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Wii U Legend Of Zelda Twilight Princess

2006 video game

2006 video game

The Legend of Zelda: Twilight Princess
The game's title is in the center-top. A line runs diagonally through the image; in one section, the series' main protagonist - Link's face is shown. In the other, there is the head of Link's wolf form.

Packaging artwork, featuring Link in his Hylian and wolf forms

Developer(south) Nintendo EAD
Publisher(s) Nintendo
Director(south) Eiji Aonuma
Producer(s) Shigeru Miyamoto
Artist(s)
  • Yusuke Nakano
  • Satoru Takizawa
Writer(southward)
  • Aya Kyogoku
  • Takayuki Ikkaku
  • Mitsuhiro Takano[1]
  • Eiji Aonuma[2]
Composer(south)
  • Toru Minegishi
  • Asuka Ohta
Series The Fable of Zelda
Platform(s)
  • Wii
  • GameCube
  • Nvidia Shield TV[iii]
Release Wii
  • NA: November 19, 2006
  • JP: December 2, 2006
  • AU: December 7, 2006
  • EU: December 8, 2006
GameCube
  • JP: Dec 2, 2006
  • NA: Dec 11, 2006
  • Eu: December xv, 2006
  • AU: December nineteen, 2006
Nvidia Shield TV
  • CHN: December five, 2017
Genre(south) Action-hazard
Mode(s) Single-player

The Legend of Zelda: Twilight Princess [a] is a 2006 action-take a chance game adult and published past Nintendo for the GameCube and Wii home 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 more content, and port it to the Wii.[four] The Wii version was a launch game in Northward America in Nov 2006, and in Japan, Europe, and Commonwealth of australia the post-obit month. The GameCube version also released in Dec 2006 as the final kickoff-party game for the console.[5] [b]

The story focuses on series protagonist Link, who tries to prevent Hyrule from beingness engulfed by a corrupted parallel dimension known as the Twilight Realm. To exercise so, he takes the form of both a Hylian and a wolf, and he is assisted by a mysterious beast named Midna. The game takes identify hundreds of years later Ocarina of Fourth dimension and between Majora's Mask and 4 Swords Adventures, in an alternate timeline from The Air current Waker.[six]

Twilight Princess was critically acclaimed upon its release and received numerous game of the year awards. By 2015, information technology had sold eight.85 million copies worldwide, making it the best-selling Zelda game until being overtaken by Breath of the Wild in April 2018.[7] In 2011, the Wii version was rereleased nether 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]

A boy in a green tunic holds a shield while swinging his sword towards an enemy.

An pointer points at an enemy whom Link is targeting equally he prepares to swing his sword (GameCube version).

The Legend of Zelda: Twilight Princess is an activity-take a chance game focused on combat, exploration, and puzzle-solving. It uses the basic command scheme introduced in Ocarina of Time, including context-sensitive action buttons and Fifty-targeting (Z-targeting on the Wii),[9] a arrangement that allows the thespian to go along Link'due south view focused on an enemy or important object while moving and attacking. Link can walk, run, and assail, and he volition automatically spring 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 Fifty-targeting, projectile-based weapons can be fired at a target without the need for manual aiming.[c]

The context-sensitive push mechanic allows one push to serve a variety of functions, such every bit talking, opening doors, and pushing, pulling, and throwing objects.[e] The on-screen display shows what activity, if whatever, the button will trigger, adamant by the state of affairs. For example, if Link is holding a rock, the context-sensitive button will cause Link to throw the stone if he is moving or targeting an object or enemy, or place the rock on the ground if he is standing still.[f]

The GameCube and Wii versions feature several minor differences in their controls. The Wii version of the game makes utilise of the motion sensors and built-in speaker of the Wii Remote. The speaker emits the sounds of a bowstring when shooting an pointer, Midna's express joy when she gives advice to Link, and the series' trademark "chime" when discovering secrets. The role player controls Link's sword past swinging the Wii Remote. Other attacks are triggered using like gestures with the Nunchuk. Unique to the GameCube version is the ability for the player to command 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 tin can exist equipped at a time, as opposed to four in the Wii version.[g]

The game features nine dungeons—large, contained areas where Link battles enemies, collects items, and solves puzzles. Link navigates these dungeons and fights a dominate at the end in order to obtain an item or otherwise advance the plot. The dungeons are continued by a large overworld, across which Link can travel on foot; 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 betwixt 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 past dodging attacks. Withal, "Wolf Link" gains several key advantages in return—he moves faster than he does every bit a human (though riding Epona is withal 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 minor imp-like creature who gives him hints, uses an energy field to attack enemies, helps him jump long distances, and somewhen allows him to "warp" to whatsoever of several preset locations throughout the overworld.[j] Using Link's wolf senses, the role player can see and listen to the wandering spirits of those affected by the Twilight, as well every bit hunt for enemy ghosts named Poes.[k]

The artificial intelligence (AI) of enemies in Twilight Princess is more than advanced than that of enemies in The Wind Waker. Enemies react to defeated companions and to arrows or slingshot pellets that laissez passer by, and they tin detect Link from a greater altitude than was possible in previous games.[11]

Plot [edit]

The game begins with a teenage boy named Link, who works as a ranch hand in Ordon Village. One twenty-four hour period, Bulblins take away the hamlet's children. Link pursues and encounters a wall of Twilight. A Twilight monster pulls him beyond the wall into the Twilight-shrouded woods, where he is transformed into a wolf and imprisoned. Link is before long freed past a fauna named Midna, who offers to help him if he obeys her unconditionally. She guides him to Princess Zelda, who explains that Zant, the Sorcerer/Usurper King of the Twili, invaded Hyrule Castle and forced her to give up. 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 showtime revive the Light Spirits by entering the Twilight-covered regions and recovering the Spirits' low-cal from the Twilight beings that had stolen it. One time revitalized, each Spirit returns Link to his Hylian form and informs Link and Midna of the hidden location of a Fused Shadow, 1 of the fragments of a powerful relic that volition have to be used to match Zant's power to defeat him. During this fourth dimension, the ghost of a departed swordsman, the Hero's Shade, also appears to provide swordsmanship training he had failed to laissez passer on before his untimely death, as well as information regarding Link'south 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. Subsequently restoring the Lite Spirits and obtaining the Fused Shadows, Link and Midna are ambushed by Zant, who takes away 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 state. Declining to persuade Midna into joining forces with him, Zant attempts to dispose of her by exposing her to the light of Lanayru's calorie-free spirit. Bringing a dying Midna to Zelda, Link learns from her that he needs the Master Sword to remove Zant'southward curse and she proceeds to cede herself to heal Midna, vanishing mysteriously. Moved by Zelda's act of selflessness, Midna starts to care more than virtually Link and the fate of his earth.[13]

Later gaining the Master Sword, Link is cleansed of the curse that kept him in wolf form. Deep within the Gerudo Desert, Link and Midna search for the Mirror of Twilight, the only known gateway betwixt Hyrule and the Twilight Realm, but discover that it is cleaved.[fourteen] The Sages there explain that Zant tried to destroy information technology, just but managed to shatter it into fragments; only the truthful ruler of the Twili can completely destroy the mirror.[15] They also chronicle that they in one case used it to blackball Ganondorf, the Gerudo leader who attempted to steal the Triforce, to the Twilight Realm after failing to execute him. Link and Midna prepare out to retrieve the missing shards of the mirror. Once information technology has been fully restored, the Sages reveal to Link that Midna is really the true ruler of the Twili, usurped and cursed into her current form by Zant.[16] Confronting Zant, Link and Midna learn that he forged a pact with Ganondorf, who asked for his aid in subjugating Hyrule. After Link defeats Zant, Midna recovers the Fused Shadows and destroys Zant after learning that only Ganondorf'southward defeat can release her from her curse.

Returning to Hyrule, Link and Midna detect 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, only 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 then she tin hold him off with the Fused Shadows. However, as Hyrule Castle collapses, Ganondorf emerges from it victorious, crushing the Fused Shadow piece that Midna wore on her head, and pursues Link on horseback. Assisted by Zelda and the Light Spirits, Link eventually knocks Ganondorf off his horse and duels him on foot before finishing him off with the Master Sword. With Ganondorf defeated, the Light Spirits revive Midna and restore her to her true grade. After bidding farewell to Link and Zelda, Midna returns home and destroys the Mirror of Twilight, ultimately severing the link between Hyrule and the Twilight Realm.[17] As Hyrule Castle is rebuilt, Link leaves Ordon Village, heading to parts unknown.

Development [edit]

Cosmos [edit]

A photo of a bespectacled Eiji Aonuma near a microphone

In 2003, Nintendo announced that a new The Legend of Zelda game was in the works for the GameCube[eighteen] past the same team that had created the cel-shaded The Air current Waker.[19] At the post-obit year's Game Developers Conference, director Eiji Aonuma unintentionally revealed that the game'south sequel was in development under the working title The Wind Waker 2;[xx] it was set to utilise a similar graphical fashion to that of its predecessor.[21] Nintendo of America told Aonuma that N American sales of The Air current Waker were sluggish because its drawing appearance created the impression that the game was designed for a immature audience. Concerned that the sequel would have the same problem, Aonuma expressed to producer Shigeru Miyamoto that he wanted to create a realistic Zelda game that would appeal to the North American marketplace. Miyamoto, hesitant about solely changing the game's presentation, suggested the team's focus should instead exist on coming up with gameplay innovations. He advised that Aonuma should start by doing what could not be done in Ocarina of Time, particularly horseback gainsay.[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 experience what it was like.[22]

Just as the original Legend of Zelda game was inspired past J. R. R. Tolkien'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 pop at the time.[25] The game was adult with having a large convincing world in mind, 1 with a vast scale to meet the expectation for fantasy worlds that audiences had get accustomed to with the Lord of the Rings.[26]

In iv months, Aonuma's squad managed to nowadays realistic horseback riding,[l] which Nintendo afterwards 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 next year and was no longer a follow-upward to The Wind 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 way was chosen to satisfy demand and that it 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 separate, yet connected, worlds. In A Link to the By, Link travels between a "Light Earth" and a "Dark World"; in Ocarina of Fourth dimension, as well equally in Oracle of Ages, Link travels between two different time periods. The Zelda team sought to reuse this motif in the serial' latest installment. It was suggested that Link transform into a wolf, much like he metamorphoses into a rabbit in the Dark World of A Link to the Past.[k] 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 muzzle, and, afterwards he woke up, he was confused and disoriented and information technology took a while for him to remember where he was.[22] The story of the game was created by Aonuma, and information technology later on underwent several changes by scenario writers Mitsuhiro Takano and Aya Kyogoku.[ane] [2] Takano created the script for the story scenes,[1] while Kyogoku and Takayuki Ikkaku handled the actual in-game script.[30] Originally, Link was planned to be a wolf from the game's commencement to bluntly contrast the Ocarina of Fourth dimension formula, but this was changed and then that new players could be eased into Zelda'south 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 world" portions of the game were vaguely inspired past 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 you took a traditional Zelda dungeon and put it inside the open up earth instead. This resulted in the hunt for tears of light the player partakes in when in the twilight covered world. Regarding the temper of the Twilight covered Hyrule, as well as the Twilight Realm dungeon subsequently 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 not want to progress farther or could not enjoy the experience.[22]

Aonuma left his team working on the new idea while he produced The Minish Cap for the Game Boy Advance. When he returned, he found the Twilight Princess team struggling. Accent on the parallel worlds and the wolf transformation had made Link'south character unbelievable. Aonuma also felt the gameplay lacked the caliber of innovation establish in Phantom Hourglass, which was being developed with bear upon controls for the Nintendo DS. At the same time, the Wii was under development with the code name "Revolution". Miyamoto thought that the Revolution'south pointing device, the Wii Remote, was well suited for aiming arrows in Zelda, and he suggested that Aonuma consider using information technology.[due north]

Wii transition [edit]

Aonuma had anticipated creating a Zelda game for what would later be for the Wii, but had causeless that he would need to consummate Twilight Princess first. His team began work developing a pointing-based interface for the bow and arrow, and Aonuma found that aiming directly at the screen gave the game a new experience, just like the DS control scheme for Phantom Hourglass. Aonuma felt confident this was the but way to go on, but worried about consumers who had been anticipating a GameCube release. Developing two versions would hateful delaying the previously announced 2005 release, still disappointing the consumer. Satoru Iwata felt that having both versions would satisfy users in the stop, even though they would have to wait for the finished product. Aonuma then started working on both versions in parallel.[o]

Transferring GameCube development to the Wii was relatively elementary, since the Wii was existence created to exist compatible with the GameCube.[o] At E3 2005, Nintendo released a small 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 not clear to the media if this meant Twilight Princess or a dissimilar game.[33]

The team 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 control the sword from a beginning-person viewpoint, but was unable to bear witness the variety of Link's movements. When the third-person view was restored, Aonuma thought it felt strange to swing the Wii Remote with the correct hand to control the sword in Link's left mitt, so the unabridged Wii version map was mirrored.[p] Details about Wii controls began to surface in December 2005 when British publication NGC Mag claimed that when a GameCube copy of Twilight Princess was played on the Revolution, information technology would give the histrion the option of using the Revolution controller.[34] Miyamoto confirmed the Revolution controller-functionality in an interview with Nintendo of Europe[35] and Time reported this presently afterward.[36] [37] However, support for the Wii controller did non make it into the GameCube release. At E3 2006, Nintendo announced that both versions would be available 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 squad had implemented Wii controls under the mindset of "forcing" users to adapt, instead of making the system intuitive and piece of cake to use. He began rethinking the controls with Miyamoto to focus on condolement and ease.[q] The camera movement was reworked and item controls were changed to avoid accidental button presses.[r] In addition, the new item system required use of the button that had previously been used for the sword. To solve this, sword controls were transferred back to gestures—something E3 attendees had commented they would like to see. This reintroduced the problem of using a right-handed swing to control a left-handed sword attack. The team did not have plenty time before release to rework Link's character model, and so they instead flipped the entire game—everything was made a mirror epitome.[southward] Link was now right-handed, and references to "e" and "due west" were reversed. The GameCube version, however, was left with the original orientation. The Twilight Princess player's guide focuses on the Wii version, only has a section in the back with mirror-paradigm maps for GameCube users.[t]

Music and sound [edit]

The game'southward score was composed by Toru Minegishi and Asuka Ohta, with series regular Koji Kondo serving every bit the sound supervisor.[40] Minegishi took charge of limerick and sound design in Twilight Princess, providing all field and dungeon music.[41] For the trailers, three pieces were written past different composers,[42] ii of which were created by Mahito Yokota and Kondo.[43] Michiru Ōshima created orchestral arrangements for the three compositions, afterwards to be performed by an ensemble conducted by Taizo Takemoto.[42] Kondo'southward slice was chosen as music for the E3 2005 trailer and for the demo movie after the title screen.[43] Midna has the most voice acting—her on-screen dialogue is often 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 testify 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 total 50-person orchestra for activeness sequences and a string quartet for more "lyrical moments",[42] though the final product used sequenced music instead.[ten] Kondo after cited the lack of interactivity that comes with orchestral music as one of the main reasons for the conclusion.[43] Both six- and vii-track versions of the game's soundtrack were released on November 19, 2006, as part of a Nintendo Power promotion and bundled with replicas of the Master Sword and the Hylian Shield.[45]

Technical bug [edit]

Following the discovery of a buffer overflow vulnerability in the Wii version of Twilight Princess, an exploit known equally the "Twilight Hack" was developed, allowing the execution of custom lawmaking from a Secure Digital (SD) menu on the panel. A specifically designed salvage file would cause 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 salve files onto the panel until circumvention methods were discovered,[47] [48] and version 4.0 of the Wii Menu patched the vulnerability.[49]

Wii U version [edit]

2016 video game

The Legend of Zelda:
Twilight Princess Hard disk
Developer(south)
  • Tantalus Media
  • Nintendo EPD
Publisher(s) Nintendo
Director(s) Tomomi Sano
Producer(s) Eiji Aonuma
Programmer(southward) Sean O'Sullivan
Artist(s) Paul Courtroom
Composer(s)
  • Toru Minegishi
  • Asuka Ohta
  • Koji Kondo
Platform(south) Wii U
Release
  • NA/Eu: March four, 2016
  • AU: March 5, 2016
  • JP: March x, 2016

A loftier-definition remaster of the game, The Legend of Zelda: Twilight Princess Hard disk, was developed by Tantalus Media for the Wii U. Announced during a Nintendo Direct presentation on Nov 12, 2015, it features enhanced graphics and Amiibo functionality.[8] The game was released in N America and Europe on March 4, 2016; in Australia on March 5, 2016;[l] and in Nippon on March 10, 2016.[51]

The thought for a high-definition version of Twilight Princess commencement originated during the production 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 fashion for the new game.[52] This ultimately led to the production of The Current of air Waker Hard disk drive, whose success encouraged the Zelda team to pursue other loftier-definition remasters. After its release, which was developed internally at Nintendo in only 6 months, the Zelda team settled on an Hard disk drive remaster of Twilight Princess. At the time, most of the Zelda squad was preoccupied with Jiff of the Wild, then Nintendo sought a partnership with an external development studio, the Australia-based Tantalus Media, to piece of work on Twilight Princess Hard disk drive.[53]

According to Eiji Aonuma, who directed the original release and produced Twilight Princess Hard disk drive, ensuring the remaster would accept advantage of the Wii U GamePad was a point of focus early in the title's development. The command scheme used in the GameCube version was adjusted for the remaster due to similarities between the button layouts of the two consoles' controllers.[53] Aonuma considered underwater gameplay in the remaster significantly improved. Other enhancements include speeding up a handful of cutscenes that seemed overly long by modern standards[53] and reducing repetitive gameplay elements, such as collecting Tears of Light while in the Twilight Realm.[54] A delivery to "preserving the experience of the original" inspired several pattern decisions, such every bit keeping the frame rate at 30 frames per second.[53] Tomomi Sano, the assistant director of the Wii U version, noted the caste of refinement the graphics would receive required much consideration: "When nosotros created more than precise models of objects to go with the higher resolution, nosotros found that everything was also clear and nosotros lost that soft and delicate atmosphere that you get in particular at twilight or with the lite in a forest."[53]

Certain bundles of the game contain a Wolf Link Amiibo figurine, which unlocks a Wii U-exclusive dungeon called the "Cave of Shadows"[55] and can carry data over to The Legend of Zelda: Breath of the Wild.[56] In the Cavern of Shadows, Link fights waves of enemies while restricted to his wolf form.[55] Comparable to the optional "Cavern of Ordeals" nowadays in the original release, opportunities to recover health during the trial are thin.[57] Other Zelda-related Amiibo figurines have distinct functions: Link and Toon Link replenish arrows, Zelda and Sheik restore Link'south health, and Ganondorf causes Link to take twice as much damage.[55] A CD containing xx musical selections from the game was bachelor as a GameStop preorder bonus in North America; information technology 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 acclamation and commercial success. It received perfect scores from major publications such as 1UP.com,[62] Estimator 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".[threescore] [61] It is the highest-rated game of 2006 on Metacritic.[81] GameTrailers in their review called it one of the greatest games always created.[82]

On release, Twilight Princess was considered to be the greatest Zelda game always fabricated by many critics including writers for 1UP.com,[62] Computer and Video Games,[65] Electronic Gaming Monthly,[67] Game Informer,[69] GamesRadar,[73] IGN [x] and The Washington Mail service.[83] Game Informer called it "so creative that it rivals the best that Hollywood has to offering".[69] GamesRadar praised Twilight Princess as "a game that deserves nada just the accented highest recommendation".[73] Cubed3 hailed Twilight Princess as "the single greatest videogame experience".[84] Twilight Princess ' graphics were praised for the art style and animation, although the game was designed for the GameCube, which is technically lacking compared to the next generation consoles. Both IGN and GameSpy pointed out the beingness of blurry textures and low-resolution characters.[10] [74] Despite these complaints, Computer and Video Games felt the game's atmosphere was superior to that of any previous Zelda game and regarded Twilight Princess ' Hyrule as the all-time version ever created.[65] PALGN praised the game'south cine, noting that "the cutscenes are the best ever 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 serial".[62] Gaming Nexus considered Twilight Princess ' soundtrack to be the all-time of this generation,[86] though IGN criticized its MIDI-formatted songs for lacking "the dial and crispness" of their orchestrated counterparts.[10]

Awards [edit]

Twilight Princess received the awards for All-time Artistic Design,[87] Best Original Score,[88] and All-time Employ 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 as well received the 2007 award for "Outstanding Achievement in Story and Character Development" from the Academy of Interactive Arts & Sciences.[95] Twilight Princess received Game of the Yr awards from GameTrailers,[96] 1UP.com,[97] Electronic Gaming Monthly,[98] Game Informer,[99] Games Radar,[100] GameSpy,[101] Spacey Awards,[102] X-Play [103] and Nintendo Power.[92] It was likewise given awards for Best Adventure Game from the Game Critics Awards,[104] 10-Play,[103] IGN,[105] [106] GameTrailers,[107] 1UP.com,[97] and Nintendo Power.[92] The game was considered the All-time Console Game by 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 equally the 4th-best Wii game.[109] Nintendo Power ranked the game as the third-best game to be released on a Nintendo organisation in the 2000s decade.[110]

Sales [edit]

In N America, the game was sold with 3 of every 4 Wii purchases during its offset calendar week.[111] The Wii version sold 412,000 copies in the U.s.a. during Nov 2006, representing 87% of Wii launch sales that calendar month, the highest attach charge per unit 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 acknowledged game of 2006 with i.5 million copies sold for the Wii and GameCube in the US that yr.[113] In the United Kingdom, the Wii version received a Platinum sales honor 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 5.82 1000000 copies on the Wii as of March 31, 2011[update],[116] and 1.32 million on the GameCube as of March 31, 2007[update].[117] As of September xxx, 2015[update], the game had sold 8.85 million copies worldwide across both platforms,[118] making information technology the best-selling single championship in the series until information technology was surpassed past The Legend of Zelda: Jiff of the Wild (2017).[119]

Twilight Princess HD [edit]

Twilight Princess Hard disk drive holds a score of 86/100 at the review aggregator Metacritic, indicating "generally favorable" reviews.[120] The title received the Nintendo Game of the Year award at the Golden Joystick Awards in November 2016.[121]

The remaster sold 52,282 copies during its get-go calendar week of release in Nihon, which placed information technology at second place in the video game sales charts.[122] The following week, it came in at number 9 on the charts, selling an boosted vii,705 copies.[123] By comparison, thirty,264 copies of The Wind Waker HD were sold in its first calendar week in Japan.[124] In the first week of Twilight Princess HD 's United Kingdom release, the remaster was the 2d acknowledged game and the best-selling game released for a single platform in the country.[125] Twilight Princess Hard disk drive 'due south sales dropped 84% in its second week in the U.K., making information technology the ninth all-time-selling game in the country.[126] In the U.s., it was the 3rd best-selling game sold in brick-and-mortar retailers throughout March 2016, according to market place-research firm The NPD Group.[127]

Legacy [edit]

A manga serial based on Twilight Princess, penned and illustrated by Akira Himekawa, was beginning released in Japan on February 8, 2016 and ran until Jan xxx, 2022. The series is bachelor solely via publisher Shogakukan's MangaOne mobile application. While the manga adaptation began about ten years after the initial release of the game on which it is based, it launched only a calendar month earlier the release of the high-definition remake.[128] Viz Media began releasing an English localization of the series 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 by Jupiter for download to the Nintendo 3DS.[130] [131]

Midna; in both her imp and Twili forms, Zant, and NPC character Agitha, all appeared as playable warriors in the Zelda crossover championship Hyrule Warriors and its various iterations.[132] Since the release of Hyrule Warriors, Agitha has been recognised as a "main character" of Twilight Princess.[133]

See also [edit]

  • Link'southward Crossbow Preparation, a 2007 shooting video game created for the Wii Zapper, using the world and assets of Twilight Princess

Notes [edit]

  1. ^ Known in Nippon 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 ).
  2. ^ Aonuma 2007, Eiji Aonuma's GDC 2007 Presentation
  3. ^ a b Pelland 2006, p. 20
  4. ^ Pelland 2006, pp. 22–23
  5. ^ Pelland 2006, p. 22
  6. ^ Pelland 2006, p. 12
  7. ^ Pelland 2006, p. 168
  8. ^ Pelland 2006, p. 35
  9. ^ Pelland 2006, pp. 17–20
  10. ^ Pelland 2006, p. 21
  11. ^ Pelland 2006, p. 153
  12. ^ a b Aonuma 2007, The fate of Air current Waker 2
  13. ^ Aonuma 2007, A lupine management and Minish Cap
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  15. ^ a b Aonuma 2007, A Revolutionary idea
  16. ^ a b Aonuma 2007, The first attempt at Wii control
  17. ^ Aonuma 2007, E3 2006 lesson
  18. ^ Aonuma 2007, Photographic camera and particular controls
  19. ^ Aonuma 2007, Sword controls
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External links [edit]

  • Official website

Wii U Legend Of Zelda Twilight Princess,

Source: https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Twilight_Princess

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