Beta Login          
Subscribe to the latest updates from the Wii category

Wii Archives

Hm. Well, that title certainly won't piss anyone off at all. Not a chance.

Although you can probably say the same about any Zelda game, when you talk about Twilight Princess especially you're bound to get a variety of opinions from different fans. Some love the game to death; others would love to put it to death. Those are the extreme ends of the spectrum, of course – there are plenty of people who love certain parts and hate others. And there are a number of gamers who once loved it, but now, years after its release, just feel...dissatisfied with it.

I'm a member of that final group, as I sang praises for the game when it was released in 2006, but slowly and surely have found more and more things to be bothered with. A few months back I started trying to figure out the root cause for some of the issues I took with it, and in the end I came to a surprisingly simple conclusion:

The storyline of Twilight Princess is fundamentally flawed.

This is a huge direct comparison of every main-line Zelda game released and how it performed critically, sales wise, and in term of average completion time when playing. The list was compiled by a site called ScoreGods. It's very interesting to take all opinionated viewpoints out and just look at statistical evidence. It's neat seeing what games seem to have performed the best over long periods of time. Head inside.

Awhile back we reported that Zelda Monopoly was going to be an actual thing at some point this year, but now we have our first tangible evidence of progress on this initiative. In addition, another Zelda related item was discovered that might be a bit more limited. That would be an Ocarina of Time Collectors Edition puzzle, of which we have pictures of these items inside.

First 4 Figures is known for crafting some of the very best collectible statues on the market. They are generally of the highest quality, and they aren't some mini figurines you stack around your monitor. They measure almost always over a foot tall, and in the case of today's newest edition to their Twilight Princess lineup, Zelda herself stands at a cool 17 inches tall. She certainly looks impressive, and for a $350 price point she should be. Sounds expensive? It's really not, when you consider the quality and size.

This is a collectors item that is going to last a long time and retain much of its value so long as you take proper care of it. In fact the value is sure to rise, as this is limited to just 2500 total statues. However for any Zelda fanatic, the real value of such a statue is priceless. Head inside to see every possible angle and feature this statue holds.

It was always going to be difficult to pit these dungeons against one another. The Legend of Zelda has a long history of extraordinary dungeon design and prides itself on constantly reinventing the challenges our hero has to face, while hearkening back to the staples of the genre whenever it can. The ever-changing advancements in technology and gameplay capability have had a direct effect on the way that dungeons look and play, not only in Zelda but in video games on all platforms.

The Ancient Cistern is a prime example of how far dungeon-making has come in 25 years of Zelda. Its name may arouse notions of a very old sewer system, but it is nevertheless a masterful depiction of daring aesthetics and thought-provoking motifs, delightfully dipped into the heart of Skyward Sword.

In A Link to the Past, Link’s uncle goes to Hyrule Castle in search of answers, and when he doesn’t return, our young protagonist’s adventure begins. In the following game, Link’s Awakening, it is only thanks to Marin nursing Link back to health that allows him to uncover the secrets of Koholint Island and the Wind Fish. In both, a stormy night precedes the start of his quest.

A lot of importance is placed on Link’s first interactions. The fervour and excitement that comes with the first play of a new Zelda game form our initial opinions – the characters we meet are largely influential. Rusl plays that significant part in Twilight Princess when, with an unerring serenity, he says, “Do you ever feel a strange sadness as dusk falls?”

Already, the start of the game is slower and quieter than in the aforementioned Zelda titles. Perhaps it’s because this game is longer and has the opportunity to spread the story out. We get given a chance to herd goats and fish, to help our fellow neighbours. Minutes in, we have already established connections with the people in Link’s life. But Rusl never gets his chance to shine, be it as a way to emotionally offset the storyline or as a physical presence in the heart of Link’s fight for Hyrule.

When Medli reawakened as the Earth Sage and accompanied Link into the temple on Headstone Island in The Wind Waker, she brought youthful exuberance and a pair of wings. Makar may have been vulnerable to Floor Masters, but he could plant seeds to grow Hookshot-able trees and propel himself about with his Deku Leaf. The quest to restore the Master Sword ultimately confirmed Link’s status as the Hero of Winds, but he didn’t, and couldn’t have walked the path alone. Friends had helped him, and he them. The union was strongest because we had experienced flight, light reflection and musical performances with each of them in turn.

In the characters making up the Resistance, Twilight Princess had opportunities to reform these ties between Link and his cohorts, and to allow the player that sense of togetherness in defeating evil once again. But Nintendo left an emotional void in Link’s journey with this alliance, one that could have brought with it the sensitivity and sensibility seen in previous Zelda games.

In this, the second in a series of explorative articles, I am going to delve deeper into the role of the Resistance and what opportunity they had to bring more to The Legend of Zelda.

Link is courage personified. It’s there from the initial 8-bit moment when he shimmies down into the first of many caves and defies the white blocks of words, “It’s dangerous to go alone!” When his uncle leaves home on a stormy night, when he’s washed up on an unfamiliar shore, when he’s summoned for being different, when his only possessions are taken from him…his courage is the one constant. He is imbued with it.

But what about the others: Hylian warriors, stoic Gorons, benevolent Sages? How aware are we of their courage? How significant a part do they play in the fight for Hyrule?

In a series of explorative articles, I am going to dive into the core of those closest to Link within the series, to try and muster some sense of their roles, how they were utilised, and how perhaps they could have brought more to The Legend of Zelda. More specifically, over the next few weeks, I’d like to focus on the characters that make up the Resistance in Twilight Princess, their roles and relationships to Link, how that manifests in them and him, and how their various situations could have compelled them to act.

The mask trading sequence as Child Link in Ocarina of Time wasn’t just any old side quest. It opened up a further exploration of Hyrule and a few of its seemingly ineffective populace. Rather than be handed a mask for a few rupees, you were made to feel the reward, having already found someone else with a fondness for what you had to offer. What better way for Link to don these playful disguises than by having already gained appreciation for them?

The sequence could be accessed reasonably early on – as soon as Link makes for the Death Mountain Trail – but only concluded once Princess Ruto has been rescued and the final Spiritual Stone obtained. It was a side quest that could be tackled in different stages at different times. If left until the first three dungeons were completed, the to-ing and fro-ing of masks and rupees became a refuge of calm before the inevitable ocarina-obtaining, Sacred Realm-exposing, darkness-inducing storm. If broken up and undertaken sooner, it was likely that you’d have the Bunny Hood in your possession for a while.

Nothing wrong with that. Until, of course, you handed it over and saw the Marathon Man unlock its abilities in a way that you never could.

Hiromasa Shikata is probably a fairly new name for many game fans, and even Zelda fans, to hear, but Shikata nonetheless sat in the director's seat for the upcoming The Legend of Zelda: A Link Between Worlds. One may wonder how this unknown name has come to direct such an incredible game, but if we take a look at his past projects, it's no surprise that he's made one of the best entries in the Zelda series to date.

Shikata was a Field Designer for both Ocarina of Time and Majora's Mask on the Nintendo 64 for his first two jobs with Nintendo. During that time, he was actually the man behind the design of the famous Windmill Hut in Kakariko Village. He later was a Field Designer for The Wind Waker, where he also created the famous Forsaken Fortress before graduating to Assistant Director for Twilight Princess. But it doesn't stop there. Shikata was involved in Pikmin, Geist, and many other games! Head past the jump for a full list.