The Legend of Zelda: Twilight Princess
March 21st, 2007
Having not yet purchased a Wii, or been able to, (’sup Gamecube technology?) the most I was able to sink into Twilight Princess could really only constitute a preview of the first 12 hours of the game.
But what a game.
Finally a realistic Zelda from the era of Ocarina of Time, and Link has never so…Cowboy like. The start to the game, the little village, the characters, the new ghost town incarnation of Kakariko, all have a common look and theme of the wild west and American Indian heritage. Quite a stylistic departure from games of old, and a world away from the much maligned, (but personally loved), Wind Waker.
The controls are perhaps the most talked upon subject concerning a Wii game, and here I have no qualms. Although a straight port from the Gamecube , the wiimote fits perfectly with the design and gameplay, in some cases speeding up use of many of the items serving Link, the Bow and arrow for example. The sword fighting feels natural and frantic and movement with the nunchuk peripheral not at all uncomfortable. The wiimote also serves as a creepy and immersive reminder of your new charge in the twilight zone, Midna. With her gleeful chuckles resonating from the remotes speaker, tinny as it is.
The story, controversially, is not as different as Nintendo would have you believe, and although the adventure is huge, you’re still going to be collecting 3 items (shock!), then visiting numerous temples (awe!), all in the aid of rescuing….maybe a princess!? Who knows who the final boss could be.
A more rigorous play through would garner a stronger view on the similarities between Twilight Princess and the rest of the series, but for now, with a few hours under my belt, I want so much more time with Hyrule and its hero.
A common question asked of Konami is “Should they continue to make 2D Castlevania games?” Considering how much the games sell on the DS, or any title for that matter (’sup Hannah Montana?), all the company can do is continue to develop them. The franchise is still as popular as its first NEW incarnation.
Having played this game now for over 2 years on and off, I feel I can only now make a valid review. How can you really review something that it constantly being changed and tweaked to find balance? The same could be said for any PC (or recently, any Xbox360) game with constant patch and bug-fixing rife. World of Warcraft as it is now, post Burning Crusade expansion, represents as final as the initial world has come to be.
Are games art? It is an ever on-going debate and in a personal opinion, one that does not need discussing. Films and music can be art, why not videogames? Are all films art? No, certainly not. One look at pulpy trash such as Doom and the various Mary Kate and Ashley movies prove that point. Okami, however, is art.
From the team behind innovative and artistically deviant title Killer 7, comes Contact, a quirky and colourful RPG that fills out what is a serious hole in the DS’s back catalogue. A mad scientist and his not-quite-sure-if-it’s-a-dog crash land on Earth disguised as a pirate ship and it is up to you to help repair it. Or is it?
This was quite a wacky premise for a game; Psychic soldiers, trained to rid your mind of the baggage and worry as well as the nightmares where no man may confront. A very original setting and hats off to Double Fine for trying to innovate here, there are no bald space marines!