Among its most celebrated contributions to gaming, Twilight Princess boasts a stellar dungeon design. Palpably atmospheric, these dungeons are some of the most inventive and distinct in the series’ history. For instance, the first temple finds you assembling a rope made of monkeys to swing across a huge gap. Then, the next dungeon involves a sumo wrestling match above a lava pit. Before you know it, you’ll be fetching soup ingredients for a yeti couple!

Indeed, this bevy of beasty hideouts is absolutely top-notch. That said, there is one criticism that I have occasionally heard levied against Twilight Princess, and that’s how many of the items found in its dungeons see little use outside of their respective lairs. For example, as fun and as vital as the Ball and Chain is throughout Snowpeak Ruins, it more or less becomes a souvenir following Blizzeta’s defeat. Outside of using it to grab a couple of Heart Pieces or defeat a few enemies, this item spends its days collecting dust in Link’s inventory. Similarly, the Spinner is needed only a handful of times beyond the Arbiter’s Grounds. The Dominion Rod, too, serves a very specific purpose — one that doesn’t exactly lend itself to a whole lot of experimentation outside of the Temple of Time.

Although one could definitely argue that Twilight Princess spreads itself thin regarding its items, I appreciated its desire to constantly throw new ideas and mechanics at the player. Sure, once Stallord is put down, the Spinner doesn’t get a whole lot of love, but within the context of the Arbiter’s Grounds, it’s certainly the star of the show! Within a relatively short time-span, the game thoroughly explores the items possibilities. As limited as their use may be, the time we do get to spend with each of these items is an absolute blast.

So, how do you feel? Were you disappointed by the approach to items in Twilight Princess? Or were you glad to see such a consistent flow of new tools to play with? Share your thoughts in the comments below!

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