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Shortly after E3 2005, I had the chance to check our Nintendo's
forthcoming releases in a Post-E3 event in London - and I was delighted
to get some hands on experience with The Legend Of Zelda: The Twilight
Princess, which had several fully created levels up and running
in all their glory. I'm a massive fan of the franchise, having completed
The Ocarina of Time and Mask of Majora on Nintendo 64 (now available
on Gamecube
too!), as well as the simply incredible Wind
Waker on Gamecube. Diving straight into the Forest Temple, I
was astonished at what I saw.
To
start with, the graphics have been completely reinvented, replacing
the sublime cartoon style of The Wind Waker with a look very similar
to the N64 titles, yet completely new, and with the power of the
Gamecube clearly being used to the full, everything looks stunning.
Attacked
straight away by a couple of highly detailed and beautifully animated
lizard men, I quickly got my bearings and was fighting them off
in no time; the locking on, dodging, strafing and attacking mechanisms
largely remain the same as before. I despatched the first lizard
man and was delighted to discover a quite brutal finishing move,
which I used upon the second, where Link leaps upon his fallen opponent
and thrusts his sword straight through it. With the enemies vanquished,
I took a moment to check out the gorgeous surroundings; rocky walls,
amazingly detailed trees, fully animated grass (complete with rupees
hidden inside when you cut it away) and fluffy seeds floating gently
through the air. A plant attacked me and after chopping its neck
off I picked up the big seed it left behind and threw it at the
pesky spider blocking the vines that I clearly needed to climb.
Once up, I heaved open a circular rock door and was into the temple.
As
I played through this spectacular level, the true beauty and subtlety
of the new graphics engine became apparent; fluid and ultra-realistic
animation in every respect for Link and the various enemies he faces,
highly detailed textures, amazing splash and ripple effects when
you fall into the water and start swimming, superb lantern light
effects in dark caves, the list goes on. After defeating a big spider
and being treated to the classic chest opening animation (now looking
better than ever and still accompanied by the familiar theme we
all know and love) I found my trusty boomerang, now with added wind.
This can be used as a weapon against bad guys, to spin wind-activated
switches and to uncover loose floor coverings to find the secrets
beneath your feet. There were also a number of friendly monkeys
to rescue in the Forest Temple, very amusing little guys who follow
you around and hang from ropes to swing you across gaps too wide
to jump across yourself! Zelda never fails to find new ways to innovate
and add extra depth to the already fantastic gameplay, and Twilight
Princess is no exception.
I
could go further in my exploration of the Forest Temple, but I don't
want to give too much away, so I'll leave it there and move onto
the next level I took a quick look at, set at the start of Link's
journey in his home village. We begin with a bit of goat herding
on horseback (Epona returns, fans of the series will be delighted
to hear!) and then head into the village where Link can chat to
the various inhabitants and explore a bit before his big adventure
begins, a village that's beautifully crafted with more loving attention
to detail than in any previous Zelda game.
The
final level I played through was all on horseback, with Link pitted
against a whole horde of mounted baddies with swords, lances, clubs
and bows. Charging around the plains has never been so much fun
and the controls for locking onto enemies and bashing them off their
horses, even at this early stage, are very natural and intuitive.
I was treated to wonderful changing weather effects during this
battle too, watching as the sky darkened and gradually clouded over,
only for it to pour down with a lovely rain effect for a few minutes
before the rain thinned out and stopped, then the sun came out once
more. It all looks spectacular and captures that feeling of excitement
and adventure perfectly, as you fight off the minions while pursuing
the boar-mounted boss who is tricky to catch up to and takes a number
of hits to remove all his armour before you can make the final strike
that sends him fleeing through a gate. Quickly pursuing, I ended
up in a face-off situation on a narrow stone bridge with no walls
- tense stuff. You both charge head on at each other and you must
dodge away from the boar at the last moment and strike the boss
as you speed past - let him hit you head on and you're sent spiralling
to your doom in the chasm below.
Suffice
to say, this taster of things to come with the new Zelda game has
got me incredibly excited - and knowing that there will be many
temples to battle and puzzle through, plains to ride across and
villages to explore, along with all manner of objects to find and
use in a variety of clever ways, racks that excitement up to fever
pitch. I can barely wait until November - I hate to wish away the
summer (with the vague prospect of a bit of sunny weather) but this
is one hell of an incentive to bring on the cold!
This
preview is an excerpt of our 2005 feature, Nintendo Post E3 Games
Tour. For the full feature, check out these links to the Nintendo
Gamecube and Nintendo
DS sections.
Previewed by Geoff Holland for AceGamez (All Rights Reserved).
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