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Official Legend of Zelda: Twilight Princess thread

Just finished the game...

- Mixed feelings about the ending right now...
- Dungeons = awesome...
- Gameplay = great (I loved using the bow and the pointer of the Wiimote :P)
- Music = kind of disappointed, some really great new tunes and remixes of old songs, but I was expecting better sound quality.
- Midna and Malo, new favorite characters :P ...

I always thought that this game was going to explain what exactly happened between OOT and TWW... I even have more questions than before about
Ganon
and the
Sacred Realm
... I mean, where does this game fit?


I'm going back a few pages to read the ending spoilers and opinions of others...
 
Almost done, saved in the final dungeon(which has a wonderful musical track).

I really dug dungeon 7 and 8(as short as it were). Everyone loves 6, but I found it really unmemorable ESPECIALLY given it's title...which made no sense in the context of the game.

Liking how the plot is forming together in the endgame too, unexpectedly so.

Shame the overworld and sidequests are -so- dull. :/ I'll need to time to register once I've properly finished, but in no way does this game hold a candle to OoT.
 
RSP said:
on the ending;
Does Zant snap Ganon's neck or something?

Have no idea..honestly..the battle was all backwords. Ganondorf shoulda came first followed by Zant. I mean how the hell did the
Zant snap Ganandorfs neck? Shouldnt it be the Big G snapping Zs neck considering Ganondorf is this big ass..god.?

Yes im sick and tired of using spoilers...
 
Aside from inside the dungeons and buying, is there any where else you can find arrows? That's one thing I definitely miss from OoT. Not having to buy arrows and bombs all the time.
 
I'm now 15h into the game and not too impressed. It feels like I'm replaying an old game that was released in 2003 or so, in every respect (graphics, sound, gameplay). So far it's not nearly as much fun as Dragon Quest 8, which I loved.
 
BlindN-Fan said:
Have no idea..honestly..the battle was all backwords. Ganondorf shoulda came first followed by Zant. I mean how the hell did the
Zant snap Ganandorfs neck? Shouldnt it be the Big G snapping Zs neck considering Ganondorf is this big ass..god.?

Yes im sick and tired of using spoilers...

Didn't Zant just snap his own neck after realizing his God had been defeated?
Been a while since I've seen it, so I'm not really sure.
 
Exypher said:
Didn't Zant just snap his own neck after realizing his God had been defeated?
Been a while since I've seen it, so I'm not really sure.

uh? then
did ganon's head do the same motion?

we need voice acting from now on, this is getting too cryptic :P
 
iidesuyo said:
I'm now 15h into the game and not too impressed. It feels like I'm replaying an old game that was released in 2003 or so, in every respect (graphics, sound, gameplay). So far it's not nearly as much fun as Dragon Quest 8, which I loved.

Yeah, that makes sense.....not.
 
Anyone know where I can download certain themes of the game? I'm especially looking for the Snowpeak (outside) theme as well as the Sky City theme.
 
RSP said:
on the ending;
Does Zant snap Ganon's neck or something?
Zant is already dead. (After you defeat him in the twilight palace.)
The power of Ganondorf is keeps him alive though. (Zant talks about it in his monologue.)
After Link defeats Ganondorf,
Zant's life also ends because there is nothing there to keep him alive.

Anyways, I already explained this a few pages back.
 
Speevy said:
And the horse-riding mechanic in TP kicks the snot out of the one in SOTC, in both control and general fun.

Sorry, no way is that true. The horseback fighting is nice (only really happens in one area of the game, when the original trailer seemed to suggest it was going to be frequent), but controlling Epona is like controlling a four legged tank. Having to completely stop to dismount, only being able to jump 'fences' and certainly no 'auto AI' mode when you're locked onto something that youre fighting. The organic Agro from SOTC, allowing you to jump off in many different ways while moving, leap gaps and so forth is easily far superior to Epona in TP.

I found it especially irritating that the game forced you to realise how annoying it was to have to find the Whistle Plants in the overworld (which seemed to completely disappear around Hyrule Castle and onwards) to call Epona in a big 'cross the overworld quest', only to give you
The permanent item to call Epona
afterwards so late in the game. That part of the game was easily the weakest as well. The Wild West Shoot Out was alright, but as far as the story went and it as an area, it felt very, very tacked on. Ilia's entire storyline was pretty god damn awful. She started out as a character you actually began to care about, but when
Random inexplicable amnesia hits
It was hard to give 2 shits about the bint.

I know I sound overly negative, but I really did enjoy the game apart from the lacking ending segment. With such promising story potential, it all seems to evaporate half way through, and it very much just becomes a matter of 'gaming' going to random locations to get random things to progress.
 
Sorry, but Epona >>>>>>> Agro. Yeah, Agro has his own character, but...Epona feels like a real horse, and more importantly, moves like one. When you boost her, it´s a flash.
It feels so heavy, so realistic riding her...not like Agro, where you have the feeling, the horse is weightless.

@topic:

Last time, i remember, Aonuma said they cancelled the WiiConnect24-feature for TP, then recently someone at Nintendo said otherwise. Is it technically possible to upgrade TP via download-content, if there is no such function buil-in the game already?

I want my limit-less
spinner
:-(
 
Luckett_X said:
Sorry, no way is that true. The horseback fighting is nice (only really happens in one area of the game, when the original trailer seemed to suggest it was going to be frequent), but controlling Epona is like controlling a four legged tank. Having to completely stop to dismount, only being able to jump 'fences' and certainly no 'auto AI' mode when you're locked onto something that youre fighting. The organic Agro from SOTC, allowing you to jump off in many different ways while moving, leap gaps and so forth is easily far superior to Epona in TP.

I found it especially irritating that the game forced you to realise how annoying it was to have to find the Whistle Plants in the overworld (which seemed to completely disappear around Hyrule Castle and onwards) to call Epona in a big 'cross the overworld quest', only to give you
The permanent item to call Epona
afterwards so late in the game. That part of the game was easily the weakest as well. The Wild West Shoot Out was alright, but as far as the story went and it as an area, it felt very, very tacked on. Ilia's entire storyline was pretty god damn awful. She started out as a character you actually began to care about, but when
Random inexplicable amnesia hits
It was hard to give 2 shits about the bint.

I know I sound overly negative, but I really did enjoy the game apart from the lacking ending segment. With such promising story potential, it all seems to evaporate half way through, and it very much just becomes a matter of 'gaming' going to random locations to get random things to progress.
Dude, you're reaching. I don't even know why you expect great things from a zelda story to begin with. I did a lot of horesback fighting and there are 3 parts of the game where you have to.
 
Agro > Epona :)

Shadow of the Colossus stole a lot thunder away from the latest The Legend of Zelda iteration. SotC floored me, TP not so much. I knew what to expect and it never really surprised me.

Finished the game. Clocked at 41h. Twilight Princess was excellent but it felt lacking in some parts and it was waaay to easy. Still it's my GotY.
 
Here is why Nintendo of Europe suxx:

Zelda TP US @ 480p + Wii US + official component cable =
pscanyl4.jpg


Zelda TP Pal @ 480p + Wii Pal + official component cable + same TV as above =
ihg4.jpg

shitty blurred picture
cry.gif


every other games give the exact same render in PAL and US, not Zelda, the killer app
sweat.gif
 
Sylfurd said:
Here is why Nintendo of Europe suxx:

Zelda TP US @ 480p + Wii US + official component cable =
http://img58.imageshack.us/img58/8751/pscanyl4.jpg

Zelda TP Pal @ 480p + Wii Pal + official component cable + same TV as above =
http://img132.imageshack.us/img132/2784/ihg4.jpg[/img]
shitty blurred picture

every other games give the exact same render in PAL and US, not Zelda, the killer app

WTF, I think I get the same thing. I mean I don't have a US copy to compare to, but at 480p my Zelda is pretty goddamn blury (Very much like your PAL copy)
 
Sylfurd said:
Here is why Nintendo of Europe suxx:

*image*
Zelda TP Pal @ 480p + Wii Pal + official component cable + same TV as above =
*image*
shitty blurred picture
cry.gif


every other games give the exact same render in PAL and US, not Zelda, the killer app
sweat.gif

Strange, I'm using the official RGB SCART cable and my Zelda picture is damn sight sharper then that and thats in 480i not 480p. You may want to check your settings on your TV.

Oh about the ending (BIG SPOILERS):
From what i could tell, when Gannondorf gave his power to Zant, their lives became linked. Now i hear you say 'how come Gannondorf didn't die when Midna 'killed' Zant?', well the true answer lies in his possession of the Triforce of Power (that he acquired in OoT and never lost).

Its the Triforce of Power that allows him to live when he gets stabbed with the blade by the sages in the Mirror Chamber, its the triforce that allows him to become so powerful in the twilight realm and its the triforce that keeps him alive when Zant is 'killed' by Midna. I presume that Zant was resurrected by Gannondorf before the final battle in Hyrule Castle.

Now what i think happened was this, after the final battle on hyrule field when the Master Sword went into the wound left by the Sages sword, Gannondorf was abandoned by the gods and lost the triforce of power. If he had kept the Triforce he would have survived even being stabbed by the Master Sword (just like everything else that attempted to kill him). Now a newly resurrected Zant somehow detected that Gannondorf had lost his power (and thus his ability to keep alive no-matter what) and knew he was linked to Gannondorf in live and death, so he killed himself to bring the final blow to Gannondorf.

Why did he kill himself? maybe because he was exiled in the twilight realm and that midna could depose him and the fact that his god (his only source of power) had just lost his power, was enough to seek death as his only release.

Thats my theory anyway.

The REAL question is, if Gannondorf lost his Triforce of Power and 'died' before Hyrule got flooded, why does he still possess it in Wind Waker? and what happens after Twilight Princess to make Hyrule flood? I'm thinking that the Designers of Zelda want to make one last game thats after Twilight Princess and before Wind Waker, maybe this will be the storyline of the true Zelda Wii?
 
Xavien said:
The REAL question is, if Gannondorf lost his Triforce of Power and 'died' before Hyrule got flooded, why does he still possess it in Wind Waker? and what happens after Twilight Princess to make Hyrule flood? I'm thinking that the Designers of Zelda want to make one last game thats after Twilight Princess and before Wind Waker, maybe this will be the storyline of the true Zelda Wii?

Split timeline-theory says "hi"
 
f@luS said:
i will not say "i told u guys" 2 weeks earlier but yeah....i told u so
Yeah, you did like 15 times ;)

Image is fine with my RGB cable though so I suppose the problem is the progressive scan.

That difference is huge though.
 
MasterMFauli said:
Split timeline-theory says "hi"

SPOILER THAT QUOTE!!!! (seriously, the preview function works wonders when testing out spoiler tags)

But yeah anyways,
If it is a split-timeline, then Twilight Princess is the last Zelda game in that timeline with Gannondorf in it? Since he dies and is no longer chosen of the gods?

Besides, the are a myriad of plot holes if you follow the split-timeline theory, since in one timeline, none of the main characters has a triforce (Link, Gannondorf, Zelda) and in the other only two have them (Since Link was sent back in Time to the other timeline and the Link in the second timeline doesn't possess the triforce), yet in Twilight Princess all three main characters clearly has a triforce, meaning neither of the timelines is consistant
 
MasterMFauli said:
My PAL-Zelda looks better than both of those screencaps XD:lol

from what i saw the caps were taken with a Pocket pc built in camera (something about 0.5mpixel) utterly close to the Television..... i think its just to show the difference between Pal & US zelda , and not the image quality
 
elostyle said:
I doubt that there is any timeline for zelda games.

In interviews both Miyamoto and Eiji Aonuma have said a timeline exists, but at the same time Miyamoto said they don't necessarily worry about it and neither should gamers. I believe it was Aonuma who said Twilight Princess occurs between OoT and WW.
 
As far as I'm concerned, if a game doesn't reference another one they're unrelated. There's an obvious link between Ocarina, Majora's Mask and Wind Waker, but the whole storyline of Twilight Princess doesn't call upon them at all; I just see it as a stand alone re-telling.
 
MasterMFauli said:
WTH, split timeline-theory isnt something new....man...

im talking about your quote of my post, that has some very large spoilers about the end of TP, not your actual post, add a spoiler tag to the quote.

EDIT: Thanks :)
 
I beat Zelda yesterday. I loved it. It was delicious.

Thoughts on the ending
The scene with Gannon running down Link and Zelda on his horse was amazing. Similarly impactful was the moment with Link and Zelda looking at Gannon's unmoving body.

Midina is such an awesome character, and Nintendo had to go and pretty much remove her from the universe. It was bad enough that I thought Nintendo killed her off, but then she came back, but then left. I want spin-offs! If freakin' Tingle can get spin-offs...

I apparently had a different interpretation with the ending. I thought Link was leaving Ordon to go on more adventures and Illa was watching him leave. Made the ending even more sad than with just Midina leaving. I enjoy other people's version better.

5 Little Things I liked:
1. The first time you meet the postman when he gives you the letter he hums the new item jingle like you are getting something really awesome, but the game obviously disagrees.
2. The Zora swimming animation
3. How the goat tossing led not only to getting to a new area, but also defeating a miniboss AND part of the final boss of the game. Awesome design there.
4. Facial expressions! The mayor and link getting chew out by Illa, Link and Midina's interactions (Especially the victory pose at the end), and really all the small movements and eye gazes which added so much to the cutscenes. Even at the end, Links small movement towards Gannon's corpse really added to what was already an impactful scene.
5, The sounds of the twilight. I love Nintendo's discordant music when you go to weird places (The end of Earthbound and Paper Mario 2 for instance). When you first end up in the twilight it really is sort of freaky and I think the sound design had a lot to do with it.

Bonus: I bought it! I am smart! I got it at Malo-Mart!

5 Things That Pissed Me Off
1. Every time I climbed something I had issues with the control. The only good part was not having to push a button to climb. Almost every time I climbed sideways when I wanted to go up, or up when I wanted to go sideways, or started climbing when I had no intention of it. Grr.
2. The game not saving the fact that you already have found a blue/yellow/red rupee and deciding to remind you of what they are worth everytime you restart your save.
3. Having to clawshot to near the top of vines otherwise you don't actually catch onto the vine and fall.
4. The big push towards "We must restore peace to Hyrule!" when the only thing wrong was the castle had a big pyramid surrounding it. That in of itself is an issue but no one seemed to acknowledge its presence.
5. The horizontal lines because of running in 16-bit color!

Regardless Zelda:TP is clearly a retelling of Paper Mario 2: The Thousand Year Door
1. Midina = Goombella
2. Zelda = Peach
3. Cave of Ordeals = Pit of 100 trials
4. Zant and the twilight creatures = Grodus and his X-nauts
 
Luckett_X said:
Sorry, no way is that true. The horseback fighting is nice (only really happens in one area of the game, when the original trailer seemed to suggest it was going to be frequent), but controlling Epona is like controlling a four legged tank. Having to completely stop to dismount, only being able to jump 'fences' and certainly no 'auto AI' mode when you're locked onto something that youre fighting. The organic Agro from SOTC, allowing you to jump off in many different ways while moving, leap gaps and so forth is easily far superior to Epona in TP.

In the GC version, you can do a backwards flip off Epona by holding R and pressing A. Not sure how it works in the Wii version. Even if you're running full speed, you can still do it. It definitely helps if you're surrounded by enemies, and it looks pretty cool to boot.
 
Just beat the game around the 40 hr mark. I think ending is awesome, short and straightforward.

By the way the twilight mirror needed to be broken because it was too powerful and evil, this was hinted at by Midna after snowpeak.
 
I just completed the game. Some comments:

+Well designed dungeons
+Hyrule is huge and full of secrets
+Items! So many of them, personal favorite:
double clawshot
+Gameplay, especially sword techniques
+Great music, I love the overworld theme
+Incredible character animation, especially in cutscenes
+Horseback fighting
+Wolf gameplay
+Visual effects like snow, fog, and incredible lighting effects

-Music quality! I want orchestrated music
-Voice acting! The only element missing to the great cutscenes of this game
-Not enough sidequests involving NPCs (Hyrule town is a bit dull, not much interactiveness)
-Blurry textures
 
Meta-Knight said:
-Music quality! I want orchestrated music
-Voice acting! The only element missing to the great cutscenes of this game
-Not enough sidequests involving NPCs (Hyrule town is a bit dull, not much interactiveness)
-Blurry textures

I wasn't bothered by any put the sidequests. That was a big letdown - what's the point in having
Castle Town so busy if you can't interact with the majority of people and not go in most the buildings?

I still maintain that voice acting has just as good a chance of hurting the franchise as aiding it, and although I would like SOME orchestrated music, I really like how much power MIDI gives them in dynamically changing music, like in the field.

Textures...well, yeah. Not much that can be done there though.
 
TheGreatDave said:
I wasn't bothered by any put the sidequests. That was a big letdown - what's the point in having [spoilers]Castle Town so busy if you can't interact with the majority of people and not go in most the buildings?[/spoiler]

I still maintain that voice acting has just as good a chance of hurting the franchise as aiding it, and although I would like SOME orchestrated music, I really like how much power MIDI gives them in dynamically changing music, like in the field.

Textures...well, yeah. Not much that can be done there though.

You're right about the dynamic music. Maybe better midi quality would do the job...

I maintain my point about voice acting though. I would feel more involved and more attached to the characters if there was voice acting (well if voice acting was well done). And everything in Twilight Princess was there to support it: quality character animation, dynamic camera, even moving lips.
 
Ancestor said:
In the GC version, you can do a backwards flip off Epona by holding R and pressing A. Not sure how it works in the Wii version. Even if you're running full speed, you can still do it. It definitely helps if you're surrounded by enemies, and it looks pretty cool to boot.

In the Wii version, you could only do the 'back-flip off Epona with weapons unsheathed' move when enemies were near, just by hitting the regular dismount button. A context-sensitive dismount, if you will.
 
Mejilan said:
In the Wii version, you could only do the 'back-flip off Epona with weapons unsheathed' move when enemies were near, just by hitting the regular dismount button. A context-sensitive dismount, if you will.

Well, that sucks. Anther plus for the GC version. I use that dismount 90% of the time.
 
Meta-Knight said:
You're right about the dynamic music. Maybe better midi quality would do the job...

I maintain my point about voice acting though. I would feel more involved and more attached to the characters if there was voice acting (well if voice acting was well done). And everything in Twilight Princess was there to support it: quality character animation, dynamic camera, even moving lips.

I just feel that having voice acting would expose Link for the mute he is, and there's no way I want Link talking. Plus, if Nintendo's efforts in Super Mario Sunshine are anything to go by, it could make the cutscenes awful.

I'm all for orchestrated music during cutscenes, but to be honest I don't notice this poor MIDI quality as much as some people do. At no point towards the end of the game did I think "This music isn't dramatic enough". I would have liked it to have a bit more power at times, but the general design seemed to be that the music was atmospheric rather than catchy.
 
Wii said:
Yes, I would've preferred new themes all over with subtle hints of the old themes in places.

I was shocked to find that this new theme is not in the game (wait for the Sacred Grove part)
http://www.youtube.com/watch?v=uvjcnMnsUf4

Still love the blue purple explosions more, and is it just me or the opening of passages look much better than the standard fade effect they have in the final game.

WTF, why didnt we get this game O_o
 
Cdammen said:
Shadow of the Colossus stole a lot thunder away from the latest The Legend of Zelda iteration. SotC floored me, TP not so much. I knew what to expect and it never really surprised me.

Yah, SotC would have owned Tp if it had the gameplay to match the grandness of its style. But it don't.

Epona > Agro.
 
Luckett_X said:
Sorry, no way is that true. The horseback fighting is nice (only really happens in one area of the game, when the original trailer seemed to suggest it was going to be frequent), but controlling Epona is like controlling a four legged tank. Having to completely stop to dismount, only being able to jump 'fences' and certainly no 'auto AI' mode when you're locked onto something that youre fighting. The organic Agro from SOTC, allowing you to jump off in many different ways while moving, leap gaps and so forth is easily far superior to Epona in TP.

You're kidding, right? If anything, Agro was the one that controlled like a tank. Was ****ing difficult just to get him to turn. Agro's running animation was far superior, though.
 
Wii said:
Yes, I would've preferred new themes all over with subtle hints of the old themes in places.

I was shocked to find that this new theme is not in the game (wait for the Sacred Grove part)
http://www.youtube.com/watch?v=uvjcnMnsUf4

Still love the blue purple explosions more, and is it just me or the opening of passages look much better than the standard fade effect they have in the final game.

OH MY F***ing GOD. that's like.... that's like gameplay version of the 2nd trailer,
the March TGS 2005 trailer. oh my God there are the Skeletons....

the forest we saw in the early trailers and pictures that looked open ended with Link running through with his lantern - i cannot decide of that was what pre-final Faron Woods were , or if it was the pre-final Lost Woods aka
Sacred Grove.



but oh my God, I want to see more footage like this, of what Twilight Princess was like before the changes.

I would've loved to play through those areas like they were with the Skeletons and the skeleton-dogs that roar in anguish when you kill them. the skeleton-dogs in the final game die without a wimper :(


thank you so much wow. im gonna watch this on my Wii and favorite it. lol
 
For the Agro vs. Epona people...

Agro controls as if you're actually riding a horse. (Control happens after you pull the reins.)
Epona controls as if you ARE the horse. (Control is instant)

Those make them VERY different.
 
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