E3 MVG 2011 Selection: Legend of Zelda: Skyward Sword interview

If you saw Nintendo%26rsquo;s press conference (opens in new tab) back on Tuesday, you no doubt saw its loving tribute to the Legend of Zelda, which is now celebrating its 25th anniversary. Part of that celebration is Skyward Sword, which releases this fall as the Wii enters its last year as Nintendo%26rsquo;s primary console. Unlike Twilight Princess, which crammed motion controls into an existing GameCube game, Skyward Sword has been built from the ground up to take advantage of Wii MotionPlus %26ndash; whichever way you swing the Remote, that%26rsquo;s how Link swings the sword. And to make certain this doesn%26rsquo;t devolve into waggle nonsense, each enemy and boss poses itself in such a way that you have to swing and stab around their defenses. It could become tedious after a while, but for right now, the gameplay and art style have earned Skyward Sword top honors and one of our Most Valuable Game awards.

After playing it a bit, Chris Antista had a chance to interview ME, which is an interview I rarely grant. Feel grateful, you lowly button-pressing cavemen!

Jun 9, 2011

If you saw Nintendo%26rsquo;s press conference (opens in new tab) back on Tuesday, you no doubt saw its loving tribute to the Legend of Zelda, which is now celebrating its 25th anniversary. Part of that celebration is Skyward Sword, which releases this fall as the Wii enters its last year as Nintendo%26rsquo;s primary console. Unlike Twilight Princess, which crammed motion controls into an existing GameCube game, Skyward Sword has been built from the ground up to take advantage of Wii MotionPlus %26ndash; whichever way you swing the Remote, that%26rsquo;s how Link swings the sword. And to make certain this doesn%26rsquo;t devolve into waggle nonsense, each enemy and boss poses itself in such a way that you have to swing and stab around their defenses. It could become tedious after a while, but for right now, the gameplay and art style have earned Skyward Sword top honors and one of our Most Valuable Game awards.

After playing it a bit, Chris Antista had a chance to interview ME, which is an interview I rarely grant. Feel grateful, you lowly button-pressing cavemen!

Jun 9, 2011

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