Review by Dbzmaniax

"A classic set to stand the testament of time"

Twilight Princess is the fourth 3D addition to the Legend of Zelda series. The Legend of Zelda is known as one of gaming's most highly acclaimed series ever since the original revolutionized adventure gaming on the NES. Since then a plethora of titles have been added into mix, many attaining greatness in the eyes of gamers (CD-I Zelda games not included).

Twilight Princess has been in development for a rather long time. It was initially slated as a GameCube exclusive however many delays to improve on the game led to it being ported and released first on the Wii. The two games are very similar, however the Wii version features a unique control scheme and a ‘mirrored' world. The mirroring of the Wii version has no impact whatsoever on the gameplay and is a moot point for one deciding on which version to buy.

When The Wind Waker was released many gamers were put off by the cel-shaded graphics, unable to see the great game lurking underneath the colorful, simplistic surface. Gamers were longing for a new Ocarina of Time (OoT) and in the eyes of many, Twilight Princess was just that. Nintendo has reverted to the more realistic graphical style found in the earlier 3D games. This game is the darkest Zelda game to date, both in appearance and story.

The game is set in Hyrule and takes place decades after the events of OoT. Link, a teenager from Ordon Village, is given the task of delivering a sword to Hyrule Castle. Before embarking on his journey, Ilia and Collin (the daughter of the Mayor of Ordon and the son of a villager) are kidnapped by a group of monsters. Link is knocked unconscious by a member of this brutal group. Upon waking, Link is pulled into the Twilight Realm. This mysterious and dark realm that is slowly spreading over Hyrule. Therein Link is transformed into a wolf and finds himself locked inside a prison cell. It is here that Link meets Midna, an impish looking creature of the Twilight Realm, who agrees to help the wolf-struck Link if he follows her orders. Along with the rest of darkened realm, Midna is a mysterious character who will prove to be instrumental as the story progresses.

The story in this game is much longer and more involving than any other Zelda game, containing a few plot twists along the way. The pacing of the story starts of slowly as the supporting characters (namely Midna) reveal only short bursts of story-building information every now and again. The story gains a bit too much speed towards the end leaving some events feeling somewhat forced and unnatural.

With more story sequences than other Zelda title, a lot of questions tend to be raised in the minds of the gamer. Sadly by the end of the adventure many questions are left unanswered. There isn't too much information given on the smaller situations that develop in game, leaving quite a few loose knots at the end of the game as one doesn't get a chance to see how certain events pan out. That being said, the bulk of the story is handled rather well and is up to, if not surpassing, the quality of any other Zelda adventure. The story as a whole, being a lot darker, proves more intriguing and drawn out than any other Zelda game, even if the side-stories weren't as developed as one would've liked.

Like most previous Zelda titles this game is set in the land of Hyrule. The land is split up into provinces which separate the different sections of Hyrule. Many areas that were found in previous Zelda titles return in Twilight Princess. A few locations have changed however, placing some areas in different parts of the continent than they were in older games. It is worth noting that the locations of Hyrule are inverted in the Wii version because of the controls.

The size of Hyrule in this game is larger than any other Zelda game to date. Wind Waker also sported an enormous world however most of it was covered by the Great Sea, greatly reducing the amount of space to explore. The landmass is full of nooks and crannies to investigate with players behind rewarded for their inquisitiveness. Exploring the area around you will undoubtedly result in you finding a few secret areas, a few of which will need returning to much later in the game to actually reap the benefits.

Epona makes a comeback to help Link traverse over Hyrule Field. Link's trusty companion will come galloping towards him whenever he blows into a certain species of grass found across Hyrule Field. Epona greatly cuts down the time spent traveling and, as a first, can be ridden during combat. Link can slash out at opponents as he flies past them on Epona. Nintendo made good use of this ability by including a few storyline sequences where Link must combat an enemy while riding Epona.

Another aspect is using the bow while on Epona. This is much less effective than using the sword because as Link aims he loses total control over Epona. Epona will continue traveling in a straight line while Link tries to spear his enemies. There are also story-based events where Link must use his bow while Epona runs in a straight line but it isn't very effective to use while running around Hyrule.

The size of Hyrule Field only makes the disappointment larger when one realizes that in the entire vastness of the overworld Link will rarely encounter a human wondering about unless it revolves around a story sequence or side-quest. This does nothing but make Hyrule seem barren. You won't encounter a stroller in the fields, a group of soldiers patrolling the land or even a person traveling to another town. The only living creatures to be found on the overworld are beasts and blood-thirsty plantations who would rather kill you than speak to you. And even of these, there is very little in variety. While Hyrule Field is made to look like a beautiful, varied plain it's a damn shame there isn't anyone there. This is one area where Nintendo dropped the ball. It would have been a much more interesting and lively place had there been more variety in the creatures and, more importantly, any sign of creatures with whom Link could actually converse.

After completing a good portion of the game it becomes painfully obvious that the amount of towns and inhabitation's around Hyrule are truly miniscule. Races from previous Zelda games return. The non-human races in this game once again all live in their own dwellings. This is perfectly acceptable and understandable. The game doesn't give any indication of their numbers as the player never really gets to venture deep into their homes. However Link does get a chance to visit the towns in these games and it is quite unbelievable at how few humans seem to inhabit the land. Apart from Castle Town, the capital of Hyrule, the towns are ridiculously small and under-populated.

Although being under-populated, props must be given to Nintendo for at least one properly inhabited town. While not as interesting as Windfall Island from The Wind Waker, Castle Town is quite clearly the most densely populated town in any Zelda title to date. The city is bustling with people shopping or just hanging out around the town. Despite the town being quite populated many of the people won't respond if spoken to. Still, there are many around the town to speak to you and a few venues to visit. Most of the venues, however, are businesses with very few actual houses being open to visit. It is a rather impressive site seeing a town bustling with people and soldiers as they get on with their daily business. And if you're down on most people ignoring Link remember, it isn't too commonplace to see a person having a conversation with every passer-by in a city. And we all know Link isn't amongst the most talkative of people, don't we?

Despite being under-populated, the land of Hyrule has a plethora of things to do. As in any Zelda title, one side quest that will likely keep gamers hooked for a while is collecting all the Heart Pieces. Heart Pieces are basically objects that can be found by exploring dungeons and Hyrule. Some are rather straight-forward to obtain although a good deal require some exploring and thinking to obtain. When you collect five Heart Pieces Link will obtain an extra heart container, meaning that he will be able to take more hits before a Game Over. Link can obtain a maximum of 20 hearts in the game. There are also two other fetching side quests that can be completed. One of these involves scouring Hyrule for all the different species of bugs. Believe me, it's more fun than it sounds.

The game also has a decent amount of mini-games. Some painstakingly difficult to complete while others much more relaxing and fun to play. Easily the best mini-game is the Fishing Hole. This makes some of the best use of the Wiimote and nunchuck in any title seen at launch. It controls well enough to be implemented as a standalone fishing game and is a great way to spend a couple of hours.

One striking feature about each Zelda title is the plethora of weapons and items Link must collect to traverse through the land. Twilight Princess is no different, having a wide range of items that add that much to the depth of the game. One major gripe, however, is that most of the items are basically useless outside of the dungeon they are obtained in. They may be used here and there, usually across the vast landscape of Hyrule to obtain some Rupees or a Heart Piece, but it would have made the game much deeper to force Link to utilize these weapons more often, either in combat or puzzles. A few items can be used in place of other items or can be helpful in certain situations however it doesn't take too long to realize that such occasions are few and far between.

A prime example of a wasted item is the Slingshot, an item obtained very early in the game. Despite its potential (in puzzle solving if not combat) the item is redundant once Link obtains the bow. It basically becomes nothing more than a much weaker alternative than the more piercing and far-shooting bow.

That being said however, there are a few items that become indispensable once obtained. The bow, a classic weapon in the series, once again proves to be very useful during the course of the game. The Lantern makes its first appearance in a 3D Zelda title. Setting objects on fire (usually torches) has long been a staple of the Zelda series making this item a happy addition to the arsenal of Link.

Swords, bows and the likes are not the only weapons available in the game. We all know wolves aren't capable of using such items. What do wolves use? Claws and teeth. These are the forefront of Link's arsenal when he is transformed into a wolf. Items take a backseat as Link must leap, scratch and bite his way to victory. One advantage as a wolf is the ability to sense and dig. Players have the ability of switching the perception of the world when Link is a wolf. The world becomes a much darker place as Link is able to see objects that are otherwise invisible. This includes spots where Link can dig up items and at times make his way under walls and dig himself into underground caverns. Link can also make out certain invisible enemies as well as spot and track down scents.

Midna is there to help Link in combat by creating a growing field around Link. Once unleashed, Link will leap at every enemy encompassed within this field. This attack proves imperative at times as there are times when Link and Midna are trapped from continuing in a barrier of sorts. Gracing them are messengers of the Twilight. These creatures attack in packs (three or more). When only one of these messengers remains he will howl and bring his companions back to life. It is at times like these, when the wolf-struck Link must attack multiple enemies/targets at once, that the field created by Midna comes into play. The need to use this skill isn't very pressing as the adventure progresses and like some of the items, it suffers from a lack of situations where it is more practical than the physical attacks.

Another purpose served by Midna is directing Link. Interestingly enough, Midna is the only character in the game that has voice acting. The speech isn't actually understandable though, being nothing more than garbled nonsense, however it's adds a lot of personality to the character. Midna takes the role of helping Link on his journey by giving him useful information, however unlike Navi and (to a lesser degree) Tetra, she doesn't prove to be exceedingly annoying. In fact, Midna is undoubtedly the most interesting, likable character in any Zelda game. Yes, even more than Snot-nose and Tingle. Seriously though, Midna is basically an instant classic as far as supporting characters go.

When transformed into a wolf, Midna will often appear and find areas where Link can leap upon to reach otherwise unreachable areas. By locking on to Midna and pressing A to leap to her position Link can quickly cross a pit or scramble up a mountain-side. This extra dimension brought in by Midna is utilized much more effectively than the energy field and provides a good method of moving wolf Link to places that the human Link would not have able to reach without an item if at all.

The Wii has been touted as the system set to innovate the way games are played. The Wii version of Twilight Princess sets out to accomplish just that. The GameCube version of Twilight Princess sports a similar control setup to The Wind Waker. The Wii version, on the other hand, utilizes the Wiimote and nunchuck to add motion and tilt-sensing on the table. Gamers have accepted using a standard controller with Zelda for years. That was before the Wii version of the game came around, though. After experiencing the Wii controls it is quite easy to forget all those hours spent mashing a button to attack as one becomes rapidly comfortable with the new controls.

The nunchuck attachment allows Link to move with the analog stick. Actions are also executed in the classical style. The A button on the Wiimote is used to carry out basic actions such as talking, opening a door or interacting with objects. Z-targeting is also similar to before. Pressing Z will make Link lock on to an enemy, making it easier to hit or allowing Link to bring in some of his more advance skills. When locked-on Link is able to circle around opponents, back-flip, jump and roll to the sides and perform a jumping strike with his sword. Z-targeting becomes more advantageous as Link progresses through Hyrule and gains new skills and weapons.

The differences start to show once the items are thrown into the mix. To use Link's sword gamers simply flick the Wiimote. There's no need to make large sweeping motions. Just flick your wrist and Link will slash out with sword. Nintendo have refrained from making Link mimic the movement exactly. A flick of the Wiimote is nothing more than pressing the ‘A' button was in Wind Waker. It may be quite anticlimactic to some and many may not see much purpose in having to flick the Wiimote when they could be pressing a button. Yet once you really get into it, even a small flicking motion feels much more fulfilling than mashing a button. It helps immerse the player a little more in this vast land.

A new aspect to sword control is the ability to use the sword while in motion. While running players flick their wrists as Link slices his sword to the left or right. While this is exciting to see it doesn't prove very effective as most enemies won't fall from a single slash. That being said, it comes in handy when gamers want to cut a path through a hoard of weaker enemies or don't want to be bothered on Hyrule Field.

Let's not forget one of the most well known move in the arsenal of Link. The Spin Attack returns in Twilight Princess however gamers no longer hold down a button to execute the skill. A quick spin of the nunchuck will result in Link performing a spin of his own. Players can no longer spam the Spin Attack. After performing the attack Link must wait a few seconds before he is able to use the attack once more. It is questionable how much of an improvement is found in the new execution of the Spin Attack. While it may be faster to pull off, the attack isn't always pulled off on the first attempt. There are times when one may have to rotate the nunchunk a few times before Link pulls of the attack. This is nothing but a small annoyance though as becomes insignificant as one progresses. It's simple to master but that doesn't change the possibility of the game not recognizing the motion every now and again.

The sword combat starts off being somewhat shallow with Link not have too much skills to pull execute. Thankfully Nintendo have added hidden skills that players can unlock throughout the adventure. These more advanced skills make the battle system deeper, some proving much more useful than others. That being said, all can be integrated into combat. Many enemies in the game are next to unbeatable without usage of the hidden skills. Battles become hectic as Link pulls of skill after skill making sword duels towards the end of the game very enjoyable.

The item that benefits most is the bow. Using the pointer capabilities of the Wii have paved the way for faster and more precise aiming. This isn't a factor in the short-range as (for the most part) it is preferable to lock-on the enemy and shoot however once the distance between Link and the enemy increases the advantages really begin to show. It's amazing how simple it is to aim at enemies in quick succession. Shooting becomes as simple as pointing and pressing the B trigger. Get that down and nailing a few headshots in a row becomes no sweat. The game is somewhat forgiving when the distances become very large as it still registers hits a few pixels off target. This is only noticeable and applicable when the distances involved are immense. Such a situation will likely only appear when shooting down flocks of birds on Hyrule Field, it really isn't a bother in the least. Other items also benefit from the unique Wii controls, none as significant as the bow, as a few other items also take advantage of the pointer for aiming on screen.

The wolf aspect of combat is much more shallow and therefore less interesting than when Link is human. Wolf Link only has three notable attacks and doesn't learn any more as the adventure progresses. He has his standard bite attack that is carried out by waving the Wiimote. Link has a somewhat similar, albeit usually more effective, leap that sends him flying at enemies. This is executed by pressing the A button. At times Link will latch himself onto an enemy, allowing the player to rapidly bite the enemy by mashing the A button. Wolf Link translates the trademark Spin Attack. The attack serves the same purpose and is executed in the same style as his standard Spin Attack. Other than those three skills, Link can Sense and use the energy field created by Midna (both mentioned previously) by inputting either Left or Right on the D-Pad or holding down B respectively.

Link is much faster at linking up attacks when he a wolf. By Z-targeting and mashing A Link will leap at a hoard of enemies in rapid succession. This is useful at the start of the adventure as many enemies can be taken down with one or two attacks. However human Link grow however, wolf Link does not. His attacks prove too weak against many stronger enemies later in the game. There are some enemies that will be made more manageable as a wolf although overall it is rather tedious. Wolf combat requires more mashing and less thinking when compared to sword-based combat. With no special techniques to execute it can become rather dull have to do nothing more than mash A or wave the Wiimote for long periods at a time.

The dungeons in this game are enjoyable as in any Zelda title. There is a decent amount of dungeons in the game each taking somewhere in the region of a couple of hours to complete. Most of the dungeons are more straight-forward and contain more action than previous Zelda games. This is shown in most of the dungeons throughout the game. Whether this is an improvement or not comes down to the player.

The dungeons in Twilight Princess are some of the most enjoyable to date as they focus on more linear progression as opposed to backtracking to proceed to new areas. That said, however, there are still times when a player must backtrack after obtaining a new item or opening a new path in the dungeon. While most of the dungeons are more linear than other games there are still some dungeons which require a decent amount of puzzle solving and backtracking to complete. The diversity seen in each dungeon requires the player to take a different approach and mindset into each dungeon. This game, quite possibly, has some of the most diverse dungeons to date, many of which do not sound or feel like the dungeons fans of the series have become accustomed to over the years. Despite not all the dungeons being traditional they are all amazingly designed and very fun to play nonetheless.

The developers are masters of level design. It is the near flawless level design that makes The Legend of Zelda what it is. In any game, dungeons demand good level design (assuming the game includes dungeons to begin with) and fortunately the dungeons in Zelda are the cream of the crop. There is no difference in Twilight Princess, the developers once again pulling off the amazing design that players have to come to expect. Some dungeons may require the player to plow through leagues of enemies while others demand that the player take time and think of where and how to proceed. Dungeons have always been the meat and potatoes of Zelda adventures and are simply the best part of Twilight Princess.

Twilight Princess lost dropped the cel-shaded look that Wind Waker sported. The preference of style comes down to appearance in the end but there is little doubt that Twilight Princess features the most artistic, dark and detailed Zelda world to date. The game was originally slated for the GameCube and is clearly in the top tier as far as graphics go for the system. Some may say that the game doesn't hold up with other next gen titles or looks outdated for a Wii game. That isn't how this game should be looked at. Twilight Princess has a beautiful art style making Hyrule appear more appealing than ever.

The style that Nintendo went with is their darkest to date, opting to use more earthy tones in most areas of the game. This gives the game slighting more realistic look, the dullness of the colors making for a more relaxing experience. This dullness carries through to the character models with the game lacking bright clothes and enemies. The Twilight Realm looks amazing. The area makes use of bloom lighting to give the world a fuzzy, mysterious look and feel. Another distinctive feature is the particle effects going on at screen at almost all times, adding immensely to the fuzzy, nightmare-like atmosphere the developers were going for.

Although artistically beautiful the game suffers from low resolution textures and jagged edges. These flaws are very noticeable when playing at a close distance to the TV. The image is much clearer when playing at a distance however there are still times when you will likely notice these imperfections, namely when the camera zooms in to an object. The game thankfully supports 16:9 and 480p (progressive scan). Those who play with these options enabled will see a significant leap in the clarity of the image.

The games audio isn't quite as astounding as its graphical side. While the score is well done and more than sufficient, few of the tunes are all that memorable. Certainly nothing compares with some of the Zelda tunes of old. Thankfully the game includes some of the old classics. One aspect keeping Twilight Princess in the past, as far as audio goes, is Nintendo sticking with MIDI tunes, with only a tiny selection of fully orchestrated music. The game does excel in utilizing the score however, with excellent dynamics in sound. It's exceptional how quickly and cohesive the music changes depending on the event taking place.

Twilight Princess is a game that has spent years in the making. There are certain aspects that could be improved upon if one decided to look deeply at the game however many of the complaints are really nothing more than nitpicking. The fact of the matter is there are so many aspects of Twilight Princess done right that the small flaws are insignificant in the end. The many aspects of the game mesh to create a truly stunning title that can stand proudly amongst the best of them. Those willing to submerge in this title and not surface until absolutely all is done can expect well over 50 hours of enjoyment. It's quite possibly for this adventure to top over 70 hours in a single run.

While ultimately a matter of (highly contentious) opinion, there is no shame in one claiming Twilight Princess to be the very best Zelda title, if not overall video game, to date. Whether you feel that way or not, there is no doubt that Twilight Princess is an excellent title that will stand the testament of time of years to come. Whether a fan of the series or not, it is highly recommended that you pick up this title, either of the GameCube or Wii.

Score Breakdown:
Gameplay: 10
Graphics: 9
Sound: 9
Value: 10

Overall (not an average): 10

Reviewer's Score: 10/10, Originally Posted: 01/19/07

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