The Legend of Zelda: Twilight Princess [GC/Wii]

Ærlig talt, er dere bare kun ute etter å klare templene å bli ferdig? Da jeg spilte WW for første gang, synes jeg det var fett bra. Da jeg spilte om igjen var det ikke like artig. Derfor gjorde jeg sidequestene som var med. TLOZ har blant de beste sidequesteme som finnes, og som er absolutt artig å gjøre. I WW var det også interessant å utforske øyene, på leting etter skatt eller noe annet. Ikke bare interessant og spennende, men å høre vannen klaske og bevege seg på natta uten bakgrunnmusikk er sinnsykt stemningsfult. Når jeg skulle til en punkt på kartet som var helt på den andre siden, utforsket jeg øyene på veien dit, og så gidde jeg denne fisken mat, slik hadde jeg kontroll på alt. Det føltes nesten ut som TES til tider, og jeg elsker den blanningen. Det er det som er vitsen med alle øyene på WW og havet folkens!

Angående TP og deres 9 templer og 70 timer: Jeg ser ikke bort fra det her. I WW var det masse som måtte gjøres utenfor tempelet som hadde med selveste storyen å gjøre, og ikke sidequest. F eks leting etter triforce bitene(urk), oversettelse av kart med tingle(blæ), på jakt etter visse item for å komme videre på en annen plass, utforsking, prat med NPC og andre små-templer.

Konklusjon: Slutt å klag!
 
Når ble det fastslått at det vil ta 20 timer med å klare templene? :confused: Dette er bare noe dere tror, så litt upassende er det å klage så tidlig. Men hvis det er slik, har jeg absolutt ingenting imot det. Jajajaja, jeg vet at TLOZ er kjent for sine templer, men fortsatt burde det gå helt fint så lenge det er varierende og interessant.
 
SITAT(Agahnim @ 01.10.06, 12.05) 25804
Er det bare templene du digger med Zelda-serien?
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Nei, jeg liker egentlig bedre når du er utenfor templene enn når du er i et tempel. Problemet er at det virker som om de presser på masse kjedelig crap for å få de lengst mulig.
 

Yetipants

Mein Gampf
Medlem av ledelsen
Jeg kunne nok vært enig, hadde det bare ikke vært for at seilinga i Wind Waker er så knallbarsk. Jeg digger å toge rundt og finne nye øyer, fiske etter skatter, denge kanonbåter, finne småhemmelige kamper og annet ruskomsnusk, delta i løp, hoppe på tønner, finne ubåter og plattformer, lete etter spøkelsesskipet osv.

Kort sagt er det mye å finne på, og da er det greit. :)
 
SITAT(Gekko @ 13.05.06, 14.23) 3259
Næhæ?
Må også nevne at kontrollen til spillet på wii ser fabelaktig. Så noen når en kar spilte og skulle skyte piler, da holdt han kontrollen som en bue. Håper vi får se noe til hvordan ulven skal styres.
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Er det mulig du kan gi meg link til den videoen? Har ikke fått sett mer enn et bilde av kontrollen :/
 
SITAT(Aleks @ 01.10.06, 13.18) 25825
Problemet er at det virker som om de presser på masse kjedelig crap for å få de lengst mulig.
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Hva gir deg inntrykket av at det er kjedelig da? Jeg har ikke sett noe som tilsier det. Jeg tror de har lært litt siden f.eks. samle-100-gulledderkopper-pisset i OoT.
 

Lodin

Der Waaaah
I Japan blir ikke GC utgaven å finne i butikker. For å skaffe en kopi må man altså online å bestille. Ifølge Nintendo selv er dette for å bedre kunne promotere Wii utgaven og ikke forvirre kunder. Det ser foreløpig ikke ut til at de vil gjøre dette også i Europa og USA. :ermm:
LINKH
 
SITAT(Lodin @ 12.10.06, 00.12) 27680
I Japan blir ikke GC utgaven å finne i butikker. For å skaffe en kopi må man altså online å bestille. Ifølge Nintendo selv er dette for å bedre kunne promotere Wii utgaven og ikke forvirre kunder. Det ser foreløpig ikke ut til at de vil gjøre dette også i Europa og USA. :ermm:
LINKH
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Det skal godt gjøres å forvirre kunden i Japan med de 2 versjonene ... Som man kanskje vet er GameCube-coverene i japan langt mindre enn GameCube-coverene i Nord-Amerika, Europa og Australia, og Wii-versjonen vil høyst sannsynlig bruke vanlige DVD-covere (med mindre japanerene finner på noe "helt genialt"), så da skal det godt gjøres å plukke med seg feil spill.

Apropos Zelda, er det noen som vet om Wii-versjonen vil tilby kontroll-oppsett for både Wii-mote + Nunchuk, Classic Controller og GameCube-kontrollen?
 
SITAT(Psycho Mantis @ 12.10.06, 03.40) 27703
Apropos Zelda, er det noen som vet om Wii-versjonen vil tilby kontroll-oppsett for både Wii-mote + Nunchuk, Classic Controller og GameCube-kontrollen?
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Det er garantert at du KUN KAN BRUKE WII KONTROLLEN. Skal du spille med GC-kontroll ellerns må du kjøpe GC - versjonen.
 
Ny info:

ADVARSEL! *SPOILERS DELUXE*
http://www.dagbladet.no/weblogg/blog.ph … post/16309


Opprinnelig skrevet av nintendo Power + skriveleif

Nintendo power skrev:
The unpreciedented size and quality of the Wii launch lineup will be
capped with the most anticipated release in recent moemory. On November
19th, the wait will finally be over for The Legend of Zelda: Twilight
Princess. It is epic, beatiful, and full of surprsies, not the least of
which is the way that Wii Remote adds to the adventure's immersiveness,
it's also enormous, providing as much gameplay in the overworld (Hyrule
and beyond) as in its nine huge dungeons.

But perhaps Twilight Princess's most striking feature is the way that it
advances the legend, telling the story of a kingdom caugt between light
and shadow, say and night. As Link emerges from his place as humble
villager to a world-saving hero, he also transforms into a creature of
the darkness, with animal instincts and vicious new abilities. The
game's art style recalls that of Ocarina of Time (two generations
improved), as does Link's horsemanship and his adept use of a dword, a
bow, a boomerang, and other familiar (but enhanced) tools. he even
casts a fishing line. Get ready - you're about to catch the big one.

Link is left-handed traditionally, but for the Wii version of Twilight
Princess, he becomes a righty to sync with the way that you will use
the controls: the Wii Remote in your right hand to trigger weapons, and
the Nunchuk in your left hand ot manage the character's movement. By
swinging the remote, you'll make the hero slash his sword. By thrusting
forward while Link moves toward a locked-on target, you'll instruct him
to jab his prey. Shake the Nunchuk to have Link spin 360 degrees,
slicing every enemy within his range. The remote also gives you
pinpoint aim with projectile weapons. And when Link is in wolf form,
waving the Wii Remote causes him to maul enemies with his teeth and
claws. A shake of the Nunchuk makes him spin and beat bad guys with his
body. The great strenght of the control scheme is that it gives you the
ability to command the character intuitively, making it easy to imagine
yourself as the hero - and the beast - of hyrule.

Your journey begins in Ordon Village, where Link works as a farm hand,
herding sheep from the back of Epona and teaching the local children
the proper use of a slingshot and a wooden sword. When shadow creatures
appear from the twilight realm then trash the village and take some of
its citizens captive (including the children), the young rancher finds
himself, in the form of a wolf, behind bars in the twilight realm: a
dark and deserted version of Hyrule Castle. That's where the mysterious
Midna comes into the picture and leads Link to the Twilight Princess.
It doesn't take much guesswork to figure out the princess's real
identiy, but it's still a thrill to see her pull back the hood of her
cloack and reveal herself. She exposes Link, too, as the one who must
lift the kindgdom from the cover of darkness and save its cititzens
from the shadow creatures. From there, the adventure unfolds like the
classic Legend of Zelda game that it is. Link ventures far and wide,
both as a wolf and as a human, out of his ranch hand getup and in the
green tunic - the Hero's Clothes. Later he earns additional armor that
bestows him with new abilites.

The game's quest has Link freeing the world by entering dungeons,
sloving puzzles, and making his way to battles against the creatures
who would keep the darkness over the kingdom for all time. Nearly every
dungeon holds a tool that gives the hero the power to reach new areas.
The Gale Boomerang, an updated version of one of LInk's longstanding
weapons, creates a whirlwind that picks up and carries items back to
the hero. It's also capablle of hitting targets in a series. After you
point to your targets then let go of the weapon, it sails to each
destination, causing havoc for the enemies, and even carrying bombs to
Link's target. The Hero's Bow is another new version of an item that
LInk has had in his arsenal for some time. While riding Epona across
the battlefield, Link can turn and fire arrows at those who wish him
harm.That's just the beginning of Link's arsenal. He carries two types
of Clawshots. A single claw works as a grappling device, letting the
adventurer reach new heights. Dual claws, work like Tarzan's vines or
Spider - Man's webbing, allowing Link to swing over gaps. Iron Boots
also have multiple uses. They grip magnetic surfaces, letting the hero
walk upside down on the ceiling. They also make Link sink to the
bottoms of lakes and rivers, and heep him from being swept away by
stron winds. Another heavy item, the Ball and Chain, forces LInk to
walk slowly while he's carrying it, but powers through enemies and weak
walls. On the lighter side is the Spinner, a rotating platform with
which Link charges into enemies and hovers over the ground. I has gears
that make it latch onto trades and reach otherwise inaccessible areas.
Link has three types of bombs, as well, plus many other useful devices.

When twilight realm's dark magic turns our hero into a toothy beast, he is
capable of digging holes to discover passages., and can use his canine
senses too root out secrets. His passenger, Midna, offers clues,
creates an energy field that stuns and targets enemies, and guides the
wolf over difficult terrain. But, Midna;s involvement doesn't stop
there. At a crucial point in the adventure, she gives Link the ability
to ravel long distances in an instant, teleporting from one exotic
location to the next.

Graphically speaking, the game makes a big leap from its predecessors,
in an adventure that deals with a war between the powers of light and
ark, it's fitting that the game accentuates illumination and shadows,
creating a moody atmosphere both in the normal plane and in the
twilight relam. Early on, Link uses an oil lamp that gives off a yellow
glow, spreading light over the hero and his immediate surroundings as
he explores a cave. Torches, which Link can light with the lamp, help
him spread the hazy light that reveals items and enemies in the
passages. Shortly after that episode, a monkey grapbs the lamp and uses
it to burn away a deadly fog, giving you an eerily beautful trip to the
game's first dungeon.

Beyond the main adventure, the game is loaded with side quests and item
collection. Not only are heart pieces (now five to a heart container)
scattered all over the land, but so are a series of golden bugs and
limp Poe Souls (found only at night).

To enhance the experience even more, the Wii's humble feature accentuates damage from enemies and emphasizes the presence of hidden items. And the remote's speaker calls attention to ambient sounds, such as Midna's laugh (which indicates
that she has something to say), the slash of LInk's sword, and the snap
of his bow.

Twilight Princess's long journey to the Wii console is about to come to a close, and the real journey - Link's quest to save Hyrule - is about to begin. Like the orginal Legend of Zelda game, and many of the Zelda titles that have followed, the game will set the bar to a new height for advenutres to come.

*/SPOILERS*

^_^