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Features

Gamasutra's Quantum Leap Awards: Most Important Games, 2006
2. Nintendo's The Legend of Zelda: Twilight Princess (Wii, Gamecube)

It seems that holy grail of a game we all dream of making is that much closer when the intuitiveness of the Wii control system becomes another arrow in our creative quiver. And Twilight Princess represents the first leap in that direction. With the support of story, exploration, quest depth and problem solving, Twilight Princess does everything right in order to showcase the innovation of the controls.
I've got a funny feeling this and future Quantum Leap Awards will go to games made for the Wii, since it actually PROVIDES the opportunity for innovation. Not that I don't enjoy the more traditional 14-button control scheme of console gaming but -- speculation aside -- the Nintendo Wii is the covered wagon and The Legend of Zelda: Twilight Princess sets the pace in trailblazing the unexplored wilderness of interactive media. Giddyup.
Matthew Allmer, Rendered Vision

Few if any titles released in 2006 came to market preceded by as much hype
and player anticipation than Nintendo's own The Legend of Zelda: Twilight Princess. First revealed as a title for the Gamecube, development on the
sequel was eventually shifted to that of a marquee title for Nintendo's Wii,
and in doing so the game became the focal point for a marking blitz for the
new next-gen console.
Taking expert advantage of the Wii's unique controls
and exemplifying Nintendo's emphasis on fun and style over pure
presentation, Twilight Princess is one of the best titles to ever
launch alongside a new console. The game serves as both an appropriate swan
song for the Gamecube as well as the single best reason to invest in
Nintendo's unconventional Wii at launch.
Jason Dobson, Editor, Serious Games Source

In terms of showcasing the Wii, Twilight Princess gave a better indication of what the console is capable of than Wii Sports did – it’s an interesting game, and undoubtedly succeeds in bringing people to the Wii that would never even consider playing a videogame, but Twilight Princess felt a more complete package, and instantly made me forget any concerns I had about the console’s controls.
It’s not without fault, especially musically, and it’s hard not to feel a little sad that the bar wasn’t pushed more, but it’s almost as if the series needed something that is, essentially, a bigger, better version of Ocarina of Time before it can really move in new directions. In the end, during the time I spent playing it, I was completely enthralled and actually felt a little decadent. And I came out of it feeling entirely satisfied. Now I’m going to play it again – maybe left handed, I’m not sure.
Alistair Wallis, Writer, Gamasutra
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