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The Legend of Zelda: Twilight Princess

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This is an old revision of this page, as edited by Hero of Fire (talk | contribs) at 08:26, 24 June 2007 (Changed Thirteenth Installment to Fourteenth Installent. The Wind Waker page specified that it was the tenth game. Chronologically, this proves that Twilight Princess is the fourteenth game.). The present address (URL) is a permanent link to this revision, which may differ significantly from the current revision.

The Legend of Zelda: Twilight Princess
Developer(s)Nintendo EAD
Publisher(s)Nintendo
Designer(s)Eiji Aonuma (director)
Shigeru Miyamoto (producer)
Yoshiyuki Oyama (enemy design lead)
SeriesThe Legend of Zelda
EngineModified version of the The Legend of Zelda: The Wind Waker engine[1]
Platform(s)Wii, Nintendo GameCube
ReleaseWii
NA November 19 2006
JPN December 2 2006
AUS December 7 2006
EUDecember 8 2006
GameCube
JPN December 2 2006
NA December 11 2006
EU December 15 2006
AUS December 19 2006
Genre(s)Action-adventure
Mode(s)Single player

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, and the fourteenth installment of The Legend of Zelda video game series, for the Wii and Nintendo GameCube video game consoles. Originally planned for release in November 2005, it was delayed by Nintendo so that Nintendo's EAD division could add more content and refine the game.[2] The Wii version was released on the dates of the Wii launch, in November and December of 2006. This makes Twilight Princess the first Zelda game to debut at the launch of a Nintendo console. The GameCube version was released in December 2006.[3][4] Twilight Princess was called The Wind Waker 2 during its early internal development, but was changed to Twilight Princess as development progressed.[5]

Twilight Princess is the first game in The Legend of Zelda series to be rated T by the ESRB, for mild fantasy violence.[6] The game's story takes place long after the events of The Legend of Zelda: Ocarina of Time and focuses on Link as he tries to rid the world of the Twilight Realm as both a human and a wolf with the help of Midna.

Plot

Set a few decades[7] after the events of The Legend of Zelda: Ocarina of Time, the game begins with Link living and working as a ranch hand in Ordon Village. When Link pursues a group of monsters who have kidnapped the children of the village, he is pulled into the Twilight Realm, transformed into a wolf, and detained in Hyrule Castle. Midna helps Link escape from his cell, and the two join forces. They meet another of the castle's prisoners: Princess Zelda.

File:Zeldatp-screens (517).jpg
Main characters Link and Midna in the GameCube version

Zelda explains that the Twilight King Zant is trying to merge the Twilight Realm and Hyrule into a land of darkness using a power strange to the Twilight Realm. Zant is a member of the Twili, a race of beings descended from the magicians banished to the Twilight Realm by the goddesses of Hyrule. Midna is a Twili who is searching for a weapon called the Fused Shadow to defeat Zant and save the Twilight Realm. Restoring the four light spirits of Hyrule, Link and Midna re-assemble the Fused Shadows after completing the Forest Temple, Goron Mines and Lakebed Temple. However, Zant appears, takes the Fused Shadows, traps Link in his wolf form, and exposes Midna to the light of a light spirit, 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 Midna and Link obtain the Master Sword, Zant's curse manifests as a gemstone that allows Link to assume his wolf form at will.

Link and Midna travel through the Gerudo Mesa and conquer The Arbiters Grounds to reach the Mirror of Twilight — the only way to reenter the Twilight Realm and stop Zant — they learn that Zant has already broken it into four fragments, and three are missing. 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 frightening newfound powers. After completing Snowpeak Ruins, Temple of Time, and City in the Sky, they get the mirror shards. After Link and Midna retrieve the shards and restore the mirror, the sages reveal that Midna is the true ruler of the Twili and that Zant 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 into a vessel for his power. Midna regains the Fused Shadows and uses it to kill Zant, preventing him from reclaiming the Twilight Realm.

File:Zelda final wii.jpg
Triforce and Goddesses statue in the Wii version

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. Link is then forced to fight Zelda. After Link defeats her, Midna purges Zelda of Ganondorf's spirit. Ganondorf then transforms into the form of a giant boar. After Link defeats Ganon, Zelda's spirit gets released from Midna's body, bringing Zelda back to life. Suddenly Ganondorf reappears as what looks like a floating, flaming apparition of his head. Midna teleports Link and Zelda to safety, and tries to destroy Ganondorf with the Fused Shadow. However, after Link and Zelda are safely transported to Hyrule Field, Hyrule Castle is decimated and Ganondorf, having apparently defeated Midna, appears on horseback holding the Fused Shadow Midna wore on her head before crushing it in his hand. Zelda uses magic to summon the light spirits, who give her the Light Arrows, and she and Link battle Ganondorf on horseback. Ganondorf falls from his horse in battle but challenges Link to a swordfight. After a grueling battle, Link drives the Master Sword into Ganondorf's glowing wound, and Ganondorf stands, impaled, as the image of the Triforce fades from his hand and his eyes close and seemingly dies standing upright.

With Hyrule and the Twilight Realm safe again, the curse that Zant put on Midna, who survived her defeat at Ganondorf's hands, lifts, and she regains her true form. Link, Zelda and Midna travel to the Mirror of Twilight, where Midna returns home. Before she leaves, Midna shatters the Mirror of Twilight with a tear, severing the link between Hyrule and the Twilight Realm. At the end of the game, Link is seen riding atop Epona out of Faron Woods, away from his hometown Ordon, after returning the Master Sword to the Sacred Grove. The final image is of the statue of the Triforce and the Goddesses above the throne room in Hyrule Castle, now restored.

Gameplay

Twilight Princess features a stylized, naturalistic art style (similar to, but far more advanced than that found in Ocarina of Time), rather than the cel-shaded look that The Wind Waker exhibited — although it still makes use of cel-shading effects, as it uses a very heavily modified version of The Wind Waker’s engine.[1] In a further departure from The Wind Waker, Link is once again a young man, as opposed to a child, as in the later part of Ocarina of Time and in The Adventure of Link. The game also takes on a darker tone, rivaling that of Majora's Mask.[8]

File:Zeldatp-screens (295).jpg
A gameplay screen depicting Link crossing the Bridge of Eldin in the Wii version

Link transforms into a wolf when entering the Twilight Realm, a void that has ensnared Hyrule. This is not a wholly separate place like the Dark World in A Link to the Past, but a darkened Hyrule.[9]

The Wii version uses the Wii Remote and Nunchuck's motion sensors and pointers in conjunction with buttons to operate the game. The built-in speaker on the remote is used for sounds like the bowstring of the Hero's Bow being drawn and released, Midna's laugh, and the “Zelda chime” when discovering secrets.[10]

In Twilight Princess, Link shares similar moves between human and wolf. For example, when an enemy is on the ground, Link has the option to finish them off by plunging his sword into their chest; in wolf form, he can do this to poes to rip out their souls. Link can communicate with animals in wolf form as if they were people. When transformed into a wolf, Link’s sense of smell is greatly improved allowing him to follow trails left by certain characters in the game. With these abilities come some disadvantages. While he is a wolf, Link cannot utilize any of his items, open any doors with handles or climb ladders until he transforms back into a human.

File:Zeldatpgcversion.jpg
A gameplay screen showing Link getting ready to swing his sword by using L-targeting in the GameCube version.

By comparison, the GameCube version uses a control scheme mostly identical to The Legend of Zelda: The Wind Waker, except the player is able to equip only two items as the Z button is used to call Midna if the player is in need of help. Free camera control, controled using the C-Stick, is available in the GameCube version only.

There is no extensive voice acting in the game. The characters laugh, scream, and make other such noises, as they have in previous installments. In conversations, Link remains silent, and his responses are implied by nods and facial expressions, much like other The Legend of Zelda games.

Returning from Ocarina of Time and Majora's Mask, a horse can again be ridden in Twilight Princess. The default name for the horse is Epona (the set name of the horse from the two aforementioned games) and is used as the main form of transport whilst Link is in human form, until various warp points are opened around Hyrule.

The enemy's AI of Twilight Princess is more advanced than in The Wind Waker.[11] The enemies react to a defeated enemy and to arrows or slingshot bullets passing by. The AI can detect the player from a much larger distance than in Ocarina Of Time, Majora's Mask, and The Wind Waker.

Collectibles

There are four different sets of clothing in the game: The farm outfit Link starts in (although this cannot be worn once the next outfit is obtained, with the exception of one event); the green "Hero" tunic (which replaces his farm outfit); the Zora Armor with flippers and diving mask that allows him to breathe and swim freely underwater, but increases the damage taken from fire and ice hazards; and the Magic Armor, which makes Link temporarily invincible at the cost of rupees.

Abilities

During the game Link gains a number of new sword techniques (called "Hidden Skills") at various points. These techniques are learned by first finding "howling stones" in different areas of Hyrule whilst in wolf form and in the Twilight Realm, and howling a song (different for each stone). A golden wolf appears and tells Link to find him in certain places marked on the game map. Once at this marked point and in human form outside the Twilight Realm, the wolf can again be seen and Link is warped to a supernatural area which appears to be on top of clouds. Various Hylian landmarks can be seen jutting up from under the clouds. Here, the wolf transforms into a skeletal ghost form clad in Roman-like armor. The spirit teaches Link up to seven new techniques by allowing Link to try them out on him. After the final technique is learned, the skeletal being makes a claim to being a previous hero who could not pass on these techniques to anyone and that the sword maneuvers can only be taught to those of his bloodline. The first technique taught by the skeletal warrior must be learned, as the game cannot be completed without it, and Link must learn it to proceed; the other six are optional.

File:Zeldatp-screens (120).jpg
A gameplay screen displaying the sense ability of wolf form in the Wii version.

In wolf form, Link automatically has a "sense" ability. Using the sense ability, Link can track down certain characters by following their scents with his enhanced senses. As a wolf, he is also able to find and dig holes to find new passages and uncover buried items such as hearts, rupees, and even whole treasure chests. The sense ability is also the only way Link is able to hunt for Poes - he can neither see them (except for their lanterns) nor attack them without the ability. In addition, Link can also talk to animals in wolf form, aiding him in gathering useful information.

A first for a 3D Zelda game, Link is not given a Magic Meter, and as an immediately noticeable result, Magic Arrows are not available. While the Light Arrows make an appearance in the game, they are not usable by the player.

Music

Music once again plays a role in Twilight Princess, as in previous Legend of Zelda games. While Link does not carry a musical instrument of any type until well into the game, he can pick grass from certain patches and whistle with it to call an animal, either a Hawk or Epona, Link's horse (later on, an instrument shaped similarly to the grass, and having the same effect, is given to Link); as a wolf Link can howl near the same patches, to the same effect. When Link is in his wolf form, there are seven "howling stones" located around the world where, after Link howls a certain melody shown on screen a few times, a golden wolf appears and jumps somewhere else in the world. The songs howled by Wolf Link are taken from Majora's Mask, Ocarina of Time, and The Wind Waker, with the exception of two, one of which is the bass line of the game's Hyrule Field main theme.

In a first for the Zelda series, part of the soundtrack has live orchestra as opposed to using MIDI.[12] The fact that Nintendo has decided not to use recorded acoustic music for most the soundtrack, however, has been a point of criticism. Koji Kondo, the lead composer for the game's soundtrack, originally stated that he "would really like to push for" the music to be played by live players on acoustic instruments.[13]

However, the capabilities of GameCube and Wii hardware have allowed the developers to use music techniques that they could not in earlier Zelda titles. An example of this is during boss battles: when the boss is attacking Link, the boss's music is being played in the background, but when the boss is disabled and vulnerable, the music rapidly changes to the overworld theme. This adds a cinematic flair more efficiently than previous Zelda titles. Another example is the change of brassier instruments in the overworld when Link gets on or off his horse.

Development

A number of rumors about the game were confirmed at E3 2005. The official title, The Legend of Zelda: Twilight Princess was announced. (The title was actually first revealed in a pre-E3 scan from Game Informer.)[14][15]

The game falls chronologically a few decades after Ocarina of Time,[7] though the reference to being before The Wind Waker has been omitted in recent interviews with the developers.[16] Interviews and a playable demo exposed many 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, thematic differences between dungeons, and so on.[17]

The game received Game Critics Awards at E3 2005 for Best Console Game and Best Action/Adventure Game,[18] and the award of Best Playable Game at E3 2005 by G4 TV's X-Play. Twilight Princess received the same awards, except for Best Console Game, at E3 2006 as well.

The game's release was delayed extensively; its original release date was somewhere 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.[2] In February, Reggie Fils-Aime (then Executive Vice President of Sales and Marketing for Nintendo of America) stated in an interview on Spike TV that Twilight Princess would be released in the Fall of 2006,[19] 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, Reggie Fils-Aime announced that two versions would be released simultaneously in the Americas: one for GCN, and one for Wii.

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 14 2006 and December 15 2006 respectively.

According to statements from Nintendo, such as 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 &mdash and that didn't account for any of the side quests or time sinks like fishing.[20]

Twilight Princess on Wii

British publication NGC Magazine claimed, in December 2005, that when the GameCube version is played on Wii, the player will be given the option of using Wii’s unique controller;[21] 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, GCN games played on Wii would not be compatible with Wii's controller.[22] Nintendo of France Director of Marketing Mathieu Minel stated in a subsequent interview with Jeux-France that Twilight Princess would include Wii controller functionality one way or another, but Nintendo quickly requested that this be removed from the interview.[23] In the end, however, Shigeru Miyamoto himself confirmed the Wii controller functionality in an interview with Nintendo of Europe.[24] Time reported this also soon after.[25][26] Finally, at E3 2006, Nintendo announced that there would be two versions of Twilight Princess: one for GameCube (released on December 12 2006), and one for Wii (released on the console's launch date, November 19 2006).

Shigeru Miyamoto had said in an interview that the only differences between the GameCube and Wii versions of the Twilight Princess are technical[27] (as described above). The Wii version also displays in a 16:9 (widescreen) format in 480p, where the GameCube version plays only in 4:3.[28] 480p is possible on early DOL-001 models of the GameCube using the component cable.

In the Wii version of Twilight Princess, Link is right-handed, despite his famous left-hand preference. Miyamoto noticed that players preferred wielding their "swords" right-handed, but by that point, all the 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.[29] Anything in the game referring to east/west or left/right is changed accordingly between the two versions.

In the early NTSC release of the game a glitch when saving in the broken cannon room would force the player to restart the game from the beginning. In the GameCube and PAL releases of the game the error was fixed before release. For players affected by the glitch, Nintendo offers an updated disc replacement through customer support.[30]

Reception

Reviews and awards
Compilations of multiple reviews
Game Rankings Wii: 94.6% (based on 76 reviews)[31]

GCN: 95.9% (based on 16 reviews)[32]

Metacritic Wii: 95% (based on 69 reviews)[33]

GCN: 96% (based on 15 reviews)[34]

Spacey Awards Favorite Videogame of 2006[35]
Publication Response Comment
1UP Wii: 10 of 10[36] "Just how good is it? Truly fantastic."

Best Adventure Game of 2006
Game of the Year 2006

CVG Wii: 10 of 10[37] "The greatest Zelda game ever? Yes"
EGM Wii: 10/10/10[38] Game of the Year 2006[39]
Best Level Design 2006[39]
Best Battle System 2006[39]
Famitsu Wii: 38 of 40[40]
GamePro Wii and GCN: 5 of 5[41] "Undeniably an epic adventure"
GameSpot Wii: 8.8 of 10[42]

GCN: 8.9 of 10[43]

2006 Award for Best Wii Game

2006 Award for Best GameCube Game

GameSpy Wii: 5 of 5[44] Editor's Choice
2006 Game of the Year
Game Informer Both: 10 of 10[45] Game of the Year
Game of the Month: January 2007[46]
IGN Wii: 9.5 of 10[47]

GCN: 9.5 of 10[48]

"Ocarina, your time is up"

Both versions: Editors Choice
Best Wii Game of 2006
Best GameCube Game of 2006
Reader's Choice Game of 2006

Nintendo Power Wii: 9.5 of 10

GCN: 9.5 of 10

Best Wii Game of 2006

Best GameCube Game of 2006
Best Adventure Game of 2006
Game of the Year 2006
Best Story/Writing of 2006
Best Music (Reader's choice)
Best Graphics

Best New Character (Midna)

Official Nintendo Magazine Wii: 97% Gold Award
X-Play Wii: 5 of 5[49] Game of the Year
Best Action/Adventure Game

Twilight Princess has received unanimously positive reviews focusing on its art direction and gameplay. IGN proclaimed it the "best Zelda game ever", the second best launch game ever, behind Super Mario 64, as well as "one of the finest games I have ever played".[47] GameSpot called Twilight Princess the best GameCube game of 2006 as well as the best Wii game. It was also one of the ten nominees for GameSpot's "Game of the Year" award.

Some aspects of the game's design have been criticized by a small number of reviewers, such as the director of Ōkami speaking of his disappointment in the feel of the game's visuals.[50] Reviewing the Wii version, GameSpot's reviewer criticized the feeling of "tacked-on" Wii controls and out-dated graphics, a consequence of the game being designed primarily for the older GameCube platform.

At Game Rankings, a web site that compiles game reviews and averages reviewers' scores, the Wii version of Twilight Princess has achieved an average of 94.6%. The GameCube version has an average of 95.9%, making it the highest rated game of 2006.

At Metacritic, another review aggregate site, Twilight Princess has received an overall average of 95 out of 100.

The game received Spike TV's Critic's Choice Video Game Award[51] and also won X-Play's "Best Action Adventure Game" and "Game of the Year" awards.[52] It was the game of the year of 2006 according to Game Trailers and also won the awards of Best Adventure Game, and Game of the year 2006 according to 1UP. Twilight Princess won the awards of Best Level Design, Best Battle System and Game of the Year 2006 in Electronic Gaming Monthly.

At the 2007 IEAA Awards, The Legend of Zelda: Twilight Princess won two awards: "IEAA Nintendo Game of the Year" and "Best Selling Role Playing Game".[53]

The Legend of Zelda: Twilight Princess won the "Best Writing" award at the 2007 Game Developers Choice Awards, and was nominated for "Best game".[54]

Sales

The Wii version of The Legend of Zelda: Twilight Princess sold over 1 million copies in the Americas,[55] 139,011 during its first two days in Japan,[56] and 240,000 during its first weekend across Europe.[57] During its first week the game was being sold alongside three of every four Wii purchases[58] and passing one million Wii units sold in North America alone within three months.[55] In its first month of availability, the GameCube version sold 532,900 units and outsold the Wii version for a short time.[59] After three months of availability, the GameCube version sold over one million units worldwide and after just four months of availability the GameCube version sold over one million units in North America alone.[60]

In spite of the game's success in America and Europe, however, Miyamoto has publicly expressed disappointment at Twilight Princess's modest sales in Japan. The reason, he believes, "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."

See also

References

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