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Nintendo love their peripherals. They've always had something extra
for you to buy that was necessary for certain titles - from Rob
the Robot to the Wii Balance Board, there's always some new 'innovation'
to get hold of. But nowadays they pack in a game made specifically
for their peripheral, and that's exactly what Link's Crossbow Training
is. To coincide with the release of the Wii Zapper, a shell that
combines the Wii Remote and Nunchuck into a lightgun configuration,
you can journey back to Hyrule to test your sharp-shooting skills.
But is this bundled game worth buying the Zapper for alone?
Link's
Crossbow Training is an arcade style lightgun game that's not the
usual style for Zelda - but that's the first thing you notice -
rather it's the fact that there's no story, no characters and no
adventure, just Link and his trusty crossbow. This is a smart move
however, as the game doesn't need to have a story to keep up its
momentum and the lack of a set purpose allows for the game to focus
on competition and high scoring, which is pulled off really well.
The
game is split into three sections - Practice, Multiplayer and Score
Attack. Practice and Multiplayer let you play through individual
stages with one to four players, while Score Attack is the main
part of the game, where you're shooting to earn medals. There are
twenty-seven stages, grouped into nine levels, and they vary greatly,
each taking place in specific locations from the Hyrule you visited
during Twilight
Princess. You play in three different ways throughout the game,
each requiring you to perform different actions. Target shooting
is played from a first person perspective and sees you shooting
targets and/or enemies while moving on a set path. These stages
are the most similar to a standard lightgun game, with your movement
automatic and on-rails at all times. The targets begin to move once
you reach a certain point and it can be tricky to hit them at the
right time. In this mode you'll also find targets that shouldn't
be hit, and if you do shoot these you'll lose points as well as
ending any combo chain that you've built up. This mode can be very
fun at times and frustratingly difficult at others, making scoring
highly a hugely rewarding accomplishment.
The
other two ways of playing, Fixed combat and Free movement combat,
are viewed from a third person perspective, showing Link in all
his green-garbed glory. In the first of these you're stationary
while you shoot, giving you 360o of movement. You turn by pointing
at the edge of the screen with the reticule, which works surprisingly
well considering the length of the Zapper. These stages always pit
you against a group of enemies who can hurt you if they get too
close, taking points and your combo away rather than health. Free
movement combat is similar but, as you might have guessed, Link
has regained the feeling in his legs and you can walk around the
stage using the analogue stick. This is probably the best game type
on offer, with you exploring the small area for enemies. These sections
are also host to some of the more interesting areas from Twilight
Princess, namely the Temple of Time and the Snowpeak Mansion. As
well as interesting levels, you will also find yourself up against
bosses in these modes. This comes as a surprise when playing the
game and ramps up the intensity considerably. The final boss encounter
is as epic as any boss in a Zelda game, yet still deserves repeated
play. Both of these modes are enjoyable in their own ways, while
offering a challenge that you can't get from a first person view.
Scoring highly in either of these practices is difficult but after
a few runs through you will undoubtedly be netting major points.
The
Zapper itself, the peripheral with which Link's Crossbow Training
is bundled, is at first glance nothing more than a piece of white
plastic. Shaped remarkably like the crossbow that Link uses, it
isn't your standard lightgun. The Wiimote and Nunchuck are held
in place by a set of prongs and a latch, respectively. They are
completely sturdy when they are in the mould, which makes handling
the gun a lot more precise than it would have been otherwise. You
can slide the Wiimote out at the press of a button, but taking out
the Nunchuck requires a bit more effort. The rest of the Zapper
is designed well, featuring a storage space on the underside for
the Nunchuck wire and the weapon itself doesn't look out of place
next to your other Wii accessories. It's just hard to think that
many people will choose to play with the Zapper on a regular basis,
as the chore of taking the nunchuck out will make them change their
minds about playing. This is a shame, as the Zapper gives Crossbow
Training and many games to come a new lease of life and makes them
so much more enjoyable to play than with the standard configuration.
Play with the Zapper from the start and there's no turning back
- which is a good thing, by the way.
If
you're wondering whether or not the Zapper is actually needed to
play Link's Crossbow Training then the answer is that it's not;
you can easily play through the whole game without it. However,
the fun that comes from using this piece of moulded plastic is what
makes it the best choice for the game. The controls are simple -
aim at the screen and pull the trigger to shoot, and which is all
you need at the beginning, then as you progress the Z button on
the nunchuck becomes your best friend, allowing you to zoom into
the action. You can also charge your arrows up for an explosive
effect, or even gain an automatic crossbow. This can help or hinder
your point tally, as it can occasionally stop a combo in progress.
The
combo system is integral to the game and without it you simply wouldn't
be able to proceed through the levels. If you keep hitting targets
without missing then your combo increases and your score is multiplied
by your combo count (i.e. the number of targets you're hit in a
row), which allows for massive amounts of points to rack up, considering
how little you get from each target (around 100). You will regularly
achieve scores of 50,000+ once you get good enough with your trusty
crossbow.
The
progression of difficulty is something that the game pulls off flawlessly,
with you becoming accustomed to the Zapper within a few minutes
of play. You'll be surprised at how pathetic your scores were back
when you first began playing as you reach the climax of the Score
Attack mode. The only problem with this is that you'll get there
after about an hour of solid play, way too short for an average
adventure. But this isn't an adventure game - it's more like an
arcade game, and one that's bundled in with a piece of hardware
at that. This is why the focus on scores is so ingenious, because
the incentive to strive to beat that top score gives the experience
immense replay value. Even if you can gain platinum medals within
a night or two, the practice mode allows you to perfect stages while
proving to yourself that you are great at the game! The fact that
only you (and the people who share the experience with you) will
know of these achievements is sad however - an online leaderboard
would have helped the longevity of the title even more. Once you've
beaten your own records by tiny amounts, there isn't much left,
save for the multiplayer, which is just a competitive version of
practice mode.
Exactly
a year after the breathtaking Twilight Princess, it would be silly
to come up with an entirely new look for Link's Crossbow Training.
The game looks and sounds the same as Link's last adventure, retaining
everything that made that game so great. The music and sound effects
are familiar and the areas are instantly recognisable, bringing
back fond memories and giving you the urge to play through Twilight
Princess again. By not including the elements that make the Zelda
games so similar and featuring an arcade style of play instead,
this is a wholly original little spin-off that gives a new lease
of life to Zelda. Will we see Link's Boar Riding come packaged with
the Wii Wheel…who knows? When it comes to aesthetics, there's not
much to fault, other than it shows that Link's Wii journey has been
topped by other titles in the graphics department in the year since
its release.
The
most exciting aspect of Link's Crossbow Training is the price. For
£20 you get the game and the Wii Zapper in a sleek white box. It's
excellent value and helps you to overlook any shortcomings that
the game might have. The lifespan would be an issue if this was
a full price standalone release, but as a freebie and a showcase
for the Zapper it's the perfect title, condensing the epic scope
of Twilight Princess into an arcade style authentic Zelda experience.
It's the main reason for buying the Zapper and is well worth the
£20 asking price - if you're hungering for another Zelda adventure
then this will satisfy your appetite, even if does only last for
a long weekend.
Reviewed by Sam Atkins for AceGamez (All Rights Reserved).
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