Preview: The Legend of Zelda: Twilight Princess
Posted 07 Dec 2006 at 17:34 by Mark Cullinane
"Zelda is most certainly the shining jewel in the crown of Nintendo's Wii launch." |
It surpassed all expectations. Blindingly accurate, remarkably effective, easy to use, and as intuitive as could be hoped, this exciting piece of technology makes the competition seem utterly irrelevant. I was quite literally blown away. Yes, the new high-tech hand-dryers installed in the men's toilets near Nintendo's Wii booth in Dublin really were that good. Zelda, however, was more difficult.
Yes, this past weekend was the first chance I've had to actually play Nintendo's long-awaited epic. Recent previews in magazines and the internet have sent anticipation- already at boiling point- skyrocketing further upwards. Nintendo's comments that they believe Twilight Princess to be their finest Zelda game ever have further added fuel to the interminable hype. We all know it's going to be good. The question, the only question that ever matters, is this: Will it be the best game ever?
Unfortunately, that's one question we can't answer just yet. Nintendo, you see, are still teasing us with the extremely limited E3 demo. Still, we were able to get a taste for what the final product will have to offer. And the verdict? Let's just say that the last few weeks before Wii launches will be very difficult indeed. Anyone who's seen the recent Wii-themed South Park episode will know exactly what I'm talking about.
Even before I reached the top of the lengthy queue to play Zelda, it became clear that- surprise surprise- we're dealing with something special here. The quality of the visuals was the first thing that struck me- and positively. Twilight Princess may not have high-definition graphics and the character models may not boast of trillions of polygons, but this is one hell of a good-looking game. Whilst the Wii version doesn't boast of any graphical extras on top of the GameCube version, save the excellent addition of a 16:9 widescreen mode, Twilight Princess pushes the GameCube hardware at least as far as Resident Evil 4 ever did to deliver a beautiful-looking adventure that stands out as the most attractive Wii launch title. The simple fact of the matter is that Zelda's solid engine, locked at 30 frames per second, coupled with the wonderfully stylised art style, looks considerably more appealing than most Xbox 360 titles.So, it was with a sense of eager anticipation that I slipped on the Wii Remote's strap and connected the nunchuk. Everything felt good. I was ready for the next instalment of the greatest games franchise on earth.
Entering into the dungeon demo, I immediately realised that this was going to be no easy task. Getting to grips with the array of new buttons on the Wii Remote and nunchuk was never going to be easy- but this demo of Zelda expected you to be fully versed with everything. I've been writing about the Wii from the beginning, back when we used to call it 'N5', so you might expect me to have some knowledge of the controller configuration. Yet, when faced with the task of selecting the gale boomerang, equipping it, aiming at a succession of different targets and then firing the damn thing off, I was in trouble. Doing all this requires careful manipulation of the nunchuk's analogue stick that, all told, feels quite unnatural at first- surely aiming with the Wii Remote should enable you to turn from left to right?
Anyone who watched Nintendo's E3 press conference this year will remember the difficulty encountered by a Nintendo rep demonstrating Zelda's Wii-enhanced controls when aiming the bow and arrow at a line of enemies in the distance. I encountered the exact same problems- the hyper-sensitivity of the Wii Remote's aiming mechanism made it very difficult for me (and from anecdotal evidence, most of those who lined up to play Zelda) to land a shot. When you get it though, the satisfaction of picking off far-off enemies is much greater than if you aimed with a traditional controller. The new, much-lauded new sword-swinging mechanics were also in place for the demo I played- and they, well, work. The moves have been designed to be as easy as possible to pull off- any swing of any kind using the Wii Remote will cause Link to first unsheath, then swing his sword (with a nice, if tinny, sound effect emanating from the controller's speaker). It's certainly a pleasing addition that adds another layer of interactivity into the Wii version. Surely a future Wii Zelda will incorporate a more sophisticated system where your exact movements will translate on-screen; as it is though, we're satisfied with the implementation. Further nuances include the ability to pull of Link's trademark circular sword attack by rotating the nunchuk, and raising your shield to block attacks by thrusting the nunchuk forward. It all works as well as could be hoped.
The other tiny portion of the title on display was the now-familiar fishing demonstration. It was a real highlight, that makes marvellous use of the new control scheme. The nunchuk's analogue is used to guide the boat through the lake, whilst a flick of the Wii Remote is enough to cast out the line. A sideways swish of the controller moves the lure through the water, whilst rotating the nunchuk reels in the line when you've got a fish on. After a try or two, the controllers feel beautifully tactile and and intuitive. The amount of passers-by who looked in astonishment at the hands-on nature of the controls speaks for itself: it really does look- and feel- remarkably like the real thing.The lake scene where the fishing takes place shows off one of the strongest visual elements of the title- the day/night cycle. Bright, sunny days melt dreamily into warm, orange evenings with passing clouds casting shifting shadows onto the landscape. Heck, even the rain looks good.
In Conor's report about the Wii Roadshow, he mentioned that the controls in Zelda are really difficult. I absolutely agree- but I am also certain that with extended play, coupled with the gentle way in which the game will introduce you to all these brand-new game mechanics, mastering Zelda's new control scheme won't prove to be a problem. Hands-on impressions of the finished game are starting to filter through to the net right now, and if one thing is clear, there is a strong consensus that Zelda's new controls add a lot to the experience, and Nintendo have really nailed Wii Remote control. Far from being frustrated with the experience, I can't wait to learn how to use the Wii Remote effectively in this game- though it is certainly true to say that non-gamers will have serious difficulties, at least at first.
Ultimately, whatever about the pick-up and play appeal of Wii Sports, Zelda is most certainly the shining jewel in the crown of Nintendo's Wii launch, and its turbulent path to reaching retail is coming to a close.
There's only one question remaining now.
Mark Cullinane
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