As usual, Twilight Princess tells the story of one of the legendary Links, a chosen hero from a small village tasked with saving the kingdom of Hyrule and Princess Zelda from inevitable doom. Casting a shadow over Hyrule, the Twilight Realm embodies the duality found in previous Zelda games, and it is in this realm that Link undergoes a transformation into a wolf. Early parts of the story involve an effort to eradicate the invading twilight from the land, but through various plot developments, the tale becomes much more than that.
While reminiscent of Link’s rabbit transformation in A Link to the Past, as a wolf, Link actually retains versions of many of his attacks. Though Link in human form already possesses a unique connection with wildlife, in his beast form, he gains animal senses and the ability to talk with the animals. Controls are designed to mimic the four-legged form and have advantages and disadvantages compared to Link’s human form. Some puzzles require you to switch between Link’s two forms.
Twilight Princess has a much different tone than The Wind Waker, replacing the whimsical characters and events with far darker themes and situations. Still, Nintendo does manage to retain certain critical elements such as large facial expressions, several comic moments, and even some cartoon effects and humor, which serve to expand the personality of the game.
Midna is an imp from the Twilight Realm who helps Link escape from a jail early in the game. While Link is in wolf form, she rides on his back and helps him get to hard-to-reach places. When Link is in human form, Midna hides in Link’s shadow but can be called upon for assistance. At first, Midna differs greatly from the helpful Navi, beginning the adventure offering subtle back-handed advice while giggling to herself and even deriding Link while getting him to do her bidding. Though hiding her true motives, her character develops the most in the game, and she eventually warms up to the hero.
Though Link doesn’t start out asleep as he does in many of the Zelda games, the game begins slowly, methodically introducing each new item, weapon, and skill, which allows players completely new to the series to get into the game. The first half of the game focuses on story development, while the latter half involves mostly dungeon quests. The scope of the game is huge, and while fairly linear, the game offers plenty of locales to explore. Hyrule is big enough this time around that its lands are separated into provinces.
Like many recent Nintendo games, The Wind Waker suffered from a serious lack of challenge. Twilight Princess is not significantly more difficult, but I was pleased to actually see the Game Over screen, which I never encountered in its predecessor. Players do respawn close to where they perished, rather than restarting an entire segment, which softens the consequence of dying considerably. Combat generally proceeds as in previous Zelda games with the sword as the primary weapon and L-targeting serving as an important battle mechanic. Throughout the game, Link can learn special new techniques, which make fighting a little more dynamic and dramatic. While not too difficult to take down once their weakness is discovered, the bosses are impressive creations that often require the use of a combination of different items to defeat.
It’s not just the fighting difficulty that has been cranked up. In previous games, most Zelda puzzles seemed to naturally be completed by an “I wonder what will happen if I try this" mentality. The puzzles in Twilight Princess, while still logical, are not always as obvious, which could result in players wandering around a fair amount if the environments are not meticulously examined, but none of the puzzles are actually too dastardly in design.
While The Wind Waker was also an amazing game due to its visual style and sense of fun, it was somewhat short. Twilight Princess more than addresses this problem by including more dungeons than any Zelda game since Ocarina of Time. The dungeons aren’t trivial ordeals, either. The standard block and button pushing puzzles return, but are accompanied by others that make use of new weapons such as the magnetic iron boots and Spider-man-inspired double claw shots. Classic locations such as the Forest Temple, Zora’s Domain, and Death Mountain are re-imagined, with new locations making an appearance. Hyrule Field is expansive, but traveling it on horse is not the exercise in monotony that Wind Waker’s waters were.
A downside to the game’s length is that some of it does feel a little too much like filler. There are several collect-a-thons, some required and some not, which break up the pace of an otherwise excellent experience. A good example of what to expect is that heart containers are now made up of five pieces instead of the classic four. Of course, mini-games like fishing are included for those players who specifically want to take a break from the epic adventure.
Much of the game, from the cinematic title screen to familiar areas within Hyrule, is clearly meant to evoke a next-generation Ocarina of Time. While perhaps it doesn’t possess quite the huge jump in design that Ocarina of Time did, Twilight Princess is a more than competent evolution of the series and the dedication developers put into it shows. Twilight Princess supersedes Ocarina of Time in design, and with such a superior production, it’s hard to go back. The twilight-covered Hyrule in particular provides a unique and eerie atmosphere, and the more standard locales each exude their own type of beauty that simply must be experienced to be fully appreciated.
Though not without faults, the graphics are easily some of the best on GameCube, and outclass those found in many next-gen titles. Cut-scenes are all rendered in real-time. Especially for those replaying certain sections, Nintendo has graciously included a skip button (Start) for cinema scenes. Sound is sometimes a little bland, but offers its share of solid themes, usually rearranged versions of classic Zelda music.
Of course, with the dual format GameCube and Wii release, the big question on people’s minds is which game offers the superior experience. The answer is both and neither because both games have their benefits and drawbacks. For the minority of gamers that have 16:9 televisions, the GameCube version does lack the Wii’s widescreen support, though both versions support progressive scan. However, it does include third-person camera controls, which can be adjusted with the C-stick. Item access is also a bit more convenient due to the traditional controller layout. As for the sword controls, the GameCube version is more responsive since gestures do not need to be interpreted, resulting in gameplay that feels a little bit faster. However, the trade-off is that the spin attack cannot be performed as quickly, and any weapons involving aiming are much slower with less precise targeting. Link does gain one extra crouching move while riding Epona.
The Wii version can be played in a more laid back manner due to its split controller design, but the GC version was where the original control scheme was devised and is likely to feel slightly more natural to Zelda veterans. The control schemes between the two versions are intuitive enough that players can naturally switch between the two. The sole issue to consider is that the entire game is reversed on the Wii version, meaning everything left is right and vice-versa, which can be disorienting. For the purists, Link retains his traditional left-handedness in the GameCube version.
The Legend of Zelda: Twilight Princess is one of those few genre-defining games that while clearly dedicated to fans of the series, also serves as a wonderful adventure for those new to the series. Zelda revisits many of the ideas that made the Zelda series classic, but does include enough new content to make it an original and satisfying experience. In an era of shortened and simplified games, Twilight Princess stands as a testament to the benefit of high production games. As such, Twilight Princess is a game for all gamers and easily one of the greatest games ever crafted.
Pros:
Lastability: 9.0
The adventure is quite epic, easily spanning several dozen hours of gameplay even without completing all of the sidequests. While players probably won’t want to play it again immediately after such a lengthy adventure, the kingdom of Hyrule is large and beckons players to explore its depths.
Final: 10.0
The Legend of Zelda: Twilight Princess is the golden capstone of GameCube titles. The only reason any GameCube owner shouldn’t have already purchased this game is if they would prefer to have the Wii version. The fact is that both versions are nearly identical and neither outclasses the other, so preferences in control or widescreen support are the only things to consider. Though Nintendo would rather players forget it existed, the GameCube version was the original envisioning of the game and offers a spectacular adventure that all gamers should experience.
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Originally posted by: Bloodworth
Aaron has a great point here with the music. The dungeons could use more than deep tones and clanking chimes.
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Originally posted by: pap64Quote
Originally posted by: Bloodworth
Aaron has a great point here with the music. The dungeons could use more than deep tones and clanking chimes.
I agree with him as well. Save for some select songs and the great remixes of the classic themes, I thought the soundtrack was a little too subtle and lacks the "oomph" the earlier musical scores had.
However, I see this as both a good thing and a bad thing. Good because you don't have a glaringly annoying song playing in the backgrounds, and lets you focus on the task ahead. Bad because it fails to give the dungeon the ambiance it needs.
Despite this, I think the soundtrack is an improvement over the WW soundtrack, which felt even more lacking.
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Originally posted by: Jonnyboy117
The best song in TP, and the reason I was impressed by its soundtrack, is the song that plays when you first go to Hyrule Castle to meet Zelda. That song reminded me of Chrono Trigger music.
QuoteAfter putting time into both games, I completely agree with you.. which makes me even more excited about the next Zelda.
Originally posted by: sycomonkey
After having beat it on the Wii I can not possibly imagine playing this game on a cube controller.... Just the pointing function alone is fantastic. I would say that it's worth it to trade in your cube version when you get a Wii, because honestly being able to point where you want to shoot arrows/slingshot/clawshot is completely worth it. Gesturing the wiimote to swing the sword is perfectly responsive and the item inventory is just about the coolest one I've ever seen in any game, so basically I would say that this review misses the mark. But that's just me.
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Originally posted by: IceColdQuoteAfter putting time into both games, I completely agree with you.. which makes me even more excited about the next Zelda.
Originally posted by: sycomonkey
After having beat it on the Wii I can not possibly imagine playing this game on a cube controller.... Just the pointing function alone is fantastic. I would say that it's worth it to trade in your cube version when you get a Wii, because honestly being able to point where you want to shoot arrows/slingshot/clawshot is completely worth it. Gesturing the wiimote to swing the sword is perfectly responsive and the item inventory is just about the coolest one I've ever seen in any game, so basically I would say that this review misses the mark. But that's just me.
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Originally posted by: Smoke39
The water temple was the first one that I really liked. The sky temple wasn't bad. Definitely not aggrivating. Nothing in TP is very hard.
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Originally posted by: VGrevolutionQuote
Originally posted by: Smoke39
The water temple was the first one that I really liked. The sky temple wasn't bad. Definitely not aggrivating. Nothing in TP is very hard.
Just to clarify the water temple is dungeon 3 right? If so it was relatively easy besides finding the big key which was hidden in a stupid place. At the moment I'm on the sky temple, and can see why some are frustrated.
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Originally posted by: Klapaucius
I loved the big spinning stairs, personally. It turned the whole dungeon into one big puzzle.
My favourite dungeon is the Temple of Time. Every room had puzzles, it seemed no space was wasted, and the mini-boss was so much fun. I had loads of fun with the boss too, which not only looked cool but the surprise after killing it... Haha. ^_^
Sky Temple was a challenge... I don't mind it, but I despise the boss.
I don't see your problem with the Water Temple. Dropping bombs? What were you bombing so much? X_X
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Originally posted by: Klapaucius
Sky Temple was a challenge... I don't mind it, but I despise the boss.
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Originally posted by: sycomonkey
After having beat it on the Wii I can not possibly imagine playing this game on a cube controller....
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Originally posted by: pap64
One other thing that keeps me away from giving TP a perfect 10 is the dungeon design.
I absolutely HATED the water temple and the sky temple. The water temple made me drop F bombs like I was a sailor (ask SB, he was there). The sky temple wasn't as annoying but did have an irritating design.
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Or are you talking about my F-bombs? I simply got annoyed of constantly running in circles trying to find the next room.
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the dungeons were made so that we would have to use a little bit more of our brain
QuoteTo do a spin attack quickly under the traditional method, you needed to spin the analogue stick in a full circle, then press B. This could just be done by wiggling the attachment, which is much easier.
Seriously? I don't see anything intuitive in that, at least not more intuitive than pressing and holding a button
QuoteYou can do a parry. Remember that the context sensitive button (A) is still used the same, so if Nintendo chose to, they could have you press A for the parry. You don't need motion controls for that.
Which isn't really my problem anyway, even if the response of the remote was perfect for the basic motions I would still not see anything fun in doing that, I can't do a parry or a helm splitter in real life with the remote
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Originally posted by: Shecky
Anyone saying that they didn't experience even one puzzle that took a while to figure out - by themselves - is lying.
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Originally posted by: Smoke39Quote
Originally posted by: Shecky
Anyone saying that they didn't experience even one puzzle that took a while to figure out - by themselves - is lying.
How long is "a while"?
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Originally posted by: Shecky
They outright feed you bombs and arrows in dungeons that made heavy use of either.
Personally, I would have been ok if grass didn't drop arrows either (although drops from the archers would still be fine).
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Originally posted by: Artimus
Am I the only one who didn't find the water temple challenging at all?
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Originally posted by: CalibanQuote
Originally posted by: Artimus
Am I the only one who didn't find the water temple challenging at all?
You're not alone.
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Originally posted by: Artimus
Am I the only one who didn't find the water temple challenging at all?
QuoteIf in doubt, look around..
"seriously, who'd expect camera orientation to have an effect on this?" - one of those puzzles that have been used before (OoT: Gohma) and goes with my point earlier.
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Originally posted by: Jonnyboy117
The best song in TP, and the reason I was impressed by its soundtrack, is the song that plays when you first go to Hyrule Castle to meet Zelda. That song reminded me of Chrono Trigger music.
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Originally posted by: Ian Sane
"that you couldn't go into first person in castle town."
What the hell is up with that? I assume it's a reference to Ocarina of Time's Castle Town but that was supposedly because of hardware limitations or a deadline or something like that. I doubt it was required for the Cube/Wii hardware and I really think it's an odd reference because everyone I've ever met didn't like that about Ocarina. If I can look around whereever I want in Majora's Mask I think I should be able to do the same thing in Twilight Princess.
Did anyone here upon encountering that for the first time think "Cool! This annoying restriction is just like in Ocarina of Time"? While we're referencing lousy Zelda stuff let's make us have to hold down the reset button to save for that old school feel.
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Originally posted by: VGrevolution
I don't miss the camera at all in Zelda: TP, the game is so well designed that camera is seldom a problem. You still get the magnificient sites even if you have to go into camera mode.
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Originally posted by: KnowsNothing
I'm pretty sure from the South exit you can see into the Fountain Area, with people walking around and everything. The strangest part is that those are the two busiest areas of the town....
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Originally posted by: mantidorQuote
Originally posted by: KnowsNothing
I'm pretty sure from the South exit you can see into the Fountain Area, with people walking around and everything. The strangest part is that those are the two busiest areas of the town....
You can also see people moving before you even enter the town.
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Originally posted by: Bloodworth
OoT's camera couldn't be moved in Castle Town because it was pre-rendered. I have no idea why they did it in TP.
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It sucked you couldn't zoomed any closer tooIt sucked you couldn't zoomed any closer too