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[Editor's Note: Everyday this week, one to two Community Blog's will be getting promoted to the front page. Necros is the first of many Community Bloggers who will be getting some front page loving with their features they write on the C-Blogs. Now sit back and enjoy Necros' opinion on why Twilight Princess was a really good game as part of his Rantoid feature -- CTZ.]

[Author's Note: This is a special extra installment of Friday Rantoid to coincide with the release of everyone's favorite wagglebox. Be advised that there are spoilers ahead, and Happy Wii-Day!]

It has been a full year since the launch of the Wii and the release of one of the most anticipated launch games in years, The Legend of Zelda: Twilight Princess. As one of the only worthwhile launch games for Nintendo's "new-gen" console, I'm sure many of you have played the game by now. Since Twilight Princess, alongside Wii Sports, had to not only sell the Wii but also live up to and surpass its spiritual predecessor Ocarina of Time, the game was the center of some of the greatest hype since the release of Halo 2. After two years of intense speculation, fueled by Nintendo pulling the game from a 2005 release to change the art style and retool the game for Wii, gamers could not help but be let down by what they had been begging of Nintendo for years: a mature, traditional Zelda in the vein of series-high-point Ocarina. They failed to realize that while Shigeru Miyamoto and Eiji Aonuma were interested in taking the series in new directions with Majora's Mask, Wind Waker, and Four Swords Adventures, they had basically asked for more of the same. And considering all the departures from Zelda tradition in recent years, amazing though they may be, I'd say there's nothing wrong with that. 


Yes, Twilight Princess was similar to Ocarina, which was itself a 3D evolution of A Link to the Past. But the Zelda series had not seen a game similar to Ocarina for almost a decade. And don't misconstrue that statement as bitterness. I was among the mass of gamers who were outraged when they saw Wind Waker's whimsical art style, demanding a return to the style of the lifeless SpaceWorld 2000 tech demo. But if Nintendo listened to what gamers wanted (which they never do, much to the detriment of Mother fans), we would have missed out on the charming world of Wind Waker, which only in following years would the gaming public come to fully appreciate.

There was plenty of traditional content in Twilight Princess. Dungeons were still structured so you enter, get stuck, beat a miniboss, get a new item, and use it to defeat the boss. Your reward was a piece of whatever you're collecting and a heart piece. Though aiming was a genuine improvement in the Wii version, the battle system was nearly unchanged. Waggle was but a marginal improvement (or just an equitable change?) over pressing a button, and many did not like it. (For the record, I did, since it was fairly responsive.) And the Twilight Realm was little more than a new implementation of the Light World-Dark World mechanic Nintendo first used in Link to the Past. (And Metroid Prime 2: Echoes. And this year, Super Paper Mario. Nintendo really needs to come up with a new theme.) If you didn't like or grew tired of the framework of earlier Zelda games, I doubt that Twilight Princess would have been the game to change your mind.

However, I would not have taken time away from playing Super Mario Galaxy to write this if Twilight Princess was totally unoriginal. We received a game in 2006 that, while not as significant as Ocarina, was a more polished and refined game. There is a bitter taste in the mouth of most gamers who finish the game and I don't think that it's justified. Twilight Princess merits further reflection now that we've had enough time to step back and examine it in a more objective light, not as a weapon in a console launch war, but as a piece of evolutionary art.

Reinventing the Triforce

The elements that make up a Zelda game are primarily fueled by something that Twilight Princess has in spades: fanservice. Nintendo knew that the game was not just for those being introduced to gaming by the Wii, but for long-time fans as well. As a result, the game reused traditional elements that have been in practically every other Zelda game but presented them with a twist, expanding upon their use. For example, Link still used his boomerang to trigger or grab far-away objects. However, Link now had a Gale Boomerang that was able to attack multiple targets and utilize wind-based properties. Similarly, Link's clawshot still let him grab onto objects and hang from walls. When I saw that Link found another clawshot in the Sky City, I thought that Nintendo had just gotten lazy with level design. I was amazed to discover how much this changed the game; Link was now able to travel around the Sky City with ease, opening up what could be done with dungeon progression.

Even overdone bosses appeared in a new light. When Link sunk to the very bottom of the Lakebed Temple, he attacked the boss Morpheel by pulling an orb out of a water-like tentacle, bringing back fond memories of the Morpha battle in Ocarina's Water Temple. Just when it seemed like Link had bested the creature, an enormous eel burst from the sand, revealing that he had only fought a small tentacle on the creature. From there, the fight shifted into a David and Goliath scenario that would have been at home in Team ICO's Shadow of the Colossus.

Allow me to diverge for a moment to point out that Nintendo was clearly inspired by everyone's favorite games-as-art evidence, and Twilight Princess reflects the spirit of Shadow of the Colossus for the better. Morpheel was just one example in a game of creative bosses that went beyond the traditional Zelda tactics of "whack the big guy with the item you just found" in favor of epic battles, frequently involving Link climbing all over a boss to find its weakpoint. Bosses were not the only element influenced. What was a sterile, boxed-in overworld in Ocarina became a majestic vista, wide and sprawling, something truly deserving its place in Link's quest. Riding Epona, upgraded with a more engaging gallop, inspired awe as you passed ancient structures weathered by time. There is a sense of wonder in the environment that was completely lacking in prior Zelda games.

More than New Tights

Some fanservice is good, but an entire game of fanservice could lose relevance quicker than Sonic the Hedgehog. Thankfully, Twilight Princess invented new ideas never implemented in past Zelda games. By this point in the series, Link's weaponry had been well established, but items like the spinner had no equivalent in any past Zelda game. While I question the decision by the architects of Hyrule to make certain old machines work by spinning in a hole, the sections where Link glides along the walls at high speed, jumping back and forth between tracks, were some of my favorite parts of the later dungeons.

Dungeon design took a step forward as well. Once you get past the "throwback" dungeons, like the Forest Temple and Lakebed Temple, the game had some creative ideas I was not expecting. I don't remember traveling to a snowy mountain in Ocarina, and I certainly never knew there was a friendly yeti inhabiting an abandoned mansion in the area. The dungeon structure of Snowpeak Ruins was a welcome change. Instead of traveling further and further into the depths of a temple, a yeti sent Link to different locations around his house to look for food, having him return to a central area. Similarly, the new Temple of Time was more than just a fanservice footnote for me to get giddy about. Unlike the traditional sprawling dungeon with a few floors, the interior of the Temple of Time was a large tower of smaller floors that Link had to scale to challenge a fierce knight for control of the dominion rod. And once he won the rod, a new challenge appeared: Link had to lead a statue all the way back down to the bottom floor, similar to dragging dead bosses out of dungeons in Hideo Kojima's Boktai.

Epona was changed from being a map shortcut to a gameplay mechanic. No longer was Epona just for getting around, as she now fulfilled her original promise of being Link's loyal steed, ready to charge into combat with Link's newfound ability to fight while riding. The battles on horseback are some of the most memorable moments in the game, especially the duel with King Bulbin atop Eldin Bridge. The little elf had finally become a heroic knight.

Most significantly, the final stand against Ganondorf was an epic four-part battle, starting out with a familiar fight against Puppet Zelda, who must be fought in the same way Ganondorf was fought in Ocarina. Ganondorf then entered the fray himself as a giant pig monster, more feral than previous versions to mirror Link's wolf form. After the castle is destroyed, the fight moved to horseback, building on the horseback mechanics developed earlier in the game. Ganondorf finally challenges Link to a one-on-one duel to the death. Ganondorf is portrayed less as a simple villain and more as Link's worthy adversary, entwined with his destiny. If that is not one of the best final bosses in Zelda history, then I'm not sure what could possibly satisfy you.

The Legend Evolves

Every Zelda fan knows how important the primary supporting characters can be. Sure, Navi helped you, but there were many times you wanted to stick a hook in her and use her as fish bait. This is probably why I was overjoyed to finally have a character like Midna as a sidekick. Instead of some goofy fairy or a talking boat, Midna was a sidekick who made you her sidekick, subverting Zelda tradition. As she ordered Link around, you were not sure whether she was really an ally or not. Even if she was an ally, it was obvious she could care less what happened to Link; all that mattered was that she could use him for her own ends. Her animated expressions, arrogant attitude, and devilish giggle quickly made Midna one of my favorite characters in the entire series.

With Midna came a far-reaching, epic story. I realize I'm using the term "epic" repeatedly in this article, but there's just no better way to put it: the game is epic. Sure, Link still has to save the princess and the world; that's always part of the Zelda experience. What is new is how it is expanded upon. The Dark World in Link to the Past was a static realm, a black to the Light World's white. The Twilight Realm, on the other hand, is not set in stone. It is an encroaching evil, blanketing Hyrule in eternal twilight, spilling over from a dimension forged by banished, errant magicians, a dimension both hellish and beautiful at the same time. A strange foe named Zant leads the unanticipated attack, resented by your half-ally Midna for unknown reasons. Unanswered questions abound: What is Zant's plan? Who is Midna? What is the legacy of the sky people? How does Ganondorf's banishment fit into the puzzle?

Even if it's not up to par with the products of more experienced mediums, the plot was easily the best one to emerge from the series yet, both in concept and in execution. Unlike past Zelda games, where Link was the only character noticing problems, the people of Hyrule had finally realized that shit was going down and actively worked with Link to try and fix the problem. (Before I give them too much credit, I guess once you have been trapped in another dimension and had your ruler's castle encased in a golden diamond, it's kind of hard to be oblivious to the imminent ruination of your land.) This makes the situation much more believable than in Ocarina, in which an openly evil warlord hoped to establish friendly relations with the king and no one saw anything wrong with him hanging around. The alliance in Telma's tavern finally feels like you have someone intelligent to talk with.

And then there are all the little things that make the game great. Scaring the townsfolk as Wolf Link. The dry humor of Malo, the baby/merchant. The Western shoot-out in Impa's village. Relaxing at the fishing hole, surrounded by cherry blossoms. Talking to Epona as a wolf. Hunting down every goddamn poe. Mastering the inconspicuous Rollgoal game. Completing your golden bug collection. Getting to the end of the Cave of Ordeals. Finding the creepy mailman in weird places. None of these things are essential to the game itself, yet Twilight Princess would not have as much charming character as it does if not for all these little touches. They are part of that indefinable quality that makes the difference between a good game and a memorable game.

Dodongo Dislikes Ocarina

Okay. Stop. Yes, Ocarina made huge leaps in the series, is one of the few highlights of the N64, and is one of the greatest games ever made. I know. We all know. Numerous "Best Game EVAR" lists have drilled it into our heads. But that does not mean it was a perfect game. Despite the high caliber of the classic, it had some undeniable flaws. To point out the obvious, Hyrule Field had nothing going for it. Part of the problem is the age-old issue with moving from 2D to 3D; that is, it takes more time to travel in a 3D game than in a 2D game, and developers have to keep this in mind during development. The reason why this problem was amplified is that in going for a vast 3D world, Nintendo didn't provide enough distractions. A wide-open space meant to be an overworld, it failed to have almost anything interesting going on. The hidden caves dotted throughout Hyrule in previous games were actual caves, found in somewhat logical places, but in Ocarina, they were random black holes in the ground. It felt weak, as though you were just accessing some bonus room put in as an easter egg, rather than actual hidden caves. In addition, the amount of enemies you could fight in the field was anemic at best.

For that matter, the entire game suffered from a lack of enemies. While Link to the Past had plenty of enemies, the dungeons in Ocarina rarely had me afraid to enter a room with low health, because there probably would not be any enemies in it, or at most, there would be only one or two. In a fantasy adventure game, this is a legitimate concern, as fighting scary monsters should be a main part of the appeal. The dungeons were well laid-out (except for the annoying Water Temple), and the puzzles were creative, but the dungeons felt empty without the proper amount of enemies.

In addition, the game just lacked style. Ocarina was epic back in 1997, but even a quick glance at its dull polygons, drab colors, and barren landscapes reveals the cracks in the paint. Don't tell me these graphical deficiencies are the fault of the hardware, as Super Mario 64, as simple as it was, created a style of its own that played to the strength of the hardware. (I'll ignore the fact that it was blurrier than watching a TV smothered with Vaseline, since that was the fault of the N64, not the game.) Ocarina attempted be realistic with everything but its hideous townfolk, and as a result, the graphics are obviously lacking today. Compare it to Wind Waker, which will still be highly stylized and beautiful 10 years from now.

And one can't overlook the complete lack of the traditional Zelda overworld theme. It's conspicuously absent in a game with both an amazing score for the time and a focus on a magical, musical instrument. Shoddy.

Twilight Princess fixed all these problems. Hyrule Field was bigger, yet there were abundant enemies, numerous hidden caves (not black holes), pretty scenery, and even the occasional midday rain. There were many more enemies in the dungeons, bringing it back up to Link to the Past levels. Trying to compete with fancy HD graphics, Twilight Princess utilized stylized realism combined with trippy, hazy special effects. Its visuals will not last as long as those in Wind Waker, but at least it has enough artistic merit to warrant a look 10 years down the road. And while Nintendo is slow to implement symphonic recordings, the dynamically changing score was barely noticeable as MIDI recordings. Ocarina may have been more important in the development of the adventure genre, but Twilight Princess was more polished.

I Am Error

This lengthy defense may cause you to assume that I have no issues with Twilight Princess, but this would be far from the case. Just as Ocarina wasn't a perfect game, neither is Twilight Princess. In my opinion, the biggest turn-off in this game was the opening. It was necessary for the plot, but when you start a game, you want to get into the action as fast as possible, and the combination prologue-tutorial lasted far too long with its boring goals. Compare the tutorial to the opening of God of War, which has you fighting the monstrous Hydra in the first level. Similarly, while I was willing to overlook the drawn-out opening of Paper Mario: The Thousand-Year Door because of the witty dialogue, Twilight Princess's opening just screamed "generic fantasy opening," which probably dissuaded some gamers from continuing past the first dungeon.

Not only does the opening falter, but the gameplay during the endgame seems rather pointless outside of the main plot. The rewards in Ocarina near the end of the game were all worthwhile objectives, like heart pieces or the Biggoron's Sword. The rewards for deviating from the plot of Twilight Princess basically told me that I wasted my time finding a hidden cave or solving a clever puzzle, because all the chests contain are rupees. My wallet was overflowing by the end of the game, and even when utilizing the under-used magic armor, which consumed rupees in exchange for invincibility, I never had to scour the countryside for more rupees. It seems as though the development was taking a toll on the game designer and he just could not come up with anything interesting for you to strive for in the final hour.

And on that note, I would be missing a noticeable issue if I did not touch upon Hyrule Field. Yes, the overworld is much improved over Ocarina, but while they finally captured the majesty of Hyrule Field, that still did not change the fact that it took far too long to get where you needed to go. Even Nintendo realized this, which is why a warp system was implemented mid-game. However, it seems to me that it would have been better to try to address the problem in some way instead of just letting gamers skip over it. Once I could warp, I never rode through the Hyrule Field unless I had an objective in the area or specifically wanted to waste time looking at the scenery.

Finally, I have to mention a personal gripe I have with Nintendo's style of making games: the almost complete lack of voice acting. I understand that, due to technical limitations, it was mostly absent in Ocarina and Wind Waker. But Twilight Princess was released on a DVD in 2006, a year by which this issue should have been irrelevant due to disc space. Nintendo claims that the real issue is that everyone has their own idea of how the characters should sound, and that Link intentionally doesn't speak, since he is a representation of the player (hence the name "link"). To me, this is total bullshit. By having characters say an opening phrase like "Hey!" before the text fully appears, they had already determined what the character sounds like. (For that matter, we even know what Link sounds like, based on his grunts and shouts.) And even if the game was fully voice-acted, it was possible to retain Link's silence. As it is, the way conversations were structured either left out the need for Link to speak or had the player mentally fill in what the answer to a question should be, keeping with Link's role as a conduit for the player. For Nintendo to ignore voice acting that would greatly benefit the immersion of the game was incredibly lazy. Voice acting allows what would normally be two-dimensional characters to attempt a deeper connection with the player in ways that obtrusive text cannot duplicate. I guess I should be thankful for the voiced-gibberish Midna spoke, as even though they were nonsensical phrases, they gave her lines a playful tone that would have been lost in a purely text-based delivery.

It's Dangerous to Not Play, Take This

Still, these issues are easily out-weighed by all the things that Twilight Princess does right. It is the finest Zelda game I've played in a long time and an expertly crafted love letter to 20 years of questing with Link. Those of you who still hunger for the Zelda formula should have had no problems with the game. No disrespect to 2006's Okami, but there is a reason why Zelda is considered one of the best series in gaming and has persisted till today. If you hate the excellent game design and still can't stand this installment, or if you think the series may become the next Tony Hawk, then take heart, as Miyamoto and Aonuma have confirmed that this is the last traditional Zelda game for a long time. If that is indeed true, then Twilight Princess is a fitting send-off of the classic formula.

Continue: More wii stories





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59 comments | showing # 1 to 50

Mxyzptlk's Avatar - Comment posted on 11/19/2007 10:28
Mxyzptlk
I still need to get around to finishing this one of these days, but I loved what I played. Great rant.
Snaileb 's Avatar - Comment posted on 11/19/2007 10:31
Snaileb
Steampunk Zelda or Future Zelda.

With a lightsaber dammit.
Justice's Avatar - Comment posted on 11/19/2007 10:32
Justice
Very good rant Necros
king3vbo's Avatar - Comment posted on 11/19/2007 10:37
king3vbo
This could be the longest cblog evar made, and it was by King Necros himself.

I gotta admit, I really love Twilight Princess. I know some people think it is shit, but I think it is wonderful.
Cowzilla3's Avatar - Comment posted on 11/19/2007 10:49
Cowzilla3
Totally awesome and I agree with you completel. I loved the bosses in TP, just stunning and impressive. The dragon boss with the double hook shot on top of the tower especially sticks out. I personelly never got bored of riding around Hyrule field simply because it looked so good and all the fan services kept me very happy. I'm glad someone else loved this game as much as I did. It's got a little depressing hearing everyone rag on it when I had such a great time.
Rockvillian's Avatar - Comment posted on 11/19/2007 11:08
Rockvillian
TP will easily become one of those games I play in the winter time. Happy memories are lodged in this game FOREVA! (Especially the time my friend and I knocked a bong onto the floor when we thought we figured out the block puzzle in Yeti's cabin. We didn't, our algorithm was flawed and unnecessary).

Great write up Necros!
Variable Gear's Avatar - Comment posted on 11/19/2007 11:14
Variable Gear
The Gale Boomerang love is misdirected. All the Gale Boomerang is is a combination of the standard Boomerang and the Deku Leaf from Windwaker. Sure, the combination is efficient, because otherwise Nintendo would have to augment the progression pattern in order to give the player one extra item.

Hyrule Field was not big and majestic, it was diminished and divided. When you add the fields together the result nears respectability, but minus Nintendo's ridiculous hype Hyrule Field still manages to disappoint.

The spinner/top is the best addition to Twilight Princess. I agree completely with your analysis of the Hyrule architect's great wisdom.

The story/storytelling in Twilight Princess is absolutely cliche. Ganon is the evil, hidden mastermind. Zant's motivation is his people's freedom. Link is the only good guy that can fight.

Because you didn't even address it, I am unable to simply rip your ideas to shreds but I want to explain my displeasure with Link's wolf form. Wolf form, especially in combat, is not fun at all. Throughout the game human Link gets more and more special moves to add to his arsenal, while wolf Link has the same combat abilities at the end of the game that he begins with. Moving away from combat, Nintendo seemed to be unable to design puzzles for Wolf Link that not involve following hidden scents or talking to animals. The inability for the game to make the Wolf form interesting puts a detriment on the fun you can have with Twilight Princess.

The Hyrule Field in Twilight was also unappealing because nothing was going on there - just like Ocarina. And, Nintendo multiplies our pain by giving us multiple sections of plain full of nothing. There are some caves containing hidden treasures and other collectibles placed in plain sight - but little else. Link is alone in the world. Still.

Nintendo NEEDS to use Voice Acting in all their upcoming Wii games. The have no excuses anymore. If they want to keep the "silent protagonist" angle (minus numerous grunts and shouts) I would be satisfied. Instead they continue to claim that VO is unnecessary. I disagree, and I dislike clicking through boring text box after boring text box envious of the implementation of Voice Acting in almost every modern console game.

Also, Majora's Mask - not Ocarina, or Windwaker, or Twilight Princess - is the best Zelda. Yeah, it's just my opinion - and I don't expect many to agree. The atmosphere was perfect, and Majora's and Windwaker were the only Zelda games to hit the ball out of the park in that area. Majora beats out Windwaker by creatively evolving Link's abilities and providing the player with characters that had faults. However, thanks to Link, each of them could be redeemed.

What a sublime experience Majora's Mask was!
jdub28's Avatar - Comment posted on 11/19/2007 11:16
jdub28
We asked for a sequel/new Ocarina of Time for ten years and then when we get a game that is Ocarina of Time X20 every body gets pissy. This is my favorite Zelda, even with LttP nostalgic child hood feelings. With OoT I always used to think stuff like I wish these little holes under rocks were dungeons or having epic fights on epona would be great and those things came true in TP.

Also this Ganondorf is my favorite boss fight ever.

I don't mind when Nintendo takes Zelda and innovates for a couple of titles but I hope what ever nintendo's next console is begins its life right next to a traditional Zelda game like OoT and TP
jdub28's Avatar - Comment posted on 11/19/2007 11:20
jdub28
Variable Gear Hyrule field was great. Horse Back fights and some of the little secrets might as well been counted as dungeons. There wasn't anytime when I wanted to teleport instead of take Epona (something I can't say about Oot and WW). The only part I agree with you about is wolf links combat, but they were worth the suffering for wolf links platforming
Necros's Avatar - Comment posted on 11/19/2007 11:26
Necros
@ Variable Gear
Your view of Wolf Link might change a bit when you consider him not as a fully-featured alternate form but as a different item for Link to use, as if it were a bow. In that sense, following scents becomes another option of Link, with a necessary drawback of losing the use of your other "senses" (or items). The only concern I had with Wolf Link's combat was the slight disconnect from using the same attack controls (swinging the wiimote) as his human form. I liked the option of the all-at-once attack that he could only do as a wolf.

Also, I don't remember saying that Twilight Princess was the best game.
jdub28's Avatar - Comment posted on 11/19/2007 11:41
jdub28
@vaiable gear

Majora's mask was my Favorite until TP. If Majoras mask could get a spiritual sequel in the vain of oot-tp then im sure that would become my favorite


Goron Racing ftw
Tristero's Avatar - Comment posted on 11/19/2007 11:45
Tristero
Necros, I bow to your mastery. This was an awesome post. Very well thought through and articulated. Thanks for doing this. I hope your words will reach the right souls who still need to play this game.
MaxVest's Avatar - Comment posted on 11/19/2007 11:51
MaxVest
My main problem with Zelda:TP is that I was born too early. For some reason, in the past few years, I have become quick to permanently shelve any videogame that feels like a chore. This happened to Zelda:TP. I'll give it another crack this holiday season and see if that changes.

In contrast, Mario Galaxy does not feel like a chore at all. When I play it, I get that "just one more star" feeling that many games used to give me. Despite all the other elements that go into games, how much I enjoy it is usually a gut reaction.
nademagnet's Avatar - Comment posted on 11/19/2007 12:02
nademagnet
I've only reached the Water Dungeon... I stopped playing for a while, but I picked it back up Sunday. Maybe I can finish it while playing Mario Galaxy.
Chad Concelmo's Avatar - Comment posted on 11/19/2007 12:09
Chad Concelmo
This is the greatest post ever! Seriously, awesome job. I could not agree with you more. :) :) :)
Rockvillian's Avatar - Comment posted on 11/19/2007 12:21
Rockvillian
@nade

I needed moral support to get through the Water Dungeon in TP, since I stopped playing OoT at the Water Temple and didn't pick it up for 7 years.

It was like being born through fire... and water. K, all done here.
tsunamikitsune's Avatar - Comment posted on 11/19/2007 12:33
tsunamikitsune
That is a LOT of text. I only read a bit of the beginning and end, but I just wanted to get my thoughts out quick. I may come back later when I have some time and read the whole thing.

I was never a big fan of the Zelda games, but the ones I did like were the non-traditional ones. Majora's Mask and Wind Waker were easily my favorite games in the series. A Link to the Past and Ocarina of Time.......not so much. I do have fond memories of spending hours upon hours in the fishing area of OoT among other parts of the game. I never beat it, but I have revisited it multiple times just for old time's sake. Something I don't do for many games.

Twilight Princess, to me, was Ocarina with Midna instead of Navi, and the ability to transform into a wolf. That's not a bad thing at all to Zelda fans who like the formula. If it ain't broke, don't fix it, right? The Zelda series never really appealed to me much, but I have gotten hooked on other Nintendo series that I followed religiously, despite each iteration being largely the same (Pokemon, for example).

I think the one thing that killed my interest for Twilight Princess the most was the Wii controls. There was a time when I was looking forward to its release on the Gamecube, but then they tacked on some waggle and put it on the Wii. I can almost guarantee you that I would have enjoyed the game enough to possibly beat it (rather than quit at the Water Dungeon) if I had played it on the Gamecube. I still might pick it up again someday when it gets a little cheaper for the Gamecube.

Long story short, waggle = fail. I would probably have enjoyed this game much more without it. I still hold Ocarina and most other Zelda titles above this, but I don't think my experience would have been half as bad had I played it on the Gamecube.
jdub28's Avatar - Comment posted on 11/19/2007 12:47
jdub28
For me waggle neither took away or added much to the game. shooting stuff was more fun but overall the controls weren't even an after thought after the newness of the wii wore off
king3vbo's Avatar - Comment posted on 11/19/2007 15:03
king3vbo
Grats King Necros, may your reign last 1000 millenia
Cowzilla3's Avatar - Comment posted on 11/19/2007 15:19
Cowzilla3
This post is even greater on the front page and puts all other posts to shame.
Batthink's Avatar - Comment posted on 11/19/2007 15:20
Batthink
Well done on the post, mate. Some good points raised. I only just completed the game a few days ago. :oD
BahamutZero's Avatar - Comment posted on 11/19/2007 15:22
BahamutZero
"with their special series they wright on the C-Blogs."

my inner grammar nazi just had a heart attack
power-glove's Avatar - Comment posted on 11/19/2007 15:22
power-glove
I agree with you completely on the voice acting point.
Imagine how much more interesting a Metroid story could be if Samus were to speak.
Arugala9's Avatar - Comment posted on 11/19/2007 15:26
Arugala9
It's a good game, people need to lay off it.
Namelessted's Avatar - Comment posted on 11/19/2007 15:53
Namelessted
This was a really good post. This is making me think twice about the Phantom Hourglass post that I am planning on making and why I don't like the game. I am going to put more effort into it that I thought.

But yes, this was a great article. I disagree with you on several points, but a very good read it was. I must state though, that the one thing I always like about Twilight Princess were the parts that were new to the Zelda experience. Essentially, that parts that were traditionally NOT a zelda game. And all the parts that were a part of the standard Zelda fare i disliked very much.
necrozen's Avatar - Comment posted on 11/19/2007 16:07
necrozen
This was a good read, and Twilight Princess was an excellent game. It's a testament to Nintendo's ability to capture so many different kinds of gamers that they can never keep them all happy. You're always gonna have one half who want Link to be a little kid in a whimsical game and the other half who want him to be an adult in a serious game.

I'm one of the folks who have always enjoyed my Zelda games.
BahamutZero's Avatar - Comment posted on 11/19/2007 16:09
BahamutZero
tl;dr

only this time, replace "didn't" with "did"
Fading Star's Avatar - Comment posted on 11/19/2007 16:51
Fading Star
@Necros
That's right. No disrespect to the Okami's!

Anyway, that was a great article Necros. I might check out this game for the Gamecube(I don't have a Wii :( .)
PetiePal's Avatar - Comment posted on 11/19/2007 16:56
PetiePal
I still love Twilight Princess. I really need to get around to beating it. I think I left off so close to the end. The only thing I really didn't like was that although the fields were much more expansive, I felt like there wasn't enough to them just open space. I wanted more hidden caves and things to find for exploring. My only beef really.

And as for the speech, I've just come to accept that the members of Hyrule all suffer from mutedom and speak in text lol. I think it's a very delicate and dramatic change that if Nintendo botches up worldwide will be hard to forget. See also Tinkle.
OrangeGoblin's Avatar - Comment posted on 11/19/2007 16:59
OrangeGoblin
Ok, so...I've never played OoT. Ok, not true, I played it for like 10 minutes at a friends house one time. I never owned an N64, and the Wii was my first console purchase after many many years of hardcore PC gaming. Along with the Wii I picked up TP, and I had an absolute blast. The only other Zelda game I had played was Link's Awakening during my Gameboy years, and in comparison TP was so much more. Recently, I played Wind Waker, and forgetting the sailing for the moment and all the issues with that, I was aching for Wii controls the majority of the time. One of these days I will get round to OoT, and I imagine I will feel the same way. Now you can all hate on me.
NsOmNiA91130's Avatar - Comment posted on 11/19/2007 17:04
NsOmNiA91130
Majora's Mask was better than Ocarina of Time.

Either way, excellent post/rant. Twilight Princess was an excellent game, though in my opinion it just felt like a prettied up OoT
brad drac's Avatar - Comment posted on 11/19/2007 17:14
brad drac
Great read and I couldn't agree more. Too bad the people who didn't like the game will probably just say "I'm not reading all that about a shit game, fuck this." I really have a hard time understanding how anyone who likes zelda games could dislike TP, it's the same but bigger and better in every way. The fact that people complained about that so much, often while lauding the next iteration of halo, or elder scrolls, or metal gear solid when they do exactly the same makes me want to facepalm. Their faces. Hard. As for waggle, I honestly thought it added to the game. Sword swinging was no better or worse than a button press, but aiming, fishing and minigaming all were much better. The only thing it didn't really work for was attacking as wolf link, but I usually used A attacks with it anyway.

In closing, me + TP = BFF.
Slack's Avatar - Comment posted on 11/19/2007 17:19
Slack
Hey now, Twilight Princess Ganondorf was alright, but his motivation for power was just to be a douchebag. Because of his 2 dimensional personality, he's not as good as Wind Waker Ganondorf who was more of a tragic character than anything. Besides, WW Ganon got stabbed in the FACE and still had enough time to shoot out a bad ass oneliner.
rdaneel72's Avatar - Comment posted on 11/19/2007 17:48
rdaneel72
I for one, still hate TP. I hate wolf Link and his automatic jumping. I hate the incoherant story and Gannon's sudden appearance iin it 3/4 from the end. I hated the tight pasages that connected the sections of Hyrule field that were no bigger than the field in Ocarina. I hated the mirroring of the entire world to make Link right-handed (couldn't they just mirror his character model?). I hate the twitchy THUMBSTICK control that sent me leaping into the lava of the Goron Mines one billion times. But mostly I hate that the backlash from "Celda" forced Miyamoto to go against his own instincts and bow to the demands of internet forum trolls. Wind Waker is brilliant. Majora's Mask was genius. Ocarina was ground-breaking. Twilight Princess was like a generic action-adventure from some third-rate developer, copying Zelda without adding anything.
GrayFox's Avatar - Comment posted on 11/19/2007 17:51
GrayFox
I got bored with it as well and stopped playing basically right at the end. I think I'm going to have to finish it off, even though I have no idea what is happening in the game as it has been almost a year since I played.

Great post, good points all around.
Lord The Night Knight's Avatar - Comment posted on 11/19/2007 17:52
Lord The Night Knight
Good article, and I won't disagree with opinions, but you got one fact wrong. Twilight Princess was merely put on a DVD on the Wii. It is still just a 1.5GB Gamecube game, as it's also on the Gamecube, with the exact same content (save for controls and flipping the map). THAT'S why there is no voice acting.
Slack's Avatar - Comment posted on 11/19/2007 19:21
Slack
I hate the twitchy THUMBSTICK control that sent me leaping into the lava of the Goron Mines one billion times.

Holy crap, sounds like you just suck ass at games.
ectogamut's Avatar - Comment posted on 11/19/2007 19:47
ectogamut
I'd like to see an evolution of the Wind Waker art style, using Twilight Princess' cinematic storytelling (voice-overs, please!) and spread across an open world like the one in the original Zelda game. Minish Cap I thought also brought some fresh ideas to the table.

Something else happened recently I think is interesting: Twilight Princess got a Teen rating. Correct me if I'm wrong, but I believe this is the first Zelda game to recieve a Teen rating, and Nintendo didn't seem to have a problem with that. Perhaps they can explore some darker themes in the next game, despite the cartoony look (works for a lot of the more serious anime shows). Maybe in this next game Dark World is a purgatory realm that Link can only reach by leaping off a cliff, thus transforming him into some kind of ruined, demonic version of himself (see Legacy of Kain: Soul Reaver). Other methods of (implied suicide) might be required to reach different regions of Dark World. Link could infiltrate a secret cult in order to bow down before a sacrificial altar in The Shrine of Ganon, or he could die from drinking rancid Chu Chu Jelly.
ectogamut's Avatar - Comment posted on 11/19/2007 19:48
ectogamut
Fable is a game that comes to mind, particulary one segment that has the game's hero imprisoned for years, stripped of all his worldly possessions (and this is several hours into the game, mind you, after you've grown to rely on your weapons, armor, and magical abilities, wondering if you'll have to start from square one). Zelda games do have a sort of natural barrier that separates one half of the game from the other, and that's usually the moment Link acquires the Master Sword, an event that tends to increase his abilities, rather than reduce them. What we need is a good plot twist that puts Link in a tough spot during the last third of the game. Being trapped in the Twilight realm accomplished that feeling of claustrophobia for the player early on, but when you gain the ability to transform at will and fast-travel to any location, the suspense goes away and is replaced by familar, boring fetch-quests (Wind Waker's Triforce pieces, anyone?)
ectogamut's Avatar - Comment posted on 11/19/2007 19:48
ectogamut
My problem with the storytelling in Zelda games is that it's too generic and straight-forward: you are hero, you banish evil, you save princess, etc etc. Twilight Princess actually had an interesting story for once, and I think it was due in large part to darker themes (collecting the "tears that cut through the darkness", Dark Link-Triforce cutscene, and the whole history between Midna and Zant). They need to go further in that direction with the next Zelda game: Link needs to have human weaknesses such that he must depend somewhat on friends and allies, and furthermore must make difficult decisions based on those relationships -- decisions that don't immediately seem right or wrong, but are necessary given the situation. Essentially I think that Link should be an anti-hero in the next big Zelda game.

At any rate, the last thing a Zelda game needs is to borrow from or flat-out remake past versions of itself. Rather, they should see what innovations other developers have made and make those ideas fit into the Zelda universe.
skruloos's Avatar - Comment posted on 11/19/2007 20:02
skruloos
Great post Necros. Awesome read and for the most part I agree. I'm not really a huge fan of voice acting. But then again, I also am not a big fan of in-game cinemas. For me, that stuff are tedious ways of trying to get me to care about a story that the action of the game should do. Leave non-interactive cinemas and exposition to film, IMO. They do it much better.

But I'm not like a lot of gamers. I hate an overabundance of story because it takes me out of a game instead of immerses me into the world. Instead, it reminds me that I'm participating in a contrivance instead of letting me just interact with the world.

This is why I hate games that don't let me skip these tired scenes. And I also have no problem with reading. It really is a lost art form.
Necros's Avatar - Comment posted on 11/19/2007 20:52
Necros
@ skruloos
I totally agree with you and am a firm opponent of cutscenes. I could have easily written more about how Nintendo could have implemented interactive cutscenes a la Half-life, which specialized camera angles and such, in which case voice acting would work. I decided to leave it out because it seemed to go off on too much of a tangent. But as I briefly mention in my post, while improved over other Zelda games, the story obviously isn't as good as those found in other mediums, falling into simple stories and stock characters. This is more an issue of the game industry as a whole, and I'm sure we'll eventually get to the point where meaningful stories are naturally featured in games. At that point, there should be no excuse for dialogue in text form.
Necros's Avatar - Comment posted on 11/19/2007 20:52
Necros
@ skruloos
I totally agree with you and am a firm opponent of cutscenes. I could have easily written more about how Nintendo could have implemented interactive cutscenes a la Half-life, which specialized camera angles and such, in which case voice acting would work. I decided to leave it out because it seemed to go off on too much of a tangent. But as I briefly mention in my post, while improved over other Zelda games, the story obviously isn't as good as those found in other mediums, falling into simple stories and stock characters. This is more an issue of the game industry as a whole, and I'm sure we'll eventually get to the point where meaningful stories are naturally featured in games. At that point, there should be no excuse for dialogue in text form.
Mink Car's Avatar - Comment posted on 11/19/2007 20:56
Mink Car
Twilight Princess was great. I loved it, stayed up all night to play it.

I only had one problem. Zant. He looked like this totally different, badass enemy at first. (The cutscene at the spring where he reveals part of his face comes to mind...)

And then he turns into this completely wacky, off the wall boss, completely controlled by Ganon. What a disappointment. Don't get me wrong, he was a fun boss to fight... but I was expecting much more from him.
ShinSennju's Avatar - Comment posted on 11/19/2007 22:18
ShinSennju
I agree with most of your post, except the Voice Acting, I simply don't care for it in some games, in a Zelda game it might work but I feel that the lack of it doesn't detract form the experience.
Also, I really liked the gibberish RARE used in the Banjo & Kazooie games ^^ , but I digress. So anyway, I don't know why so many people hate to READ that much. . .
ShinSennju's Avatar - Comment posted on 11/19/2007 22:26
ShinSennju
Oh and I forgot to say that I agree with some people here that Majora's Mask was a beautiful game, so full with rich characters and emotion, all the characters had routines and problems that made them seem more alive and it was great to see all the difference you made in the virtual life of this characters. In some degree, Wind Waker had a little of this, I remember fondly the tasks that the photographer guy made you do, all the snooping and spying was rather fun.
I like both the traditional Zelda games, but I find great joy in the little things that surprise in the non traditional ones or just little details that TP has, like the snowboarding, the Yeti Mansion, the flying monster minigame and stuff like that.
Samit Sarkar's Avatar - Comment posted on 11/19/2007 23:07
Samit Sarkar
This was one hell of a c-blog post, Necros, and I read every single word — even though I’ve never played any of the Zelda games (yeah, I know, I’ve heard the “no self-respecting gamer” arguments). That’s a testament to the quality and depth of your analysis; I kept reading, though I didn’t know anything about what you were discussing. Someday, I’ll play through some Zelda games, and I’m sure I’ll think of this post when I do. Bravo!
Lithium's Avatar - Comment posted on 11/19/2007 23:12
Lithium
I agree with pretty much everything in this rant, you've really captured how I feel about Twilight Princess.
Nubc4kes's Avatar - Comment posted on 11/19/2007 23:54
Nubc4kes
I had a hard time getting past the feeling like I had played this before. I never thought this was a bad game, but, from start to finish, I couldn't get into it. I merely played through it just to get to the end. I'm not sure how much of this was projected hype or just not seeing it for it's strengths, but I just felt like Nintendo had taken a game I played 10 years ago, put a fresh coat of paint on it, and called it a innovation. Also, it was really obvious that this was the Gamecube's Zelda ported to the Wii. That bugged me too.

For the most part, I totally see where you are coming from. The emphasis on expansive gameplay and story was nice. Also, the final showdown with Ganon was indeed of epic proportions. Even with those things in consideration, when I think back on Twilight Princess, I had trouble seeing any of these improvements (environments, more story, etc.) to be of considerable consequence. Twilight Princess seemed to implement all these improvements and ideas to take the series and the genre to the next level, yet, to me, it just felt like they were just bring the series up to "current" standards.
kobewan0824's Avatar - Comment posted on 11/20/2007 01:55
kobewan0824
Holy Shit, I completely missed this until I got CTZs latest email. Great Fucking Rant man! Very well done, far more impressive anything I could cook up, I think. I agree with you on many points, but you must admit, the twilight realm was fucking cool as hell looking. Sure, it's a rehash of sorts of the fucking light/dark concept, but it's expanded upon and changed for the better. Still, A Link to the Past is my favorite Zelda. Great article!
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