Tag: skyward sword

Sisyphean Design: The Problem with Nintendo’s Core Franchises

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In an Iwata Asks on Paper Mario: Sticker Star, the designers were talking about story. It was said that Miyamoto didn’t like the idea of a story in a Mario game, “It’s fine without a story, so do we really need one?” And that got me thinking about all of the Mario games’ stories. Each one creates a similar base-line plot and that hasn’t changed in over 25 years: Bowser kidnaps Peach and Mario saves her. It isn’t interesting, exciting, different, or groundbreaking; it’s just a series of levels to get you to the end of the game.

This week, Nintendo announced another slew of upcoming titles including a Mario, Zelda, and Yoshi game. You can almost guarantee in that Mario game you’ll be saving Princess Peach from Bowser, and that Zelda game will have you save the Princess from the evil Ganon, and that Yoshi game will have you eat apples. But video games are unique story-telling devices, and it doesn’t have to be just that flat archetypal narrative. It can be as simple as giving the enemy a reason to fight, rather than just being evil.

Review: The Legend of Zelda: Skyward Sword

2011 marks the end of the Wii’s lifespan. Since its launch in 2006, gamers have been clamoring for something to play, something that makes motion controls worthwhile. After five years of Wii shovel ware, Just Dance, a Motion Plus peripheral, and the announcement of a Wii successor, gamers finally have their answer. The swan song of the Wii is to the tune of The Legend of Zelda: Skyward Sword, the latest iteration of one of Nintendo’s flagship franchises.