When Nintendo said that The Legend of Zelda: Twilight Princess would be the last Zelda game of its kind, we were completely prepared for something like Link’s Crossbow Training. In truth, it’s hard to accept this as a “full” Zelda game. It’s simply not. What it is, though, based off our playtime with the game at E For All 2007, is a relatively fun Zelda-themed shooter.
A couple months ago, we played Resident Evil: Umbrella Chronicles with the Wii remote, but were disappointed to find that rather than make the experience, the Wii Zapper sort of breaks its. Unfortunately, the same seems to be true for Link’s Crossbow Training. We just don’t like the Zapper – the peripheral is designed poorly, and it doesn’t even feel like a real gun in your hand, thanks to having the trigger in the wrong place on the model. However, if we could play Link’s Crossbow Training without the Zapper, we think we might like the game.
To understand how Crossbow Training plays, remember how Link’s bow and arrow worked in Twilight Princess coupled with the Wii-mote pointing controls. Using Link’s crossbow feels just like using his bow in Twilight Princess. In other words, it feels rock solid. During our testing of the game, it did feel like the alignment of where we were pointing with the Zapper and where the on-screen reticule was showing up was a bit off, but this could have been caused by any number of things. Hopefully, it’s not a problem with the game – we doubt it is, but it’s something we noticed.
Link’s Crossbow Training isn’t radically different from any other shooter/rail shooter out there – except it’s got the Zelda theme going for it. There are three different modes: Target Shooting, Defender and Ranger. Meanwhile, there are 9 levels, each broken into 3 stages. This is a Zelda shooter, so expect to explore areas from Twilight Princess, like Hyrule Field, Gurudu Desert and different towns and villages.
Target Shooting is composed of basic shooting. You play in first-person, on rails, and you must hit bulls-eye targets scattered across the level. The trick is you only have so much time to hit each target before the camera will begin moving to a different area of the map. Hitting a target gets you points, which is the name of the game. You can also rack-up points through the multiplier system, which awards you extra points for hitting targets in rapid succession of each other. Adding to the challenge, by nailing each target dead-center, you’ll earn even more points.
Defender is similar to Target Shooting in the sense that you must hit targets to get points, and you do not control Link – and it, too, is on rails. However, there’s a big difference here: you play in third-person and get to see the green-clad hero the entire time. This would have to be our preferred mode, so far.
Finally, there is Ranger, which is drastically different from the other two modes we’ve covered, so far. Here, you get to actually control Link in real-time – in third-person – and maneuver him through each level however you want. Moving is handled with the nunchuck’s analog stick, while all the pointing and shooting is still done by pointing and clicking with the Wii-mote. It’ll definitely take some practice to get used to playing Ranger with the Zapper, as there’s a bit of a pat-your-head-and-rub-your-belly mechanic to it, as with one hand you have to walk around, which doesn’t require moving the controller itself, but with the other, you are moving the controller around trying to aim. It’s not difficult, but it’s different.
Link’s Crossbow Training feels like it’s right out of Twilight Princess, but that’s a huge compliment. That noted, it’s about what you’d expect for $15.99. Although we’re not too keen on the Zapper itself, we definitely want to try some more Link’s Crossbow Training when it’s available on November 19.