Reviews from

in the past


Erases representation for the most oppressed minority: left handed people

This game made me realize that I like men

Basically they went and made OoT 2 and it's peak

I had skipped Wind Waker when it came out, so Twilight Princess was the first Zelda game I played since Majora's Mask and man what a fantastic way to return to that world. The dungeons, tools, aesthetic, soundtrack hit so damn hard, and I even enjoyed Wolf Link and the Wii motion controls. I loved this game so much that it became the first Zelda game that I actually 100%'d on my first playthrough - every heart piece, every poe, every bug. Twilight Princess rules.

the BEST zelda game ever made in the videogame universe since 1986 is this a biased review ? yes . do i care ? no


One of my favorite Zelda games (even though I can make a case for all of them being my favorites). I don't know why, but there is something so charming about the aesthetic of the world. It gives off a kind of "rustic" feel at first, in Ordon and Kakariko, which contrasts with the kind of baroque, ornate style of a lot of later places in the game. You start by herding goats in a small ranch and then you go facing enemies in giant castles. I didn't find it too realistic as people sometimes say it is, it's still a game with plenty of that Zelda silliness and charm. For example, Link gets shot out of a cannon into the sky in order to get to one dungeon. The character designs also are only semi-realistic, they are still pretty cartoony, for example the postman.

The music is great, calming at times (Ordon Village) and intense and triumphant at others (Hyrule Field). The graphics were amazing for being originally a Gamecube game.
Even though it's an amazing game in my eyes, I still recognize it's faults, which is why it's a 4.5.

I didn't find Midna too charming, I was never one for sarcastic characters. I understand why people like her though.

akira himekawa saved the game by turning my least fav wannabe badass and snooze inducing zeldo experience into a real creative liberty'd epic with the most HEROES JOURNEY ass manga writing I've ever seen. I thought it was pretty damn alright allthingsconsidered!!

IF YA KNOW, YOU KNOW. BUT LET'S JUST SAY -
we are eating good with the fanfiction level inclusions made official merchandise, motherfucker!!!!!

i don't even have wooooooooords for twilight princess, man. yeah it's kinda edgy, yeah it's kinda cringe. but deep down, aren't we all kinda edgy? aren't we all kinda cringe? no, but we can be when we run around pretending to be a shadow-cursed wolf in a Dark Evil Scary Land and then a glowing lizard tells us about our evil girlfriend who floats through space and stabs us.

perfect game. no zelda will ever do dungeons like TP, no zelda will ever do a soundtrack like TP, no zelda will ever do the hero's journey like TP. if TP was a married man i'd ignore his ring and take such good care of him that I wouldn't walk straight for a month.

Eu comecei a jogar na sacanagem e sai apaixonado.

Esse é o meu primeiro Zelda, e foi uma ótima experiência, é muito bom ver um level design intuitivo em ação, as coisas fluem com tanta naturalidade que me fez questionar se eu já não conhecia esse jogo, fiz parte da aventura, e sinto que isso é algo muito exclusivo da franquia.

Agora eu tenho o DEVER de tirar essas pendencias

Every Zelda games has it's pros and cons. Some say to prefer the vast landscapes of the Great Plateau in BOTW, other sprefer the classic esistentialism of Majora's Mask, and other funky fans prefer the dress up in Triforce Heroes....

For me Twilight Princess will always have a place in my heart. It may be it's more linear way to explore the world compared to titles like OoT or Wind Waker. It may be the incredible selection of dungeons: each unique and creative with their environmental puzzles and storytelling (Snowpeak Ruins, my beloved). It may be the incredible arsenal of weapons, which alongside the Wolf transformation create a enticing combat.

It may be the cool lineup of bosses, enemies and NPCs, which gives so much life to a world that is literally set up in darkness. Or, it may be the fact it features one of the best arcs for a side character in the series, with a tory that doesn't shy away from darker tones while also feeling whimsical and never boring.

I love Twilight Princess: many will not consider it the best The Legend of Zelda game... but it's without a doubt my favorite. Totally worth checking it out.

Everyday I live in fear. I live in shame. Everyday I lie through my teeth trying to escape my true feelings. I always wondered why is it so hard to just tell the truth. Am I scared of the backlash? The reactions everyone else will have? I realize now that this fear is none of that, but it is fear of my feelings. I realize now that the heavy burden of the truth weighs down on me harder than any bit of fear I have felt in my life. So I stand here today no longer willing to bear this burden, this truth, this undeniable fact: Imp Midna>Twilight Midna. There. I said it. I don't care anymore. It's finished. The game is finished. I'm finished. No longer will this hurt me, or anybody else who believes the same. I stand for all the people on my side who share the same burden. No longer must they hide in the dark. We will be free.






Nah fr tho shit was goated beginning to end and I loved the snow dungeon and the every boss and dungeon had amazing moments. I'm glad I played ocarina before this cuz the stuff that popped up here was nice to see. Definitive Zelda experience.

This review is completely biased because of nostalgia.

” The people of our tribe… a tribe that mastered the arts of magic… were locked away in this world like insects in a cage. In the shadows we regressed, so much so that we soon knew neither anger nor hatred… nor even the faintest bloom of desire.”

In mid-2020, I picked up The Legend of Zelda: Ocarina of Time 3D at GameStop. I’d heard that it was the greatest video game of all time, a masterpiece that transcends generations. It was my first Zelda game… and I hated it.

Now, I’ve obviously grown to love OoT after replaying it and playing numerous other games in the series, but I’ll never forget how disappointed I was. It wasn’t perfect, nor was it even as good as the games preceding or succeeding it, nor did it leave a massive emotional impact on me. It wasn’t what everyone hyped it up to be.

Twilight Princess is.

I’ve heard plenty of vitriol against this game online. Some say it’s too linear, it hasn’t aged well, the villain is wasted, the overworld is barren, it’s too similar to previous games… yet most of those apply to OoT as well. OoT has a fairly rigid dungeon-to-dungeon structure, the graphics are horrendous and the gameplay is primitive by today’s standards, Ganondorf doesn’t have a whole lot of screentime, and the plot is basically just A Link to the Past with better characters.

I think Twilight Princess uses its linearity to craft an engaging, epic, and high-stakes story, with some of the most compelling characters in the series thus far. Link has a background as a ranch hand who takes care of kids, Midna is an enigma whose motives are gradually revealed, Zant… I’ll get to him later, Zelda actually does something other than get kidnapped, and Ganondorf hasn’t changed at all, but that’s okay because he was already perfect. There are twists and turns, fun side quests, heartwarming moments, nightmarish visuals, and an awesome climax to pull it all together.

People criticize the graphics for aging poorly. Yeah, no shit. It’s from 2006. Nevertheless, I found the game’s art style to be strikingly beautiful all throughout. Much like the N64 games before it, Twilight Princess' art direction and coloring are done with so much care and detail that it still looks gorgeous in spite of its obvious age.

Now there’s Zant, one of the most divisive villains in the series. I can now say for certain that he’s one of the best villains in the series. A power-hungry usurper whose stoic facade hides a dangerous, childish, and horrifically unstable lunatic with delusions of grandeur, Zant goes from being a generic evil overlord to an unnerving, funny, and fascinating foil Link and Midna. Do I wish he had more screentime? Yeah. Do I think him working for Ganondorf undermines him? No. If anything, it just goes to show what a pathetic manchild Zant really is underneath that comically large helmet.

I loved this game’s overworld. There’s a lot of empty space, sure, but whenever you find something, it becomes an event. Plus, there are whole mini-dungeons scattered throughout, caves and grottos to explore, and— of course— heart pieces to grab. If you put time and effort into unearthing Hyrule’s secrets, you’ll find that this game’s overworld is much more than meets the eye.

Twilight Princess is definitely similar to past games, but it builds upon those solid foundations and perfects them. It’s a fantastical epic like OoT, it’s dark like Majora’s Mask, there’s a darker alternate dimension like ALttP, etc.. The game takes all these ingredients and mixes them together to create a perfectly balanced game with a great story, tone, world, and dungeons, with plenty of tweaks to the structure that keep fans from being able to predict what happens next.

Speaking of the dungeons… THEY ARE FUCKING AWESOME. There isn’t a single bad one in the whole game. They do lean on the more linear side, but the puzzles within them are intelligent and downright devious at times, constantly challenging the player’s spatial awareness and thought processes. Even if you crave puzzle-box dungeons, Lakebed Temple and the City in the Sky will definitely satisfy your hunger. Plus, the locales are memorable: a spinning water temple, a haunted prison, a rundown mansion, and a floating city (the remnants of Skyloft, perhaps) are all highlights.

All in all, Twilight Princess is basically the perfect linear Zelda game, at least to me. There’s an epic story, great characters, awesome dungeons, and loads of secrets to uncover. It was everything people told me OoT would be, and more. I absolutely adore this game, and I’ll definitely be replaying it in the future.

Best game ever made, I love how this game takes what Ocarina of time started and takes it to a whole different level. This game brings back so many memories and is a must play for any gamer.

This review contains spoilers

Back when I posted on a Zelda forum (I was still young and innocent) everyonce said how much they wanted to have sex with Midna and I was wondering why the heck would anyone want to have sex with her till I beat the game and saw her true form. Nowadays I know those people did NOT mean her true from.

this is the game where Nintendo decided it was easier to mirror the entire universe than to make Link right handed

Twilight Princess is not the best Zelda game, but it's pretty close.

The game isn't as cohesive of an experience as most 3D Zeldas, but it has WITHOUT A DOUBT the best dungeons in the whole franchise. The Yeti mansion, Arbiter's Grounds, and City in the Sky outshine any 3-in-a-row batch of dungeons in any other Zelda title.

Midna's great. Wolf Link combat rules. Aiming with the Wiimote is smooth as silk.

This game is still a great time, but the HD port is the way you should play it.

I'm conflicted on what to think of this game. For Zelda standards the world building, story, areas, and action are all insanely good, and the game looks graphically great too in my opinion. However, and maybe I'm just not smart enough for Zelda dungeons, but i felt this game shared the same problems with ocarina of time and many other older Zelda games in that without a guide, youll get completely lost and stuck for hours because you missed a hint you can only see once or some chest hidden in a corner somewhere. It makes the game frustrating to play through and makes you feel useless as a player when you have to look the solution to something up. That being said, if you were unlike me somehow able to just always figure out the solutions to this games puzzles, this would be a near 10/10 game. All the dungeons are very grand and cool in design and have very fun boss fights, and the overworld is super cool to explore too. i felt the game got a little dungeon heavy and lacking in story progression in the last few hours, but overall I had a great time with it and will definitely be playing again someday.

Zelda fans seem to be in one of two camps on Twilight Princess. Some think it was a great iteration on Ocarina of Time, fixing nearly all of its flaws and adding things that weren't possible in the N64 classic. Others accuse it of playing it safe and starting the series' stagnation until Breath of the Wild's arrival. I've grappled extremely hard with both arguments over the years. You can tell from my rating that I love this game, but believe it to be flawed. I'm going to address the most significant gripes critics and fans have before getting to why I think this game is not only underrated, but one of the best Zelda games.

The biggest complaint I've seen is the two-hour tutorial. This lasts from the moment you press Start to arriving in the first dungeon. I understand this argument a lot, especially when you consider that previous Zelda games had more elegant tutorials. The key difference with Twilight Princess (and Skyward Sword) is that it has a greater focus on character development than past games. You will spend enough time with the village children that you actually feel the urge to rescue them after they are kidnapped, even the two brothers that bully Colin. Not only that, but you are transformed into a wolf against your will. Both Link and the player are unfamiliar with this new body and the surrounding Twilight, which unsettles the player as much as it intrigues. The bug hunts required to restore each section of Hyrule could have been more interesting, as evidenced by Skyward Sword's silent realms, but there is something to be said for how Twilight Princess forces you to traverse these initially unfamiliar environments in a unique way.

I've seen some people argue that Twilight Princess really doesn't get going until Midna's desperate hour. I don't agree with this because of the emotional weight threading Link's initial journey to rescue and help the village children. You rescue Colin from King Bulbllin, which is not only one of the coolest sequences in a video game, but also emotionally strong because you have a connection with Colin. This wouldn't have been nearly as effective if the game asked you to rescue him with little context. Later, you escort Ilia and the sexy bar owner Telma to Kakariko Village to save a dying Zora prince. This act, of course, allows Link to gain the Zora's trust, but it's made extra effective by how Ilia saved the Zora prince at the cost of injuries that damaged her memory, as well as the beautiful remix of Ocarina of Time's Serenade of Water when Link visits the graveyard for the Zora tunic. These moments address the reason Link set out on his adventure in the first place while slowly revealing more about the greater threat to Hyrule.

Another big issue many detractors seem to have is that Twilight Princess tries too hard to be edgy, unfavorably comparing it to Majora's Mask. The creepy cutscene in Lake Hylia definitely supports this argument. Even I think it clashed very hard with the game's overall tone, but this is basically the only instance of that happening. The game has its dark moments, but it also has plenty of light-hearted ones. If you didn't cry when the two Yetis in Snowpeak Ruins confessed their love for each other, there's definitely something wrong with you. Zelda games have always had a balance of light and dark storytelling moments. May I remind you that the cutesy Wind Waker has red-eyed zombies with paralyzing screeches?

The last notable gripe I've seen is that the game is too easy. I won't bother denying this, as it's one of the easiest Zelda games in existence. Now that I've played Dark Souls, which has a lot in common with Zelda, I can comfortably say that the combat of Twilight Princess didn't reach all of its potential. I believe it had the most interesting combat ideas in the series, but the enemies needed to be much harder and varied. I didn't mind the bosses being about spectacle, as they were still fun to fight. I especially loved the Zant fight for how each phase gradually becomes more insane, befitting of how warped and pathetic he really is. I know many didn't like that Ganondorf was in the game, but without him, Zant's character revelation would not have worked.

If you are familiar with the series and dislike Twilight Princess, this is probably the point where you will argue that most of its scenarios were attempted in some capacity in Ocarina of Time. Nobody can doubt Twilight Princess follows closely in that game's footsteps, but just how close is too close? The game's structure was unchanged, but you can see the developers made attempts to improve on the weaker elements of Ocarina. Midna is an improvement over Na'vi, horseback combat is actually fun, and minor characters in the story are given enough screen time that you actually care about them.

More than anything, Twilight Princess wants to take you on an adventure of epic proportions. Introducing cinematic elements was a logical way of accomplishing this. Was it perfect? Of course not. But even at its wobbliest, Nintendo demonstrates a level of skill that few developers have matched. It would have been so easy for the Zelda team to take advantage of the game's cinematic focus and overindulge in underdeveloped set piece gimmicks or unskippable cutscenes that take away the player's control for long stretches of time. Twilight Princess is not like that despite the aforementioned missed potential. It knows it's a game at the end of the day. The only question is whether you want to go on the journey it offers. I say you absolutely should.

At the end of the day, The Legend of Zelda: Twilight Princess is an iterative sequel. It is an oddity in a series that is always trying to surprise players. Because it was a one-off exercise, however, I do not mind that Nintendo went back to the Ocarina template. It laid the groundwork for deeper storytelling in the series and many Zelda fans would probably still be upset at the company if every game in the series was including radically different gameplay elements. Twilight Princess is a reminder to Nintendo and gamers longing for change that a straightforward sequel is okay every once in a while. As long as the power that comes with a series like Zelda is handled responsibly, whether that's with new gameplay experiments or adding onto an existing foundation, there is no reason to be worried for its future.

considering this is my least favorite mainline zelda title, yet i still give it a 2.5, should probably say something about how much i like zelda in general (a lot).

it has a lot going for it. but it's mostly bogged down by tediousness. the wolf parts, for one, feel like an absolute chore.

i think the creators were really trying to make something special, but they just weren't sure what that thing was. there are a bunch of cool side characters that seem to play more of a role than just npc, but not much ever pans out with them. there are tons of dungeons and things to do and the "field" feels somewhat large (for the time) and has a number of secrets in it. the dungeons arent always fun tho.

they took the navi hate to heart and gave you an actually pretty cool sidekick this time, and going to the twilight realm is one of the more memorable moments of the game. but they also throw ganon and zelda into the mix at like the very last moment, and zant's potential to be an alternate villain is never sung.

most things just feel very half baked, but not for lack of trying. they did try a LOT of stuff.

i think back fondly on a lot of pretty amazing moments within this one, but none of them really add to a truly cohesive whole. it’s like taking a bunch of really cool things and expecting them all together to be this one really cool cohesive thing.

overall i think this game mostly suffered from trying hard to please western audiences, and trying to please fans is almost never a good idea when it comes to being truly creative. wind waker for example aged a lot better imo. however thats just my opinion and this still is one of the more beloved games in the west.

This game is the main reason I stood in line for hours to get a Wii on launch date. I was incredibly disappointed when the Wii was revealed and learned that it was going to be a slightly more powerful Gamecube with unconventional controls. However, when I watched the intro trailer from Nintendo on YouTube (ah yes, the early YouTube days) my hype went through the roof and decided that it was (hopefully) worth the purchase the Wii on day one for this game.

And so, my journey in Twilight Princess started on November 19 of 2006. While this is not my favorite Zelda 3D game, it's close to thanks to the excellent dungeon design (perhaps still the best in the series?) and fun items that were introduced in this game. The wolf sections and tear collecting did get tiresome at times but I didn't hate them as some did. Without spoiling anything, Midna went from a hated character to a liked character organically as the game progressed.

Graphics were great (for the time) and I enjoyed the more 'mature' art direction they went for this game. Controls were decent and wiimote waggling was not terrible but definitely not needed.

All in all, Zelda TP is one of my favorite 3D Zelda games and worth checking out to experience the excellent dungeon design.

what do you mean they horizontally flipped the entire universe instead of making link hold the sword in his right hand

this is my nostalgia blind game. got me into moody aesthetics and probably turned me into a furry tbh

If you dont think this is one of the best zelda games youre wrong i gotta say

This review contains spoilers

Zelda fans are evidently hard to please. Since the series debuted to overwhelming, groundbreaking laudation in the third dimension with Ocarina of Time on the N64, a contentious breed of Zelda fans were unsatisfied with the subsequent entries. Majoras’s Mask was initially brushed off as a morsel of extra Zelda content on the N64, while The Wind Waker, the prodigal main entry to succeed Ocarina, shocked and appalled fans with its strikingly different setting and art direction. Meanwhile, the new top-down Zelda titles that recalled the pixelated games of the franchise's past, like the twin Oracle titles and Minish Cap, weren’t seen as contenders in carrying Ocarina’s mantle. While the following two 3D Zelda games were exemplary in their own rights and Nintendo’s gumption to deviate from Ocarina was admirable, Nintendo should’ve expected some blowback by alienating a large percentage of their consumers for the sake of artistic integrity. Nintendo decided to placate the deprived masses with one last hurrah on the Gamecube while simultaneously using the next 3D Zelda to usher in an exciting, revelatory era of the Nintendo Wii. The Legend of Zelda: Twilight Princess was the Ocarina of Time sequel, much closer to that expo trailer that aroused everyone’s attention in the year 2000. Zelda fans were again shaking with anticipation.

When Twilight Princess was released, the game was met with positive reception all around, including that of the disgruntled faction of fans. Twilight Princess was praised for acting as a loyal follow-up to Ocarina's core essence and narrative arc. It was the antithesis of The Wind Waker in aesthetic and ethos, making that game null and void in the eyes of many now that a “worthy” delegate had appeared to represent The Legend of Zelda past the primitive 3D era. Ocarina fanboys could shut their traps now that Nintendo made a game to pacify them, and they remained content for years. After some time passed, however, the general public started to view Twilight Princess in a different light. Nowadays, Majora’s Mask and The Wind Waker are both commended for their initiative in taking Ocarina of Time’s gameplay and narrative and expanding on it creatively, while Twilight Princess is often derided for not weaning itself off of Ocarina’s teat. Even during Twilight Princesses release, some of the detractors underwhelmed by Wind Waker still weren’t satisfied with Twilight Princess because it was too similar to Ocarina, and now they retroactively malign Ocarina for “ruining the franchise” because of the stagnating template it serves as. Jesus Tapdancing Christ, people. Would their complaints be quelled if Nintendo just ported an enhanced version of Ocarina for every new console? Actually, Master Quest did splendidly on the Gamecube, now that I think about it, but Nintendo would be damned to let these vocal dissenters keep Zelda in a cyclical loop until the end of days. Admittedly, Twilight Princess is explicitly more like Ocarina than the previous two 3D Zelda games. However, Twilight Princess is not some cheap imitation with glossier graphics. Twilight Princess overtly expands on Ocarina’s setting, themes, and progression and almost surpasses its obvious inspiration. Almost.

We can assume that the developers attempted to make Ocarina of Time look as realistic as humanly possible with the primitive graphical capabilities of 3D technology. Two generations later, developers no longer needed to use pre-rendered backgrounds to mask the unrefined polygonal textures of Nintendo’s first 3D system. The land of Hyrule in Twilight Princess upholds a cohesive graphical fidelity without using awkward, albeit endearing, pre-rendered backgrounds as the bandages to patch the visual blemishes. What Twilight Princess chooses to display with generations of polygonal progress is a tad drab, to say the least. Any team of developers that strives to craft a game with “realistic graphics” always seems to lack the hindsight that in time, the visuals will age as gracefully as a withered prune. This problem became prevalent in the sixth generation of gaming as the refurbished 3D graphics gave developers enough confidence to earnestly render proportional human bodies and facial features with its characters. Sadly, except for Resident Evil 4, most games of the sixth generation that attempted to depict a sense of realism in their visuals now look shockingly crude. Alternately, games of this generation that adopted a more stylishly splendorous art direction, The Wind Waker as a prime example, could arguably contend with the graphics of games being released at the time I’m writing this. Every 3D game of the fifth generation looked primitive regardless of the developer’s artistic intentions, so it’s difficult to discern whether Ocarina and Majora’s Mask's rough aesthetical charm is a fortuitous coincidence. Given the severe backlash The Wind Waker received, because many felt that a cartoonish aesthetic wasn’t appropriate for a fantasy epic as opposed to Ocarina, we can infer that Twilight Princess is the logical evolution to Ocarina’s graphical tone. If this is the case, I fail to see the grandiosity of depleted colors, murky tints, and flat textures. Maybe I can blame Resident Evil 4 for popularizing realistic visuals that look victim to historic flooding, persisting for an entire generation. Still, I think it’s funny that The Wind Waker, a game derided for its visuals, looks far better than what Ocarina would most likely have looked like if it wasn’t on Nintendo’s first (competent) 3D console.

I suppose I should’ve made a disclaimer earlier that I have only played the Wii version of Twilight Princess, and it’s the version I’m basing this review on. Both the Gamecube and Wii versions of Twilight Princess are equally as definitive because they were released on the same day. In some cases, however, the exact same game is made radically different between the two because of the controls. The Gamecube version plays it safe by copying from the control scheme of The Wind Waker, an advantage of being the second Zelda title on the same console. The Wii version did not have the same privilege as it was assigned the daunting task of proving the functionality of the console’s main motion-control-centric peripheral. Considering how fervid Zelda fans tend to be regarding the sanctity of the franchise's foundation, implementing motion controls for a mainline Zelda title at the Wii’s inception demonstrated some seriously brass, meteor-sized balls on Nintendo. It didn’t help that fellow Wii launch title Red Steel, was doing its best to affirm people’s skepticism that motion controls were an ill-conceived idea. Unlike Red Steel, Twilight Princess succeeded by keeping the motion controls simple. Link’s primary weapon of choice already somewhat resembles the Wiimote, and all the player has to do is swing it gingerly to execute a sword swipe. Attaching the nunchuck to the Wiimote provides full analog control, Z-targeting, and a few extra moves with the sword. It’s mandatory to use the nunchuck to play the game, but my intention in highlighting its capabilities is to showcase how simple, and accessible Twilight Princess's control scheme is on the Wii despite how unorthodox and intimidating the Wii’s controller first seems. Swiping the sword while locking onto enemies usually resulted in Link doing that stab move multiple times instead of slashing vertically as he normally would, however. Fun fact: the Wii version’s map is mirrored as a roundabout way to shift Link’s usual left-handed sword wielding to the right to accommodate western players who are typically right-handed. A citation is needed for how Nintendo came to this conclusion, for my ambidextrous American self probably could’ve handled it. Still, I suppose holding the Wiimote in one’s left hand to retain Link’s preferred placement would’ve been awkward.

Nintendo was obviously confident in the Wii’s controls because the Wii version of Twilight Princess continues The Wind Waker’s greater emphasis on combat just as the Gamecube version does. The Wind Waker advanced Link’s fighting prowess because the rudimentary basics of 3D combat were established in Ocarina, and now they could revel in the potential finesse of using a sword. Even with motion controls at the helm of Link’s kinetic abilities, Nintendo assured that they wouldn’t regress the series. Twilight Princess is the first 3D Zelda game where Link doesn’t possess a playable instrument in his inventory. The method in which Twilight Princess transfers the music mechanic is rather unconventional, as is the way it expands on Link’s abilities with the sword. Howling Stones are small, arcane-looking structures with hollow circles in the middle, found erected from the ground on hills and other elevated stretches of land. Approaching these as Wolf Link will cause him to howl a familiar little tune that reverberates across the sky, but only if the player can memorize the three notes variables along with how long they are sustained. Echoing the melodies of Hyrule’s past will transport Wolf Link to the heavens of Hyrule, where a glowing, golden wolf joins Link in a chorus of howls and then requests that Link meet him somewhere on Hyrule’s map. Upon meeting the wolf, he’ll lunge at Link and transport him to an incorporeal realm where he reveals his true form as a skeletal warrior with hulking armor. Rumors speculate that this is the undead spirit form of Link from Ocarina and Majora’s Mask. Yet, I only remember the Wind Waker Link having masterful dexterity with a sword. Either or, the adroit ghoul will teach Link one move with the sword per Howling Stone.

Some learnable skills like the Jump Strike and Helm Splitter are taken directly from Wind Waker, only now they no longer have to be an opportunistic rebuttal to a countering strike from an enemy. Comparing how these skills were utilized in The Wind Waker, Twilight Princess approaches these skills even more tepidly than the previous game. The series pension for lenient damage intake still doesn’t foster the capabilities of Link’s newfound combat aptitude, and at least using these moves as counterattacks in The Wind Waker required more skill from the player. Link can still mow down armies of moblins with only one heart container depleted. The game never adds greater combat challenges because unlocking these moves are optional. Why wouldn’t the player want to execute flashy, gymnastic feats to defeat foes? Combat is still fluid and responsive even with motion controls, and I suppose I can be thankful for this all things considered. It’s still disappointing, considering there was nothing suppressive about the motion controls anyways, so they could’ve offered a meatier combat experience once again and didn’t.

Motion controls also translate well for many other tools in Link’s arsenal. The “mote” part of the Wii controller’s cutesy nickname connotes pointing it at the TV like a remote control. This peripheral function makes it perfect for aiming, which fits perfectly for the slingshot, bow and arrow, and clawshots. When these weapons are equipped, a conspicuous red target is shown on the screen, which helps the player guide their aim, with a yellow indicator present for clearer accuracy. The lantern from the top-down games makes its 3D debut here, illuminating dark passageways and igniting candles with a finite oil source that can be refueled at certain cauldrons or for a small fee from a guy with an afro in the Faron Woods. The Iron Boots feature new magnetic properties, and Link doubles his clawshots akimbo style, latching onto a series of scaffoldings and moving around like Spiderman. If the extra additions to familiar items sound like a tantalizing evolution, wait until you see the new items. Twilight Princess offers a varied array of new toys that stretch beyond the expectations of what is possible for Link to use on his quest. The Gale Boomerang is a blustering rendition of the regular ol’ boomerang that sucks in foes with its miniature cyclone grip and manipulates wind-power turbines connected to platforms and locked doors. The Hawkeye increases Link’s accuracy with the bow to the extent of a sniper rifle, and flailing the barbarically large Ball and Chain around demolishes both enemies and weathered structures. The most outlandish of these new items is the Spinner, a top that Link rides on that carries him through a series of grids off the sides of walls. Needless to say, it’s a fan-favorite item. 2006 marked a burgeoning future for the Zelda franchise, and these new items are this pinnacle. They are a blast to use, and the game gives them plenty of implementation.

Twilight Princess also introduces the matter of controlling Wolf Link, Link’s dimensional counterpart similar to his bunny form in the Dark World of A Link to the Past. Unlike the docile rabbit representing Link’s purity of heart, Twilight Princess sees Link transform into a carnivorous creature that coincides with this game’s prophetic notion that a mangy beast would aid in saving the land from evil’s grasp. The player will become efficiently acquainted with Wolf Link early in the game through consistent use. After a certain point in the game, the ability to organically switch between Link’s two forms is unlocked. Naturally, Wolf Link possesses certain qualities that human Link does not, including remembering smells, following a scent trail, and talking to animals. Link’s partner is only corporeal, while Link is a wolf which allows her to direct Link onto a series of high reaches and perform an attack that targets multiple foes while locked to a spatial radius. Swiping the Wiimote like a sword swing will cause Wolf Link to leap at an enemy, and pressing the A button will execute a larger leap that also adds Wolf Link lunging his teeth into an enemy for extra damage. It’s not as natural a translation as the Wiimote to the sword, but it still functions properly. Wolf Link was marketed as Twilight Princess's central gimmick, something unseen in the franchise used as an eye-catching hook to differentiate between this game and the older ones. However, those of us who remember Majora’s Mask beg to differ on Wolf Link’s supposed ingenuity. Wolf Link functions the same as any of the transformation masks in Majora’s Mask, a means to diversify the gameplay engaged through circumstantial moments. Wolf Link is satisfactory because he doesn’t become the game's focal point, a reasonable trade-off for mixing new forms of gameplay with the old.

The last time we saw the land of Hyrule in its traditional form, it was a vacuous field of nothing but grass with only slight peaks of hilly elevation. It was nothing but a monotonous, bland valley between the districts that fall under the same jurisdiction. Surprisingly, I often see the same criticisms for Hyrule Field in Twilight Princess, even though the developers have mended this problem sufficiently. Hyrule Field is not intended to be congested with creatures or off-road attractions, for a hub should still act as a median point separating all notable areas of interest. Besides simply increasing the size of Hyrule Field, the addition of trees, bridges, rivers, varied terrain, and consistent enemy placements on the map makes Hyrule Field mirror the similarities of the rolling, commodious badlands seen in the real world. Another change that aids Hyrule Field feeling more natural is that the nucleus of Hyrule has been shifted to Castle Town, the metropolitan capital of Hyrule that mirrors the marketplace from Ocarina, only busier with more expansive urbanity. If Castle Town is a more adequate nucleus due to its epicenter nature, then Hyrule Field functions well as its metaphorical outer wall.

All of the branching districts of Hyrule we’re familiar with from games prior are far more realized than they were in Ocarina, and this isn’t because of the graphical enhancements. Kakariko Village is a dusty wasteland that actually looks like it resides below a volcano, and the trek up Death Mountain to the Goron’s civilization feels substantially more harrowing. Lake Hylia is a behemoth basin situated so deep in the sunken crevices of Hyrule that Link must plunge into it from atop a bridge. The only means of returning from it is via being shot out of a comically-sized cannon. The Sacred Grove near the Faron Woods is even more mysterious than the Lost Woods, and the Gerudo Desert is particularly arid in its atmosphere and layout. These landmark Hyrule destinations are now incredibly fleshed out and detailed, thanks to years of progress in gaming hardware. My only slight grievance pertaining to neo-Hyrule is with poor Epona. Riding around Hyrule’s hub on Link’s trusty steed was a lifesaver in Ocarina, but her time in Twilight Princess is entirely situational in the early game. At the halfway point, Link’s partner grants him the ability to mitigate travel with a warp option, and as much as I adore Epona, warping around pretty much any location on the map is too convenient. Link can’t even summon Epona unless he finds a blade of grass to blow her song into that is only found in certain spots, and the horse whistle item that gives him full access isn’t given to him until very late in the game. Uh…thanks? I hate to say it, but the ol’ gal would be more useful at a glue factory.

With all of the enhancements Twilight Princess implements in mind, it should be a no-brainer that it excels over Ocarina of Time. Unfortunately, Twilight Princess exudes other undesirable traitsTwilight Princess mainly falters in its attempt to outshine Ocarina because its initiative to broaden Ocarina’s properties tends to bloat the narrative. Every new Zelda adventure begins with our hero, Link, in his humble place of origin before his existence is elevated by prophetic circumstances. Link is not a preadolescent boy in Twilight Princess but a young man in his late teenage years, similar to the age he was in his adult form in Ocarina. He also lives among other human beings as a country bumpkin in the rustic southern district of Ordon instead of fraternizing with the stunted Kokiri elves that reside in the shadiest parts of the forest. I guess the reveal that Link is a Hylian instead of a Kokiri is the Zelda equivalent of revealing Samus as a woman: it’s a revelation that is effective only once. Because Link is an adult throughout the entirety of this iteration, he is tied to more labor-intensive obligations, unlike his child predecessors, who sat around idly twiddling their thumbs until opportunity struck. The unfortunate aspect of Link’s farm-centric adulthood is that it has to be subjected to the player. The player spends the first hour or so of Twilight Princess performing Link’s chores and other mundane tasks, such as herding some stubborn goats into a pen, retrieving a bassinet that fell into a river, and returning a cat to its owner by catching the cat a fish that it covets. Fishing in Twilight Princess is reasonably more functional than it was in Ocarina, but the game still makes the mistake of emulating the tedious wait of catching a fish similar to real life. Grab a beer or another frosty beverage because it’s going to be a while. I understand that the impetus of this prologue is to highlight the juxtaposition between Link’s humdrum lifestyle and the epic scope of the hero’s journey he will partake in for the duration of the game. Still, Ocarina and Wind Waker already accomplished this without an elongated slog of boring tedium. It’s an off-putting way of introducing the game that excruciatingly drags on for far too long.

Starting slowly with the prologue at least gives the player the benefit of the doubt that once it’s over, the rest of the game’s momentum will rocket into the stratosphere without fizzing out and plummeting. Unfortunately, they’d be wrong. The prologue is emblematic of Twilight Princess’s pacing issues. While none of the pacing upsets in Twilight Princess delve as deep into being mind-numbing as the prologue, hefty exposition is often inserted in between dungeons. Any Zelda veteran will express that the dungeons are the piece de resistance of The Legend of Zelda, and any Zelda game that meanders from the dungeons for lengthy periods has to compensate with something substantial like in Majora’s Mask. It also helped that the side content in Majora’s Mask can be approached with an illusion of freedom that comes with the three-day cycle. Twilight Princess, on the other hand, forces the player through long swathes of restricted linearity supported by the narrative, especially in the earlier sections of the game.

Link’s call to adventure is relatively exciting at first as the backwoods rube gets an opportunity to deliver a package to Castle Town, the big apple of Hyrule, where Zelda resides. His golden ticket is granted to him a bit unceremoniously with a knock on the head by a band of Moblins that ransack Link’s village and kidnap every child resident. He attempts to save the children when he awakens from his stupor. As he furthers closer into a mystifying light their captors have entered, he alarmingly transforms into a wolf and gets captured himself. Inside the cell his captors have tossed him, a peculiarly curvy imp named Midna rescues Link from the lonesome prison in exchange for his servitude. The imp rides around on Link like a toddler does the family dog through the sewers and across the castle rooftops until they reach Zelda’s chamber. The series' titular princess is seen leaning over a window in her quarters, veiled in a cloak to either protect her from the outside elements or conceal her identity. Light and dark have converged over Hyrule and have blanketed the land in an otherworldly mystical…well, twilight. The culprit is Zant, who usurped Zelda’s throne and reduced Hyrule’s denizens to ephemeral spirits that wisp in the glow of twilight. With Midna’s guidance, Link must return the favor to Zant and restore Hyrule to its regal, prosperous self.

The restoration process of Hyrule is what the content between dungeons is mostly comprised of early in the game. Link and Midna seek out the Tears of Light, globules composed of both light and liquid found within the insides of Shadow Insects scattered around the Twilight Realm. After collecting sixteen tears per district in the luminescent grapevine called the Vessel of Light, the district’s respective light spirit will use the completed set to reinvigorate that district to its original earthly state. Because the Twilight Realm encapsulates the district before its reformation, the player is meant to complete this task as Wolf Link without the ability to revert back to his human self until the process is done. The Shadow Insects also can only be detected via the keener sense of a canine, so human Link would be hopelessly clueless anyways. Still, these sections of Twilight Princess feel awfully restrictive. As stated before, Wolf Link’s effectiveness as an alternate form of Link is in diversifying the gameplay, not supplementing it. Human Link develops and adapts like in any other Zelda game, while Wolf Link’s base attributes are never upgraded or expanded upon. Sure, Wolf Link is utilized throughout the game, and his instinctual talents are always an asset. In saying this, the nature of Wolf Link is still a curse, and a prevalent facet of this curse is feeling less capable as a quadrupedal animal rather than a human being with flexible limbs and opposable thumbs. Once the player descends into the pernicious air of the Twilight Realm, there is no escape until the mission is complete, meaning that there is no chance to abscond from the confined path the game places for the player. The freedom of exploration that Zelda fostered in its early days has been stifled exponentially.

One aspect of these sections that I enjoy is the Twilight Realm's atmosphere. It suspends Hyrule in a state of still purgatory, ethereally depicting Hyrule as if it were a dream. Matter flows upward like rainfall in reverse, and the outside light that permeates through the conductive color prisms creates a tint of sepia tone to add to the realm’s mystical nature. The spirits of human beings seen in this state are not the spectral remnants of the deceased, but their greenish, feathery forms that lack a mortal substratum look as if they could disseminate into the ether of the Twilight Realm at any given moment. Perhaps the spirits are willfully wispy as a means of protection, hiding away from the grizzly Shadow Beasts and aerial Shadow Kargaroks that patrol the Twilight Realm’s haunting grounds. The Twilight Realm is controlled chaos in that anything tangible in reality seems to hold no substance or dominion. The stillness and dearth of organic substance evoke a potent melancholy fitting for the land’s common quest of collecting tears. Some claim the Twilight Realm gives credence to giving Twilight Princess the title of the darkest Zelda game, but I still have to make an objection using Majora’s Mask as an example. The intended aura of gloominess conveyed through the Twilight Realm is effective, but it falters compared to the creepy subtleties from Majora’s Mask that get under my skin. It’s like comparing The Crow to the works of the Marquis de Sade, and the more disturbing content of the latter is likely to stick with you rather than the portentous former.

Thankfully once the player accomplishes bringing gleaming hope to Hyrule, they are treated to the greatest lineup of dungeons seen across the entire series. Tell me if you’ve heard this one before: Link must conquer three dungeons in the former half of the game with elemental themes coinciding with the various races around Hyrule. The first three dungeons here even follow the direct course from Ocarina as the order is a forestry tree dungeon first, molten Goron dungeon second, and watery Zora dungeon as last. Even though we’ve seen this trajectory countless times at this point, it does mean that Twilight Princess is bereft of fresh ideas. These dungeons are more complex and varied than the Ocarina counterparts they draw comparisons from. The Forest Temple (no relation to the one from Ocarina) involves rescuing a group of caged monkeys that aid Link by creating a makeshift monkey rope that gets longer for each monkey Link saves, helping him over the dungeon’s spacious gaps. Goron Mines is a more linear dungeon, but magnetizing the iron boots and trekking through the mines while defying gravity is too cool. Lakebed Temple is a culmination of the centralized design of the Water Temple and the water flow mechanics of the Great Bay Temple. The dungeons in the latter half of the game, when Link must collect pieces of the Mirror of Twilight, also exhibit this level of quality. The crypt-like Arbiter’s Grounds is traversed through by sniffing out the locations of four cheeky Poes that have stolen the flame source from the main door that leads to the dungeon’s boss, and this offers the best employment of Wolf Link’s abilities in the game. The esoteric and pristine Temple of Time uses straightaway backtracking well to retrieve a statue with the Dominion Rod from the far end of the temple that is intended to sit parallel to its twin at the colossal door near the entrance to unlock it. City in the Sky is a breathtaking marvel situated in the clouds that would make Hayao Miyazaki proud, even if its residents are those obscene Ooccoo creatures that look like you’d want to put them out of their misery. My favorite dungeon that Twilight Princess has to offer is the arctic Snowpeak Ruins because of how unconventional the trek is through it. The yeti that resides here is making a soup for his sick wife and is missing a few essential ingredients for the most delectable pumpkin broth. They direct towards the piece of the Mirror of Twilight they hold, but Link’s mission keeps getting sidetracked with every pointed direction, inadvertently leading to more of the soup’s missing ingredients. This dungeon is downright silly and refreshing for this frequently dismal game.

The selection of bosses in Twilight Princess is also outstanding. Similar to the dungeons they reside in, each boss guarantees that Link will use the item he received in some capacity, which is what cements their excellency. Gohma, the phobia-triggering giant spider, has made numerous appearances across the series and uses a combination of the bow and arrow and the Dominion Rod to crush its thorax with the might of a gigantic stone hammer. Morpheel from the Lakebed Temple reminds me of Morpha from Ocarina of Time in that Link yanks its vulnerable, fleshy core with the hook/clawshot, with a dozen tentacles added so the player can’t camp for their opportunity like with the Morpha fight. Morpheel’s second phase reminds me more of Shadow of the Colossus, as Link clawshots onto Morpheel’s weak spot and stabs his sword into it as the hideous beast swims around the aquarium arena. Argorok is a steel-plated dragon who terrorizes the timid Ooccoos in their sanctuary, and Link must face him at his eye level to end his reign over the sky by ascending the ground via hooking onto Peahats during a wicked storm. Everyone’s favorite fight, myself included, is the reanimated dragon skeleton Stallord, whose strengths as a boss relate to the player’s use of the Spinner item. These are arguably the most electrifying bouts in a game that is filled with them, and their effectiveness as fun bosses lie in the scale of their mass and the wide breadth of their arenas. Conquering these foes may not be too challenging, but the immense scope brought about by all of its elements makes them genuinely epic.

While the dungeons and bosses in Twilight Princess are exceptional, the game doesn’t give them as much precedence to make way for a more character-centric narrative, the core of the game’s wider stretches of exposition. The player grieves through the insufferably unstimulating portions of the game to familiarize themselves with Twilight Princess's rich roster of characters. Link’s time in Ordon Village in the sluggish introduction helps the player get acquainted with his fellow farm folk. Ordon Village consists of a few adult characters that lead a resistance militia, namely a guy who commands a falcon. More important than the adults are the children of Ordona, who have a more substantial narrative precedence. The gang of rugrats is a breakfast club of personalities: the brash and excitable Malo and his stoic, chubby little brother Malo, the bratty, vain Beth, and the sensitive Colin. All of the children admire Link to some extent, but Colin kisses the ground Link walks on. Instead of being annoyingly sycophantic, Colin transcribes his hero worship to motivate him to emulate Link’s feats of heroism. He gets this opportunity when greasy, grotesque Moblin army general King Bulbin returns to Kakariko Village in an attempt to recapture the children. Colin pushes Beth out of the stampeding Moblin warthogs and gets captured as a result. After Link saves Colin, he sheds his meek demeanor as he’s met his goal of becoming a valiant hero. This moment was intended to be poignant, but Colin’s arc is fulfilled far too early in the game before the narrative relegates these kids to Kakariko for the occasional visit or side quest. An even more shoehorned effort to make the side characters applicable to the narrative is with Ilia, the only other teenager from Ordon besides Link. Some romantic chemistry between her and Link is implied before she is captured, and the process of restoring her memory after her kidnapping leaves her as an amnesiac is a task that spans longer than rescuing the kids. Still, the eventual resolution to this quest flounders because it seems secondary to the big picture. I would’ve allowed an overt romantic dynamic between Link and Ilia here, for it’s the only way the character would’ve worked. It's not as if Link's heart belongs to Zelda, even with the hero arc implications.

Among all Twilight Princesses characters, the one that holds the greatest importance exists in a role that makes this fact astounding. When discussing the partner characters that aid Link on his adventure, most of them aren’t even worth the breath one would exert with this practice. They are not characters but tools with vocal cords like a GPS or the Siri feature on a smartphone. The only reason I discussed Navi in detail for Ocarina was her irritable infamy, more than any substantial role she had in the story besides interrupting Link’s slumber at the beginning. Midna functions the same way as the other partner characters in the series past. She’s helpful in the field with a select few aspects, she nags Link about his primary goal, she can be used for quick travel, and none of the information she gives is remotely useful when the player asks when they are uncertain of how to approach an obstacle or what their course of action is. Yet, she greatly transcends the wooden, strained role as Link’s assistant because, for the first time ever, the partner trope is as fully fleshed out as any other character, if not more so. Midna is the most expressive character the series has seen so far, and I’m not exclusively alluding to her toothy smirks and snarls. Midna supersedes Tetra in sass, constantly making snarky comments to Link to jokingly undermine his mighty hero role as she’s an immortal being from another dimension that sees him as an insignificant meat bag. As the game progresses, Midna begins to shed her contempt for Link as he proves his worth to her and the human world by proxy. This illuminating character development strengthens Link’s relationship with her. Midna’s passion for reclaiming her rightful throne and saving her people from Zant's grubby, traitorous hands makes her exude a palpable fervor that I didn’t know was possible for Zelda characters. Unlike the slight concern I expressed for the children of Odon, moments where Midna was in peril had me on the edge of my seat. Wolf Link carrying Midna’s motionless, pale body after she’s attacked by Zant, made me charge urgently through Hyrule Field without even stopping to attack the enemies along the way. During the final battle with Ganondorf in his most intimidatingly evil iteration yet, Midna uses her full power to destroy him, only for Ganondorf to come out unscathed, holding Midna’s fused shadow headpiece as a hunting trophy. Plunging my sword into the wicked swine as a finishing blow and watching him writhe in agony felt so satisfying to avenge Midna. Ultimately, she resurfaced as her true androgynous self and took the breath away from all of us, especially Link, whose stunned expression warrants one last ribbing from Midna, and it’s such a fantastic moment. The game explicitly refers to Midna as the titular “Twilight Princess,” just in case we’d confuse the subtitle for Zelda. Even if they didn’t remove all doubt, Midna out charismas the series namesake to the point where Zelda becomes practically irrelevant. Zelda who? Who cares?

The Legend of Zelda: Twilight Princess marks a grandstanding evolution in the franchise's history without even considering the implementation of motion controls in the Wii version. Ocarina of Time was a mechanical source that bled into the fabric of Majora’s Mask and Wind Waker. Perhaps those game’s subtle pinches of Ocarina’s salt didn’t taste acerbic enough for most Zelda fans, as their clear places as Ocarina’s successors went over their heads. Twilight Princess, on the other hand, uses the properties of Ocarina as subtly as a group of kids stacked on each other posing as an adult to sneak into an R-rated movie. The overall product of Twilight Princess is precisely what fans wanted from the 3D Zelda title that would surpass Ocarina as the rightful heir to its throne, and this notion was unequivocally felt when it was released. I’m certainly glad that Majora’s Mask and The Wind Waker are treated with more respect nowadays after their initial upset, but why does their newfound appreciation have to be at Twilight Princess's expense? Twilight Princess was the grandest Zelda game of its time, almost as if it had been in production since Ocarina of Time was released. Twilight Princess extrapolates on everything Ocarina presents and proverbially fills in the sizable cracks with caulk that compounds the narrative, gameplay, characters, and world design. Twilight Princess excels in the facets of Ocarina that I enjoyed, like the dungeons and bosses, and exceeds them spectacularly. Unfortunately, some of the fillings overflowed and made a mess of the game’s pacing, and it’s jarring enough to knock it down a few pegs. Twilight Princess should have triumphed over Ocarina of Time, but I can’t help but doubt this claim the more I ponder it. Still, The Legend of Zelda: Twilight Princess, without comparing it to its predecessors, deserves all of the initial praise it received, and I’m one Zelda fan who isn’t going to change my mind with this sentiment.

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Attribution: https://erockreviews.blogspot.com

Thins has the most special place in my heart. I can smell this game. Fresh cut grass while cool wind sweeps across my face has the mist from coming rain falls short. Enough with being emo this is so good.


Simplesmente maravilhoso.
A trilha sonora é bem única, por conta do jogo ter um toque mais sombrio do que o resto da franquia(com exceção do Majora's Mask), ainda assim bela e memorável.
História muito boa e diferente, personagens bem desenvolvidos e carismáticos, especialmente a Midna, uma das personagens mais memoráveis e bem desenvolvidas da franquia, sendo pessoalmente minha favorita de Zelda no geral.
Cada dungeon é única, cada boss é épico, o jogo em si tem muitos dos melhores momentos da franquia.
O gráfico é belo e a direção de arte é incrível, tanto do mundo normal e do crepúsculo.
Enfim, recomendo demais este jogo para qualquer um, uma das mais memoráveis aventuras de Link.

I know I haven't played that many Zelda games in my life, but to me, this has got to be one of the best 3D Zelda games.

It might look a bit ugly compared to other games in the series, and in some areas, it suffers from the usual tedium that traditional Zelda games give me (Especially during temples); but what can I say, this game hooked me and I really enjoyed the whole journey.

A part of me would like to revisit it some day, now having a bit more experience...But another part of me just can't go back to the traditional Zelda formula after experiencing BotW and TotK. If you want to get into Zelda tho, I would say this is a damn good game to start with; way more fun than Ocarina of Time imo, even with motion controls and everything.

Also, midget Midna awoke something in me that I didn't even know I had....

Twilight Princess is a very classic feeling Zelda and for better and for worse most likely the last given the turn the series has taken in recent years and out of the 3d games the only one that really feels like something that could be easily put next to ocarina of time and be called a sequel even more than majoras mask imo and with that comes a pretty solid for the time mostly linear feeling adventure game with some great dungeons but with bosses that end up being kinda pushovers the game, in general, this is, in my opinion, the easiest Zelda game I have played to date which is fine for me I dont really care that much for the game being that hard... iam looking at u gannon in tears of the kingdom
but overall I enjoyed it i was playing this just a couple hours a day after work and then really got to dig in and finish it just before Christmas during this weekend

my dad played this game almost all the way through, but got so frustrated on one of the final parts of the story that he put it down and i haven't seen him play a video game since. i think twilight princess broke him.