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."
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.