The Zapper itself is an interesting peripheral - not in the least as it comes from Nintendo, whom have always hesitated to include overt violence and gunplay in their games (which probably explains the retro 'Zapper' title). It fits comfortably in the player's hands, and feels solid. Importantly, the Zapper is weighty, but not heavy - the player feels like they are holding something worth controlling, but that is not too cumbersome to move. Does it actually enhance gameplay, though? It's a tricky question. The Zapper's functions could all be performed by the simple Wiimote-nunchuck set-up, but players may feel more comfortable holding something which approximates actually holding a gun. One problem with the set-up is that it almost forces the player to shoot 'from the hip', rather than the more precise feel of a free Wiimote, but that's the idea of an Uzi, which the Zapper seems to emulate.
We were informed by the booth attendant to simply 'shoot everything', and we proceeded to do so. Points are awarded for shooting the nasty denizens of Hyrule, who will hurt you with projectiles or melee attacks if you let them get too close. The player may also score by shooting stationary targets and objects, such as the classic Zelda pot.
It was solid, and we enjoyed our time with Link's Crossbow Training, but it does appear to have limited replayability. Two players can face off against each other in a competition to score more points, which will enhance the game's party-value (which it seems most Wii games must have). There appear to be many different stages, all set in various parts of the Twilight Princess iteration of Hyrule. After the outstanding controls of Metroid Prime 3: Corruption the bounding-box issue returns, as it is a relatively difficult task to simply move Link's third-person viewpoint. In fact, players must move the aiming reticule to almost the edge of the screen for the view to rotate. However, this will not be as major an issue as it has for earlier Wii games, as many of the levels of the game are completely stationary, with a fixed viewpoint, or are on-rails (the 'Target Shooting' and 'Defender' modes, respectively). We did, however, play one level of the 'Ranger' mode, where the player was required to move Link to progress. The controls were certainty manageable, but players fresh from the vastly improved controls of Metroid may wince when required to move in Crossbow Training.
Overall, Link's Crossbow Training is looking to be another enjoyable tie-in for Nintendo. Comparisons to Wii Play seem inevitable, and players looking to again get a peripheral and a decent game for a reasonable price will not be disappointed. The game is set for an Australian release in December this year, and will retail for $49.95. Look for some photos, and hopefully, some video footage of PALGN staff ineptly making their way through the game soon!

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