Feature: Zelda: Twilight Princess Flipped World On Wii Made Me Go A Little Cucco – Nintendo Life

Zelda Twilight Princess FlipZelda Twilight Princess Flip

To commemorate the 35th anniversary of The Legend of Zelda, we’re running a series of functions looking at a specific element– a style, character, mechanic, something, location or memory else totally– from each of the mainline Zelda games. Today, Gavin is sorry for the reality that he let a small, unimportant detail ruin his time with a unusual and wonderful video game …


There’s a lot I could talk about when it pertains to The Legend of Zelda: Twilight Princess. I might go on about its weird cast of characters– oddball suppliers, shadowy twilight figures, Yetis– or look into its themes of duality and otherness. I might dissect the collection of canines, wolves and felines it features (verbally dissect, of course), or wax lyrical over the majesty of its Hyrule Field theme. I might gladly split out a thousand words on the casual Midna and her function as– surprise!— a non-annoying sidekick, or examine its soft art style; the realisation of the grittier, more ‘practical’ Zelda lots of fans had actually desired Wind Waker to be.

Plenty of retrospective fodder, then. To this day my overriding memory of the first Zelda video game to launch on 2 consoles near-simulateously is how the Wii variation turned the whole kingdom of Hyrule on its Y-axis and I invested my entire playthrough stressing over it. It chomped at me as I attempted and entered each new area to picture what the ‘real’ variation of the game was– the one which much better fit my ideas of Hyrule’s canonically recognized location. Yeah, however the other method round my mind would duplicate over and over, and I simply could not shake it. Whenever I got my Wiimote and Nunchuk and fired up this brand name brand-new Zelda adventure, the idea existed, sticking around like a winter fart in a new automobile.

It’s really rather silly when you think of it. The topography of Link’s homeland modifications in practically every video game, and while you’ll sometimes see familiar areas at familiar compass points, there’s absolutely no reason to anticipate that Death Mountain and the Gorons will constantly be found in the North East or that you’ll always discover Lake Hylia in the South West. Breath of the Wild plonks the Lost Woods right next to Death Mountain– it’s no biggy. Hyrule is a place where legend and area are fluid principles, totally free to be reinterpreted, reconfigured and retold in various methods.

© Nintendo The East or West Gate, probably.Still, with the overworld map from Ocarina of Time’s manual imprinted on my brain thanks to it being my very first Zelda video game(hello, I was a Mega Drive kid), seeing all those places in Twilight Princess in approximately the very same places but turned offered me both that thrilling buzz of recognition and a sense of confusion and disappointment that things weren’t in the right place. It always struck me as exceptionally odd that Nintendo felt the need to’turn’the world so Link would be right-handed, anyway, particularly offered the reality that it makes no distinction whatsoever to the method the video game controls. Waggle the Wiimote and Link swipes his sword around basically as if you ‘d pressed a button. I truthfully don’t remember taking notice of the hand that swung the sword; it was essential to somebody, probably. I can only think of that they had goals of Skyward Sword-style 1:1 movement that just wasn’t possible till MotionPlus came along, but by the time the devsdiscovered it was difficult, it was far too late to walk the world-flip back. Why didn’t you play the superior and canonical GameCube variation, then? I hear you ask in an all-knowing gamer voice. Well, that’s easy to say now, isn’t it? You

have to remember that at the time I ‘d just got a shiny glossy Wii(it was genuinely truly shiniest console I ‘d ever seen to that point), and naturally I wanted the‘bestFinest experience going. Waggle aside, the Wii variation supported 16:9 widescreen and looked a bit sharper, so obviously I desired that one. If you’ve got the choice between a PS4 video game or the PS5-upgraded variation, you need to be strong-willed to turn down the next gen perks, no? Won’t someone consider the guide writers?Looking back, I undoubtedly made the wrong option. Not just did the GameCube variation have the’canonical’design(whatever that means in a series that until just recently let you call your hero whatever you the hell you wanted), however it likewise included complimentary electronic camera control thanks to the 2nd stick that the Wii Remote did not have. I never got around to playing the Wii U variation either, which turned things back to the GameCube layout. Logically, I understand it wasn’t a big offer, however I still feel a pang of regret and shame at permitting my silly Lizalfo brain to continuously distract me from taking in every information and enjoying a fine and fascinating video game. I had a good time, sure, however I likewise ruined it for myself since I couldn’t shake the sense that Kakariko Village was on the ‘wrong ‘side. With any luck, I’ll have the ability to experience it ‘fresh ‘sometime in the future, maybe on a console I’ve already got linked

to the telly. That ‘d be great.

I could go on about its strange cast of characters– oddball suppliers, shadowy twilight figures, Yetis– or dive into its styles of duality and otherness. If you’ve got the option in between a PS4 game or the PS5-upgraded variation, you require to be strong-willed to turn down the next gen benefits, no? > Won’t somebody think of the guide writers?Looking back, I obviously made the incorrect option. Not just did the GameCube variation have the’canonical’design(whatever that indicates in a series that up until just recently let you name your hero whatever you the hell you desired), however it also included free electronic camera control thanks to the 2nd stick that the Wii Remote lacked. I never ever got around to playing the Wii U version either, which flipped things back to the GameCube layout.

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