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August 2005 - the month Nintendo broke a legion of fans' hearts,
as well as sealing the fate for the lagging Gamecube, with the announcement
that The Legend of Zelda: Twilight Princess would be delayed at
least a year so the development team could create a better game.
As the months passed, the rumor mill began to turn, churning out
whispers that the call for extra development time was actually a
ruse to buy time for Link to make the jump from a sinking Gamecube
to the rising star once codenamed the Revolution, now known as the
Wii. [I think I liked Revolution better! Ed]. As they are known
to do, Nintendo kept the majority of the extra development time
shrouded in secrecy - that is, until March 2006, when details of
Wii-exclusive features that make use of the motion-controlled controllers
were revealed. This was quickly followed by an E3 announcement that
those Wii-extras would only be available in the Wii port, to be
released along side the Wii itself.
This
pairing brings about two huge questions - is this the greatest Zelda
game to date and is this the greatest launch title to date? The
answer to both is a resounding yes! Twilight Princess combines the
realistic, gritty look of Ocarina
of Time with the wide-open exploration of Wind
Waker, before expanding and adding to the series' canon to craft
an adventure for the ages. By making use of the Wii's most obvious
feature, motion-reading controllers, Nintendo have reinvented how
gamers will approach adventure games for years to come. Despite
suffering from a focus on gameplay over presentation and Gamecubeitis,
the Wii's Twilight Princess delivers an adventure of a lifetime,
which for Nintendo, comes at just the right moment.
What
would a Legend of Zelda adventure be without a kingdom in peril?
Hyrule is yet again in trouble, this time falling prey to the King
of Darkness, whose darkness is feeding on the land and its inhabitants
like a virus, splitting Hyrule into two - the light and shadow realms.
Link, as the chosen hero must steer Hyrule back to the path of light
with the help ancient, dormant powers, accompanied by a sarcastic,
selfish shadow demon known as Midna.
The
latest release in a series never known for its storytelling, Twilight
Princess attempts to change this perception with a generous use
of cut scenes. Unfortunately, the inexperience in this area shows,
as Nintendo hasn't pushed the storytelling envelope in years. Most
of the cut scenes are great, with professional editing and camera
positioning, but others are the exact opposite, giving them an amateur
feel. The story weaves an interesting and well-written tale, developing
many different characters, including the wonderful Midna, yet it
falls short when furthering the development of its star, Link. He
seems to have the same occupied look during every cut scene, rarely
showing emotions like joy, fear, anger or hatred. He hardly makes
a noise during these scenes either, such as a sign or grunt. Though
Midna does a fantastic job of speaking for Link, no one else does,
almost as if he is talking to them and not to us. I look no further
than the anime series Gungrave, whose nearly silent lead
Brandon is brought to life brilliantly without the use of his own
voice. This is a serious drag that needs to be addressed in the
future.
Twilight
Princess was the flagship title of the Wii's launch, as no other
established Nintendo brand appeared in a new game on day one (Excitetruck
hardly counts), and with the delay of the Gamecube version by two
weeks, the pressure was on. Link not only had to sell himself, but
he had to sell a system as well. And sell a system he did, as Twilight
Princess achieved a near 1:1 tie-in ratio with Wii sales, translating
into nearly every Wii owner taking the game home. But this wasn't
done by simply existing - although that can't be completely overlooked
- as the inclusion of a system-exclusive set of controls not only
gives gamers a deeper sense of immersion, but it will change your
outlook on adventure games.
The
best part about all of this hype about new controls is that they
are no more difficult to use and understand than trying to playing
any 3D Zelda game with a normal controller. With your left hand,
the nunchuck controls your movement via the analog stick, first
person scanning with a press of the C button and lock-on targeting
with the Z button - the normal, non-motion-sensitive actions. While
it might seem like a boring controller at first, lacking motion
controls, the nunchuck has its share of making you look silly fun.
By swinging the nunchuck from side to side Link busts out his patented
swing attack, and by tilting the nunchuck to face to the right and
rotating it, you can reel in your catch when lure fishing.
The
Wiimote, as you can tell, is where the action is. For starters,
it controls every single attack outside of the swing attack. While
it is not the exact replication of movement some gamers may have
been misled to expect, Twilight Princess's take on swordplay/wolfplay
is nonetheless the most important addition to the game and genre.
Swiping the Wiimote from side to side sees Link brandishing his
sword and slicing whatever is in his path, or if he is in wolf form,
brandishing his teeth and biting away. It may not be as accurate
as simply pressing a button, as how you react is factored in, but
that imbues the controls with a human-like characteristic that fleshes
out Link and attaches him to players in a way never before imagined.
Not every swing translates and not every swing hits, but when he
misses, you miss. The feeling is surreal in the best way possible.
Items
are all controlled with the Wiimote, including mapping them to the
D-Pad. Simply press one of the four D-Pad directions and you will
select an item to be used with the B button. Items such as the iron
boots, milk, potions, etc. are executed with only one button press
- I call them the "no fun" items. But try the Gale Boomerang or
Hero Bow and you will never desire to play another Zelda game with
a regular controller again! Once you have selected an item, you
find yourself using the Wiimote as a pointer. Move the crosshair
around the screen until you come across what you want to shoot and
fire away with the B button for pinpoint accuracy.
Within
a few hours of playing time there will just be no way to fully enjoy
an adventure game without the Wii controllers again. I know I have
raved about the controls in other Wii games in my other reviews,
but Twilight Princess takes the cake. This game definitely lacks
the universal appeal and low learning curve that games like Wii
Sports offer to non-gamers, but that's the way it should be,
as anything else may have diluted the gameplay. Though it may be
awhile before Link has a challenger for his adventure crown, I can
only hope other companies out there are taking note.
For
all the wonders the gameplay provides, the presentation makes the
majority of the blunders. Upon the first few hours of the game,
spent in the grassy mountain village of Ordon, you will see more
than your fair share of revoltingly ugly textures. The grassy ground
and mossy rocks formations that make up the ground and walls appear
to be smeared versions of something once identifiable. These would
be awful on the Gamecube, so I have to assume I should be outraged
that they appear like this on the more powerful Wii, which is a
shame, as the layout and development of the land is excellent, creating
realistic dips and crevasses, rock formations and mountain faces.
Textures do improve as you progress, especially in areas lacking
vegetation, but that underwhelming feeling never seems to fully
subsides.
Character
and object models, on the other hand, all look amazing, easily fitting
the bill of what I was anticipating graphically. Everything of this
nature has deep textures and multiple layers, along with fluid animations,
really bringing them to life. Character designs are original and,
more often than not, odd, creating inhabitants and beasts that define
the image we usually have in our heads for those who live in Hyrule.
I'm not sure which is scarier though - the orcs or the humans! Lighting,
shadow and particle effects also take a cue from the characters
and objects, providing many of the "wow" moments, with the shadow
world hogging the spotlight.
I
hate to dog this game graphically, but there really is no way around
it - there are plenty of you out there who will find no gripes worth
bringing up with the graphics, and that's totally acceptable. But
after playing better looking games on supposedly weaker systems,
I have to wonder just what the Wii is capable of, even when a game
supports 480p and 16:9 widescreen resolutions. At best, Twilight
Princess tickles the possibilities of what the Wii can produce and
hopefully a product developed strictly on the Wii instead of a Gamecube
game retooled will pull away the ugly duckling veil that is currently
shrouding the system.
In
the sound department you will find little to grumble about musically,
as the MIDI tracks are composed with grandeur and spirit, mixing
in old favorite themes with soon-to-be favorites. The problem is,
as many other reviewers have pointed out, that they are still MIDI
tracks. There is no denying that many of the songs are beautiful
compositions, but they have that fake, digital sound MIDI that Zelda
is known for. I would have loved to hear these through the instruments
of an orchestra, bringing the series, musically, to the next level,
but that desire will have to wait for another time.
All
the classic sound effects make a return here, as well as some new,
at times loud and abrasive, ones, all of which combine into a perfect
pairing; the gallop of a horse to the flapping and screeching of
birds to the room-shaking roars of bosses all erupt from your speakers.
Voice acting is still absent, outside of random exclamations and
Midna speaking in a shadow world tongue, however. Each one of these
only teases gamers with what could have been, as no voices would
have been better than the so very little we receive. Come on Nintendo
- you have the resources to hire competent voice actors - it's time
to bring the series' presentation fully into the 21st Century.
If
you have any fear of Twilight Princess not providing enough bang
for your buck though, you can put those fears to rest; never before
has a Zelda game been this huge. Taking a page from the open-ended,
sprawling landscapes of Elder
Scrolls IV: Oblivion, Twilight Princess provides a quest that
can span up to fifty hours to complete, along with more collectibles
and side quests to pursue than any Zelda game to date. Think of
it as "to the point Oblivion," because you will never feel overwhelmed
by a bombardment of side quests and requests for favors that Oblivion
is known for - you have the main quest, sprinkled with optional
diversions. Yet, to draw another comparison to Oblivion, not once
will you find boredom in your tasks, as the pacing is near perfect.
For
all the ups and downs Twilight Princess takes in terms of presentation,
there's simply no denying the wondrous, deep adventure and revolutionizing
gameplay that takes the edge off of the lack of graphical power.
There is no denying that even had it remained on the Gamecube, much
of the flare and enjoyment would still be retained, but this is
the Wii and the gameplay possibilities it brings to the table truly
push Zelda to an even higher echelon, easily justifying the substantial
delay needed to produce this version. It has been a long time since
a system launched with a true killer piece of software, that one
game that nearly every system owner picks up on day one, but Nintendo
has shown just how important that tactic can be.
Reviewed by Tony Peters for AceGamez (All Rights Reserved).
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