Even before a new installment in Nintendo's fabled The Legend of Zelda series hits shelves, it has the uncanny ability to ignite heated, passionate discussion on its untested merits. At the same time, it often summons cool, breezy reflections on the overall series and its special qualities. And what happens afterward? More of the same thing really. But there was one significant outcome after the release GameCube's Wind Waker and the Nintendo 64's Majora's Mask—Twilight Princess.
Game Description:The Legend Of Zelda: Twilight Princess brings you back to the land of Hyrule, as you uncover the mystery behind its plunge into darkness. Link, a young man raised as a wrangler in a rural village, is ordered by the mayor to attend the Hyrule Summit. He sets off, oblivious to the dark fate that has descended upon the kingdom. When he enters the Twilight Realm that has covered Hyrule, he transforms into a wolf and is captured. A mysterious figure helps him break free, and with the aid of her magic, they set off to free the land from the shadows. Link must explore the vast land of Hyrule and As he does, he'll have to enlist the aid of friendly folk, solve puzzles and battle his way through dangerous dungeons. In the Twilight Realm, he'll have to use his wolf abilities and Midna's magic to bring light to the land. Revisit classic and new characters—Link, Zelda, Midna and many others.
Wii Sports comes as something of a pleasant surprise. Going against the longstanding trend of increasing game complexity, Nintendo has created what is arguably the most accessible videogame ever made, rivaling the likes of Pong and Pac-Man in sheer simplicity.
Game Description: Play Tennis, Baseball, Golf, Bowling and Boxing in the comfort of one's living room. No ball boys scurrying about, no oil from the alleys to get players dirty and no rain to keep anyone from a day at the court, park or course. Use the Wii Remote controller to mimic the actions of swinging a racket, bat or club, roll a ball down an alley or bring the left jab.
N-Space's Geist was a game that intrigued me at first glance; it was nothing concrete, just something about it gave the impression of being at the cusp of greatness. I first noticed it at E3 two or three years ago, and added it to my list as one to keep an eye on. I'm not sure if I could put my finger on any one element that struck me as being special, but the ability to haunt a bowl of dog food struck me as the kind of original thinking that could be nurtured to fruition.
From the perspective of someone paying money for this card, I think I would be more than a little disappointed. There are no goals in the traditional sense; no real progression. The average person buys a piece of interactive software and expects certain things, among them the kinds of structure and experience that are usually conveyed by the art on the cover of the box.
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