Twilight Princess Wii U HD Ep 16 'Lake Hylia' | Legend of Zelda | The Basement - Let's Play
Welcome to The Basement, let's play Twilight Princess HD on the WiiU!
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In today's episode (Ep 16), we
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Here's more of the review by Matt Casamnassina at IGN:
( http://www.ign.com/articles/2006/11/18/the-legend-of-zelda-twilight-princess-review-2 )
[...]In one particularly compelling cinematic halfway through the game, the storyline even ponders what might happen if Link himself turned to evil. Nintendo has utilized motion-capturing for characters and the added fluidity is immediately noticeable, but that's hardly the primary reason why these sequences are so welcomed. Rather, the tale has matured and advanced well beyond the templated save-the-princess routine and into something that holds interest not simply to support some well-rounded gameplay mechanics, but as an attraction of its own. As you play, you will generally want to know who Midna is and what here motivation to help Link might be, just as you'll be itching to discover what the true power of the Twilight King.
Nintendo's newfound attention to spinning a good yarn seems to clash with its reluctance to join the new millennium and populate its breathtaking worlds with characters whose words are voiced and not bubbled. This, of course, remains a point of heated debate amongst die-hards and we're willing to wager that fans will be copy-and-pasting this very critique to message boards before the virtual ink has dried, but we're not backing down in our assertion that it's time for real, true voice-acting. We understand that Link is a heroic mute and that's fine by us, but the remaining populace has something to say and we don't want to read it. Although the bustling city of Castle Town is the centerpiece of Hyrule, there is an air of claustrophobia surrounding it because the characters never really speak.
On the other hand, we have nothing but praise for the title's new Wii controls, which enhance the experience - not detract from it. The general gameplay mechanics are similar to Wind Waker. Link is able to run through immense environments, target enemies, strafe around them, swipe and slash them with his blade and also use a variety of weapons in battle or to advance through a location. These polished fundamentals have been passed forward from Ocarina of Time to Majora's Mask and then to Wind Waker, and they are again serving as the backbone for Twilight Princess.
The big difference, of course, is that on Wii you use both Nintendo's nunchuk attachment and its innovative new remote to manipulate Link and his weapons/items respectively. Gesturing with the Wii remote, you can easily and effortlessly swing the hero's sword. The gestures don't effect one-to-one movement, as so many had hoped - and yes, it would've been nice if the Big N could have pulled it off. However, they perfectly replace the need for button taps - a requirement in the GameCube version -- and after only a few minutes of familiarization become the preferable way to play. You don't need to flail your arms around like a monkey on fire in order to accurately control Link's blade - you can choose to make minimal movements and you will never run into a single issue. You can, alternatively, exact long, arching gestures and they will work, too. You won't get tired[...] (more at link above)
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Episode 16 (Part 16) is labeled with 'Ep 16' for your convenience.
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