Twilight Princess
Ho boy, do I have history with this one. So I don't believe I had a ton of Wind Waker experience at the time Twilight Princess was announced, but I was never in the boat of "it looks kiddie, so it sucks." However, that didn't stop me from freaking out when the first images of Twilight Princess surfaced, and we got a look at that awesome graphical style. This was the very first Zelda game I'd followed from launch until release, and actually, only one of three; I didn't follow the Spirit Tracks hype train, pun not intended, but I'll get to that in that chronicle. Though with A Link Between Worlds, soon to be four and I'm off-topic.
So any image, any trailer, any piece of footage I could scour off the internet, I saved and looked at in my spare time. I think I was a little too devoted to waiting for this game's release, which lasted two years. I even remember telling myself "The Wait of Two Years is over" like it was some big event or something when the game finally came out. And when I finally held that case in my hands, I felt... anticlimactic. Little did I know why until after I'd beaten it and looked back on those images and trailers till I learned why:
This was not the game I'd been waiting for.
In the past, I've spoken about my disappointment in the game, because so much of the beta content that was being shown to the public just didn't match up with the final product. What I was waiting to see, I never got to see. That was a big disappointment to me, but it also wasn't fair to Twilight Princess. Looking at it from another angle, I didn't realize these differences while I was playing the game at all, so that counts for something, right? And recently I was finally able to detach my expectations of the game from the game itself, and my experience with Twilight Princess benefited greatly from that.
But what about the game itself? Well, let's begin.
I liked Wind Waker for showing us a slice of Link's home life. Twilight Princess takes us above and beyond, really letting us get to control Link and live out his life as a ranch hand before he's inevitably thrust into adventure. You get plenty of time to meet the villagers, especially the excitable children, who all have their distinct personalities and quirks. I've heard some people complain about this being a slow start, but I liked it. It mixed things up a bit, which is a neat little change. Don't worry, I'm not about to recount the entire thing like I've tended to in the past, I'm getting to the rest of it quickly.
What's interesting to note is that Twilight Princess isn't one to grant you open world freedom very quickly. I guess the series has been sorta leaning this way for a while, but I played Twilight Princess before most of the "linear" ones, and I suppose I'm just used to being quickly thrust into wide-open gameplay (though with a strong nudging in a certain direction) in all the 3D titles up to this point. But Twilight Princess really does thrust you on a linear path throughout much of the game, until the overworld finally opens up completely. I suppose that, thanks to the overworld's incredible size, it's a bit forgivable, since each area you're made to explore is a fairly good size and requires its own exploration to pass. It's still pretty different, though.
But the overworld itself? My goddesses, this is a beautiful place. It's so large, it's so expansive, there's tons of secrets to explore... this is the epitome of overworlds in the 3D Zelda games. I feel it's only surmounted by A Link to the Past's overworld, because of the latter's better use of secrets and hidden tunnels. I'd definitely have to say Twilight Princess's is more gorgeous and expansive though, and I'd gladly take either overworld without hesitation. Thankfully, you get your horse relatively early so you're never forced to traverse the world on foot, except a small part of it after the first dungeon.
And the horse? Such an improvement over Ocarina of Time and Majora's Mask, such a welcome return. Sure, the horse sometime has its problems with sensitivity issues, but nowhere near as bad as the N64 games. Besides, it more than makes up for it by making it far more intuitive, letting you use several items on horseback, including the sword! Which is about time. One of the most excellent parts of the game is a big horseback battle in the fields against the Bulblins and their king, who's kidnapped the boy Colin from the village. It's very satisfying and I wish there'd been more segments like that in the game, or at least they had postponed it until later. But story-wise, they couldn't have, so it's a tough spot there. The only downfall to the horse is you'll have to find her yourself where you left her to get back on her, or find "horse grass" to call her. You get a horse call item, but it comes way too late in the game to be useful. Thankfully, these are the only downfalls.
The game also has quite the fantastic dungeons. They're large, massive, well-designed, and offer interesting takes on familiar themes. In the Forest Temple, you rescue monkeys who help you cross gaps in the level. In the Goron Mines, you walk on magnetized walls and ceilings with the Iron Boots, which is admittedly quite lengthy and tedious. In the Lakebed Temple, you... change water levels but in a different way, and they open new areas based on how you direct the flow. Snowpeak Ruins is an ice level inside an ancient mansion. Those are just a few samples, but then it also throws new stuff at you, like my personal favorite dungeon, City in the Sky. Unfortunately, these aren't all amazing; the Temple of Time, while by no means a bad dungeon, just wasn't that interesting, and instead of a final dungeon/minidungeon, we get two final minidungeons instead in the Palace of Twilight and Hyrule Castle. A good parallel, perhaps, but neither are very challenging. Hyrule Castle does manage to get a climactic feel about it. Palace of Twilight... has really annoying hands that chase you as you carry a needed object back to the start and they can go die.
Might as well touch on bosses quick. They're... alright. They're all pretty simple and predictable, and the second and third bosses are pushovers. Heck, the second boss, Fyrus, is my nomination for most pathetic boss in the entire series. Excluding Zelda 1 bosses that is. Stallord and Argorok, however, shine as particularly amazing bosses, Stallord being a new and fun fight, Argorok being pretty awesome with its atmosphere, scenery, and adrenaline. Zant pulls off a good fight as well, and the four-part Ganon fight... well, it's mostly easy, but it's still impressive.
Speaking of... time to start getting to things I can't praise. Starting with the story. The story... it has its moments, and good characters, and good character development, but the final package just doesn't come together very well in my opinion. Zant seems poised to be a fantastic, original new villain, when suddenly he's only a pawn for Ganondorf. Shocker. The Twili race just never were interesting, and they looked and sounded weird. Not in a good way, either. And don't get me started on the Oocca... I'm chalking up every in-game "legend" attributed to them as "unreliable oral tradition," because all of these legends about them just make no sense, even after realizing one was a mistranslation. If they were so special, how come they never popped up nor were referenced again? Twilight Princess, while it has its bright moments, also delivers a ton of duds. Seriously, the Zant insanity thing... I guess I can understand it but it was still a bit over the top. At least Ganondorf was badass as all get out.
And the helper, Midna... Well, after Ezlo, no one else is bad anymore. Okay, so I can't say that until I've finished the series again, but Midna was less annoying to me than she was before. She has her moments, but her dialogue is true to her character, so it's more or less excusable. I only take issue with some of her more pointless comments, or her annoying pauses between text boxes. Those I couldn't stand. As a helper, not so great, but no Ezlo by any means. As a character... her development is actually quite strong, though the transition from her imp form to her normal form is... jarring and unrecognizable, though I suppose that's the point.
And the music... Twilight Princess has a few good tracks, but mostly it falls short. I get tired of hearing the same theme recycled over and over throughout the game, and to make matters worse, the songs have some of the worst instrumentation in the series. It just... doesn't seem right and comes off as cheap imitation orchestration trying too hard to sound triumphant. Not all the time, it works well with some songs, but a lot of the time, it just... makes me wish they'd actually gone full orchestration for the soundtrack, rather than this cheap crap. Clearly you can imagine my joy when Skyward Sword went with a full orchestrated soundtrack, and now A Link Between Worlds is following its example. The old synth sounds had their charm in the past, but if anything, Twilight Princess proved they were dying out and needed to be replaced. As for the songs, the game had some good ones, but it honestly kind of falls flat overall in the music category. Strong, but not as strong as many others in the series.
Oh, and the howling songs. My poor ears.
What else Twilight Princess did for the series... Well, it came equipped with a fantastic engine, modified from the Wind Waker engine. It feels very smooth and fluid at all times, but it's not flawless. Sometimes, the camera could go a little screwy or make your controls go screwy. Sometimes doors seemed too sensitive and you could only open them if you were standing at just the perfect spot. If you press a button to exit first-person, Link will perform the action attributed to that button, like swing your sword or talk to a person you're looking at. Sometimes you'll trigger something in a dungeon that plays a short cutscene... but enemies don't freeze, and you can find yourself being attacked as soon as the cutscene ends with no way to protect yourself. Link's running animations are weird if he doesn't have his sword out— okay that's nitpicking.
But it also adds a ton of awesome little things to enhance the experience: Dust and dirt crumble from dungeon doors you haven't opened yet, Link sets down the lamp he's holding to open a chest, his tunic turns darker if he gets wet, you can play fetch with dogs, etc. Definitely enhances the atmosphere greatly, and feels more interactive. If you have too many rupees and open a chest with rupees, you'll put them back, a system that should have stayed and been extended to items you find in chests like arrows or bombs; though speaking of rupees, every time you boot up the game and find a blue or yellow rupee on the ground, it plays the message telling you what they are again. What's up with that? And there were probably way too many treasure chests in the game as well... But hey, we got the ability to skip cutscenes, which is good for those who don't want to see them on replay, or want to skip some of the annoying level cutscenes that just take time when you already know what to do. The game's definitely a lot more cinematic than previous games, for better or for worse...
What was really fun was finding the Hidden Skills to expand your sword abilities. These were great ways to improve your abilities and create new methods of attack, and I hope something like this returns in the future. I know The Minish Cap had a similar system, but that was a much simpler system. Still, I had a lot of fun with this aspect.
I guess some final thoughts on negative aspects... it was far too easy, few things damaged you very much. The Postman, who was fairly quick to get rid of, was still an annoyance that interrupted the flow of gameplay; I would have preferred postboxes. The sumo wrestling segments were based on pure luck and probably shouldn't exist. Ooccoo was kind of useless as an item and sometimes showed up way too late to be useful anyway, and was very underdeveloped as a character as well.
All this time and I hardly talked about the wolf yet. I honestly liked it, it was new and shook up gameplay. I liked the bug-hunting segments, it was fun and you got to see and learn more about the world while you did so, which enhanced the atmosphere. In fact, I love how the game was so jam-packed with action that kept you on your toes... almost the entire way through. The adventure aspect is kind of lessened after dungeon four, though picks back up before dungeon seven. Still, it's a great, fun, adventurous game. It has flaws, but what game doesn't? I enjoy it highly, though wish it could have been just a touch more immersive with a better story package and music. Great game, one of the best in the series, and I'm glad I was able to finally appreciate it for what it was.
But the Gamecube version is the only true version.