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The Legend of Zelda: Twilight Princess Box Art
GENRE
Adventure
DEVELOPER
Nintendo EAD
PUBLISHER
Nintendo
NUMBER OF PLAYERS
1
WI-FI ENHANCED
No
DS COMPATIBLE
No
BUY NOW AT

The Legend of Zelda: Twilight Princess

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.



final score 10.0/10





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Staff Avatar Aaron Roberts
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