The Legend of Zelda: Twilight Princess HD - Recensione

Author: Mattia "Zave" Ravanelli
Date: 2020-07-31 00:12:30
There really aren't any bad chapters to be counted within the modern Zelda saga. That, so to speak, held to baptism by the 3D revolution of Ocarina of Time, celebrated something like twenty years ago. There are, at most, less convincing episodes, unable to mark an era as happened, however, to the same Ocarina of Time or, in a different but equally impressive way to Majora's Mask or The Wind Waker. The story of Twilight Princess fits into a similar context, what each new chapter of Zelda wants rightly expected as the most important game of its period of belonging, at least for the most faithful supporters of the verb Nintendo. If expectations, therefore, always prepare the field for a game that must prove almost ultra-terrain, if you want to respect them, slipping into a gray area is a matter of little ... and that's what happened ten years ago, to Twilight Princess.


Yet this re-release for Wii U, curated both by Nintendo and by the Australian team Tantalus Software, succeeds in an attempt both to give a hand of make-up to the game that closed the Gamecube era and opened the Wii one, as to (re) evaluate that adventure without burdening the unbearable weight of being a Zelda. All the more if it was that particular Zelda, the one with a more rigorous stylistic approach than the (splendid) digression of The Wind Waker. Especially if it was the game that should have resumed the Ocarina of Time ranks. Which, to be honest, largely succeeded in Twilight Princess and in which it still succeeds, thus paradoxically demonstrating its most obvious limits. Even today the twilight adventure of Link at times presents itself as a sequel of excellent workmanship of what is considered as one of the most important games in history, however without a real spark and a sufficiently strong personality.

But it is not enough to stop playing, because, as said, the worst is a Zelda a little less convincing, but which still amounts to a full-bodied, powerful, rich epic in which to get lost for tens of hours. The work done on this re-release is of a good standard and although it cannot satisfy those who are eagerly waiting for the new one, true, Zelda, it is enough to cancel even days and whole evenings, made of hours swallowed in the plains of Hyrule, in the forest Firone, Mount Morte or Lake Hylia. With that decadent and dark taste that had represented, even in 2006, the most convincing and exciting choice of Twilight Princess. The idea of twilight that envelops and drains the lifeblood of the fantastic glimpses (in a literal sense) of the kingdom of Legend, is still effective and represents a lighter and less lysergic variant of the events of Cronopoli di Majora's Mask. But there is no lack of passages and figures capable of taking a break and giving strength to a dark and bewitching story.

In this sense, the design choices that underlie above all some enemies work very well, above all the villain who holds the ranks of the speeches, Zant. He and some of his top officers arrive on screen wrapped in a mysterious and elusive aura, perfectly underlined by some animated sequences supported by tasty editing and room games. Too bad that such a strong display of personality is not found in many other game sequences and in a general approach that, too often, refers to a bounce between the classic places of Hyrule, without there being that effort necessary to make it all new and different or even just epic enough to really be branded in memory. Unless you get closer to Tweld Princess HD completely fast of Zelda, and then the subject changes.

Inside there is everything a Zelda needs: the bow and arrows, the boomerang and boots for walking on the bottom of the lakes, the bombs and the hook, the Zora tunic and the empty bottles to be filled as soon as possible, strategically. But also the monkeys accompanying Link in the first dungeon and the all-metal, lava and rock one managed by the Gorons, without forgetting the immense device of the Sanctuary of Water or the dozens of chests to be reached with acute sight and equally subtle ingenuity. In between there are the tracks to sniff and the sixth sense of a wolf, the melodies to howl at the moon and a hero's path to take one step after another.