Taking the role of series protagonist Link, players navigate the floating island of Skyloft and the land below it, completing quests that advance the story and solving environmental and dungeon-based puzzles. The mechanics and combat, the latter focusing on attacking and blocking with sword and shield, are reliant on the Wii MotionPlus peripheral. A mainline entry in The Legend of Zelda series, Skyward Sword is the first game in the Zelda timeline, and details the origins of the Master Sword (created from the Goddess Sword), a recurring weapon within the series. Link, a resident of a floating town called Skyloft, sets out to rescue his childhood friend Zelda after she is kidnapped and brought to the surface, the abandoned lands below the clouds.

Fighting enemies, which appear in both the overworld and dungeons, relies on Link's use of his sword and shield.[4][7] Link's sword movements are mapped to the direction the Wii Remote is flicked by the player, and other moves include a forward thrust and a stab. Enemy movements are designed to anticipate and block Link's combat movements.[5][6][7] By raising the Wii Remote, the sword gathers energy which can be unleashed in a Skyward Strike. Skyward Strikes are also used to trigger environmental elements such as magical switches.[5][8] The shield is controlled with the Nunchuck: when the shield is raised, it can be used to reflect attacks. Spin attacks and Finishing Blows are activated by swinging both the Wii Remote and Nunchuck.[5] Link's health is represented with Hearts, with Link taking damage whenever he is hit: if he loses all Hearts, the game ends.[5][9]


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The game is set on the floating island of Skyloft and surrounding airborne islands, and the three Surface overworlds where the majority of the main adventure takes place. Side quests for the town's citizens are unlocked as the game progresses. The different areas of the Surface are accessed through portals, or columns of light, in the clouds. Side quests for characters of the Surface are also available and are sometimes mandatory for completing the main quest. The sky is navigated with a Shoebill-like bird called a Loftwing, while the Surface is navigated on foot. Beacons can be set on the map for Link to follow, and save points in the form of statues preserve Link's progress up to that point.[4][8][9] During his quest, Link is aided by the sword spirit Fi, who can give hints to the player for both environmental elements and enemies: for example, when an enemy is targeted and Fi is summoned, she will give the enemy's characteristics and weaknesses.[5]

In the present, knight-in-training Link passes his final exam despite attempted interference by his class rival Groose, who considers himself a romantic rival for Link's childhood friend Zelda. After passing the exam and on a celebratory flight together, Zelda is whisked away below the clouds by a dark tornado. After recovering back on Skyloft, Link is led into the island's statue of Hylia to the Goddess Sword by Fi, the spirit of the sword who resides within it. Link draws the sword, showing himself to be the prophesied hero who will finally destroy Demise. Opening a way through the clouds to the surface, Link is guided by Fi to the Sealed Temple, where he meets an old woman who tells him to track Zelda: this leads Link across the regions of Faron Woods, Eldin Volcano, and the Lanayru Desert. While he catches up with Zelda, he is prevented from returning her to Skyloft by Impa, a young woman guarding and guiding Zelda. Link also encounters Ghirahim, a self-proclaimed Demon Lord working towards freeing Demise. At the Temple of Time in the Lanayru Desert, Link defends Zelda and Impa from Ghirahim, buying the two enough time to depart through a Gate of Time into the past, which Impa destroys as they pass through.

Link locates the Triforce on Skyloft and uses it to destroy Demise. With Demise dead, Zelda is freed, but Ghirahim arrives and kidnaps Zelda: though Demise is dead in the present, Ghirahim intends to use Zelda as a sacrifice to resurrect him in the past.[Game 3] Link pursues Ghirahim into the past and fights through his army. He then defeats Ghirahim, who turns out to be the spirit of Demise's sword but is unable to prevent Zelda from being used to reincarnate Demise's humanoid form. Groose guards Zelda's body while Link challenges Demise: Link triumphs and absorbs Demise's essence into the sword, but not before Demise curses Link and Zelda's bloodlines to be haunted by his reincarnated rage.[c][Game 4] To complete the sword's seal, Link drives it into a pedestal in the Sealed Temple, with Fi accepting eternal slumber as a result. Groose, Link and Zelda return to their time while Impa remains behind and destroys the Gate of Time, as she is a person of that time and must watch over the Master Sword.[Game 5] In the present, the old woman greets them one last time before she dies and vanishes, revealing that she was Impa. The game ends with the surface now freely accessible to the residents of Skyloft, while Zelda decides to remain there to watch over the Triforce; she and Link together establish the kingdom of Hyrule.[12][Game 6]

The script for cinematic scenes was written by Naoki Mori, who joined the project for one and a quarter years in his role: the cinematic director was Shigeki Yoshida, who was brought on at the same time as and worked on the storyboards with Mori. The initial script was proposed by Fujibayashi based on his perception of the game's structure.[20] As the game's theme was the use of the sword, and the sword most associated with the series was the Master Sword, the team decided to make it an origin story for the weapon.[20][21] An early element was whether to incorporate the creation of Hyrule, while also needing to explain the creation of Skyloft: this initial stage of story development ended up being difficult as their initial story plans were full of contradictions to established series lore due to them wanting to create an origin story for the entire series. These issues were further complicated by the third year of development with the necessity of finalizing the gameplay and environments. Feigning illness, Fujibayashi shut himself away in a hotel room and wrote the synopsis in a single day. Mori wrote the dialogue based on Fujibayashi's synopsis, who needed to work out the fine details with Fujibayashi. A scene Fujibayashi was intent on including was where Zelda jumped from the edge of Skyloft and Link caught her: this was fitted in for the two characters after the end of Link's exam.[20] The early part of the story was quite different from earlier Zelda games, playing out in a similar way to a school drama.[22] Once the script was finished, it was handed to Yoshida so his team could create the cinematics. The total number of cinematics was estimated as 79, coming to over 120 minutes.[20]

Fi was created before the implantation of Wii MotionPlus when she was going to be part of some different undefined gameplay concepts unrelated to motion control. Her design was based on the design of the Master Sword, referencing her origins as the sword's spirit. She also served as an alternate explanatory voice as Link was a silent protagonist.[23] According to staff, Fi's technical dialogue for each area of the game was written by different people, verbal inconsistencies arose that needed addressing, so Fujibayashi adjusted them all so she sounded consistent.[24] Nearly all of Fi's dialogue was ultimately written by Fujibayashi.[23] Ghirahim was designed to be similar to the Dark Link character from Ocarina of Time: he could read Link's movements, requiring players to think strategically to defeat him rather than simply swinging Link's sword around randomly.[22] Character designs were far more detailed than in previous Zelda games. Clothing was frequently designed to complement backgrounds, such as Zelda's pink and red dress in the opening.[25] The game's use of warm colors and brushstroke-like aesthetics was inspired by impressionist artwork, pioneered in the 19th century by painters such as Claude Monet: a particular element cited by Miyamoto was the sky, which he called a tribute to post-impressionist Paul Czanne's work. The basic starting point for the art style was that it was a fantasy world.[3][26] The final version was referred to as a balance between the cartoon styling of The Wind Waker and Twilight Princess, where the cartoon shading was transferred onto an older version of Link. The team settled this art style as it would properly portray the more exaggerated actions of some characters and general swordplay while preserving Link's mature appearance.[15][27]

During development, the team faced a lot of problems when designing the game so it would be both familiar for series fans and fresh to old and new players. The pieces of gameplay experimentation meant that the development was "a more fundamental ground-up process" than earlier games such as The Wind Waker. Their earlier games had involved lifting elements from earlier games and pasting them into a new entry, but for Skyward Sword the developers wanted to add a new play structure to avoid fans seeing it as more of the same.[18] The original concept for gameplay using the Wii MotionPlus was proposed by Fujibayashi at a point when the team was already developing the gameplay around the console's standard Wii Remote and Nunchuk control scheme. When first proposed, Aonuma was highly enthusiastic, and his wish to change to Wii MotionPlus meant that work on the game needed to begin all over again.[2] The use of Wii MotionPlus proved challenging for the developers to implement, to the point where at one point Aonuma seriously considered dropping it from the game entirely. After the release of Wii Sports Resort, the team saw how motion controls could be used for swordplay: after talking with the development team, they were able to borrow the technology and used it to create the motion-driven swordplay.[15] The implementation of Wii MotionPlus meant that the enemy artificial intelligence needed to be able to counter it, adjusting their stances depending on the position of Link's sword.[21] ff782bc1db

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