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Twilight Princess & the Golden Hour

March 9, 2007 By Glenn Turner

Warning: This post contains slight, indirect spoilers concerning the end of The Legend of Zelda: Twilight Princess.

Zelda Twilight Princess Title

I'm actually a bit surprised that I'm writing this journal entry, especially so quickly after my mid-way progress report, although the game dramatically picked up once I made it through the Arbiter's Grounds.

While I stand by most of the comments I made from the halfway mark, some of the temple layouts and general level design are really just fantastic, especially once I had got some distance between myself and the Lakebed Temple and the Arbiter's Grounds. Sure, a lot of it wasn't groundbreaking, innovative stuff, but the sheer economy of some temples (like the Temple of Time) packed a lot of neat gameplay twists and puzzles into a small number of rooms.

Also, while I previously said that I was largely apathetic concerning the Wii controls, the final, final boss fight sold me on using the Wiimote instead of your standard Gamecube controller. Not necessarily because it was more exact (it wasn't), not because it was less frustrating (it was almost certainly more frustrating), but because it was much, much more exhilerating. It was a grinding, drawn-out duel, and I had a fantastic time with it. It was perhaps the only time where I felt the swordplay worked with the hardware, but boy did it.

I know that I picked apart the visual design of the game last time, but while I was busy needling the blurry textures, I seemingly failed to notice some fantastic framing work. Really, any time that the game takes total hold over the camera, it looks fantastic. There's some great use of depth, engaging compositions that actually say something as opposed to just looking cool and, of course, there's the 'golden hour'.

Twilight Princess - Golden Hour Example #1

Ah yes, the golden hour: A cinematographer's best friend. It's the hour post-sunrise, and the hour prior to sunset, where everything is bathed with soft, rich, warm tones and everyone's filled with diffused light. With that kind of color and contrast, practically anything looks gorgeous! This isn't to be confused with the 'magic hour' (another close friend to anyone capturing outside imagery), which is the hour prior to sunrise, and the hour post-sunset, which encompasses the titular twilight of the game. But back to the golden hour, Twilight Princess puts it to good use by using it as a thematic bookend. There's the title sequence of the game, which is bathed in the rich hues of the setting sun (still visible in the sky) and the diminishing daylight as Link steers Epona towards Hyrule Castle. The entire sequence looks marvellous and the effect is nicely complemented by the accompanying melancholic soundtrack.

And of course, there's the closing of the final battle, where daylight and twilight's conflict comes to a close – it's a great visual touch, and a nice way to end the game, bring everything together (although the credit sequence shouldn't be ignored). It's hard to say, but if the sun was setting in the title sequence, one would assume that the sun's rising here, finally exorcising twilight and darkness from the lands. But that might just be wishful thinking on my behalf.

Twilight Princess - Golden Hour Example #2

Perhaps I wasn't quite as astute about noticing other specific golden hour times during the rest of the game, especially since, if you weren't in a temple or dungeon, you had to contend with rapid day/night cycles. Regardless, both the golden and magic hours hours during those times also looked fantastic, especially with the shimmering of the sun in the sky.

The only other game I can think of off the top of my head that really milks the golden hour so prominently is Grand Theft Auto: San Andreas, which opens at approximately 6:45am, just at the tail end of the sunrise, and casts a rich orange hue over the city. I imagine this is more out of practicality though, to allow the player the most amount of daylight during their inagural session of the game.

But I digress. I do agree with Mr. Riley that this perhaps wasn't Link's finest hour, but it certainly wasn't his worst. I would have liked to have seen a good bulk of the villagers sub-plots dropped, they felt like dead weight after a third of the game. An unwarrented callback concerning some of the ancillary characters in the final temple certainly didn't help matters either. But it certainly was a solid adventure with some great moments, intriguing level design, and some fantastic sunrises.

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6 comments for ‘Twilight Princess & the Golden Hour’

#1 Servo Mar 9, 2007 01:00pm

I demand a large, hi-res version of the first image

Awsome in composition and it exudes tension (at least to people who know who the characters are)

#2 HektiK Mar 9, 2007 09:46pm

While i agree that having [spoiler]the 4 people from the bar make appearence in the final dungeon[/spoiler] did seem out of place and maybe even tacked on removing the villagers subplots might have left the game feeling underpopulated and too linear. Thats not to say i really cared for their stories but were needed to flesh out the game. I wonder if playing through it on the gamecube made the final battle easier. It never seemed all that difficult or frustrating to me.

#3 Glenn Turner Mar 9, 2007 10:09pm

Servo wrote:
I demand a large, hi-res version of the first image

Sadly, I took that screenshot from a YouTube video. That's as large a copy as I was able to find :?

Quote:
Thats not to say i really cared for their stories but were needed to flesh out the game

I'd use the words 'padded' instead of fleshed out, but I agree, to some extent. I actually liked the initial setup of the villagers, it's just that the pay off wasn't there for me. Personally, I wouldn't have minded a narrowly focused tale simply about Midna,Zelda, the twilight and Hyrule Castle even if it had meant shaving off 10 or more hours from the game. I might have even preferred it!

Quote:
I wonder if playing through it on the gamecube made the final battle easier. It never seemed all that difficult or frustrating to me.

I'm sure it did! The final battle wasn't really that tough for me on the Wii -- I never even died, it just went on for a while. Mostly because I found a tactic that worked and refused to deviate from it, even though it didn't really inflict all that much damage. I'm sure that if I were playing it on the Gamecube though, I probably would have experimented a bit more instead of the wild flailing I ended up winning the game with.

#4 HektiK Mar 11, 2007 06:11am

A more elaborate Link/Zelda/Midna story would have been better. There wasnt enough about Zelda, she was barly a secondary character. It seemed like she should have been more then that.

The last battle did take quite awhile even on the cube. How long did it take you on the Wii?

#5 D. Riley Mar 11, 2007 11:23am

The last battle seemed to take me about a YEAR on the Wii. Unlike Turn-dawg, I -did- die. :(

#6 w3a2 Mar 12, 2007 06:17am

ah, you have renewed my faith in this one. i hadn't touched it since last your review (not necessarily because of it, to be honest), but now i know i can turn back to it when i find that slab of time