
Unfortunately, for as good a game as Twilight Princess is, a lot of the systems and story beats also feel like they're something you've played on an older system. The "dual worlds" theme was done back on the SNES, and the gameplay and items systems are heavily based on Ocarina's well trodden inventory. You'll be none too surprised to find out that at some point a mystical object is broken into several distinct pieces and scattered across the land, and the only way to recover them is to navigate a corresponding dungeon for each. Forget Ocarina, if you've played the original Legend of Zelda on the NES, you know how this is going to go.

For most franchises, the preceding list of grievances would have you believe this game was nothing but a disappointment, but Zelda is a series with such time-tested gameplay structure and clever design, that drawing heavily from the well guarantees quality that at least approaches the genre's high-water marks. Functionally, most everything here flat-out works. If you've played a polygonal Zelda before, you'll feel right at home with TP's Z-, er, L-targeting, its lack of "jump" button, and its item usage. These aspects may not have changed, but everything does feel a little suped up. As examples, you can combine bombs and arrows to shoot exploding projectiles, use not one, but two hookshots (called "clawshots' here) to cling from wall to wall, and learn a series of helpful sword techniques that make dueling more dynamic than it's ever been in a Zelda game.

The list of stellar design choices carries beyond just the Twilight Realm. There's the gorgeous Snow Peak mansion dungeon which is like no "snow level" I've ever played before. I'd also like to note the "Hyrule Field Night Theme", which perfectly embodies the feeling of adventuring out into the woods in the dark, both calm and tense at the same time. Then there's the addition of the plucky, occasionally devilish sidekick Midna, who not only acts as your reference guide, but also brings plenty of color to the game's business-as-usual narrative. These pieces are just a small smattering of the ways in which TP successfully avoids a full-on retread of franchise trademarks, and in turn, offers something new to the Zelda-faithful.
