The Legend of Zelda: Twilight Princess
The Legend of Zelda: Twilight Princess | ||
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Writer(s) |
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Series | The Legend of Zelda | |
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Release | Wii GameCube
Nvidia Shield TV
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The Legend of Zelda: Twilight Princess
The story focuses on series protagonist
Twilight Princess was critically acclaimed upon its release, received numerous
Gameplay
The Legend of Zelda: Twilight Princess is an action-adventure game focused on combat, exploration, and puzzle-solving. It uses the basic control scheme introduced in Ocarina of Time, including context-sensitive action buttons and L-targeting (Z-targeting on the Wii),[9] a system that allows the player to keep Link's view focused on an enemy or important object while moving and attacking. Link can walk, run, and attack, and he will automatically jump when running off of or reaching for a ledge.[d] Link uses a sword and shield in combat, complemented with secondary weapons and items, including a bow and arrows, a boomerang, and bombs.[e] While L-targeting, projectile-based weapons can be fired at a target without the need for manual aiming.[d]
The context-sensitive button mechanic allows one button to serve a variety of functions, such as talking, opening doors, and pushing, pulling, and throwing objects.[f] The on-screen display shows what action, if any, the button will trigger, determined by the situation. For example, if Link is holding a rock, the context-sensitive button will cause Link to throw the rock if he is moving or targeting an object or enemy or place the rock on the ground if he is standing still.[g]
The GameCube and Wii versions feature several minor differences in their controls and gameplay. The Wii version of the game makes use of the motion sensors and built-in speaker of the Wii Remote. The speaker emits the sounds of a bowstring when shooting an arrow, Midna's laugh when she gives advice to Link, and the series' trademark "chime" when discovering secrets. The player controls Link's sword by swinging the Wii Remote. Other attacks are triggered using similar gestures with the Nunchuk. In the GameCube version, players can control the camera freely, without entering a special "lookaround" mode required on the Wii; however, in the GameCube version, only two of Link's secondary weapons can be equipped at a time, as opposed to four in the Wii version.[h]
The game features nine dungeons—large, contained areas where Link battles enemies, collects items, and solves puzzles. Link navigates these dungeons and fights a
When Link enters the Twilight Realm, the void that corrupts parts of
The
Plot
The game begins with a teenage boy named Link, who works as a ranch hand in Ordon Village. One day,
During his journey, Link also finds Ordon Village's children and assists the monkeys of Faron, the Gorons of Eldin, and the Zoras of Lanayru. After restoring the Light Spirits and obtaining the Fused Shadows, Link and Midna are ambushed by Zant, who takes away the fragments. Midna calls him out for abusing his tribe's magic, but Zant reveals that his power comes from another source, and he uses it to trap Link in his wolf state. Failing to persuade Midna into joining forces with him, Zant attempts to dispose of her by exposing her to the light of Lanayru's light spirit. Bringing a dying Midna to Zelda, Link learns from her that he needs the Master Sword to remove Zant's curse and she proceeds to sacrifice herself to heal Midna, vanishing mysteriously. Moved by Zelda's act of selflessness, Midna starts to care more about Link and the fate of his world.[13]
After gaining the Master Sword, Link is cleansed of the curse that kept him in wolf form. Deep within the Gerudo Desert, Link and Midna search for the Mirror of Twilight, the only known gateway between Hyrule and the Twilight Realm, but discover that it is broken.
Returning to Hyrule, Link and Midna find Ganondorf in Hyrule Castle, with a lifeless Zelda suspended above him. Ganondorf fights Link by possessing Zelda and then transforming into a gigantic boar-like beast, but Link defeats him by using his wolf form, and the power Midna received from Zelda is able to resuscitate her. Ganondorf revives, and Midna teleports Link and Zelda outside the castle so she can hold him off with the Fused Shadows. However, as Hyrule Castle collapses, Ganondorf emerges from it victorious, crushing the Fused Shadow piece that Midna wore on her head, and pursues Link on horseback. Assisted by Zelda and the Light Spirits, Link eventually knocks Ganondorf off his horse and duels him on foot before finishing him off with the Master Sword. With Ganondorf dead, the Light Spirits revive Midna and restore her to her true form. After bidding farewell to Link and Zelda, Midna returns home and destroys the Mirror of Twilight, ultimately severing the link between Hyrule and the Twilight Realm.[17] As Hyrule Castle is rebuilt, Link leaves Ordon Village, heading to parts unknown.
Development
Inception as a GameCube game
In 2003, Nintendo announced a new The Legend of Zelda game for the GameCube[18] by the same team that had created the cel-shaded The Wind Waker.[19] At the following year's Game Developers Conference, director Eiji Aonuma unintentionally revealed that the game's sequel was in development under the working title The Wind Waker 2;[20] it was set to use a similar graphical style to that of its predecessor.[21] Nintendo of America told Aonuma that North American sales of The Wind Waker were sluggish because its cartoon appearance created the impression that the game was designed for a young audience. Concerned that the sequel would have the same problem, Aonuma expressed to producer Shigeru Miyamoto that he wanted to create a realistic Zelda game that would appeal to the North American market and meet Miyamoto's original vision of realism for the series.[22] Miyamoto, hesitant about solely changing the game's presentation, suggested the team's focus should instead be on coming up with gameplay innovations. He advised that Aonuma should start by doing what could not be done in Ocarina of Time, particularly horseback combat.[m] Early development of what would become Twilight Princess began and special care was taken to improve the realism of the horseriding, with lead character designer Keisuke Nishimori riding a horse for himself to feel what it was like.[23]
Just as the original Legend of Zelda game was inspired by J. R. R. Tolkien's The Lord of the Rings novels,[24][25] the aesthetic of Twilight Princess was inspired by the Lord of the Rings films, as they had just come out and were very popular at the time.[26] The game was developed with having a large convincing world in mind, one with a vast scale to meet the expectation for fantasy worlds that audiences had become accustomed to with The Lord of the Rings.[27]
In four months, Aonuma's team managed to present realistic horseback riding,[m] which Nintendo later revealed to the public with a trailer at E3 2004 that was met with enormous praise. The game was scheduled to be released the next year and was no longer a follow-up to The Wind Waker;[28] a true sequel to it was released for the Nintendo DS in 2007, in the form of Phantom Hourglass. Miyamoto explained in interviews that the graphical style was chosen to satisfy demand and that it better fit the theme of an older incarnation of Link.[29] The game runs on a modified The Wind Waker engine.[30]
Prior Zelda games have employed a theme of two separate, yet connected, worlds. In
From a gameplay perspective, the Twilight Realm portions of the game were vaguely inspired by the fact that prior Zelda games had always distinctively separated dungeons from the overworld. The team wondered what the result would be if a traditional Zelda dungeon was placed inside the open world instead. This resulted in the hunt for Tears of Light the player partakes in when in the Twilight-covered world. The atmosphere of the Twilight-covered Hyrule, as well as the Twilight Realm dungeon later in the game, were intended to make players feel uncomfortable. Special care was taken, however, to ensure that this was balanced right, so that it did not make the player so uncomfortable that they did not want to progress further or could not enjoy the experience.[23]
Aonuma left his team working on the new idea while he produced The Minish Cap for the Game Boy Advance. When he returned, he found the Twilight Princess team struggling. Emphasis on the parallel worlds and the wolf transformation had made Link's character unbelievable. Aonuma also felt the gameplay lacked the caliber of innovation found in Phantom Hourglass, which was being developed with touch controls for the Nintendo DS. At the same time, the Wii was under development with the code name "Revolution". Miyamoto thought that the Revolution's pointing device, the Wii Remote, was well suited for aiming arrows in Zelda, and he suggested that Aonuma consider using it.[o]
Transition to the Wii
Aonuma had anticipated creating a Zelda game for what would later become the Wii, but had assumed that he would need to complete Twilight Princess first. His team began work developing a pointing-based interface for the bow and arrow, and Aonuma found that aiming directly at the screen gave the game a new feel, just like the DS control scheme for Phantom Hourglass. Aonuma felt confident this was the only way to proceed, but worried about consumers who had been anticipating a GameCube release. Developing two versions would mean delaying the previously announced 2005 release, still disappointing the consumer. Nintendo President Satoru Iwata felt that having both versions would satisfy users in the end, even though they would have to wait for the finished product. Aonuma then started working on both versions in parallel.[p]
Transferring GameCube development to the Wii was relatively simple, since the Wii was being created to be compatible with GameCube software.
The team worked on a Wii control scheme, adapting camera control and the fighting mechanics to the new interface. A prototype was created that used a swinging gesture to control the sword from a first-person viewpoint but was unable to show the variety of Link's movements. When the third-person view was restored, Aonuma thought it felt strange to swing the Wii Remote with the right hand to control the sword in Link's left hand, so the entire world map was mirrored for the Wii version.
Nintendo staff members reported that demo users complained about the difficulty of the control scheme. Aonuma realized that his team had implemented Wii controls under the mindset of "forcing" users to adapt, instead of making the system intuitive and easy to use. He began rethinking the controls with Miyamoto to focus on comfort and ease.[r] The camera movement was reworked and item controls were changed to avoid accidental button presses.[s] In addition, the new item system required use of the button that had previously been used for the sword. To solve this, sword controls were transferred back to gestures—something E3 attendees had commented they would like to see. This reintroduced the problem of using a right-handed swing to control a left-handed sword attack. The team did not have enough time before release to rework Link's character model, so they instead flipped the entire game—everything was made a mirror image.[t] Link was now right-handed, and references to "east" and "west" were reversed. The GameCube version, however, was left with the original orientation. The Twilight Princess player's guide focuses on the Wii version, but has a section in the back with mirror-image maps for GameCube users.[u]
Music and sound
The game's score was composed by Toru Minegishi and Asuka Ohta, with series regular Koji Kondo serving as the sound supervisor.[41] Minegishi took charge of composition and sound design in Twilight Princess, providing all field and dungeon music.[42] For the trailers, three pieces were written by different composers,[43] two of which were created by Mahito Yokota and Kondo.[44] Michiru Ōshima created orchestral arrangements for the three compositions, later to be performed by an ensemble conducted by Taizo Takemoto.[43] Kondo's piece was chosen as music for the E3 2005 trailer and for the demo movie after the title screen.[44] Midna has the most voice acting—her on-screen dialogue is often accompanied by a babble of pseudo-speech, which was produced by scrambling English phrases sampled by Japanese voice actress Akiko Kōmoto.[45]
Media requests at the trade show prompted Kondo to consider using orchestral music for the other tracks in the game as well, a notion reinforced by his preference for live instruments.[43] He originally envisioned a full 50-person orchestra for action sequences and a string quartet for more "lyrical moments",[43] though the final product used sequenced music instead.[10] Kondo later cited the lack of interactivity that comes with orchestral music as one of the main reasons for the decision.[44] Both six- and seven-track versions of the game's soundtrack were released on November 19, 2006, as part of a Nintendo Power promotion and bundled with replicas of the Master Sword and the Hylian Shield.[46]
Technical vulnerability
Following the discovery of a
Wii U version
The Legend of Zelda: Twilight Princess HD | |
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Developer(s) | |
Single-player |
A high-definition remaster of the game, The Legend of Zelda: Twilight Princess HD, was developed by Tantalus Media for the Wii U. Announced during a Nintendo Direct presentation on November 13, 2015, it features enhanced graphics and Amiibo functionality.[8] The game was released worldwide in March 2016.[51][52]
The idea for a high-definition version of Twilight Princess first originated during the production of
According to Eiji Aonuma, who directed the original release and produced Twilight Princess HD, ensuring the remaster would take advantage of the Wii U GamePad was a point of focus early in the title's development. The control scheme used in the GameCube version was adapted for the remaster due to similarities between the button layouts of the two consoles' controllers.[54] Aonuma considered underwater gameplay in the remaster to be significantly improved. Other enhancements include speeding up a handful of cutscenes that seemed overly long by modern standards[54] and reducing repetitive gameplay elements, such as collecting Tears of Light while in the Twilight Realm.[55] A commitment to "preserving the feel of the original" inspired several design decisions, such as keeping the frame rate at 30 frames per second.[54] Tomomi Sano, the assistant director of the Wii U version, noted the degree of refinement the graphics would receive required much consideration: "When we created more precise models of objects to go with the higher resolution, we found that everything was too clear and we lost that soft and delicate atmosphere that you get in particular at twilight or with the light in a forest".[54]
Certain bundles of the game contain a Wolf Link Amiibo figurine, which unlocks a Wii U-exclusive dungeon called the "Cave of Shadows"[56] and can carry data over to Breath of the Wild.[57] In the Cave of Shadows, Link fights waves of enemies while restricted to his wolf form.[56] Comparable to the optional "Cave of Ordeals" present in the original release, opportunities to recover health during the trial are sparse.[58] Other Zelda-related Amiibo figurines have distinct functions: Link and Toon Link replenish arrows, Zelda and Sheik restore Link's health, and Ganondorf causes Link to take twice as much damage.[56] A CD containing 20 musical selections from the game was available as a GameStop preorder bonus in North America; it is included with the limited-edition bundle in other regions.[59] A three-disc original soundtrack consisting of 108 pieces from the game was released in Japan in July 2016.[60]
Reception
Reviews
Aggregator | Score | ||
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Golden Joystick Award | Nintendo Game of the Year (2016) |
Twilight Princess was released to critical acclaim and commercial success. It received perfect scores from major publications such as
On release, Twilight Princess was considered to be the greatest Zelda game ever made by many critics including writers for 1UP.com,
Wii U version
Twilight Princess HD holds a score of 86/100 at the
Awards
Twilight Princess received the awards for Best Artistic Design,
Sales
In North America, the game was sold with three of every four Wii purchases during its first week.
The game had sold 5.82 million copies on the Wii as of March 2011,[132] and 1.32 million on the GameCube as of March 2007.[133] As of September 2015, the game had sold 8.85 million copies worldwide across both platforms,[134] making it the best-selling single title in the series until it was surpassed by The Legend of Zelda: Breath of the Wild in April 2018.[135]
Wii U version
The remaster sold 52,282 copies during its first week of release in Japan, which placed it at second place in the video-game sales charts.
Legacy
An eleven-volume manga series based on Twilight Princess, penned and illustrated by Akira Himekawa, was first released in Japan on February 8, 2016, and ran until January 30, 2022. The series was made available via physical copies, online bookstores, and publisher Shogakukan's MangaOne mobile application. While the manga adaptation began almost ten years after the initial release of the game on which it is based, it launched only a month before the release of the high-definition remake.[143] Viz Media began releasing an English localization of the series in 2017[144] and was finished in March 2022.
To commemorate the launch of the
Midna, in both her imp and Twili forms, Zant, and NPC character Agitha, all appeared as playable warriors in the Zelda crossover title Hyrule Warriors and its various iterations.[147] Since the release of Hyrule Warriors, Agitha has been recognised as a "main character" of Twilight Princess.[148]
See also
- Link's Crossbow Training, a 2007 shooting video game created for the Wii Zapper, using the world and assets of Twilight Princess
Notes
- Nvidia Lightspeed Studiosdeveloped the Nvidia Shield version.
- ^ Japanese: ゼルダの伝説 トワイライトプリンセス, Hepburn: Zeruda no Densetsu: Towairaito Purinsesu
- ^ Aonuma 2007, Eiji Aonuma's GDC 2007 Presentation
- ^ a b Pelland 2006, p. 20
- ^ Pelland 2006, pp. 22–23
- ^ Pelland 2006, p. 22
- ^ Pelland 2006, p. 12
- ^ Pelland 2006, p. 168
- ^ Pelland 2006, p. 35
- ^ Pelland 2006, pp. 17–20
- ^ Pelland 2006, p. 21
- ^ Pelland 2006, p. 153
- ^ a b Aonuma 2007, The fate of Wind Waker 2
- ^ Aonuma 2007, A lupine direction and Minish Cap
- ^ Aonuma 2007, E3 2005 and 120% Zelda
- ^ a b Aonuma 2007, A Revolutionary idea
- ^ a b Aonuma 2007, The first attempt at Wii control
- ^ Aonuma 2007, E3 2006 lesson
- ^ Aonuma 2007, Camera and item controls
- ^ Aonuma 2007, Sword controls
- ^ Pelland 2006, pp. 170–191
- ^ Based on 16 reviews.
- ^ Based on 73 reviews.
- ^ Based on 74 reviews.
References
- Aonuma, Eiji (March 2007). The Legend of Zelda: Twilight Reflections in the Hourglass (Speech). Game Developers Conference. Archived from the original on April 20, 2014. Retrieved September 12, 2008 – via Nintendo World Report.
- The Legend of Zelda: Twilight Princess instruction booklet (PDF). March 28, 2014. Archived (PDF) from the original on August 31, 2014. Retrieved February 24, 2015.
{{cite book}}
:|website=
ignored (help) - Pelland, Scott, ed. (November 19, 2006). Official Nintendo Power The Legend of Zelda: Twilight Princess Player's Guide. ISBN 1-59812-004-2.
- ^ a b c "Iwata Asks: The Legend of Zelda: Twilight Princess: Like Trying to Mold Clay". Iwata Asks. Nintendo. November 2006. Archived from the original on July 25, 2015. Retrieved April 6, 2015.
Mitsuhiro Takano: My name is Takano. I was basically in charge of the story scripting for Twilight Princess, but I was also involved in the development of the cut-scenes and a few of the events in the game.
- ^ a b 勝田哲也 (March 7, 2007). "Game Developers Choice Awards、BEST GAMEは「Gears of War」". GAME Watch (in Japanese). Impress Watch Corporation. Archived from the original on January 8, 2011. Retrieved June 27, 2010.
Eiji Aonuma: 僕が書いたストーリーをものすごく良いものに変えてくれたシナリオ担当の高野充浩さんと京極あやさん / Those responsible for the scenario, Mr. Mitsuhiro Takano and Mrs. Aya Kyogoku, made some really great changes to the story I wrote [...]
- ^ Lawler, Richard.Nintendo Wii, GameCube games come to China on NVIDIA Shield Archived December 5, 2017, at the Wayback Machine.Engadget.2017-12-05.[2017-12-05].
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- ^ Nunneley, Stephany (April 26, 2018). "Switch sales stand at over 17M units, Breath of the Wild now best-selling Zelda title". VG247. Archived from the original on April 28, 2019. Retrieved April 27, 2018.
- ^ a b Otero, Jose (November 12, 2015). "The Legend of Zelda: Twilight Princess HD Announced for Wii U". IGN. Ziff Davis. Archived from the original on November 15, 2015. Retrieved November 14, 2015.
- ^ Kaluszka, Aaron (January 11, 2007). "GC Review: The Legend of Zelda: Twilight Princess". Nintendo World Report. Archived from the original on February 28, 2009. Retrieved January 23, 2009.
- ^ a b c d e f Casamassina, Matt (November 17, 2006). "The Legend of Zelda: Twilight Princess Review". IGN. Ziff Davis. Archived from the original on January 12, 2017. Retrieved April 27, 2017.
- ^ "Inside Zelda part 10: The Monsters in his Head". Nintendo Power. Vol. 201. Nintendo. March 2006. pp. 46–48. Archived from the original on September 13, 2008. Retrieved September 10, 2008.
- ^ Nintendo Entertainment Analysis & Development (November 19, 2006). The Legend of Zelda: Twilight Princess (GameCube/Wii). Nintendo.
Midna: Poor thing, he has no idea where this is or what's happened... So, don't you think you should explain to him what you've managed to do? You owe him that much... ...Twilight Princess! Eee hee! [...] / Zelda: Listen carefully... This was once the land where the power of the gods was said to slumber. This was once the kingdom of Hyrule. But that blessed kingdom has been transformed by the king that rules the twilight... It has been turned into a world of shadows, ruled by creatures who shun the light. [...] Twilight covered Hyrule like a shroud, and without light, the people became as spirits. Within the twilight, they live on, unaware that they have passed into spirit forms... All the people know now is fear... Fear of a nameless evil... The kingdom succumbed to twilight, but I remain its princess... I am Zelda.
{{cite book}}
: CS1 maint: numeric names: authors list (link) - ^ Nintendo Entertainment Analysis & Development (November 19, 2006). The Legend of Zelda: Twilight Princess (GameCube/Wii). Nintendo.
Midna: Princess... I have one last request... Can you tell him...where to find the Mirror of Twilight? [Zelda gasps] [...] / Zelda: Midna... I believe I understand now just who and what you are... Despite your mortal injuries, you act in our stead... These dark times are the result of our deeds, yet it is you who have reaped the penalty. Accept this now, Midna. I pass it to you... [...] / Midna: No! Link! STOP HER! [...] We go back, Link! Back to the Faron Woods! [...] [to herself] Zelda...I've taken all that you had to give...though I did not want it.
{{cite book}}
: CS1 maint: numeric names: authors list (link) - ^ Nintendo Entertainment Analysis & Development (November 19, 2006). The Legend of Zelda: Twilight Princess (GameCube/Wii). Nintendo.
Midna: Hey, but listen, Link... I've got a little favor to ask... Would you mind coming with me to find something called the Mirror of Twilight? It's hidden somewhere in Hyrule... Yes, the Mirror of Twilight... Our last potential link to Zant!
{{cite book}}
: CS1 maint: numeric names: authors list (link) - ^ Nintendo Entertainment Analysis & Development (November 19, 2006). The Legend of Zelda: Twilight Princess (GameCube/Wii). Nintendo.
Sages: Only the true leader of the Twili can utterly destroy the Mirror of Twilight...so Zant could merely break it into pieces.
{{cite book}}
: CS1 maint: numeric names: authors list (link) - ^ Nintendo Entertainment Analysis & Development (November 19, 2006). The Legend of Zelda: Twilight Princess (GameCube/Wii). Nintendo.
Sages: [to Midna] I hope you can find it in yourself to forgive our carelessness... O Twilight Princess.
{{cite book}}
: CS1 maint: numeric names: authors list (link) - ^ Nintendo Entertainment Analysis & Development (November 19, 2006). The Legend of Zelda: Twilight Princess (GameCube/Wii). Nintendo.
Midna: Thank you... Well, the princess spoke truly: as long as that mirror's around, we could meet again... Link... I... See you later...
{{cite book}}
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At some point he had to give a presentation against his will. That's when he said something like, 'You know, it's not too late to change course and make a realistic Zelda.'
- ^ ISBN 978-1-50670-638-2.
- Nintendo of Europe. April 1996. p. 72.
[The two program designers Shigeru Miyamoto and Takashi Tezuka were responsible for the game, who set themselves the goal of developing a fairytale adventure game with action elements... ...Takashi Tezuka, a great lover of fantasy novels such as Tolkien's Lord of the Rings, wrote the script for the first two games in the Zelda series].
- ^ "Shigeru Miyamoto Interview". Super PLAY (in Swedish) (4/03). Medströms Dataförlag AB. March 2003. Archived from the original on September 7, 2006. Retrieved September 24, 2006.
All ideas for The Legend of Zelda were mine and Takashi Tezukas... ...Books, movies and our own lives.
- ISBN 978-1506703350.
Takizawa: And that was about the time we heard that people were wanting a realistic looking Zelda game again. Also at that time, there was an epic fantasy movie which was very popular. So after reexamining the situation, we said to ourselves, 'Let's do this thing!'
- ^ Iwata, Satoru; Aonuma, Eiji (November 23, 2006). "Iwata Asks: Make it 120% Zelda!". Nintendo. Archived from the original on May 17, 2019. Retrieved February 23, 2021.
Aonuma: It's undeniably big, but I believe all those fun elements which make up this world justify this size. Now that we have finished, I feel that with a generation accustomed to watching epic films like Lord of the Rings, when you want to design a convincing world, that sort of vast scale becomes necessary.
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MUSIC / Toru Minegishi / Asuka Ohta / Koji Kondo
{{cite book}}
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