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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 stoolpigeon ( 454276 ) * <bittercode@gmail> on Thursday December 07, 2006 @03:55PM (#17150790) Homepage Journal
    Has anyone reviewed the gamecube version? I realize that the wii is the more inexpensive of the new consoles, but it is still outside my price range. I'm interested in hearing how the game is without all the waving and what not. Will this be like having a 3-d movie but no glasses for those of us still on the cube?
  • All said and done... (Score:4, Interesting)

    by casualsax3 ( 875131 ) on Thursday December 07, 2006 @04:01PM (#17150892)
    ... I think I liked Okami better.

    http://www.gamerankings.com/htmlpages2/920500.asp [gamerankings.com]

    I thought Zelda was *very* good, but I think the controls turned out a bit... awkward, for lack of a better word. I think they worked quite well, but it never felt really natural. Also, it's honestly time for some voice acting Zelda. All in all a fantastic game though!

  • 480 resolution? (Score:4, Interesting)

    by Leto-II ( 1509 ) on Thursday December 07, 2006 @04:07PM (#17150990)
    Where are these high-res (relatively speaking) images coming from, since the Wii only produces 480p?
  • by bananaendian ( 928499 ) on Thursday December 07, 2006 @04:08PM (#17150998) Homepage Journal
    Am I the only one with visions of attachments like these [tinypic.com] developing to the extreme. The sex industry only has to copy THX-1138 and make millions!
  • Re:480 resolution? (Score:5, Interesting)

    by Erwos ( 553607 ) on Thursday December 07, 2006 @04:11PM (#17151064)
    These images look _remarkably_ like the screenshots that have been floating around for months - screenshots that look _far_ nicer than the in-game screenshots taken by other reviews.

    How about snapping your own, Zonk? Or at least making note that Nintendo basically handed these out?
  • by Hackie_Chan ( 678203 ) on Thursday December 07, 2006 @04:13PM (#17151106)
    The game is not flawless, of course....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.

    Wow. You're not the first one to say that. It's funny how Nintendo were completely lambasted for making the Wind Maker cell shaded so they decided to take Twilight Princess in the art direction that the fans wanted. And now they're criticized to making the game too dark and gritty?

    Damned if you do, damned if you don't.
  • by Jeffrey Baker ( 6191 ) on Thursday December 07, 2006 @04:21PM (#17151240)
    Some elements of TP really do use the motion sensing to good effect, I think. The aiming of the slingshot, bow, and grapple are not that interesting, since the same thing can be accomplished using the analog stick. But Link's shield attack is invoked by jabbing the nunchuk, which is pretty intuitive, and the stab is done by stabbing with the Wiimote. And you reel in your fish by reeling on the nunchuk. Overall I thought the control scheme was pretty good.

    But I still think the best part of the Wii controller is that I can use what amounts to a Gamecube controller cut in half. I don't have to sit with my hands cramped together.
  • by Zonk ( 12082 ) * on Thursday December 07, 2006 @04:22PM (#17151256) Homepage Journal
    I actually *loved* Wind Waker's look. What I didn't like was that it was rushed out the door to meet with the demands of Nintendo's corporate strategy. It (almost) felt like the over-compensated with Twilight Princess. Wind Waker is short, and kind of spartan, while Twilight Princess is just *so much game* that it can feel a little overwhelming at parts.

    As for Princess's look, I just think that the art style they used in the twilight realm was infinitely more interesting than the off-the-shelf fantasy feel of the light world. I'm like most gamers: I like seeing new stuff. More newness in the visual style would have just been even more icing on an already delicious cake.
  • by dtjohnson ( 102237 ) on Thursday December 07, 2006 @04:29PM (#17151366)
    Americans are supposed to be leaders in creativeness and innovation but some of the recent products, like the wii or the Prius, from Japan are simply amazing. The Nintendo Wii is an extremely creative and innovative product. By comparison, the xbox 360 (from an allegedly free-to-innovate american company) already looks like a dinosaur.
  • by hal2814 ( 725639 ) on Thursday December 07, 2006 @04:32PM (#17151408)
    "For most gamers, the adventures of Link and the story of Zelda have never failed to deliver."

    Only because most gamers were spared the horror of playing one of the two CD-i Zelda games. I picked up a refurb CD-i dirt cheap for the time ($100 w/the MPEG cart) for the 7th Guest and decided to try out the Mask of Gamelion (sp?) while I was at it. Not only was that easily the worst game I've ever played (and I've played ET for the 2600), I was dumb enough to pay $35 for it. That is one scenario where the "adventures of Link and the story of Zelda" SERIOUSLY failed to deliver.
  • by 7Prime ( 871679 ) on Thursday December 07, 2006 @05:02PM (#17151986) Homepage Journal

    I dunno if I would agree that everyone who played Wind Waker loved it. Most of us got over the "but it looks like it's for little kids" bullshit, the artistic style was the least of my worries (as well as most other people who finally played it, that I've talked with), but the "huge boring ocean" does really cut into the enjoyment factor quite a bit, it turns what could have been an "excellent little game" into a "excellent but extremely flawed little game".

    Twilight Princess is neither flawed nor little, though. Sure, the OoT references are many, and the traditional dungeon progression is back, but it's not OoT for the sheer reasons that the story is about 10x as deep, the atmosphere is darker than Majora's Mask (my previous favorite in the series), and its character portrayal could go give a contemporary Final Fantasy a run for its money, any day of the week... not typical for Zelda.

    I now understand that when Nintendo was talking about making Zelda a more mature game, they weren't talking about adding gore or death or sexual references, they weren't talking about making Link into the 15-year-old male's teen idol... they were talking about making the whole experience more sophisiticated, for lack of a better term, and I think they outdid themselves in this regard.

    Unfortunately, it's holding at 11th best game at GameRankings.com, when OoT has always remained #1... strangely, however, almost everyone who pits it against OoT agrees that it is a far superior game, so I don't know how they get off with that. I think TP is even more gutsy, breaking away from its traditionally 2-dimensonal (story and character-wise) roots, then OoT was for its time.

  • by porcupine8 ( 816071 ) on Thursday December 07, 2006 @05:29PM (#17152514) Journal
    You know, Navi never really told me anything I didn't already know. I just thought she was annoying because she always made it sound so urgent, and after I interrupted myself to talk to her I was always left thinking gee, thanks, couldn't have lived without that.

    Hm, your comment about easy bosses actually makes me think I'll like it. Bosses are always more of an annoyance to me than anything. I'd much prefer having moderately easy bosses and harder puzzles when you're trying to get around places.

  • ...finished. After I figured out you had to sail your ass all over the place to find the pieces of the triforce I snapped, and quit playing. My daughter always asked me to play 'link' and was very upset I refused too. She's quite in love watching me play Twilight Princess though. Running commentary from a five year old on 'you didn't do that right' or 'no don't do that as a wolf do it as link' is rather fun for a bit.

    The new control scheme is second nature to me, and the six or eight hours straight don't have my hands numb and sore from gripping the controllers. Casually holding the Wiimote in the right and the Nunchuk in the left works well for me, and the cord is just long enough it doesn't get in the way.

    The newer 'moves' you learn as the game progresses work well with the nunchuck/wiimote hack slash combos works well and I agree with the review in that you hvae many 'Wii Sports' moments by really getting into it and flailing about.

    I'm currently inbetween the forest and air dungeons, and having a blast. About 29 hours into it.
  • by Incadenza ( 560402 ) on Thursday December 07, 2006 @08:13PM (#17155436)
    Attachments will always be used in ways not imagened by the manufacturer, as the Rez trance pack [gamegirladvance.com] proofed. Not wii, not wireless, but fully functional.
  • Re:wow (Score:3, Interesting)

    by Omestes ( 471991 ) <omestes@gmail . c om> on Thursday December 07, 2006 @08:53PM (#17156040) Homepage Journal
    Thank you! The lava dungeon sucks, I feel like I'm marginally in control of a suicidal elf. I know it isn't TPs fault though, I never got used to 3d platformers, actually I never even wanted to see Zelda transition from 2d top-down, and thus missed the N64 ones on purpose, until WindWaker got me back into the fold. I'm sure if it was 1st person I would have no issue, thanks to years of experience. But I figure if I could get through the damn horse bit before the dungeon (still having thumb cramps), I can slough my way through the dungeon of dramatic fiery suicides. Outside of my own ineptitude, TP is the best Zelda, or adventure, game I have played to date, it might even beat out the original... but we'll find out, I just got a 20 buck VC card, and Zelda is the first game on my list.

    Oddly I'd be doing better with the GC version, but thats mostly because I have to get used to the Wii-mote/nunchuck combo, I forget to move my hands, die, get pissed off, and go bowling on Wii Sports.

    You have a damn good idea, why am I on /.? I should be jumping in lava and killing slugs.

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