The Legend of Zelda: Twilight Princess

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The Legend of Zelda: Twilight Princess
Box art for the North American version of The Legend of Zelda: Twilight Princess
North American cover art for Wii
Developer(s) Nintendo EAD
Publisher(s) Nintendo
Designer(s) Eiji Aonuma
Shigeru Miyamoto[1]
Composer(s) Toru Minegishi
Asuka Ohta
Kōji Kondō
Series The Legend of Zelda
Engine Modified version of the The Legend of Zelda: The Wind Waker[2]
Aspect ratio 4:3 (GameCube, Wii),
16:9 (Wii)
Native resolution 480p (EDTV)
480i (SDTV)
Platform(s) Wii, Nintendo GameCube
Release date(s)
Genre(s) Action-adventure
Mode(s) Single-player
Rating(s) CERO: B
ESRB: T
OFLC: M
PEGI: 12+
Media 1 × GameCube disc
1 × Wii disc
Input methods Wii Remote and Nunchuk, GameCube controller

The Legend of Zelda: Twilight Princess (ゼルダの伝説 トワイライトプリンセス Zeruda no Densetsu Towairaito Purinsesu?) is an action-adventure game developed by Nintendo Entertainment Analysis and Development, and published by Nintendo for the Wii and GameCube video game consoles. It is the thirteenth installment in The Legend of Zelda series. Originally planned for release in November 2005, Twilight Princess was delayed by Nintendo to allow its developers to refine the game and add more content.[3] The Wii version was released alongside the Wii console on November 19, 2006 in North America, and in December 2006 in Japan, Europe, and Australia. This made Twilight Princess the first Zelda game released at the launch of a Nintendo console. The GameCube version was released in December 2006, and was the last Nintendo-published game for the console.[4] During early development, Nintendo referred to Twilight Princess as The Wind Waker 2. The title changed as development progressed, with the name Twilight Princess officially announced at E3 2005.[5]

The story focuses on series protagonist Link, who tries to prevent Hyrule from being engulfed by a corrupted parallel dimension known as the Twilight Realm. To do so, he takes the forms of both a human and a wolf, and is assisted by a mysterious creature named Midna. The game takes place hundreds of years after Ocarina of Time and Majora's Mask.[6]

Twilight Princess is the first game in The Legend of Zelda series to receive a T rating from the ESRB, who cited fantasy violence and animated blood as reasons for the more mature rating.[7] The game was hailed by many major publications as the greatest Zelda game ever made, and won numerous Game of the Year awards.

Contents

[edit] Gameplay

An arrow points at an enemy whom Link is targeting as he prepares to swing his sword.

Twilight Princess is an action-adventure game focusing on exploration and item collection. It uses the basic control scheme introduced in Ocarina of Time, including buttons whose functions change depending on game context, and Z-targeting (L-targeting on the GameCube),[8] a system which allows the player to keep Link's view focused on an enemy or important object. Link can walk, run, and attack, and will automatically jump when running off of or reaching for a ledge.[9] Link uses a sword and shield in combat complemented with secondary weapons and items, including a bow and arrow, boomerang, bombs, and the Clawshot (similar to a recurring item in the series, the Hookshot).[10] Z-targeting allows Link to lock on to an enemy and automatically defend himself. During Z-Targeting, projectile-based weapons can be fired at a target without the need for manual aiming.[9]

The context-sensitive button mechanic allows one button to serve a variety of functions, such as talking, opening doors, and pushing, pulling, and throwing objects.[11] The on-screen display shows what action, if any, the context-sensitive button will trigger, determined by the situation. For example, if Link is holding a rock, the context-sensitive button will cause Link to throw the rock if he is moving, or place the rock on the ground if he is standing still.[12]

The Wii and GameCube versions feature several minor differences in their controls. The Wii version of the game makes use of the motion sensors and built-in speaker of the Wii Remote. The speaker emits the sounds of a bowstring when shooting an arrow, Midna's laugh when she helps Link jump, and the series's trademark "chime" when discovering secrets. Unique to the GameCube version is the ability for the player to control the camera freely; however, in this version, only two of Link's secondary weapons can be equipped at a time.[13]

The game features nine dungeons—large, contained areas where Link battles enemies, collects items, and solves puzzles. Link navigates these dungeons and fights a boss at the end in order to obtain an item or otherwise advance the plot. The dungeons are connected by a large overworld, across which Link can travel on foot, on his horse Epona, or by teleporting to one of several specified points.

Link's wolf form can pick up unique smells; a horizontal scent trail is shown here, leading Link to his objective.

When Link enters the Twilight Realm, the void which corrupts parts of Hyrule, he transforms into a wolf.[14] As a wolf, Link moves quickly, attacks by biting, and digs holes to create new passages and uncover buried items.[15] He also carries Midna, a small imp-like creature who gives hints, uses an energy field to attack enemies, and helps Link jump long distances.[16] As a wolf, Link has improved senses and can follow scent trails.[16] Using Link's wolf senses, players can see wandering spirits and hunt for ghosts named Poes, which is not possible in his human form.[17]

The artificial intelligence (AI) of enemies in Twilight Princess is more advanced than that of enemies in The Wind Waker. Enemies react to defeated companions and to arrows or slingshot pellets that pass by. The AI can also detect Link from a longer distance than in previous games.[18]

There is very little voice acting in the game. Link remains silent in conversation, but grunts when attacking or injured, and gasps when surprised. His emotions and responses are largely indicated visually by nods and facial expressions.[19]

[edit] Plot

A Shadow Beast pursues Wolf Link and Midna in the Twilight Realm.

The story begins with Link, the protagonist, working as a ranch hand in Ordon Village. One day, the village is attacked by monsters, who carry off the village’s children. Link pursues the attackers, but encounters a wall of Twilight. A shadow beast pulls him beyond the wall, where he is transformed into a wolf and imprisoned. He is later released by an imp named Midna, who guides Link to Princess Zelda. She explains that Zant, the king of the Twili, has defeated the Light Spirits and conquered Hyrule. In order to restore Hyrule, Link must first restore the Light Spirits. As he restores them, the Light Spirits return Link to human form, and he also helps Midna retrieve the Fused Shadows, relics that contain powerful magic, and Midna helps Link find Ordon Village’s children. After Link restores the Light Spirits and Midna has the Fused Shadows, Zant attacks them; he takes the Fused Shadows, turns Link back into a wolf, and mortally wounds Midna. Link brings Midna to Zelda. Zelda tells Link that he needs the Master Sword to be restored to human form, then heals Midna before vanishing mysteriously. After Link is returned to human form, Midna leads him to the Mirror of Twilight, the only known gateway between the Twilight Realm and Hyrule.[19]

Once Link and Midna reach the Mirror of Twilight, they discover that Zant has broken it. The sages there explain that Zant tried to destroy it, but he was unable to do so; only the true ruler of the Twili can destroy the Mirror of Twilight. They also tell them that a century ago, they banished a dark wizard named Ganondorf to the Twilight Realm. Link and Midna set out to retrieve the missing shards of the Mirror. They use the repaired mirror to open a portal to the Twilight Realm. Before they enter, Midna and the sages tell Link that Midna is the true ruler of the Twili; Zant changed her into an imp after he usurped her. In the Twilight Realm, Zant informs Link and Midna that his god, Ganondorf, granted him great power, on the condition that he use it to conquer Hyrule. After Link defeats Zant, Midna recovers the Fused Shadows and uses them to kill Zant.[19]

Back in Hyrule, Link and Midna find Ganondorf in Hyrule Castle, with Zelda suspended above his head. After Link defeats Ganondorf, he and Midna help Zelda to her feet. Ganondorf then revives, and Midna teleports Link and Zelda outside the castle so she can finish off Ganondorf. Link and Zelda watch as the castle is obliterated. Moments later, Ganondorf appears before them on horseback, grasping Midna’s helmet. Link mounts his horse and continues the battle on horseback. During the battle, Ganondorf is knocked off his horse, and the battle continues on foot. Eventually, Link plunges his sword into Ganondorf’s chest. Moments later, Ganondorf dies. The Light Spirits are seen reviving Midna, who was restored to her Twili form after Ganondorf’s death. After a tearful goodbye, Midna uses the Mirror of Twilight to return home. As she goes through the portal, she destroys the Mirror, severing the last known link between Hyrule and the Twilight Realm.[19]

[edit] Development

[edit] Creation

In 2003, Nintendo announced that a new Zelda game was underway for the GameCube,[20] developed by the same team that created the cel-shaded The Wind Waker.[21] A presentation by director Eiji Aonuma contained a reference to the working title The Wind Waker 2,[22] and it was said to use a similar graphical style.[23] Nintendo of America told Aonuma that North American sales of The Wind Waker were sluggish because the cartoon appearance created the image that the game was designed for a young audience. Concerned that the sequel would have the same problem, Aonuma expressed to fellow designer Shigeru Miyamoto that he wanted to create a realistic Zelda game that would appeal to the North American market. In turn, Miyamoto was concerned about merely changing the presentation instead of coming up with new gameplay ideas. He told Aonuma that he should start by doing what could not be done in The Legend of Zelda: Ocarina of Time, particularly horseback combat.[24]

In four months, Aonuma's team had created the horseback mechanic with a realistic presentation,[24] which Nintendo was able to reveal to the public with a trailer at E3 2004. The game was scheduled to be released in 2005 and was no longer a sequel to The Wind Waker.[25] Miyamoto explained in interviews that the graphical style was chosen to satisfy demand, and that it better fit the theme of an older Link.[26]

Past Zelda games have used a theme of two separate, yet connected worlds. In A Link to the Past, Link travels between a "Light World" and a "Dark World"; in Ocarina of Time and Oracle of Ages, Link travels between two different time periods. The Zelda team sought to use this same concept. It was suggested that Link turn into a wolf, much like he turned into a rabbit in the Dark World of A Link to the Past.[27] Aonuma left his team to continue work on the new idea while he directed The Legend of Zelda: The Minish Cap for the Game Boy Advance. When he returned, he found his team struggling. By emphasising the two worlds and wolf transformation, the realistic Link was lacking. Aonuma also felt that the gameplay lacked the innovation of Phantom Hourglass, which was being developed with a touch-controlled interface for the Nintendo DS. At same time, the Wii was under development with the code name Revolution. Miyamoto thought that the Revolution's pointing interface was well suited for arrow aiming in Zelda, and suggested that Aonuma consider using it.[28]

[edit] Wii transition

This promotional image demonstrates how the Wii Remote and Nunchuk can be held like a bow and arrow. In the Wii version of the game, arrows are aimed by pointing the Wii Remote at the screen.

Aonuma had anticipated creating a Zelda game for what would later be called the Wii, but had assumed that he would need to complete Twilight Princess first. His team began work developing a pointing-based interface for the bow and arrow, and Aonuma found that aiming directly at the screen gave the game a new feel, just like the DS control scheme for Phantom Hourglass. Aonuma felt confident this was the only way to proceed, but worried about consumers who had been anticipating a GameCube release. Developing two versions would mean delaying the previously announced 2005 release, still disappointing the consumer. Satoru Iwata felt that having both versions would satisfy users in the end, even though they would have to wait for the finished product. Aonuma then started working on both versions in parallel.

Transferring GameCube development to the Wii was relatively simple, since the Wii was being created to be compatible with the GameCube.[29] At E3 2005, Nintendo released a small number of Nintendo DS game cards containing a preview trailer for Twilight Princess.[30] They also announced that Zelda would appear on the Wii (then codenamed "Revolution"),[31] but it was not clear to the media if this meant Twilight Princess or a different game.[32]

The team worked on a Wii control scheme, adapting camera control and the fighting mechanics to the new interface. A prototype was created that used a swinging gesture to control the sword from a first-person viewpoint, but was unable to show the variety of Link's movements. When the third-person view was restored, Aonuma thought it felt strange to swing the Wii Remote with the right hand to control the sword in Link's left hand, so the sword control was transferred to a button.[33] Details about Wii controls began to surface in December 2005, when British publication NGC Magazine claimed that when a GameCube copy of Twilight Princess played on the Revolution would give the player the option of using the Revolution controller.[34] Miyamoto confirmed the Revolution controller-functionality in an interview with Nintendo of Europe[35] and Time reported this soon after.[36][37] However, support for the Wii controller did not make it into the GameCube release. At E3 2006, Nintendo announced that both versions would be available at the Wii launch,[38] and had a playable version of Twilight Princess for the Wii.[33] Later, the GameCube release was pushed back to a month after the launch of the Wii.[39]

Nintendo staff members reported that demo users complained about the difficulty of the control scheme. Aonuma realized that his team had implemented Wii controls under the mindset of "forcing" users to adapt, instead of making the system intuitive and easy to use. He began rethinking the controls with Miyamoto to focus on comfort and ease.[40] The camera movement was reworked and item controls were changed to avoid accidental button presses.[41] In addition, the new item system required use of the button that had previously been used for the sword. To solve this, sword controls were transferred back to gestures—something E3 attendees had commented they would like to see. This reintroduced the problem of using a right-handed swing to control a left-handed sword attack. The team did not have enough time before release to rework Link's character model, so they instead flipped the entire game[42]—everything was made a mirror image.[43] Link was now right-handed, and references to "east" and "west" were changed. The GameCube version, however, was left with the original orientation. The Twilight Princess player's guide focuses on the Wii version, but has a section in the back with mirror-image maps for GameCube users.[44]

[edit] Music

The score of Twilight Princess was composed by Toru Minegishi, Asuka Ohta, and Kōji Kondō.[45] Minegishi headed music composition and sound design in Twilight Princess, providing all field and dungeon music under the supervision of Kondo.[46] The official soundtrack, published by Nintendo Power in 2006, contained seven tracks. For the E3 trailer, Michiru Ōshima created three pieces of orchestral arrangements written by different composers, although only one piece, by Mahito Yokota, was used. Working on the trailer prompted Kondō to consider using orchestral music for the game as well. He envisioned a full orchestra for action sequences and a string quartet for "lyrical moments".[47]

In the past, Kondō had always waited until he could observe the gameplay of a title before composing the score, to ensure that they meshed well.[47] When the trailer for E3 was created however, gameplay development had not progressed enough for Kondō to decide if an orchestra would be feasible. In the end, the final product used sequenced music instead. Kondō later cited the lack of interactivity that comes with orchestral music as one of the main reasons for the decision.[48] Minegishi followed Kondō's example of matching the score to the gameplay, and created music to elicit the feeling of melancholy he observed. As Link begins to save Hyrule from the effects of the Twilight Realm, the music takes on a more relaxed mood.[46]

[edit] Reception

 Reception
Aggregate scores
Aggregator Score
Metacritic Wii: 95 of 100 (73 reviews)[49]
GCN: 96 of 100 (16 reviews)[50]
MobyGames Wii: 95 of 100[53]
GCN: 96 of 100[54]
TopTenReviews Wii: 3.86 of 4[51]
GCN: 3.55 of 4[52]
Review scores
Publication Score
1UP.com Wii: A+[55]
Electronic Gaming Monthly Wii: 30 of 30[56]
Famitsu Wii: 38 of 40[57]
Game Informer 10 of 10[58]
GameSpot Wii: 8.8 of 10[59]
GCN: 8.9 of 10[60]
GameSpy 5/5 stars[61]
IGN Wii: 9.5 of 10[62]
GCN: 9.5 of 10[63]
Nintendo Power Wii: 9.5 of 10[64]
GCN: 9.5 of 10[65]
X-Play Wii: 5/5 stars[66]

Twilight Princess was released to universal critical acclaim and commercial success. It received perfect scores from major publications such as 1UP.com, CVG, EGM, Game Informer, GamesRadar, and GameSpy.[55][67][56][58][68][61] On the review aggregator MobyGames, it is one of the highest rated games of all time.[69] On TopTenReviews, it has received an average score of 3.86 out of 4, the highest among all games in the Zelda franchise.[70] In the PAL region, Twilight Princess is the best-selling Zelda game ever. During its first week, the game was sold with three of every four Wii purchases.[71] The game had sold 4.52 million copies on the Wii as of March 1, 2008,[72] and 1.32 million on the GameCube as of March 31, 2007.[73]

Many publications including 1UP.com, CVG, EGM, Game Informer, GamesRadar, IGN, and The Washington Post have hailed it as the greatest Zelda game ever made.[55][67][56][58][68][62][74] Game Informer called it "so creative that it rivals the best that Hollywood has to offer".[58] GamesRadar praised Twilight Princess as "a game that deserves nothing but the absolute highest recommendation".[75] Cubed³ hailed Twilight Princess as "the single greatest videogame experience".[76] Twilight Princess's graphics were praised for the art style and animation, although the game was designed for the GameCube, which is technically lacking compared to the next generation consoles. Both IGN and GameSpy pointed out the existence of blurry textures and low-resolution characters.[62][61] Despite these complaints, CVG felt the game's atmosphere was superior to that of any previous Zelda game, and regarded Twilight Princess's Hyrule as the best version ever created.[67] PALGN praised the game's cinematics, noting that "the cutscenes are the best ever in Zelda games".[77] Regarding the Wii version, GameSpot's Jeff Gerstmann said the Wii controls felt "tacked-on",[59] although 1UP.com said the remote-swinging sword attacks were "the most impressive in the entire series".[55] Gaming Nexus considered Twilight Princess's soundtrack to be the best of this generation,[78] though IGN criticized its MIDI-formatted songs for lacking "the punch and crispness" of their orchestrated counterparts.[62]

Twilight Princess received the awards for Best Artistic Design,[79] Best Original Score,[80] and Best Use of Sound[81] from IGN for its Nintendo GameCube version. Both IGN and Nintendo Power gave Twilight Princess the awards for Best Graphics[82][83][84] and Best Story.[85][86][84] Twilight Princess received Game of the Year awards from GameTrailers,[87] 1UP.com,[88] Electronic Gaming Monthly,[89] Game Informer,[90] GameSpy,[91] Spacey Awards,[92] X-Play[93] and Nintendo Power.[84] It was also given awards for Best Adventure Game from the Game Critics Awards,[94] X-Play,[95] IGN,[96][97] GameTrailers,[98] 1UP.com,[88] and Nintendo Power.[84] The game was considered the Best Console Game by the Game Critics Awards[94] and GameSpy.[91] The game placed 16th in Official Nintendo Magazine's list of the 100 Greatest Nintendo Games of All Time.[99]

[edit] Notes

  1. ^ "【任天堂】ラウンドテーブルにて『ゼルダの伝説 Twilight Princess』の全貌が明らかに!" (in Japanese). Famitsu. 2005-05-18. http://www.famitsu.com/game/event/2005/05/18/264,1116367600,39303,0,0.html. Retrieved on 2009-02-11. 
  2. ^ "E3 2004: New Legend of Zelda Details". IGN. 2004-05-12. http://cube.ign.com/articles/513/513962p1.html. Retrieved on 2006-12-05. 
  3. ^ Casamassina, Matt (2005-08-16). "Zelda Delayed to Next Year". IGN. http://cube.ign.com/articles/642/642238p1.html. Retrieved on 2006-05-28. 
  4. ^ "GamePro Q&A: Nintendo's Harrison on Zelda". GamePro. 2006-11-05. http://www.gamepro.com/news.cfm?article_id=85328. Retrieved on 2006-12-03. 
  5. ^ Aonuma at GDC 2007, Introduction and gamer drift
  6. ^ "Nintendo Dream: Eiji Aonuma Interview 1". Nintendo Dream. 2007-03-10. http://www.thehylia.com/index.php?subaction=showfull&id=1173582355&archive=. Retrieved on 2007-07-28. 
  7. ^ "Official North American Wii website". Nintendo. http://us.wii.com/soft_loz_tp.jsp. Retrieved on 2008-04-06. 
  8. ^ Kaluszka, Aaron (2007-01-11). "GC Review: The Legend of Zelda: Twilight Princess". Nintendo World Report. http://www.nintendoworldreport.com/reviewArt.cfm?artid=12702. Retrieved on 2009-01-23. 
  9. ^ a b The Legend of Zelda: Twilight Princess instruction booklet, p. 20.
  10. ^ Pelland, pp. 22–23.
  11. ^ The Legend of Zelda: Twilight Princess instruction booklet, p. 22.
  12. ^ Pelland, p. 12.
  13. ^ Pelland, p. 168.
  14. ^ Pelland, p. 35.
  15. ^ Pelland, pp. 17–20.
  16. ^ a b Pelland, p. 21.
  17. ^ Pelland, p. 153.
  18. ^ "Inside Zelda part 10: The Monsters in his Head". Nintendo Power 201: pp. 46–48. March 2006. http://www.zelda.com/universe/game/twilightprincess/inside10.jsp. Retrieved on 2008-09-10. 
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  24. ^ a b Aonuma at GDC 2007, The fate of Wind Waker 2
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  27. ^ Aonuma at GDC 2007, A lupine direction and Minish Cap
  28. ^ Aonuma at GDC 2007, E3 2005 and 120% Zelda
  29. ^ Aonuma at GDC 2007, A Revolutionary idea
  30. ^ "The Legend of Zelda: Twilight Princess Preview Trailer". IGN. December 13, 2008. http://ds.ign.com/objects/748/748615.html. 
  31. ^ Casamassina, Matt (May 17, 2005). "E3 2005: Mario and Zelda Go Next-Gen". IGN. http://cube.ign.com/articles/615/615429p1.html. Retrieved on 2008-09-12. 
  32. ^ Casamassina, Matt (February 28, 2006). "Every Revolution Game We Know About". IGN. http://wii.ign.com/articles/692/692479p1.html. Retrieved on 2008-09-12. 
  33. ^ a b Aonuma at GDC 2007, The first attempt at Wii control
  34. ^ Chou, Che (2005-12-22). "Play Zelda: Twilight Princess with the Revolution Controller". 1UP.com. http://www.1up.com/do/newsStory?cId=3146578. Retrieved on 2006-05-28. 
  35. ^ "EGM Presents: The 2006 1UP Network Awards". Electronic Gaming Monthly. http://www.accessmylibrary.com/coms2/summary_0286-31884062_ITM. Retrieved on 2008-04-24. 
  36. ^ Grossman, Lev (2006-05-15). "A Game For All Ages". Time. http://time.com/time/magazine/article/0,9171,1191861-3,00.html. Retrieved on 2006-05-28. 
  37. ^ Thorsen, Tor (2006-05-07). "E3 06: Zelda Wii sword fighting, next-gen WarioWare confirmed". GameSpot. http://www.gamespot.com/news/6149308.html. Retrieved on 2006-05-28. 
  38. ^ Hatfield, Daemon (May 9, 2006). "E3 2006: Wii, Gamecube Zelda Available Simultaneously". IGN. http://wii.ign.com/articles/706/706166p1.html. Retrieved on 2008-09-12. 
  39. ^ Seff, Micah (September 14, 2006). "Twilight Princess Slips". IGN. http://cube.ign.com/articles/732/732852p1.html. Retrieved on 2008-09-12. 
  40. ^ Aonuma at GDC 2007, E3 2006 lesson
  41. ^ Aonuma at GDC 2007, Camera and item controls
  42. ^ Aonuma at GDC 2007, Sword controls
  43. ^ Aonuma at GDC 2007, Miyamoto Talks Righty Link
  44. ^ Pelland, pp. 170–191.
  45. ^ The Legend of Zelda: Twilight Princess instruction booklet, p. 39.
  46. ^ a b "Inside Zelda part 13: The Sounds of Twilight". Nintendo Power 204: 76–78. June 2006. http://www.zelda.com/universe/game/twilightprincess/inside13.jsp. Retrieved on 2007-10-17. 
  47. ^ a b "Inside Zelda part 4: Natural Rhythms of Hyrule". Nintendo Power 195: 56–58. September 2005. http://www.zelda.com/universe/game/twilightprincess/inside04.jsp. Retrieved on 2008-10-10. 
  48. ^ Kohler, Chris (2007-03-11). "VGL: Koji Kondo Interview". Wired. http://blog.wired.com/games/2007/03/vgl_koji_kondo_.html. Retrieved on 2007-10-17. 
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