available in most regions that includes a Gold Wii Remote Plus bearing the Zelda symbol and a soundtrack containing a variety of orchestrated songs from ''The Legend of Zelda'' [[The Legend of Zelda 25th Anniversary|25th Anniversary]] Symphony Concert. ''Skyward Sword'' is said to be the longest Zelda game in development. | '''''The Legend of Zelda: Skyward Sword''''' is the sixteenth installment in [[The Legend of Zelda (Series)|''The Legend of Zelda'' series]]. The game is said to be the earliest in the [[Timeline]] as of now, taking place before ''[[The Legend of Zelda: Ocarina of Time|Ocarina of Time]]''. The game features the use of the Nintendo Wii MotionPlus to provide 1:1 motion controls, allowing players more accurate control to [[Link (Skyward Sword)|Link]]'s Sword, items, and many other aspects of the game. The game was released worldwide throughout November 2011, with a special edition bundle being available in most regions that includes a Gold Wii Remote Plus bearing the ''Zelda'' symbol and a soundtrack containing a variety of orchestrated songs from ''The Legend of Zelda'' [[The Legend of Zelda 25th Anniversary|25th Anniversary]] Symphony Concert. ''Skyward Sword'' is said to be the longest ''Zelda'' game in development. | ||
In the February 17th, 2021 [[Nintendo Direct]], a [[The Legend of Zelda: Skyward Sword HD|HD remake]] was announced for the [[Nintendo Switch]] for release on July 16th, 2021. | In the February 17th, 2021 [[Nintendo Direct]], a [[The Legend of Zelda: Skyward Sword HD|HD remake]] was announced for the [[Nintendo Switch]] for release on July 16th, 2021. | ||
Line 93: | Line 93: | ||
==Development== | ==Development== | ||
[[File:SS_Bomb.png|30px|left]]{{Main|Skyward Sword Staff}} | [[File:SS_Bomb.png|30px|left]]{{Main|Skyward Sword Staff}} | ||
[[File:SkywardSwordBackground.jpg|thumb|250px|right|Skyward Sword | [[File:SkywardSwordBackground.jpg|thumb|250px|right|''Skyward Sword'' official artwork.]] | ||
Development began shortly after the release of ''[[The Legend of Zelda: Phantom Hourglass|Phantom Hourglass]]'' in 2007, though it didn't really take off until the team, including director [[Hidemaro Fujibayashi]], returned from work on ''[[The Legend of Zelda: Spirit Tracks|Spirit Tracks]]''.{{Ref|name=IGN development|[[Interview:IGN June 16th 2010|IGN]], June 16th, 2010}} Early on, the developers wished to improve on Twilight Princess's cursory motion controls by providing a complete 1:1 experience.{{Unsourced}} Encountering much difficulty, this idea was eventually scrapped in favor of focusing on more pressing issues of early development. Wii MotionPlus was picked back up when [[Eiji Aonuma]] saw its success in the newly released game ''Wii Sports Resort'', and was successfully incorporated into the final product.{{Ref|name=IGN development}} | Development began shortly after the release of ''[[The Legend of Zelda: Phantom Hourglass|Phantom Hourglass]]'' in 2007, though it didn't really take off until the team, including director [[Hidemaro Fujibayashi]], returned from work on ''[[The Legend of Zelda: Spirit Tracks|Spirit Tracks]]''.{{Ref|name=IGN development|[[Interview:IGN June 16th 2010|IGN]], June 16th, 2010}} Early on, the developers wished to improve on Twilight Princess's cursory motion controls by providing a complete 1:1 experience.{{Unsourced}} Encountering much difficulty, this idea was eventually scrapped in favor of focusing on more pressing issues of early development. Wii MotionPlus was picked back up when [[Eiji Aonuma]] saw its success in the newly released game ''Wii Sports Resort'', and was successfully incorporated into the final product.{{Ref|name=IGN development}} | ||