Friday, August 3, 2007

The Legend of Zelda: Twilight Princesses

Game Score: 10/10, Fun, innovative, and challenging!

Legend Of Zelda Twilight Princess Cover Artwork


"Link's adventures don't get much better than this. The greatest legend of Hyrule has arrived."


Four long years have passed since we were given the last console Zelda title, 2003's The Wind Waker. It has been a long, arduous wait, a rollercoaster ride of emotions. During that time, Twilight Princess has had hype unlike any game prior, a game that had to succeed on numerous levels in order to live up to the steep expectations laid out before it. Not only was it being billed as the greatest Zelda ever -- serious shoes to fill, no doubt -- but also had to show that the Wii's new controller was suited toward the "hardcore" games; against all odds, between all the criticisms and controversy between their being two versions, Twilight Princess amazingly follows through on all of its promises. Nintendo has done what one might consider the unthinkable -- achieved perfection.

The most surprising part of Twilight Princess is how well this brand-new control scheme works. The biggest changes from a regular control system including using the Wii Remote as Link's sword; when you swing the controller, Link swings his sword. While it isn't 1:1 control (meaning that Link doesn't mimic your swing), it adds a layer of immersion that you wouldn't otherwise have. I really found myself engaged with the game at multiple points. If I'm in the middle of a big battle, I'll be swinging like crazy, despite how it's not at all necessary. Simple flicks of the wrist are enough for the game to detect the motion -- and you won't get tired at any point in time.

The other half of the new controls comes in the "point-and-aim" scheme that you use with weapons like the Slingshot or Bow. You simply pull these items out and then use the Wii Remote to point exactly where you want to shoot on the screen. There is a certain level of precision and quickness to this that a normal analog controller just cannot match. It takes a little while to get used to, but the game's clever tutorial in the beginning eases you into everything nicely. If there were ever a point in which this Wii version proved it superiority, it's definitely here.

The other less worrisome addition to the game was Link's transformation in a wolf. He's always interested in getting into with his more...animalistic side. Once a bunny, now a wolf -- here, however, Link is not completely useless. Similar to A Link to the Past, whenever Link enters into the Twilight Realm, he'll transform into this beast. It is here that he'll first meet his companion on the quest, Midna. She'll assist him in many ways, not the least of which is making otherwise impossible jumps and allowing him to lock-on to multiple characters dealing one-hit kills, harder said than done for sure.

If there was one disadvantage to his transformation into a wolf, it is the inability to use any of his equipment, everything from his sword to his bow. However, he gains numerous other abilities that set him apart and make the wolf very refreshing and enjoyable to play as. The first of which is the ability to Sense; sensing allows Link to go into a darkened state where the view is very focused in front of him. He'll be able to see invisible objects or enemies or pick out certain "soft spots" in the soil. Those soft spots lead to the second new ability, that being his ability to dig. The most useful part of this is, for example, finding a locked gate and being able to open it. If there happens to be a little break in the ground to either side of that gate, Link would be able to dig and climb underneath to gain access to the other side. It sets up for a ton of unique uses and really keeps the gameplay fresh on both sides when it comes to switching back and forth between forms.

What really manages to keep everything going and feeling great, though, is what you have to do in between each dungeon in the game. Zelda games have always been about dungeon and puzzle solving. You get your task; you go to the dungeon, then another and another. Here, this is particularly because of the exceptional pacing in the game, you will do hours worth of stuff after completing a dungeon. You'll spend more time outside of these dungeons than you will in them. That's not a bad thing either because Whether that's running around the visually astonishing Twilight Realm or getting to know certain characters or locales through various tasks to complete, you'll be doing something and it'll be fun.

This is also due to the fact that the storyline in Twilight Princess is truly engaging and interesting. While the game starts off like any other typical Zelda fare, what it evolves into over the course of the game is anything but. There are tons of twists and turns that'll leave you begging for more. Keeping with that, Nintendo really worked hard on producing some characters that you get attached to and enjoy. Hyrule feels like a living, breathing world with its colorful characters and their drastically different personalities. They feel like characters, not NPCs just standing around all day. Hyrule Castle Town, for instance, is a bustling town full of people shopping, chatting, running around, and everything you might expect from a big city. On the other hand, a place like Ordon Village -- Link's hometown -- is a quiet little town, home to only a few people who you'll get to know well.

These drastically different locales contribute greatly to the enjoyment of the game too. You visit numerous places all over the land, be it the hot and dry Gerudo Desert or the chilly peaks of the Snowpeak Ruins. There is a sort of natural progression from each of these different environments. It's never an abrupt cut off that has you going from the lush green fields of Hyrule to the rain ridden desert. Each of the dungeons also stick with this refined and polished world. None of them feel like dungeons buried deep underground or completely out of the way. They're all naturally apart of the world, filled with tons of puzzles that all have logical solutions to them.

That is perhaps the best part about Twilight Princess's dungeons. They never have any puzzles that have you running all over the dungeon or something that is stupidly frustrating. They're tough, no doubt, but each has its own logical solution to it that'll give a "Duh!" feeling after you've figured it out. Every dungeon also has its own unique way to solve puzzles, so you'll never feel like you've already solved this same puzzle so many times before. It's a great way to keep the game feeling "new" the entire way through.

But, if there were ever a chink in the invincible armor of Twilight Princess it would be on the more technical side of things. The game definitely isn't going to blow you away with its technical visuals. Given the scope of the game, it's understandable that there would be some low-res textures used, but even then it's not exactly a game that is always a lesser looking game, though there are clear times when it has its low moments. But this is somewhat countered in the fact that it has incredible art direction. This is one of the best designed games in the industry today, and that really helps it to overcome its technical shortcomings.

On the other side of the coin, the music in the game serves a different purpose here than one might normally think. Instead of being significant and in your face, it primarily works as sort of a way to set the mood by softly playing in the background. Sometimes you'll notice it and others you won't, but it's always there to really invoke some kind of emotion within you. That's not to say that there is no part where the music doesn't shine, but it serves to be a little more atmospheric, and it does it really well. One instance is riding along Hyrule Field at night, the music at times feels completely absent, but then you'll hear the hum of this womanly voice and soft tune that really gives off that "nightly"-vibe. It's enjoyable, but not precisely memorable.

What could be the most astounding part of the entire game might just be the sheer enormity of Hyrule. Never before has the land of Hyrule ever been so fully realized like it is in Twilight Princess. From the first moment you step out onto the field and hear that familiar tune of day breaking, you'll be hooked on exploring every nook and cranny -- and there are plenty of them. The promises of a truly large Hyrule were delivered, but the best part about its size, exploration aside, is that it never feels empty or mundane. Unlike its older brother, The Wind Waker, there is enjoyment in simply running around and checking out the scenery. The addition of things to do and enemies to fight is a huge bonus too.

And that's just about the name of the game -- "large." This is a product of four long years of development from Nintendo's best minds. What you're going to get in Twilight Princess is not just another Zelda game, but a truly unique experience that will leave you scratching for more, even after 50 long hours of venturing. This is not simply the best Zelda game ever, but the best game ever. Everything from the clever puzzles and unique dungeon designs to the engaging and well developed characters, this is the best of the best, the magnum opus of Shigeru Miyamoto. If there were ever a reason to hand over $300 to a cashier at your favorite retailer, this is that reason. Twilight Princess is truly the definitive game of this industry; it's a work of art that Nintendo will be hard pressed to top. This is the game to dethrone Ocarina. This is The Legend of Zelda.

Final Score -- 10.0

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