The Legend of Zelda: Twilight Princess

aka: The Legend of Zelda: The Wind Waker 2, The Legend of Zelda: Twilight Princess HD, Zelda TP, Zelda no Densetsu: Twilight Princess
Moby ID: 25103
Wii Specs
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Description official descriptions

Twilight Princess is the first Legend of Zelda game for the Wii and also the last for GameCube. At first, Link is a simple farm boy, whose tasks consist of herding goats to watching children in Ordon village, Link's hometown. One day, Link is asked by the mayor to run an errand in Castle Town, but things suddenly go wrong


The land becomes dark, and strange creatures appear from another world called the Twilight Realm, which turns most into ghosts. Link, however, becomes a wolf. After becoming a wolf, Link is aided by Midna, a resident of the Twilight Realm. Midna helps Link find a way to turn human again along with other tasks.

The wolf cannot use a sword or other items. Instead, as a wolf Link must use his senses to solve puzzles and get past obstacles. The beast can also dig holes to find hearts and rupees and to get in places. It can push blocks with its head to climb higher or reveal hidden passageways. Additionally, it can attack enemies by biting or pouncing on them.

As a human, Link can move around quickly, aim his bow, swing his sword, and even fish. Link also collects many different items, which allow him to perform varied attacks and reach places he couldn't before. Link performs many attacks with his sword and can even learn other sword moves.

The game's art is similar to the naturalistic style of Ocarina of Time, rather than the cel-shaded look of The Wind Waker. Chronologically, the game takes place between the two aforementioned titles, and quite a few locations from Ocarina of Time can be visited. The main adventure takes place in several provinces with dungeons and temples. With the help of Midna, you can easily travel around quickly later in the game.

The Wii U remaster of the game includes:

  • Enhanced graphics
  • Wii U GamePad support (allowing for a mini-map to be displayed on the touchscreen, or items to be changed using the touchscreen)
  • Miiverse support
  • Some areas of gameplay have had minor adjustments
  • A new difficulty mode
  • A new dungeon, the Cave of Shadows, which is accessed using the Wolf Link amiibo
  • Additional amiibo support for health refills or arrow refills

Spellings

  • ă‚Œăƒ«ăƒ€ăźäŒèȘŹ ăƒˆăƒŻă‚€ăƒ©ă‚€ăƒˆăƒ—ăƒȘăƒłă‚»ă‚č HD - Japanese Wii U spelling
  • ă‚Œăƒ«ăƒ€ăźäŒèȘŹă€€ăƒˆăƒŻă‚€ăƒ©ă‚€ăƒˆăƒ—ăƒȘăƒłă‚»ă‚č - Japanese spelling
  • 저닀의 ì „ì„€ 황혌의 êł”ìŁŒ - Korean spelling

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Credits (Wii version)

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Reviews

Critics

Average score: 94% (based on 173 ratings)

Players

Average score: 4.1 out of 5 (based on 226 ratings with 15 reviews)

This was my first hands-on experience with any Zelda game.

The Good
The graphics are beautiful and detailed like few Wii games are. It's a myriad of wonders and fantasy world-building in one single package. It's Zelda, it's open world and it's the darkest chapter in the Zelda mythology (at least it's trying to stay that way).

The Bad
The Wii version doesn't have an option of making Link left-handed as he's always been in prior games. With that said, it's since become a varying trait in the recent Zelda games. The sword-play could also benefit from optional button-mashing as opposed to the mandatory Wii-remote swinging.

The Bottom Line
Want a game that's on a condensed console that shows its true potential with high-concept fantasy games? Look no further. It's everything you loved about Ocarina of Time and refined for 2006.

Wii · by John H. (52) · 2019

A good game, but a weaker Zelda

The Good
In 2006, Nintendo finally unleashed their latest console on the public, with strong first party support at launch. Of course, everyone got to play Wii Sports, but after everyone was all done swinging, batting, and hitting invisible objects with their newfangled controllers, only two critically acclaimed titles remained on the shelf. One of them was The Legend of Zelda: Twilight Princess. In order to spur sales of their newest console, Nintendo made a last-minute decision to bring the game to the Nintendo Wii, and release it weeks before its Gamecube counterpart, forcing Wii purchases from only the biggest Nintendo fans out there. And it worked. Twilight Princess is one of the best-selling titles in the Zelda series to date, as well as one of the only near-simultaneous multi-console releases in Nintendo history.

Strangely, I somehow missed Twilight Princess when it was first released. Even though I got a Wii console at launch season, the idea of a “dark, mature” Zelda didn’t personally appeal to me, and it didn’t seem necessary for one of my favorite franchises in gaming to go Teen rated. Twilight Princess always passed me by, and I didn’t have a whole lot of interest in playing it until the second Wii Zelda, Skyward Sword was released. After playing Skyward Sword and absolutely loving it to pieces, I wanted to give the Wii’s previous Zelda game a shot and see how it compared to its successor, and the series as a whole. I was a little disappointed at the result.

Twilight Princess acts like a more polished and expansive take on the original 3D Zelda, Ocarina of Time. I got quite a sense of dĂ©jĂ -vu more than once as I made my way through this version of Hyrule. The game feels like a natural extension of the gameplay, visual, and even aural design of the 1998 smash, and it certainly tops it in a lot of ways. That said, it isn’t quite as fresh as other games in the series. If you’ve ever played a Zelda game before, you know what to expect. Find dungeons, get items, solve puzzles, fight bosses, and in general, being the hero du jour. Twilight Princess is no different in that respect. What is different is how big Twilight Princess is. The back of the box doesn’t lie when it says that the game is the biggest Zelda game to date, even five years after the game’s release. You could easily fit most of the other Zelda world maps inside of Twilight Princess’ Hyrule. The world would take a player a good chunk of time to completely walk around (without rolling) and explore all of its regions only on foot. Luckily, you have a horse in this game, and you’ll absolutely need it to get around since on-foot travel is ridiculously slow in Twilight Princess. While it doesn’t compare to other video game fantasy worlds such as Tamriel or Azeroth, Twilight Princess’ world size is very impressive by Zelda standards.

The Wii controls are pretty good. They don’t really immerse you into the experience, which was supposed to be the console’s main selling point, but they do work well for the most part. Rather than having the game accurately track your sword swings, flicking the remote acts as a replacement button for sword swinging. The game doesn’t even attempt to track the direction of your sword, so you can flail away with reckless abandon and Link will take care of the rest. You can actually swing your sword while moving in this game, which helps make the controls feel a bit more fluid. Certain items allow the player to aim them by pointing at the screen. The game tries to allow the player to point at the edges of the screen to rotate the camera, but I found this to be poorly implemented and slow to respond. Other games, even at launch, did a much better job with these type of controls, but Nintendo hadn’t quite figured it out yet. Thankfully, you can at least rotate Link using the Nunchuck, though vertical aiming can still be slow. In addition, it can be a little challenging to keep your cursor pointed at the screen, as when you want to use one of these items, you will have to flail your remote around a bit to try and get your cursor back onto the screen if it’s not already pointing there. Still the pointing controls help to make the game feel more at home on the Wii. The Nunchuck handles camera control and movement, but its motion sensors are used to handle several of Link’s special attacks. Shaking it from left to right activates a spin move, while jabbing it forward does a shield bash. This is one of the rare Wii games to actually use every single last button and function of the Wii controller, which I do love. With two exceptions, this really wasn’t the game to put the Wii’s motion capabilities to the test, but as far as mapping a Gamecube game’s controls for the infant technology, it gets the job done.

By far the most Wii-like element of the game is the fishing, and more specifically, the lure fishing. It almost has a MotionPlus feel to it, as it tracks the angle of your Wii remote for the rod amazingly well, and uses the Nunchuck to reel in. The fishing itself has more depth to it than you would expect, as you can choose several different lures to better attract various kinds of fish. It could have made a great minigame for Wii Sports, and I’m surprised that Nintendo didn’t simply copy it over for either the original or Resort.

As you go through the game, you’ll unlock special sword abilities from a mysterious unnamed character, who looks like an enemy but is actually an ally. There are seven in all, and towards the back half of the game it becomes necessary to actually make use of them, because the enemies are typically decked out in full armor and are much faster. This is a truly wonderful addition to the Zelda series, and I would love to see it expanded in future installments. The biggest new addition to the Zelda formula is the ability to transform into a wolf. In wolf form, Link is less strong and cannot use items but moves much faster, and has a really neat special move which allows you to target several enemies at once. In addition, Link can also dig to enter new areas and uncover treasures, and can activate a special “Senses” mode which allows you to see digging areas and invisible enemies and objects, which can be used to solve puzzles. You also have the ability to warp across Hyrule as a wolf, but for some reason, the game doesn’t let you warp around as a human, which did get a little annoying. If you chose to warp as a human, you would have to transform back again after you warped, which got VERY annoying, especially since Midna, your companion, will complain if you attempt to transform in the sight of friendly characters. On a basic level, it really isn’t terribly different from the transformations in Majora’s Mask, yet playing as a wolf isn’t quite as FUN as any of those, though it certainly trumps being a bunny.

Another feature that I really liked is the ability to calibrate the pointer in-game. I’ve never seen this feature in any Wii game before, and it’s baffling why it hasn’t been in any game that I’ve played since.

The Bad
There were quite a few annoyances that really held this one back from becoming the best Zelda ever. For one, the game introduces great, innovative items in many of the game’s dungeons, then does virtually nothing with them after you’ve completed their debut dungeons. Some items, such as the Ball and Chain and the Gale Boomerang, are literally only used during the level they are featured in, and MAYBE a couple of times in the surrounding area if you’re lucky. There are too many items and not enough locations in Hyrule to actually make use of them.

Speaking of Hyrule, I found that the developers failed to add anything really interesting to the world. Sure, there were SOME hidden caves and areas, but much of Hyrule consists of wide, open spaces connected by narrow channels with literally nothing to see or do. If you’re going to make such a big world, you have to have the gameplay content to match, and Twilight Princess simply doesn’t have enough. At times, the world size is extremely overbearing, as you’re forced to go around Hyrule several times throughout the game. The size of the world can make getting to your next objective somewhat of a dull experience, but with so little to distract you along the way, at least you’ll get there sooner. On the lus side, when you DO manage to find something interesting, it is very rewarding. I just wish there was a bit more to find. The second was that there were too many strange, random things that I felt really didn’t belong in a Zelda game. The opening of the game has you herding goats into a barn. You have to do this twice at the start, and it’s about as interesting as it sounds. I also found the inclusion of sumo wrestling to also be a bit strange in a Zelda game, with awkward and frustrating movement controls making it a chore to play. In addition, several of the towns had too much of a wild west feel to them in terms of look and music, which sticks out like a sore thumb in the medieval fantasy themed game. In general it seems like the art designers went out of their way to make everything look as ugly as possible, which gives the game a gritty, realistic look, but it wasn’t something I personally enjoyed. Give me color and flashy animations, not dirt and grime.

The game doesn’t feel quite as inspired as other Zelda games. At times, Twilight Princess seems to be just going through the motions. In particular, some of the sidequests are just downright boring. In one quest, you’ll have to get 3000 Rupees to raise up money so that one of the Ordon kids can set up a shop in town. Rupees are almost completely worthless in this game, so this is the one sinkhole they can actually fill up. By the time I had beaten the game, I STILL had not completed this sidequest. Even some of the required quests aren’t that great. There’s a really tedious quest where you have to seek out invisible electric bugs as a wolf to get rid of the Twilight. You have to do it three times in the game, with almost no changes or surprises each time.

While Zelda games are not especially known for their stories, they always are engaging on a basic, and sometimes emotional level. At the very least, they’re certainly Nintendo’s best stories. Well, except for Twilight Princess, that is. The story really doesn’t hang together well in Twilight Princess, as many elements aren’t explained or are confusing and important characters and plot threads are dropped or virtually ignored for large sections of the game. Why was the game even called Zelda to begin with? She played virtually no part in this story at all, and yet it’s her name in the title of the game. The ending itself feels rather abrupt and strangely incomplete, and the story as a whole just felt rushed. It would have helped if the cutscenes weren’t so ponderous and slowly paced. I found myself saying “get on with it” for far too many times during the cutscenes, because it wasn’t really holding my attention.

The game’s difficulty feels highly inconsistent. The puzzles and level designs are some of the most grueling of the entire series, perhaps the hardest they have ever been, but the combat feels like a pushover, especially in the boss area. Part of the reason the ending feels underwhelming is that the final boss goes down far too easily. I think that by making the combat feel more fluid, they took away a lot of the challenge that came from the more clunky controls of past Zelda games. Yes, the FEEL is more enjoyable, but you’ll often wish that the enemies were just a little harder as a result.

There is another mini-game called Roll-Goal that is playable at the Fishing Hut. It’s a basic ball-rolling game, but the motion controls are poorly implemented. You are supposed to tilt your remote to place a marble in a cup, but the tilt of your remote doesn’t affect the level of tilt in the game and acts as a digital trigger. Combine that with platforms that are only the size of your marble, and you have an exercise in frustration.

The Bottom Line
Twilight Princess is an undeniably good, and at times great game. Since it’s a Zelda game, I would have expected nothing less. If most Wii games were at least as good as Twilight Princess, then the Wii could possibly have been the best console ever made. But compared to other Zelda titles, Twilight Princess lacks that special “something” that always makes a console Zelda game a one-of-a-kind, standout experience that only happens every few years. In attempting to go dark and edgy, Nintendo loses a bit of the almost child-like sense of wonder that all of their best games have been built upon, also losing some of their creativity in the process.

Wii · by krisko6 (814) · 2012

Ah, sweet obsession.

The Good
The Legend of Zelda series has always seemed particularly mythological to me. I played the original NES games on my father's console as a child and then when Ocarina of Time came around I was astounded at the level of depth, graphical polish and the level of addictiveness the game offered. Majora's Mask wasn't as a big as a revelation for me, although I did enjoy it. I for one, was not put off by the use of time travel in the game as a mechanism to push you forward as things lost could quickly be re-obtained by rolling around the field as a Goron for a bit. It was just a bit "me too" featuring more or less identical progression to its predecessor released 2 years earlier.

I enjoyed Windwaker on an entirely different level to the other games. It offered something drastically different, with a renewed emphasis on exploration and turned me into an almost compulsive collector (which I already kind of am with video games in general.)

The little games in between like the Four Swords Adventures and Minish Cap didn't particularly appeal to me enough to warrant a purchase as I was waiting for another real instalment of the series to be released. Well, it was a long wait between Windwaker and Twilight Princess.

When Twilight Princess came along I was in the middle of my little Nintendo hating spree where I totally ignored everything they were releasing. It's frustrating to me now in retrospect to think of how ignorant I was to deprive myself of the fantastic games being released on the Gamecube and at the launch of the Wii around that period.

Recently when I had my little change of heart and became a warm fan of Nintendo I purchased Twilight Princess in addition to a couple of other games with my console. I have been consistently amazed by this game. There's just something indescribably appealing about it that fills me with this sense of elation while I'm playing it.

Link (or Frank or whatever you want to call yourself) is a goat herd who lives in Ordon Village. While running an errand to Hyrule Castle he is mysteriously struck down and turned into a wolf. He finds himself with a mysterious, petite companion named Midna who gradually warms to him more and more as she accompanies him on his adventures. Link (Frank) learns that the evil King of Twilight known as Zant has his sights set firmly on the kingdom's Princess (guess who?) and thusly his journey begins in earnest.

Link controls very well. The nunchuck is used to maneuver him around the world, pressing A to roll and lashing out with the Wii remote to strike with his sword. Holding Z on the nuchuck raises Link's shield and in time further uses for it become apparent. As the game progresses Link can learn Hidden Skills which augment his current stock of fighting moves. These Hidden Skills are mostly used to quickly dispatch an enemy or are defensive like the Shield Bash. They aren't particularly easy to find though and you must do a bit of exploring to find them.

The flow of the game is such that it will be familiar to Zelda veterans but isn't samey to the point of being tiresome. The game is paced intelligently with lot's of story slipping neatly into intelligent gaps in the exploration. The pace of the game is driving and although you're never really explicitly told what to do it is hard to become lost as the nature of the clues provided for you are balanced perfectly. For instance, occasionally a red target will appear on your map, giving you a general idea of where you need to be but what needs to be done there remains a mystery. It keeps the pace up, while not ruining the gameplay for you.

The nature of the dungeons is also refreshing. The "dungeons" in Twilight Princess are unlike other games in the series. Most aren't temples or obvious caves but towers, mansions or mines. They flow so organically into one another that sometimes I didn't actually realize I had entered a "dungeon" area. It was a genuine surprise and that's what I like in a game, that element of unpredictability that keeps things feeling fresh.

To think the vast world of Hyrule once fit on a single Gamecube disc is somewhat unbelievable. Every inch of the world, which is huge, is rendered with immaculate detail from soft lighting filtering through trees to the many tiny details on rock faces and buildings. The muted tones of the world may not appeal to everyone, but they do to me. It makes Hyrule feel organic, grass isn't luminescent and tree bark doesn't glow a sickly brown. The pastel colors similar games use to render the world have been omitted here for a more day dreamy, fantastical presentation that makes the world look like a beautiful painting at times. Although Hyrule is split into many very distinctive provinces the land doesn't feel fragmented at all, with each unique portion of the land flowing naturally into one another from the scorching Gerudo Desert to the winter wonderland that is Snowtop Mountain.

The soundtrack is one of nuance and variety. The theme that plays when exploring the field is driving and inspirational, urging you to adventure through it as you gallop around on your horse (whom by default is called Epona, but I renamed Greg.) Town themes are jaunty and fun, boss battles play with a variation of the main theme thrown in with traditional Zelda style battle tunes and even minor incidental music displays that level of stylistic polish the rest of the soundtrack shines from.

Twilight Princess is a Zelda game of course, so then it is safe to assume the level of collectables is quite high. In this entry in the series the main side quest collectables are Golden Bugs and Poe's Souls. The characterization of the individuals who request you to collect the bugs and souls for them is eccentric and charming. Apart from the requisite collectables there are the typical heart pieces and expansions for your wallet and quiver. These things are always fun and satisfying to collect and they are here for you to find.

The Bad
There is very little not to like about Twilight Princess. Most of the criticism is in regards to some of the presentational mechanics that have become characteristic of the series. To begin with there is a lot of text to wade through, sometimes too much text and in the transition to the Wii it would have been nice to find this entry in the series with voice acting, even if it was just for major cutscenes. It's not a major detriment and anyone with even a moderate attention span should be able to sit through the text, as it is very engaging. It's just been a long time since Ocarina of Time, it's probably the right time to take that next presentational step and add voice acting.

The camera is a jerk at times. It's a pretty rare occurrence, but it always seems to happen when you're standing precariously on the edge of a cliff staring over a bubbling pit of lava or shifting sand. The camera will try to snap behind Link, yet get stuck on something or the lock on system won't work properly. Like I said, it's very rare, but it certainly did happen.

The Bottom Line
As of writing I've sunk just under 30 hours into Twilight Princess and I intend to invest many more returning to Hyrule over and over again to immerse myself in the magnificently rendered world. The adapted control scheme, beautiful presentation, intelligent and masterful pace, genius dungeon design and engaging story made me so happy while I was playing. I almost instantly fell in love with Twilight Princess and the minor faults concerning the presentation and camera really don't mean anything. This is officially one of the greatest games I have ever played, an example of gaming Nirvana, and something every self respecting gamer should experience.

Wii · by AkibaTechno (238) · 2010

[ View all 15 player reviews ]

Discussion

Subject By Date
Android version? Deleted (13945) May 18, 2019
Genre Correction Mark Picard (1) Jul 9, 2013
Mirrored? beetle120 (2415) Nov 25, 2007

Trivia

1001 Video Games

The Legend of Zelda: Twilight Princess appears in the book 1001 Video Games You Must Play Before You Die by General Editor Tony Mott.

Delay

The game was originally announced for release for the GameCube in November 2005. This was delayed to November 2006 so that the developers could add more content to the game and release it on the Wii as well as the GameCube.

Development

  • During development, Midna's hair was red and green, while in the final version it's red but ends in blonde-yellow.
  • Although Sheik, Zelda's ninja-like alter-ego from Ocarina of Time, does not appear in Twilight Princess, an updated design of the character was drafted up in its development. He is however available as a playable character in the Wii game Super Smash Bros.: Brawl.

Characters

Throughout the game you'll encounter the strange Shadow Beasts (the dark blue/black coloured humanoids with the bizarrely shaped disc-heads and tentacle hair). However, in two cut-scenes, you can see two big Shadow Beasts with differently designed disc-heads flanking Zant like bodyguards.They don't appear in-game as enemies.

Glitch

There is a bug in a room with a big cannon Link can use to warp. If you save in that room, an invisible character won't let you leave, but he can't be spoken too. Link can't transform into a wolf either. Customers could return the disc to Nintendo to have it replaced. A video of the glitch is available in the related links section.

Inside Zelda

Nintendo of America's official magazine, Nintendo Power, published a monthly series of articles called Inside Zelda, which revealed how the game was developed. The series can be read in its entirety here.

Inspiration

  • The Oocca race appears to be inspired by M.C. Escher's painting Another World.
  • The masks worn by the Ancient Sages resemble those worn by chorus members in Ancient Greek dramas.

Midna

The character Midna, who speaks gibberish, is actually speaking English that has been scrambled beyond comprehension. Some of her unscrambled voice lines are related to the game's story whilst others are related to key gameplay elements (such as "I'll take you there with my power", which is used when warping to other areas. This is especially interesting as Midna's voice actress, Akiko Kƍmoto is Japanese.

References

  • if you look around the fishing hut, the owner, you'll see an old black and white photograph of the Fishing Guy from the Lake Hylia fishing pond from Ocarina of Time. The hut's owner and operator Hena refers to him as the "legendary fisherman" and comments that she may be a descendant of his.
  • In Hyrule Castle Town you meet a character named Thelma, who owns a bar in the city and is a fairly important NPC to the storyline. She also owns a cat named Louise, who helps you as well. The two characters are a reference to the movie Thelma & Louise.
  • The characters Malo and Talo, children living in Link's hometown Ordon Village, are named references to Malon and Talon from The Legend of Zelda: Ocarina of Time, who are references to Marin and Tarin from The Legend of Zelda: Link's Awakening.
  • The symbols that represent each Sage are the Six Medallions from The Legend of Zelda: Ocarina of Time.

Version differences

Unlike every other Legend of Zelda game, Link is right handed in Twilight Princess. This is so most people (right handers make up 85% of the population) can make use of the Wii controls in the same hand as Link. Sword in the right, shield in the left. The GameCube version has Link using his left hand as usual. To make the game work for the right handed Link of the Wii, the Wii and GameCube versions of this game have the world map and everything in it mirrored So everything stays the same relative to him.

Awards

  • GamePro (Germany)
    • February 01, 2007 - Best Console Game in 2006 (Wii version) (Readers' Vote)
    • February 01, 2007 - Best Console Action-Adventure in 2006 (Wii version) (Readers' Vote)
  • GameSpy
    • 2006 – Game of the Year
    • 2006 – Console Game of the Year
    • 2006 – GameCube Game of the Year
    • 2006 – Wii Game of the Year
    • 2006 – GameCube Game of the Year (Gamers' Vote)
    • 2006 – Wii Game of the Year (Gamers' Vote)
    • 2006 – Wii Adventure Game of the Year
    • 2006 – Wii RPG of the Year

Information also contributed by Keeper Garrett, Mark Ennis, Sciere and Thomas Dowding

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Contributors to this Entry

Game added by Keeper Garrett.

Wii U added by Kam1Kaz3NL77. Android added by firefang9212. GameCube added by Kabushi.

Additional contributors: Sciere, Freeman, gamewarrior, samsam12, —-, Patrick Bregger, Grandy02, Rik Hideto, Kam1Kaz3NL77, FatherJack, Deleted.

Game added November 20, 2006. Last modified February 11, 2024.