Nintendo keeps adding fuel to the fire with these three trailers. The first trailer shows Link going through the Earth Temple, rolling across a lava pool, fighting lizard guards and dodging fireballs. The next shows Link literally dropping into Elden Volcano, rolling bombs and dowsing. The last trailer shows off the Goddess Cubes. Check them out below and get ready for Link's latest adventure in The Legend of Zelda: Skyward Sword for the Nintendo Wii on November 20, 2011.
Press Release
Nintendo News
Link’s Adventure Heats Up in the Eldin Volcano, and Music and Game Play Converge in The Legend of Zelda: Skyward Sword for Wii
Nintendo has revealed more details about the captivating areas, items and game play in the massive The Legend of Zelda™: Skyward Sword game, launching exclusively for the Wii™ system on Nov. 20. This week, the Eldin Volcano area comes into focus, as well as the connection between music and game play through the new Harp item. Newly revealed game elements include the following:
• Eldin Volcano and the Mogma: After battling Demon Lord Ghirahim in Skyview Temple, Link™ travels to Eldin Volcano where he meets the Mogma, a new race of subterranean creatures. The Mogma help Link traverse this fiery environment, giving him a multitude of tips along the way.
• New Items: In the Eldin Volcano area, Link receives additional items, including Digging Mitts and his first Bomb Bag. With the addition of the Bomb Bag, players can collect bomb flowers, which are essential to puzzle solving. The Wii Remote™ Plus controller offers players a variety of ways to use bombs. Players can throw bombs using an overhead motion or roll them like bowling balls, even putting spin on their trajectory. The Digging Mitts allow players to dig for secret items in marked areas on the ground. In the Earth Temple area, this ability helps Link locate the pieces he needs to open the door to the temple itself.
• Earth Temple: In the Earth Temple, players balance Link on a giant ball as he rolls across pools of molten lava. In this temple, Link must navigate a steep incline while facing the boss enemy Scaldera, a large rock-armored creature.
• Harp: As in previous Zelda games, music plays an important role in The Legend of Zelda: Skyward Sword and is integrated into game play. Using the Wii Remote Plus controller, players can play a variety of songs using a new Harp item.
Nintendo will continue to regularly provide fans with select details and information about the game prior to its Nov. 20 launch. The Legend of Zelda: Skyward Sword will be available as a standalone game or as part of a limited-edition bundle that also includes a gold-colored Wii Remote Plus controller. Additionally, every copy in the initial production runs of the game will come packaged with a special music CD containing orchestral arrangements of select songs that will be performed at the upcoming The Legend of Zelda 25th Anniversary Symphony Concert.
The Legend of Zelda: Skyward Sword is now available for pre-order at major retailers throughout North America. A deposit may be required for pre-orders. See individual retailers for details. For more information about the game, visit http://www.zelda.com/skywardsword.
Type your comment in the box below. If you are commenting from your PixlBit account, your post can be edited by double-clicking it after it has been posted.
Press Release
Nintendo News
Link’s Adventure Heats Up in the Eldin Volcano, and Music and Game Play Converge in The Legend of Zelda: Skyward Sword for Wii
As I was moving into the end game of Metal Gear Rising: Revengeance, I was tasked with finding three power couplings to unlock a door. It was a simple enough job, but in a game that had been almost entirely a linear affair, I was glad to have the rails taken off if even for a small section. It turned out that this wasn’t the case; any time I got remotely close to one of the power couplings Doktor would chime in on my codec to inform me that I was near my objective. Frowning, I destroyed the coupling and repeated the task with Doktor telling me exactly where to go and what to do. It made me realize just how much game design has changed in recent years, and what needs to be done to combat the need for constant hand holding that game designers have developed.
Comments