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Observations after beating Twilight Princess...

Posted: February 5th, 2007, 4:37 am
by Paul Campbell
Well, I delayed it as long as I could, but I finally bit the bullet, stopped the sidequests, and beat Twilight Princess.  Here are a few thoughts I had leading up to and afterwards..

Hyrule castle was a bit on the plain, unimpressive side.  But it is all made up for in the AWESOME, multi-faceted battle with Ganon.  I think maybe they wanted it that way.

I think this is a HUGE step forward for the series when it comes to story and cinematics, especially in the final sequences.

I have been itching to play through Wind Waker again ever since the Sky Temple for some reason.

Maybe I missed alot in the game (most likely), but I almost feel like the game wasn't even big enough to make the most of everything it offered.  There's so many things in the game that I only did when I first learned them, like calling for the bird.  I feel like there were so many great aspects that seemed under used.  Maybe I need to go back and explore some more, which is never boring in this game.

Most of the time, I did not do swinging motions with the Wiimote to swing my sword, I just jiggled it really fast to get as many striked as I could.  It might have been nice to include an option to have another button function as the swing button.  I dunno.

I believe Midna to be one of the deepest and most interesting characters I have ever seen in a video game.  This definitely was the most apparent after I finished the game.

I really feel like I under-used Epona in this game, especially sequences where I am fighting while riding Epona.

Even my wife, who was watching me play most of the time (partially because she loved Wind Waker) thought Zelda was a smokin' hottie in this game, and I have to agree.

I feel like there should have been a few more towns in this game, yet at the same time, too many towns in a game is boring, so it's a delicate middle ground that I think would have been good.

That is all I can think of right now.


Observations after beating Twilight Princess...

Posted: February 5th, 2007, 9:36 am
by Funkmaster V

[QUOTE=Paul Campbell]Even my wife, who was watching me play most of the time (partially because she loved Wind Waker) thought Zelda was a smokin' hottie in this game, and I have to agree.
[/QUOTE]

 

Errr....

 

Vinnie


Observations after beating Twilight Princess...

Posted: February 5th, 2007, 12:38 pm
by RRJ
[QUOTE=Funkmaster V]

[QUOTE=Paul Campbell]Even my wife, who was watching me play most of the time (partially because she loved Wind Waker) thought Zelda was a smokin' hottie in this game, and I have to agree.
[/QUOTE]

 

Errr....

 

Vinnie

[/QUOTE]

Lol, couldn't have said it better myself.

Observations after beating Twilight Princess...

Posted: February 5th, 2007, 12:56 pm
by Paul Campbell


Well, I should say I thought she was a smokin' hottie.  My wife's words were, "Wow.  She's pretty in this one."




Observations after beating Twilight Princess...

Posted: February 5th, 2007, 6:24 pm
by a1

[QUOTE=Paul Campbell]

I have been itching to play through Wind Waker again ever since the Sky Temple for some reason.

[/QUOTE]

I had the exact same urge to play Wind Waker during that temple. I think the trippy music in the temple and the overall look of it were a lot like Wind Waker. Also, those gods that you see after temples were looked like they were ripped right out of Wind Waker.


Observations after beating Twilight Princess...

Posted: February 6th, 2007, 12:36 pm
by john-boy
twilight princess, although an excellent game overall for me, as a Zelda game was hit and miss.

The quality of the temples, both the quality, fun and "zelda atmosphere" varied wildly - the forest temple was amazing, sky temple really average. I think the quality of the temples in Ocarina was better.

I also thought the non-temple part of the game was lacking. Most other Zelda games were really fun when not in the temples - the side-quests, chatting to locals, finding secret rooms and caves. These diversions were cool: when stuck in a temple, just leave and wander around enjoying the game finding clues. I found these parts of the game not so enjoyable this time around.

No Magic? No Great Fairy Fountains. Again, as above, these are part of the Zelda experience. I missed them.

I thought the twilight missions, especially the search for the light tears, was boring. It seemed a way to make the game longer. It wasn't a difficult part of the game, far from it, and it was almost a chore.

The warp mechanic seemed bolted on. Why would those creatures attack you only in a convenient place for you to warp? It didn't feel right.

The Gerudo desert this time around wasn't as good. It didn't feel like an inhospitable wasteland like before.

Not as good as Ocarina. It doesn't have the "magic"


Observations after beating Twilight Princess...

Posted: February 7th, 2007, 6:53 pm
by Steerforth

My observations on Twilight Princess:

 

I would like to see the Zelda series get a lot less linear! This game was in my opinion, way to storyline dependent. People say this is the best Zelda story so far, but is that saying so much? Zelda has great CHARACHTERS, but I think the story is blah. And, storywise, TP is basicly a scene for scene remake of Orcarina, with a few additions and flourishes. One of the great strengths of the original Zelda is the ability to go anywhere you want in the world at anytime. You can go to any dungeon and screw around as much as you are able or care to. That game really gave you a sense of exploration, and I think heavy story line detracts from that. I am also probably in the minority!

 

Great game, great weapons, controls great. I think it is hard to pull a game this big together, and thats why you here people dissapointed that items aren't tied to a great degree to the overworld, later on in the game etc. I have also never been a big fan of the 3 - d Zelda dungeons, but these for the most part were pretty enjoyable. I especially liked the Goron Mines and the Forest Temple. Also the Snowpeak dungeon was very creative and a nice change of pace. I thought the Wolf added a lot, I am glad they axed the magic meter, and learning sword moves was really cool.

 

I can't wait for Phantom Hourglass!


Observations after beating Twilight Princess...

Posted: February 8th, 2007, 2:37 am
by Paul Campbell
[QUOTE=Steerforth]


 One of the great strengths of the original Zelda is the ability to go anywhere you want in the world at anytime. You can go to any dungeon and screw around as much as you are able or care to. That game really gave you a sense of exploration, and I think heavy story line detracts from that.

[/QUOTE]

I am not seeing your point here.  What keeps you from exploring in Twilight Princess?  You can do whatever you want in the dungeons.  I don't see how the story detracts from that.  All it does is gives it some voluntary linearity.  You can wander all the live-long day, and then when you are ready to move on, you can get back into the story and find the next part of the adventure.

Observations after beating Twilight Princess...

Posted: February 8th, 2007, 7:56 am
by Steerforth

You can go to any dungeon you want in LOZ at anytime! You find dungeons by messing around in the overworld. Level 8 is opened by burnig a bush in the middle of nowhere. Granted, you can't beat the game without beating the dungeons below it, and you need the items in earlier dungeons to beat the later ones, but the point is you can do it in any order you would like, and thats up to you to figure out. If TP had used that template, and you found dungeons just by wandering around, I think it would have been a better game. LOZ is wide open from the begining, TP opens up bit by bit, as you push the Twilight Wall back. It is a fundamental difference.   


Observations after beating Twilight Princess...

Posted: February 8th, 2007, 10:50 am
by john-boy
I think the problem is that with Twilight Princess you were "pushed" along (yes you could force yourself to go at your own pace), so the game felt more linear than previous Zeldas.

Although previous Zeldas were probably just as linear in that you had to go through the dungeons in a certain order, they felt less linear because you had to find your way which meant lots of scrabbling around and a real sense of acheivement when you eventually made it to the next dungeon. Which, sadly, Twilight didn't give.

It is an amazing game, and in a few months I will play it through again, but it isn't anywhere near as good as Ocarina. (where were all the famous Zelda side-quests?)