Twilight Princess Mech
Written by: Sage Raziel
Alas, one great epic to another the Zelda series has always been
there. Providing it's loyal fans with quality gaming, and generally
providing the “jump” Nintendo needs to launch a new gaming
system. Well, if you thought the story was gonna change here you were
wrong. The Legend of Zelda: Twilight Princess was a huge step forward
in the gaming world. It was the thirteenth Zelda game to be released
in the series, and was only released for the Nintendo GameCube, and
the Nintendo Wii. Here is the story behind the genus creation of this
wonderful addition to the Zelda world.
In fall of 2003, Nintendo proudly announced that a new Zelda game
was currently in development for the GameCube. The same team that
worked on the unique cel-shaded game, The Legend of Zelda: The Wind
Waker, was working on this new project. A presentation was constructed
by director of the new game, Eiji Aonuma in which he referred to the
mystery game as The Legend of Zelda: The Wind Waker 2, and revealed
it was the direct sequel to The Wind Waker. Not only that, but this
game supported the same cel-shading seen in The Wind Waker.
Game development was just over eleven months into progress when Nintendo
of America told Eiji Aonuma that North Amercan sales of The Wind Waker
were sluggish mainly because of the cartoon-like appearance, which
suggested that the game was designed for a younger audience. After
a lengthy meeting with the Zelda: Wind Waker 2 Crew, Nintendo of North
America, Nintendo Central of Japan, and Shigeru Miyamoto, and Eiji
Aonuma the decision was made for the game graphics to be switched
over to a realistic style. This was an attempt to appeal to the American
sales market, and bring back the attention the Zelda series got when
The Wind Waker was originally done in realistic graphics.
Instead of coming up with new game play ideas, the creator of the
Zelda series (Shigeru Miyamoto) decided to just change the game presentation.
He told the director that he should start be doing what couldn't be
done in The Legend of Zelda: Ocarina of Time, particularity horse
back combat. In roughly four months Aonuma's team had created the
hose back mechanic with a realistic presentation. Miyamoto was pleased
and approved a demo copy of the progress to be used by Nintendo. They
wasted no time, Nintendo showed the new look with a trailer at E3
in 2004. Along with a trailer the game now had a release date, set
for November 2005.
Still under the title The Legend of Zelda: The Wind Waker 2, the
game seemed as if it were quickly closing off any connections it had
with it's prequel The Wind Waker. Finally the two games become so
different it was impossible to the new Zelda game was a sequel to
Wind Waker so the game was renamed to Zelda 128. (Zelda 128 was just
a temporary code name while game development continued.) Then it was
announced that this new game would not be a sequel to Wind Waker.
Next the graphics theme was yet again changed to an even more realistic
version. Miyamoto explained in an interview that the new graphics
style not only looked much better, but also better fit the theme of
an older Link.
Most of the Zelda games in the past used a theme of two seperate,
still connected, worlds. In Ocarina of Time the player traveled through
two time periods, in A Link to the Past the player traveled between
the Light World, and the Dark World. The Zelda crew set out to use
this same concept. IT was suggested that Link transform into a wolf,
similar to how he turned into a rabbit in the Dark World of A Link
to the Past. Feeling that his team could handle things, Eiji Aonuma
left the Zelda 128 Crew to direct The Legend of Zelda: The Minish
Cap for the GameBoy Advance. He later returned to find his crew struggling
to continue introducing new ideas in the game.
Under closer observation Aonuma saw that the game lacked the innovation
found in Phantom Hourglass, which was being created at the same time
with a new touch-controlled interface for the Nintendo DS. Nintendo
had been working on a new gaming system for the past two years known
as the Nintendo Revolution. Miyamoto thought the new pointing interface
was well suited for arrow aiming and sword slashing in Zelda and suggested
the Aonuma consider using it.
Eiji Aonuma had anticipated creating a Zelda game for the Nintendo
Revolution, but had assumed that he would need to complete Zelda 128
before Nintendo would allow him to start work with the Revolution.
The Zelda Crew immediately began work on creating Zelda 128 with a
pointing interface system that supported the games engine. As Zelda
128 moved from the GameCube to the Revolution it was given an official
name for the second time. The new game would be called The Legend
of Zelda: Twilight Princess. Nintendo saw that the new game style,
pointing interface, and technology used in the game gave it a new
feel. Much like that of Phantom Hourglass. Miyamoto felt confident
that this new system was the only way to precede, but worried about
consumers who were anticipating the GameCube release.
In order to satisfy all of the fans, the team decided to release
two versions of the game; One for GameCube and the other for the Revolution.
Because both games would be worked in parallel by the same team this
meant that the release date had to be pushed back from November 2005
to November 2006. At E3 in 2005 Nintendo announced that Zelda would
be appearing on the Revolution, though it was unclear if this meant
Twilight Princess or a different game.
It was released by Nintendo that the Revolution was a code name for
the new system the Nintendo Wii. The crew worked on a Wii control
scheme, adapting camera control and the fighting mechanics to the
new interface. In both the GameCube and the Wii versions the view
was switched from 3rd person to a 1st person view. This was attempted
once before in The Legend of Zelda: Ocarina of Time but never lasted.
Unfortunately the new view failed to show the variety of Links movements
so the camera angle was restored to 3rd person. Next a new problem
arose. Testing showed that most people, regardless of if they were
right or left handed, preferred to play the Wii with their right hand.
In all previous Zelda games Link has always been left handed. Though
for Twilight Princess it seemed strange for the player to swing their
right hand and Link swing the sword in his left hand. So the ability
to control Links sword with a swing of the Wii Remote was removed.
Instead the sword actions were assigned to a button.
After the game was on it's last leg of development, Nintendo staff
members reported that demo players complained about the difficulty
of the controls for the Wii. Eiji Aonuma realized that he had in a
way forced the players to “adapt” to the new controls,
rather than making them easy and intuitive to use. The team began
rethinking the controls, focusing of comfort. The camera was reworked
and the button scheme was edited to avoid accidental item use. The
new item system was easier to use, but posed yet another problem.
The button that was previously used for the sword action was now asigned
to something else. To solve this, sword controls were transferred
back to gestures. (Something E3 attendees had commented they would
like to see.) This brought back the problem of swinging the Wii Remote
with the right hand and Link swinging with his left hand. The team
didn't have enough time to rework Links character model so the instead
flipped the entire game. East was now West in the Wii version, left
was now right. (North and South stayed the same.) This fixed the problem
with ease.
Finally Twilight Princess was released with the launch of the Wii
in Fall of 2006. The game has received critical acclaim for its art
direction and game play. On Top Ten Reviews, it has received a score
of 3.86 out of 4, the highest among all the games in the Zelda series.
On Game Rankings, it is ranked number 6 on the voting poll. This is
the second highest rank among all the Nintendo games, behind Super
Mario World. Twilight Princess graphics were praised for their art
style, animation, and advanced look, although the game was designed
for GameCube, which is lacking compared to the next generation of
gaming systems (Such as the Xbox360 , and the PlayStation3). Both
IGN and GameSpy were quick to point out the blurry textures and low-resolution
characters. Despite these rough areas, CVG felt the game's atmosphere
was superior to that of any previous Zelda game, and regarded Twilight
Princess's Hyrule Field as the best version yet. Many gaming groups
including IGN, EGM, 1UP.com, Game Informer, GamesRadar, and The Washington
Post have hailed this wonderful game the best in the series so far.
When it was all said The Legend of Zelda: Twilight Princess was a
dying light of an old system and the ray of hope for a new one. It
was the last Nintendo title to be released on the GameCube and the
first to be released of the Nintendo Wii. During the first week, the
game was sold with three of every four Wii systems. The game has sold
4.25 million copies on the Wii as of March 1, 2008. It has sold 1.32
million copies on the GameCube as of March 31, 2007. It has won the
Game of the Year award from X-Play, IGN, IEAA, Spacey Awards, Nintendo
Power Awards of 2006, and many more. This is truly another timeless
classic that deserves its place among the stars with Ocarina of Time
and Majora's Mask.