RAGE!
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After three hours of waiting, Elliot and I entered Nintendo's inner
sanctum: the curtained area that shielded the Legend
of Zelda from the eyes of commoners. The first chamber
was decorated to look like a forest. There were
artificial tree trunks that stretched far up above my
head, and they had moss drooping from their branches.
Light streamed down from above, and artificial ferns
peeked out from behind monitor stands. This "forest"
is where I played the first half of the demo.
I walked up behind a guy who was fighting many moblins
while on horseback. He followed one into a castle,
where they faced off on a long bridge. They charged
each other, but the moblin, riding on a large pig,
kept knocking Link off. The guy gave up and tossed the
controller to me. I quickly charged the moblin rider,
and pulled to the side as he got near me so he
couldn't knock me off. It was a cross between playing
"chicken" and jousting, and it reminded me of one boss
battle in the second Zelda title on the NES. After a
couple of runs, I got the hang of the timing, and I
drew my sword and started taking swipes at him while I
charged past. The moblin knocked me off a couple of
times, but I got three good hits in and sent him
flying off the bridge. Epona reared up on her hind
legs and Link raised his sword in victory as the
setting sun shone behind them.
That was too short, so I tried the village demo. It
started with a mini game of herding goats into a barn
while riding Epona. I had to press one button to
"whoop" and startle the goats, then ride Epona around
them to herd them into the barn. The next sequence
involved jumping some gates, but right after that, a
booth worker chased me away from the game.
wheee
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Elliot and I then walked out of the "forest" by
crossing over a fake stream with fish and water
ripples made from light beamed onto the carpet. We
turned a corner and entered a "dungeon" with brick
walls and fog. I looked to the side and saw a large
animatronic Stalfos groaning and waving his sword
around.
Deeper in the dungeon, there were more fog machines
and spiders made from light beams projected on the
walls. There were also more demos set up with
different scenarios; this time, players could choose a
boss battle with a giant plant or explore a forest
dungeon. As soon as a demo became available, I chose
the forest dungeon as my 15 minutes of fun.
Fighting is very similar to that seen in other 3D
Zelda titles. One can lock on to monsters and hack
away at them, but this title has an added bonus. After
executing a series of blows and knocking the monster
flat on its back, the A button gets a new option:
"Finish." Hitting the A button at this time makes Link
leap up and downward stab the twitching enemy with his
sword. Sure, it's flash and excitement, but it's
really fun.
"Fun" is a good way to sum up Legend of Zelda:
Twilight Princess. I greatly enjoyed the demo and it
was certainly worth the three-hour wait. The title
already shows a lot of promise with its mesmerizing
graphical details and its immersive gameplay.
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