Re: Fulcon's Review of Twilight Princess (there's good in there somewhere)
...On the overworld. =/ Well, in one of the grottos you'll find some bigger enemies. I fell into a Skulltula grotto once, and it freaked me out so bad...since it was really dark. I believe it's near the top of Lanayru's field...near the river.
I would've loved Darknuts on the overworld, but you and I know Darknuts aren't overworld enemies. Not even in the original Zelda.
Oh and by the way.
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After 35 hours or so of caffeine-fueled anarchy, I'm finally ready to write my review. I've had the pleasure of reviewing the last three Zelda titles over the past eight or so years, and even though my favorite incarnation remains A Link to the Past on the SNES, I'm thoroughly satisfied with what The Legend of Zelda: Twilight Princess has managed to achieve. We all know that the game started out life as a GameCube project, and this much is still evident in the final Wii product. While it might not have the graphical grunt behind it offered by the likes of the Xbox 360 and PlayStation 3, there's no doubt in my mind that Nintendo has once again crafted a video game that will be remembered for years to come. Link's back and his adventure on the new shiny Wii hardware is nothing short of an instant classic.
There will be no spoilers written here, but if you truly only need to know whether the game rocks hard, just take a look at the score and be safe in the knowledge that it does. Up until now, I had previously only played through until the end of the second dungeon. But after running a critical path through the entire game, there's no doubt that this is the longest Zelda game ever made. I can easily see the playtime rising to the 60-hour mark if you try to accomplish everything that the game has to offer -- and trust me, you'll want to. Given the epic size of the game, it's important to note that there's very little redundancy. You'll not find yourself being forced to do a lot of unnecessary running or riding (remember sailing around in Wind Waker?) thanks to the excellent warping system, and on the whole, the game feels very refined.
Life for Link begins in his small rural hometown of Ordon. Spending his days as a ram wrangler, things begin to get a little weird when strange monsters are spotted on the borders of the village. Link is tasked with taking a journey to the main city in Hyrule to consult with the folks there about the recent troubles. As you'd expect, a series of events begin to unfold that lead Link on a fantastical journey as he starts to uncover a sinister plot taking place in an alternate Twilight dimension. Will Princess Zelda know what to do? Who is the evil King of the Twilight and what does he want? And is Link destined to become the savior of the free peoples of Hyrule? It's up to you to take control and find the answers to these questions in your own sweet time.
So essentially, what you're playing is a port of the GameCube version of Twilight Princess that's been retooled for the Wii. The biggest difference is of course the addition of the new motion-sensitive control scheme. I'm happy to report that the Wii Remote and the Nunchuk do an incredibly admirable job of making the game a lot of fun to play. In fact, I'd go as far as to say that this is a preferable method of controlling the game than a regular joypad. Movement, exploration and combat are highly accurate and if you fail or die, it's not the system's fault, but rather your own. I know this has been the biggest concern for many Zelda lovers and gamers in general, but I can't overstate this enough -- the Wii makes for a superb Zelda gaming experience.
The lands of Hyrule are split up into a number of different provinces. Each province gradually becomes unlocked after you hit certain milestones in the game. It might be by the completion of one of the nine dungeons, and there's always a ton of stuff to see and do. There are lots and lots of NPCs to interact with -- some will give out much-needed hints, and others might open up new mini-game challenges. The Twilight dynamic of the game is a nice twist on the proceedings, too. When sent into the Twilight zones, Link transforms into wolf form and this in itself opens up new abilities, combat moves and methods of progression. For example, Link can talk to animals while in wolf form, whereas before he could not. There are many memorable characters in the game, but easily the best of these is the spooky little imp-like individual, Midna. Her story is a mystery initially, but she proves to be an invaluable helper and hint-giver throughout the game, making for a new dynamic over and beyond the previous games in the series. There are a lot of series' staples found in Twilight Princess as well as some great new additions. Fans of the series will feel right at home with the combat system (Z-targeting is an absolute must) and the traditional mythology of dungeon crawling, money and item gathering, and item usage. It wouldn't be a true Zelda game without some of the classic themed dungeons, so all those players out there who got stuck in Ocarina's notorious Water Temple should start quaking in their boots!
The item and inventory system is well-executed, as is the in-game map system. Up to four items can be selected and mapped to the Wii Remote's B-button and D-pad at any one time, while the up direction on the D-pad is reserved for communication with Midna only. Link starts out with very little in terms of items and weapons, but it won't be long before sword and shield are at your command, along with some decent stop-gap secondary weapons like the slingshot, Gale Boomerang and the Hero's Bow. The game eases you into combat slowly, and makes sure you have a firm grasp of the Z-targeting system along with dodging, back-flipping and rolling around. Later in the game, you'll be facing off against some pretty hardcore mid-bosses and big bosses, but you'll never be put in the position of not being able to beat them -- it just might take a little time to figure out the best course of attack.
Horse riding plays a greater role in Twilight Princess than previous games, and Epona's representation is handled well. The controls are decent and fighting and maneuvering are well-implemented. There's never a shortage of areas to explore, and questing to find every single collectable item or power-up is a huge undertaking. You'll be able to collect fragmented heart containers (you'll need five pieces to form one full heart container this time) along with special hidden glowing bugs, fish and all manner of other stuff, too. The scope is truly magnificent. Speaking of fish, there's essentially an entire full-length game dedicated to catching crazy numbers of different and unique fish. This sometimes comes across as more of a Remote-enabling gimmick than anything else, but completists will love taking some time out for a spot of virtual haddock-reeling. You might even get a surprise reward or two for your piscine-based tomfoolery.
Twilight Princess is a great-looking game. On one hand, it has its graphical problems stemming from the GameCube development cycle (blurry textures, comparatively low-res characters, etc.), but the artistic direction more than makes up for these issues. I ended up playing through about 75 percent of the game using the standard composite cables that ship with the Wii, until I managed to snag some component cables towards the end. The difference in quality, clarity and imagery between the quite frankly subpar composite signal and the sexy 480p component signal was night and day. A sharper, more vibrant image enhanced the game experience significantly, so if you have the means, I highly recommend using component input.
I was delighted to hear that the musical score and sound effects were of the same high standard as Wind Waker, with new implementations on classic Zelda themes adding greatly to the nostalgia factor. The sound is pumped out in sweet Pro Logic II via the stereo cables and again, if you've got the means, it'll sound much better than just regular stereo.
In the end, there's no way that The Legend of Zelda: Twilight Princess disappoints. It's an excellent addition (and homage to Ocarina) to the franchise, and you'll have an enormous amount of fun playing it from start to finish. Get over the fact that the Wii's hardware is simply not as powerful as the other next-gen machines and get into the fact that Twilight Princess is one of the best games you'll play this year. If you've been on the fence in any capacity, then please rest assured that you'll not be disappointed. I'm looking forward to checking out the GameCube version later next month, but I'm having a hard time imagining it being any better than the Wii interpretation. Nintendo's flagship game has finally arrived and you better damned well appreciate it. It's ultimately fantastic. 10/10
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It's important to note that Twilight Princess is bigger than Wind Waker. From the start of Link's epic adventure in Faron Forest to the highest peaks of Death Mountain where the Gorons dwell, the legend never seems to end. And that's a good thing because this is one Zelda game you'll wish could go on forever.
Second Guessing
PROTIP: Epona returns, more faithful and fun to ride than ever before.
Despite the Zelda pedigree, I had some initial misgivings about the game. I'd read the hype, seen the screens and footage, even took it for a quick spin at E3 but still, the doubt persisted: was this just Wind Waker with fancier graphics and a kooky control scheme? And when you come down to it, the answer is...well, yes. At its core, Twilight Princess isn't anything new. We've all seen the grassy fields of Hyrule and experienced the somewhat frustrating dungeon filled puzzles before. But, there is something that sets Twilight Princess apart from the other Zelda game. Something sincere. Something different. It's hard to put into words, so why try? You'll see what I'm talking about once you start to play.
The story, like most Zelda games, involves the land of Hyrule, which is on the brink of chaos. A darkness known as the Twilight has begun to creep over the land, turning the people of Hyrule into spirits and it's your job to help series stalwart Link restore light to the land.
PROTIP: Boss battles are epic in Twilight Princess and make full use of the items acquired in said dungeon.
As series vets can expect, the game starts off slowly, introducing characters, familiarizing you with the core gameplay mechanics, and on the Wii, learning the new control scheme. Expect at least an hour or more before you'll be completely comfortable with the controls. Compared with more responsive Wii games, such as Wii Sports, the Wii remote functionality in Twilight Princess feels slapped on and somewhat flawed, but eventually, the freedom of having the nunchuk in one hand and the Wii remote in the other will feel like second nature.
Let me do a quick and dirty primer on the controls: the nunchuk's analog stick moves Link around, the Z button auto-locks onto enemies or targets and the C button lets you free look around. Shaking the attachment also executes Link's spin attacks. The Wii remote is used for item selection, menu navigation, and weapon aiming. It also controls Link's sword: you equip it by swiping the Wii-mote, then slash away.
PROTIP: When in wolf form, hold the B button on the back of the Wii remote for a devastating one-hit area-of-effect (aoe) maneuver.
The Best Looking Zelda Game Ever
PROTIP: Midna will offer all sorts of advice, whether you are in the Twilight or Light realm.
From an artistic standpoint, the graphics in Twilight Princess are the best we've seen from any Zelda adventure. Similar to The Matrix, the realms of light and Twilight are clearly distinguished by drastic color changes, which perfectly sets the overall mood. And as to be expected from a Zelda game, the character design is superb. Link is appropriately heroic and the familiar green tunic and cap will instantly transport gamers back in time to the days of the original NES game. The supporting cast is fleshed out by some truly memorable characters, including, of all things, a tribe of monkeys who lend Link a helping hand...or is that paw?
But the real surprise is Princess Zelda, who is portrayed in a brand new and wholly unexpected light. No longer is she the damsel in distressmuch like the series itself, she's matured and grown up. The visuals are, sadly, nothing compared to some of the titles emerging on the Xbox 360 or PS3, and if you're playing on a high-definition wide-screen display, the component cables are a must, but regardless, the visual style and artistic direction is top notch.
Not much has changed in the sound department, however. The haunting score and useful audio cues are all familiar stuff. The only difference is the integration of the speaker on the Wii-mote. It'll act as a secondary sound source that aurally adds to your experience. It's somewhat gimmicky and the sound quality is horrible, but its fun nonetheless.
Take Me Back to the Good Old Days
PROTIP: With the bow and arrow equipped, hold the B button to aim and fire. Once bombs are acquired, combine the two for an arrow of doom.
But enough about the controls and how it looks: at the end of the day, what matters most is that Twilight Princess is still a Zelda title, through and through. The most amazing thing about the Zelda series is that, while they all share a core foundation of gameplay mechanics and design sensibilities, each proceeding title has added something new that makes it unique and compelling. Twilight Princess retains the trademark Zelda touches: there are hidden secrets to uncover, rupees to collect, and chickens to harass.
Also present is the delightful sense of humor, the epic feel of adventure, and the deep and engaging storytelling that brings to mind the genius of Hayao Miyazaki and hey-day Disney. But Twilight Princess is its own game, easily stepping out of the large and imposing shadow thrown by the previous pinnacle of Zelda-dom, The Ocarina of Time. The unique controls have much to do with this but even without it, the game would standout for its seamless blend of action and storytelling. It's a potent brew, crafted from a formula that Nintendo has been perfecting for years, and while the flavor is familiar, it somehow manages to feel new and refreshing at the same time.
Undeniably an Epic Adventure
From start to finish, The Legend of Zelda: Twilight Princess is an extraordinary addition to the legendary series. The key to Twilight Princess' genius lies in its ability to evoke, and fulfill, a feeling of nostalgia, to return you to the bygone days when you first played a Zelda game. Whether it was the classic 2-D overhead adventures, or the later forays into the brave new world of 3-D that first got you hooked, Twilight Princess brings back all those fond memories, then creates some of its own. If there is one Wii game to own at launch, this is it, but we're guessing we didn't need to tell you that.
PROTIP: The fishing in Twilight Princess could be a game in its own. To fish, let the hook sink, watch the bobber, and snap back on the Wii remote when you get a bite.
After Windwaker, the Zelda franchise makes a welcome return to the realistically detailed graphics of past games. 10/10
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Review Rating: 10/10 User Rating: 9.32/10
The Zelda series has long been legendary both in name and in quality; many seasoned gamers consider it to be one of the very best franchises video gaming has to offer. But the series' latest iteration, The Legend of Zelda: Twilight Princess, is legendary for a third, unique reason: the path it took from its very first unveiling in trailer form at E3 2004 to its final landing on store shelves was uncommonly long, twisted, and full of what can be kindly described as "bumps in the road."
Multiple delays tied to bids for more development time to make a better overall product are only part of what this game went through on its way to retail. After finding a secure place in many a Nintendo fan's heart as the ailing GameCube's final hurrah, Nintendo turned expectations upside down at last year's E3 by announcing that not only was Twilight Princess no longer exclusive to the GameCube, it was also to be the next-generation Wii's flagship launch title -- and would hit store shelves sooner than the original GameCube version, to boot.
Immediately following that announcement, Nintendo would face a veritable gamer-blizzard of worry over the final product and feelings of betrayal on the part of GameCube owners who had only kept their purple (or black, or platinum) cubes for the sole purpose of playing the latest Zelda adventure. Would the wacky new motion-sensing, remote-controlled Wii be a comfortable, natural home for such an ambitious game that had already spent years in development for a traditional console? And how could Nintendo betray GameCube owners by announcing the game just for them originally, yet releasing the Wii version three weeks beforehand?
Well, I don't have an answer for the latter question about you GameCube faithfuls; you pretty much got screwed. But that first question, about whether or not the Wii would make a comfy fit for such an ambitious game originally designed for a very different console? If you couldn't guess from the review score, I'll put it for you here in very simple terms: you have absolutely nothing to worry about. From the moment you first slide the game disc into your Wii and pick up the Wii Remote to the final moment of the ending credits, Twilight Princess is a wholly unforgettable experience that feels like it was designed from the ground up for Nintendo's "new-gen" console. It is not without its flaws, but any issues I have with the game stem from the game experience itself and not with any hiccups in one version compared to the other. In fact, once you've played the Wii version of Link's latest outing, I reckon you will find (as I did) that playing the GameCube version feels immediately dull and unintuitive by comparison.
This is mainly because Twilight Princess for the Wii has been designed to take complete advantage of the system's novel control interface that, once you've gotten used to things and overcome the control scheme's fairly quick learning curve, allows for an unbelievably fluid, streamlined gameplay experience. In many ways, the game's controls will be familiar to players already accustomed to the series' past 3D outings. The A button is your main, context-sensitive action button and will be used to perform many different actions based on where you are and what you're doing. You can assign up to three different items to three of the directions on the remote's directional pad, with "up" still being used to call for in-game help from Link's traveling companion (the impish and wholly cool Midna, in this case). The remote's rear-facing B button uses whatever item you have currently set to it. Finally, the nunchuk attachment's analog stick moves Link around, while its Z button is used for - what else? - targeting, and the C button is used for the all-important first-person view mode. It's a lot to take in at first, yes, but after your first hour or two of gameplay you'll likely feel right at home.
One of the biggest reasons Nintendo was able to make a control scheme like this work is because they had no need for an attack button. Yes, as you've undoubtedly heard (or experienced) by now, to activate Link's basic sword attacks you must "shake" the remote and/or nunchuk. Now, are you listening? I'm only going to say this once: please don't let anyone fool you into thinking this is any kind of huge, arm-exhausting endeavor. It isn't. It won't be long before you learn that getting the remote to register an attack takes little more than a slight wiggle of the wrist, and after that, the constant remote-shaking you'll be doing becomes a second-nature reflex free of all but the slightest conscious thought. Honestly, it ends up proving to be a lot more intuitive and precise than constantly mashing on the same attack button, and frees up your fingers for other tasks, such as fluidly switching between items, repositioning the camera, or targeting a foe. Simply put: it works really, really well.
Yet, that's only half of the superior control aspect that I believe makes the Wii version of Twilight Princess the clear winner over its GameCube cousin. The other half? The Wii Remote's aiming/pointing mechanism, which is used in Twilight Princess to aim all of Link's point-and-shoot items, and in my opinion is such a wonderful innovation that it should forever replace the traditional analog stick as the primary aiming method in any future Wii title in which anything needs to be aimed anywhere. That's a lofty statement, to be sure, but it's one I fully stand by. It works like this: you set an aiming item -- for this example, let's say the tried-and-true bow and arrow -- to the B button. Holding the B button thereafter will make Link draw an arrow and pull it back, ready to let it fly. Then you use the Wii Remote to aim anywhere on the screen, let go of the B button, and watch the arrow soar right to its destination. I don't believe there are any words I can use to accurately describe how much more intuitive and, in the end, accurate this is than using an analog stick to line up your target. There's no additional component to it; you set your arrow (or other aiming item) and just aim by pointing the remote anywhere in Link's field of vision. Once you get over the initial adjustment of using this new aiming interface (which doesn't take long), you'll be picking off your targets without a second thought because you're actually aiming at what you want to shoot at, rather than relying on minute thumb movements to make your aim true. The remote works wonderfully in this regard and I never encountered any technical errors with the aiming mechanism. I'll just say this: I messed around with the GameCube version of Twilight after finishing the Wii version, and I was left with a feeling of disbelief that there was ever a time that I played 3D Zelda games with anything other than the Wii Remote. At least for this game, the traditional GameCube controller just cannot compare.
Much ado has been made about the Wii version's lack of a manually controllable camera. After having played through the game's entirety and searched every single last one of its many elusive corners, all I can say is, "so what?" The camera control, in any case, is assigned to the Z (targeting) button, so that when you press it when no enemies are nearby, the camera re-centers itself behind Link, giving you an instantaneous view of what lies ahead of him. Yes, it's true that there were a few times I wanted to get a better view of a particular place in the game world and could not because the game would automatically target (and shift the focus towards) a nearby enemy until I defeated it. These instances, however, were altogether uncommon in the 70 or so hours I spent with the game, enough so that I don't consider it an issue worthy of knocking the Wii version for not having a manually controllable camera. Honestly, the game's camera is smart enough on its own anyway that ninety-nine percent of the time, the limited control you have over its functions never becomes an issue.
One of the other major components of Twilight Princess' gameplay revolves around Link's new ability to transform into a wolf. It won't be long into your adventure before you get your first taste of Link's lupine side, and while this component adds something new and never-before-seen to the roster of Zelda gameplay experiences, it does not come off as being particularly memorable and playing as Wolf Link does, in fact, come off as feeling significantly limited and restricting compared to his tried-and-true human form. This is not helped by the fact that the game's narrative is front-ended with a lot of scenarios in which you are forced to play as Wolf Link until you can meet certain objectives. This contributed to the feeling that, by the time I had the option to switch back and forth between both forms at will in the second segment of the game, I was tired of the wolf form and seldom wanted to use it any more than was absolutely necessary. It becomes less useful and feels more tacked-on as the game progresses anyway; while the wolf can move faster than human Link and has the unique abilities to use heightened senses to follow scents and dig into the ground for items and secret passageways, Link is a much stronger and more versatile warrior in his human form (he can't use any items as a wolf) and the wolf's sensing and digging abilities are only needed occasionally. The tacked-on feeling only grows when you consider that the Twilight's story never clearly defines why Link can even turn into a wolf, and where that element came from in the first place. It can be summed up like this: if you've really got a hard-on for playing as a wolf in your video games, go play Okami -- it does the whole playing-as-a-wolf thing much better.
Besides, you're not playing the newest Zelda game because you heard Link can go lupine this time around, are you? No, you're playing it because it's the latest installment in a series known for breathtaking, involving, high-quality gaming experiences, and it is in this area that Twilight unsurprisingly succeeds immensely. Link's latest quest is a long, sprawling one: your journey will take you through no less than nine dungeons, the first seven of which are massive and all of which rank among the best dungeon designs this series has ever seen (though I am not ready to admit they all outrank the best of Ocarina of Time's dungeons). There is plenty of required (story) and side content to pad out the playing time between dungeons too, so you'll be spending lots of time outside of dungeons and exploring the varied geography of Hyrule, from the sprawling Hyrule Field (which is many times larger than the Ocarina of Time version and is just littered with secrets), to the deep valleys of Zora's Domain and the lofty, snowy mountain peaks of, uh, Snowpeak -- and beyond.
But to be honest, there is a staggering - and at times off-putting - sense of familiarity here if you're a veteran of Ocarina of Time. Throughout much of the Twilight experience, you may likely find yourself unable to shake a feeling of "been there, done that" -- a pervasive feeling, to be sure, but it is there. Much of the game's first "segment" (the first three dungeons and the subsequent objective-altering plot twist) often mirrors - sometimes to an outright scary degree - the front end of Ocarina's quest. You'll start out in a sleepy forest village and, later, learn the ropes in a woods-based tutorial dungeon, then move on to Kakariko Village and the fiery Death Mountain whose Goron residents are being plagued by - surprise! - intermittent earthquakes, and finally come to the aid of the aquatic Zora people, whose aquatic kingdom has been frozen - the exact same plight their ancestors suffered a century ago, and the exact same crisis another Link delivered them from in Ocarina of Time. Even the special items you'll find in Twilight's first three dungeons don't stray far from what you first got in Ocarina. Now, I understand Nintendo took a lot of (undeserved, in my opinion) heat for straying so far from the expected formula with The Wind Waker, and knew that all eyes would be on them to repeat the success of Ocarina after revealing Twilight to be another adventure starring an older, more mature Link and a darker, edgier look. But Twilight sometimes sticks so close to the trail that Ocarina blazed that it has a difficult time standing out on its own, a problem I felt never plagued The Wind Waker. Indeed, at times the game feels more like an unofficial "Ocarina of Time 2" than a Twilight Princess, and the strict adherence to such a formula can get frustrating, especially for those of us who feel that the different direction Nintendo went in with The Wind Waker was nothing short of genius. As a result, to me Twilight just ended up feeling less risky and, ironically, less ambitious in comparison.
Most thankfully, these feelings of gripping familiarity are much less common in the game's second segment (the second set of four dungeons and the finale), as Link explores more exotic locations and acquires some unique items that aren't immediate throwbacks (or aren't related at all) to Ocarina. But it is my opinion that even if Nintendo's clear reliance on the Ocarina formula as a whole doesn't make the Twilight experience worse per sé, it does contribute to its being a little more predictable and having somewhat less of a "wow!" factor than some of Link's other adventures.
As I briefly mentioned above, the Zelda series staple of an almost overwhelming amount of side quests and optional content to pursue is in full effect here. There are plenty of Pieces of Heart to find to max out Link's life meter, of course -- more now than ever before, in fact, because it now takes five pieces to make a full Heart Container. There are also the requisite upgradeable bomb bags, quivers, etc. to find and/or earn, and you will of course want to track down all four Empty Bottles and the like. But there's so much more than that. You'll also be searching for Golden Bugs all around Hyrule for a freaky bug-collecting girl, doing plenty of fishing for "fun" and prizes, doing good deeds for various Hyrulians, searching for Poe (ghost) souls using the wolf form's heightened senses, and more... and no good deed in Twilight Princess goes unrewarded. As with most Zelda games, it's often very, very difficult to get from point A to point B, even when you have a good idea of exactly what you want to do or where you want to go, because there is just so much off the beaten path that piques one's interest and demands investigation -- and before you know it, you'll be waist-deep in a sidequest or optional mini-dungeon or what-have-you that will suck away just a couple more hours of your time before getting back to (oh yeah!) the quest at hand.
Link's previous GameCube adventure, The Wind Waker, drew a lot of ire from longtime series fans for having a staggeringly low level of difficulty. Finishing the game without so much as a thought of possibly dying was a complaint constantly levied at the game, and often attributed to the game's "kiddy" aesthetic, what with its adorable, wide-eyed pre-teen Link and cel-shaded art style. One would hope, then, that Twilight Princess, with its significantly darker undertones (arguably the darkest the series has ever seen) and more realistic, mature visual style, would have a difficulty level suitable for more mature players too. Unfortunately, one's hopes would be dashed -- Twilight Princess starts out hand-holdingly easy and, in terms of enemy difficulty and the fear of ever actually dying, just gets easier all the way to the end as Link gets stronger and enemies, well, don't. It's not just a possibility you'll get through the game without a single death, it's downright likely. It's frustrating because it can serve to pull you out of the game experience, especially during the game's epic boss battles. Sure, those bosses always look huge and imposing and are usually faced down in epic, multi-segmented struggles that appear to have the odds heavily stacked against Link. But even those boss encounters, cool as they are, lose a lot of their gravity when you find that Link only takes minimal damage from even the most painful-looking hits -- and as Link's life meter grows throughout the game, the likelihood that you'll ever get a game over becomes even smaller, and that's not even taking into account the many different sources of life replenishment you can take into battle. Even the game's climatic, multi-stage final battle poses little threat to our green-clad hero.
It should be noted, however, that the series' token puzzle elements are in full effect here, and that Twilight's many dungeons will often leave you just the right amount of stumped to press you on, but never confuse you so much that you'll get frustrated, having no idea what you're supposed to do. (There is thankfully nothing like Ocarina of Time's dreaded Water Temple to be found here.) So, yes, while Twilight's fantastic dungeon-based puzzles will leave you scratching your head more than once, the "action" part of the game is once again far too easy, often to the point where it's frustrating. Please, Nintendo, if you're going to make a Zelda game to cater to a more mature audience, jack up the difficulty level while you're at it, okay?
Twilight Princess' narrative is an interesting topic to discuss. While this is definitely the most story-driven Zelda game to date, with more in-game cutscenes and character development than you likely have come to expect from the series, the story itself really isn't as big a deal as all the pre-release fervor would have you believe. In the end, it's pretty standard Zelda fare compared to The Wind Waker, which was a whole lot more ambitious in terms of what it did to established series staples. It can also be frustrating at times, too, as Nintendo once again jacks up continuity despite pushing this as a direct sequel to Ocarina (albeit 100 years later). A lot of plot and world design elements here (especially a certain dungeon) seem to come out of left field when you try to consider the connection between the two games, and all told, Ocarina and especially The Wind Waker just told more engaging tales in my view. But as long as you don't go into Twilight with your story expectations too lofty, you'll enjoy what you find here. It should be noted that Twilight benefits from an absolutely fantastic English script and some of the best character development the series has ever seen. The developers have taken a page from The Wind Waker and once again use facial expressions to great effect here, once again making Link as human and emotionally resonant as he can be without having any lines of dialogue. Link actually comes off as a human interested in saving his world and the people he loves and not just an avatar for the player to control. Oh, and his new companion, Midna? She's one of the most wonderful, immediately endearing characters this series has seen to date. Bravo, Nintendo, for giving Link a companion many times better than a certain fairy "helper" he once had...
Twilight Princess' soundtrack is one of the best the series has yet seen. Though it does, at times, suffer from the fact that Nintendo refuses to use great synth for its game soundtracks and doesn't even attempt to go for an orchestrated sound (which it really should), the music here is consistently great and is several times better than Ocarina's. The main overworld theme, which purists will be disappointed to find doesn't draw very much from the series' main theme, is suitably heroic, catchy, and is long and varied enough so that it never gets tiresome. As expected, a lot of familiar tunes show up here once again but in remixed form, and that's nice. Twilight also cuts down on the series' recent over-use of ambient sound, so that night-time field exploration and many of the dungeons are often accompanied by music. It's minimal, but in my experience minimal music is oftentimes better than no music, and it's proven to great effect here. The game's soundtrack is also once again context sensitive, with appropriate shifts in the soundtrack occurring according to the time of day, your proximity to an enemy, and more.
The series' tradition of fantastic sound effects is upheld to great effect here. If you know what previous 3D Zeldas have sounded like, you have a pretty accurate idea of how Twilight sounds as well. Of particular note is Link's voice track -- he's never sounded more "hardcore" than he does now. The menacing grunt that accompanies his sword-impaling finishing move never gets old, and altogether gives off the empowering impression that this is one man you don't want to mess with. Other characters, of course, also have a wide range of grunts, moans, shrieks, etc. in lieu of actual voice acting. This is the way it's been since Ocarina, and it works once again here, especially when you consider what potentially-bad voice acting could have done to the game.
From a graphical standpoint, Twilight Princess is at once impressive and humble at the same time. As you're likely already aware, Twilight, despite being ported to the Wii, was originally developed for the GameCube and, as such, looks like a GameCube game. In past-generation context, then, the game looks fantastic; the purple cube was never a slouch in the graphical department and Twilight is one of its finest-looking games. Twilight does fail to impress, though, when held up against current-generation standards, especially if you've been playing a lot of Xbox 360 games recently. But the ultimate question really is, "does it matter?" No, it really doesn't. This is because the visual direction here -- the world design, character designs, the visual experience of the game -- is absolutely top-notch. Much like the PS2's Shadow of the Colossus, there is a lot of ingenious visual design at work here that is limited only by the processing power of its native console. Thus, Twilight is a game you will certainly enjoy looking at as you take in the game world and appreciate the character the developers have given the game itself. Sure, like Colossus, you'll sometimes wonder what it could have looked like if the developers had had more processing power to work with. But you'll realize that it doesn't really matter pretty quickly as you're drawn into an altogether fantastic game whose quality has nothing to do with the number of polygons it pushes.
And that is what Twilight Princess ultimately is: an altogether fantastic game. It's a token Zelda experience through and through, and many gamers will be quick to tell you how special an experience that is. It isn't necessarily the most unique or ambitious title in the series, it doesn't defy series convention like The Wind Waker did (to wonderful effect), and it does retread some trails blazed by its spiritual predecessor, Ocarina of Time. But the Wii version of Twilight Princess blazes a trail of its own with its revolutionary control scheme that allows for a much more intuitive, fluid gameplay experience than its traditionally-controlled predecessors ever did, and there is no denying that, no matter which platform you play it on, Twilight is certainly the most vast, expansive Zelda game ever, not only in terms of the length of its quest but also the size of its world, and the seemingly endless amount of things to do in it. It is not perfect or even the best game in the series in my eyes, but no game that ever earns a 10 does so by being perfect or the best there ever was. It does so by standing out as an exceptional gaming experience that you will recall fondly years down the road, and in that respect, Twilight Princess carries on the Zelda series' torch proudly.
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When developing the original Legend of Zelda, Shigeru Miyamoto stated that he wanted this game to be the "anti-Mario," to be an experience which offered open-ended gameplay that allowed players to choose their own path, an idea that differed greatly from the goal-based, segmented chunks of play that Super Mario Bros. featured.
In the same way, Link is also the anti-Mario in regards to his public presence. Unlike the red-capped plumber, who is constantly in the limelight and sees almost one title released per month, Link's appearances are far fewer. The scarcity of Zelda games turns players into kids waiting outside Willy Wonka's chocolate factory, waiting desperately to catch a glimpse of a red top hat, or in this case, a green elvish cap.
Since Zelda is doled out in bite-sized bits rather than regular servings, it's only natural that an extra one-year delay turned fans' eager anticipation into rabid frothing. Since Twilight Princess will be debuting in both Wii and GameCube editions, whether or not that extra year proved worth it will be clearly shown in the difference between the two editions of the game.
visuals
The first obvious thing about the original Twilight Princess E3 trailer was the dramatic stylistic difference between this game and the cel-shaded Wind Waker. Although a few overtones have changed since earlier renditions, the same feeling is present: a gritty, dank world in which dust clings to Link's boots and menacing creatures wander the darkness.
The graphics have not been upgraded in the transition from GameCube to Wii, but they're pretty impressive by GameCube standards. Facial animations are particularly notable, giving a detailed rundown of what each character is feeling at any given time.
Much like A Link to the Past, Twilight Princess features a Light World and a Twilight one. At times the Light World appears bleak and gray, but the Twilight Hyrule with its constant amber hue and flowing bits of darkness amplifies the feeling tenfold.
audio
The voice acting in The Legend of Zelda: Twilight Princess is generally limited to "Ha," "Yah!" and "Hey!" Since Link traditionally says nothing, this isn't a huge problem in his case, and Midna's somewhat extended lines help enhance her otherworldly nature. The voices will either be annoying or adequate depending on how married one is to the concept of fully-voiced video games.
A couple of small shortcomings keep the game's score from hitting a grand slam. Nearly every rearrangement of classic Zelda tunes comes off as incredible, but the newer compositions don't fare quite as well. The Overworld themes set a standard for this contrast. The daytime theme is both complex and diverse with a full complement of instrumentation, while the music that accompanies the night sounds as if it were coming directly from an N64. This occasional simplicity was probably intentional, considering the link this game has with Ocarina of Time and the juxtaposition between Light and Twilight; but it shatters the immersion at times.
The Wii Remote's built-in speaker is used extensively throughout the quest. The draw and release of the bowstring, the ring of a drawn sword and the familiar "I found a secret!" chime are all piped through the remote rather than the TV. It's been said before, and bears repeating, that the fidelity of the speaker isn't the best around, but it still lends a feeling of being in the game that is completely new.
gameplay
What has primarily changed about Zelda in its Wii transition is not the core feeling, but rather the physical experience. Although swinging the remote doesn't directly translate to Link's onscreen swordplay, instead it replaces the traditional B button sword swing. Despite this novelty, it is aiming the special weapons where the greatest improvement has been made. No longer is the analog stick necessary to target with the Hero's Bow or slingshot, instead the player can now actually aim with hand movements that are precisely represented on the TV. This makes portions of the game significantly more intuitive.
However, don't think that this is just the same old Zelda with new trappings. The most obvious change is the addition of Midna. As Link is trapped in the Twilight Realm, transformed into a wolf by its twisted magic, the impish girl, who lives in Link's shadow in the world of light, agrees to help the hero in exchange for a favor: help her recover a series of magical artifacts. From this point on, the game might as well have been called The Legend of Midna, since Link's new companion quickly takes over nearly every aspect of the game, even managing to steal the spotlight from series heroine Zelda in more than one respect.
Midna's creation was reportedly inspired when Miyamoto pointed out how boring it is to watch a wolf run around by itself. Thus, Midna was added as something to look at while Link in is his lupine form. Playing as the wolf is quite a bit different from a human Link. No special weapons or items can be used, but the wolf has enhanced senses and Midna's capable assistance make up for the lack to an extent. The designers made great use of the wolf's unique abilities in the later dungeons, where Link can switch freely between forms.
A new sidekick isn't the only thing Link has going for him. Several new special weapons are included in Twilight Princess, including some which might become fan favorites, such as the delightfully destructive Ball and Chain and the Spinner, which twirls like a top and can latch into grooves along assorted walls. While some earlier temples will have a tangibly familiar ring to them, the later levels become incredibly fresh with these additions.
multiplayer
N/A
overall
It goes without saying that Twilight Princess was heavily inspired by Ocarina of Time, both visually and in plot (the events supposedly occur mere decades after the N64 game). What's really impressive about Twilight Princess is how freely portions of the game can flow into one another. As in most previous Zelda adventures, the player is free to roam around the world without any specific urgency. Even more amazing is how the Overworld has become something of a dungeon with its unraveling mysteries around every turn.
The controls work. It isn't hard to adjust to physically swinging the remote or pointing at the appropriate onscreen target; in fact, it's fairly easy. But most importantly, The Legend of Zelda: Twilight Princess is immersive and addictive. Once the quest has begun, it will be near-impossible to put the controllers down until Link and Midna have saved the day. The main quest can be rushed, and the game ended far too soon, but part of the experience, as always, is in taking in the entirety of the game world by searching every nook and cranny. This freedom of exploration, whether waving both arms around or hammering on a button, is the essence of Zelda.
10/10
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etc etc. those are reviews.
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