One of my favorite Legend of Zelda games is Skyward Sword, something that quite a few players don’t necessarily share with me. There are a lot of reasons for this division, from the story structure to the graphics to the over-world system it uses, but I’ll be focusing on what I think is one of the biggest talking points: The motion control based combat.
What does this have to do with difficulty? The way Skyward Sword handled a mast majority of its difficulty is with motion “puzzles” formed around swordplay. Link’s sword is controlled by the wiimote and his shield by the nunchuck, and parries, lashes, and spin attacks were all mapped to actions. This allowed for a new kind of combat curve where players needed to learn how to angle and properly time their sword swings and blocks to get past an opponent’s guard, deflect projectiles, and cut objects. This buttonless attacking system threw people for a loop as they adjusted to how fast or slow they needed to move (along with a few technical difficulties for others), but after learning the basics, the way you can design fights truly opens up.
Standard enemies each became their own challenge, requiring fake outs, dodging, and guarding to defeat them, and bosses also evolved to match the flexibility of your sword.
The first main boss even acts as a gatekeeper of sorts, forcing you to master each direction you can swing in, and how to quickly change directions on the fly. And from there, you jump from standard duels between blades, to countering a giant scorpion’s claws, to even cutting a sea monster’s tentacles apart to hit it’s eye.
Some players found this sword system tedious or unreliable, but on a personal level, I really did feel immersed with what I was doing when I swung the wiimote. Like I had really earned that victory beyond just pressing A to hack at some monster. It was one step closer to actually holding the Master Sword, and I think that’s the kind of emotion that Zelda as a series really shines at, no matter what direction they take the controls afterwards.