Like many others, I hold The Legend of Zelda: Ocarina of Time in high regard. I didn’t play it when it was initially released; I received it when I preordered The Legend of Zelda: The Wind Waker and I bet many others’ first experience with The Legend of Zelda was through this method. It was around this time that I was beginning to get into video games, and those games were a big part of it. To say I was looking forward to The Legend of Zelda: Twilight Princess would be an understatement; I remember getting hyped about it with friends but when it came out, I couldn’t help but be disappointed. I didn’t finish it then but have come back to it and experienced it all the way through and while it is all around extremely competent and fun game, I still came away somewhat disappointed. A lot of this stems from it feeling too similar to past Zelda titles.
Early on the dungeons advance similar to Ocarina of Time; forest dungeon, fire dungeon and then water dungeon, even the towns are similar; these places are designed in new ways and remain interesting to explore but it seems lazy. After this period however, the game starts to feel different and many of the later dungeons were interesting, both aesthetically and the way they played out. The items are similar as well, but I don’t fault this aspect of the game, wanting one hundred percent different items I feel would be asking too much. Many of the previous items have been slightly altered which changes up their use, both for puzzles and attacking, and there are a few totally new items that are interesting to use, however briefly. One of the things that I like about Zelda games is their mixture of puzzle solving and action and Twilight Princess didn’t disappoint.
Throughout the game is an equal need for brain and brawn. In later parts of the game, I got stumped quite a bit on puzzles and would nearly give up. Then through what must’ve been some sort of divine intervention, something would click and I would figure it out, and that provided a great sense of accomplishment. Adding to the sense of accomplishment was the element of exploration. While traveling throughout Hyrule, I came across many things that I didn’t know how to interact with at that time. So I’d have a notepad handy and take notes. Once I realized what I had to do, I’d return and get whatever it was; this sort of backtracking and tab keeping is very appealing to me. The sword fighting and action in general stays on par with past 3D Zelda titles, but there is little advancement. Perhaps my biggest complaint in regards to Twilight Princess feeling similar is its story.
For me, story is a major part of the experience, I want to follow along and see the story the developers have crafted but Twilight Princess is almost laughably similar to past games, namely Ocarina of Time. Many of the key elements I already know from playing past games, so it’s like a refresher throughout the game. There are plenty of things that separate it from past games, such as the ability to turn into a wolf when traversing the Twilight Realm, but the overarching story doesn’t seem new. That being said, the cutscenes are extremely well done and a joy to watch as they do convey a lot of information, but a lack of voice acting is a major hindrance. The characters in the game are crafted excellently, with unique personalities and an interesting look, and having voices would make them seem more fleshed out.
The Legend of Zelda: Twilight Princess is a great game and I had fun throughout the adventure, but I still can’t help but feel disappointed. Twilight Princess feels like a compilation of what the developers thought were the best parts of past Zelda games and this sense of familiarity turned me off. Much has been said of Japanese game design lagging behind that of western developers (that the Japanese are very conservative) and in many ways Twilight Princess is the perfect example of that.