A Link to the Past, A Link for the Future |
| By Shawn White / Wednesday, 06 June 2007 |
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The Legend of Zelda: Twilight Princess deserves recognition as one of the finest pieces of software in recent history, especially given the mind-boggling, GameCube-to-Wii challenges faced by the development team. But with the game's release, many people, including Series Creator Shigeru Miyamoto, feel the time is right for an overhaul of the system Ocarina of Time pioneered nearly a decade ago. What changes the Zelda team might implement I would not dare guess, but Twilight Princess may already foretell plenty about what's in store. One could be so bold as to make the following correlation: Ocarina of Time is to Majora's Mask as Twilight Princess will be to the next Wii Zelda. ![]() In the case of Majora's Mask, the development team needed only half the creation time to deliver a new experience. The team fell just short of that goal, requiring nearly two years to complete Majora's Mask, but their work became an admirable success in terms of inventive mechanics, a surreal, character-driven story and solid gameplay - all still in less time than Ocarina of Time required. Granted, Majora's Mask contained fewer dungeons and the time mechanic became a 'love it or hate it' affair, perhaps irking as many fans as the game pleased. If the Zelda team approaches the next Wii game in the series with the same mindset - to deliver fresh, if not original gameplay methods in a shorter development time - gamers may very well see history rhyme with itself. ![]() An experimental game you probably loved or hated. {page} Reusing the engine would certainly cut down on necessary development time and funding, for which Satoru Iwata's checkbook would no doubt approve. Reaping full power from the Wii would be relatively easy with the GameCube code already in place and simply in need of upgrading. With many of the technical hurdles already dealt with, the team could focus extensively on a powerful story (with proper pacing this time) and fresh Wii-only mechanics. ![]() Don't forget Midna, even if her return wouldn't really make sense... Although Twilight Princess managed to accommodate the Wii controller well, the game engine was still designed with GameCube in mind. Beyond that, Twilight Princess was designed with Ocarina of Time in mind, and though that formula has proven immensely successful for 3D Zelda games, the series needs freshness to survive. The relatively poor sales of Twilight Princess in Nintendo's home country of Japan make clear that something needs to change. What is that something? The answer lies somewhere between Majora's Mask and Phantom Hourglass. Both games retain that intangible, yet unmistakable Zelda essence. Majora's Mask expanded on its predecessor's design in addition to incorporating bold new elements that provided a familiar and yet fresh experience. The game earned the coveted title of 'unique' as a result, producing no true followers or copycats. Phantom Hourglass, on the other hand, attempts to add a new level of intuitive control to the series, using the DS' capabilities in full. I have little doubt the gaming world will also grant Phantom Hourglas a similar praise, if only based on the enthusiasm towards the project Aonuma displayed at GDC 2007. ![]() Will the next Wii Zelda follow the idealogy of Phantom Hourglass? Probably. Reflecting on the franchise he's worked on for nearly a decade, Eiji Aonuma told the audience of his GDC 2007 lecture that "[With Twilight Princess] We had to make a game that met expectations of fans in North America. If it didn't, it could mean the end of the franchise." Aonuma delivered on those expectations - in the view some, his team surpassed them with style. And so to those who bestow this venerable franchise your respect, even if merely an ounce, I ask only this: allow the creators the freedom they deserve, the freedom to now take Zelda to heights unimaginable, rather than bind Link to the trappings of acute familiarity. |
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