The Legend of Zelda: Twilight Princess: Difference between revisions
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==Gameplay== |
==Gameplay== |
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[[Image:Zelda - Twilight Princess - stab.jpg|thumb|left|250px|An arrow points to an enemy that Link has locked on to as he prepares to swing his sword.]] |
[[Image:Zelda - Twilight Princess - stab.jpg|thumb|left|250px|An arrow points to an enemy that Link has locked on to as he prepares to swing his sword.]] |
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''Twilight Princess'' is an [[action-adventure game]] that focuses on exploring regions and collecting items to advance the storyline. The basic gameplay from the 3D ''Zelda'' games is retained, including actions such as walking, running, attacking, defending, and automatic jumping at ledges. The game features several dungeons, which are large enclosed areas where the protagonist [[Link (Legend of Zelda)|Link]] battles enemies, collects items, and solves puzzles to progress to the [[boss (video games)|boss]]. Link primarily uses a sword and shield in combat. Other weapons commonly used by Link include a bow and arrow, a boomerang, bombs, and a [[grappling hook]]. |
''Twilight Princess'' is an [[action-adventure game]] that focuses on exploring regions and collecting items to advance the storyline. The basic gameplay from the 3D ''Zelda'' games is retained, including actions such as walking, running, attacking, defending, and automatic jumping at ledges. The game features several dungeons, which are large enclosed areas where the protagonist [[Link (Legend of Zelda)|Link]] battles enemies, collects items, and solves puzzles to progress to the [[boss (video games)|boss]]. Link primarily uses a sword and shield in combat. Other weapons commonly used by Link include a bow and arrow, a boomerang, bombs, and a [[grappling hook]]. As with the other 3-D ''Zelda'' games, a "lock-on" mechanism allows Link to stay aimed on an enemy while strafing around them. This technique, [[circle strafing]], is triggered with the Z button for the Wii and the L button for the GameCube. To traverse the map, Link can teleport to pre-specified points on the map or ride a horse, whose name is [[List of characters in The Legend of Zelda: Twilight Princess#Epona|Epona]] by default.<ref>{{cite web|accessdate=2008-04-06|url=http://www.gaming-age.com/cgi-bin/reviews/review.pl?sys=wii&game=zelda_tp|title=The Legend of Zelda: Twilight Princess |publisher=Gaming Age }}</ref> |
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[[Image:Zeldatp-screens (120).jpg|left|thumb|250px|Link's wolf form can pick up unique smells; a horizontal scent trail is shown here, leading Link to his objective.]] |
[[Image:Zeldatp-screens (120).jpg|left|thumb|250px|Link's wolf form can pick up unique smells; a horizontal scent trail is shown here, leading Link to his objective.]] |
Revision as of 00:14, 27 May 2008
The Legend of Zelda: Twilight Princess | |
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Developer(s) | Nintendo EAD |
Publisher(s) | Nintendo |
Designer(s) | Eiji Aonuma (director) Shigeru Miyamoto (producer) Yoshiyuki Oyama (enemy design lead) |
Series | The Legend of Zelda |
Engine | Modified version of the The Legend of Zelda: The Wind Waker[1] |
Platform(s) | Wii, Nintendo GameCube |
Release | Wii GameCube |
Genre(s) | Action-adventure, RPG[2] |
Mode(s) | Single-player |
The Legend of Zelda: Twilight Princess is the thirteenth game in Nintendo's critically acclaimed The Legend of Zelda video game series. It is an action-adventure game developed by Nintendo Entertainment Analysis and Development and published by Nintendo for the Wii and GameCube video game consoles.
Originally planned for release in November 2005, Twilight Princess was delayed by Nintendo so the developers could add more content and refine the game.[3] The Wii version was released on the dates of the Wii launch, November 19 2006 (North America) and across December 2006 (Japan, Europe, and Australia), making Twilight Princess the first Zelda game to debut at the launch of a Nintendo console. The GameCube version was released in December 2006.[4] Twilight Princess was called The Wind Waker 2 during its early internal development, but was changed as development progressed.[5]
Twilight Princess is the first game in The Legend of Zelda series to be rated T by the ESRB for fantasy violence and animated blood.[6] The story focuses on Link, who tries to prevent Hyrule from being engulfed by a corrupted parallel dimension, the Twilight Realm. To do this, he takes the forms of both a human and a wolf and has the help of a mysterious creature named Midna. It takes place many years after Majora's Mask, on the timeline created after the events of Ocarina of Time.[7] The game met with both commercial and critical success. It has sold 4.52 million copies on the Wii as of March 31 2008,[8] and 1.32 million on the GameCube as of March 31, 2007.[9] Review websites such as IGN, EGM, 1UP.com, and Game Informer called it the greatest Zelda game ever made,[10][11][12][13], though some reviewers, such as Gamespot, have expressed complaints about "outdated graphics" and "tacked-on Wii controls."[14]
Gameplay
Twilight Princess is an action-adventure game that focuses on exploring regions and collecting items to advance the storyline. The basic gameplay from the 3D Zelda games is retained, including actions such as walking, running, attacking, defending, and automatic jumping at ledges. The game features several dungeons, which are large enclosed areas where the protagonist Link battles enemies, collects items, and solves puzzles to progress to the boss. Link primarily uses a sword and shield in combat. Other weapons commonly used by Link include a bow and arrow, a boomerang, bombs, and a grappling hook. As with the other 3-D Zelda games, a "lock-on" mechanism allows Link to stay aimed on an enemy while strafing around them. This technique, circle strafing, is triggered with the Z button for the Wii and the L button for the GameCube. To traverse the map, Link can teleport to pre-specified points on the map or ride a horse, whose name is Epona by default.[15]
Link can transform into an alternate form, a wolf, when entering the Twilight Realm, a void which corrupted parts of Hyrule.[16] As a wolf, Link moves quickly, attacks with his fangs, and finds and digs holes to create new passages and uncover buried items. He also carries Midna, a small imp-like creature who gives hints, uses an energy field to attack enemies, and helps Link jump longer distances. Link can also communicate with animals as a wolf, aiding him in gathering useful information, and he has an improved sense of smell, allowing him to follow trails left by certain characters in the game or to obtain the scent of objects such as medicine or fish. His sense of smell is also the only way players are able to see wandering spirits and hunt for ghosts named Poes, which can neither be seen (except for the lanterns they carry) or attacked without the wolf form's ability of smell.[17]
Twilight Princess’ game engine is a heavily modified version of the one employed in its direct predecessor, The Wind Waker, but Twilight Princess takes more inspiration from Zelda games on the Nintendo 64, with a stylized and naturalistic art style as opposed to the cartoon-looking cel-shading of its predecessor. The game also has a dark tone similar to Majora's Mask.[18]
The Wii version of the game has a control system based on the Wii Remote and the Wii Nunchuk's motion sensors. The built-in speaker on the remote emits sounds such as the bowstring of the Hero's Bow being drawn and released, Midna's laugh when using Wolf Link to jump from platforms with Midna's help, and the "Zelda chime" when discovering secrets. These sounds can be disabled by decreasing the Wii Remote's volume to zero, which forces them to emit from the television's speakers.[19] The GameCube versions have two major control scheme differences, free camera control using the C-Stick, and being able to equip only two items because the Z button is used to call Midna if the player is in need of help.[20]
The enemy's artificial intelligence (AI) in Twilight Princess is more advanced than 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 further distance than in Ocarina of Time, Majora's Mask, and The Wind Waker.[21]
There is no extensive voice acting in the game. The only character with spoken dialogue is Midna, who employs an unintelligible fictional language. Other characters laugh, scream, and make other noises. In conversations, Link remains silent, and his responses are implied by nods and facial expressions similar to previous installments in the series. Link also screams when swinging his sword, and he will gasp slightly when he sees something surprising.[22]
Plot
Set more than a century after the events of Ocarina of Time,[7] the game begins with Link living and working as a ranch hand in Ordon Village. When monsters suddenly attack the village and kidnap the village children along with his close friend Ilia, Link pursues the attackers. A monster pulls him through a strange black wall, where the powers of Twilight transform him into a large wolf. The monster drags him off before he wakes up and imprisons him in Hyrule Castle. An imp-like creature named Midna appears and after helping Link escape his cell, guides him to another of the castle's prisoners: Princess Zelda.[22]
Zelda explains that the Twilight King Zant is trying to merge the Twilight Realm and Hyrule into a land of darkness using an evil power. Zant is a member of the Twili, a race of beings descended from magicians banished to the Twilight Realm by the great Light Spirits of Hyrule. Midna is a Twili who is searching for a weapon called the Fused Shadows to defeat Zant, who is evil, and save the Twilight Realm. Restoring the four Light Spirits of Hyrule, Link and Midna reassemble the Fused Shadows that had been broken up and hidden in the Forest Temple, Goron Mines, and Lakebed Temple. However, Zant then appears and takes the Fused Shadows, embeds a black crystal in Link's forehead (trapping him in his wolf form), and exposes Midna to the light of the Light Spirit Lanayru, critically injuring her. Link rushes Midna to Princess Zelda, who reveals that the only way Link can return to his normal form is to find the Master Sword. Zelda combines her heart with Midna's to heal her, allowing her to exist outside of the Twilight. After Link reaches the Master Sword, Zant's black crystal is forced out of him. Midna keeps the crystal, allowing Link to assume his wolf form at will.[22]
Link and Midna travel through Gerudo Desert and conquer the Arbiter's Grounds dungeon to reach the Mirror of Twilight—the only way to enter the Twilight Realm and stop Zant—only to discover that Zant has broken it. The ancient sages who guard the mirror reveal that they banished Ganondorf to the Twilight Realm using the Mirror, and that he may be the source of Zant's newfound powers. They also state that Zant tried but failed to destroy the Mirror completely. His failure was because his powers are false, and only the true ruler of the Twili has the power to destroy the Mirror. He could only break it into four fragments, and three are missing. After journeying through the Snowpeak Ruins, the Temple of Time, and the Oocca's City in the Sky, they obtain the missing Mirror shards. After Link and Midna restore the Mirror, the sages reveal that Midna is the true ruler of the Twili, the Twilight Princess, and that Zant's curse turned her into an imp. When Link and Midna confront Zant in the Twilight Realm, he explains that he encountered Ganondorf while in a rage about being passed over as the king of the Twili. Ganondorf offered to make Zant's wishes come true, and made Zant a vessel for his power. Midna regains the Fused Shadows, and uses it to kill Zant. However, Zant later returns to life because of his immortality given to him by Ganondorf.[22]
Link and Midna return to Hyrule Castle, which is surrounded by a seemingly impenetrable magical barrier, but Midna breaks through it with the Fused Shadows. They then encounter Ganondorf, who possesses Zelda, and Link is forced to fight Zelda. After Link defeats her, Midna purges Zelda of Ganondorf's spirit. He then transforms into the form of a giant boar (his "Ganon" form). After Link defeats Ganon, Zelda's spirit is released from Midna's body, bringing Zelda back to life. Ganondorf then reappears in the form of a floating, flaming apparition that looks like his head. Midna teleports Link and Zelda to safety, and tries to destroy him with the Fused Shadows. However, after Link and Zelda are safely transported to Hyrule Field, Hyrule Castle is destroyed. Ganondorf defeats Midna, and appears on horseback holding the Fused Shadow that Midna wore on her head and crushes it in his hand. Zelda prays to the Light Spirits, who grant her the Light Arrows, and she and Link battle Ganondorf on horseback. Ganondorf falls from his horse in battle, and challenges Link to a sword-fight. After battling, Link drives the Master Sword into Ganondorf's glowing wound. Ganondorf stands, impaled, believing the Triforce of Power will save him. However, the image of the Triforce fades from his hand, leaving a dying Ganondorf. The scene changes to show Zant's neck breaking, a sign that he is no longer receiving power from Ganondorf, and is thus no longer immortal. Ganondorf seemingly dies while remaining upright.[22]
With Ganondorf defeated, the curse that Zant put on Midna, who survived her defeat at his hands, is broken, and she regains her true form. Link, Zelda, and Midna travel to the Mirror of Twilight, where Midna returns home. Before she leaves, Midna bids Link and Zelda farewell, and then she shatters the Mirror of Twilight with one of her tears. After Midna enters the portal, the Mirror shatters, thereby naming her as the true ruler of the Twilight Realm (as it was said that only the true ruler could shatter the mirror) as well as severing the only known link between Hyrule and the Twilight Realm forever.[22]
Development
At E3 2004, the trailer of a then-untitled Zelda game was shown. At the end of the trailer, Link spun his sword around, then sheathed it in front of Hyrule Castle Town, which resembled the one seen in Ocarina of Time. Questions about the game's title and theme were confirmed at E3 2005, where it was revealed to be "The Legend of Zelda: Twilight Princess"; the title was first revealed in a pre-E3 scan from Game Informer.[23][24] The game received the Game Critics Awards at E3 2005 for Best Console Game and Best Action/Adventure Game.[25] Twilight Princess also received the same awards, except for Best Console Game, at E3 2006.
Chronologically, the game takes place more than a century after Ocarina of Time,[7] although any references to taking place before The Wind Waker has been omitted in recent interviews with the developers.[26] Interviews and a playable demo exposed new details, such as Link beginning the game as a ranch-hand, Link battling on horseback, changes in the horse controls from Ocarina of Time, and thematic differences between dungeons.[27]
Nintendo thought that Wind Waker was not faring as well as its predecessors due to the cartoon-looking visuals, which gave the impression that the game was for a young audience. Game director Eiji Aonuma decided to satisfy critics of Wind Waker and make a realistic-looking Zelda game. When he asked series creator Shigeru Miyamoto about this idea, Miyamoto was skeptical at first, but later advised Aonuma to "do what you couldn’t in Ocarina of Time", such as making Link attack enemies while riding on his horse. Following a suggestion to make the environment play an important role in the gameplay, the Twilight Realm was created. Link's wolf form was inspired by both the rabbit transformation in A Link to the Past and the idea of Link "becoming an animal, combining the ideas of both wild and heroic into one."[5]
The game's release was delayed extensively; its original release date was in November 2005, until August 16, 2005, when Nintendo announced it would be released some time after March 31, 2006, because the development team needed more time to work on the game.[3] In February, Reggie Fils-Aime (then-Executive Vice President of Sales and Marketing for Nintendo of America) stated in an interview with Spike TV that Twilight Princess would be released in the fall of 2006,[28] well past the expected spring or early summer release, but still in time for the holiday shopping season. At Nintendo's pre-E3 2006 press conference, Fils-Aime announced that two versions would be released simultaneously in the Americas: one for the GameCube (released on December 12, 2006), and one for the Wii (released on November 19, 2006).[29]
On September 15, 2006, Nintendo officially announced the release dates of Twilight Princess. The Wii, along with the Wii version of Twilight Princess, was released first on November 19, 2006 in North America, with the GameCube version coming on December 12, 2006. Both the GameCube and the Wii version launched simultaneously in Japan on December 2, 2006. Australia and Europe saw the Wii version launched on December 7, 2006 and December 8, 2006, respectively, while the GameCube version was launched on December 19, 2006 and December 15, 2006 respectively.[10]
According to statements from Nintendo, such as one from translator and localization manager Bill Trinen, it took the Twilight Princess game-testers an average of 70 hours to beat the game on the first run-through. He stated that he was working on his second play-through of the game, and, even knowing what to do, where to go, and skipping cut-scenes, he had logged about 27 hours, to make it about two-thirds of the way through the temples themselves (not accounting for sidequests or activities like fishing).[30]
Wii version
After the revelation of the Wii at E3 2005, Aonuma was interested in developing a video game for the console. Following Shigeru Miyamoto's suggestion and considering that actions such as being able to aim directly at the target on the screen was "what was needed to give Zelda a completely new feel",[5] Aonuma decided to make a Wii version of Twilight Princess. Since completing the two versions would be impossible by 2005, Miyamoto convinced Nintendo executives to postpone the release of both versions to 2006, which also made Twilight Princess a Wii launch title. Difficulties during the conversion included implementing the camera, and making the controls easy to use. First, the developers had to map the functions to the different button layout, then they had to make the controls "easy to understand and intuitive" in response to some negative feedback of people who tried Twilight Princess at E3 2006.[5]
In December 2005, British publication NGC Magazine claimed that when the GameCube version of the game is played on the Wii, the player will be given the option of using the Wii's unique controller;[31] and it was not suspected that two versions of the game would be released. Reggie Fils-Aime denied these claims, stating that, across the board, GameCube games played on the Wii would not be compatible with the Wii's controller.[32] Nintendo of France Director of Marketing Mathieu Minel stated in a subsequent interview with Jeux-France that Twilight Princess would include Wii controller-functionality in some form, but Nintendo quickly requested that this be removed from the interview.[33] However, Shigeru Miyamoto ultimately confirmed the Wii controller-functionality in an interview with Nintendo of Europe.[34] Time also reported this soon after.[35][36]
Shigeru Miyamoto had said in an interview that the only differences between the GameCube and Wii versions of Twilight Princess were technical.[37] The Wii version also displays in a 16:9 (anamorphic widescreen mode) format in 480p, where the GameCube version plays only in 4:3.[38] 480p is possible on early DOL-001 models of the GameCube, using the component-cable or if the GameCube version is played on the Wii.
In the Wii version of Twilight Princess, Link is right-handed, despite his normal left-handed preference. Miyamoto noticed that most play-testers preferred wielding their "swords" right-handed, but at that point, all maps, bosses, and models had already been designed with a left-handed stance in mind. The simplest solution was to invert the entire game horizontally. In the GameCube version, Link remains left-handed, and the maps and player guides for the two versions are mirror versions of each other.[39] Anything in the game referring to east/west or left/right is changed accordingly between the two versions, with only two exceptions: the Wii version's sun rises in the west and sets in the east at dusk, and its characters shake hands left-handed.
In the early NTSC release of the game, a glitch would force players to restart the game when saving in the broken cannon room. In the GameCube and PAL releases, the error was fixed in advance. For players affected by the glitch, Nintendo Customer Support offers an updated disc replacement.[40]
Audio
As is common for The Legend of Zelda games, music plays an important role in Twilight Princess. The score was composed by Toru Minegishi, Asuka Ohta, and Koji Kondo. Additionally, Mahito Yokota was credited in the ending for teaser music composition.[41] Minegishi headed up music composition and sound design in Twilight Princess, providing all the field and dungeon music under the supervision of Kondo.[42]
With the advent of optical storage media, the implementation of fully orchestrated tracks instead of sequenced music became possible. Optical storage media technology led to the inclusion of one prerecorded track that acts as both the E3 2005 trailer theme and the music for the demo movie played after the title screen.[43] That song was composed by Kondo[44] and arranged for an orchestra by Michiru Oshima, later to be conducted by Yasuzo Takemoto. Three drafts of the trailer music have been composed by different musicians; one of them was released on the Official Soundtrack and is called "The Legend of Zelda: Orchestra Piece #2".[42]
The fact that Nintendo has decided not to use recorded songs for other music in the game, however, has been a point of criticism. Kondo originally stated that he "would really like to push for" an acoustic orchestral soundtrack, as he considers live instruments much more deep and expressive than the ones used in digital music.[45] However, after the game's release, he stated that a full orchestra would have been unnecessary for this specific title.[46]
Reception
Aggregator | Score |
---|---|
GameRankings | Wii: 94.6%[47] GCN: 96%[48] |
Metacritic | Wii: 95%[49] GCN: 96%[50] |
Publication | Score |
---|---|
1Up.com | Wii: 10 of 10[12] |
Electronic Gaming Monthly | Wii: 10 of 10[11] |
Famitsu | Wii: 38 of 40[52] |
Game Informer | Both: 10 of 10[13] |
GameSpot | Wii: 8.8 of 10[14] GCN: 8.9 of 10[53] |
GameSpy | 5 of 5[54] |
IGN | Wii: 9.5 of 10[10] GCN: 9.5 of 10[55] |
X-Play | Wii: 5 of 5[56] |
Publication | Award |
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Electronic Gaming Monthly: Game of the Year 2006,[51] Best Level Design 2006,[51] Best Battle System 2006[51] | |
Game Informer: Game of the Year,[23] Game of the Month: January 2007[23] |
Twilight Princess has received near universal critical acclaim for its art direction and gameplay. Several critics, such as IGN's Matt Casamassina, proclaimed it the "best Zelda game ever".[10] At review aggregator Game Rankings, the Wii version of Twilight Princess has achieved an average rating of 95%. The GameCube version has an average of 96%, making it the highest rated game of 2006. At Metacritic, Twilight Princess has received an average of 96 out of 100.
Some reviewers, however, have had their reservations. The most common criticism is that because the game was designed for the GameCube, is not up to scratch with the more cutting-edge graphic capabilities of its competitors. Both IGN and GameSpy complained about blurry textures and low-resolution characters.[54][10] Regarding the Wii version, GameSpot's reviewer criticized the feeling of "tacked-on" Wii controls and out-dated graphics.[14] Furthermore, some reviewers have complained about the game's plot and character similarity to Ocarina of Time.[57][12] IGN also mentioned the MIDI songs of the soundtrack "lack the punch and crispness of their orchestrated counterparts".[10]
The game received Spike TV's Critic's Choice Video Game Award[58] and also won X-Play's "Best Action Adventure Game" and "Game of the Year" awards.[59] It was the game of the year of 2006 according to Game Trailers. It also won the awards of Best Adventure Game and Game of the Year 2006 from 1UP. Electronic Gaming Monthly awarded Best Level Design, Best Battle System, and Game of the Year 2006. At the 2007 Interactive Entertainment Association of Australia Awards, Twilight Princess won two awards: "IEAA Nintendo Game of the Year" and "Best Selling Role Playing Game".[60] It won the "Best Writing" award at the 2007 Game Developers Choice Awards, and was nominated for "Best Game",[61] and was named Best Game of 2006 at the Spacey Awards.[62] The game was named the Game of the Month by Game Informer in the January 2007 issue.[23]
Sales
The Wii version of Twilight Princess sold over one million copies in the Americas,[63] 145,068 during its first two days in Japan,[64] and 240,000 during its first weekend in Europe.[65] During its first week, the game was sold with three of every four Wii purchases[66] and passing one million Wii units sold in North America within three months.[63] In its first month of availability, the GameCube version sold 532,900 units, and briefly outsold the Wii version.[67] After three months of availability, the GameCube version sold over one million units worldwide, and after four months of availability, the GameCube version sold over one million units in North America.[68] The game has sold 4.52 million copies on the Wii as of March 1, 2008,[8] and 1.32 million on the GameCube as of March 31, 2007.[9]
In spite of the game's success in North America and Europe, Miyamoto has publicly expressed disappointment with Twilight Princess' modest sales in Japan, and commented:
Well, I think a lot of people who bought the Wii are not necessarily the types of people who are interested in playing that kind of game. And a lot of the people who would want to play it [due to chronic shortages of the console] can't find a Wii! But mostly, I think it's that there are fewer and fewer people who are interested in playing a big role-playing game like Zelda.[69]
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(help)CS1 maint: unrecognized language (link) - ^ a b c d "The Legend of Zelda: Twilight Princess review". Game Informer. 165: 88, 102. January 2007.
- ^ "E3 2005: More From Nintendo's '06 Lineup". N-Europe. 2005-05-14. Retrieved 2006-05-28.
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- ^ Rorie, Matthew (2005-05-18). "Legend of Zelda: Twilight Princess E3 2005 Demo Walkthrough Impressions". GameSpot. p. 5. Retrieved 2006-05-28.
- ^ Thorsen, Tor (2006-02-20). "Fils-Aime: Zelda now coming in "fall"". GameSpot. Retrieved 2006-05-28.
- ^ Morris, Chris (2006-05-09). "Nintendo continues to play coy". CNN. Retrieved 2008-04-29.
- ^ Casamassina, Matt (2006-11-03). "Hands-on The Legend of Zelda: Twilight Princess". IGN. Retrieved 2008-04-06.
- ^ Chou, Che (2005-12-22). "Play Zelda: Twilight Princess with the Revolution Controller". 1UP.com. Retrieved 2006-05-28.
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- ^ The Legend of Zelda: Twilight Princess manual (PDF). Nintendo of America. p. 39. Retrieved 2008-04-29.
TEASER MUSIC ORCHESTRATION MUSIC: Mahito Yokota
- ^ a b "Inside Zelda: Part 13". Nintendo Power. Retrieved 2007-10-17.
- ^ Casamassina, Matt (2005-06-21). "The Legend of Zelda: Twilight Princess". IGN. Retrieved 2006-11-24.
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(help) - ^ "Inside Zelda part 4: Natural Rhythms of Hyrule". Nintendo Power. 195: 56–58. September 2005.
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{{cite journal}}
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(help)CS1 maint: unrecognized language (link) - ^ Gerstmann, Jeff (2006-12-14). "The Legend of Zelda: Twilight Princess review". GameSpot. Retrieved 2007-06-18.
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External links
- The Legend of Zelda: Twilight Princess official North American website
- The Legend of Zelda: Twilight Princess official European website
- The Legend of Zelda: Twilight Princess official UK & Ireland website
- The Legend of Zelda: Twilight Princess at Nintendo.com
- The Legend of Zelda: Twilight Princess at official Zelda Universe website