The Legend Of Zelda Twilight Princess Wii
The Legend of Zelda: Twilight Princess | |
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Developer(s) | Nintendo EAD |
Publisher(southward) | Nintendo |
Managing director(s) | Eiji Aonuma |
Producer(s) | Shigeru Miyamoto |
Artist(southward) |
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Writer(s) |
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Composer(s) |
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Series | The Legend of Zelda |
Platform(s) |
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Release | Wii
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Genre(s) | Action-adventure |
Way(s) | Single-player |
The Legend of Zelda: Twilight Princess [a] is a 2006 action-adventure game adult and published past Nintendo for the GameCube and Wii dwelling video game consoles. Originally planned for release exclusively on the GameCube in November 2005, Twilight Princess was delayed past Nintendo to allow its developers to refine the game, add together more content, and port information technology to the Wii.[4] The Wii version was a launch game in North America in November 2006, and in Nihon, Europe, and Commonwealth of australia the post-obit month. The GameCube version also released in December 2006 every bit the final get-go-party game for the console.[5] [b]
The story focuses on series protagonist Link, who tries to foreclose Hyrule from being engulfed by a corrupted parallel dimension known equally the Twilight Realm. To do so, he takes the form of both a Hylian and a wolf, and he is assisted by a mysterious fauna named Midna. The game takes place hundreds of years afterward Ocarina of Time and between Majora's Mask and Four Swords Adventures, in an alternating timeline from The Wind Waker.[6]
Twilight Princess was critically acclaimed upon its release, received numerous game of the year awards, and has been called one of the greatest games of all time. By 2015, it had sold viii.85 million copies worldwide, making it the best-selling Zelda game until being overtaken past Breath of the Wild in Apr 2018.[seven] In 2011, the Wii version was rereleased under the Nintendo Selects label. A high-definition remaster for the Wii U, The Legend of Zelda: Twilight Princess HD, was released in March 2016.[8]
Gameplay [edit]
The Legend of Zelda: Twilight Princess is an action-adventure game focused on combat, exploration, and puzzle-solving. It uses the basic control scheme introduced in Ocarina of Time, including context-sensitive action buttons and L-targeting (Z-targeting on the Wii),[9] a system that allows the player to go along Link's view focused on an enemy or important object while moving and attacking. Link can walk, run, and attack, and he will automatically leap when running off of or reaching for a ledge.[c] Link uses a sword and shield in combat, complemented with secondary weapons and items, including a bow and arrows, a boomerang, and bombs.[d] While L-targeting, projectile-based weapons tin can be fired at a target without the need for manual aiming.[c]
The context-sensitive button mechanic allows one button to serve a variety of functions, such as talking, opening doors, and pushing, pulling, and throwing objects.[e] The on-screen brandish shows what action, if whatever, the button will trigger, determined by the situation. For example, if Link is holding a rock, the context-sensitive push button will crusade Link to throw the rock if he is moving or targeting an object or enemy, or place the rock on the ground if he is standing all the same.[f]
The GameCube and Wii versions feature several modest differences in their controls. The Wii version of the game makes apply of the movement sensors and built-in speaker of the Wii Remote. The speaker emits the sounds of a bowstring when shooting an arrow, Midna's laugh when she gives advice to Link, and the series' trademark "chinkle" when discovering secrets. The player controls Link's sword by swinging the Wii Remote. Other attacks are triggered using similar gestures with the Nunchuk. Unique to the GameCube version is the ability for the player to control the camera freely, without entering a special "lookaround" mode required by the Wii; however, in the GameCube version, only two of Link's secondary weapons can exist equipped at a time, equally opposed to four in the Wii version.[grand]
The game features nine dungeons—large, contained areas where Link battles enemies, collects items, and solves puzzles. Link navigates these dungeons and fights a boss at the stop in order to obtain an item or otherwise advance the plot. The dungeons are connected past a large overworld, beyond which Link can travel on pes; on his horse, Epona; or by teleporting with Midna'due south assistance.[10]
When Link enters the Twilight Realm, the void that corrupts parts of Hyrule, he transforms into a wolf.[h] He is eventually able to transform between his Hylian and wolf forms at will. Every bit a wolf, Link loses the power to use his sword, shield, or any secondary items; he instead attacks by biting and defends primarily by dodging attacks. Yet, "Wolf Link" gains several key advantages in render—he moves faster than he does as a human (though riding Epona is however faster), digs holes to create new passages and uncover buried items, and has improved senses, including the ability to follow scent trails.[i] On his back, he also carries Midna, a pocket-sized imp-similar animal who gives him hints, uses an energy field to attack enemies, helps him leap long distances, and eventually allows him to "warp" to any of several preset locations throughout the overworld.[j] Using Link's wolf senses, the player tin see and listen to the wandering spirits of those affected past the Twilight, every bit well as chase for enemy ghosts named Poes.[k]
The bogus intelligence (AI) of enemies in Twilight Princess is more advanced than that of enemies in The Wind Waker. Enemies react to defeated companions and to arrows or slingshot pellets that pass by, and they can detect Link from a greater distance than was possible in previous games.[eleven]
Plot [edit]
The game begins with a teenage boy named Link, who works as a ranch mitt in Ordon Village. One day, Bulblins have abroad the hamlet's children. Link pursues and encounters a wall of Twilight. A Twilight monster pulls him beyond the wall into the Twilight-shrouded wood, where he is transformed into a wolf and imprisoned. Link is soon freed by a beast named Midna, who offers to assist him if he obeys her unconditionally. She guides him to Princess Zelda, who explains that Zant, the Magician/Usurper King of the Twili, invaded Hyrule Castle and forced her to surrender. The kingdom became enveloped in Twilight, turning all its inhabitants besides Link and Zelda into invisible spirits.[12] To save Hyrule, Link, aided by Midna, must first revive the Lite Spirits past inbound the Twilight-covered regions and recovering the Spirits' calorie-free from the Twilight beings that had stolen it. In one case revitalized, each Spirit returns Link to his Hylian class and informs Link and Midna of the subconscious location of a Fused Shadow, one of the fragments of a powerful relic that will have to be used to friction match Zant's ability to defeat him. During this time, the ghost of a departed swordsman, the Hero's Shade, likewise appears to provide swordsmanship training he had failed to pass on before his untimely decease, as well as information regarding Link's destiny in Hyrule.
During his journey, Link also finds Ordon Village's children and assists the monkeys of Faron, the Gorons of Eldin, and the Zoras of Lanayru. After restoring the Light Spirits and obtaining the Fused Shadows, Link and Midna are ambushed by Zant, who takes abroad the fragments. Midna calls him out for abusing his tribe's magic, but Zant reveals that his power comes from another source, and he uses it to trap Link in his wolf land. Failing to persuade Midna into joining forces with him, Zant attempts to dispose of her by exposing her to the light of Lanayru's light spirit. Bringing a dying Midna to Zelda, Link learns from her that he needs the Primary Sword to remove Zant's expletive and she proceeds to sacrifice herself to heal Midna, vanishing mysteriously. Moved past Zelda'due south deed of selflessness, Midna starts to care more about Link and the fate of his world.[13]
After gaining the Master Sword, Link is cleansed of the curse that kept him in wolf form. Deep inside the Gerudo Desert, Link and Midna search for the Mirror of Twilight, the only known gateway between Hyrule and the Twilight Realm, just discover that information technology is broken.[14] The Sages there explain that Zant tried to destroy it, simply only managed to shatter it into fragments; only the truthful ruler of the Twili can completely destroy the mirror.[xv] They too relate that they once used it to banish Ganondorf, the Gerudo leader who attempted to steal the Triforce, to the Twilight Realm afterward failing to execute him. Link and Midna set out to think the missing shards of the mirror. Once it has been fully restored, the Sages reveal to Link that Midna is actually the true ruler of the Twili, usurped and cursed into her current course by Zant.[16] Confronting Zant, Link and Midna learn that he forged a pact with Ganondorf, who asked for his assistance in subjugating Hyrule. Subsequently Link defeats Zant, Midna recovers the Fused Shadows and destroys Zant after learning that only Ganondorf's defeat tin release her from her curse.
Returning to Hyrule, Link and Midna find Ganondorf in Hyrule Castle, with a lifeless Zelda suspended above him. Ganondorf fights Link by possessing Zelda and then transforming into a gigantic boar-like beast, but Link defeats him, and the power Midna received from Zelda is able to resuscitate her. Ganondorf revives, and Midna teleports Link and Zelda outside the castle so she tin can hold him off with the Fused Shadows. All the same, every bit Hyrule Castle collapses, Ganondorf emerges from it victorious, burdensome the Fused Shadow piece that Midna wore on her head, and pursues Link on horseback. Assisted by Zelda and the Light Spirits, Link somewhen knocks Ganondorf off his horse and duels him on pes earlier finishing him off with the Principal Sword. With Ganondorf defeated, the Light Spirits revive Midna and restore her to her truthful form. After bidding bye to Link and Zelda, Midna returns habitation and destroys the Mirror of Twilight, ultimately severing the link betwixt Hyrule and the Twilight Realm.[17] As Hyrule Castle is rebuilt, Link leaves Ordon Village, heading to parts unknown.
Evolution [edit]
Creation [edit]
In 2003, Nintendo announced that a new The Legend of Zelda game was in the works for the GameCube[18] past the same team that had created the cel-shaded The Current of air Waker.[19] At the post-obit year'southward Game Developers Briefing, director Eiji Aonuma unintentionally revealed that the game's sequel was in development under the working title The Wind Waker 2;[20] it was ready to use a like graphical fashion to that of its predecessor.[21] Nintendo of America told Aonuma that North American sales of The Wind Waker were sluggish considering its cartoon advent created the impression that the game was designed for a young audition. Concerned that the sequel would have the same trouble, Aonuma expressed to producer Shigeru Miyamoto that he wanted to create a realistic Zelda game that would entreatment to the North American market. Miyamoto, hesitant about solely irresolute the game's presentation, suggested the team's focus should instead exist on coming up with gameplay innovations. He advised that Aonuma should commencement by doing what could not exist done in Ocarina of Fourth dimension, particularly horseback combat.[l] Early evolution of what would become Twilight Princess began and special care was taken to improve the realism of the horseriding, with lead character designer Keisuke Nishimori riding a horse for himself to feel what it was like.[22]
Just equally the original Legend of Zelda game was inspired by J. R. R. Tolkien'due south The Lord of the Rings novels,[23] [24] the aesthetic of Twilight Princess was inspired by the Lord of the Rings films as they had just come out and were very popular at the time.[25] The game was developed with having a big convincing world in mind, one with a vast scale to meet the expectation for fantasy worlds that audiences had become accustomed to with the Lord of the Rings.[26]
In iv months, Aonuma'due south squad managed to nowadays realistic horseback riding,[l] which Nintendo subsequently revealed to the public with a trailer at Electronic Entertainment Expo 2004 and was met with enormous praise. The game was scheduled to be released the adjacent year and was no longer a follow-up to The Air current Waker;[27] a true sequel to it was released for the Nintendo DS in 2007, in the form of Phantom Hourglass. Miyamoto explained in interviews that the graphical style was chosen to satisfy need and that information technology better fit the theme of an older incarnation of Link.[28] The game runs on a modified The Wind Waker engine.[29]
Prior Zelda games have employed a theme of two dissever, yet connected, worlds. In A Link to the By, Link travels between a "Calorie-free Globe" and a "Night Globe"; in Ocarina of Fourth dimension, as well as in Oracle of Ages, Link travels betwixt two different time periods. The Zelda team sought to reuse this motif in the series' latest installment. It was suggested that Link transform into a wolf, much similar he metamorphoses into a rabbit in the Dark Globe of A Link to the Past.[chiliad] The concept for Link to transform into a wolf and its surrounding narrative elements came from a dream that Aonuma had while overseas on a business trip. He dreamt that he was a wolf, locked inside a cage, and, after he woke up, he was dislocated and disoriented and it took a while for him to remember where he was.[22] The story of the game was created past Aonuma, and information technology later underwent several changes by scenario writers Mitsuhiro Takano and Aya Kyogoku.[1] [2] Takano created the script for the story scenes,[1] while Kyogoku and Takayuki Ikkaku handled the bodily in-game script.[30] Originally, Link was planned to be a wolf from the game's start to frankly contrast the Ocarina of Time formula, but this was changed so that new players could be eased into Zelda's traditional gameplay and narrative formula. The narrative premise in the story regarding the children of Ordon village getting kidnapped was an instance of the game featuring darker story elements than any past iteration.[22]
From a gameplay perspective, the "twilight globe" portions of the game were vaguely inspired by the fact that prior Zelda games had e'er distinctively separated its dungeons from its overworld. It was wondered what the result would exist if y'all took a traditional Zelda dungeon and put it inside the open world instead. This resulted in the hunt for tears of light the player partakes in when in the twilight covered world. Regarding the atmosphere of the Twilight covered Hyrule, also equally the Twilight Realm dungeon later in the game, the intent was to make players feel uncomfortable, however special care was taken to ensure that this was balanced correct, and so that it did not brand the player so uncomfortable that they did non desire to progress further or could not savour the experience.[22]
Aonuma left his team working on the new idea while he produced The Minish Cap for the Game Male child Accelerate. When he returned, he found the Twilight Princess team struggling. Emphasis on the parallel worlds and the wolf transformation had made Link's character unbelievable. Aonuma likewise felt the gameplay lacked the quotient of innovation found in Phantom Hourglass, which was beingness developed with affect controls for the Nintendo DS. At the same fourth dimension, the Wii was nether development with the code proper noun "Revolution". Miyamoto idea that the Revolution's pointing device, the Wii Remote, was well suited for aiming arrows in Zelda, and he suggested that Aonuma consider using information technology.[n]
Wii transition [edit]
Aonuma had anticipated creating a Zelda game for what would subsequently be for the Wii, but had assumed that he would need to consummate Twilight Princess offset. His team began work developing a pointing-based interface for the bow and pointer, and Aonuma establish that aiming directly at the screen gave the game a new feel, but similar the DS control scheme for Phantom Hourglass. Aonuma felt confident this was the simply way to go on, simply worried about consumers who had been anticipating a GameCube release. Developing two versions would mean delaying the previously announced 2005 release, yet disappointing the consumer. Satoru Iwata felt that having both versions would satisfy users in the end, even though they would have to expect for the finished product. Aonuma and then started working on both versions in parallel.[o]
Transferring GameCube development to the Wii was relatively simple, since the Wii was beingness created to be compatible with the GameCube.[o] At E3 2005, Nintendo released a modest number of Nintendo DS game cards containing a preview trailer for Twilight Princess.[31] They also announced that Zelda would appear on the Wii (then codenamed "Revolution"),[32] but it was non articulate to the media if this meant Twilight Princess or a unlike game.[33]
The squad worked on a Wii control scheme, adapting camera control and the fighting mechanics to the new interface. A prototype was created that used a swinging gesture to command the sword from a first-person viewpoint, but was unable to evidence the variety of Link's movements. When the 3rd-person view was restored, Aonuma idea it felt strange to swing the Wii Remote with the right manus to control the sword in Link's left hand, so the unabridged Wii version map was mirrored.[p] Details virtually Wii controls began to surface in Dec 2005 when British publication NGC Magazine claimed that when a GameCube re-create of Twilight Princess was played on the Revolution, it would requite the thespian the choice of using the Revolution controller.[34] Miyamoto confirmed the Revolution controller-functionality in an interview with Nintendo of Europe[35] and Time reported this shortly after.[36] [37] However, back up for the Wii controller did non make it into the GameCube release. At E3 2006, Nintendo appear that both versions would be bachelor at the Wii launch,[38] and had a playable version of Twilight Princess for the Wii.[p] Later, the GameCube release was pushed back to a month after the launch of the Wii.[39]
Nintendo staff members reported that demo users complained about the difficulty of the control scheme. Aonuma realized that his team had implemented Wii controls under the mindset of "forcing" users to adapt, instead of making the system intuitive and easy to employ. He began rethinking the controls with Miyamoto to focus on comfort and ease.[q] The photographic camera movement was reworked and particular controls were changed to avoid adventitious button presses.[r] In add-on, the new detail arrangement required employ of the button that had previously been used for the sword. To solve this, sword controls were transferred dorsum to gestures—something E3 attendees had commented they would like to see. This reintroduced the trouble of using a right-handed swing to control a left-handed sword attack. The squad did not take enough time before release to rework Link'south character model, so they instead flipped the entire game—everything was made a mirror image.[s] Link was now correct-handed, and references to "east" and "west" were reversed. The GameCube version, however, was left with the original orientation. The Twilight Princess thespian'south guide focuses on the Wii version, simply has a section in the back with mirror-image maps for GameCube users.[t]
Music and audio [edit]
The game'south score was composed by Toru Minegishi and Asuka Ohta, with series regular Koji Kondo serving every bit the sound supervisor.[twoscore] Minegishi took accuse of composition and sound design in Twilight Princess, providing all field and dungeon music.[41] For the trailers, three pieces were written by different composers,[42] two of which were created by Mahito Yokota and Kondo.[43] Michiru Ōshima created orchestral arrangements for the three compositions, later on to exist performed by an ensemble conducted by Taizo Takemoto.[42] Kondo'south piece was called as music for the E3 2005 trailer and for the demo movie after the title screen.[43] Midna has the almost voice acting—her on-screen dialogue is oft accompanied by a babble of pseudo-speech, which was produced by scrambling English phrases sampled by Japanese voice actress Akiko Kōmoto.[44]
Media requests at the trade evidence prompted Kondo to consider using orchestral music for the other tracks in the game as well, a notion reinforced by his preference for live instruments.[42] He originally envisioned a full fifty-person orchestra for activeness sequences and a string quartet for more "lyrical moments",[42] though the final product used sequenced music instead.[10] Kondo after cited the lack of interactivity that comes with orchestral music every bit 1 of the chief reasons for the decision.[43] Both six- and vii-track versions of the game'due south soundtrack were released on November 19, 2006, as function of a Nintendo Power promotion and bundled with replicas of the Principal Sword and the Hylian Shield.[45]
Technical issues [edit]
Following the discovery of a buffer overflow vulnerability in the Wii version of Twilight Princess, an exploit known equally the "Twilight Hack" was adult, assuasive the execution of custom code from a Secure Digital (SD) card on the panel. A specifically designed save file would crusade the game to load unsigned code, which could include Executable and Linkable Format (ELF) programs and homebrew Wii applications.[46] Versions 3.3 and three.4 of the Wii Menu prevented copying exploited save files onto the panel until circumvention methods were discovered,[47] [48] and version 4.0 of the Wii Carte du jour patched the vulnerability.[49]
Wii U version [edit]
The Legend of Zelda: Twilight Princess HD | |
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Developer(due south) |
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Publisher(s) | Nintendo |
Director(due south) | Tomomi Sano |
Producer(south) | Eiji Aonuma |
Developer(s) | Sean O'Sullivan |
Artist(southward) | Paul Court |
Composer(s) |
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Platform(due south) | Wii U |
Release |
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A high-definition remaster of the game, The Legend of Zelda: Twilight Princess Hard disk drive, was developed past Tantalus Media for the Wii U. Announced during a Nintendo Direct presentation on November 12, 2015, it features enhanced graphics and Amiibo functionality.[viii] The game was released in North America and Europe on March 4, 2016; in Australia on March 5, 2016;[l] and in Nippon on March 10, 2016.[51]
The idea for a loftier-definition version of Twilight Princess first originated during the product of The Legend of Zelda: Breath of the Wild. Nintendo experimented with an Hd version of Twilight Princess running on Wii U evolution kits when trying to settle on a graphical mode for the new game.[52] This ultimately led to the production of The Wind Waker HD, whose success encouraged the Zelda team to pursue other high-definition remasters. Later on its release, which was adult internally at Nintendo in only vi months, the Zelda team settled on an HD remaster of Twilight Princess. At the time, nearly of the Zelda team was preoccupied with Jiff of the Wild, so Nintendo sought a partnership with an external development studio, the Commonwealth of australia-based Tantalus Media, to work on Twilight Princess Hd.[53]
Co-ordinate to Eiji Aonuma, who directed the original release and produced Twilight Princess Hard disk, ensuring the remaster would take advantage of the Wii U GamePad was a point of focus early in the championship'south development. The control scheme used in the GameCube version was adapted for the remaster due to similarities between the push layouts of the two consoles' controllers.[53] Aonuma considered underwater gameplay in the remaster significantly improved. Other enhancements include speeding upwards a handful of cutscenes that seemed overly long by modern standards[53] and reducing repetitive gameplay elements, such every bit collecting Tears of Low-cal while in the Twilight Realm.[54] A commitment to "preserving the feel of the original" inspired several pattern decisions, such as keeping the frame rate at thirty frames per second.[53] Tomomi Sano, the assistant director of the Wii U version, noted the degree of refinement the graphics would receive required much consideration: "When we created more than precise models of objects to go with the higher resolution, we constitute that everything was too clear and we lost that soft and delicate temper that you lot get in particular at twilight or with the light in a wood."[53]
Certain bundles of the game contain a Wolf Link Amiibo figurine, which unlocks a Wii U-sectional dungeon called the "Cave of Shadows"[55] and can carry information over to The Legend of Zelda: Breath of the Wild.[56] In the Cave of Shadows, Link fights waves of enemies while restricted to his wolf form.[55] Comparable to the optional "Cave of Ordeals" present in the original release, opportunities to recover wellness during the trial are sparse.[57] Other Zelda-related Amiibo figurines accept distinct functions: Link and Toon Link replenish arrows, Zelda and Sheik restore Link's health, and Ganondorf causes Link to accept twice as much harm.[55] A CD containing 20 musical selections from the game was available as a GameStop preorder bonus in Northward America; it is included with the limited-edition bundle in other regions.[58] A three-disc original soundtrack consisting of 108 pieces from the game was released in Japan in July 2016.[59]
Reception [edit]
Reviews [edit]
Twilight Princess was released to critical acclaim and commercial success. It received perfect scores from major publications such every bit 1UP.com,[62] Computer and Video Games,[65] Electronic Gaming Monthly,[67] Game Informer,[69] GamesRadar [73] and GameSpy.[74] On the review aggregator Metacritic, Twilight Princess holds scores of 95/100 for the Wii version and 96/100 for the GameCube version, indicating "universal acclaim".[sixty] [61] It is the highest-rated game of 2006 on Metacritic.[81] GameTrailers in their review called it one of the greatest games ever created.[82]
On release, Twilight Princess was considered to exist the greatest Zelda game ever made past many critics including writers for 1UP.com,[62] Computer and Video Games,[65] Electronic Gaming Monthly,[67] Game Informer,[69] GamesRadar,[73] IGN [10] and The Washington Post.[83] Game Informer called information technology "so creative that information technology rivals the best that Hollywood has to offer".[69] GamesRadar praised Twilight Princess as "a game that deserves nothing but the absolute highest recommendation".[73] Cubed3 hailed Twilight Princess as "the single greatest videogame feel".[84] Twilight Princess ' graphics were praised for the art style and blitheness, although the game was designed for the GameCube, which is technically lacking compared to the side by side generation consoles. Both IGN and GameSpy pointed out the existence of blurry textures and low-resolution characters.[ten] [74] Despite these complaints, Estimator and Video Games felt the game's temper was superior to that of whatever previous Zelda game and regarded Twilight Princess ' Hyrule every bit the best version ever created.[65] PALGN praised the game'southward cine, noting that "the cutscenes are the all-time always in Zelda games".[85] Regarding the Wii version, GameSpot 'south Jeff Gerstmann said the Wii controls felt "tacked-on",[71] although 1UP.com said the remote-swinging sword attacks were "the most impressive in the entire series".[62] Gaming Nexus considered Twilight Princess ' soundtrack to be the all-time of this generation,[86] though IGN criticized its MIDI-formatted songs for defective "the punch and crispness" of their orchestrated counterparts.[10]
Awards [edit]
Twilight Princess received the awards for All-time Artistic Blueprint,[87] Best Original Score,[88] and Best Use of Sound[89] from IGN for its GameCube version. Both IGN and Nintendo Power gave Twilight Princess the awards for Best Graphics[90] [91] [92] and Best Story.[92] [93] [94] Information technology also received the 2007 laurels for "Outstanding Accomplishment in Story and Character Development" from the Academy of Interactive Arts & Sciences.[95] Twilight Princess received Game of the Year awards from GameTrailers,[96] 1UP.com,[97] Electronic Gaming Monthly,[98] Game Informer,[99] GamesRadar,[100] GameSpy,[101] Spacey Awards,[102] 10-Play [103] and Nintendo Power.[92] It was besides given awards for Best Adventure Game from the Game Critics Awards,[104] X-Play,[103] IGN,[105] [106] GameTrailers,[107] 1UP.com,[97] and Nintendo Ability.[92] The game was considered the Best Console Game past the Game Critics Awards[104] and GameSpy.[101] The game placed 16th in Official Nintendo Magazine 's list of the 100 Greatest Nintendo Games of All Time.[108] IGN ranked the game as the 4th-best Wii game.[109] Nintendo Ability ranked the game equally the 3rd-best game to exist released on a Nintendo organization in the 2000s decade.[110]
Sales [edit]
In North America, the game was sold with three of every four Wii purchases during its commencement week.[111] The Wii version sold 412,000 copies in the United States during Nov 2006, representing 87% of Wii launch sales that month, the highest adhere rate for a launch game since Super Mario 64 launched with the Nintendo 64 in 1996.[112] Information technology went on to become America's fifth best-selling game of 2006 with ane.5 million copies sold for the Wii and GameCube in the US that year.[113] In the United Kingdom, the Wii version received a Platinum sales award from the Entertainment and Leisure Software Publishers Clan (ELSPA),[114] indicating sales of at least 300,000 copies in the UK.[115]
The game had sold five.82 million copies on the Wii every bit of March 31, 2011[update],[116] and 1.32 1000000 on the GameCube equally of March 31, 2007[update].[117] Every bit of September 30, 2015[update], the game had sold 8.85 million copies worldwide across both platforms,[118] making it the best-selling unmarried championship in the series until it was surpassed by The Legend of Zelda: Breath of the Wild (2017).[119]
Twilight Princess Hd [edit]
Twilight Princess HD holds a score of 86/100 at the review aggregator Metacritic, indicating "generally favorable" reviews.[120] The title received the Nintendo Game of the Twelvemonth accolade at the Golden Joystick Awards in November 2016.[121]
The remaster sold 52,282 copies during its first week of release in Japan, which placed it at second place in the video game sales charts.[122] The following week, it came in at number 9 on the charts, selling an additional 7,705 copies.[123] Past comparing, 30,264 copies of The Wind Waker Hd were sold in its outset week in Japan.[124] In the first week of Twilight Princess HD 's United Kingdom release, the remaster was the second best-selling game and the best-selling game released for a unmarried platform in the country.[125] Twilight Princess HD 's sales dropped 84% in its second week in the U.K., making information technology the ninth all-time-selling game in the land.[126] In the United States, it was the third best-selling game sold in brick-and-mortar retailers throughout March 2016, according to marketplace-research firm The NPD Grouping.[127]
Legacy [edit]
A manga serial based on Twilight Princess, penned and illustrated past Akira Himekawa, was kickoff released in Japan on February eight, 2016 and ran until January thirty, 2022. The serial is available solely via publisher Shogakukan's MangaOne mobile awarding. While the manga accommodation began almost ten years later the initial release of the game on which information technology is based, it launched only a month before the release of the loftier-definition remake.[128] Viz Media began releasing an English localization of the serial in 2017.[129]
To commemorate the launch of the My Nintendo loyalty program in March 2016, Nintendo released My Nintendo Picross: The Legend of Zelda: Twilight Princess, a Picross puzzle game adult past Jupiter for download to the Nintendo 3DS.[130] [131]
Midna; in both her imp and Twili forms, Zant, and NPC grapheme Agitha, all appeared equally playable warriors in the Zelda crossover championship Hyrule Warriors and its various iterations.[132] Since the release of Hyrule Warriors, Agitha has been recognised every bit a "main character" of Twilight Princess.[133]
See also [edit]
- Link's Crossbow Training, a 2007 shooting video game created for the Wii Zapper, using the world and avails of Twilight Princess
Notes [edit]
- ^ Known in Japan as Zelda no Densetsu: Twilight Princess (Japanese: ゼルダの伝説 トワイライトプリンセス, Hepburn: Zeruda no Densetsu: Towairaito Purinsesu ).
- ^ Aonuma 2007, Eiji Aonuma's GDC 2007 Presentation
- ^ a b Pelland 2006, p. twenty
- ^ Pelland 2006, pp. 22–23
- ^ Pelland 2006, p. 22
- ^ Pelland 2006, p. 12
- ^ Pelland 2006, p. 168
- ^ Pelland 2006, p. 35
- ^ Pelland 2006, pp. 17–20
- ^ Pelland 2006, p. 21
- ^ Pelland 2006, p. 153
- ^ a b Aonuma 2007, The fate of Wind Waker 2
- ^ Aonuma 2007, A lupine direction and Minish Cap
- ^ Aonuma 2007, E3 2005 and 120% Zelda
- ^ a b Aonuma 2007, A Revolutionary idea
- ^ a b Aonuma 2007, The first endeavour at Wii control
- ^ Aonuma 2007, E3 2006 lesson
- ^ Aonuma 2007, Camera and item controls
- ^ Aonuma 2007, Sword controls
- ^ Pelland 2006, pp. 170–191
References [edit]
- Aonuma, Eiji (March 2007). The Fable of Zelda: Twilight Reflections in the Hourglass (Speech). Game Developers Conference. Archived from the original on April twenty, 2014. Retrieved September 12, 2008 – via Nintendo Globe Report.
- Pelland, Scott, ed. (November 19, 2006). Official Nintendo Power The Fable of Zelda: Twilight Princess Histrion'south Guide. Nintendo. ISBN1-59812-004-2.
- ^ a b c "Iwata Asks : The Legend of Zelda: Twilight Princess : Like Trying to Mold Clay". Iwata Asks. Nintendo. Nov 2006. Archived from the original on July 25, 2015. Retrieved April 6, 2015.
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Midna: Poor matter, he has no thought where this is or what's happened... So, don't you think yous should explain to him what you've managed to practice? You owe him that much... ...Twilight Princess! Eee hee! [...] / Zelda: Listen advisedly... This was once the land where the ability of the gods was said to slumber. This was once the kingdom of Hyrule. But that blest kingdom has been transformed past the king that rules the twilight... Information technology has been turned into a globe of shadows, ruled by creatures who shun the light. [...] Twilight covered Hyrule like a shroud, and without light, the people became as spirits. Within the twilight, they live on, unaware that they have passed into spirit forms... All the people know now is fear... Fright of a nameless evil... The kingdom succumbed to twilight, just I remain its princess... I am Zelda.
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Midna: Princess... I take one terminal request... Can you tell him...where to notice the Mirror of Twilight? [Zelda gasps] [...] / Zelda: Midna... I believe I sympathize at present just who and what you are... Despite your mortal injuries, y'all act in our stead... These dark times are the effect of our deeds, still information technology is you who have reaped the penalty. Accept this now, Midna. I pass it to you... [...] / Midna: No! Link! STOP HER! [...] We get back, Link! Dorsum to the Faron Woods! [...] [to herself] Zelda...I've taken all that yous had to give...though I did non want it.
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Midna: Hey, but listen, Link... I've got a little favor to ask... Would you heed coming with me to find something chosen the Mirror of Twilight? It'southward hidden somewhere in Hyrule... Yes, the Mirror of Twilight... Our last potential link to Zant!
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Sages: Simply the true leader of the Twili can utterly destroy the Mirror of Twilight...so Zant could merely suspension it into pieces.
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Sages: [to Midna] I hope you can observe it in yourself to forgive our abandon... O Twilight Princess.
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Midna: Thank you... Well, the princess spoke truly: as long as that mirror'south effectually, we could meet over again... Link... I... See y'all afterwards...
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External links [edit]
- Official website
The Legend Of Zelda Twilight Princess Wii,
Source: https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Twilight_Princess
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