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The Legend of Zelda: Twilight Princess First Impressions

Wii First Impressions by Mathew Kumar

15 May, 2006

No one sitting in the Kodak Theatre in Hollywood, Los Angeles was particularly surprised when the lovable Reggie Fils-Aimes, in his traditionally charming style, told us Nintendo would release The Legend of Zelda: Twilight Princess on GameCube and Wii simultaneously, and on the Wii launch date. I guess, at best, we could say we were a bit surprised when he used the slightly technical term "separate SKUs" to describe the two different versions, but naturally that's only to establish that there are quite distinct differences between the two versions. For example, one's a giant badger.

A lie. And in many ways, I have to kind of thank Nintendo for deciding to place the Wii demo pods in a small, cramped, sweaty room that it took hours to get into, as unlike last year, where if you got a chance to play Twilight Princess after only waiting a queue for, oh, 4 or 5 hours you felt lucky, this year the new arrangement all but halved that time I spent waiting in the queue to get a go. Thanks!

But is the Wii version worth the wait? Well, this is by far the Wii demo that had me the most torn, offering a both a fishing section and a small, quite straightforward dungeon with which to explore the Twilight Princess by using the Wii's unique interface.

'The Legend of Zelda: Twilight Princess' Screenshot 1

The Twilight Princess features all of the standard series tropes that we've come to expect, with each one slightly modified by aspects of the Wii's controller. Link is able to do his usual fighting shtick simply by battering the A button, with his spin attack accessible by shaking the Wii's nunchuck. He draws arrows over his bow using the Wii controller as a pointer. Within a certain section of the screen (a middle circle), you can aim precisely, and outside that your pointer movement also moves the camera. Link's boomerang is handled much the same way, and, you guessed it, so is the grappling hook.

The problem here is that, particularly in the case of this demo, the aiming is incredibly twitchy. Almost unplayably so, with each use of the bow and arrows the most stupidly tense use of small hand movements since the last time you played Operation. Against an enraged Tyrannosaurus Rex. It seems so frankly tacked on that I really question the need for it at all, but perhaps with the pointer's sensitivity fixed it will turn out to be a more vital, and immersive part of the game.

The short level also features Link using his heavy metal boots to attach himself to a giant moving magnet, and later fighting a huge boss monster, who, were I looking for the perfect description of it, I would call it the Rancor monster from Return of the Jedi on fire. Dispatched by tripping him over by grabbing his leg chains and pulling while wearing the heavy metal boots before dashing around him to stab him in his head repeatedly, this, again, quite easily fits the form of, oh, every single Zelda game since Link to a Past.

'The Legend of Zelda: Twilight Princess' Screenshot 2

Indeed, playing this short demo I was amazed by just how disillusioned I've become. Having already played through and completed Zelda 64 and The Wind Waker, I can only hope the game offers at least something more than the tired mechanic of going to a dungeon, finding an item in the dungeon that is critical to beating that very dungeon, and then killing the boss with that item too. Repeatedly. Twilight Princess is really going to have to offer something more, and using the Wii controller in such a predictable way isn't going to cut it.

Which is what made the second demo such a revelation. Little more than a simple fishing game that could have been included in a Wii Sports title or something, you flick your line forward with, yes, a flick of your wrist holding the A button, and pull and tease the lure back to you by, yes again, pulling and teasing the Wii controller. If a fish bites, the Wii controller begins to vibrate terribly, softening when you hold your hand in a position that means that the fish isn't as resisting as much, until finally you manage to land one.

And that's all there really is to it. However, unlike the strict, regimented design of the short dungeon level, this was a second of the game you were allowed to just play without repercussion (Link wasn't even keeping the fish, instead choosing to throw them back regardless of their quality). Which featured truly lovely graphical effects (the water was just gorgeous) and fun, meaningless fishing action that feels just like the real thing; at one point I honestly swore to myself I could feel the line spinning away from the 'rod' in my hand, even. But is some utterly gorgeous and fun fishing really going to be enough to make the Wii version stand out as preferable to its GameCube bretheren?

Right now, with the general awfulness and tacked on feel of the Wii specific functions other than fishing, I have to say no, it really isn't. It’s a strange choice to release your launch title killer app on more than one platform simultaneously, with neither looking to be particularly better than the other, but I guess Nintendo must have some idea what they’re doing, right? I mean, they'll probably just intentionally cripple the GameCube version, or something.

The Legend of Zelda: Twilight Princess arrives on Nintendo Wii and GameCube on the Wii Launch date, which should be set as sometime in autumn, 2006.

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Comments: 1-50 of 90 in total | next 50 »

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Horse
15/05/06 @ 10:43
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The game I'm buying a Wii for.
Ignatius_Cheese
15/05/06 @ 10:44
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From what everyone has been saying and the above suggests, I'll be sticking with the Cube version for now... unless I have the sudden urge to replay it later on the Wii
melw
15/05/06 @ 10:44
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I don't care if the Wii version is close to Gamecube one if the game is just good. And judging by what has been said about this on various sources it's looking very promising.
Huntcjna
15/05/06 @ 10:46
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What a shit article this was, here I am expecting genuine information and game implementation and all I get is a third party writer moaning that dungeon impementation is exactly the same as every other zelda.

Im not normally so critical of editorials here (barring the occasional review) but this piece really was poor.
OnlyMe
15/05/06 @ 10:47
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As I suspected. They postponed the game to make it a launch title on Wii. I hate Nintendo for doing things like that. This just screams out "We have no confidence in Wii, but we really don't care about the Gamecube either! Let's make the fans wait for a pointless upgrade to the only good thing left for the Gamecube!".
Darren
15/05/06 @ 10:48
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So doesn't the Wii version look any better graphically than the GameCube version? Anti-aliasing? Better textures? Longer draw distance? Less pop up? No? :?
myrmican
15/05/06 @ 10:50
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Asbestos suits needed in this thread, I fear... ;-)

But hey - Eurogamer'll get rich with the ad revenue of all the people frothing. Well, excepting those of us who've adblocked 'em already that is. [slinks off]
rinoaMW
15/05/06 @ 10:51
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so um.. will i be buying a Wii and a Gamecube version of this game now?

/is confused
Kiigan
15/05/06 @ 10:52
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Pretty much confirmed my own impressions of the footage shown so far. Still quietly optimistic that it will all get sorted for launch though.
disc
15/05/06 @ 10:53
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I really dont like the style they've gone for.

All the cute Zelda GBA and DS platformers have the nice cartoon style graphics and Wind Waker had that excellent Celshaded approach.

This just doesnt work at all for me. Sure it looks more like Zelda 64 but the clean celshading would have worked as well, sure make him older and the game a bit more 'adult' but you can still keep the great artstyle of Wind Waker.

SirScratchalot
15/05/06 @ 10:53
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"Judging by the looks of those screen shots, Zedla wii looks less impressive than an average PS2 game."
You sir, are a troll.
JetSetWilly
15/05/06 @ 10:56
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A disappointing article. It's a bit lame to bash Zelda for being Zelda. The article seems more of a vehicle for expressing the author's own disenchantment with the series than actually telling us anything useful about the Wii version.
floW
15/05/06 @ 10:57
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People criticised WW before it was out, so I'm not too worried.
Aysir
15/05/06 @ 10:58
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Good article. It seems the only one so far brave enough to point out what could be seen from the demo videos - that the aiming looks very twitchy and innaccurate. Looking forward to the Cube version here, and I'm certainly glad they ditched the cutesy look of WindWaker.
Keimar
15/05/06 @ 10:58
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The frame rate and blocky models are certainly inspired from the Shadow of the Colossus school of programming.
Teeth
15/05/06 @ 11:00
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"Judging by the looks of those screen shots, Zedla wii looks less impressive than an average PS2 game."

SirScratch: Who wrote that? I can't be bothered to log out
disc
15/05/06 @ 11:00
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Well yes true, Wind Waker got a lot of criticism for its artstyle but the game was great right?

Well apart from the unavoidable sailing parts which just served as a artifical way to extend the duration of the game.
Pike
15/05/06 @ 11:00
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Actually, SirScratchalot, I think he has a point. The two screnshots in this article do look rather rubbish. The trailer from last E3 looked far better. It's probably just these screenshots that are of poor quality, though.
Bezzy
15/05/06 @ 11:00
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I'm glad to hear a critical assessment for once (well, actually eurogamer is pretty good about that on the whole - just a bit tired of everyone succumbing to hype, yet again).

The whole "find an item which allows you to progress" is basically the same structure as the metroid games, too, except with metroid you can occasionally break sequence.

Yeah. I'm not a huge fan of it either - it takes an open world and effectively makes progression through it linear. But the alternative is to overwhelm the shit out of people. It's a tricky balance to strike.
Edited 1 times, most recently on 15/05/06 @ 12:02
ProfessorLesser
15/05/06 @ 11:05
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Here let it be set in stone for anyone trying to develop for the Wii:

Do NOT try and use the remote to control simple operations that are much easier to do using buttons

In other words, make sure the game fits the Wii. Please?

Gamecube version for me. I was a sureshot with the Fairy Bow in N64, I don't need someone with a desperate need to push a new controller telling me that suddenly the old method was difficult and imprecise.

EDIT: People need to stop saying it'll be shit because they hate Zelda, though.
Edited 1 times, most recently on 15/05/06 @ 12:06
JHuxley
15/05/06 @ 11:08
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I was never expecting great things from this title on the Wii.

As great as the Wii looks you can't take a game designed for a 'regular' console like the Gamecube and expect it to feel natutal with the Wii controller. I think some people need to be a little more realistic in their expectations of the Wii...
Psi
15/05/06 @ 11:10
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twiilight princess :D
Blerk
15/05/06 @ 11:11
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Can you play the Wii version with the standard controller? Or are you forced to use the wand?

Wand functions sound awful, frankly.
Beano
15/05/06 @ 11:12
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"So doesn't the Wii version look any better graphically than the GameCube version? Anti-aliasing? Better textures? Longer draw distance? Less pop up? No? :? "

Wii version runs in widescreen mode while the GC version doesn't.
Psi
15/05/06 @ 11:14
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wiidescreen?
ProfessorLesser
15/05/06 @ 11:15
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I think the author of this article as been jaded somewhat by Wind Waker, as well, as it really is a prime culprit for misuse of items.

A lot of them (especially towards the end) felt extremely tacked on, a couple only ever having one real use, to my memory - killing a boss. Then you never need it again. Not how a Zelda game should work...
Steroyd
15/05/06 @ 11:16
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Wow this has just confirmed that i'll be getting the Gamecube version, and use the Backwards compatibility to the wii. :)

I was skceptical of the 2 SKU's of Zelda TP, and especially cautious with the wiimote + Orginally intended for the Gamcube configurations.

Guess my sckepticism was right.
ProfessorLesser
15/05/06 @ 11:17
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Let's not drag the graphics argument out, it's so irrelevent it hurts.

I think you'll also find that a significant proportion of people actually very much liked Wind Waker's style. I did - it was the best thing about it. Twas the gameplay I hated.
Talha
15/05/06 @ 11:18
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My apologies, but if Wii games are going to look just like GC games, what's the point? In the review most of the controller's functions have been described as
'tacked on', so I think that's hardly going to be a lure, also judging from you guys' reaction.

Right now Ninty have managed to get people excited - but does this carry over to the launch is anyone's guess.
drumbaby
15/05/06 @ 11:31
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Seems like they forgot about any kind of gameplay revolution and instead concentrated on wee controller tricks.
UncleLou
15/05/06 @ 11:34
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Good article. Looks like a few Nintendo fans didn't read it at all, unfortunately.
Tonka
15/05/06 @ 11:35
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What I liked about the 3D Zeldas was the way you didn't get a crosshair when using the bow or slingshot. It took me a while to get good at it but it was well worth it. I felt really proud when I managed to hit something far away, taking the distance and arch into account and so on. With the Wii it will be point and click which I fear will make it a bit too easy. The fishing with a wand sounds excellent though. 16:9 480p sounds great though.
ProfessorLesser
15/05/06 @ 11:36
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It's still quite a while to launch, and they have said that this will unreservedly be the best Zelda game ever.

Which is actually a very odd thing to say. I don't think we know everything there is to know about the game yet. I'm not talking secrets that can be released in press-conferences like the Wii compatability. I'm saying we won't know until its in our hands exactly why they think this is so good.

Have some faith.
Pac-man ate my wife
15/05/06 @ 11:43
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The review wrote: "I can only hope the game offers at least something more than the tired mechanic of going to a dungeon, finding an item in the dungeon that is critical to beating that very dungeon, and then killing the boss with that item too."

Wouldn't Halo be so much better if you didn't have that awful running around shooting aliens bit? And Tiger Woods would be so much better if they just stopped with the obsession with golf.

You are criticising the whole thrust of the series. If you don't like it then that's fine, but then step aside and let an someone who can appreciate this style of game comment upon it.
Edited 1 times, most recently on 15/05/06 @ 12:43
Bitkari
15/05/06 @ 11:44
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I totally need to get some TP for my Wii.

It's totally gonna clean up.

Sko
15/05/06 @ 11:49
#36
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Luckily, there seems to be plenty of E3 reports that contradict all Mathew's concerns. I'm happy to put this article down to individual skills and maybe that odd 'Zelda being Zelda' grievance of his.
djchump
15/05/06 @ 11:50
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From the sounds of it, Mr. Kumar just doesn't like Zelda games :-/
Which is an opinion he's perfectly entitled to... but I agree that complaining about the general game design of a Zelda game is like expecting Mario not to jump on stuff ;-)

Aside from that, his only specific gripes about the Wii controller is that it felt too sensitive to him. I would have thought that when they release the game there will be some form of "sensitivity" option - in the same way that there is a sensitivity option for the analog sticks in most console FPSs and the mouse control in *all* PC FPSs - so that the player can atune it to their own preference.

The article didn't seem particularly negative to me - he just seem a bit peeved off that it's just a tarted up GC game... but then, I'm glad they've done this so that there ARE some good games for the release date, rather than having to wait a year or two for the Wii Mario or Zelda.
miiiguel
15/05/06 @ 11:51
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Just wait for a PS3 hands-on, for EG it'll sure be the master-piece of video-games... . It's amusing!
Darren
15/05/06 @ 12:04
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@Beano - Thanks. Widescreen will do me just nicely although it's a shame no effort has been made to beef the game up slightly over the GameCube version. Isn't the Wii supposed to be 2-3 times more powerful than the GC. If so why didn't they make use of it?

I can't wait to play the actual game, I know it'll be brilliant, but as a previous pre-orderer of the GameCube version it annoys me that the game had been put back and put back to be a launch game for the Wii when it's obviously been long since completed. Needless to say I cancelled my GC game pre-order and will get the Wii version but I'm a little disappointed that the only differences between the two games are different controls and widescreen support.
matrim83
15/05/06 @ 12:06
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I enjoyed the article.

Ninty fans are almost as understanding of a different point of view as MS and Sony fans aren't they? Heh.

Well except they can spell and use grammar. :)
Stormflood
15/05/06 @ 12:09
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@Pac-man ate my wife

Wind Waker wasn't a dungeon game.

But I do agree that summing up a genre in simplistic terms in an attempt at criticism is lazy. Are the dungeons poorly designed, confusing, dull or repetative? Are the level bosses formulaic, too hard, too easy, to small? A little back-up to such a sweeping remark would be nice...
Talha
15/05/06 @ 12:14
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Wow, all you guys are so level headed and reeeaaasonable.
Cappy
15/05/06 @ 12:20
#43
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Just to confirm, there are other hands on reports out there with exactly the same criticism of the Wii control implementation in Twilight Princess.

Unless they totally mess the Gamecube version up thats the version I planned to buy anyway.
dbeamish
15/05/06 @ 12:27
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maybe the code was early? Ninty have said (Myiamoto i think) that they redefined the pointer thing to not respond to small movements as much to make it easier to aim.
JetSetWilly
15/05/06 @ 12:27
#45
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Something so new and unfamiliar is bound to attract polemical opinion.

I wouldn't dream of suggesting that Matthew shouldn't criticise the new control method, but the article glossed over so much (how does item selection etc function/feel with the Wiimote, how does the Nunchuck feel etc) and with one lazy comment laid itself wide-open to the charge "well you just don't like Zelda anyway".

Personally I've always found the first-person bow aiming in previous Zeldas very clumsy and can't imagine it being worse than that. However, if it is I would gladly say so rather than pretend otherwise.
Edited 1 times, most recently on 15/05/06 @ 13:29
Nikanoru
15/05/06 @ 12:29
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Wait, what's this now? People didn't like the way Wind Waker looked?

That's news to me.

Unless, perhaps, you're of the age where your balls have just dropped, as well as all your friends. Then you might think that.



Regardless, I also like the way this is looking. I don't care what they do to the graphics as long as they do it well. Zelda-IV-manual-illustrations style celshaded adult Link would have been pretty awesome, but this is fine as well.

Also, the closer this Zelda is to traditional Zelda's in gameplay, the better. ONLY BIGGER WITH MORE AND LARGER DUNGEONS AND MORE STUFF PLEASE THANK YOU COME AGAIN.



And I still don't see the logic in releasing two separate versions when releasing one with both Cube and Wii funtionality on a Cube disc would have been perfectly practical. Makes zero sense.


Oh, the article fails.
jozz
15/05/06 @ 12:43
#47
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Surely the Wii controller will have a sensitivity slider to tone down the twitchyness built into games?
I hope it will anyway.
sharpkiddie [staff]
15/05/06 @ 12:45
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I think aiming without using the z-lock has always been very tricky in 3D Zeldas. It's not an FPS :)

dbeamish: maybe the code was early?

I got the impression from the nintendo conference that this was a special 'E3 level', but I could be wrong. That would explain the slightly underwhelming screenshots. Doesn't explain controller issues though.
kangarootoo
15/05/06 @ 12:45
#49
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@djchump (EDIT: and @jozz)

"Aside from that, his only specific gripes about the Wii controller is that it felt too sensitive to him. I would have thought that when they release the game there will be some form of "sensitivity" option"

Its not quite the same thing as stick control though. When you tweak the sensitivity of a stick input you are affecting the value of velocity that is assigned to any given degree of the stick's movement range (plus the acceleration assigned at each point in the range if the control system is worth its salt.

With the wii controller, you are pointing the "laser" at the screen, it goes where you tell it to, so there is no scope for sensitivity adjustments in any real sense. Its why someone that plays a lot of shooting games is better than someone who doesn't, they simply have developed a steadier aim.

Now I agree that any new player doesn't want to have to practice their aim just to open doors, flip menu pages or shoot the simplest of enemies, but improving the aiming system needs some thought specific to the controller at hand (no pun intended).

I guess you could use a degree of auto-aim, though anything that moves the crosshair to anywhere other than where you point it sounds like an embryo of trouble to me.

Perhaps just increasing the targets areas (by technical tweak, or in a more basic way such as making the enemies bigger or moving them closer) the player has to hit would be the simplest method to apply. I mean, thats what works in real life right? If you start archery and you are a bit crap at it, the best way to improve your score (if not your actual technique) is either to stand closer to the target or make it physically bigger.

I think we should be wary of dismissing the controls (not aiming that comment specifically at you djchump BTW), just because the interface perhaps needs a bit of tweaking (it isn't finished don't forget).
Edited 2 times, most recently on 15/05/06 @ 13:47
Santino
15/05/06 @ 12:47
#50
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I really hope the author of this article doesn't do the review when the time comes. Like most I won't be able to comment on the controls yet, although i will mention that an IGN hands on said it just took a minute of getting used to before they adjusted, maybe its down to this author not being able to? Anyway, i agree with most of the comments regarding the 'zelda' gameplay, change the formula and it would no longer be zelda, the dungeon structure is the very foundation of the game.

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