As others have said:
Resident Evil 4 (best use of the wiimote yet in my mind)
Okami (more or less required)
And if you get Mariokart, I
strongly recommend avoiding trying to use the wheel or wiimote tilting options. It's maddening trying to deal with the motion controls for that game, though the more minor things like shaking the nunchuck to do a trick works pretty well and functions nicely as an especially intuitive extra button.
Kysafen said:
Twilight Princess was like seeing someone take a piss on the treehouse you used to go to and chop it down with an axe with the word "hardcore" inscribed on it because it didn't take itself seriously enough. Read: I fucking hated Twilight Princess. Whimsy? Childlike sense of wonder? The feeling that you're right back in your backyard, swinging a sharpened stick with a tape hilt, that feeling that you got with every [http://en.wikipedia.org/wiki/Oracle_of_Seasons] other [http://www.amazon.com/Classic-NES-Legend-Game-Boy-Advance/dp/B0001ZZNME/ref=sr_1_1?ie=UTF8&qid=1315363215&sr=8-1] Zelda [http://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Ocarina_of_Time] you've [http://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Majora%27s_Mask] played [http://en.wikipedia.org/wiki/The_Legend_of_Zelda:_A_Link_to_the_Past_%26_Four_Swords] beforehand [http://en.wikipedia.org/wiki/The_Legend_of_Zelda:_The_Wind_Waker]? Nope, fuck that shit, all you have now is this new "adult Link" that's supposed to relate most to the people that grew up with Ocarina of Time to symbolize how the fans grew up. Fuck growing up. The world sucks when you're grown up. You have responsibility, your parents went through a nasty divorce, you can never call the house you spent the first sixteen years of your life the home as you once knew it ever again, your best friends have all moved away, and now you're thrown in college trying to find the right balance between a job, study time, and what little time remains for sleep.
This may be reading too much into it, but this sounds like you heard that was the intention and just decided to dislike it.
...go back and play Majora's Mask. Seriously, that game was
absurdly dark. It has more of a fairy-tale vibe to it maybe, but definitely conforms more to the this-is-so-not-for-children sort of fairy tale than Twilight Princess ever manages.
Hell, Ocarina of Time involved ruined cities filled with undead (err, redead - whatever that means). Not exactly whimsical. And that's without even mentioning the unbelievably creepy shit involved in the bottom of the well. Or wallmasters, or any number of other very, very dark, very not-whimsical parts of the game. In all honesty, I don't think there's very much whimsy
at all once you get through the first three kid dungeons (a couple of hours into the game).
And Twilight Princess had plenty of whimsy. The art style was far from entirely realistic and the game has everything from ridiculous-looking yetis to infant shopkeepers to anthropomorphic animals (...furry Link...) to helpful monkeys to an entire area of weird little bird creatures in the sky that you reach by firing yourself out of a canon.
I think more than anything else the divergences introduced by Twilight Princess are (a) an actual persistent narrative and (b) a larger world with less sudden transitions.
The storyline of most Zelda games (those that have much of a storyline at all) is all about a central problem set up at the beginning and then a bunch of area-specific issues that somehow culminate in the resolution of that problem. Twilight Princess had actual narrative - things happened to characters throughout the game, they moved, and they interacted with the story repeatedly. The bad guys didn't just show up, create a problem, and then leave/sit around in places waiting for you to get there - they came and kidnapped people and generally made problems for you repeatedly. Another aspect of this is the fact that the world had backstory that was relevant to the current story beyond "oh, there was a prophecy or something".
And the larger world does a lot to create this different feeling too. In other 3D Zelda games, you have a bunch of vaguely elemental, relatively small areas with very sharp borders. The world of Twilight Princess feels more organic with large overworld areas (actually used for something other than adding walking time between places might I add). And the plot actually connects these places together and to the overarching storyline rather than simply sending you to them to retrieve a set of MacGuffins you've been told you need to progress (though those are usually still there too - this being a Zelda game after all).
I'll give you that all of these things bring it closer to epic fantasy rather than fairy tale, but some of them are, I think, pretty inevitable responses to the current generation of gaming (actually being able to build large worlds and fit more engaging, continuous storylines into the game). And I thought they did a terrific job of keeping enough fairy tale elements and bits of whimsy to keep things recognisable and uniquely Zelda-ish.