Monthly Archive for July, 2007

REVIEW: The Legend of Zelda: Twilight Princess (Pt 1)

I finally picked up the latest iteration of one of my favorite series, renting The Legend of Zelda: Twilight Princess at Blockbuster. (No late fees for the second week? Two week rental!)

The delay is surprising, as I’m a huge fan of the Nintendo 64 Zelda games. In fact, I was a seventh grade authority on Ocarina of Time: My comrades would phone in after school with queries regarding a specific Forest Temple obstacle, and I would often surprise myself by knowing the exact solution, from “push the block” to “light the torch”.

Lacking a Wii, I’m playing the GameCube version. The graphics look better than anything else I’ve seen on the venerable system, and I’ve loved the realistic, adult style since Nintendo first showed it in a tech demo seven years ago. The controls are tight and easy to use. They stick to the scheme set by Wind Waker and the Ocarina of Time re-release.

While this is perfectly familiar, I have unexpectedly found myself wishing I were playing Twilight Princess on the Wii. I played a little of the game on my friend’s Wii, and nothing really stood out as special. It seemed more that Wiimote support had been added after the fact and that no aspect of the game had been designed around the Wii’s unique style of controller. Besides, I was already used to the GameCube style of play, so what reason did I have to pick up this novel, unfamiliar and pricey (I’m on a modest budget!) new controller?

But playing through the first dungeon of the game, where Link snags a whirling boomerang that can hit multiple targets in one throw, I realized just how much better the Wiimote would be.

As I slowly fenangled my crosshairs across distant targets for an impressive boomerang combo, all I could think of is how much quicker things would go if I could just point and click. Not to mention how much more fun I would be having.

I imagine myself swinging my whole body in an exaggerated throw and holding the pose until Link’s boomerang returns to his waiting hand. I sigh as if my boomerang assault was an Olympic event and glance warily around the room to make sure nobody saw my immersive escapades.

Genesis

Welcome to Down the Wall, a personal blog I plan to focus on storytelling in video and computer games. Not that there isn’t room for the odd review or news commentary, but the topic of choice here is the narrative behind the game.

Posts on this blog are organized into three categories: Analysis, News and Reviews. Analysis articles look at general trends in games or the industry, News posts comment on what’s in the news, and Reviews are self-explanatory.

One thing I want to push for is more professional, in-depth, well-researched and meaningful writing than an average blog. This, and my unfortunately limited time, means posts will be spaced out, but also (I hope) worth the time it takes to read them.

I started this blog because I’m an avid gamer as well as a student looking at a career in journalism, and because I wanted to take a closer look at a topic I’m interested in. I think that games are on their way to taking their seat at the table of artistic media, and one of the main signs of this status is a shift towards greater levels of storytelling.

Many games have had moving and well-wrought stories which are more than just an excuse for the action, but recent technology (graphics and spoken dialog especially) has breathed real life into these stories, allowing new levels of expression.

This is a timely and important topic I hope to explore in greater detail in the near future. And, thanks to recent comments by film critic Roger Ebert, it looks like I have a good opportunity.

Notes

The about page has more information about myself and my goals for this blog.