- Title: The Legend of Zelda: Twilight Princess
- Publisher/Developer: Nintendo
- System: Wii (GameCube)
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.
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.
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.
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.
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.