The Reinvention of Zelda
Gamespot reports on a lecture at GDC on Thursday, with commentary from Nintendo's manager of software development Eiji Aonuma. Aonuma went through the very long process involved in bringing Twilight Princess to the American audience. Realistic graphics were chosen for the US playerbase, but many other decisions came about via unorthodox thinking and the intervention of a higher power. "It was around this stage that Aonuma was talking to Nintendo senior managing director Shigeru Miyamoto, who told him something along the lines of, 'It's as though the Revolution (later renamed the Wii) was designed just for Zelda! Why don't you try making a Zelda for the Revolution?' In the end, believes Aonuma, the kind of direct control offered by the Wii Remote was exactly what was needed to breathe life into the game."
MMmmmhhh, I might give it a try to this game, after all I bought it after getting the Wii (because my girlfriend likes playing Zelda games) but after watching her playing a bit, it seemed a bit boring. Catch some fish in order to attract the cat in order to take the cat to the grandma in order to get a token you take to grandpa in order to get some info on how to get the sword. And of course you can not do anything else unless you have done that...
Dont get me wrong, I loved the LOZ- A Link to the Past (SNES) and LOZ- Link's Awakening (GB) when I was a kid. And currently I love games like Morrowind and NeverWinter Nights but this Zelda games (the two or three I have seen in the last consoles) suffer from the problem of being linear. They are supposed to be a bit "role playing" but are very linear. Maybe it is because they are "Adventure" genre and they do not have the elements of Role playing (develop your character).
But well.. there are not too many games for Wii and somehow this game has one of the best ratings everywhere =o)
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And I still wonder what Zelda for my Wii would have been like if it wasn't tacked on in the middle of the GameCube development cycle. A few spastics flicks and fishing isn't exactly earth shattering sorry no. In fact, the onscreen fairy cursor is just annoying (does it serve ANY purpose apart from making me keep the thing aimed off screen most of the time?), and the already complex play proceedure brought over from the N64 and GC are made - even - more - complicated with the Wii. I don't know how many times I've used something in my inventory when I wanted to bring the selection screen up. And with Z-targeting still in effect, why aim half the time - particuarly when you're in a tight squeeze?
Good start - love to see it finished.
I'm left-handed, and I already notice that I have to play Rayman Raving Rabids differently to the way they show you on the screen. I was wondering about Zelda, which I understand has Link being right-handed in this instalment.
Now, this isn't a fanboy "Link should be left-handed!" rant, it's a question about whether a left-handed person can play it at all. Are there any settings for left-handers?
Cheers,
Ian
I smell bullshit as the wii port was a last minute decision.
Twilight princess for the GC is great without the wii-mote.
What makes Zelda such a great series in the first place, despite the basic retelling of the same story over and over again (with some variations) the gameplay is somehow fundamentally changed in each game, the dungeons become more complex, the environment becomes bigger and more complex, and the characters are unforgettable. Charismatic dialogs and every notable character you come across has a personality of their own in the games.
Then there's the magic tough they put into the series that keeps it fresh. Nintendo has done what many companies wish they could do.
Only series that has been worn out in nintendo's line of first party series is starfox, but hey, how much further can you go with what was originally a tech demo?
I hoped to see more complex combat in TP (as in requiring skill, not more token special moves), particularly with the wiimote's potential. Unfortunately, the wiimote's introduction really only means waving it around in time rather than pressing buttons in time, which isn't much better than button mashing. I'm not sure if this is the result of the wiimote/sensor not being accurate enough for real swordplay, or if the developers decided to keep it simple for the lowest common denominator (or maybe it seemed too difficult). Whatever the case, TP is a very good game, but still a little gimmicky and tired.
I bought the Gamecube version of the game and can attest that the game still has plenty of "life" without the Wiimote. This would make sense, considering that the game was originally designed for the Gamecube.
"The Legend of Zelda? They should call it The Legend of that Dumb Bitch that Can't Stay Out of Trouble! Most I ever got was a subtitle: Link to the Past. Worst. Pun. Ever."
I have enjoyed my time with Twilight Princess so far, I'm just past the "intro" dungeons. (First three) The more I play it, the more it seems like Ocarina of Time with a different story. Perhaps that's not too bad of a thing, that game is fondly remembered for good reason.
My experience with the Wii Remote control system in Zelda is not a very good one. The big problem is the motion detection on the nunchuck attachment. Pushing it forward to do a shield block is an exercise in frustration as it never seems to work. I'll often end up shaking it violently for a few seconds before Link will perform a spin attack. This issue only crops up in Zelda, I never have an issue with motion sensing in Wii Sports.
The only work around I've come across is exploiting line of site with the remote. I discovered the nunchuck is a lot more responsive if you drop the remote down by your side, out of line of sight of the when doing nunchuck movements.
I guess I'm one of the minority that thought Wind Waker's style of graphics and game play was the best thing Zelda has ever seen. I'm fine with alienating teen gamers, they have no taste. :)
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It's playable left-handedly. I'm right handed, but sometimes I've picked up the Wii-mote and "Nunchuck" attachment backward, i.e. Wii-mote in left hand and nunchuck in right hand, without even realizing it until I've played for a while. I like the fact that the controls in games can be swapped this easily and unconsciously... Plus it's great that your hands don't have to be so close together all the time, I found myself using armrests sometimes.
Twinstiq, game news
I know that Twilight Princess was developed for GC, but I have to say that it found a great synergy with the Wii and I couldn't imagine it on any other platform. The controller scheme is so natural you forget that you're manipulating the character on screen. After the first initial minutes of play the gestures become so natural you quickly forget about the mechanical stuff. The Wii probably seemed like a gamble to Nintendo when they first started designing it but they really nailed it. The lower end graphics was risky as was the controller scheme since it makes ports a lot less straight forward, but if you play a game well made for the Wii the virtues of the machine are obvious.
^ FTW~
Don't throw your controller through the TV - Dodongo hates smoke.
Or is the first real Wii Zelda game going to simply be OoT v1.4?
Nintendo really dropped the ball with Twilight Princess, at least as far as animation is concerend. It's a bloody shame, seing as how the Wind Waker is probably one of the best animated games out there.
I don't own a snook, and if I did I wouldn't leave it cocked.
As if the hordes of Zelda fan boys needed such incentives.