The Legend of Zelda: Twilight Princess Review
Deserves a spotlight.
Version tested: Wii
Kristan's take
Like many desirable things in life, it's not the size, it's what you do with it that counts. After so many years in development, we all expected the new Zelda to be an absolute monster of a game. Sure enough, Nintendo proudly proclaims on the back of the box that Twilight Princess is "the biggest Zelda adventure of all time".
It's no idle boast - but is that enough of a selling point on its own? Zelda games are usually of such inspirational quality you don't even need a review. You've already made your mind up, right? You pre-ordered it months ago and will spend the entire weekend nailed to your sofa. Sleep isn't even on the menu.
But what about the floating voters out there? The millions of PlayStation faithful and Xbox devotees who've never bothered buying a Nintendo home system, but have a DS and like the idea of the Wii. What about those of you who keep hearing about how good the Zelda games are, but fear the 50, 60 hours of hard slog required to get through it? It's a fair point. We've said it many times: we'd rather play a consistently entertaining eight to ten-hour game than a sprawling 60-hour epic that's an endlessly padded-out slog.
Thinking big
Thankfully, Twilight Princess fires a bomb arrow at that theory. Sure, it's a massive game. A behemoth. Even if you rush through it and never get stuck, it's easily four to five times the size of most mainstream games currently topping the charts, and comes as a bit of a shock to the system as a result. Every time you think you're 'nearly finished', a whole new portion of the game reveals itself, but does so in such a way that you never feel exhausted or overwhelmed by the task at hand. Chances are, you'll have had such a great time that you'll only ever be grateful to Nintendo for not only packing in so much gameplay, but making it so consistent all the way through.

Shadow of the wolf beast colossus.
But Twilight Princess isn't simply consistent. Consistency can get boring if you're just slogging through doing the same thing over and over - no matter how good that piece of entertainment is. The real delight about the latest addition to the Zelda series is how skilfully the game's been broken down into delicious chunks - like discreet episodes that unfold, embellish the storyline, increase your abilities and keep twisting the gameplay into new shapes that make the progression exciting and enticing. There's always an incentive to keep going. There are always new things to discover.
On so many levels that matter Twilight Princess is an absolute masterpiece. No wonder it took so long to make.
In terms of where it fits into the Zelda lineage, we're very much back in Ocarina of Time territory, and, for many, Twilight Princess will represent a spiritual sequel that's completely faithful to what fans expect from the series. In many ways, its determination to stay true to the legacy of the past holds it back to a degree, but we'll come back to that.
Link to the past

Do not adjust your set! Some parts of the game will make the blood rush to your head.
At the start, Twilight Princess stays true to the principle of young-unassuming -boy-saves-world -from-destruction, but manages to stick to the familiar Zelda formula without ever being tired or too predictable. To summarise, the Kingdom of Hyrule is suddenly shrouded in darkness, leaving the shocked population little more than confused spirits that cower from the monsters that glower in the twilight. After a fairly innocuous goat-herding, horse-riding introduction, Link finds himself caught up in the chaos, transformed into a Wolf and locked in a dungeon. But a kindly big-headed, small bodied shadow dweller called Midna helps you escape, and from then on you embark on a epic quest to free the land from the cursed twilight that infects the kingdom.
For a large chunk of the game Link's on an elaborate clean-up mission, freeing each section of the game world from the darkness that enslaves its people. Doing this follows a familiar pattern each time, ensuring you switch back and forth from your Wolf form and back again whenever you encounter a new section of the twilight-ravaged kingdom.
The first major section of each 'clean-up' process tasks you with collecting all the 'Tears of Light', which take the form of invisible dark insects that lurk in the darkest corners. Seeking them out involves switching into the wolf's 'sense' mode, which is effectively like a sort of night vision that enables you to detect things otherwise invisible to the naked eye - like scent and places you can dig down into. Acting as a subtle introduction to the plight of the characters that inhabit these darkened alternate dimensions, they can't see you, but switching to sense mode lets you listen to their fearful mutterings - once you've rounded up all the tears, light returns to the land and the characters give further information on what else is going wrong nearby.
Might as well jump

Sales of Sega Bass fishing set to tumble.
At that point, you become Link again, and venture further into the kingdom to engage in what usually amounts to really engaging platform puzzling with a hefty dose of (ridiculously easy) combat thrown into the mix. Reminiscent of the crafted, cunningly designed early Tomb Raider games, the widescreen vision of Shadow of the Colossus and the masterfully devious Metroid Prime titles, you find yourself slowly chipping away at the task in hand by activating switches, performing timed jumps, collecting essential artefacts, freeing unfortunates and, eventually, meeting fearful, screen-filling bosses. Well, they look fearful to begin with, at least, but are all pretty easy to dispatch thanks to the game's continuation of its rather forgiving (but nevertheless fairly entertaining) combat mechanics.
To begin with you might not be all that impressed with the way Twilight Princess utilises the controller. A lot of the time it feels like the game's 'grunt combat' has been shaped around the Wii controller's novelty value ahead of genuine innovation. For example, you essentially shake the nunchuck to pull off a spin attack, and wobble the Wii remote left and right to pull off a slice - and neither require any real skill or timing whatsoever, which is a bit of a wasted opportunity and will only add weight to the argument that most games simply don't benefit from novelty controllers. It's not made any more impressive as a technical demonstration by the fact that the game allows you to Z-lock-on, flail indiscriminately and still succeed - something that could have been adequately mapped to two buttons on the Wii remote. Making people look like they're having some sort of seizure in front of their screens isn't the way to grow the videogames market, and might make the Cube version more fun in one small respect.
Having said that, Nintendo does make excellent use of the Wii remote's motion sensing ability elsewhere. For example, weapons that require you to aim, such as the slingshot, bow and arrow, the wind-powered Gale boomerang and the claw chain grapple require you physically aim the Wii remote at the screen and target objects and enemies yourself. The sensitivity of such actions means that it does take a bit of getting used to, but it's a novelty that doesn't wear off. To start with it gives you a simple means of firing your slingshot at enemies, but throughout the game new items get added to your arsenal that not only help you solve certain puzzles, but show off the new controller in a better light.
Kristan's take
Multitasking
Being able to target boss monsters' weak spots is a fairly predictable use of the fledgling technology (and might explain why most of the early ones are so damned easy), but the learning curve is well judged. As you progress, you'll be entrusted with all manner of ways of manipulating your environment, which not only makes some of the level design absolutely fiendish, but makes progressing through each section enormously satisfying. Spotting that switch in the ceiling or that suspiciously fragile bit of scenery encourages you to get to know where and when to use your equipment - and when you're also faced with enemies that can only be taken down with certain weapons, it becomes a lot more interesting in the process. And once you're in the position of having to multitask, it becomes apparent how solid the control system actually is. For example, one section tasks you with not only riding a horse and attacking a set of enemies on the move, but ensuring someone's safe passage. Having to aim your weapon, steer your horse, keep its speed high and toggle between two different bits of equipment would normally be a nightmare, and to begin with you might curse the game for asking rather too much of you. But somehow - with a little bit of practice - the process suddenly clicks and feels surprisingly fluid, and finally proves that high speed chases don't have to be played on rails.
Occasionally, though, your admiration for the game will dip slightly. Decisions like taking the camera control away from the player only half work and directly result in unnecessary frustration on a few notable occasions when you need it most. Most of the time you won't even notice, and the effective Z-lock approach helps enormously when you're in combat. But when you're negotiating platforms, the tendency for the game to unhelpfully place the camera at a slight angle results in misdirected jumps and frustrating backtracking (the lava level, I'm looking at you). Repeat failure results in having to try and force the camera behind you so you can see the angle of your leap - but sometimes the camera just has a complete fit or wrestles control back like a disobedient child. Fortunately problems here don't pop up enough to detract from the game to any significant degree, but, nevertheless, they do pop up.
Save my soul
What is unquestionably annoying is the knackered old save system. Again, in most circumstances you won't even notice, but when you're playing through one of the platform/puzzling sections any save will always put you back at the beginning of that section no matter how far you've come. Sure, your progress in terms of puzzles and enemies defeated is recorded, but it still forces you to traverse through often tricky sections when it really shouldn't be necessary in this day and age.

Shadow of the colossal game.
Also somewhat bothersome is the way the game is often vague about where you're supposed to go next. Quite often, a long section of narrative after the end of a section will make reference to a place or task you're supposed to do next, but then fails to reinforce that with something as simple as a marker on your map. Your helper, Midna, is often plain sarcastic when asked for help, telling you to "hurry up" and go to find someone who could be literally anywhere on the map. Even when you know where to go and what to do, it's not always clear how to do it when you get there. The maddening fishing task right at the beginning part of the game is a classic example of the game making daft assumptions that leave the player high and dry and wandering around (often for ages) with no idea what they did wrong. And when you do find out, you feel pretty dumb for not realising, but also justifiably mad at the designers for not tapping you on the shoulder for being an idiot. Some players won't ever encounter such situations and put this down to player incompetence, but trust us, it's quite frustrating when you hit a cul-de-sac like this.
One thing that's being hotly debated about Twilight Princess is whether it really cuts it technically in the modern next gen age. Arguably it's a GameCube game in essence, so perhaps it's not really fair to even think of it as a true example of what the Wii can do. But even with that taken into account, it's an undeniably beautiful game that outshines most games purely through the levels of artistry on show. Fair enough, the texture detail's not great, and the 480p resolutions ensure that jaggies are in evidence - especially for the big screen owners among us, but you'll stop noticing the more nitpicky technical elements after about an hour. After that, it serves as a reminder that it's the quality of the gameplay and the overall experience of the game that's by far the most pertinent part of playing a videogame - and in that respect it's a game that ticks pretty much every box going.
Midi touch

These beasties have a touch of Ico spookiness to them.
Sure, the synthesized audio's also pretty old school, but it feels deliberately so - as if the designers are playing as much on people's associations with past Zeldas as anything. Likewise, the absence of voiceovers will probably come as a relief to those used to the text-based narrative. Admittedly it flies in the face of modern videogame storytelling, and it does feel a curiously old-fashioned approach, but very endearing with it. It certainly doesn't detract from the game's ability to tell a fascinating yarn, and one that Zelda fans old and new will love every minute of.
As we mentioned before, it's an awesomely long game, and will take a big investment of your time to really get the most out of. We haven't even discussed the numerous mini-games, like fishing, flying, clawshot shooting, and the numerous collectibles that litter the game world (like bugs and Poe souls), or the challenge-based tasks that exist on the periphery of the main quest. It's a game that, all-told, could conceivably consume months of your life if you let it. But the best thing is to reinforce the notion that that Nintendo has somehow managed to create a sprawling, epic adventure of such a consistently high quality - yet is one of most easily digestible epics we've ever come across.
Twilight Princess is an incredible game on the whole, with so many peaks, so many magic moments that will live long in the minds of millions of gamers. Sure, there are times in the game when you want to shake Miyamoto and co by the lapels for including elements of the game which remain dogged by old-school convention, but they represent a flea bite on what is just a stunning and relentlessly enjoyable game. Regardless of whether you're a hardened series veteran or a wide-eyed newcomer, Twilight Princess is undoubtedly the best action adventure game for some time.
9 / 10
Rob's take
Ask someone to define videogames - to explain what makes games tick, what the genetic code is that makes them distinct from any other pastime or medium - and at some point in the explanation, most people will probably mention Zelda. Quite rightly so; along with a handful of other games, the Zelda series boasts a history of design decisions and inspired moments which redefined how we play with broad, sweeping brushstrokes. From its simple yet perfectly balanced mechanism for upgrading your abilities as you play, opening up new possibilities in old areas as it does so, to its stoic and silent - yet eminently sympathetic - hero, Link, countless aspects of Zelda's design have influenced the very basis of hundreds if not thousands of other games.
Like its stablemate Mario, Zelda evolves in a slow and measured fashion. Key aspects of the franchise which simply work well are retained from game to game,and new gameplay mechanics or elements are often treated as experimental. However, also like Mario, Zelda underwent a revolution with the introduction of 3D; along with the groundbreaking Mario 64, The Legend of Zelda: Ocarina of Time set a bar for adventure and action in a free-roaming 3D world which remarkably few rival games have managed to vault, even now.
Once again mimicking Mario's strategy, Zelda took a controversial side-trip on the GameCube - although while Super Mario Sunshine is widely considered to have simply been a weak title, The Wind Waker provokes more debate. A divisive graphical style and some slightly disappointing padding later in the game are enough to render it deeply unpopular in some quarters; others, myself included, consider it to be different but nonetheless brilliant, standing proudly alongside Ocarina of Time (and its darker sibling, Majora's Mask), albeit wearing funnier clothes.
And so, to the Wii. For the first time ever, Nintendo is launching a Zelda game alongside the release of a new console - its most risky and innovative console ever, at that. So then, the most risky and innovative Zelda ever, too?
Key of the Twilight

At first glance... No. In fact, Legend of Zelda: Twilight Princess seems a little disappointing on that front, at least initially. The game was designed for the GameCube - and will be launched on that platform a week after the Wii version emerges - and it shows, not only graphically, but also in terms of the gameplay. The Wiimote is used, essentially, as a targeting pointer - you fire arrows, pellets from your slingshot and so on with it, or use it to spin the view around in free look mode. In combat, you swing your sword by slashing with the Wiimote, and perform a spin attack by shaking the nunchuck - it feels good, but it's quickly apparent that you're not actually controlling the sword; instead, the slashing movement is interpreted as a button press, and Link swings his sword just how he would if you'd pressed a button, regardless of how you held or moved the Wiimote.
In effect, then, the Wiimote isn't used for anything that you couldn't do with a control pad - but it's arguable that that doesn't actually detract from the game in the long run. The simple fact is that pointing at the thing you want to grapple is more fun than moving around a cursor with an analogue stick, and thrusting forward the nunchuck to bash an enemy with your shield is more fun than pressing a button. The final effect is the same, of course, and some have argued that it makes combat more imprecise, but in a game where precision combat is hardly the order of the day in the first place, that's not going to be a concern for the majority of players - who will instead find that replacing button presses with gestures is at best, something of a plus point, and at worst, merely no better than the old system.
However, for those seeking a new game which fully exploits the potential of the motion sensing controller and puts the player into Link's leather boots in a more immersive way than ever before; sorry. This isn't the Zelda you're looking for.
And once you get a few hours into it, I challenge you to give a damn about any of that.
Everything Changes, But Nothing is Lost

Just because Twilight Princess doesn't innovate in terms of control doesn't mean that it doesn't innovate, you see - and more importantly, and more obviously, it doesn't mean that the game doesn't evolve. It does both of those things, taking the firm foundations established by Ocarina of Time and - crucially - the darker, sadder world of Majora's Mask, and building upon them a game which is beautiful and finely balanced, both intriguing and rewarding in equal measure.
Link, this time, is a young man on the cusp of adulthood - a humble goat-herder in a remote but friendly village, where unlike the troubled or isolated Link of previous games, he is widely liked and cared for. Many key story elements return from earlier games - but nothing remains quite the same. The kingdom of Hyrule is still here, but it has grown and matured, and bears the scars of that maturity as well as being enriched by it; Princess Zelda, too, is older, a sad figure who is nonetheless a brave and passionate leader of her besieged people.
As the game begins, Link's relatively humble adventures around his home town - somewhat menial but wonderfully designed introductions to your various abilities, and to the game's fantastically balanced chains of cause and effect - gradually bring him into contact with a lurking darkness beneath the surface of the world. This darkness forces its way into his life when some of the children of the village are kidnapped, and the nearby woods descend into an artificial and haunting twilight - an eternal twilight which has settled over the entire kingdom of Hyrule, and which Link must save it from.

Along the way, players familiar with Zelda will find that many things have changed under the skin of the game. Link, while still a silent figure, is a more endearing character than ever before, driven initially by his desire to find his kidnapped friends and far more expressive and affected by some of the terrible things he encounters along the way. The animation of his facial expressions is relatively simple but used in a perfect and understated manner - through a combination of this, and the reaction of other characters to him, he develops a sympathetic and complex character without ever uttering a word, while simultaneously allowing enough of a blank slate for players to project themselves into the game.
This updated, adult Link, no longer the lonely outsider he was in previous games, is offset by his second physical form - that of a dark-furred, blue-eyed wolf, which he takes on when he enters the twilight world. In this form, even his friends don't recognise him - and moving through the spooky, discordant twilight, humans appear only as small floating lights, whose thoughts Link can discover using his heightened animal sense, but who cannot perceive his presence. Strange, sad moments when he stands next to his closest friends but cannot be seen by them, or is recognised only as a beast, abound in the game, and the overriding theme is one of loss and rejection, as Link's adventures and heroic feats perversely seem to make him more distant from those he cares for, not closer.
All of which is beautiful, stirring narrative stuff, and represents a truly wonderful leap forward for Zelda and its protagonist. While sticking firmly with the it-ain't-broken game structure of having Link move through a world divided into overworld areas and challenging, intricate temples with bosses at the end, Twilight Princess manages to deepen the experience and the emotional connection at each point, building a richer and more compelling chronicle to tie together the locations and puzzles and keep driving the player forward.
Rob's take
Indy Eat Your Heart Out
At the core of any Zelda game lie those locations and puzzles, though, and ultimately no matter how interesting and mature its narrative and characters may be, Twilight Princess would fall on its face if it couldn't deliver solid, interesting temples to explore and ultimately solve. Your adventures on Hyrule Field are more interesting than ever before, certainly - including as they do some new horseback combat sequences, and areas where you play as a wolf and therefore have no access to items, but can instead use heightened animal senses, track scents and follow your sarcastic but ultimately hugely likeable twilight world companion, Midna, through sequences of tricky jumps to reach new areas. However, as compelling as these experiences are, it's the temples which make or break Zelda.
Thankfully, by and large, it's more make than break. While the temples are familiar in theme, they are filled with new and interesting puzzles which strike a balance between challenge and frustration that few other games can manage. Solving a puzzle in Twilight Princess - and each temple is essentially one massive chaining puzzle, with cause and effect leading you from start to finish - is a satisfying experience, giving the player enough hints to make the solution logical rather than a leap of faith, and making it just tricky enough that working out what you need to do provides a genuine sense of achievement.
Where there are exceptions to this rule - and sadly, those exceptions do exist in the game - they are all the more apparent because they represent a bump in an otherwise perfectly balanced difficulty curve. It is to the game's credit that after over thirty hours of play, I can only think of a few minor instances of puzzles which I felt were difficult for the wrong reasons; any other puzzle which I was stuck on for a while was due to user error, and the final solution was both satisfying and a little embarrassing, in a "how didn't I see that one..." sense. It is however worth noting that the game takes a few liberties in terms of how much prior knowledge of the Zelda series it assumes - and while new players probably won't be stuck for long, not least because the game offers optional hints at solutions at the first sign of you being genuinely in trouble, it might take them a little longer to get into the mindset required for puzzle solving.
The game bosses, too, are fantastic - requiring a heady combination of lateral thinking and quick reactions to defeat, but never lapsing into frustration due to twitchy controls or difficult timings. At their best, some of the boss battles are reminiscent of Shadow of the Colossus, with Link facing off against gigantic creatures whose weak points must be exploited using a clever combination of the tools and weapons at your disposal, and each boss battle progresses through various different stages, never asking you to repeat the same manoeuvre more than a couple of times and challenging you afresh at each stage. The boss battle is, in effect, a worthy payoff at the end of the dungeon, and it's great to have a game in which the boss is something you're excited about reaching, rather than dreading as a hurdle to be overcome.
Regress to Progress

One hangover from Zelda's earlier iterations that I could have done without, though, is the save system - which does allow you to save anywhere, but when you save inside a dungeon, merely saves the state of the dungeon itself and dumps you back at the beginning of it next time you load the game. In many instances, this can leave you on the wrong side of a complex set of jumps or timed runs (the early fire-themed dungeon is particularly bad on this front) to get back to your original position - a frustration which makes it more appealing to try and finish each dungeon in one sitting, which isn't always exactly an ideal situation.
The save system isn't the only aspect of Twilight Princess that feels a little dated, either. Graphically, the game is initially disappointing - it shows its GameCube origins clearly, and even at that it doesn't rival titles like Resident Evil 4 for graphical quality. However, this is more than compensated for by the artwork of the game, which is of a consistently high quality; all too often, we consider game art and game graphics to be the same thing, and nowhere is the distinction more clear than in Twilight Princess. The graphics are dated but functional - the art, however, is wonderful, and combined with superb animation and a rich, detailed world which focuses more in providing interaction and setting than on modelling individual blades of grass, it makes for a game which is absolutely great to look at, once you get past the distinctly last-gen visual quality.
In terms of music and audio, too, the traditional heritage of the game is apparent - but I can't say that I agree with critics who have complained about the lack of spoken dialogue, a touch which could have been nice, but could equally have spoiled the game, and whose absence certainly doesn't break the experience in any way. The music, too, is certainly guilty of a certain synth quality - and having heard an orchestral composition of Zelda's music in London only weeks ago, it is tempting to wonder how much better it would have sounded with a full orchestral score. This criticism, I feel, is more valid - for a game of this scale, a synth is no substitute for an orchestra, and after focusing so much on the production values of the rest of the game, Nintendo have dropped the ball slightly by relegating the excellent score to being somewhat tinny and hollow in this fashion.
Heroes made; Legends born

After spending so much time ruminating over Zelda's triumphs and its flaws, actually deciding on a final score for the game - a single number to plonk on the end of the review like a line in the sand - feels utterly arbitrary. Twilight Princess is a game which I believe anyone with an open mind can have fantastic enjoyment from; it is a triumph of narrative, of game design, and of production values, a consistent and beautiful benchmark for quality within its genre. It's a better game than Ocarina of Time - a better game than any 3D Zelda, in fact - and is one of the few games which I honestly believe everyone should try out, at least. All of which makes me lean heavily towards a ten.
On the other hand, Eurogamer has an unspoken but nonetheless clear agenda of rewarding innovation, and a game has to be not only a pinnacle, but a pretty damn astonishing pinnacle, for it to achieve a ten by simply doing old things exceptionally well. Twilight Princess does innovate in places, but most of the time it evolves instead - which is welcome, and positive, but perhaps not as worthy of reward, to my mind. Equally, I must take into account that the game is flawed; just as Hyrule bears the scars of history in this game, so too the game itself bears the scars of its own history, with some questionable gameplay mechanics (such as the crippled dungeon save system) that owe more to tradition than to genuinely well-planned design.
All of which stays my hand, and leaves me with too many misgivings to award a ten. I still believe that Legend of Zelda: Twilight Princess is one of the finest games ever made, and is the pinnacle of a truly legendary series - but a little more risk taking, and a little more regard for the evolving conventions of gaming, would have elevated this even further. There is room for improvement, and the score reflects that - but it's by no means a suggestion that there's any real reason not to play one of the best games of the last five years.
9 / 10
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Comments (222) Latest comment 4 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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Let's dance.
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Blinded by hype. Just like with Halo 2 then. Sequels to big games always HAVE to dazzle the ones actually reviewing the games
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This is what puts me off.
Its like standing in front of the telly and kicking an imaginary ball, each time I press the 'a' button on my 360 controller!
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/runs
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same second
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That's a 'definately order it' if ever there was one
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Thank you muchly
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I wouldn't mind picking this up but don't really want to invest in a Wii for it.....but the cube needs about 5cm of dust brushed off the top first
I heard some distrurbing rumours that the standard cube version isn't coming out in Europe.......disturbing but not reliable.
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This game has been finished for ages, they could have upgraded the graphics in the timespan between finishing the game and release. Lazy bastards
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A great game but no excuse for the push button storytelling in 2006 no excuse! it should be nothing more than optional subtitles...
HYPERULE!
8/10
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But they spent lots of time incorporating the wiitrols, i think i'll stick to the cube version though, gotta wait till next weak though. :'(
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Length is irrelevant when its padded out.
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K
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I'm gonna read it on my PSP tonight, would make some great reading material.
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/puts life on hold
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And the text matches the score completely. They love almost everything about the game, apart from a few annoying flaws that drag it down from a 10 to a 9. It really couldn't be more simple to understand.
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We haven't seen a Cube version, but I agree with that assertion. The Wii controls are something I'm neutral for in this game - playing games like Wii Sports shows the real potential of the controller, whereas Zelda really just uses the gesture sensing to replace button presses. It's fun, but the trade-off is a little accuracy; I think on balance, for me, it's an even match between whether I'd prefer it this way or with a standard controller. If this is genuinely the only difference between the Cube and Wii versions, then just go for whichever one you fancy.
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I'll get you next time, you little minx.
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\o/ Better than HALO \o/ - as confirmed by EG
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Right. That's it. I'm burning down the Internets.
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The GC version lets you control the camera, right?
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Hmm, that doesn't sound good. Why does the GC version have less item slots?
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I know what you mean, but I don't think that's peculiar to the Zelda review. At the time I made the point that Dead Rising's save system would have took more of a panning if the overall game was heading for a 5.
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Something that took quite a while to be realisd on the DS, when games started to choose better which extra functions to incorporate, and which not to use.
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I recall them marking RE 4 down for a few annoying flaws, but only from a 10 to a 9. And Gears of Wars single-player got an 8 partly because it's such a short game which is one flaw Zelda certainly doesn't have.
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Right now i hold my copy of Zelda, but the shop i ordered my Wii from f****d up and i'm getting the system on Tuesday!!!
AAAAAAAAAAAARRRRRRRRRRRRRGGGGGGGGGGGGGGGG!!!!!!!!!!!!!!!!!!
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The camera thing's a bit more concerning, because Wind Waker had an ace camera, and I'll be sad to sacrifice that control, but I never had any actual problems with OoT's one-button camera control. If it's as good as that, I'll be happy enough.
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Feel the homoerotic tension.
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Good lord I hope the GC version won't have seperate camera controls. It was one of the things that annoyed me most about WW after the N64 Zeldas. It wasn't quite as bad as Sunshine, but the constant need to adjust the camera rather then having a good automatic one frustrated me to no end.
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So you asking about the cube, just realise its identical albeit the wii is reversed - not the cube version
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Nintendogs, Starfox Command, Animal Crossing, Metroid: Hunters.
Some use everything, some use only a little. These three use quite a lot to everything from the extra stuff.
But look at NSMB, 3d graphics in a 2d enviroment, connectivity and the minigames and using the second screen to put most of the hud. Advance wars using the second screen so you won't contantly be switching screens and instead keeps you in the game. Then there's the Wi-Fi which can also change a game considerably.
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No, it absolutely is not the same problem. Sonic's camera is relentlessly awful - you consistently die because it dives into the wrong angle and doesn't change your controls to compensate, or because you just plain can't see where you're going. Zelda's camera, by comparison, is guilty of occasionally throwing you angles which aren't perhaps the most helpful ones for what you want to do - but it always locks the controls so you don't veer off to one side suicidally, and the angle never hides your objectives from you like Sonic's do. It's an imperfect camera, not a gobsmackingly shit one.
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I would prefer widescreeen though!
/Aghhhh
Stupid console launch, disrupting the Zelda game I have been waiting years for.
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Fortunately problems here don't pop up enough to detract from the game to any significant degree...
Clearly then it's nothing like camera problems in Sonic and a 'minor' flaw, not a major one.
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Just as the review scores arent either a 0 or a 1
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Actually, that sounds quite a fun idea.
"GOW scored 1 and Zelda scored 1...So as good as GOW then?"
Would force people to read the review as well.
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But still... TWW was clearly the weaker game, yet still got a 10? That was three years ago though, I guess things have changed.
K
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I think the length and scope of the game eases the pressure a bit, if you have a 10 hour game with several camera/saving problems it will be more evident, but the same flaws spread over 70 hours or whatever it is are not going to be so apparent.
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Wrong, wrong, wrong, wrong.
The Wii version offers widescreen, more item slots, and a whole extra fishing section/game.
If you like to spend time fishing in Zelda, the Wii version is the one to get.
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I'll still be playing it when I get one.
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/Cancels Wii Pre-Order
/Pre-Orders GameCube version
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and the answer is - I'll get the Cube version.
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It's not a problem for those with time to dedicate but I can't even guarantee I'll have 30 minutes to play without something dragging me away. I'd end up doing the same bit over and over again then I'd not reach the next save point. Then a week later I'd do it all again until I finally gave up and played something else instead.
No matter how good this is, looks like I'm giving it a miss for the one flaw I can see.
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I mean, hating this and Halo? Sounds suspiciously like you hate being mainstream rather than a genuine critique. Get over yourselves. I don't particularly like Viva Pinata, which I bought last week, but I can still see that it's an excellent game and I certainly wouldn't start screaming from the rafters that people who like it are simple minded fools who can't see the big picture.
Get a life...
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Everythings mirrored horizontally (or is it vertically, lefts swapped with right).
Apparently Links always been left handed, they changed it because most Wii users will hold the controller in their right hand.
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Buying the gc version of it, is like buying the ps2 version of resi-4 (smile)
But whichever version you get, it's an ace game! Dunno how good aiming bow/etc will be without pointer though.
I personally liked the quickness/accuracy of aiming at screen and shooting.. I'd imagine its fairly cumbersome with analogue stick.
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"This game has been finished for ages, they could have upgraded the graphics in the timespan between finishing the game and release. Lazy bastards!"
Yeah, 'cos all it takes is effort right? Its not like you have to pay people's wages or anything when you extend development time. o-o
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No, 9/10 is a great score. Was just saying was all... For what it's worth, Ocarina of Time is the one Nintendo game I have huge respect for. It's the closest they've come to a game that has all the bombast, epic cinematic qualities of some of the great Xbox and PlayStation games. And if TP is more of the same, then more power to it.
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Did you or did you not read the review this comment thread is tied to?
There it describes a very traditional game using the Wii remote and nunchuk to no averse effect. Possibly to no real diffirence in either way.
So it's quite possible to do traditional games in a traditional way so you won't notice much that the system is quite diffirent.
Much like you won't notice the second screen use much when playing, say Rocket Slime. (though I think the efect of never switching out of the main screen is actually quite significant but very subconscious, much like some reviews noticed that playing Zelda with the Wii-mote did at times allow their passionatew gaming to find a proper and useful outlet).
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I think it was the Nintendoness of MM that put me off. OoT came off more like a PlayStation game, in that it was, dare I say it, somewhat mature. I dunno, it just had an interesting plot and world and music and atmosphere, and design. Just a really standout game.
It all got silly in MM though. I mean, the plot revolved around some kid who through a hissy fit cos nobody liked him or something, I really can't remember. And all those flower power abilities and....ugh.
It was just a horrible game. Plus, it has a surreal dystopian quality that I didn't like. I dunno, what can I say, I just thought it was awful.
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It starts out very low key - weird loner kid in freaky mask steals your horse, you get stuck in a weird alternate universe to try and get it back - but then develops into quite an emotional story, especially if you explore all the sub-plots. Clock Town is a really dynamic, alive sort of place, and thanks to the very inventive three-day system, you can really get to know its residents, get involved with their lives, help them with their problems...which makes the imminent apocalypse all the more affecting. The use of music, lighting and mood when you get to the utterly bleak final six hours is more affecting than even anything OoT threw up, IMO. It's a more emotionally complex tale than OoT is, and in my book, ultimately more refined and yes, mature.
Did you play through the whole game? If you really liked OoT, maybe you should give it another try some day, because I really think you're missing out. Otherwise, I guess it's too bad...
Jeeze, all this Zelda talk, keeping me awake! It's almost 2am in this country...I'd better go to sleep.
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I disagree when you say it had a more mature plot. Here's the best analoogy I can give you all. MM to Ocarina was to me what KotOR II is to KoTOR. More 'complicated' and 'deep' yes. But ultimately, they both contain such dank, putrid, dystopian, soulless worlds, from which one can take little joy. What made OoT and KotOR so great was their colour and bombast, and the relative simplicity of their tales. They weren't trying to be too cool for school or anything. Just simple stories told well, with enough depth for one willing to look. That's as simply as I can explain it methinks.
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Played it again today for 4 hours. Love it.
Thankyou Nintendo.
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Well, it's not like I care. But, hmm.
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/pauses to make sure that was a joke.
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I'm bored, can EG lower one of the scores to 8 and up one to 10, to make people angry? I want some stuff to read.
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What exactly is the problem with the save point in the dungeons?
Because if I remember correctly, all previews 3D Zeldas had ingenuous Dungeon designs that revolved around a "Central" Hall, so you would tackle a part of the dungeon only to end up in the Centre Hall with another part becoming available to explore, and this way you could tackle the dungeon in segments, not needing to do it in one sitting.
Is this not the case with TP dungeons? are they somehow of flowed design, forcing you to backtrack a lot if you switch off and continue later??
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How could you overlook the fact that you can use Ococco in a dungeon, save, then transport right back to where you were? Save issue = solved.
Oh, and having both the Cube and Wii versions (cube version in Jap) - I can honestly say that you shouldn't have any hangups about which one to get. If you can't afford the Wii, get the Cube version - it's the same game.
Then again, I only have a standard def TV that isn't widescreen.
By the way, I think the graphics are just as good as RE4 - it's just that they're not attempting to be super-realistic - Zelda games will always have a different style with a slightly cartoonish edge.
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And the "object" is a chicken with a human face o_O
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I think the question in most people minds isn't "should I get the GameCube Zelda or should I buy a Wii and get Zelda on that?"
it's more like "Should I get the GC Zelda IN SPITE buying a Wii?"!
At least that is what my question is!!! Seeing as you experienced both, could you give me a reason why I should choose one over the other?
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Speaking of which can someone explain in detail what's with these slots, the GC has got to have at least four like Wind Waker.... right?
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If however you were thinking about picking up the Wii just for this game, I'd usually say it's up to you, there is nothing wrong with getting the Cube one and saving a bit of cash (unless perhaps you wanted widescreen). However, since Wii Sports comes with it anyway, I say go for it
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TWW didnt require you to ride while shooting.
And looking back now, it was annoyingly cumbersome to do it. Now i've seen how easy/quick it is to point and shoot - never look back.
In fact if i was to criticise the wii version at all, it's now TOO easy to aim/shoot... making game a lot easier as you're not messing about trying to get a good shot with your analog sticks and getting hit while aiming.
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Let me know if you do it any quicker..
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My only concern is the lack of camera control, I really liked the WW free camera!
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Spesh the Amazon bit, hahaha
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Have you played it yourself, or are you just parroting something you've read elsewhere?
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Oh, and is it true that the GC version has no widescreen support? Can't be.
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- Screen is too cluttered (you need to take the map off screen by pressing 2).
- Feels A LOT like a Ocarina of Time (my least favourite Zelda - I much prefer the style of Wind Waker and darkness of Majora's Mask)
- Opening is slow. Town layout is cramped and doesn't feel natural. The Map design doesn't allow the player a good overview of where to go.
- The dialogue has not been written by Nintendo's best writers and the characters feel a bit flat because of it. The characters in Majora's Mask were really characters who felt like they had real lives beyond the game. In Majora's Mask if felt as though if you left the game the town would get on fine without you. TP characters just feel like in-game characters designed to tell you where to go next. Their whole world seems to centre around what Link does.
- Like OoT it feels like it was worked on for too long. You can see places that were programmed early and others that came later in development and they just don't match up consistantly.
- It has a similar control system as OoT. Not the Wii-mote parts obviously but it still feels like the N64 control system and that was two systems ago.
- This would have been awesome if it came out on Gamecube last year or the year before. But I think long development times and switching consoles has hurt it a bit.
BTW I'm not totally hating on this, there are also many good things which have been listed by other people here. Since I think I'm in a minority in not liking OoT I don't expect many people to agree with me as my main gripe is that it feels like the sequel to Ocarina of Time. Actually I think my main problem is the writing for the character dialogue. It just fails to create a believable world for me. I'm going to blame the English translators for that one. I know Zelda has never been about story or characters but Majora's Mask and Wind Waker really set a standard in the series for both these things and this feels like a step backward.
These are just initial disappointments from one person, so there's no need to argue them I'm obviously wrong if you disagree with me. I'm just sharing thoughts, not wishing to destroy anyone's love of the game. I'll play right through this (and probably realise how awesome it is and how impatient I've been with it) and if the next Zelda on Wii is as good as the second Zelda was on N64 then I'll be happy.
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"It took me 51 hrs to beat it, and im pretty sure im one of the first people outside of nintendo to do so"
Yes, but my penis is bigger than yours
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I just can't escpae the bonkers fact that the only decent launch title on the Wii is available on an equaly powerful, much cheaper and much older platform.
Wierd, non?
I mean, RIP Cube for the last year: why bother Ninty? Why make such a faux pas?
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Why won't you mention names?
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See me once you've got beyond the first 5 hours then.
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Screw saving the world, really. Fishing is what makes the Wii version great.
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The complaints about the controller are well founded, it is more like button pushing than sword swinging. The graphics are obviously GC, but the Wii being more powerful means it runs very very smoothly (though I can't say how smooth it runs on the GC). It may not have a high poly-count but it's a beautifully stylish game.
If you're a fan and have a Wii, get it on the Wii: sling-shot targetting and fishing make it well worth it. I would say it was probably not worth getting a Wii for if you're not getting one anyway though.
Top game. Looking forward to another session tomorrow!
9/10 (so far)
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"I just can't escape the bonkers fact that the only decent launch title on the Wii is available on an equally powerful, much cheaper and much older platform. "
I was thinking of picking up a Wii but what's the point?I may as well buy a cheap GC and this.
There's nowt else out on it that looks interesting and Mario's ages off (and may not even be that good).
I'm not convinced by the Wii at all so far
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I second that
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I only have a SD set anyway so no biggie. metroid and mario looks promising on the Wii, but beyond that I'll have to see. Will wait for it to become more available and to have more games.
I alreay dusted of my cube to finish Metroid 2 and Paper mario
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Has anyone actually played the GCN version yet? When it does get released, I do hope that someone does do a head-to-head comparison so that we can all know for sure which version is definitive...
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Its only major advantage over the Wii version seems to be manual c-stick camera control.
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The game looks great, I don't have a GC so I'll get the Wii version if I get a Wii, probably will sometime next year. (Hoping for price drop)
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lemonfist: Ah, thanks for that! I mean, I don't really like 1up very much, but it was interesting to see. Sounds to me like TP GCN controls very much like Wind Waker, which is great...it's also kind of the reason I want the Wii version, though. I've played three Zelda games with those controls now, and I'm not sick of them, but I think it'll be a lot of fun to play the game a different way, providing that new way is either as good or better, which it sounds like the Wii version provides. I know other people are different, though...
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The whole "you can't say the Wii version is better until you play the GCN version" argument doesn't really work...I mean, the 1UP preview confirms that the GCN build controls exactly like Wind Waker, and I'm guessing that anyone who's already playing TP is likely to be the type who's also played TWW.
In terms of actual criticisms people have of the Wii controls, they seem to primarily revolve around the lack of manual camera controls, and the shallowness of the motion-sensing sword controls. The camera thing is an issue (though not a massive one, from what I've read), but I never really considered the sword slashing to be one. After all, I can't actually remember any reviews saying that swinging instead of pressing a button is actually WORSE - just that it's not actually any better, and I'm OK with that. Otherwise, people seem to mention a lot of genuine improvements, from precise aiming controls (especially on horseback) and vastly superior fishing controls (which, as a Zelda fishing vet, IS a big plus).
Actually...can someone who has the game tell me if assigning the sword to the motion sensir frees up an extra item assignment button? If so, that's also a small plus. Or does the Wii's reduced button count balance it out?
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Get the fuck out of here.
I've been playing Zelda TP for ten hours and it's the best game of the year. The controls on Wii are BETTER,
Most of you Sony jack offs never intended to play this game anyway because it doesn't have Playstation on the box. Worst gamers ever. "
I was right,you are retarded.
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The Gamecube has plenty of good games -
- Resident Evil 4
- Pikmin 2
- Zelda Wind Waker
- 1080 Snowboarding
- Mario Kart Double Dash
- Animal Crossing
- Chibi Robo
- Donkey Konga
- Rogue Leader
- Paper Mario Thousand Year Door
- Zelda Four Swords
Also some good titles -
- Battlion Wars
- Rebel Strike
- Mr Driller in Drill land
- Odama
And I bought and paid for all of these, so don't say I don't support Nintendo. I also bought the average ones -
- F-Zero X
- Wave Race
- Pokemon Channel
- Mario Super Strikers
- Battlion Wars
- Super Mario Sunshine
- Mario Party 4
- Mario Party 5
- Star Fox Assault
Plus I had but sold Star Fox Adventures (because it was half-arsed).
So don't go doubting that I support Nintendo or I'll start listing my 36 DS games.
Damn right I'll buy TP on GC. I've always thought the graphics on the GC were the nicest looking. Solid yet warm.
Yes I own a PS2. With exactly two games. Katamari Damarcy and Singstar Rocks (which my girlfriend bought). And I only bought it a few months ago after the final price drop. (where as I have two Gamecubes. One Black bought on launch week, and one purple because I always wanted one ages ago but they were sold out). Oh yeah I've also got 6 official memory cards . So blow it out your arse Eurosexmachine. I've even got two GBA + link cables so we can play Four Swords properly damn you to hell. So if I wanna start saying anything about Nintendo I can and I will. Why? Because I've been playing since the days of Game & Watches, and I've had 3 NES, 2 SNES, 2 N64s, 1 GB, 1 GBC, 2 GBAs, 2 NDS, 2 GCs & 1 Wii so I bloody well know what I'm talking about. Right then. Was the the kind of reaction you're trying to stir up?
Nintendo were never gonna die. Unlike Sega (and currently Sony) they never overstretch themselves in their development budget. They might not always be number one but with lower development costs they're not losing tonnes of money. And their hardcore fan base (which I guess I'm one of) always supports them enough to recoup costs. I did not however buy a Virtual Boy so maybe I am an arsehole.
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You assign items to each of the cross pad directions on the controller. 'A' button is context sensitive and 'B' uses whatever item you've currently got assigned.
Using the Remote for the sword is a little unnatural at first but you get use to it. (you shake the nunchuck left and right to do a spin attack and can still press A to do a jump attack). Having it match your own sword movements would have only worked in First Person and even then collision detection would have been a nightmare to pull off in a 3D evironment.
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Seriously, I don't think that ESM was referring to you in his little rant, more just those guys who chime in from time to time to bash games/systems they have weird grudges against. His mistake was in suggesting it's only Sony fanboys who do that...
Thanks for the info, though. So there are more item slots on Wii then? How about the camera? And what is it that makes you want to buy the GCN version regardless...does the Wii version lack something?
Adam: Well, that's reasonable...I didn't realise the price difference factor too. In terms of having proper 1:1 sword controls, I'm not sure it would be impossible, but it would most likely be too complex to implement into this game without having to totally reconstruct the game engine, thus delaying the game even more...
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It does take a while to get used to using the controls on the Wii version, maybe that's why the "tutorial" part of the game is longer, but once you get used to it, it's quite fun, intuitive and easy.
It is slightly unfortunate the the 'mote movements are not mirrored with Link's sword movements, but I do prefer the ease of doing the spin attack over the previous way of spinning the analogue joystick.
My mate is getting the US GC version early next week. It'll be interesting to compare each version then and see if there are benefits to playing Zelda on the Wii or not.
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I want the GC version purely because I've always been fond of the GC graphics. Every now and then a machine comes along with just a nice look to it. It's actually pretty rare. I'd say the SNES had it... and the Spectrum, and the GC.
The camera doesn't bother me as much as it did my friend. I just move around and continuely center the view so I'm looking where I want to go.
Overall though TP does feel a little bit dated. Just a little. And it's understandable because the production time was so long. And if anything's to blame for that feeling in me, then it's probably my absolute LOVE of Majora's Mask and Wind Waker. They've set the bar so high for me that it would be near impossible for TP to beat. I feel it's missing the density of the world in MM and it's missing the great character and charm of Wind Waker. I loved the feeling that nobody gave a shit about you in Majora's Mask (except Tingle), and I loved the facial expressions and humour of Wind Waker. Also both games had better openings, one's that really drew you in to a storyline rather than just taught you how to use the controls.
That slower opening in TP (much like OoT) is caused, I think, by the amount of gameplay they've put into it. And who could complain about that? Well me I guess. Being one of those gamers who have been around forever I'm losing my attention span and prefer shorter games that are more densely packed. I can certainly appreciate that a lot of work went into TP. Just probably too much work for me. I'd rather it was trimmed down and more focused.
Still a damn fine game. Just doesn't quite live up to my utterly unreasonable expectations.
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(ESB is the best BTW)
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Seriously, the only relatable point I found in that post was about the delay; bear in mind that this game was originally aimed for release at the end of last year, by which point the GCN was already pretty much finished. As a GCN title, this would never have been anything more than a swansong, much like Majora's Mask was...by retooling a version for Wii whilst still releasing the GCN version, they get the game out to a much wider audience and showcase their new hardware whilst still catering to Cube owners.
floppylobster: Thanks for the lowdown...sounds good. There's no way I can lower my expectations for this, given that OoT, MM and TWW would all feature in my top 20 favourite games, with OoT at the top...I think I'll like the game anyway, though. And you're right about ESB.
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This game is truly great and sets light to you inside and not many things do that.
This along with my Wii is the best purchase I have made for years and just as I thought I was growing out of gaming......This locked the door in front of me and pulled me back into my chair.
People ranting about the graphics compared to the other big 2 need to get a life. I prefer this to any game I have on my 360 and so do all my mates so far..... nuff said buy one if you ever remember what gaming used to feel like. The best zelda so far. Wiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiiiiiiiiiiiii
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Eternal Darkness did not make it on to your list of great GC games. Just wondering why?
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"Europe is Sony land, you lot are responsible for nearly killing NIntendo"
I think you'll find that the GC died prematurely because of poor 3rd party efforts (read: shovelware that looked and played better on other platforms), Nintendo's trickle of quality titles and no online capacity whatsover. In short, the GC died because of Nintendo's short-sighted-head-in-the-sand approach to what is a phenominaly competitive market and a seriously demanding customer base.
The Wii looks to be adressing some of those issues but it will need more than mini games, GC ports and MORE shovelware (this time with ill-considered crowbared controls) to succedd in the long term once the inital novelty has worn off.
They have all the ingredients for sucess, for sure, but don't blame US if they fuck it up again, asshole.
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Well EXCUUUUSE me if i didn't buy every single Mario sports title.
looks at Mario Golf, Mario Tennis, Mario power Tennis, Mario DDR Mario Party 6 & 7.
I only had the capacity (and money) to buy the exclusives, you know Metroid Prime, Zelda Wind Waker, Metroid Prime Echoes, Mario Party 4 & 5, Mario Sunshine, Super Smash Brothers, Resident Evil 0.
Plus third party versions of Gamecube games usually came considerably later than the PS2 and Xbox versions maybe i should wait kindly for Mr EA to launch SSX on Tour + Mario Characters by when the PS2 and Xbox version would be a budget prices.
Anyway what does nintendo do they shun me the loyal Gamecube owner in favour of making a AAA gamecube game into their new shinier console's launch title.
The third party devs let them down not me.
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Its avaialable on another platform which is equally powerful??
Which is that then? Or are we currently living in the land of make believe?
>Sod this awkward wand rubbish, i'll have the GC version.
Yes, because pointing at the place you want to shoot your arrow is oh so much harder and slower than moving a cursor around the screen with an analogue stick??
uh?
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WTF? Its almost as if everyones forgot that the 360 launched with a fair few xbox conversions ...
As for the comments saying the platform will go the way of the cube.. hmm.. Basically it's all down to 3rd party support, if enough people buy the console then more developers will support it. The ps2 was least powerful machine last gen, people hated developing games for it, but yet it sold 80 odd million units, so it'd be silly not to develop for it.
Seems to me that "hard core" gamers buy a nintendo platform, refuse to buy anything other than nintendo games for it.. then scoff that it's not got many games on it. Whereas they buy a sony or msoft platform and only buy 3rd party games...
Hmmm.. thinking about it.. that kinda makes sense... If you have the general quality of most nintnedo games then 3rd party games might look rubbish in comparision? Hmmm.. Oh i dunno.
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There was always a lot of speculation if Zelda would be postponed to accomodate the Wii's launch. It very much depends in which way you look at it. People like to think that Nintendo screws around with them because they are charging 250 euros for the Wii just to play a game that is available for the GC too; While in reality the game the game could have easily been for the Wii only but they kept their promises and released the GC version too. Maybe it was a late decision to make a special Wii version but nevertheless: You do have a choice. And choice is exactly what Microsoft and Sony keep bragging about, giving the consumers choice.
It doesn't take a genious to guess that Nintendo would very well be a lot happier if Zelda was only available for the Wii. It is a system seller. If you want to buy a Wii then be happy about the fact that you can play Zelda on your new console. If you never really thought about getting a Wii in the first place then why exactly the rants about Zelda being available for both systems? Nobody's forcing anyone to buy a Wii.
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I don't entirely blame the weak 3rd party support. Many of the games were released for either the xbox and/or the ps2 too and I just don't find them all that interesting. This is exactly the reason why I don't own a ps2 or the original xbox. The games just didn't do it for me. And of course they would not on the GC.
But I also found many first party titles not really that good as they were for the N64. Super Mario Sunshine was a bit dissapointing, Wind Waker was an awesome game until I found out that most of the time I will be looking at a blue screen full of water, the Mario sports titles did not really do anything new and Mario Party was as dull as can be once you played two of them. I guess again expectations are to blame. The N64 was an incredible console for me and I really hoped that the GC sequels could keep up with the tremendous experience their predecessors delivered.
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You were right the first time. Looky here:
"There are 1400 PS2 games in existence, 900 of them are totally worthless. We figure it worked for Sony, it can work for us." -quote from the link
[link url=http://games.slashdot.org/comments.pl?sid=208964&ci d=17043320
]http://ga mes.slashdot.org/comments.pl?si...[/link]
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And yes, I can understand the anger about the game basically being a GC game. And as you said Nintendo is a company that has to see as where to get the money. And Nintendo does not have other sources of income like MS or Sony do. Nintendo solely relies on its consoles. I agree that finances should not come first but who are we kidding - it is an industry. Nevertheless I find some statements in this thread exaggerated even if they are justified.
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As for all this "boo hoo, a new console is getting *just* a conversion of a game from the previous platform" business.. as i said before.. look at the 360 launch.. same shit, no-one complained.
And im LMAO at some of the comments on here. "if we keep posting that the wii is no more powerful than the cube, then people might believe it, and not buy it, and buy my console of choice instead.." ..
Just because its not as powerful as the other two, doesnt mean it's not more powerful.. Just because the ps2 wasnt as powerful as the cube/xbox and dreamcast, doesnt mean it wasnt more powerful than the ps1..
I've played through the whole of zelda TP.. And not once did I think 'I really wish the graphics were better here'. Why? Because i was too busy ENJOYING myself. Now if i was playing something dull and crappy like oblivion, then I start noticing how great the graphcis look.. mainly because i'd die of boredom if it wasnt for them!
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Purely from a business point of view, it made sense for Nintendo to delay Zelda to allow it to launch with the Wii. It's a launch title that will sell the Wii. However, it would have been easy for Nintendo to not release for the 'Cube at all, thereby ensuring that more people would have needed to buy a Wii to play it.
So, be thankful that it's also coming out on the 'Cube, rather than having a go at Nintendo for delaying the game.
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With regards to the controls, I and another have already mentioned the scenario horseback archery scenario. Everyone remembers that in OOT right? It was a bit of a pain aiming with the analogue stick and the ability to point and shoot sounds like it's an addition well worth having in the Wii version.
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It scores an 8, obviously...
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On the whole "why did the GCN die" issue, I would say it was because Nintendo's own first-party output was weaker than on any of their preceding consoles, in terms of quality to an extent, but mostly quantity; there were a few titles in the first couple of years, but they dropped off very quickly, which is the kiss of death for a Nintendo console, given that they're sold primarily on the strength of the first-party line-up. The subsequent drop-off in third-party support and sales just reflected that...
And as for the delay to GCN Zelda; obviously, it had a lot to do with the development of the Wii version, but I don't believe that the GCN build did not also benefit from that extra development time. Delays on Zelda games are, historically, a good thing; OoT benefited from them, as did MM, which was released nine months later than Japan in the West, but with a vastly improved save system. TWW, on the other hand, was rushed out to fill a gap in the GCN schedule, and was clearly unfinished as a result. I do think the delay was initially made for the benefit of the GCN version - remember, the initial delay was from Christmas 2005 to Q1/2 2006 - I just think that, by the time they actually finished it, they realised it probably wasn't worth releasing it on the dead Cube any more, so they optimised it for Wii and repackaged it as a launch title. From that perspective, I'm amazed that the GCN version is getting released at all, given it would make more financial sense to keep it Wii exclusive...
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Eternal Darkness... Umm... I always meant to get around to playing but I guess never did. I should probably track it down if you're recommending it. I also left off Super Smash Brothers which is also not bad. There's probably others I missed for sure...
I enjoyed the utter frustration of the first Monkey Ball... And I almost forgot Chibi-Robo when doing my list so if anyone hasn't played that then give it a try. Especially if you enjoyed Pikmin.
@ Muddtallica
TP is the closest thing to OoT I've ever played - but with better controls and better visuals. No doubt you'll love it and I hope you do.
I think my impressions of the Wii had been slightly diminished due to the brilliance of the DS. The DS (which I play a hell of a lot) introduced me to a whole new way to play and think about games, and in some small way that stole a bit of the Wii's thunder. I do love that they haven't tried to voice the characters in Zelda with voice actors. The day they start doing that is the day Zelda becomes more like a Hollywood movie and less like a good book. But enough. If I've started to compare video games to books I've clearly gone too far.
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Surely Zelda is a game you are going to buy no matter what the score, or system?
I came in very late on Zelda games WW was my first, played a few others since, they are great games. I will be playing on GC as the Wii does nothing for me AT THE MOMENT, just like it took Resi Evil 2 to buy a ps2,KOTOR to get me to buy my xbox, which I still love, it will take Assassins Creed/Alan Wake to purchase a 360 ect.......
............"Eternal Darkness... Umm... I always meant to get around to playing but I guess never did. I should probably track it down if you're recommending" off subject but a brilliant,brilliant game if you haven't played, get it for your Wii (I knew I could tie that in somehow)
Slaters
p.s. lets all prey the mighty Gunners (no really we are!) stuff Chelski today
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Wii sports is the game that i've seen the most people get excited about, the game that everyone can play (even those unaccustomed to gaming), the one that people are asking about. Gamers obviously focus on Zelda because, well, it's Zelda and has such a good lineage.
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"As for all this "boo hoo, a new console is getting *just* a conversion of a game from the previous platform" business.. as i said before.. look at the 360 launch.. same shit, no-one complained."
You wish: Condemned, Amped 3, COD2, PGR3, Kameo, PDZero, Quake 4 - all console/platform exclusives.
Without doubt the 360 had the best lineup of the three launch portfolios.
"Now if i was playing something dull and crappy like oblivion, then I start noticing how great the graphcis look.. mainly because i'd die of boredom if it wasnt for them!"
How can anyone love Zelda to the nth degree but detest Oblivion? They really aren't a million miles apart...no..wait...I'm wrong! One is published by Nintendo and one by MS!
Love really is blind, no?
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Never a truer word. Zelda is the focus for the more hardcore, traditional gamers, but Nintendo knows full well - and has said many times - that it can't be a contender in this generation off the back of those people alone.
Wii Sports is what is getting the coverage in the mainstream press, and it's what is making a much wider audience interested in the Wii. Looking around my friends, most of whom are in their twenties and thirties, it's absolutely amazing how many of them are planning to buy a Wii in the next couple of months, or who tried to pre-order one - the kind of people who would NEVER have pre-ordered an Xbox 360 or a PS3. Even more astonishing is that quite a few of them are planning on buying a Wii for their parents, their girlfriend or their sister at Christmas - because said relative has actually requested one.
I love Zelda to bits, and am really excited about Mario Galaxy, but it's not traditional franchises that are going to make or break the Wii.
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And way back in the day that's the reason I got into games. I remember hanging 'round at a friends house taking turns at trying to beat SabreWulf. The game was alright but the real fun was talking and laughing at how good/bad we were at it and mucking around (in fact we played on a ZX81 before that too).
That's what I've always enjoyed most about gaming and I have to thank Nintendo for helping bring the focus of gaming back to that point - Sharing the experience. And that's the reason I bought a Wii. It's about playing with or against other people, and that's always been more fun.
(and Microsoft deserve some credit for Xbox Live).
(and Capcom for StreetFighter 2).
(and the Dreamcast for pushing innovation).
(and London Studio for Singstar).
and the list goes on...
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Back to the GCN/Wii version issue: it is true that by releasing the GCN version they can potentially sell more copies of the game in the short term, but it's indisputably harmful to their longer-term aim of getting Wii consoles into as many households as possible. The GCN is finished now, and has been for a year; even if they had released it as planned last year, it would still have been little more than a swansong game, and thus would have sold more like a Majora's Mask than an Ocarina of Time. Repositioning it as an exclusive launch title gives it a whole new lease of life commercially; its profile skyrockets, it shifts many extra millions of consoles, and will continue to be bought throughout the new console's lifespan. Releasing it on the dead Cube as well diminishes its potency as the Wii's primary system-selling exclusive, removes its sheen of newness, and risks creating consumer conflict and confusion as to which version is superior, for minimal immediate financial benefit; I may yet be proven totally wrong, but I'll be surprised if GCN TP sells anywhere near what the Wii version does. Why did they do it, then? I'm not naive enough to think it was just out of goodwill or charity; I think it was more because they realised that simply cancelling the GCN version at such a late stage would create massive ill-will amongst many of their most loyal fans, tarnishing the image of both the company and the series...
floppylobster: Oh, can I just pick your brains one more time: with the Wii sword controls, is there any level of recognition of how your swinging the remote? That is to say: does a horizontal slash translate appropriately, or a vertical slash, or a stab? Or is it really just the same as pressing a button, meaning, that you have to use the old Zelda convention of "push forward + sword input for vertical slash, target + forward + sword input for stab"? Thanks for your information, man!
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"@elvenearth
Eternal Darkness... Umm... I always meant to get around to playing but I guess never did. I should probably track it down if you're recommending it. I also left off Super Smash Brothers which is also not bad. There's probably others I missed for sure..."
Definitely recommended on my part, my personal favourite on the Cube. I believe you can get pretty cheap copies 2nd hand or on ebay these days.
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It really isn't hard. Trust me.
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Forget it, it's hurting my brain to try and talk about this any more... I'm pretty sure that what you were saying was reasonable enough, so I'm not even sure why I what I was arguing about anyway, or if I was even arguing with you at all.
Argh, it hurts. I want to play Zelda.
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Exceptional game though as expected but it's somewhat ironic that the Wii's best launch game by far is one that doesn't really need its controller... I've a feeling that I'd have enjoyed this game just as much with the GameCube controller to be honest.
I'd give the game 9/10 easily as it's a beautifully made and very enjoyable game but the Wiimote seems a bit wasted... even the onscreen pointer, in the form of a blue fairy (Navi?) is a bit wasted... why not have had it act as a cursor highlighting the names of objects and people as you moved it around so it actually had some use?
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Muddtallica,
It doesn't matter which way you swing it. It just goes Heeya! But if you swing it while pushing forward on the analog you stab. And if you shake the Nunchuck back and forth (not the Wii-mote) then it does spin attack. I did notice myself having to use my brain to think how best to attack and then how to do that attack, so that's a good thing I think.
I also think the point's been well made - Let's get off this forum and get back to playing whichever game we were here to talk up. And when we've done that let's get off that game and get outside for the fresh air (or whatever it is that mother's are always going on about).
I look forward to playing some games against you people online sometime. That'll be the best way to settle who's right.
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'cool', 'meh', 'meh', 'ok', 'fun', 'awful', 'meh'.
I sure prefer Twilight Princess' 'fantastic'.
On another note, there is actually nothing wrong with the camera whatsoever, so it's not fair to treat it like a problem. The controls are somehow slower than they will be on cube, but I feel that the added physical effect weighs up for it.
Also, the pointer is on-screen in case you need to aim fast.
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Originally believed to be scheduled for release November 2005
August 2005 - Nintendo announce that the game will be released some time after March 31st 2006
Feb 2006 - Reggie announces that the game will be launched in Fall 2006. At that time, people complained that the release was being delayed to coincide with the Wii launch. Perrin Caplan (Nintendo VC) confirmed that it would be released on the 'Cube as well.
September 2006 - Nintendo announce final launch dates.
Whilst there's nothing I can find to say that Nintendo did deliberately delay the game so it could launch with the Wii (perhaps someone here is able to add this detail), OoT was delayed by 2 years, so a 1 year delay to TP is not unreasonable considering Nintendo's past form with this series.
Was the 'Cube TP delayed because of the Wii launch? I'm not so sure it was.
Was the game delayed because of the Wii but during that time the game was further polished? Possibly, but that is to the benefit of us all.
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Look dude, I'm not saying they were all great games (at least 'good' though), but I was just trying to prove a point to smelly (not that hard) that the 360 did actually have a very healthy stable of exclusives at launch..unlike the Wii and the PS3
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'cool', 'meh', 'meh', 'ok', 'fun', 'awful', 'meh'.
I sure prefer Twilight Princess' 'fantastic'. "
I completely agree, and that's why it's a must buy... for my GameCube.
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You could have said that without the tired old "omg you only hate Oblivion because you hate Microsoft" line. That just makes you sound silly.
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"there were no XBox1 games held back a year and released on 360 with no graphical update"
No-ones seen the GC version yet.. How do you know no graphical update?
Besides, the fact its using nicer controls (for aiming weapons, etc) is (to me) a much better update than prettier pixels to wank over.
"You wish: Condemned, Amped 3, COD2, PGR3, Kameo, PDZero, Quake 4 - all console/platform exclusives. "
I was refering to all the xbox games which were converted to 360....
But funny as FECK that you pointed out Kameo.. As that was a gamecube conversion too!
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???????????????????
Zelda and oblivion are COMPLETELY different games.. Only a complete retard would try to compare them!
But as you're asking me to.. Zelda is a fun game with shitty (in comparision) graphics. Oblivion is a shitty game with a crap story, and dull "gameplay" long load times, crap frame rates.. But with great graphics.
Oh and before some geeky twat accuses me of being a fanboy for that statement.. No i dont hate the 360, yes i own one.. My dislike of oblivion has NOTHING to do with what platform its on.. and for the record... Having played this all the way thru... I rate this as my 4th favourite zelda:
1. Zelda (snes)
2. Zelad OOT
3. Zelda WW (love the style of it)
4. Zelda TP (too easy.. not a lot to do outside of main plot)
5. Zelda MM (too hard!)
PS : Microsoft didnt publish oblivion. It just happened that oblivion was a game which appeared on the microsoft system. And nintendo didnt just publish zelda, they devloped it too.. If you're going to accuse people of being "pro" or "anti" a system (which is the saddest thing in the world imho) then at least get your facts right.. Or you'll just end up looking like a sad friendless geek who masturbates over his console too much.
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After looking something up in a FAQ I spotted in the index that I did not have very far to go from the point I'm at, whilst I was hoping to be going on for quite a while.
I heard here and there that it would last you 60 hours just to do the main story line. This is simply not true
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"Zelda and oblivion are COMPLETELY different games.. Only a complete retard would try to compare them!"
I'm sorry, but this sounds like some misunderstood gothy teenager trying to tell be that "System Of A Down and My Chemical Romance are SOOOOOOO different".
Really, Monkey Ball and Zelda are different, GRAW and Oblivion are different, but Zelda and Oblivion? That different?
Large open worlds? Check
Fantasy Middle Earth esque setting? Check
Young individual trying to save the world from evil? Check
Horseriding? Check
Sworldplay? Check
Upgrades and magical items? Check
Dungeon crawling? Check
Sidequests? Check
Monkeys in a ball? errr...
P.S. My mistake with MS and Oblivion
/bows
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As for the graphics, well the artwork is outstanding and there are some gorgeous cutscenes but at times the game does look uncomfortably like the N64 games with some very bland and empty areas and plenty of low-res textures. At times the game does look a bit "grainy" but I'm not sure if that's because I'm using composite or not. Overall though the game does look great once you get used to its last-gen origins with nice use of bloom for the Twilight realms. I didn't notice any framerate issues or popup though which is nice nor did I notice any v-sync tearing (something most 360 games are plagued with) so technically the game is solid. Not seen any bugs or glitches either (which is nice considering, again, how every 360 games requires patching) and despite the lack of any real camera control (apart from Z to snap it behind you), I haven't had any issues with it.
Utterly amazing game, very reminescent of Ocarina of Time but that's no bad thing and the Link/Wolf aspects of the game make it very interesting although I'm still not convinving that waving the Wiimote/Nunchuk feels right for the beast form. Aiming with the bow using the Wiimote is amazing though, it's so accurate and I'm finding myself using it more because it's so enjoyable. This is definitely one of those games that you want to play to see what comes next but at the same time you don't want it to end.
I wish there was more to collect though, you know like little sidequests since a lot of the larger areas feel empty and pointless. It would have been nice to have had a few secret underground caves to discover with some mini-puzzles as a way of locating extra Heart pieces (like Ocarina of Time) instead of them being stuck in trees and dungeon chests.
Also the game's enemies have laughably bad A.I., when they notice you they just run toward you. Not only that but the majority can be dispatched with two swipes of your sword or a single arrow so there's little challenge in fighting them. I'd like to have seen more advanced A.I. and tougher opponents in this game rather than them acting the same as all the other games, i.e. brain-dead! Mostly the enemies are just obstacles in your way, stopping you from getting from A to B and when killed kindly drop hearts and rupees. They only become a problem when they attack in numbers. I guess it wouldn't be Zelda if the non-boss fights were challenging though...
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I can't wait for Super Smash Bros. Brawl and Super Mario Galaxy along with Metroid Prime 3. I bought the Wii just for those games.
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I don't know... there's a charming, timeless feel to the best Nintendo games and it seems true of Twilight Princess so far as I've played. This is the closest Zelda game yet to capturing the epicness of the wonderful Ocarina of Time. Nintendo games might date graphically but the gameplay rarely does.
Sure it might have been more aesthetically pleasing with hi-def bumped mapped graphics, an orchestrated soundtrack and spoken dialogue but then it wouldn't have felt quite so... Nintendo. It's kind of hard to explain really... whatever Zelda: Twilight Princess is a game that's hard to fault but easy to love.
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I've played for 16 hours now...I'm at the beginning of the 4th dungeon...
So far it's absolutely beautiful in every respect...
Nothing gamebreaking to be found...
I'm not able to rate it properly because I haven't finished it yet...
Though I will say this:
This beats Shadow of the Colossus hands down...
Although I must also admit that I didn't see SOTC as a masterpiece...
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People who enjoy Oblivion have no souls, and need to drink the souls of cute little babies for sustenance. The bastards.
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"Only Oblivion stands out on the Xbox 360 as being better but then it's a bigger, deeper and more freeform game that isn't without its flaws (you're led by the hands too much for example and those long loading times)."
Yeah... I've got no idea what he's going on about there.
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Dark Moody Zelda ftw!
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sense of joy Zelda games provide. About 10 hours into Twilight Princess and
loving it. Just completed the first Dungeon (yeah I'm slow) and itching for more.
Bleedin' work....
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Sure the Wii is a simpler console than the 360 so that's to be expected but I still think Nintendo put a lot more love, care and attention into their games than most other developer's such that they feel more polished and complete and worthy of the money you paid for them. That's the reason I really bought the Wii... Nintendo rarely make bad games. I'll continue to buy third-party games for the 360 or PS3 since at the moment I'm not entirely convinced that all games need or will work well with the Wii's controller.
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If you get stuck go outside and think about it for while. You're bound to come with a new idea if you give it some time. Only consult FAQs when you've completed it and want to check if you missed anything interesting.
Geez you kids these days with your mobile phones and your interweb thingy wanting everything right now. No patience I tell you. No patience.
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Zelda, for me, is different. I don't know why, but even after playing the game for a short while you seem to gel with the characters and start to really care for what's going on in Hyrule.
Zelda has the "something" that many other games lack. That feeling that you just want to play the game, you "need" to play it a little bit longer just to see what happens to the story and the characters. Before you know it, it's 4am and you've got to go to bed as you have to go to work in a few short hours.
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Bit too linear, bit too easy.. Not enough side quests. No real feeling of "needing" to do the side quests (i.e. you dont really need to have larger bomb bag/arrow bag/more money).
In fact i hardly spent my money at all in the game.
So, in comparisions to other zeldas, where OOT is sheer gaming perfection and 10/10 (in relationship to other games which came out at that time).. I'd personally give TP a 7/10.
Now i dares anyone to call me a fanboy after that...
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I sounds like its doing nothing for you...
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Can we kill this one off please. If you use Occocococococo (the chicken thing) you can immediately warp back to the exact spot you were in - absolutely no need to retread your steps at all.
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Oh and I have to say, that playing The Wind Waker again on the Wii, that it looks far superior visually and has more character and charm than the Twilight Princess which actually looks far more dated despite being the newer game. Who'd have though, eh?
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- The English translation is average and lacks character while making the exposition obvious.
- Visuals are a bit too soft focus. To me they look blurry. I think this is inherent in the system - like the N64. I prefer the clean look of GC graphics.
- Lacks charm. Just not as accessible as the others.
- It will appeal to anyone who thinks OoT is the best Zelda. (which I don't)
- That's it really. I mean it's a top game, very good. Just not up to the standard set by Majora's Mask, Link to the Past and Wind Waker.
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Barring this, maybe the closest thing to a perfect action-adventure I've ever played. I'd still give it a 10, even after throwing a hissy fit over the save system last night. (The only other tiny niggle is that the camera control should have more invert options.)
It's an easy game for the most part, but I think it actually benefits from this - keeps the new ideas coming at you. Funny, though, how many of these ideas are derivative from other games. A sarcastic imp riding a wolf with a shield on his back? Umm... that can't be a coincidence?
...and if these aren't "next gen" graphics, then I officially don't care. Playing this on my wife's Game Cube after decades of playing only state of the art PC games, and it's starting to dawn on me that brute force hardware is possibly the *least* important factor in making a game look good.
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What a great game is Okami.