Game Card
Legend of Zelda: Twilight Princess (Wii)
- Publisher:
- Nintendo
- Developer:
- Nintendo
- US Release:
- 19.11.2006
- EU Release:
- n/a
- Number of players:
- n/a
- Type:
- Action Adventure
- Reality Factor:
- Fantasy
- Perspective:
- Third-Person
- Blood Level:
- Blood-less
- Age:
- Multi-Period
Preview
Legend of Zelda: Twilight Princess Preview
If Nintendo's Wii is a massive gamble on behalf of the company, and it is, then Zelda: Twilight Princess is the counter-weight to that gamble. For all the revolutionary zeal involved in their enterprise Zelda has been, and will likely continue to be, one franchise they can guarantee to sell well. But, while the majority will buy Twilight Princess for Wii without thinking twice, there is a minority who rightly point out that this is one Wii title that hasn't been built specifically with Wii in mind. It started as a GameCube title and has since been adapted to the Wii controls, and this fact is reflected in how those controls have have evolved since E3.
At that event sword attacks were performed in a traditional manner, with the large A-button on the remote used to perform the majority of attacks. Since then, however, a lot has changed with the distinctly un-revolutionary A-button making way for a variety of Wii Remote movements that deal with all aspects of sword fighting. It's a system that's far more befitting a Wii title, and it works even better than one could have possibly hoped.
The basic sword movements are very simple and don't take too long to get used to. Flicking the remote left or right will perform a simple sword slash and though you can choose to swing the remote, a small flick is all you really require. One of the pleasing things about the Wii Remote is its sensitivity, and most actions can be performed with a surprising economy of movement. The next basic sword attack is a forward stab, which is performed by mimicking the exact same motion with the remote. These basic moves are quick and easy and provide a definite sense of freedom to sword combat. There's a marked difference between pressing a button on a controller and performing an action with the remote, and the extra sense of immersion certainly justifies the change.
Other combat moves, such as the spin attack and shield parry use the nunchuk attachment that contains the Z-trigger and analogue stick. The spin attack, which is great for dispatching enemies when surrounded, is activated by shaking the nunchuk and this is a significant improvement over holding down the A-button, which often took a little longer than was helpful. The shield parry is another nunchuk move where, whilst locked-on to an enemy using the Z-trigger, you can push forward with the nunchuk to jab Link's shield into your opponent; knocking them off balance and giving you a chance to go in for the kill. Finally, once your opponent is down but not quite out, you can hold down the A-button and Link will perform a powerful finishing strike, jumping and then stabbing down with his sword. Just like the basic attacks these are quick and easy to perform and when used in conjunction with the Wii Remote attacks, add even further to the greater sense of immersion. Indeed, so good are these additions that it makes one wonder why Miyamoto et al didn't include them in the first place.
Using the bow and arrow, the other essential tool in Link's armoury, takes a little more getting used to. As mentioned previously the Wii Remote is very sensitive to movement and though this will likely be adjustable in the final game, it does take a little practice. As you might expect, you aim using the remote to point at the screen – or rather at the sensor bar attached to it – holding down the B-button to pull back the bow string. Once you're ready to fire you simply let go of the button to let your arrow fly. After a small amount of practice it'll soon become apparent that the key to aiming is to use your wrist, as opposed to your arm, to adjust your aim. Using your wrist produces more precise movements that better suit the precision of the Wii Remote, and it's a good deal less tiring too. It's worth noting as well that all these actions, both the sword attacks and the bow and arrow, can be performed just as easily when sitting down as standing up, and you won't have to clear a massive area to play the game.
The main weakness of Twilight Princess, on Wii at least, is the lack of control you have over the camera. Unlike the GameCube, where you can control the camera using the C-stick, there's no direct player control over the camera. Most of the time this doesn't prove too much of a problem, with the game handling the camera fairly well, but there are moments when it does get in a tangle requiring you to recentre it using the Z-trigger. This problem does, however, illustrate rather well the GameCube ancestry of the game since one wouldn't have any such problems on that platform. With any luck Nintendo will take the time between now and the launch to further tweak the camera, and even if they don't it's a relatively minor complaint in an otherwise great looking game.
Zelda: Twilight Princess is a must buy for any potential Wii owner, that much is certain. You probably didn't need to read this to tell you that either. What is clear from playing the game, however, is that there's good reason for wanting to play this version as opposed to the GameCube version. The sword combat is an entirely different, and better, experience than the traditional style we've all become accustomed to and there's doubtless plenty more we haven't seen that makes Zelda: Twilight Princess for Wii a game you don't want to miss out on.
At that event sword attacks were performed in a traditional manner, with the large A-button on the remote used to perform the majority of attacks. Since then, however, a lot has changed with the distinctly un-revolutionary A-button making way for a variety of Wii Remote movements that deal with all aspects of sword fighting. It's a system that's far more befitting a Wii title, and it works even better than one could have possibly hoped.
The basic sword movements are very simple and don't take too long to get used to. Flicking the remote left or right will perform a simple sword slash and though you can choose to swing the remote, a small flick is all you really require. One of the pleasing things about the Wii Remote is its sensitivity, and most actions can be performed with a surprising economy of movement. The next basic sword attack is a forward stab, which is performed by mimicking the exact same motion with the remote. These basic moves are quick and easy and provide a definite sense of freedom to sword combat. There's a marked difference between pressing a button on a controller and performing an action with the remote, and the extra sense of immersion certainly justifies the change.
Other combat moves, such as the spin attack and shield parry use the nunchuk attachment that contains the Z-trigger and analogue stick. The spin attack, which is great for dispatching enemies when surrounded, is activated by shaking the nunchuk and this is a significant improvement over holding down the A-button, which often took a little longer than was helpful. The shield parry is another nunchuk move where, whilst locked-on to an enemy using the Z-trigger, you can push forward with the nunchuk to jab Link's shield into your opponent; knocking them off balance and giving you a chance to go in for the kill. Finally, once your opponent is down but not quite out, you can hold down the A-button and Link will perform a powerful finishing strike, jumping and then stabbing down with his sword. Just like the basic attacks these are quick and easy to perform and when used in conjunction with the Wii Remote attacks, add even further to the greater sense of immersion. Indeed, so good are these additions that it makes one wonder why Miyamoto et al didn't include them in the first place.
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Using the bow and arrow, the other essential tool in Link's armoury, takes a little more getting used to. As mentioned previously the Wii Remote is very sensitive to movement and though this will likely be adjustable in the final game, it does take a little practice. As you might expect, you aim using the remote to point at the screen – or rather at the sensor bar attached to it – holding down the B-button to pull back the bow string. Once you're ready to fire you simply let go of the button to let your arrow fly. After a small amount of practice it'll soon become apparent that the key to aiming is to use your wrist, as opposed to your arm, to adjust your aim. Using your wrist produces more precise movements that better suit the precision of the Wii Remote, and it's a good deal less tiring too. It's worth noting as well that all these actions, both the sword attacks and the bow and arrow, can be performed just as easily when sitting down as standing up, and you won't have to clear a massive area to play the game.
The main weakness of Twilight Princess, on Wii at least, is the lack of control you have over the camera. Unlike the GameCube, where you can control the camera using the C-stick, there's no direct player control over the camera. Most of the time this doesn't prove too much of a problem, with the game handling the camera fairly well, but there are moments when it does get in a tangle requiring you to recentre it using the Z-trigger. This problem does, however, illustrate rather well the GameCube ancestry of the game since one wouldn't have any such problems on that platform. With any luck Nintendo will take the time between now and the launch to further tweak the camera, and even if they don't it's a relatively minor complaint in an otherwise great looking game.
Zelda: Twilight Princess is a must buy for any potential Wii owner, that much is certain. You probably didn't need to read this to tell you that either. What is clear from playing the game, however, is that there's good reason for wanting to play this version as opposed to the GameCube version. The sword combat is an entirely different, and better, experience than the traditional style we've all become accustomed to and there's doubtless plenty more we haven't seen that makes Zelda: Twilight Princess for Wii a game you don't want to miss out on.








