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Legend of Zelda - Twilight Princess Review 231

In talking about perfection in games, there are very few names that deserve that kind of accolade. If the business situation demands it, once great titles may need to be compromised in the name of the bottom line. Even great gaming franchises experience bumps in the road or unexpected problems. Many players considered Wind Waker a letdown; too much ocean, not enough story. Now that Link is back on dry land, he has found his feet again. The Legend of Zelda is gaming at its pure best. Created by a man who enjoyed walking in the woods and exploring the caves near his childhood home, Zelda captures the fun, the excitement, the danger that every game dreams of delivering. For most gamers, the adventures of Link and the story of Zelda have never failed to deliver. The latest chapter in the cyclic Legend, Twilight Princess, had the fate of not only Hyrule but a brand-new gaming platform resting on its shoulders. It has - almost unreasonably well - borne up under the pressure. Link saves himself and the princess from the darkness of evil, and the Wii from the darkness of financial misfortune. Read on for my impressions of the latest chapter in gaming's greatest dynasty - The Legend of Zelda: Twilight Princess.
  • Title: The Legend of Zelda: Twilight Princess
  • Publisher/Developer: Nintendo
  • System: Wii (GameCube)
When I was trying to think about what I enjoyed the most about this game, what I came up with surprised me. It's not the amazing controls. It's not the story, or the realistic graphics, the sound design or the dungeon puzzles. It's the fact that, for the first six hours or so of the game you think it's 'just' going to be another Zelda game. Twilight Princess opens with some fairly standard elements. Elfin boy, lives in the forest, helps his neighbors, yadda yadda, bad thing happens, boy is the guy fortold in legend, etc, etc, oh he's a wolf that's neat, kill the bad guys, yeah, yeah. It's not bad, to be sure. It's ... well, it's Ocarina of Time. You're moving around, doing puzzles, advancing the plot, and enjoying the control scheme. If the first several hours of the game were indicative of the overall experience, I would have walked away satisfied but not overly impressed.

They go by fairly quickly during this extended introduction period, but there are hints of the differences to come early in the game. The twilight creature Midna, who sort of 'adopts' Link in his wolfen form, is unusually cynical for a Zelda title. She has an honestly funny sense of humor, and seems to delight in manipulating events towards some goal we're not privvy to. Zelda herself is distant and remorseful, the art style of the twilight world is very distinctive - the game has a serious tone from the get-go.

What begins to happen, as you pass beyond the introductory period and move into the game proper, is that you stop crawling. You start running. After the long tutorial, your legs stretch out and before you know it you're looking around at a game that demands your continued movement. The element that shifts Twilight Princess beyond Ocarina is the sheer momentum that the game builds as it hurtles forward through the story. There's so much to see, so much to do, that the game stops being 'another Zelda' and becomes Zelda in its purest form. There are references throughout the game to other chapters in the series, and you begin to realize that you aren't just playing some schmo here: you are playing with the Hero of Legend.

The gravitas which sinks that idea in is echoed in every element of the game. Link isn't the hero foretold by the marketing department when they dreamed up this game's ad campaign. Link is a hero, and you know it. You've been there, in other times and other places, helping other Links to complete the quests that made those Links into legends. When you pick up the boomerang, or the bow and arrow, it's not just another item upgrade. These are the tools of a hero, going all the way back to snagging that boomerang off of a dead moblin in the first dungeon of the very first game.

That may sound overly dramatic, but it's something that has to be experienced to be believed. The Wiimote control scheme is the first stepping stone. The fear Zelda fans expressed when it was announced you were going to have to waggle to swing your sword was palpable. They needn't have worried; holding your hands apart in your lap, destroying your enemies with a quick flick of the wrist, is the most natural thing in the world. Most impressively, you'll even find there are a few 'Wii Sports' moments in the game. There is no in-game need for you to do a completely elaborate overhand slash into the boss's weak point ... but it's a hell of a lot of fun. The control scheme turns the spin attack into a regular part of your routine, too. With no need for charging up, a simple gesture with your nunchuck hand sends mobs of enemies to their doom.

The controls fit seamlessly with other traditional Zelda elements, as well. Complex themed dungeons and brain-breaking puzzles litter the game. Each holds not only the simple pleasures of tackling room after room of enemies and traps, but pits you against a mini-boss and a end-boss for each labyrinth. The bosses further the game's seriousness, pitting you against devious creatures which require unique strategies to put down. Likewise, puzzles are likely to force you to utilize every tool you've been taught and every item you've been given to overcome them. Even if you have to spend twenty or thirty minutes staring at one puzzle element, you'll always get it eventually. Twilight Princess has no cheap tricks or unfair moments; solving a puzzle is always a cause for celebration, not for throwing your Wiimote.

It's the Wiimote, of course, that makes these bosses and puzzles work so well. Aiming for targets with the boomerang or bow and arrows is just a matter of pointing. Because all of the buttons (A, B, C, Z) are so close together, and so distinctly placed on the two parts of the controller, performing quick presses with any of them is just a matter of reacting. There's never a need to think 'Which one is B, now?' You just know.

The slow buildup at the start of the game is what makes that possible. Your thorough grounding in the 'basics of Twilight Princess' leaves you well-prepared for the unpredictability of the later portions of the game. You'll bounce back and forth between light and darkness, freeing portions of Hyrule as a wolf, and then returning to the light to exterminate the twilight beasts with your sword and shield. In the twilight realm, Midna rides atop your furry back, while in the light she hides within your own shadow. In both realms, she offers advice whenever she feels it's appropriate, as well as hints as to what to do next. Once you've begun defeating shadow creatures, she'll offer you teleportation services across Hyrule as well. It's a truly great experience, to have the option to bop across Hyrule or make your way via more conventional means.

The game's teleportation service, and the availability of Link's horse Epona throughout the majority of the storyline are just more pieces of the well-made path the designers have laid down: Even though this title is in the neighborhood of 70 hours of content, there are no wasted moments. As good as Final Fantasy XII is, the need to grind levels means that some portions of your quest are, ultimately, forgettable. Twilight Princess is just the opposite. You'll never find yourself unable to do something you shouldn't be able to. Traveling between dungeons, you'll find hidden niches of goodies, new heart containers, even mini-dungeons that make you suspect every boulder and bush of containing an unseen realm. If you see something you can't reach you can move on without frustration; you'll get back to it eventually.

Whatever that unattainable object is, chances are you can see it from quite a ways away. Despite the (relatively) underpowered nature of the Wii, Twilight Princess is a very, very beautiful game. To an eye used to the slickness of the 360 or PS3, some portions of the games textures can certainly appear muddy and dull. The difference in image quality between AV cables and component cables is also quite striking; unartistically abstract portions of the game pop to life with the increase in visual quality. What the game lacks in graphical power, though, is more than made up for by the sheer amount and precision of the graphics. Zelda's huge environment is lovingly laid out, with every portion of the world having received careful attention. Places like Hyrule Castle, Death Mountain, and Kakariko Village are instantly recognizable, but look quite different from previous incarnations. The game's audio needs no qualifiers. I've been a fan of the music in Zelda games since the original 8-bit theme kept me up at night. This title's score is equal parts tradition and originality. The twilight realm, especially, moves the horizon of the game's musical landscape. Twisted, vaguely mechanical sounds are now a part of the instrumental selections, and the game's use of music to build mood is carefully laid down. Both visually and auditorally, Twilight Princess is a feast.

The game is not flawless, of course. If you don't like adventure games, or the Zelda series, there is nothing here that will change your perspective. Likewise, while I don't think the extreme visual style of Wind Waker would have been appropriate here, I wouldn't have objected to some slightly more stylized graphical elements. Titles like Okami and Final Fantasy XII have proven what you can get out of an aging console if you focus on style over realism; it might have been interesting to see what such a marriage could reap with a Zelda title.

These are minor, minor quibbles. Zelda is nothing less that the most precisely crafted adventure game of the last several years. Twilight Princess may be the finest adventure game ever made, for the simple reason than it encompasses the entire possibility range that the genre offers. Every single gameplay element you could think to see in an adventure game is here, and many novel and interesting new pieces besides. As you move forward through the game you're constantly challenged with new ideas, new items, new puzzles, new gameplay elements; what you are actually doing within the game never stands still. If boredom can be defined as repetition, you will be hard pressed to point at any section of the title and call it boring.

The path the designers have laid down leads from the last generation to the next. They've built this game on series traditions, and fitted the stones into place with the tools of their 'new gen' console. The highest praise I can think to give to a game is to say that it is fun. Legend of Zelda: Twilight Princess is an awful, awful lot of fun. Not only is it a reason to buy a Wii, it's proof that despite all of our doubts, despite the fears that they'd gone crazy-nutso with this 'waggling' thing, they really know what they're doing. Truly, perhaps, the best part of this whole scenario is the date on the calendar. This was a launch title. If they can so finely craft the entertainment experience of a Wii title this early in the console's life, one can only hope that future titles will be able to build on the lessons of Twilight Princess. Zelda won't be the best game on the system. Down the line, I look foward to more memorable, physically involving, and deeply moving experiences on Nintendo's little white box.
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Legend of Zelda - Twilight Princess Review

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  • by donut1005 ( 982510 ) on Thursday December 07, 2006 @04:09PM (#17151018)
    I posted this in the Two Weeks of Wii thread, but this seems more appropriate here.

    I'll admit. If I look in the mirror I might just see a Nintendo flavored Kool-Aid mustache.

    But...

    I am all for the new innovation the Wiimote offers, but after playing Zelda TP for about 20 hours, I really don't think its integration with the Wii is anything special. I understand it was originally a GameCube game, but even as great as the game is, I think it still is a GameCube game for the Wii. Where with Wii Sports the movements of the players mimic what you do, with Zelda you just shake the Wiimote when you want Link to strike with his sword. I noticed in the E3 vids showing gameplay of Mario Galaxy (or whatever its called) you shake the Wiimote to do a superwarp or superjump. That struck me as weird, like it wasn't an instinctive motion. Why can't you just map that to a button? Did you need to put the motion sensitivity in there somewhere so sword equals jiggle the Wiimote, THERE YOU GO? If the motion can be replaced by a button, I don't see it causing excitement. I see a lot of developers thinking "How can we incorporate the wiggle?" I hope soon enough they figure out how this new interface really works. Hopefully Trauma Center and Elebits can be used for a future template on why there is motion sensitivity in the first place!
  • by Turn-X Alphonse ( 789240 ) on Thursday December 07, 2006 @04:10PM (#17151044) Journal
    Why is it time for voice acting?

    Text works perfectly fine and you don't have to deal with crappy dubbing as it crosses the ocean. Just use your imagination and you have all the voice acting you want.
  • by nuzak ( 959558 ) on Thursday December 07, 2006 @04:28PM (#17151334) Journal
    Because Shodan wouldn't be nearly as creepy nor is Irenicus nearly as cold-blooded if they were just text. Bad voice acting can ruin a game, but it's no reason to not even try.

    But this is an adventure gaming genre where "Magic sword east. Good luck!" tends to be considered the height of exposition. So the bar isn't particularly high after all.
  • Re:Another one! (Score:1, Insightful)

    by Anonymous Coward on Thursday December 07, 2006 @04:29PM (#17151344)
    "developed by someone who walked in the woods" or whatever tells us NOTHING about this game


    Yes it does... it says Miyamoto.... that tells a lot


    -- rev. layle
  • by grammar fascist ( 239789 ) on Thursday December 07, 2006 @04:48PM (#17151766) Homepage
    I agree. I actually am glad I don't have to hear more craptacular voice acting.

    They'd also have to come up with some dialogue for Link on the first place. He never says anything - we just fill it in. They'd have to do a spectacular job of that, and it would have to be better than anything the player could have imagined Link saying. It's a tall order.
  • Comment removed (Score:2, Insightful)

    by account_deleted ( 4530225 ) on Thursday December 07, 2006 @05:17PM (#17152272)
    Comment removed based on user account deletion
  • Left-hande control (Score:2, Insightful)

    by Anonymous Coward on Thursday December 07, 2006 @05:34PM (#17152618)
    Can any left-handers comment on how playable the game is with the Wii Remote, especially swordsmanship? Can it be played left-handed in a natural way, or do you need to retrain yourself to play right-handed?
  • by Anonymous Coward on Thursday December 07, 2006 @05:37PM (#17152686)
    I'd say just play Ocarina of Time before Twilight Princess. The other games are good, but Ocarina of Time is the most important to understanding Twilight Princess, IMO.
  • by PixelCat ( 58491 ) on Thursday December 07, 2006 @07:03PM (#17154322)
    Good grief, the sailing wasn't that bad. They put teleporters all over the place so you don't have to sail for ages. Admittedly, access to them comes later than you'd like, but it generally doesn't take more than a minute or so, and probably less, to sail across any given grid on the map.

Neutrinos have bad breadth.

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