A Sales Story | E02 | Twilight Princess

Overview Discussion (22)

E02 | Twilight Princess

Ishaan

Member
Scholar
Localization, Historian, Reporter
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What if I told you that Breath of the Wild wouldn’t exist without Twilight Princess? Or that Zelda as a whole may not exist today without it? For the uninitiated, The Legend of Zelda: Twilight Princess may be among the most important games Nintendo has ever developed, for a variety of reasons:

  1. It was the game that saved the Zelda series from being shelved after the poor reception of The Wind Waker in the west and the onset of “gamer drift” in Japan. (Gamer drift was a term used by Nintendo to refer to the decline of the Japanese video game market.)
  2. It played a key role in Nintendo better understanding their western audience, and was also the game that helped Nintendo understand what it takes to develop a large-scale, big-budget, narrative-heavy title from a time, resource, and management standpoint.
  3. Zelda series producer Eiji Aonuma himself has stated that Breath of the Wild wouldn’t exist without Twilight Princess having come first, as a lot of their ideas in BOTW were originally intended for TP.

The Context:

Late 2003. The Legend of Zelda: The Wind Waker has not sold to expectations. The game has proven unpopular with western audiences due to its super-deformed style, and has not sold especially well in Japan, either. Development of the game needed to be sped up in order to release on time, resulting in cut content and a lack of polish. Furthermore, by Nintendo’s own admission, The Wind Waker isn’t a particularly novel product, being structured largely after Ocarina of Time but with a visual style that proved to be less popular than that of its two predecessors. In short, it is a game that took away a major element of the franchise that the market was acclimated to—especially after the Gamecube tech demo teaser that preceded it—and didn’t add enough other appealing elements that sufficiently made up for the shift in visual style.

Nintendo as a whole has seen a difficult 8 years amidst stiff competition from the PS1 and PS2, and the shortcomings of the Nintendo 64 and Gamecube. Under these circumstances, Shigeru Miyamoto believes that spending a large amount of resources on developing large-scale games is not the way Nintendo should approach game development, and the past few years have been spent experimenting with alternative approaches to Zelda games, in the hopes of chancing upon a more novel idea. Ideas such as multiplayer (Four Swords) and GBA-to-Gamecube connectivity (Four Swords Adventures) have been at the forefront of these experiments over the past two years, but aren’t proving particularly popular. Zelda is suffering from an identity crisis and the series is under the very real threat of being shelved if the next game can’t turn its fortunes around.

At this point, Nintendo is working on a sequel to The Wind Waker, using a similar visual style to that game. However, having worked on a number of Zelda titles by this point and having been in touch with Nintendo of America to better understand the series’ audience, producer Eiji Aonuma believes that this isn’t a wise course of action. Aonuma has correctly pinpointed that Zelda’s western audience—its largest audience by far—largely wants three things out of a Zelda game, first and foremost:

  1. A cooler-looking, and more realistically-proportioned Link
  2. A convincing fantasy backdrop similar to movies like Lord of the Rings
  3. The ability to explore a large world on horseback

Aonuma discusses the matter with Miyamoto and convinces him that Nintendo needs to develop a more “realistic” Zelda game to bring its western audience back on board. Miyamoto is skeptical, but trusts Aonuma’s instincts and the Wind Waker 2 project is rebooted into what would become Twilight Princess. By this point, Wind Waker 2 has already fallen into a rut, and the reboot provides the development team with a much-needed burst of enthusiasm.

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From Development to Launch:

During the development of Twilight Princess, the Zelda team encounters a large number of well-documented hurdles, ranging from the team having far too many ideas that couldn’t all realistically be incorporated within a reasonable timeframe, to the project simply being too large to manage. Twilight Princess quickly balloons out of control, and a number of the ideas that the team has need to be scaled back or abandoned entirely. To help get the project back on track, Aonuma steps in as director, while Miyamoto steps in as producer. And even then, there are creative disagreements—Aonuma wants the game to begin with a cold open with Link already in wolf form, whilst Miyamoto vetoes the idea and suggests that the team begin with a tutorial in Ordon Village instead, to help the player get acclimated to all the different mechanics that would be featured in the game.

However, certain key ideas are preserved, and would contribute not only to Twilight Princess’s appeal, but also the way Nintendo would approach future Zelda games. Among these is the idea of more fluid world design, with areas of the overworld featuring dungeon-like gameplay, and the entrances to the actual dungeons themselves being better integrated into the world. A great deal of attention is also lavished upon Link and his horse, with character designer Keisuke Nishimori going horse-riding himself to better understand how horses in the game should behave. Finally, Twilight Princess also features a fairly large world to explore on horseback, with a number of little nooks and crannies to investigate, giving the entire game a moody sense of adventure and world-building.

Along the way, Twilight Princess is also made compatible with Nintendo’s upcoming Wii console, and motion controls are created for sword fighting, as well as aiming with the bow and arrow. While the Wii port complicates the game’s development cycle even further, it goes on to play a large role in its marketing campaign and subsequent success.




We've all seen this trailer and the reaction to it at the time.
Aonuma and a member of Nintendo's U.S. team worked on it together.



Success & Legacy:

Aonuma’s hunch pays off, and when Twilight Princess is eventually released in 2006, it is met with both acclaim and success. Buoyed by its more “realistic” (and I use that term loosely) design, as well as the success of the Wii, Twilight Princess goes on to sell over 8.85 million units over the next several years, making it the second-best-selling Zelda game of all time. The year after its release, it also receives an award for “Outstanding Achievement in Story and Character Development” from the Academy of Interactive Arts & Sciences.

In a GDC keynote following its release, Aonuma reveals: "When it was announced with a surprise trailer at the 2004 E3, it received a standing ovation from the media audience. This was a very exciting moment for us, but we were still in the very early stages of converting the game into something more realistic. We knew that we had to create a Zelda game that would live up to the expectations of fans in North America, and that if we didn’t, it could mean the end of the franchise."

The game’s influence doesn’t stop there. Twilight Princess’s Link goes on to become the Zelda brand’s mascot for a number of years to follow, even after the release of 2011’s The Legend of Zelda: Skyward Sword. Twilight Princess’s Link is the face of Zelda across Super Smash Bros. Brawl, Super Smash Bros. for 3DS and Wii U, the inspiration behind Link’s design in Hyrule Warriors, and also the face of the long-running and incredibly successful Twilight Princess manga by Akira Himekawa. (Meanwhile, Twilight Princess itself has received two spin-off games in Link’s Crossbow Training and Twilight Princess Picross.)

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Twilight Princess’s more obvious legacy is the fact that Breath of the Wild takes a number of cues from it in terms of both visual design and world design. Twilight Princess’s approach to Link with a heavy focus on realistic proportions and detailed animations carries over to BOTW, as does the idea of the world being built to-scale and explorable on horseback. This more “realistic” approach has been acknowledged by members of the Zelda team as the one audiences find most appealing for third-person Zelda games, and one that wouldn’t have come about without Twilight Princess.

In fact, when the time came to work on The Legend of Zelda: Breath of the Wild, the actual in-game map of Twilight Princess was used to help prototype BOTW’s seamless open world from a technological standpoint. The Zelda team placed the entirety of the Twilight Princess map within the BOTW engine to figure out how to create a seamless environment using the Wii U hardware. During prototyping, the TP map occupied the upper-left corner of the world, with the remainder of the world being based on the layout of Kyoto.

Regarding the design of Breath of the Wild, Aonuma would state: "I'm working on a new Legend of Zelda game now. One thing I've realized as I've been working on it is that a lot of the things I want to do with this new 'Zelda' game are things I thought of while making Twilight Princess. I can't talk specifics, but to me, Twilight Princess was a starting point, making it possible to do what I'm doing now."


Note: A great deal of time and effort has gone into researching these facts, all of which I can personally guarantee are accurate (or as close to accurate as we will ever possibly get using information in the public domain). All of the information cited above is from a dissertation/eBook/Wiki entry I wrote on the development history of the Zelda series, researched and compiled over a period of 4 years, using hundreds of developer interviews spanning several different languages, behind-the-scenes features, and GDC keynotes. If you’d like a better understanding of Zelda dev history, you can read it here.
 
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Awesome!

Love reading this!

Now it makes me wonder how the Zelda team feels about BOTW huge success!
 
Nice thread idea! Will continue reading those.

Regarding Twilight Princess: It feels a bit like a stretch to say this game layed out the path for BotW. If so: How do you explain Nintendo following it up with SS, the literal anti-thesis to not only TP, but especially BotW? In a way, I'd call SS "the game that saved Zelda", because it was such a failure that it made Nintendo wake up and take a differnet approach. What I'm curious about: What made Aonuma go from TP to SS, when TP was such a success for all the things you mention, the realistic designs, the more open world, the horse riding, etc.? Make me feel like some very powerful indiviual (*cough* Miyamoto *cough*) wanted to drive motioncontrols and reach the Wii's more casual audience, sacrificing what TP had built up at this point.

Interesting though that TP's world was used for BotW's development. Would love to find out more about how Monolith Soft took it from there.
 
Nice thread idea! Will continue reading those.

Regarding Twilight Princess: It feels a bit like a stretch to say this game layed out the path for BotW. If so: How do you explain Nintendo following it up with SS, the literal anti-thesis to not only TP, but especially BotW? In a way, I'd call SS "the game that saved Zelda", because it was such a failure that it made Nintendo wake up and take a differnet approach. What I'm curious about: What made Aonuma go from TP to SS, when TP was such a success for all the things you mention, the realistic designs, the more open world, the horse riding, etc.? Make me feel like some very powerful indiviual (*cough* Miyamoto *cough*) wanted to drive motioncontrols and reach the Wii's more casual audience, sacrificing what TP had built up at this point.

Interesting though that TP's world was used for BotW's development. Would love to find out more about how Monolith Soft took it from there.

There's a link at the bottom of that post that will answer all your questions.
 
There's a link at the bottom of that post that will answer all your questions.
By 2007, the year Skyward Sword began development, the Japanese videogame market's decline was speeding up. Twilight Princess sold well worldwide, breaking the series' global sales record, but sales in Japan were weak. At the time, Nintendo's Shigeru Miyamoto had stated: "I think a lot of people who bought the Wii are not necessarily the types of people who are interested in playing that kind of game. And a lot of the people who would want to play it [due to chronic shortages of the console] can’t find a Wii! But mostly, I think it’s that there are fewer and fewer people who are interested in playing a big role-playing game like Zelda [in Japan]
Dear god, this and the following two paragraphs read like a nightmare (from my pov). I never knew to which degree Miyamoto was responsible for SS, but this is absolutely damning. I feel like he didn't receive enough criticism for that, likely because of his legend status as a person. But man, imagine someone like Harada did this, we'd be be clowning him forever. I wonder if Aonuma/Fujibayashi knew that it would become a badly received game, when in 2009 Minecraft released and became a massive hit, a game that is super complex and open in nature, the opposite of what Miyamoto told them to make the next Zelda.
 
Dear god, this and the following two paragraphs read like a nightmare (from my pov). I never knew to which degree Miyamoto was responsible for SS, but this is absolutely damning. I feel like he didn't receive enough criticism for that, likely because of his legend status as a person. But man, imagine someone like Harada did this, we'd be be clowning him forever. I wonder if Aonuma/Fujibayashi knew that it would become a badly received game, when in 2009 Minecraft released and became a massive hit, a game that is super complex and open in nature, the opposite of what Miyamoto told them to make the next Zelda.

I don't think it's fair to say it was just Miyamoto. Iwata was just as committed to the idea of games having grown too large and too expensive. Nintendo as a whole was very committed to the idea of more compact, more innovative, more approachable, and more modestly-budgeted projects in the DS/Wii era. It was a necessary step to turn the company into the Nintendo of today, which is a healthy mix of different kinds of approaches to game development, depending on the brands involved and audiences being targeted. In many ways, the story of Zelda is the story of Nintendo.
 
To add a little more context to the discussion about Wind Waker being re-evaluated over the years: while it definitely is looked upon more kindly now, I wouldn't take that to mean that people would welcome another big-budget Zelda game that looked like TWW.

Even Nintendo has gone on record multiple times over the years saying that they will probably never go the chibi route again for a major new 3D Zelda, because it just isn't what the vast majority of the audience wants. A couple of the more recent quotes:

"We encountered an awful lot of problems from the drastic leap we took with Wind Waker. I think we will be a bit more careful in the future, but if we find a new approach that not just the developers, but also the users would enjoy then I think we will want to break new ground again. But we haven’t found such an approach yet."

"The Wind Waker art style in its depiction of form, feel of materials etc. is very stylized. One of our goals was to have the art intuitively suggest possible physics and chemistry gameplay based on the player's own experiences in the real world. The problem with TWW art style was, the lies it told were too big. There was also another concern with The Wind Waker art style. The concern was if older players could look at the screen for just an instance and understand everything they were seeing, they might feel the art was intended for children and was not for them. So, basing the art on something easy to tell lies with, like the Wind Waker art, we could more easily guarantee function more conforming to playability and more easily construct the reality within the game. Above and beyond that, we needed to suggest things anyone could do in the real world, so we needed a certain level of realism and we needed an information-dense, mature art style."

This isn't to say Nintendo doesn't appreciate both Wind Waker and Twilight Princess for different reasons. (TWW got two sequels, after all) They just understand that the chibi style is something that's better suited to the 2D Zeldas, and that for the 3D third-person Zeldas, the vast majority of folks want something that looks a little more realistic in how the characters are designed and proportioned, and the way the world and materials look.
 
Twilight Princess had what would be considered at that time to be monstrous sales for a third person adventure type game. Look at where we've gone since then.
 
@Ishaan Maybe I missed it in your article, but is there more than 'they used TP's map at the beginning of BotW's development' to strengthen the claim that TP layed out the path for BotW? That by itself seems like it'd be a rather regular action, just like 128 Marios became Pikmin. And I imagine Nintendo, or any developer, re-use older games' assets for early experimentation in new games. Sorry if I'm persistent here, but it's just such a strong claim that BotW wouldn't exist without BotW in a specially related manner. With the anti-thesis to BotW, Skyward Sword, releasing prior to it, I don't clearly see it. Especially in context of map design. It'd make more sense to mention Xenoblade X as the game that layed down the path for BotW, really, imo.
 
@Ishaan Maybe I missed it in your article, but is there more than 'they used TP's map at the beginning of BotW's development' to strengthen the claim that TP layed out the path for BotW? That by itself seems like it'd be a rather regular action, just like 128 Marios became Pikmin. And I imagine Nintendo, or any developer, re-use older games' assets for early experimentation in new games. Sorry if I'm persistent here, but it's just such a strong claim that BotW wouldn't exist without BotW in a specially related manner. With the anti-thesis to BotW, Skyward Sword, releasing prior to it, I don't clearly see it. Especially in context of map design. It'd make more sense to mention Xenoblade X as the game that layed down the path for BotW, really, imo.

Aonuma during development of BOTW: "I'm working on a new Legend of Zelda game now. One thing I've realized as I've been working on it is that a lot of the things I want to do with this new 'Zelda' game are things I thought of while making Twilight Princess. I can't talk specifics, but to me, Twilight Princess was a starting point, making it possible to do what I'm doing now."

Xenoblade and then X definitely demonstrated a demand for larger, open-world games with interesting map design to Nintendo, but Aonuma already knew that a large, open-world Zelda game was what was needed way back when Twilight Princess went into development. They did a 360 with Skyward Sword because the development cycle for TP was gruelling, and Nintendo wanted to get the next Zelda out much quicker and have it potentially appeal to the Wii's wider audience. Unfortunately, it ended up taking five years anyway, because they spent close to two years just trying to get the motion controls figured out.

I'd also say that it's not as straightforward as TP being the sole source of inspiration and Skyward Sword being the complete opposite. One of the goals for Twilight Princess was to bring more dungeon-like design into the world itself, and have Link interacting with the world more. That concept was expanded upon further in SS (even though SS isn't an open, exploratory game the way TP is), and then fully realized in BOTW.

(But yes, Xenoblade was definitely influential in the way BOTW's map is designed, and this is why there's a whole section dedicated to Monolith Soft in the full dissertation.)

Edit: Added some more information for context.
 
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Thx, that Aonuma-quote clears it up for me. I'd love to hear his detailed thoughts about this, because I vividly remember how great the 2nd trailer for TP was, yet A LOT of things in that trailer never ended up in the final game, like the open forest, the diving spots in the forest, the truly open world, basically that 2nd trailer showed a Zelda that was way closer to BotW than the final TP turned out to be.

We always talk about game developers as if they're all one loving family, but I can imagine Aonuma feeling A LOT of anger and frustration over the things he couldn't do with TP and the couldn't do with SS (and probably was more okay with handing the latter project to Fujibayashi). As much as I love Monolith Soft, I would have liked to see this 100% Aonuma-Zelda that TP at some point was planned to be.
 
Reading that section on the internal reception to Wind Waker was a bummer, glad time and distance have given the game the revaluation it deserves.

Wind Waker is still regarded as a game with an inappropriate art style that was released unfinished. Certain forum dwellers regard it highly and pretend that it and Majora’s Mask are the series highlights rather than The Legend of Zelda or Breath of the Wild. It also has to do with how old you were when Wind Waker released. I had fun with it but all my friends either ignored it or actively dismissed it. I’m guessing that people who were kids have better memories of it.

That debate about the opening is intriguing; truly judging is of course impossible because one exists and one doesn't, but my gut tells me that the in media res opening probably would have better a better artistic choice, the opening of TP really plods.

Well said. It‘s a big reason why I’m not interested in replaying it. I had fun with the actual game after getting out of Ordon Village.
 
Wind Waker is still regarded as a game with an inappropriate art style that was released unfinished. Certain forum dwellers regard it highly and pretend that it and Majora’s Mask are the series highlights rather than The Legend of Zelda or Breath of the Wild.
What does "inappropriate art style" mean? I can understand people disliking WW for its world design and traversal, simpler dungeon design and for being unfinished, but Wind Waker's art style is one of its great successes. WW's graphics were able to age more gracefully because of its art style compared to other games that released around that timeframe (and other 3D Zelda games). BOTW also utilizes cel-shading like WW, presumably to also have a "timeless" artstyle which won't look outdated after many years and as stated here for gameplay purposes:
So, basing the art on something easy to tell lies with, like the Wind Waker art, we could more easily guarantee function more conforming to playability and more easily construct the reality within the game. Above and beyond that, we needed to suggest things anyone could do in the real world, so we needed a certain level of realism and we needed an information-dense, mature art style."
 
Wii userbase was not that interested on " hardcore" games. So the sales numbers alone can give us the wrong impression. A more fair way to compare is using 3d Mario as reference. Oot and TP are closer to the corresponding 3d Mario of the same gen than WW or MM for example. Though it's not that fair with MM because of the need for a expansion pack. So in a sense TP saved 3d Zelda as it could sell closer to 3d Mario again.

And about the critical reception compared with Wind Waker. Back then the cool thing among vocal Zelda fans was to trash "celda". Now the cool thing is to trash on the more realistic approach. Personally I feel they did a very good job on both approaches. Both have it's glaring flaws and great points and while I personally prefer TP I'm glad a lot of people gave WW a chance.
Wind Waker is much closer to Sunshine in sales than OoT to SM64 and TP to SMG.
 
Wind Waker is much closer to Sunshine in sales than OoT to SM64 and TP to SMG.
You're totally right. I mistook WW sales for SS. I stand my point about the Wii audience. TP and Galaxy could outperform their N64 counterparts by a small margin. While Wii sold more than 3x N64 sales. And both have really strong critical reception and hardcore appeal.

Now I'm wondering what Nintendo considers responsible for Sunshine and Wind Waker sales, the NGC or the games themselves? Maybe they expected those games to be system sellers and that didn't happened.

I wonder how TP would perform if it was a NGC exclusive. It doesn't feel like it would fare much better than WW, especially near the end of it's lifetime. Though at the same time that's the motivation for releasing it as crossgen....XD
 
It's funny though that after Twilight Princess they once again shifted to a cartoonier art style for Skyward Sword. Breath of the Wild's art style is a little harder to classify, more of a middle ground between TP and SS I guess.
 
What does "inappropriate art style" mean? I can understand people disliking WW for its world design and traversal, simpler dungeon design and for being unfinished, but Wind Waker's art style is one of its great successes. WW's graphics were able to age more gracefully because of its art style compared to other games that released around that timeframe (and other 3D Zelda games). BOTW also utilizes cel-shading like WW, presumably to also have a "timeless" artstyle which won't look outdated after many years and as stated here for gameplay purposes:

Thank you for the question. In hindsight, the word “inappropriate” was vague.

I meant inappropriate with respect to the high fantasy Lord of the Rings/Dungeons and Dragons lone adventurer swordsman setting of the series. While we only had sprites in the Legend of Zelda, Zelda 2 and Link to the Past, the artwork depicted a wild, dangerous world that Link had to tame:


The Zelda 2 artwork was even darker and more ominous. Remember that Zelda 2 was sort of Dark Souls decades before Dark Souls:




Those of us who grew up on the Legend of Zelda games and were teenagers when OOT came out saw the sprites and early 3D graphics as abstractions of the above artwork. It was jarring to go from an image that resembled the artwork like this:


to the Wind Waker. To most people who played The Legend of Zelda as kids, the Wind Waker was just a not a Zelda game as it had with no overworld, a saccharine looking world (despite the fact that the Great Sea is as dark and post-apocalyptic as Breath of the Wild Hyrule), and a weird looking cartoon kid rather than a rugged young adult like in Zelda 2 or OOT. They rejected it, stopped paying attention to the GameCube and started playing Grand Theft Auto 3.

In fact, I argue that Grand Theft Auto 3 was the Zelda of its time; a dark open world action-adventure.

Credit to Mr. Aonuma for asking NoA and trying to understand how western fans in the 2000’s viewed Zelda and trying to give it to them, even if the actual open world wouldn’t return until Breath of the Wild.

Please try to look at this from the perspective of 2002-2007, not from 2022 looking back and assigning our present tastes and values to the long past.



Note: this is coming from a guy who owned a Cube and liked the Wind Waker back in 2003. I just saw it as a fun game on its own terms and gave it a fair shake and blocked out the Spaceworld Demo.
 
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You're totally right. I mistook WW sales for SS. I stand my point about the Wii audience. TP and Galaxy could outperform their N64 counterparts by a small margin. While Wii sold more than 3x N64 sales. And both have really strong critical reception and hardcore appeal.

Twilight Princess had a 75% attach rate to Wii hardware during the first month in the U.S. and Canada. It was a system seller for (western) early adopters (like me. I love the Wii and would have quit gaming if it didn’t come out as I was bored of third person cutscene heavy software.) You couldn’t really walk into a store and get Twilight Princess for Cube as the first shipment was sold out on pre-order.

The Wii had a more “core” audience than was ever acknowledged in video game forums. The myth that it had a low software attachment rate (it was 10x, in line with other successful TV tethered systems) was spread by “hardcore” PS360 fanboys and became the conventional wisdom despite being false. EA and Activision made good money with Madden, FIFA, and Call of Duty, Activision published the latter Tony Hawk games for it. Those were feature complete games and they sold year after year.

Twilight Princess stopped selling because it saturated the market for people who wanted a successor to Ocarina of Time. 3D Puzzle Zelda games aren’t evergreens as they have a limited audience. Hence why it sold comparably to OOT. Also, remember that Nintendo found that many people never completed OOT, leading to many readily available used copies in Japan. That’s why they made Wind Waker so easy.

OOT sold on spectacle as the first 3D Zelda. It didn’t hook mass market players on gameplay. That’s why its successor stopped selling on Wii rather then becoming an evergreen like Breath of the Wild, Mario Kart, Wii Sports Resort/Switch, or New Super Mario Bros./Wii/U DX. Consequently, Twilight Princess was going to reach saturation. That’s on the limits of the game, not the Wii user base.
 
What does "inappropriate art style" mean? I can understand people disliking WW for its world design and traversal, simpler dungeon design and for being unfinished, but Wind Waker's art style is one of its great successes. WW's graphics were able to age more gracefully because of its art style compared to other games that released around that timeframe (and other 3D Zelda games). BOTW also utilizes cel-shading like WW, presumably to also have a "timeless" artstyle which won't look outdated after many years and as stated here for gameplay purposes:

Just to clarify (I know the quote is weird), Takizawa is saying two separate things here:

1. On the one hand, cel-shading allows them to get away with little cheats, such as Link shooting a boar with an arrow and it going *poof* and turning into a slab of meat. That's why it helps.

2. At the same time, the cel-shaded graphics needed to look much more realistic and detailed than TWW's did, because that specific art style was far too unrealistic and turned players off from the game.
 
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